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Old September 17th, 2005, 07:23 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Quote:
Violist said:
All right, going through spell list.. I'm slightly confused here - many of these spells have material components required, but I can't seem to find the component for sale. Is that just me not looking in the right places, or is there some system in place for keeping track of them?
Unless it lists a cost for the material component right there in the spell description, assume the cost is negligible and that you always have it available as long as you have your spell component pouch. The same rule also applies for spell foci.

Quote:
Violist said:
So far I'm thinking I'll get:
Haste (requires licorice root)
Secure Shelter (requires square chip of stone, crushed lime, sand, water, splinters of wood... string, a bit of wood...silver wire, tiny bell)
Mass Bear's Endurance
See Invisibility (talc, powdered silver)
Haste is good, Secure Shelter could be useful, and See Invisibility can be critical at times. I'm not so sure about the value of Mass Bear's Endurance, though - it doesn't stack with any items that increase constitution, and I would expect most PC's that want such items to already have them by 13th level. That would either reduce its effective bonus to +2 or make it completely useless for most PC's.

I'd suggest Glitterdust to go along with See Invisibility - it's nice if you can see invisible enemies, but it's much better if everyone can see them and they're blinded . If you can get the money to pay for it or give up another spell in exchange, it might be worth it to learn Permanency and spend the 1000 xp to make See Invisibility permanent so you don't have to waste a round casting it every time you need it.

I also highly recommend Slow. It's just as great an enemy debuff spell as Haste is a party buff, if not even better. Slowed enemies can't full attack . Heck, they can't even move more than 5 feet in a round and continue fighting at the same time.
Quote:
Violist said:
That'll bring the amount of gp I have left to 1058...
I hope you remembered to buy the 1500 gp focus for Analyze Dweomer. If not, you'll have to revise your spell list or drop some equipment so you'll be able to afford it.
Quote:
Violist said:
probably not going to go for the Archmage class, at least not yet. Teleport is really expensive at 2275 (unless I'm missing something...), so I don't think I'll buy it unless someone wants to loan me some money
Greater Teleport is expensive, yes, but just plain Teleport costs a mere 1125. The drawback is that Teleport has a chance of being off target, but it's not a very high chance.
Quote:
Violist said:
Thanks for helping out, I haven't played D&D in ages. Any further comments?
I hope you've already got OpenRPG set up and working. Also, you should enter your character sheet into OpenRPG so you can roll attack rolls, saving throws, cast spells, etc. just by right-clicking on the entry in the character sheet.

You haven't given any sign yet of having a standard set of spells prepared, and you need one. Unlike Sorcerers, Wizards can't pick and choose from all the spells they know on the spot. You have to pick which spells (and how many of each) to put in your spell slots each day at the start of the day, and it's good to have a standard set so you don't have to agonize over it every day.
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