Whirtlestaffs Wizards Academy-Recruiting Now Complete, 7:06am 05/07/08

Spells etc

Shayrui - can Gregory, which will be my characters name go ahead and copy from you with the DM'a permission, the spells, Mage Armor, Shield, Magic Missel and Scorching Ray....this will free up several slots for me allowing me to take Protection from Good, Evil, Law and Chaos......

Zurai - can Gregory, which will be my characters name go ahead and copy from you with the DM'a permission, the spells, Alarm, Identify, Unseen Servant and Protection from arrows...


For Everyone - Gregory will have Protection from Law, Chaos, Evil and Good as well as Sleep, Charm Person, Hold Portal and Orb of Cold for now so go ahead and add them to your characters books if you would like.

Gregory should be posted tomorrow with just a little tweaking to do.


Leif,
just wanted to clarify that we can use the bonus 750xp to either make potions or spend on scribing scrolls which could be used for additional spells?
 

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Not a good idea to share spells until we know for sure which characters are accepted. If you take spells from my spellbook and I'm not accepted, you have to re-do your spellbook. Best to just wait.
 


J. Alexander said:
Leif,
just wanted to clarify that we can use the bonus 750xp to either make potions or spend on scribing scrolls which could be used for additional spells?

Yes, you can use as much of your experience as you want to brew potions or scribe scrolls, but you can only make potions and/or scrolls of spells that you can cast. The idea will be that you may wish to trade some of them after the game begins either to other wizards, or to clerics for healing potions. LET'S DO ALL OF THAT TRADING AFTER THE GAME BEGINS, THOUGH. For this pre-game brewing/scribing, you will not incur any costs beyond the XP cost, but keep the brewing/scribing down to a reasonable level. I'm trusting everyone not to abuse this ruling. :) Likewise, you can copy from each other's spell books freely even before the game begins. JUST KEEP A CAREFUL RECORD OF WHICH SPELLS YOU STARTED OUT WITH, WHICH ONES YOU GAINED AT 2ND AND 3RD LEVEL, AND WHICH ONES YOU GOT FROM FRIENDS. Once we get started good, I'll let you know when it is ok to re-copy your spell books to just throw them all in the same pot (as it were). And, also likewise, no costs will be incurred for copying spells into your spell books before the game. I'll even give you a pass on the Spellcraft checks!

And Zurai has an excellent point! You should probably wait to see who is accepted into the game to copy spells. Of course, there is also a school of thought that maintains that you could copy spells from classmates who are not actually pcs, but we'll try to keep it all "in the family" so to speak. :)
 
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Shayuri said:
Indeed....
Plus, I need to redo a little anyway now that we get Collegiate Mage as a bonus feat. :)
Well, it seemed only appropriate to recognize your Academy backgrounds. I had even thought of that long, long ago, but forgot about it by the time I started the game. Thanks to whoever it was that kept bringing up Precocious Apprentice, which is in the same sidebar as Collegiate Wizard, for making sure that I remembered about that. ;)
 

Lawful Alignments

Yeah, Lawful Good and Lawful Neutral will be acceptable alignments, after all. But I did kinda have more of the "mild bad boy" image in mind when I was setting this game up. Still, all you "bad boys" need at least a couple of straight arrows who will let you copy their homework!
 

Leif said:
KerlanRayne said:
A few questions:
1) Can we use items from the Magic Item Compendium. There are a lot of nice cheap items in there.
2) I plan to have the Craft Wondrous Item feat. Can I pay someone to cast a spell for me to help make an Item? I'm assuming I can use scrolls but would like to know about other casters as well.
3) Can I use the craft skills to make items as long as I can reach the DC by taking 10?
To keep it simple, let's say that the answer to all 3 of these is no. These sound like things that need to be done in the game, rather than before we start.
So you are saying that we can't choose items from the MIC before the game starts, but we can after the game starts? or is it "No" to #1 and "wait until later" for the other 2.
Leif said:
For any other magical type gear, yeah, go ahead and follow dmg for 3rd level characters starting out, and come up with some story about the stuff being family heirlooms, or found on the side of the road, or something. See, I can still be kinda nice! ;)
So we have 220 gp for gear and 2,700 gp for magic gear that has to be explained away in out backstory. Does this mean no use of Craft Wondrous Item before the game starts?

KerlanRayne
 

KerlanRayne said:
So you are saying that we can't choose items from the MIC before the game starts, but we can after the game starts? or is it "No" to #1 and "wait until later" for the other 2.
So we have 220 gp for gear and 2,700 gp for magic gear that has to be explained away in out backstory. Does this mean no use of Craft Wondrous Item before the game starts?
KerlanRayne

The answer to #1 is NO, until further notice. (Most of those items in MIC are not going to have "recipes" that you can just easily download from yahoo, or whatever.)

The answer to #2 is: WHATTT?? Are you saying that you would make a scroll of a spell that you DON'T even know?? That ain't gonna happen, dude! And, as far as paying for a scroll of a spell that's higher level than you currently cast, casting it even from a scroll is not a guaranteed success, and, anyway, it needs to be done in the game.

I think perhaps "your eyes are already bigger than your stomach," so to speak. This game is NOT all about the magic items and having the most tricked out spellbook. Everyone will be best served by allowing PLENTY of room for the characters to grow and develop more power on down the road. If you make a character that already has everything that you want, then what's the point of playing the game?


The answer to #3 is, as I understand the rules, going to be NO forever. It's NO forever in my game no matter what.

.....
 

Oh hey...question.

We get spells for free each level, that's clear.

How do you want to handle the cost of spell scribing though? Spells we get from other sources...be they through purchased scrolls, or from the paid privilege of copying from another's spellbook, cost quite a bit of gold to scribe. With only 220gp to start with, that won't cover the cost of much scribing...especially since it has to cover any equipment we want as well.

Is this intentional?
 

Gregory Malfoy

Here he is....at least in bulk..still need to think of two feats none seem right at the moment..so suggestions would be appreciated......also have to buy equipment etc.....


Gregory Malfoy Human Wizard
CHARACTER NAME RACE CLASS
Neutral Good 3 3
ALIGNMENT DEITY LEVEL EXPERIENCE Char LVL
Male 19 M 5’11 140
GENDER AGE SIZE HEIGHT WEIGHT COMPLEXION HAIR EYES
TOTAL
ABILITY SCORES SAVING THROWS HIT POINTS 15
SCORE MOD TEMP SCORE TEMP MOD TOTAL BASE SAVE ABI MOD MAGIC MOD EPIC
SAVE TEMP MOD LIFT OVER HEAD LIFT OFF GROUND
STR 10 0 FORT (CON) 4 = 1 + 2 + + +
DEX 16 3 REF (DEX) 4 = 1 + 3 + + + 1 x MAX LOAD 2 x MAX LOAD
CON 14 2 WILL (WIS) 6 = 3 + 3 + + + SR SPEED MAX
LOAD MAX DEX CHK PEN
INT 18 4 SAVING THROW MODIFIERS L 30 NORM NORM
WIS 17 3 DR M
CHA 15 2 H

ARMOR CLASS = 10 + + + + + ARMOR & PROTECTION TYPE ARMOR BONUS MAX DEX CHECK PEN SPELL FAIL SPEED
NORMAL ARMOR BONUS SHLD MOD DEX MOD SIZE MOD MISC MOD
MISC MOD DEFINED
ARCANE SPELL FAIL FLAT FOOTED NATURAL ARMOR =
DEFLECTION BONUS =
ARMOR CHECK PEN TOUCH MISC =

INITIATIVE 3 = 3 + ATTACK BONUSES
INITIATIVE MODIFIERS DEX MOD MISC MOD TOTAL
ATTACK BONUS BASE
ATTACK BONUS ABI MOD SIZE MOD MISC MOD EPIC
ATK
MELEE (STR) 1 = +1 + + + +
RANGED (DEX) 4 = + 3 + + +

WEAPONS ATTACK BONUS DAMAGE CRITICAL RANGE SIZE TYPE WGT
LBS NOTES & RELATED FEATS
Winter’s Blast +4 2d4 30’
Dagger – hand to hand +1
Dagger – thrown +4




FEATS Spells Cast
Craft Potion 0 4
Scribe Scroll 1 3
Summon Familar 2 1
Winter’s Blast 1d4/sp +1cl cold 3
Feat 4
Feat 5
Collegiate Mage 6
7

SKILLS
34 SKILL POINTS PER LEVEL 2 + INT MOD
(+1 HUMAN) 3 CLASS SKILL MAX RANKS = CHARACTER LEVEL + 3
CROSS-CLASS SKILL MAX RANKS = (CHARACTER LEVEL + 3) / 2  CAN BE USED UNTRAINED  ARMOR CHECK PENALTY APPLIES

SKILL MOD RANKS ABI MOD MISC MOD KEY ABILITY SYN SKILL MOD RANKS ABI MOD MISC MOD KEY ABILITY SYN
Appraise  = + + INT Listen  = + + WIS
Balance  = + + DEX Move Silently  = + + DEX
Bluff  = + + CHA Open Lock = + + DEX
Climb  = + + STR Perform = + + CHA
Concentration  8 = 6 + 2 + CON Perform = + + CHA
Craft Stone/Metal Items  = + + INT Perform = + + CHA
Craft  = + + INT Profession = + + WIS
Craft  = + + INT Profession = + + WIS
Decipher Script = + + INT Ride  = + + DEX
Diplomacy  5 = 3 + 2 + CHA Search  = + + INT
Disable Device = + + INT Sense Motive  = + + WIS
Disguise  = + + CHA Sleight of Hand  = + + DEX
Escape Artist  = + + DEX Spellcraft 10 = 6 + 4 + INT
Forgery  = + + INT Spot  6 = 3 + 3 + WIS
Gather Information  = + + CHA Survival  = + + WIS
Handle Animal = + + CHA Swim  (Double AC Penalty) = + + STR
Heal  = + + WIS Tumble  = + + DEX
Hide  = + + DEX Use Magic Device = + + CHA
Intimidate  = + + CHA Use Rope  = + + DEX
Jump  = + + STR = + +
Knowledge (arcana) 10 = 6 + 4 + INT = + +
Knowledge (religion) 8 = 4 + 4 + INT = + +
Knowledge (nature) = + + INT = + +
Knowledge (planes) = + + INT = + +
Knowledge = + + INT = + +

EQUIPMENT LOCATION WGT LBS WORN EQUIPMENT LOCATION WGT LBS VALUABLES AMOUNT
Head Gold Pieces Carried

Eyes Platinum Pieces Carried
Neck Silver Pieces Carried
Torso Copper Pieces Carried
Body
Waist Gold Pieces Stored
Shoulders Platinum Pieces Stored
Arms Silver Pieces Stored
Hands Copper Pieces Stored
Finger LANGUAGES
Finger Common
Feet Celestial
RH Carry Draconic
LH Carry Dwarven
No Space Eleven
No Space Gnome
No Space Halfling
No Space No Space Sylvan

FAMILIAR / MOUNT / COMPANION FEATS

NAME RACE/SPECIES CLASS LEVEL
STR HIT POINTS: ARMOR CLASS:
DEX
CON ABILITIES / EQUIPMENT
INT
WIS
CHR



Spell List

First level Spells

Orb of Cold – Ranged Touch Attack deals 1d8 cold damage plus 1d8/2level max 5d8. Fortitude save or be blinded for one round.

Benign Transportation - two willng persons trade places.

Hold Portal

Protection from Chaos +2 AC and saves, counters mind control, hedge out elementals and outsiders
Protection form Law +2 AC and saves, counters mind control, hedge out elementals and outsiders
Protection from Evil +2 AC and saves, counters mind control, hedge out elementals and outsiders
Protection from Good +2 AC and saves, counters mind control, hedge out elementals and outsiders

Mage Armour – gives +4 to AC

Charm Person

Sleep

Grease

DawnBurst – illuminates all creatures in a 10 foot radius. Deals damage to light sensetive creatures
Range: 25feet/5ft/2;v;s Casting Time: 1 Standard Action Duration: 1round/level Spell Resistance: Yes Saves: Reflex for ½

All Creatures witihn a 10 foot radius glow with light equivilant to a torch. Undead/ligth senestative creatures take 1d6 + 1 per level of damage.



Second level Spells

Command Undead

Killgores Grave Mist – 1d6 cold damage per levl/ partially ignore SR

Incendiary Slime -

Knock

Summon Monster II

(SPELLS IN RED ARE ONES THAT THE 750 WERE USED TO BUY AS SCROLLS THEN COPY INTO SPELLBOOK)

Background

Gregory Malfoy comes from a ancient family of wizards who over centuries have gained a reputaiton of being very powerfuly practioners of the dark magic. The Malfoy family has in it’s tree many distinguesed Necromancers, Archmages, Fiedish Warlcoks, and even wielders of divne magic of a dark nature. The middle child, with one older sister and a younger brother, Gregory is somewhat a disappointment to his family. Being the eldest male child he was expected to continue the family custom of Necromatic Magic but instead chose to be a generalist and tailor his studies to protective and warding magic. This attitude is readily attributed to an childhood event in which some foul force briefly escaped the control of it’s summoner at the Malfoy Mansion and brutally killed Gregory’s pet cat ”Saladin” Though he was just 13 years old and starting to learn the family trade of maic, Gregory had no access to anything that could have protected his pet and yet was not strong enough enough in his magic to control the foul creature.

Through his years at the Academey, Gregory has earned a reputation of being a solid student who while having to often struggel with other course and subject show an almost unnatural flair for the understanding and use of the Necromatic Arts. Combined with his family’s history, this makes many student and teachers afraid to associate with him. The last is perhaps due to the fate of one Professor Snootly who continued to give young Gregory failing grades despite the long hours of study and preparation Gregory spent in Ancient Ruins. One day after Midterms and another failing grade for Gregory, Professon Snootly was found dead in his bed, heart and lungs ripped from his body and his face frozen in a mask of great agony and torment.

Currently the core Malfoy family consiste of Gregory, his older sister Marilyn, his younger brother Derrick, his mother Pamela and his father Peter and his paternal Grandmother Sacher. Peter Malofy is by all accounts a very powerful Necromancer while Pamela is considered to be one of the most capagle summoners in generations. His sister Marilyn chose the family path of Warlock and is considered to be a great if somewhat scary beauty. Derrick contiues the family tradition of studying the Necromatic Arts at the Academy where he is excelling. The truly intimidatin and frightening family member is that of Grandmother Sacher who in her younger days was reputed to be a Witch of great power though most of the gossip and accusations of years past have faded somewhat.

Despite being somewhat enstranged from his family, Gregory loves them deeply and despite their reputations both Peter and Pamela care for their children deeply and at times can be seen as being overprotective of their offspring.
 

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