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Help with Institutional Magic Abuse
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<blockquote data-quote="Carpe DM" data-source="post: 3346183" data-attributes="member: 677"><p>These are fantastic ideas. I had thought of the doppleganger secret police -- even as interrogators, those are fantastic. Among other things, what they mean is that once someone is captured, they are never trusted again, since they could have been replaced. Nice little touch of paranoia there.</p><p></p><p>The dancing lights is brilliant. Absolutely brilliant. That's going straight in. Low level, and the free control over the number of lights as well as their movement mean that they can convey important information -- number of lights = highest order spell cast; movement of lights = urgency of situation, etc. And the distance of the spell is quite good -- by aiming it straight up you ought to be able to really do the trick and raise the alarm over the city...as well as provide a nifty teleport marker for the hammer that is about to drop.</p><p></p><p>And, obviously, I'll institutionalize Speak With Dead. These people are very much all about "kill 'em now, it's easier to question the dead." That's just an evil, evil thing to do.</p><p></p><p>Another thought -- Imps as familiars for the Forensic Spellcasters. Commune for free once per week? Sign me up. Really permits institutionalized Commune, whereas the XP loss would make it too hard to use regularly otherwise.</p><p></p><p>As for the Insignia spells, I'm making a mistake somewhere -- I checked PH2, didn't find them. Thoughts?</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Carpe DM, post: 3346183, member: 677"] These are fantastic ideas. I had thought of the doppleganger secret police -- even as interrogators, those are fantastic. Among other things, what they mean is that once someone is captured, they are never trusted again, since they could have been replaced. Nice little touch of paranoia there. The dancing lights is brilliant. Absolutely brilliant. That's going straight in. Low level, and the free control over the number of lights as well as their movement mean that they can convey important information -- number of lights = highest order spell cast; movement of lights = urgency of situation, etc. And the distance of the spell is quite good -- by aiming it straight up you ought to be able to really do the trick and raise the alarm over the city...as well as provide a nifty teleport marker for the hammer that is about to drop. And, obviously, I'll institutionalize Speak With Dead. These people are very much all about "kill 'em now, it's easier to question the dead." That's just an evil, evil thing to do. Another thought -- Imps as familiars for the Forensic Spellcasters. Commune for free once per week? Sign me up. Really permits institutionalized Commune, whereas the XP loss would make it too hard to use regularly otherwise. As for the Insignia spells, I'm making a mistake somewhere -- I checked PH2, didn't find them. Thoughts? Carpe [/QUOTE]
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