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===Divine Magic notes===
 
===Divine Magic notes===
If you summon up a creature, you can give it a single command, which it'll go do, so no need for the Command spell there so long as your command is much along the lines of it's natural tendencies. If you want to bind a spirit, you need to summon it (either the spell or get someone else to) and then you have to beat it up and stuff it into a binding enchantment. Then you need the Command to summon it out of the binding to do stuff. You'd also need a Command to do anything too involved with a spirit you just summoned: throwing the law spirit at a broo in your face doesn't require it - that's what the law spirit would do naturally. Telling the Law Spirit to go to another building, locate the broo leader, and attack him, would need a Command spell. Make sense?
 
 
 
'''Command/Summon''': Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them:
 
 
* Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings.
 
* Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc.
 
* Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task.
 
* Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that.
 
 
 
 
 
With Countermagic or Shield, must overcome resistance to cast more magic on self (this knocks CM down but not Shield). The exception is Storm Bull spells like Berserk.
 
With Countermagic or Shield, must overcome resistance to cast more magic on self (this knocks CM down but not Shield). The exception is Storm Bull spells like Berserk.
  
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* Magic Point Matrix spell (1 point of POW to learn). Ritual places 1d6 MP storage into a device. You can only do this once on a device, so probably want to go with multiple POW to get a decent one when you build it.
 
* Magic Point Matrix spell (1 point of POW to learn). Ritual places 1d6 MP storage into a device. You can only do this once on a device, so probably want to go with multiple POW to get a decent one when you build it.
 
* Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding.
 
* Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding.
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'''Command/Summon''': Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them:
 +
 +
* Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings.
 +
* Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc.
 +
* Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task.
 +
* Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that.
  
 
===6 slots for special items===
 
===6 slots for special items===

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