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you have 3 slots now, plus channel divinity which is basically extra healing
if you add the 2 slots Hntn will have at level 1, and the extra hit dice, there is quite a bit of renewable healing available, so you can certainly start considering a more aggressive approach ;)

healing potions are indeed expensive, @50 gp each.

now you can start thinking about which of the new spells available to you you want to learn. :)

Time for some further study, then……….

Any recommendations as to which of them might be more advantageous in whatever further adventures and challenges face us?
 
Time for some further study, then……….

Any recommendations as to which of them might be more advantageous in whatever further adventures and challenges face us?
Nope.

you are on your own on this one :p:D

there is no right or wrong. They all have they pros and cons, and apply to different circumstances.
it also depends on what kind of wizard you want to be

i think it should be your decision, but if you need clarifications on the mechanics, i am happy to help
 
Nope.

you are on your own on this one :p:D

there is no right or wrong. They all have they pros and cons, and apply to different circumstances.
it also depends on what kind of wizard you want to be

i think it should be your decision, but if you need clarifications on the mechanics, i am happy to help

What I am asking are the pros and cons of various spells - what are their strengths and shortcomings - what situations are they best employed in?

Now, I can read their descriptions but I have no experience of their execution or application. Advice would be welcome while we have the time to digest it.
 
@ravenvii, Are we positive that the frog statuette isn't magic based on Syllin's (@Scepticalscribe) detect magic spell results ? ScepticalScribe doesn't want to sell it because she doesn't know how her spell works (can it give a wrong result ?).

treasure list:
10 Shield
11 Scimitar
11 Shortbow
3 golden teeth
Morningstar
600 CP
125 SP
frog statuette
1 good wolf pelt
1 quality wolf pelt

@ravenvii, could you please give the amount we would get in sale for each of the items.

Bags and Boxes of supplies
Reward ?

Original task to bring supplies
10 GP ea ?

knight reward
50 GP

Everyone (@Don't panic, @twietee, @Scepticalscribe, @Moyank24) speak up before we liquidate the loot.
 
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I will need some time to decide on my level two stuff. Turn Undead sounds intriguing!

Dp: thanks for the wrap up re: level2!

ask Hallwinter: Shall we bring you to the local cleric or do you wish to go someplace else?

To all: I'm fine with selling all of the stuff (=I don't need something from it except one shield, which isn't counted anyway Ibelieve). Maybe we should take care of Hallwinter first.
 
@ravenvii, Are we positive that the frog statuette isn't magic based on Syllin's (@Scepticalscribe) detect magic spell results ? ScepticalScribe doesn't want to sell it because she doesn't know how her spell works (can it give a wrong result ?).

treasure list:
10 Shield
11 Scimitar
11 Shortbow
3 golden teeth
Morningstar
600 CP
125 SP
frog statuette
1 good wolf pelt
1 quality wolf pelt

@ravenvii, could you please give the amount we would get in sale for each of the items.

Bags and Boxes of supplies
Reward ?

Original task to bring supplies
10 GP ea ?

knight reward
50 GP

Everyone (@Don't panic, @twietee, @Scepticalscribe, @Moyank24) speak up before we liquidate the loot.

No, Master Claus (@Plutonius): I think my spell worked well enough, but there are more powerful and experienced mages who may be in position to examine it more closely, and perhaps, uncover something that I may not have been sufficiently experienced to discover.

Moreover, I am curious as to why it was in that treasure trove in the first place - it has some significance for someone, and I would be loath to sell it before seeing whether it has any secrets - not least of a magical nature - left to yield.

On the other hand, it is perfectly possible that it is merely a frog statuette, an artefact of strange and unusual provenance.


In my opinion, Preserve Life is much better. Turn Undead is very situational while you can always use Preserve Life if the group is taking damage.

Ah, @Plutonius, any suggestions as to what spells I might wish to master now that I have levelled up?
 
In my opinion, Preserve Life is much better. Turn Undead is very situational while you can always use Preserve Life if the group is taking damage.

Yes, I wrote about it before I read about it. Sounded better* than I thought. Then again, in the right context I guess it could be quite helpful - I just don't think we have th eright context this time (or we start roaming the graveyards at midnight: but I'd rather be in the tavern at that time!).

But as far as I understood I have both actions available for choice all the time (unless I used one and need to rest first).


*
playing a D&D game on my Pc right now, and I thought Turning dead would be something really dreadful, like turning dead myself and being able to cause fear and terror among my opponents. Sadly that's not the case. :D :(
 
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@ravenvii, i think things are going well, and it has been quite enjoyable so far.
everyone seems to be getting more comfortable both with the mechanics and role-playing aspects of the game.


i have updated a little the wikipost with the characters, linked in post#1.
we still need to update the max HP, since Raven needs to roll for those.
everyone gets an additional hit die, to get back some hit point during short rests
As raven mentioned, the leveling process is described in the second page of the character sheet (linked to in the wikipost)
in brief:

Count Lochaber
+1 hit die
extra HP: 1d10+2
Action Surge​
Veit Frostbeard
+1 hit die
extra HP: 1d8+3
5 prepared spells
3 L1 spell slot
Channel Divinity: Turn Undead or Preserve Life​
Portia Thorngage
+1 hit die
extra HP: 1d8+1
Cunning Action​
Syllin Siannodel Lochaber
+1 hit die
extra HP: 1d6+2
5 prepared spells
3 L1 spell slot
Add 2 new L1 spells (from: Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave)
Evocation Savant
Sculpt Spell​
Master Fletcher
+1 hit die
extra HP: 1d10+2
Action Surge​

Well, Count Lochaber, it is an honour indeed that you seek to bestow on me when you attach the name of your ancestors to my own name.

Rest assured, while I salute the intended honour, Elves tend to view the names they have been given with some ineffable - if masked - pride.
 
you have 3 slots now, plus channel divinity which is basically extra healing
if you add the 2 slots Hntn will have at level 1, and the extra hit dice, there is quite a bit of renewable healing available, so you can certainly start considering a more aggressive approach ;)

healing potions are indeed expensive, @50 gp each.

now you can start thinking about which of the new spells available to you you want to learn. :)

Now that the party has leveled, and I presume I'll still be at L1, I'll coordinated with Twitter if it should be me limited at L1 should pick Bless and or if it should be him, who will have more choices as in a L2 spell slot.

Yes, I wrote about it before I read about it. Sounded better* than I thought. Then again, in the right context I guess it could be quite helpful - I just don't think we have th eright context this time (or we start roaming the graveyards at midnight: but I'd rather be in the tavern at that time!).

But as far as I understood I have both actions available for choice all the time (unless I used one and need to rest first).


*
playing a D&D game on my Pc right now, and I thought Turning dead would be something really dreadful, like turning dead myself and being able to cause fear and terror among my opponents. Sadly that's not the case. :D :(

What D&D game are you playing?

As per @Don't panic's and your I input, giving 3 party members advantage via Bless would be... An advantage. :) I'm thinking Bless might be worthy, but which one of us?

Which brings up a procedural question. This is a case where the initiative mechanic does not serve as well as it could, because, when the party recognizes a threat, they could easily agree in advance when a fight looms, the caster with Bless could auto initiate. If I understand it correctly, if Bless is cast, the 3 party members who are blessed (I assume the caster picks?) will hold the blessing until their next turn, even if it happens in the next round.
 
What D&D game are you playing? - Icewind Dale Enhanced Edition

As per @Don't panic's and your I input, giving 3 party members advantage via Bless would be... An advantage. :) I'm thinking Bless might be worthy, but which one of us?

I don't care tbh. You don't have to decide now, no? Tbh, I'm not even sure who I'm talking to.. ;) I'll look upon my new shiny toys spells later this evening. There is another one, forgot the name which I think is the counterpart to Bless, maybe I'll take that one and you can take Bless if you like. I believe we should have about 3 slots reserved for healing anyway for now so..
 
In my opinion, Preserve Life is much better. Turn Undead is very situational while you can always use Preserve Life if the group is taking damage.

Yes, I wrote about it before I read about it. Sounded better* than I thought. Then again, in the right context I guess it could be quite helpful - I just don't think we have th eright context this time (or we start roaming the graveyards at midnight: but I'd rather be in the tavern at that time!).

But as far as I understood I have both actions available for choice all the time (unless I used one and need to rest first).

*
playing a D&D game on my Pc right now, and I thought Turning dead would be something really dreadful, like turning dead myself and being able to cause fear and terror among my opponents. Sadly that's not the case. :D :(

yes, there is no need to choose.
the new power is Channel Divinity, which you can use once per short rest. When you use it, you decide -on the spot- which manifestation to apply. Next time it is available, you can pick the same or change.

for you there is not really much to decide now. you just can prepare an extra spell at night (from the seme L1 list), and then use 3 of them plus Channel Divinity
[doublepost=1459950860][/doublepost]
Well, Count Lochaber, it is an honour indeed that you seek to bestow on me when you attach the name of your ancestors to my own name.

Rest assured, while I salute the intended honour, Elves tend to view the names they have been given with some ineffable - if masked - pride.

LOL uops sorry, cut and paste blunder.
> My deepest apologies Madam. the mistake has been rectified.
 
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For me, the of the four spells I have already prepared, I have already used three - Sleep, Magic Missile, Mage Armour, and have also invoked the ritual spell of Detect Magic, which is summoned differently.

Of my cantrips - Shocking Grasp, Ray of Frost, Prestidigitation, and Mage Hand - basically, all of them - have also been called upon.

Level Two allows for another spell - to make a total of five prepared, with three ready to use. All of the spells I can call upon are still Level One.

Thus, it seems obvious to use the spells that have been of such use thus far - Sleep, Magic Missile, Mage Armour. Three.

A fourth would be Burning Hands, a nice spell for offensive use, if needed. Suggestions as to the fifth, would be most welcome, form those with the voice of experience to guide them.

yes, there is no need to choose.
the new power is Channel Divinity, which you can use once per short rest. When you use it, you decide -on the spot- which manifestation to apply. Next time it is available, you can pick the same or change.

for you there is not really much to decide now. you just can prepare an extra spell at night (from the seme L1 list), and then use 3 of them plus Channel Divinity
[doublepost=1459950860][/doublepost]

LOL uops sorry, cut and paste blunder.
> My deepest apologies Madam. the mistake has been rectified.

Smiles to myself. No need for apologies, the benevolent error - meant in the best of faith - has been rectified……..
 
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@ravenvii, Are we positive that the frog statuette isn't magic based on Syllin's (@Scepticalscribe) detect magic spell results ? ScepticalScribe doesn't want to sell it because she doesn't know how her spell works (can it give a wrong result ?).

treasure list:
10 Shield
11 Scimitar
11 Shortbow
3 golden teeth
Morningstar
600 CP
125 SP
frog statuette
1 good wolf pelt
1 quality wolf pelt

@ravenvii, could you please give the amount we would get in sale for each of the items.

Bags and Boxes of supplies
Reward ?

Original task to bring supplies
10 GP ea ?

knight reward
50 GP

Everyone (@Don't panic, @twietee, @Scepticalscribe, @Moyank24) speak up before we liquidate the loot.

Liquidate it all!! I want GOLD!
 
I don't care tbh. You don't have to decide now, no? Tbh, I'm not even sure who I'm talking to.. ;) I'll look upon my new shiny toys spells later this evening. There is another one, forgot the name which I think is the counterpart to Bless, maybe I'll take that one and you can take Bless if you like. I believe we should have about 3 slots reserved for healing anyway for now so..

Some members of the party have been lamenting lack of healing capability and this is a OOC conversation. :p
I assume when I show up, I'll have to announce what spells I've prepared, thinking it's better to think about it now during a lull, and less OOC discussion then. Not asking for a decision. With hammers and throwing axes, 4 healing slots is also good. :)
 
Maybe a way of distinguishing between 'OOC' (I had to look that up, as it is not a term I had come across before - dictionaries are so useful) conversations and others, is to put the 'OOC' conversations in Italics…...
 
@ravenvii, Are we positive that the frog statuette isn't magic based on Syllin's (@Scepticalscribe) detect magic spell results ? ScepticalScribe doesn't want to sell it because she doesn't know how her spell works (can it give a wrong result ?).

treasure list:
10 Shield
11 Scimitar
11 Shortbow
3 golden teeth
Morningstar
600 CP
125 SP
frog statuette
1 good wolf pelt
1 quality wolf pelt

@ravenvii, could you please give the amount we would get in sale for each of the items.

Bags and Boxes of supplies
Reward ?

Original task to bring supplies
10 GP ea ?

knight reward
50 GP

Everyone (@Don't panic, @twietee, @Scepticalscribe, @Moyank24) speak up before we liquidate the loot.

before we can sell the stuff, we must find an appropriate place/person where to sell it.
presumably in the town there are stores, and some may be interested in them.
then we have to try to get a decent price out of it, and haggle or barter.

the basic Player HandBook has a list of gear, with prices:
the general rule are (Page4 3):
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

on pages 44-54 there are tables with the value of goods, weapons, services and so on.
for reference, a shield costs 10gp, a scimitar 25gp, a shortbow 25gp, a morningstar 15 gp, wolf pelts are not listed so it is up to the trader

we already took out of that list what we want to keep, i think, so we should try to sell everything we can, including the frog statuette (unless it is only worth but a few silvers, in which case I am fine with syllin keeping it)

the goblin's weapons are going to be worth significantly less than their store equivalent, because they are goblin-made and used. Our saving grace is that Syllin made them look as good as they can, so hopefully we can get a little something out of it.
 
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before we can sell the stuff, we must find an appropriate place/person where to sell it.
presumably in the town there are stores, and some may be interested in them.
then we have to try to get a decent price out of it, and haggle or barter.

the basic Player HandBook has a list of gear, with prices:
the general rule are (Page4 3):
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

on pages 44-54 there are tables with the value of goods, weapons, services and so on.
for reference, a shield costs 10gp, a scimitar 25gp, a shortbow 25gp, a morningstar 15 gp, wolf pelts are not listed so it is up to the trader

we already took out of that list what we want to keep, i think, so we should try to sell everything we can, including the frog statuette (unless it is only worth but a few silvers, in which case I am fine with syllin keeping it)

the goblin's weapons are going to be worth significantly less than their store equivalent, because they are goblin-made and used. Our saving grace is that Syllin made them look as good as they can, so hopefully we can get a little something out of it.

I wasn't sure how much @ravenvii wanted to get into it seeing it's being played on a forum. It could be that he will just give us pricing for it all based on our best negotiator. I'm sure we will have to barter if we want to buy anything :).

One note is that the weapons that we are selling have been cleaned it up by Syllin so I would hope that we at least get half value. We also do not know that they are goblin made (it's easier for them to steal and kill for them).
 
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I wasn't sure how much @ravenvii wanted to get into it seeing it's being played on a forum. It could be that he will just give us pricing for it all based on our best negotiator. I'm sure we will have to barter if we want to buy anything :).

One note is the weapons that we are selling have been cleaned it up by Syllin so I would hope that we at least get half value. We also do not know that they are goblin made (it's easier for them to steal and kill for them).

Dwarf made would be better, obviously.

Re the frog statuette, while I suspect that it may be worth more than a few bits of silver, it is not for reasons of desiring it as an objet d'art that I wish to retain it - it is merely to subject it to further examination if we can find someone who may be more qualified than I am.

In essence, I seek a second opinion. Before consigning it to the store or lot - indeed market - to be bargained over, I would like to be absolutely certain that it has no magical properties that can be used against us, or that could be summoned in our favour.

(@Plutonius, and @Don't panic, any advice you might care to tender on which spells I should consider for selection for my additional spell slot?)
 
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For me, the of the four spells I have already prepared, I have already used three - Sleep, Magic Missile, Mage Armour, and have also invoked the ritual spell of Detect Magic, which is summoned differently.

Of my cantrips - Shocking Grasp, Ray of Frost, Prestidigitation, and Mage Hand - basically, all of them - have also been called upon.

Level Two allows for another spell - to make a total of five prepared, with three ready to use. All of the spells I can call upon are still Level One.

Thus, it seems obvious to use the spells that have been of such use thus far - Sleep, Magic Missile, Mage Armour. Three.

A fourth would be Burning Hands, a nice spell for offensive use, if needed. Suggestions as to the fifth, would be most welcome, form those with the voice of experience to guide them.

the first thing you have to do, is to decide which two NEW spells you want to learn, from the list of available spells (underlined below).
since you are a level2 wizard, you still can only access L1 spells (character and spell levels are different).

these 2 new L1 spells are permanently added to your spell book, just like the 6 you already have there (plus the cantrips). their descriptions are in the file i had added to the wikipost.
Once you do that, you will now have 8 L1 spells (up 2) and 4 cantrips in your book (same as before). This is different from cleric, who can always access ALL the level's spells and do not have a book.
once that is done, you decide which 5 spell you prepare for the next day (up one from 4)
then you can you use 3 slots to cast them (plus you recover 1 if you use arcane recovery).

just as a reminder, the hierarchy is
  • total L1 spells available to a wizard: 11 (Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Identify, Mage Armor, Magic Missile, Shield, Silent Image, Sleep, Thunderwave)
  • spells in YOUR book as a level 2 wizard: 4 cantrips (mage hand, prestidigitation, ray of frost, and shocking grasp), 8 spells (burning hands, detect magic, mage armor, magic missile, shield, and sleep, new L1 spell, new L1 spell)
  • spell you can prepare each night: 5
  • slots to use spells during day: 3 L1
 
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Yes, I concur with Sylinn. "Made by a Dwarf" is an international quality trademark. We should try to get the good stuff. My shield must have been a "made on monday" item - too bad we left it in the hideout since any respectable shop exchanges those for free.

I want moar HP!! :D
 
So, I had five spells available to me as a level One Wizard (Sleep, Shield, Magic Missile, Mage Armour and Burning Hands). What are the new spells available to me?

In other words, are all of the listed (and underlined) Level One spells now available to me? And, from this list, am I to prepare a selection of a further two to be added to my slots?


My understanding is that Level Two allows me to have five prepared spell slots, (rather than four) and three spells ready to be cast (instead of two)?

I assume Arcane Recovery will still only allow me to replace one, rather than two spell slots….
 
I wasn't sure how much @ravenvii wanted to get into it seeing it's being played on a forum. It could be that he will just give us pricing for it all based on our best negotiator. I'm sure we will have to barter if we want to buy anything :).

One note one the weapons that we are selling is that Syllin cleaned it up with her spell so I would hope that we at least get half value.
we'll see how he wants to organize it.
for monster weapons -even sparkly ones- half value is not realistic.
that would be the average price we would get from our own weapons, in good conditions, if we were to sell them.
the value is at the discretion of the DM. and it can go from nothing, to scrap metal, to some decent value.
in general you keep the value low because otherwise becomes too easy a way to harvest money in a campaign.
or this could be a one-off, to partially compensate for the loss of our initial source of money (the 50 gp from the goods on the wagon) and capital (veit's shield that broke randomly, the wagon itself, the oxen)
[doublepost=1459956179][/doublepost]
So, I had five spells available to me as a level One Wizard (Sleep, Shield, Magic Missile, Mage Armour and Burning Hands). What are the new spells available to me?

In other words, are all of the listed (and underlined) Level One spells now available to me? And, from this list, am I to prepare a selection of a further two to be added to my slots?


My understanding is that Level Two allows me to have five prepared spell slots, (rather than four) and three spells ready to be cast (instead of two)?

I assume Arcane Recovery will still only allow me to replace one, rather than two spell slots….

see post #1795
 
So, I had five spells available to me as a level One Wizard (Sleep, Shield, Magic Missile, Mage Armour and Burning Hands). What are the new spells available to me?

In other words, are all of the listed (and underlined) Level One spells now available to me? And, from this list, am I to prepare a selection of a further two to be added to my slots?


My understanding is that Level Two allows me to have five prepared spell slots, (rather than four) and three spells ready to be cast (instead of two)?

I assume Arcane Recovery will still only allow me to replace one, rather than two spell slots….

Don't worry yet about prepared spells or spell slots. Read the descriptions and pick two new spells (out of the five spells) to add to your spell book
Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave

Note - I like Identify but it will cost you 100 GP every time you cast it.
 
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see post #1795

Candidly, I am not yet quite clear on just how this works.

Now, I understand that Character Level and Spell Level do not necessarily coincide. Thus, you can be a Level Two character, yet be confined to wielding Level One spells.

As a Level One Wizard, I could only wield five spells - Sleep, Shield, Magic Missile, Mage Armour and Burning Hands.

I understand that I cannot wield Level Two spells yet.

However, I am not clear on just which of the remaining Level One spells are open to me? Are they all - the ones that you have underlined - open to me?

In other words, have I to choose - or select - from any two on this list to prepare? Or, to add to my spell book.

As a Level One Wizard, there were four prepared spell slots available, of which two could be actively used.

Now, I gather, as a Level Two Wizard, I can add two spells to my spell book, and I have five spell slots at my disposal, (rather than four), and three spell slots which can be actively used when and as needed.

How does Arcane Recovery work with three slots? I daresay that I will be able to recover one slot, but hardly two.

[doublepost=1459958365][/doublepost]
Don't worry yet about prepared spells or spell slots. Read the descriptions and pick two new spells (out of the five spells) to add to your spell book
Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave

Note - I like Identify but it will cost you 100 GP every time you cast it.

Ah, okay, thanks, very much.

So, pick two for the spell book.

Any particular advantages - you mentioned Identify -(or disadvantages) to any of the five?
 
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