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<blockquote data-quote="Victim" data-source="post: 672605" data-attributes="member: 78"><p><em>Actually, I didn't think we had the new version of TP. I thought that one of the WotC people stated that the posted version was wrong. Either way, that version wouldn't let me use reduce to take more people along.</em></p><p></p><p><span style="color: limegreen">Employing Reduce to lighten spellcasters would not be the greatest plan. My spell can lighten a person to nine tenths of his normal weight. Shrinking a hulky half orc wearing full plate achieves a much greater mass reduction than shrinking a slender elf. </span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Also, it will take many of my spells to safely Teleport our group to Vubru. We might want to rest up in some dimensional pockets so I may prepare a battle worthy complement of spells. </span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Additionally, ruling powers in Vubru might look with disfavor at a sudden attack on upon a group of arcanists, especially if we strike directly from a Teleport. However, if we explain that the Wilders began this feud with a unprovoked Teleport strike, they might allow us to settle the matter our selves. You must understand that a city ruled by wizards would no doubt treat a Teleport attack on a wizards' guild rather harshly. The nature of wizardry is that one wizard can easily learn the spells of another. Normally, peaceable wizards can band together, share spells and advance the arcane science rather easily. However, unscrupolous arcanists can also attack other wizards to steal their lore and enchanted devices. Such attacks often relied of a Teleport to pit a fully prepared aggressor against an unprepared defender with minimal wards. The ruling arcanists thus might assume our attack was something other than a righteous counterstroke.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Verra, the Wilders might consider it rather convienent that you and Lady Zelestine have arrived on their very doorstep, and hence join battle in order to eliminate two of the Chosen without having to track them down. A few Dimensional Anchor spells could prevent their withdraw. Also, if you can repeat your feat of archery, then they will quickly find themselves without Mind Flayers alive to teleport them.</span></p></blockquote><p></p>
[QUOTE="Victim, post: 672605, member: 78"] [i]Actually, I didn't think we had the new version of TP. I thought that one of the WotC people stated that the posted version was wrong. Either way, that version wouldn't let me use reduce to take more people along.[/i] [color=limegreen]Employing Reduce to lighten spellcasters would not be the greatest plan. My spell can lighten a person to nine tenths of his normal weight. Shrinking a hulky half orc wearing full plate achieves a much greater mass reduction than shrinking a slender elf. Also, it will take many of my spells to safely Teleport our group to Vubru. We might want to rest up in some dimensional pockets so I may prepare a battle worthy complement of spells. Additionally, ruling powers in Vubru might look with disfavor at a sudden attack on upon a group of arcanists, especially if we strike directly from a Teleport. However, if we explain that the Wilders began this feud with a unprovoked Teleport strike, they might allow us to settle the matter our selves. You must understand that a city ruled by wizards would no doubt treat a Teleport attack on a wizards' guild rather harshly. The nature of wizardry is that one wizard can easily learn the spells of another. Normally, peaceable wizards can band together, share spells and advance the arcane science rather easily. However, unscrupolous arcanists can also attack other wizards to steal their lore and enchanted devices. Such attacks often relied of a Teleport to pit a fully prepared aggressor against an unprepared defender with minimal wards. The ruling arcanists thus might assume our attack was something other than a righteous counterstroke. Verra, the Wilders might consider it rather convienent that you and Lady Zelestine have arrived on their very doorstep, and hence join battle in order to eliminate two of the Chosen without having to track them down. A few Dimensional Anchor spells could prevent their withdraw. Also, if you can repeat your feat of archery, then they will quickly find themselves without Mind Flayers alive to teleport them.[/color] [/QUOTE]
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