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<blockquote data-quote="Cap'n Kobold" data-source="post: 7317310" data-attributes="member: 6802951"><p>Because you asked for help, and while myself (and maybe others) do not have an encyclopedic knowledge of the setting, the basics of what you asked for was within our capability to try to help you out: A simple, modular mechanic to distinguish an NPC as a distinctive faction that are very effective spellcasters within a school specialisation, and are capable of boosting their magic by drawing upon the power of their subordinates.</p><p></p><p> Is it not something that they do in the heat of battle, when the PCs are approaching? As was pointed out before, if you just wanted something that they did immediately after preparing spells and retained that capability all day, then a flat boost in spell slots or similar will do. If the mechanics of having to actually draw power from their acolytes is irrelevant because they'll never need to do so around the PCs, why to they need that ability?</p><p></p><p> Because I don't know the 3e mechanisms, but you seemed to asking for an alternative to the way that they worked that fitted in with the precepts of 5e. You had mentioned one potential mechanic that you had come up with, but seemed to still be after different suggestions from other people. </p><p></p><p>So I thought about alternative methods for the very thematic image of a circle of mages all working together to cast a spell of more power than they would otherwise be capable of, in a form that would allow you to demonstrate and describe to your players, in a set of fairly simple additions that could easily be applied to an NPC template.</p><p></p><p> Circle magic isn't the kind of thing that would be used in the midst of melee: that is what Thayan teachings is for. Its pretty bad at action economy.</p><p>Its the kind of thing that forms a tactical objective: can they disrupt the circle? They would have to be seriously lucky to punch a fireball through that many casters. It also allows the DM the option of sacrificing action economy to throw a seriously threatening spell at a party that might have good saves or other defences against conventional spells.</p><p>Alongside the ritual ability it also serves the purpose of plot-relevant explanation as to how a wizard of a low enough power level that the party can beat is able to do whatever the party are trying to prevent/undo, whether that was dropping a permanent curse on someone or raising a very powerful undead.</p><p></p><p>As to what drove me: someone asked for help: I tried to provide some.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7317310, member: 6802951"] Because you asked for help, and while myself (and maybe others) do not have an encyclopedic knowledge of the setting, the basics of what you asked for was within our capability to try to help you out: A simple, modular mechanic to distinguish an NPC as a distinctive faction that are very effective spellcasters within a school specialisation, and are capable of boosting their magic by drawing upon the power of their subordinates. Is it not something that they do in the heat of battle, when the PCs are approaching? As was pointed out before, if you just wanted something that they did immediately after preparing spells and retained that capability all day, then a flat boost in spell slots or similar will do. If the mechanics of having to actually draw power from their acolytes is irrelevant because they'll never need to do so around the PCs, why to they need that ability? Because I don't know the 3e mechanisms, but you seemed to asking for an alternative to the way that they worked that fitted in with the precepts of 5e. You had mentioned one potential mechanic that you had come up with, but seemed to still be after different suggestions from other people. So I thought about alternative methods for the very thematic image of a circle of mages all working together to cast a spell of more power than they would otherwise be capable of, in a form that would allow you to demonstrate and describe to your players, in a set of fairly simple additions that could easily be applied to an NPC template. Circle magic isn't the kind of thing that would be used in the midst of melee: that is what Thayan teachings is for. Its pretty bad at action economy. Its the kind of thing that forms a tactical objective: can they disrupt the circle? They would have to be seriously lucky to punch a fireball through that many casters. It also allows the DM the option of sacrificing action economy to throw a seriously threatening spell at a party that might have good saves or other defences against conventional spells. Alongside the ritual ability it also serves the purpose of plot-relevant explanation as to how a wizard of a low enough power level that the party can beat is able to do whatever the party are trying to prevent/undo, whether that was dropping a permanent curse on someone or raising a very powerful undead. As to what drove me: someone asked for help: I tried to provide some. [/QUOTE]
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