ooc: Ward doesnt work on ability damage, I need to fix that.
How many men are assisting with the spell and how many are standing guard? You've got a dozem.
Quote from: bhu on October 18, 2019, 12:30:31 AMooc: Ward doesnt work on ability damage, I need to fix that.No, I meant that the rules say you take one point of ability damage per 1d6 of temp HP rolled. I wanted to only gain 2d6 temp HP and take 2 ability damage rather than get 18d6 for 18 points of ability damage.Quote from: bhu on October 18, 2019, 12:30:31 AM How many men are assisting with the spell and how many are standing guard? You've got a dozem.I didn't realize non-casters could assist in the magic. What does each do? Increase the DC?
Assistants add 1 to the Save DC if they know the spell ritual (they don't necessarily know how to cast it). You, and each of the participants take 1 point of ability damage of your choice. You also take sanity and humanity. I'll revise the cost on PW, that's prolly too much. Since the spells have no levels I need to make rules for the Save DC.
how many ranks in banish you got?
Banish Banish attempts to send a creature from another world or plane of existence back where it came from. This does not work versus Summoned or Called beings but only entities capable of traveling to our realm of their own volition. The caster(s) must build a circle of ground minerals and herbs big enough to contain themselves and a fire. They then begin a chant that requires them to remain within the circle until it is finished, after which they burn whatever object links to the entity to be banished. If it fails a Willpower save, the entity immediately appears, regardless of where it currently is, and begins to fade away over the course of 3-30 rounds. At the end of this time it is gone, and the fire may be extinguished and the circle broken. Unlike most spells, anyone who knows this spell can contribute to it, adding +1 to the spells Save DC. If the circle is broken before the being disappears the spell ends. Costs: Sanity and Humanity, 1 point of temporary Ability damage from each participant.Requirements: Must be held in the last known place the entity appeared, it's lair, or some place with a connection to it. Must be at least 3 participants.Components: V, S, M (ground minerals and herbs to make the circle, and something that links to the creature to be banished)Learning Time: 2 weeks (DC 16)Casting Time: 1 hour ritual.Range: n/aTarget: 1 creature.Duration: Instantaneous.Saving Throw: Willpower negates.Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
you've got 2 in ward as well yes?
Whats next on the agenda?