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  1. - Top - End - #31
    Orc in the Playground
     
    Dr. Gamera's Avatar

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by SavageWombat View Post
    But doesn't the implied confirmation that he is, in fact, carrying Greater Planar Ally (call the Deva) mean he is 15th?
    By my reading of the rules, an Astral Deva has 12 HD and is thus the most powerful Angel that Planar Ally can call. Greater Planar Ally could call a 14-HD Planetar instead.

  2. - Top - End - #32
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Spells Durkon Has Cast Already Today

    Also, we now know that Durkon has Thor's Might (aka Divine Might) prepared. But isn't that too few 5th level spells? Regardless of our level estimate?

    Did he prepare a 4th level spell in a 5th level slot or something?

  3. - Top - End - #33
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Spells Durkon Has Cast Already Today

    Rich spent some of his thumb down-time making sure Durkon's spell list would survive nitpicking, I think.

  4. - Top - End - #34
    Pixie in the Playground
     
    Beholder

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by SavageWombat View Post
    Also, we now know that Durkon has Thor's Might (aka Divine Might) prepared. But isn't that too few 5th level spells? Regardless of our level estimate?

    Did he prepare a 4th level spell in a 5th level slot or something?
    Righteous Might, not Divine Might - and he might easily have prepared that several times, anticipating several fights.

  5. - Top - End - #35
    Orc in the Playground
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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by Shred-Bot View Post
    Create water! (And make it running, maybe via stone shaping a ramp?)
    That... is an EXCELLENT idea. Especially since Malack is already in a ramp-tunnel.
    Unless whatever his original race is has a Swim speed, in which case the running water weakness doesn't apply. Lizardfolk *don't* have a Swim speed; some real-life snakes are good swimmers.

  6. - Top - End - #36
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    zimmerwald1915's Avatar

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    Default Re: Spells Durkon Has Cast Already Today

    The tally now stands at:

    8th
    7thholy wordD, mass death ward, resurrection (2)
    6thextended true seeing, find the path, heal (2), planar ally
    5ththor's might, true seeing
    4thcure critical wounds
    3rddispel magic, mass resist energy, meld into stone, remove blindness/deafness, speak with dead, thor's lightningD
    2ndcure moderate wounds, hold person (2), remove paralysis
    1stcure light wounds, divine favor
    0 (at-will)detect poison, guidance

    ...plus at least two healing spells of unknown (though probably fifth) level.

  7. - Top - End - #37
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    Default Re: Spells Durkon Has Cast Already Today

    Haley says "Albino lizardfolk" when she first sees him

    http://www.giantitp.com/comics/oots0718.html

    so it does seem plausible that he's a lizardfolk. They have seen some already by this point.
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  8. - Top - End - #38
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    Dr. Gamera's Avatar

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by hamishspence View Post
    Haley says "Albino lizardfolk" when she first sees him

    http://www.giantitp.com/comics/oots0718.html

    so it does seem plausible that he's a lizardfolk. They have seen some already by this point.
    On the other hand, at least one member of the Order of the Stick has shown herpetological ignorance before.

  9. - Top - End - #39
    Orc in the Playground
     
    Planetar

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    Default Re: Spells Durkon Has Cast Already Today

    In fairness, Belkar has shown almost every kind of ignorance available.

  10. - Top - End - #40
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    PirateGuy

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    Default Re: Spells Durkon Has Cast Already Today

    What is the superscript D in the list trying to represent?
    Last edited by SteveDJ; 2013-03-01 at 04:39 PM.

  11. - Top - End - #41
    Orc in the Playground
     
    Planetar

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by SteveDJ View Post
    What is the superscript D in the list trying to represent?
    Cleric domain spells.

    A cleric chooses 2 domains on character creation, each with an associated spell list. They then get a spell slot at each spell level that must be filled with a spell from one of these 2 lists.

  12. - Top - End - #42
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    PirateGuy

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    Default Re: Spells Durkon Has Cast Already Today

    Ah, thanks.

    So another couple of questions (or battle suggestions?) -- it was mentioned above that a cleric can swap prepared spells for positive energy stuff...

    So, IF he has some 8th level spell still uncast, could he swap it for another 7th level Heal?


    Also, how does "quickened" work? Are they different spells, or is the "quickened" part some other feature added to any spell available?

  13. - Top - End - #43

    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by SteveDJ View Post
    Ah, thanks.

    So another couple of questions (or battle suggestions?) -- it was mentioned above that a cleric can swap prepared spells for positive energy stuff...

    So, IF he has some 8th level spell still uncast, could he swap it for another 7th level Heal?
    You can't convert to Heal. You only get a lousy Mass Cure Moderate Wounds instead, which isn't very helpful.

    Also, how does "quickened" work? Are they different spells, or is the "quickened" part some other feature added to any spell available?
    You prepare a lower level spell in a higher level slot in advance.

  14. - Top - End - #44
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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by Koo Rehtorb View Post
    You prepare a lower level spell in a higher level slot in advance.
    All it does is to allow you to cast two spells at once, but the second will be so weak (and burn energy of massively better slot) that most of the time it's best to not bother unless you plan to fight only once today (typical DM guide says party should fight at least 4 hard battles each day to make game resources balanced).
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  15. - Top - End - #45
    Titan in the Playground
     
    ElfRangerGuy

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by zimmerwald1915 View Post
    0 (at-will)detect poison, guidance
    I just want to point out that 0-level spells are not at-will effects. Durkon can only have 6 of them prepared per day.
    "Nothing you can't spell will ever work." - Will Rogers

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  16. - Top - End - #46
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    zimmerwald1915's Avatar

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    Default Re: Spells Durkon Has Cast Already Today

    Quote Originally Posted by SteveDJ View Post
    Also, how does "quickened" work? Are they different spells, or is the "quickened" part some other feature added to any spell available?
    Quicken Spell is a metamagic feat that allows you to shorten a spell's casting time. For example, a spell that would ordinarily take a standard action to cast would, if quickened, take a swift action to cast, allowing a caster to cast multiple spells in the same round. What makes Malack's harm, quickened inflict light wounds combo so effective, for instance, is that harm, if he manages to hit his opponent with a touch attack, can bring that opponent to 1 HP and inflict light wounds will always, again if Malack hits with a touch attack, deal at least 1 HP of damage. The combo does this in one turn, allowing the opponent no chance to heal himself, escape, or strike back until it is complete.

    As Trixie points out, the cost of preparing a quickened spell is rather high. Specifically, a quickened spell must occupy a spell slot at least four levels higher than the spell ordinarily would. That's why casters in OOTS, who don't optimize to the point of reducing the cost of metamagic, tend to quicken low-level spells. Malack's tendency to quicken inflict light wounds has been mentioned. V quickened magic missile in the fight with the Fiend of Unusual Size. The exception, of casters quickening higher-level spells, tends to occur when they have so many high-level spell slots that the sacrifice doesn't matter as much. Also at that level, casters can, and often attempt to, end fights in a round or two, and having quickened spells means you can bring more spells to bear while keeping the fight short. For instance, V quickened a chain lightning to use against Xykon, Redcloak, and Jirix.

    Quote Originally Posted by KillianHawkeye View Post
    I just want to point out that 0-level spells are not at-will effects. Durkon can only have 6 of them prepared per day.
    This is correct. I'm afraid I lazily copied this over from a template I use for Pathfinder characters. My mistake
    Last edited by zimmerwald1915; 2013-03-01 at 05:22 PM.

  17. - Top - End - #47
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    Daemon

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    Default Re: Spells Durkon Has Cast Already Today

    It should be Heal (3). Durkon used his third (1st) heal spell off panel between 840 and 841 to heal YukYuk of all his damage from the stairs.

  18. - Top - End - #48
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    hamishspence's Avatar

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    Default Re: Spells Durkon Has Cast Already Today

    He could have used several Cures instead of one Heal.
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  19. - Top - End - #49
    Troll in the Playground
     
    Lizardfolk

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    Default Re: Spells Durkon Has Cast Already Today

    Oops, never mind.
    Last edited by ti'esar; 2013-03-01 at 07:45 PM.

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