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(IC) Against the Giants PBP Group 2
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<blockquote data-quote="Kobold Stew" data-source="post: 9483865" data-attributes="member: 23484"><p>The Colonel listens to the advice of his companions, and prepares to act.</p><p></p><p>[ooc]Last spell reckoning was in IC 1136: 1/1/3/2/2. </p><p></p><p>The Colonel wants to free this elemental Here are the parameters I see:</p><p></p><p>(a) Banishment should work. 4th level spell with range, Charisma save (which it can choose to fail voluntarily if it wants to be back on the plane of fire); if I maintain concentration for a minute, it stays there. It has to break the magic holding it, arguably. </p><p></p><p>(b) Dispel Evil and Good should also work. 5th level spell with no range (technically requires an attack on a creature I can reach). Hit would send it back to its home plane without needing a minute's concentration, and I'd have ten attempts to "attack" it. </p><p></p><p>(b) is bigger magic, but (a) gives the clearer effect; it is not clear to me that the bigger magic is doing something meaningfully stronger -- it just means the banishment is permanent, and I have multiple attempts; the bigger magic gives a front end benefit, but isn't necessarily stronger.</p><p></p><p>(c) depending on the investigation outcome, possibly we could damage the forge before attempting (a) or (b). Thunderwave pushes unsecured objects 10'. Might be worth trying if there's things that aren't pinned down but not easily lifted/moved.</p><p></p><p>(d) If we don't want to leave it to chance, the Colonel can cast Augury, either with a level-5 slot, or as a Ritual. If we thought we had 10 mins, saving the slot might be nice... But among the things we could ask about the relative methods of (a) (b) and (c). </p><p></p><p></p><p>Any advice taken, or I can just have the Colonel act. (Saving a level 4 slot for the banishment of the Fire Giant when we see him would be funny and/or prudent.).[/ooc]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9483865, member: 23484"] The Colonel listens to the advice of his companions, and prepares to act. [ooc]Last spell reckoning was in IC 1136: 1/1/3/2/2. The Colonel wants to free this elemental Here are the parameters I see: (a) Banishment should work. 4th level spell with range, Charisma save (which it can choose to fail voluntarily if it wants to be back on the plane of fire); if I maintain concentration for a minute, it stays there. It has to break the magic holding it, arguably. (b) Dispel Evil and Good should also work. 5th level spell with no range (technically requires an attack on a creature I can reach). Hit would send it back to its home plane without needing a minute's concentration, and I'd have ten attempts to "attack" it. (b) is bigger magic, but (a) gives the clearer effect; it is not clear to me that the bigger magic is doing something meaningfully stronger -- it just means the banishment is permanent, and I have multiple attempts; the bigger magic gives a front end benefit, but isn't necessarily stronger. (c) depending on the investigation outcome, possibly we could damage the forge before attempting (a) or (b). Thunderwave pushes unsecured objects 10'. Might be worth trying if there's things that aren't pinned down but not easily lifted/moved. (d) If we don't want to leave it to chance, the Colonel can cast Augury, either with a level-5 slot, or as a Ritual. If we thought we had 10 mins, saving the slot might be nice... But among the things we could ask about the relative methods of (a) (b) and (c). Any advice taken, or I can just have the Colonel act. (Saving a level 4 slot for the banishment of the Fire Giant when we see him would be funny and/or prudent.).[/ooc] [/QUOTE]
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