Downtime

So this is one of those times between adventures where you may do all those things you have been meaning to do! Enjoy!

These in between game periods are measured in months. You can accomplish lots of little things in a month or start big projects that cover several months. As you post those I will set a time allotment for them. Lets see what you got!

Remember, put "in game" stuff in the Journal and "out of game" stuff here in the Forum. If you need to converse on your own use a PM or post to the Journal and restrict the people who can see it by "editing the permissions." This is what I did for your daydreams.

Do a good job and you will earn XP on top of whatever you do!

Good luck!
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* While traditional "blue bolts" are cool, I was thinking that Clive's use would have the special effect of a pack of ravenous wolves tearing its targets to bits...
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Granted! The mother approves since you have finally permitted her to do...
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With my journal post I expressed what Clive would be doing while the others toy with demonic possession. ;)

Clive will make forays around the citadel as the mood suits him. He will periodically check in the with the others.

One other thought would be a "talk with animals". Talk with dead is a Level 3 spell. Since critters are not "temporally" or "corporally" (sp.) challenged it might be a 1st or 2nd level spell, your call. Critters may not have much to say other than "don't eat me" but I already proposed a "Call of the Wild" a while back, that may come into play one of these weeks.

Do you have a work around for not having a dice roller here on EW?

Looking forward to the next game

Mark
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No work around on dice. Roll the dice on your own and post here, I trust you guys.

As for speak with animals, write one and I will approve it. I use existing as a template and change what needs to be changed in the spirit of the game. Feel free to propose something.
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Speak to the Wild:
Level 2 Cleric; Casting Time: 1 round; Range: 30’or greater; Duration: 1 round or greater; Save:Varies
Aided by divine translation clerics are able to communicate with wildlife or other sentient beings without a language in a manner that both can understand. Creatures held in reverence by a cleric’s deity, game masters discretion, are easier to communicate with than others. While this spell may offer an opportunity to communicate with potentially any creature those outside the deities favor may react with panic or aggression more often than the favored of the deity. Generally this spell cannot be targeted at humanoids.

Roll
1-13 Failure

14-15 Cleric may converse with a single favored creature of lesser HD than the cleric for one round. The creature may be targeted at a single creature in a larger group but the other creatures with the one need to make a WIL save to be alarmed triggering the fight or flight response as appropriate. The creature will allow the cleric to approach no closer than 30’ unless it is a creature already accustomed to interacting with the cleric’s race and would not ordinarily flee or the creature is coaxed closer with a bribe of food or other incentive. Conversation is limited to simple yes or no questions. The targeted creature will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. This will trigger a fight or flight response. If the Cleric is not alone the targeted creature must make a DC 15 WIL save to engage in the conversation.

16-17 Cleric may converse with small group favored creatures of lesser total HD than the cleric for one round. The spell may be targeted at a single creature in a larger group without alarming other creatures in the group provided no hostile action is taken against any member. The creatures will allow the cleric to approach no closer than 30’ unless it is a creature already accustomed to interacting with the cleric’s race and would not ordinarily flee or the creature is coaxed closer with a bribe of food or other incentive. Conversation is limited to simple yes or no questions or questions of quantity answerable by one, two or many. The targeted creature will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. This will trigger a fight or flight response. If the cleric is not alone the targeted creatures must make a DC-10 WIL save to continue the conversation. Other animals with the targeted must make a DC 12 save or be alarmed.

18-19 Cleric may converse with small group equal to the cleric’s HD of favored creatures of equal or lesser HD than the cleric for one round. (eg a fourth level cleric could converse with four creatures of four HD or less.) The spell will not alarm other creatures in a larger group unless a hostile action is taken against them. The creatures will allow the cleric to approach no closer than 30’ unless it is a creature already accustomed to interacting with the cleric’s race and would not ordinarily flee or the creature is coaxed closer with a bribe of food or other incentive. Conversation is limited to simple yes or no questions or questions of quantity answerable by one, two or many. The targeted creatures will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. This will trigger a fight or flight response. If the cleric is not alone other creatures with the targeted must make a DC 10 save or be alarmed.

20-21 Cleric may converse with small group equal to the cleric’s HD of favored creatures of equal or lesser HD than the cleric for one round. (eg a fourth level cleric could converse with four creatures of four HD or less.) The spell will not alarm other creatures in a larger group unless a hostile action is taken against them. The creatures will allow the cleric to approach no closer than 30’ unless it is a creature already accustomed to interacting with the cleric’s race and would not ordinarily flee or the creature is coaxed closer with a bribe of food or other incentive. Conversation is limited to simple yes or no questions or questions of quantity answerable by one, two or many. The targeted creatures will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. This will trigger a fight or flight response. If the cleric is not alone other creatures in the group will ignore them provided no hostile action is taken towards them.

22-23 Cleric may converse with a single favored creature for one turn or one of two other outcomes. The cleric may opt for any lesser option with a favored creature(s)or may subtract the results of a 1d10 roll from the Spell check for creatures outside the favored creatures of the deity. Creatures so targeted will trigger a fight or flight response with the result of a failure. The spell will not alarm other creatures in a larger group unless a hostile action is taken against them. The cleric alone may approach as closely as they dare, enabling the conversation to occur at a whisper, with other members of the group of creatures being oblivious to the cleric. Conversation is limited to simple yes or no questions or questions of quantity answerable by one, two or many. The targeted creatures will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. Companions of the cleric may speak with the cleric but must make a Personality check to do so with our causing alarm. This will trigger a fight or flight response or in the case of domestic/bound animals the animal may only be in a position to ignore the cleric. Creatures still have an intuitive sense of others intentions and will react accordingly.

24-25 Cleric may converse with a single favored creature for one turn or one of two other outcomes. The cleric may opt for any lesser option with a favored creature or may subtract the results of a 1d12 roll from the Spell check for creatures outside the favored creatures of the deity. Creatures so targeted will trigger a fight or flight response with the result of a failure. The spell will not alarm other creatures in a larger group unless a hostile action is taken against them. The cleric alone may approach as closely as they dare, enabling the conversation to occur at a whisper, with other members of the group of creatures being oblivious to the cleric. Conversation is limited to simple yes or no questions or questions of quantity answerable by one, two or many. The targeted creatures will automatically break the spell if any hostile action is taken, or it perceives may be taken, against it. This will trigger a fight or flight response. Companions will be allowed in the same proximity as the cleric and speak freely to the cleric with a successful Personality Check.

26-27 As above except that the spell may be targeted at a number of creatures equal to the HD of the cleric. The creatures will follow the cleric for 1d3 turns to continue the conversation and may be able to “show” the cleric something if it is within the movement range of the slowest of the group. Creatures in a larger group will not be alarmed by companions of the cleric. Attempts versus creatures not favored by the deity subtract 1d14. Companions may speak freely to the cleric but will still need to make a Personality Check to be in the same proximity as the cleric. Failure of this check will automatically break the spell.

28-29 As above but the creature(s) will move with the cleric to continue the conversation and makes a DC-15 WIL save to continue if startled but not physically harmed. Favored creatures will engage in a conversation that allows for a more complex conversation but is limited to the creatures world view. Creatures affected at this level will maintain the conversation until it pauses for a round or greater. Attempts versus creatures not favored by the deity subtract 1d16 from the spell check for result.

30-31 As above except the creature(s) will linger or actively follow for 1d3 turns unless told to do otherwise. Other members of the creature(s) group will follow but do not meaningfully join the conversation. Spell may be targeted at creatures from the same group up to the cleric's HD+1d6 Attempts vs. creatures not favored by the deity subtract 1d20 from the spell check. Companions of the cleric will be ignored by the targeted creatures provided they do not make a hostile action towards them.

32-33 As above except that the creatures communicate intuitively allowing a conversation as if the creature could communicate with a vocabulary and complexity similar to the cleric. Other creatures of the same specie will chime in if they have something useful to contribute.

34+ As above except that the creatures will remain with the cleric as requested or until the spell is broken by hostile action directed at the affected creatures. With a successful PER check the cleric may compel the creatures to aid the cleric with the complexity of the assistance based on an opposed WIL check by the creatures. The greater the margin of difference the more complex or dangerous the assistance may be. Companions of the cleric may engage in a limited conversation with the affected creatures provided they make a successful personality check. Failed checks will cause the creatures to ignore or actively treat the character as if they were something to be actively avoided if the creature fails a DC-15 WIL check. If the creature fails this check it will actively seek to exclude the character from the proximity of the cleric, by whatever means necessary.
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OK, avoiding work and other more important things to get this spell up...

This spell could be a level 1 with humanoids taken as "speaking in tongues".
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Mark
OK, avoiding work and other more important things to get this spell up...

This spell could be a level 1 with humanoids taken as "speaking in tongues".


Did a couple of tweaks to the wording.
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Your effort is approved. Use your new found power wisely...
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