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5 yrs ago
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<Snipped quote by Lewascan2>


Right?! I have a War Wizard who has that spell. So far she’s used it for moving allies around for tactics and getting them out of trouble.

She’s used it on an enemy once and they made the save. ^^”


This is why the big brain move is to convince all your teammates to learn it too and then all spam it incessantly. :)
Probably a good idea to have Feather Fall prepared in case the DM returns the favor though, lol.
And don't even get me started on the fact that they dropped a 90ft teleportation spell at 2nd Tier too, one that you can use on yourself, allies or even forcibly on an enemy if they fail a CON save. Fucking Vortex Warp is such a huge Pandora's Box for that tier. The utility on this monstrosity...

Look, all I'm saying is: 9d6 potential Falling Damage + 3d6 for every spell slot of upcast.
Or more, depending on how much of an elevation you can drop the unlucky shmuck off.

Case closed.
I can't believe it. WotC finally did it, and I only now noticed.
Necromancers now have an actually good 2nd Tier Necromancy offence spell.
Wither and Bloom: 10-ft radius AOE of 2d6 necrotic damage with a CON save for half damage.
And here's the real kicker: it lets you heal someone in that radius using their hit dice.
Actual healing, as a freaking wizard.
Add onto that a Necromancer's normal Grim Harvest trait for self-healing and that this spell is 2nd tier (and so much bang for your buck), and this is literally everything the Necromancer has been missing to make Grim Harvest actually consistently viable (especially at lower levels). Before this spell, either the options were too weak/too unlikely to proc the Grim Harvest with a kill, too uncommon/expensive (requiring higher tier spell slots), or just straight up not Necromancy-type spells, which is what you want to proc the highest return healing on a kill.

Now, you have a spell that even if it doesn't actually get a kill (which is still quite likely at the level it becomes available), you can drop on your own area to still heal you with the bonus effect. Not to mention that it's SELECTIVE AOE with absolutely zero friendly fire, which is actually pretty rare and can be useful for clearing out enemies that are clumped on your party.

Malcer is 100% going to have this spell.
I think the exact function differs depending on which source material is used, but generally speaking, Wizards have to read their spellbooks and store the written incantations in their mind for later use, and have to repeat this every day to keep the spells fresh in their minds. They have no natural inborn magical capability on their own and have to study for years in an academic setting to learn their craft.


More specifically, (5e) Wizards only need their spellbook to learn new spells, change their prepared/memorized spells, or recover a portion of their arcane energy while short resting. If they do lose their book, they still have all the spells they memorized beforehand locked in and can copy them into any new spellbook they create/acquire. Losing a spellbook is devastating, but not fatal. Even so, any half-decent Wizard creates a few backups or dozen down the line and shoves them in a good hidey-hole in case they need them.
<Snipped quote by Lord Wraith>

What


“FTFY” is lingo that means “fixed that for you”.
When he quoted you, he edited the quote to correct “USS” to “ISS”.
@Lewascan2 yeah I'm cool with it.

I'll get an IC up in a lil' bit.

Gotta let @Lord Wraith write that USS Discovery app first.


Sweet! Though, oh, by the way, the image for the USS George Hammond seems to be broken. Not sure if that's just on my end, but I figured you'd want to know.

looks good so far, let me know when you're happy to class it as fijished


Alrighty! I think I've managed to flesh out everything that needs it, so I'm going to call this finished.


I've refined this a bit, so timeline-wise, this is actually the second Malevolence that was being constructed at Pammant Docks in 21 BBY. It would have normally been destroyed by the intervention of an unknown Jedi Knight (the player character of one star wars game), but in this universe, that Jedi is thwarted and slain by the Sith that now commands this ship, Darth Sinnali. Because of Grievous losing the first Malevolence and Sinnali's intervention, she is instead assigned to command the ship. Grievous ostensibly has the greatest authority (and does even in regard to the Droid Army as a whole), but the true commander of this vessel in particular is Sinnali, who is there to act as a competent Force adept that can thwart Jedi sabotage/shenanigans and -more importantly in some ways- reign in Grevious's temper and counterbalance any irrationality his frothing hatred for Jedi might elicit.


But what do you guys think? And do you think we should keep track of individual spells or just say the characters have proficiency with different types of magic and Character Level just denotes how good they are at it? From a narrative standpoint, there could still be arcane runes and scripts for spells and incantations, but when writing the battle scenes out, we could just describe the magical effect being created rather than keeping track of individual spell names and such.


I don't know about everyone else, but for my own part, I was planning to keep track of individual spells. Not going as far as incantations for them, granted, but certainly keeping track of each individual spell Malcer is capable of and making specific mention ICly when he is researching a new spell before it gets used in a later battle or other scenario. And when it comes to proficiency, I'm planning to move Malcer's capacity in the various "Circles" of magic (1-9 and such) according to 5e access to those tiers. So, at level 3, he'll start breaking out the second tier magic, and at 5th level, 3rd tier and so on. When it actually comes to using the spells in practice, however, I'll probably only describe the effect occurring.
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