Rovan Ravenhill

Oct 27, 2022 12:03 am
I marked the 3 that are easily made into traits.
Cunning - Pick an area or activity this would apply to Ex: social manipulation, tactics, trade, wick whits (logic, reasoning, puzzles). I do d3 how it can all relate to problem solving but it is a boy to general
Educated erudite ✅ you know a lot of stuff
Magic initiate ✅ basic magic : Any ideas/preferences on how your characters magic works? Wizard, Sorcerer, Summoner, Shaman, Runesmith...? They will work basically the same mechanically but some will have situational benefits. Ex: Runesmith and summoner magic works better when prepared in advance and not in the moment like Wizard and Sorcerer
Rhetorician ✅ You can manipulate people.
Etiquette - this would likely be included as part of Educated, Rhetorician, and possibly Cunning. Knowing what to do and how to get it done
Trade : Guild Scribe ✅ You know how bookkeeping and trade agreements work, with a minor in politics. Sound about right?
If you take the 3 checked we can get started
Oct 27, 2022 12:06 am
If you want you can start posting on the Boat Ride thread while we figure out the rest of your player and get him set up in the game.
FYI: only you can see your characters unless you make them public except the Game Master can see all characters in their game. I added a sample character to the game for your reference.
Oct 27, 2022 10:58 pm
Hey Psyber! Yeah I am happy with going with those three. I will write up a post now. I was thinking his kind of magic is one that is written down into runic symbols. I like the idea of drawing elaborate pentagrams and cryptic circles and being very prep heavy. Runesmith sounds like the thing for me then.

Excited!
Oct 27, 2022 11:52 pm
OK here are my thoughts on Runesmith
1. Talismans You are able to imbue magic into temporary talismans. You know up to 3 types. You can change 1 type with a standard Test after 1 hour of meditation .

2. Enchant Using arcane energies you can create spells by drawing glyphs on any solid surface. The more time you spend on this the greater the effect.

In D&D terms you have three cantrips or 1st level spells and can perform rituals.

We can simplify it if you like but figure this gives some flexibility and power. If this works then define 3 talismans that have basic abilities, 1 target, last 1 round, 1 damage/effect, etc This is standard in this game rule set. Then add 1 enhancement.
Oct 30, 2022 3:51 pm
Hey! yeah enchant is definitely the one I was thinking. Oh hang on, so I have 3 Talismans and 1 Enchanting ability? Got it.
Oct 30, 2022 4:04 pm
Talisman 1: Snapfreeze. You freeze moisture in a 5-ft square. Water freezes to a depth of 1 foot, rain turns to icicles in the area and wet material turns cold and frosty. If cast on a creature in a wet environment (standing in water or rain), it slows down their movements and assails them with cold damage. It may trap their legs in water if standing in water more than 1 foot deep.

Talisman 2: Protection. This talisman helps ward off attacks, ranged or melee, by a nigh invisible deflection shield. It only works on the caster.

Talisman 3: Light. This talisman sets an object (no larger than 5-by-5 ft in dimensions) aflame with light, looking like white, ethereal flame.

Enchanting: Circle of Warding. You draw a circle of glyphs on the ground from which supernatural creatures of a particular kind cannot bypass.
Last edited October 30, 2022 4:05 pm
Oct 30, 2022 5:02 pm
To keep it simple this game does not have things last longer than 1 round. Remember you have 2 actions each round. But as most things have no cost, maintaining an effect only takes 1 action.

Feedback: I will assume option A is picked unless you state otherwise

Talisman 1: Snapfreeze. Pick A or B now
A : Deals damage and reduce movement
B : Prevents movement
remove environmental requirement to keep it simple

Talisman 2: Protection. Pick A or B or C now
A : 1 temp hp lasts 1 minute ~ battle
B : roll 2d6 to Evade attacks for 1 round
C : Disadvantage to be hit for 1 round

Talisman 3: Light : can create/coat 6" cubic (1" cubic units = 216 stars or 18' of rope light ) for 1 minute without concentration or renewal

The enchantment is not fixed. You only have to define it at the time of casting it. It is limited to basic effects (1st or 2nd level spell) without expensive materials, similar to creating a potion or scroll. I will say you have enough for 1 major (3rd or 4th level spell) enchantment for now. You can earn more resources.
Circle of Warding would be a major effect to stop any magical creature. A lesser variant would hide you, or force a Test to pass the circle boundary, or make them disadvantage on all actions in the circle. Once created you would need to maintain the circle with an action each round an enemy is contesting it unless it uses resources as a major enchantment.

I will condense these and add details to your chartered sheet
Oct 30, 2022 8:18 pm
1: A.

2: C.

Forcing a Test to pass the boundary suits me well for the Magic Circle.
Oct 30, 2022 9:02 pm
A C check.
Remember that when you do a ritual enchantment you can change the spell each time. Example, right now you can cast a Warding Circle that is equivalent to the alarm spell or make the boat hard to notice, like Pass Without Trace.
Oct 30, 2022 10:41 pm
Oho, that would be pretty neat. Think I would go with the alarm version!
Nov 1, 2022 12:06 am
Just an FYI you can take a Prestige Trait that has stronger Magic. Your current trait is the fundamental stuff
Nov 1, 2022 12:38 pm
Spend 1 minute drawing runes on a surface or objct to create an affect similar to those listed below. Area effects can cover up to 10' radius and last 1 minute after concentration released. Affects can stack but each affect requires it's own Test and if one stacked effect fails they all fail.

Alarm: detect boundary crossing
Assault: project continuous attacks as an action each
Barrier: slow creatures and stop ranged attacks
Bind: Seal 2 objects (door/doorway)
Conceal: hide from detection
Conceal: hide from detection
Divination: gain information
Detonate : Explodes when triggered
Empower: increase weapon damage
Enhance: increase armor defence (3 temp HP)
Enchant: force a target to believe/obey you
Enlarge: target becomes larger (+HP +damage)
Guard: target SV or take damage
Guidance: gain directions to objective
Healing: Doubles natural healing rate
Haven: Reduce environmental effects
Impede: all movement is reduced
Levitate: the object flies slowly
Mirage: creates realistic illusions
Negate: cancels magics
Open: opens a sealed door/lock
Protect : Ony hit if a 6 is rolled
Reveal: see through illusion/invisibility
Restore: Fix 1 object (neds all pieces)
Sunder: breaks an object
Summon: call a minor spirit/elemental
Trap: traget movement is 0
Ward: Gain advantage on Saving throws

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