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Worlds of Design: How Big is Your Army?
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<blockquote data-quote="kigmatzomat" data-source="post: 8832671" data-attributes="member: 9254"><p>Let's start at the bottom with cantrips.</p><p></p><p>Communication is a force multiplier. </p><p></p><p>Message (cantrip) </p><p>120ft range, doesn't require line of sight, cannot be heard by anyone else. Caster can be close-ish without being next to commander. Have the 1st level caster act as a relay to runners and touching base with the commander every round or two. Depending on formation, the message-caster could coordinate 2-4 units that are up to 240ft apart. Very valuable for stealth/night operations or where you have trenches or battle lines.</p><p></p><p>Speaking of trenches, another mutiplier is engineering & logistics.</p><p></p><p>Mold Earth (cantrip)</p><p> It moves 125cf of dirt 5ft every 6s. That is ~10,000lbs/5T/4500kg. A wizard drop-out can dig 600ft/182m of trench & berm each hour or more than a mile of trench each day. </p><p></p><p>By the same token, if they get within 30ft of a wall built on anything but bedrock, they can collapse it/make a breaching ramp. </p><p></p><p>If you assemble a trebuchet, you can have up to 5T of dirt move around to help reload.</p><p></p><p></p><p>Shape Water (cantrip)</p><p>A logistical boon as it can control 125cf/8000lb/1000gal/3785l of water. Make it take a simple shape, move to a wagon, get in the wagon, then freeze solid for an hour. Each cantrip-weilder can have two of those at a time.</p><p>They can act as pumps either to supply your troops or to drain the ground water faster than it can recharge so your enemy's wells go dry.</p><p></p><p>Control Flame (cantrip)</p><p>Only useful at short ranges offensively, defensively it is fantastic. Fire is in the trinity of Loot/Pillage/Burn so being able to completely extinguish a fire while it is small-ish is critical. And to be honest, a 25sf fire is not really small.</p><p></p><p>Most cantrips offensively are little more effective than a (fire) arrow so not really army-impacting.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 8832671, member: 9254"] Let's start at the bottom with cantrips. Communication is a force multiplier. Message (cantrip) 120ft range, doesn't require line of sight, cannot be heard by anyone else. Caster can be close-ish without being next to commander. Have the 1st level caster act as a relay to runners and touching base with the commander every round or two. Depending on formation, the message-caster could coordinate 2-4 units that are up to 240ft apart. Very valuable for stealth/night operations or where you have trenches or battle lines. Speaking of trenches, another mutiplier is engineering & logistics. Mold Earth (cantrip) It moves 125cf of dirt 5ft every 6s. That is ~10,000lbs/5T/4500kg. A wizard drop-out can dig 600ft/182m of trench & berm each hour or more than a mile of trench each day. By the same token, if they get within 30ft of a wall built on anything but bedrock, they can collapse it/make a breaching ramp. If you assemble a trebuchet, you can have up to 5T of dirt move around to help reload. Shape Water (cantrip) A logistical boon as it can control 125cf/8000lb/1000gal/3785l of water. Make it take a simple shape, move to a wagon, get in the wagon, then freeze solid for an hour. Each cantrip-weilder can have two of those at a time. They can act as pumps either to supply your troops or to drain the ground water faster than it can recharge so your enemy's wells go dry. Control Flame (cantrip) Only useful at short ranges offensively, defensively it is fantastic. Fire is in the trinity of Loot/Pillage/Burn so being able to completely extinguish a fire while it is small-ish is critical. And to be honest, a 25sf fire is not really small. Most cantrips offensively are little more effective than a (fire) arrow so not really army-impacting. [/QUOTE]
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