Voting is open for the next 15 hours, 36 minutes
[X] [TRAITS] Hero of the Black Gulf
[X] [TRAITS] Student of the Dreams
[X] [TRAITS] Survivor of the Battle of the Holy Flame
[X] [TRAITS] Avelornian Ancestry
 
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 in informational.
 
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.


Also, I don't think Earthpool would be capable of doing this, since Earthpool's description doesn't explicitly say it can be cast without hands, and if we were competently restrained, we wouldn't be able to use our hands.
 
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.'
I tossed it out there earlier that my plan was for you to get 2 Simple and 1 Complicated spell per Lore, with a couple of floating Complex picks. Subject to change until I actually put it to a vote.

Others have also suggested that I break it up into multiple votes to avoid people's eyes just glazing over the number of choices available.
 
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), scouting, some healing, and maybe a few miscellaneous stuff.

You should have one more Complicated Arcane Spell, I think.

In terms of choices, I'll note a few things by category:

Arcane: We're a Loremaster of Hoeth meaning we're explicitly taught to parry arrows out of the air, I'm not sure we need the spell (though I suppose they may stack). Silence is also completely obsoleted by Hush.
Jade: Not a complaint, just a note that I don't think this is more group oriented than my choices (which allow a group to go without food and move easily through the wilderness). Tracking and knowing the weather aren't necessarily worse than that, but they're not more group focused either.
Shadows: As mentioned, Beasts already gives us an intimidation spell, so I'm not sure Shadow of Death is necessary (though I'm sure it's better)
Fire: Rise from the Ashes is, I think, worse than Healing of Hysh in every way...I don't think it's useful to have both.

You're also a bit light on defensive spells, which seems a slight issue in the build, though there are several ways to fill it.

I think sticking with the current build is for the best, though if you really want to get Regenerate I'd replace Soulflay.

You're probably right.
 
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Also, I don't think Earthpool would be capable of doing this, since Earthpool's description doesn't explicitly say it can be cast without hands, and if we were competently restrained, we wouldn't be able to use our hands.

No, Earthpool is not for the issue of being restrained. It's for the issue of what to do after you get out of your binds. It might be rendered redundant by Smoke and Mirrors though, depending on how Ulgu teleportation rules work, for example, where Line of Sight is needed by Smoke and Mirrors.
 
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I should clarify that Earthpool lets you move through earth, dirt. It won't let you noclip through flooring or stone.
 
No, Earthpool is not for the issue of being restrained. It's for the issue of what to do once you get out of your binds, though Smoke and Mirrors might functionally do the same with greater versatility, depending on what the rules of teleporting via Ulgu are. If it requires Line of Sight, then Earthpool helps cover that issue.

I mean, even if Smoke and Mirrors requires an open door, going invisible will probably get them to open the door.

Not that having only one is much better, but they had Rigidity of Body and Mind.

You are correct. Edited.
 
As someone with "Dabbler" level of skill, how much reliance can we afford to place on our spells during a battle? If we keep casting over and over under battlefield stress conditions, will we eventually hit a mis-cast that we can't recover from?
 
[x] [ARTEFACT] Fireclaw of Vaul
[x] [TRAITS] Student of the Dreams
[x] [TRAITS] Survivor of the Battle of the Holy Flame:
[x] [TRAITS] Veteran of Grootscher Marsh
[x] [BLOOD] No
 
Vote closed
Scheduled vote count started by Blackout on Jan 1, 2023 at 6:24 PM, finished with 299 posts and 68 votes.
 
As someone with "Dabbler" level of skill, how much reliance can we afford to place on our spells during a battle? If we keep casting over and over under battlefield stress conditions, will we eventually hit a mis-cast that we can't recover from?

I think we're probably fine for the most part? We are taking the Trait for being better at magic, after all, and could do Complex Magic even without that. So maybe our Complex spells will be an issue, but not the Simple or Complicated ones, and the Complex ones, looking at them, tend to be things we only use under specific circumstances not 12 times a battle or anything like that.
 
As someone with "Dabbler" level of skill, how much reliance can we afford to place on our spells during a battle? If we keep casting over and over under battlefield stress conditions, will we eventually hit a mis-cast that we can't recover from?
Elves are pretty good at avoiding miscasts, as they have an innate ability to anticipate the ebbs and flows of the Winds of Magic. It's more about not having a lot oomph behind your spellcasting, dedicated casters will beat you in terms of access to higher tier spells and being able to throw more bonuses at their casting rolls.

Still, probably best not rely on chaincasting constantly. Even elves will fumble eventually if put under sufficient pressure.
 
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Magic

Anti-chaos martial

Chaos res

Human diplo

General diplo

Swole

Not a bad set. I think we will miss not having wilderness survival but it went well overall. We stacked the chaos resistance with Lightfang.
 
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Not a bad set. I think we will miss not having wilderness survival but it went well overall. We stacked the chaos resistance with Lightfang.

We can cheat at wilderness survival somewhat with magic if we need to. The Simple Ghyran spells lean heavily in that direction as do some of the Ghur ones.

And yeah, it's a good set of Traits with a heavy 'anti-Chaos' and Diplomacy focus (with sides of Magic and Prowess). Our previous choice buffed Learning, so we're definitely shaping up to do the whole 'warrior-scholar princess' thing.
 
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