[X] Mixed mage circles, with your battle sorcerers focusing on either attack or raising the capabilities of your forces, depending on their spell lists and personal preference, and the Sathari priests focusing on countering enemy mages.

[X] You have spare braziers, integrate command structures somewhat by feeding intelligence through to the Sathari officers with Legion junior officers acting as liasons and undead acting as messengers. Wyvern patrols will share positional information on enemy movements and terrain, finding the best routes for the Sathari force to decide on where to send their patrols.

[X] Combine war councils completely like a traditional host would. It will give the senior brass some experience working with varied forces, granted you expected the first time this would happen is in Westeros. After working with the undead officers of Queen Namaaru, you don't expect they will have any trouble working around regular noblemen.
 
Taking Tea

Fourteenth Day of the Second Month 294 AC

Although two armies march as allies down the road to Gornath, they do not truly march together. One is of the living, the other of the dead, and once the danger is past they keep a bowshot's distance between them like the shadow. Oh, there are practical reasons invoked on the side of the legion, mostly to do with the skittishness of horses, draft beasts in particular that make up the logistics of the column, but it does not take much to realize that the soldiers are every bit as uneasy as horses might be at the presence of the risen dead.

For most it is the first time encountering such beings and for the handful who have some prior knowledge of wights and specters, the experience is surely not good. Even among the officers, the prevailing opinion for those of Sathar seems to be 'glad they are on our side but not too close at our side.' An understandable position perhaps, but not a productive one.

As evening falls at the end of a day of marching that would have left an army broken with exhaustion if not for the aid of sorcery, you invite Ser Gerold and his War Council to join you and Ser Richard to speak at length with Queen Namaaru of Sathar about common tactics, not just of tactics and how best you might meet the challenges of battles to come, but of strategy, of the reasons to fight and how they might come to an end.

Ser Richard unbends enough to give the older knight an encouraging look. "It's not the custom for the Sarnori to take weapons when speaking to royalty at least, so you won't have to worry about where you left them." He wisely forebears to mention that the weapons would not do much good against the queen regardless.

***​

Unlike the ordered square of the legion camp, guarded by walls newly raised with Titan Tools, the dead have no need for shelter to keep the wind and rain off, nor fire to warm the night and so they wait, row upon motionless row, for the dawn to arrive and their allies to march again. Yet the queen cannot stand in the field like a gold-shrouded statue of elder days. There is a tent, likely traded for months or years before you cane to Sathar, Yi Tish silk dyed Tolosi yellow. Here still you find the giants with elephantine heads standing vigil as they did outside the queen's palace.

Inside, servants lay out tea in porcelain cups that seem too delicate to be any older than the tent, but by the mark of flowing maroon mongooses upon them you suspect they are older than even the yellow dynasty or the fall of Sarnor. You wonder what Ser Gerold would say if you explained he is likely drinking from the queen's own grave goods.

Queen Namaaru herself rises to greet you courteously, doing so with Gerold and his officers also, each by proper rank. "It is pleasing to see that you were able to draw the poison of the rat from the veins of your soldiers in good time. Do you need further aid from us?"

"No, your majesty, we have seen to the matter sufficiently by ward and caution, though there is much yet to discuss in the wider context of the battles to come."

What kind of cooperation do you propose?

[] Mixed mage circles, allowing the Sathari priests to focus on countering enemy mages while your sorcerers attack directly

[] Mixed scouting with Wyverns spotting for chariot probes

[] Write in


OOC: Not much of a vote unfortunately, but it's too late for me to roll the next engagement, so I decided to focus on more world building including a bit from Yi Ti in the form of ancient porcelain. Not yet edited.
Here's an edited version of the chapter, DP.

I highlighted a word from the first line. I think there might have been something that was supposed to come after it but was mistakenly left off.
 
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@DragonParadox, can we get the numbers here for the Sathari forces?

How many mage-priests do the Sathari have and how strong are they?

How strong is the queen herself and what's her class?

How many intelligent undead do they have? How many chariots? How many special units? etc etc.

We can plan better if we know what we've got to work with.

They have:
  1. a circle of 12 proper level 10 cleric/wizard/mystic theurge characters (Wizard 2/Cleric2/Theurge 6)
  2. 38 level 6 acolytes (Wizard 2/Cleric2/Theurge 4)
I'll write up the warriors and such in the morning, it's really late for me right now.
 
What are the rules for the cost of multiple use per day magic items for spells with material components? I'm curious if we could do a reincarnate option for legionaries who die in service.
 
What are the rules for the cost of multiple use per day magic items for spells with material components? I'm curious if we could do a reincarnate option for legionaries who die in service.
If you read the rules on the front page, certain spells require Material Components no matter the circumstance of their usage, using prices by RAW, and some (most, really) are given exceptions. Resurrection and Reincarnation spells are explicitly non-exempt (for good reason).
 
What are the rules for the cost of multiple use per day magic items for spells with material components? I'm curious if we could do a reincarnate option for legionaries who die in service.
For spells which require Material Components but which aren't costly enough to require those components each time an item enchanted with that spell is used, it's normally included in the crafting price. You have to pay x50 the cost for items with daily use limits or x100 for those without such limits.

Crap, that reminds me. I calculated the prices for the Rest Eternal item @Crake and I were just discussing as if it were unlimited use but only added the 5 IM cost for Holy Water 50 times instead of 100. Fixing that now.
 
Damn, that's really impressive. 12 mid-level mages.
All of the 10th level Mystic Theurges were probably honored dead who had been previously interred long before Sathar's fall, and who were awakened like the Queen. That's good, since they're likely more centered/less vengeance seeking.

I'm more impressed by the Acolytes, though. They would have been less likely to be interred, so they probably either died during Sathar's fall or were trained up from more common Undead citizens after the mass reanimation. If it's the first option, they're coherent enough to have maintained their ability as spellcasters, with correspondingly high Intelligence and Wisdom attributes, and if it's the second, they were actually able to grow and gain PC levels despite being Undead.

EDIT: As we've seen with Lya, they all have a nice class combo. It keeps them from reaching the maximum spell levels they could have had if they focused on a single track, but being able to cast 4th level Arcane and Divine spells, especially preparing two different sets of spells, is great. Lots of power and versatility. They'll make great Warforged! :)
 
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Damn, that's really impressive. 12 mid-level mages.
If you think about it, we're coming up on around that number of mid level mages across the entirety of the Imperium... which honestly isn't all that great... except that's only natural-born and leveled up.

Then we've got the Companions and viceroys, governors and such who are power houses in their own right, and some more magical talents like various God-blessed.

So it sorta evens out.

What is really truly impressive and stand-out is our population of NPC mages. We're up 2,985 students or graduates within the Scholarum. And from a truly varied set of classes!
 
If you think about it, we're coming up on around that number of mid level mages across the entirety of the Imperium... which honestly isn't all that great... except that's only natural-born and leveled up.

Then we've got the Companions and viceroys, governors and such who are power houses in their own right, and some more magical talents like various God-blessed.

So it sorta evens out.

What is really truly impressive and stand-out is our population of NPC mages. We're up 2,985 students or graduates within the Scholarum. And from a truly varied set of classes!
Eh, we'll catch up. We've just got to diligently pursue fetch quests for our minions to level them up.
 
Don't forget to vote, ya'll.
Adhoc vote count started by Goldfish on Jul 21, 2020 at 7:29 PM, finished with 13 posts and 2 votes.

  • [X] Mixed mage circles, with your battle sorcerers focusing on either attack or raising the capabilities of your forces, depending on their spell lists and personal preference, and the Sathari priests focusing on countering enemy mages.
    [X] You have spare braziers, integrate command structures somewhat by feeding intelligence through to the Sathari officers with Legion junior officers acting as liasons and undead acting as messengers. Wyvern patrols will share positional information on enemy movements and terrain, finding the best routes for the Sathari force to decide on where to send their patrols.
    [X] Combine war councils completely like a traditional host would. It will give the senior brass some experience working with varied forces, granted you expected the first time this would happen is in Westeros. After working with the undead officers of Queen Namaaru, you don't expect they will have any trouble working around regular noblemen.
 
[X] Combine war councils completely like a traditional host would. It will give the senior brass some experience working with varied forces, granted you expected the first time this would happen is in Westeros. After working with the undead officers of Queen Namaaru, you don't expect they will have any trouble working around regular noblemen.

One day they will sit at the war council with genies, devils, angels and aberrations, and they will not be cowed by them.

One day...
 
So in the interests of not getting jumped like the rat swarms did again, I've been looking for some low level stuff to help. Some of it is a little too specific for general use, but we can always stockpile them at the wall until we need to deal with that whole mess.

Veil of Positive Energy - I want to start with this one because it's one of the more useful spells I found for this task. It's a level one spell with a duration of 10 min/CL that provides a +2 sacred bonus to AC and saves against undead. The best part is that it applies to you, and to everyone within 5 ft of you. covering everyone would be expensive, but getting decent enough converse at the front line would be more manageable.

Cloak of Bravery - This one is a level three spell, but effects all allies within a 60 ft radius of the caster and lasts for 10 min/CL which gives it some potential. It gives a morale bonus to saves against fear effects equal to CL up to 10, which is useful all over the place, but especially when dealing with undead.

Legion's Impending Blades - This is also a third level spell, so it might not be worth deploying on a large scale, but as far as rebuffs go it's pretty nice. Medium range, lasts 1 min/CL, and applies a -2 AC penalty to everything that gets hit by the 20 ft burst around the target point.

Positive Pulse - I think this will work out better than grenades or alchemist's fire for large scale fights since it's safer for the legionaries. It's a close range level one spell that effects a 5 ft radius burst around the target point. Undead in that area take 1d6 + 1/2CL up to 5, and living creatures get a +2 bonus to various death effects and negative energy nonsense on the following round. Having undead allies complicates using this, but we're not exactly mixing units right now, and they won't always be around. By the time we actually had a noticeable number of items of PP deployed we'll have had to figure out the issue of positive energy in joint operations with the undead.

Tremor Blast - I don't know if this would effect swarms, but being able to make a trip check against everyone touching the ground in a 30 ft cone regardless of size and without any of the usual draw backs is very nice for a second level spell.
 
One day they will sit at the war council with genies, devils, angels and aberrations, and they will not be cowed by them.

One day...
Tbh if you seat a bunch of normal dudes in the company of demigods and skeleton overlords and fiendish warlords on a regular basis, they will become inured to it eventually. Institutions that have the kind of weight to pull that off hold all the standing necessary for someone to essentially refuge in audacity.
 
Tremor Blast - I don't know if this would effect swarms, but being able to make a trip check against everyone touching the ground in a 30 ft cone regardless of size and without any of the usual draw backs is very nice for a second level spell.
Hey, that's even on the Adept spell list. I know what most of them will be using theirs on. That's a pretty great effect for mass combat, probably gives them the most bang for their buck given they only have enough gas in the tank for one or two.
 
So in the interests of not getting jumped like the rat swarms did again, I've been looking for some low level stuff to help. Some of it is a little too specific for general use, but we can always stockpile them at the wall until we need to deal with that whole mess.

Veil of Positive Energy - I want to start with this one because it's one of the more useful spells I found for this task. It's a level one spell with a duration of 10 min/CL that provides a +2 sacred bonus to AC and saves against undead. The best part is that it applies to you, and to everyone within 5 ft of you. covering everyone would be expensive, but getting decent enough converse at the front line would be more manageable.

Cloak of Bravery - This one is a level three spell, but effects all allies within a 60 ft radius of the caster and lasts for 10 min/CL which gives it some potential. It gives a morale bonus to saves against fear effects equal to CL up to 10, which is useful all over the place, but especially when dealing with undead.

Legion's Impending Blades - This is also a third level spell, so it might not be worth deploying on a large scale, but as far as rebuffs go it's pretty nice. Medium range, lasts 1 min/CL, and applies a -2 AC penalty to everything that gets hit by the 20 ft burst around the target point.

Positive Pulse - I think this will work out better than grenades or alchemist's fire for large scale fights since it's safer for the legionaries. It's a close range level one spell that effects a 5 ft radius burst around the target point. Undead in that area take 1d6 + 1/2CL up to 5, and living creatures get a +2 bonus to various death effects and negative energy nonsense on the following round. Having undead allies complicates using this, but we're not exactly mixing units right now, and they won't always be around. By the time we actually had a noticeable number of items of PP deployed we'll have had to figure out the issue of positive energy in joint operations with the undead.

Tremor Blast - I don't know if this would effect swarms, but being able to make a trip check against everyone touching the ground in a 30 ft cone regardless of size and without any of the usual draw backs is very nice for a second level spell.
Veil of Positive Energy and Positive Pulse have the most potential for wide-scale use, mostly due to their low level. As 1st level spells, we could make single-use items for them that cost just 5 IM each. At that price, it would be reasonable to produce thousands of them to equip our forces.

Unfortunately, Veil of Positive Energy is a Paladin only spell. I'm not sure of a good way for our crafters to reasonably have access to it.
 
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Veil of Positive Energy and Positive Pulse have the most potential for wide-scale use, mostly due to their low level. As 1st level spells, we could make single-use items for them that cost just 5 IM each. At that price, it would be reasonable to produce thousands of them to equip our forces.

Unfortunately, Veil of Positive Energy is a Paladin only spell. I'm not sure if a good way for our crafters to reasonably have access to it.
Don't they just need someone who knows the spell on hand to work with? We have a few paladins that could learn it and spend some time as glorified reference material for the crafters, and failing that we could hire a new one for that purpose from one of the extraplanar empires.
 
Don't they just need someone who knows the spell on hand to work with? We have a few paladins that could learn it and spend some time as glorified reference material for the crafters, and failing that we could hire a new one for that purpose from one of the extraplanar empires.
The spell "donor" in such cases still has to cast the spell while helping with the crafting of each item. A Paladin has very limited spell slots and isn't going to be inclined to spend their days helping produce a few minor magical items.

Best case, if DP is generous, we could have one of our Paladins help craft a command-activated Veil of Positive Energy item, which could in turn be used by our crafters to mass produce the single-use charms. I think that should work.
 
The spell "donor" in such cases still has to cast the spell while helping with the crafting of each item. A Paladin has very limited spell slots and isn't going to be inclined to spend their days helping produce a few minor magical items.

Best case, if DP is generous, we could have one of our Paladins help craft a command-activated Veil of Positive Energy item, which could in turn be used by our crafters to mass produce the single-use charms. I think that should work.
Would a Spell Lattice work? It's explicitly possible to copy spells out of one, but I'm not sure if that's good enough.
 
If you read the rules on the front page, certain spells require Material Components no matter the circumstance of their usage, using prices by RAW, and some (most, really) are given exceptions. Resurrection and Reincarnation spells are explicitly non-exempt (for good reason).
I see that for xp there, but not for material components. Am I just being blind?

For spells which require Material Components but which aren't costly enough to require those components each time an item enchanted with that spell is used, it's normally included in the crafting price. You have to pay x50 the cost for items with daily use limits or x100 for those without such limits.
So an item of reincarnation would be 4x7x2000 + 1000 x 100 gold = 156000 gold = 31200 IM, assuming its not banned? Thats not much more expensive than the rest eternal item you were talking about.

[X] Crake
 
We could always develop a ritual spell for it using one of the Scholariums and then use that ritual as intended.

Edit: That would give our casters the means of casting it and putting in an item no?
 
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I see that for xp there, but not for material components. Am I just being blind?

So an item of reincarnation would be 4x7x2000 + 1000 x 100 gold = 156000 gold = 31200 IM, assuming its not banned? Thats not much more expensive than the rest eternal item you were talking about.

[X] Crake
It's under the Component heading in the Estimating Magic Item Gold Price Value table, right above XP costs.


As for Reincarnate, DP has already ruled that it isn't possible to use magic crafting like that to create a Reincarnation/Resurrection machine. Such magic has to be cast by a mage to function.
 
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