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Could Beast Form be used to escape traps? Like, say we're handcuffed, would turning into a falcon allow us to escape?
 
Could Beast Form be used to escape traps? Like, say we're handcuffed, would turning into a falcon allow us to escape?

I mean, I was assuming so. It obviously wouldn't do anything for a locked room or the like and you might still be tied up when you transformed back (though probably not?), but you definitely shouldn't be tied up while in animal form. Now that I think of it, Smoke and Mirrors might also allow teleporting out of being tied up...
 
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Could Beast Form be used to escape traps? Like, say we're handcuffed, would turning into a falcon allow us to escape?
No, because you need at least one free hand to cast spells, in order to make the necessary movements. I should probably specify that Slip the Snare does not require free hands, because otherwise its kinda pointless.
 
Now that I think of it, Smoke and Mirrors might also allow teleporting out of being tied up...

Smokes and Mirrors would be a must have Battle Spell... unfortunately, it's not apart of the spellbook.


No, because you need at least one free hand to cast spells, in order to make the necessary movements.

Ah, right. If so, I think we should replace Beast Form with Slip the Snare, then.
 
No, because you need at least one free hand to cast spells, in order to make the necessary movements. I should probably specify that Slip the Snare does not require free hands, because otherwise its kinda pointless.

Ah! That makes sense and makes it significantly better. Hmmm...we should probably go back to Slip the Snare then. I'll do that.

Smokes and Mirrors would be a must have Battle Spell... unfortunately, it's not apart of the spellbook.

It's the Lore Attribute for Lore of Shadows, actually. Unfortunately it apparently requires a hand free so it doesn't help here...
 
Oh, I completely missed that. Free teleports ftw.

Yep. We also get free 'scare people' magic from Lore of Beasts and 'make high winds' from Lore of Heavens (as well as the low-end healing from Lore of Life). The other Lore Attributes all just enhance the magic rather than grant free extra spells, sadly.

Smoke and Mirrors on becoming invisible is a particularly awesome bit of synergy, too.
 
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Ah! That makes sense and makes it significantly better. Hmmm...we should probably go back to Slip the Snare then. I'll do that.

If this is a concern though, then you might want to take a look at Take no Heed, because it's a must in infiltration and exfiltration. If Fanriel must slip out of a dungeon, Take no Heed would be vital. It would be terribly embarrassing for Fanriel to get out of her binds only to be spotted and caught while trying to make her way out.
 
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If this is a concern though, then you might want to take a look at Take no Heed, because it's a must in infiltration and exfiltration. If Fanriel must slip out of a dungeon, Take no Heed would be vital. It would be terribly embarrassing for Fanriel to get out of her binds only to be spotted and caught while trying to make her way out.

I mean, the version I suggest has both invisibility and Hush, so she can be magically silent while invisible...I feel like that's enough to sneak out of most places, especially combined with Smoke and Mirrors for teleportation.

On another topic entirely:

With Regenerate in Complex Magic, I must admit some temptation to drop Healing of Hysh for Ill-bane and grab Regenerate to be the best healer possible, capable of taking care of just about any problem. That involves giving up an existing Complex spell though, and I'm much less clear which of those to drop to achieve this.
 
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If this is a concern though, then you might want to take a look at Take no Heed, because it's a must in infiltration and exfiltration. If Fanriel must slip out of a dungeon, Take no Heed would be vital. It would be terribly embarrassing for Fanriel to get out of her binds only to be spotted and caught while trying to make her way out.
I'd also say Earthpool in Ghyran could be a good pick since it allows us to travel underground. If we ever get caught and slip out binds we could easily escape with that, or even use it to travel underneath walls and maybe even into dungeons and bypass traps.
 
I'd also say Earthpool in Ghyran could be a good pick since it allows us to travel underground. If we ever get caught and slip out binds we could easily escape with that, or even use it to travel underneath walls and maybe even into dungeons and bypass traps.

Never under-estimate the power of no-clip.:V

I mean, the version I suggest has both invisibility and Hush, so she can be magically silent while invisible...I feel like that's enough to sneak out of most places, especially combined with Smoke and Mirrors for teleportation.

Why rely on three spells when you can rely on just one though? I also suspect some enemies can just smell through you too - enemies that probably can be bypassed by Take no heed.
 
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I'd also say Earthpool in Ghyran could be a good pick since it allows us to travel underground. If we ever get caught and slip out binds we could easily escape with that, or even use it to travel underneath walls and maybe even into dungeons and bypass traps.

Earthpool is definitely sweet. Lie of the Land is just so ridiculous for mercenary operations, though...perfect mapping is such a huge advantage in a military situation. Plus see the above note on Shroud of Invisibility + Hush + Smoke and Mirrors.
 
Hmm. Let me give the spell list a try.

IIRC, I had an eye on a spell list that assumes we'd be around a mercenary band at most times, even if just our small and elite allies. So the spells lean more towards enabling us and our allies' actions, which are mercenary options. So lots of battle-magic (environmental buffs, ally buffs, enemy debuffs, direct damage, defenses, banishments), scouting, some healing, and maybe a few miscellaneous stuff.

Waa rushing this so I'll take another look later.

Arcane
Arrow Shield (S)
Magical Alarm (S)
Silence (S)
Dispel (C)
Entangle (C)

Light
Clarity (S)
Radiant Weapon (S)
Healing of Hysh (C)

Metal
Law of Burning Iron (S)
Silver Compass (S)
Rigidity of Body and Mind (C)

Jade
Almanac (S)
Track's Tale Told (S)
Lie of the Land (C)

Heavens
Birdspeak (S)
First Portent of Amul (S)
Favourable Winds (C)

Shadows
Hush (S)
Shadow of Death (S)
Shroud of Invisibility (C)

Death
Deathsight (S)
Dying Words (S)
Night's Touch (C)

Fire
Ceaseless Flame (S)
Raze (S)
Rise from Ashes (C)

Beasts
Master's Voice (S)
Wildercall (S)
Eyes of the Pack (C)

Complex
Daemonbane (Light)
Starshine (Heavens)
Acceptance of Fate (Death) OR The Beast Unleashed (Beasts)
Ygethmor's Fiery Blizzard (Fire)
 
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If this is a concern though, then you might want to take a look at Take no Heed, because it's a must in infiltration and exfiltration. If Fanriel must slip out of a dungeon, Take no Heed would be vital.
Take No Heed's "Don't draw attention to yourself" clause includes being somewhere you are not supposed to be at.

It just means that if you blend in, you blend in perfectly, but you have to first be able to blend in, it's not a full-blown SEP field. If Fanriel was tailing someone in a crowd that included other elves, her mark wouldn't be able to notice her. Or if she walked past a guard, the guard wouldn't be able to recall her description later, or even that anyone walked past him at all.

But if she was trying to tail someone in a crowd of dwarfs, Take No Heed would do nothing because she's drawing attention to herself just by being there. Or if the guard is under orders to only let certain people through and she doesn't fulfill the criteria, the spell would have no effect.

No. For that you'd want Transformation of Metal, and the requisite blacksmithing skills.
 
With Regenerate in Complex Magic, I must admit some temptation to drop Healing of Hysh for Ill-bane and grab Regenerate to be the best healer possible, capable of taking care of just about any problem. That involves giving up an existing Complex spell though, and I'm much less clear which of those to drop to achieve this.

I think sticking with the current build is for the best, though if you really want to get Regenerate I'd replace Soulflay.
 
Just woke up, saw people talking about spells and then saw that there was only 15mins left on the vote counter.

Took me a few minutes to stop panicking because we're still on the previous vote, phew. But my question remains the same: 'What are the numbers on spells, relevant lores and their respective complexities we get again? I can't find it in the threadmarks.'
 
Just woke up, saw people talking about spells and then saw that there was only 15mins left on the vote counter.

Took me a few minutes to stop panicking because we're still on the previous vote, phew. But my question remains the same: 'What are the numbers on spells, relevant lores and their respective complexities we get again? I can't find it in the threadmarks.'
It's under the Informational tab. 2 to the right of Threadmarks.
 
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