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3 yrs ago
Fastest draw.

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I can't believe it. WotC finally did it, and I only now noticed.
Necromancers now have an actually good 2nd Tier Necromancy offence spell.
Wither and Bloom: 10-ft radius AOE of 2d6 necrotic damage with a CON save for half damage.
And here's the real kicker: it lets you heal someone in that radius using their hit dice.
Actual healing, as a freaking wizard.
Add onto that a Necromancer's normal Grim Harvest trait for self-healing and that this spell is 2nd tier (and so much bang for your buck), and this is literally everything the Necromancer has been missing to make Grim Harvest actually consistently viable (especially at lower levels). Before this spell, either the options were too weak/too unlikely to proc the Grim Harvest with a kill, too uncommon/expensive (requiring higher tier spell slots), or just straight up not Necromancy-type spells, which is what you want to proc the highest return healing on a kill.

Now, you have a spell that even if it doesn't actually get a kill (which is still quite likely at the level it becomes available), you can drop on your own area to still heal you with the bonus effect. Not to mention that it's SELECTIVE AOE with absolutely zero friendly fire, which is actually pretty rare and can be useful for clearing out enemies that are clumped on your party.

Malcer is 100% going to have this spell.
I think the exact function differs depending on which source material is used, but generally speaking, Wizards have to read their spellbooks and store the written incantations in their mind for later use, and have to repeat this every day to keep the spells fresh in their minds. They have no natural inborn magical capability on their own and have to study for years in an academic setting to learn their craft.


More specifically, (5e) Wizards only need their spellbook to learn new spells, change their prepared/memorized spells, or recover a portion of their arcane energy while short resting. If they do lose their book, they still have all the spells they memorized beforehand locked in and can copy them into any new spellbook they create/acquire. Losing a spellbook is devastating, but not fatal. Even so, any half-decent Wizard creates a few backups or dozen down the line and shoves them in a good hidey-hole in case they need them.
<Snipped quote by Lord Wraith>

What


“FTFY” is lingo that means “fixed that for you”.
When he quoted you, he edited the quote to correct “USS” to “ISS”.
@Lewascan2 yeah I'm cool with it.

I'll get an IC up in a lil' bit.

Gotta let @Lord Wraith write that USS Discovery app first.


Sweet! Though, oh, by the way, the image for the USS George Hammond seems to be broken. Not sure if that's just on my end, but I figured you'd want to know.

looks good so far, let me know when you're happy to class it as fijished


Alrighty! I think I've managed to flesh out everything that needs it, so I'm going to call this finished.


I've refined this a bit, so timeline-wise, this is actually the second Malevolence that was being constructed at Pammant Docks in 21 BBY. It would have normally been destroyed by the intervention of an unknown Jedi Knight (the player character of one star wars game), but in this universe, that Jedi is thwarted and slain by the Sith that now commands this ship, Darth Sinnali. Because of Grievous losing the first Malevolence and Sinnali's intervention, she is instead assigned to command the ship. Grievous ostensibly has the greatest authority (and does even in regard to the Droid Army as a whole), but the true commander of this vessel in particular is Sinnali, who is there to act as a competent Force adept that can thwart Jedi sabotage/shenanigans and -more importantly in some ways- reign in Grevious's temper and counterbalance any irrationality his frothing hatred for Jedi might elicit.


But what do you guys think? And do you think we should keep track of individual spells or just say the characters have proficiency with different types of magic and Character Level just denotes how good they are at it? From a narrative standpoint, there could still be arcane runes and scripts for spells and incantations, but when writing the battle scenes out, we could just describe the magical effect being created rather than keeping track of individual spell names and such.


I don't know about everyone else, but for my own part, I was planning to keep track of individual spells. Not going as far as incantations for them, granted, but certainly keeping track of each individual spell Malcer is capable of and making specific mention ICly when he is researching a new spell before it gets used in a later battle or other scenario. And when it comes to proficiency, I'm planning to move Malcer's capacity in the various "Circles" of magic (1-9 and such) according to 5e access to those tiers. So, at level 3, he'll start breaking out the second tier magic, and at 5th level, 3rd tier and so on. When it actually comes to using the spells in practice, however, I'll probably only describe the effect occurring.
Oh man, I can't stop laughing as I envision that opening scene. It will open right at their arrival to the cave, and then flash back to the antique store and over a few rounds of posts we can work our way back to the moment in the cave.


The characters watch in dead silence, as the child's screams slowly get more distant, echoing back into the cave.

Malcer: "Should... we be concerned?"
Hmmm... To give them a little bit of that "starter boost" you mentioned, I'm thinking maybe we rework the initial origin idea some. Hmmm... Maybe the day before our characters go to Six Flags, they are checking out a mysterious old antique shop and are drawn to the items that become their Soul Conduits. The old shopkeeper is like "interesting that you should choose these items in particular..." That night, they each have a dream of their Soul Conduits' previous owners first learning about their own abilities, though they initially forget this shortly after waking.


Lmao, the mysterious shopkeeper and their store of sus items is a trope I forgot I liked so much. Really brings me back. I definitely like the "dream training" as a way to explain their initial leg up, given they got a crash course.

<Snipped quote by Lewascan2>
Later that day, they are at Six Flags and go on the roller coaster and get Isekai'd like previous discussed. While they are flying through the tunnel of lights, they each notice their Soul Conduit materialize next to them in transit. They crash down onto the beach outside a small fishing village and suddenly recall the dreams they all had the previous night, which gives them a slight bit of knowledge about their new abilities.

In this new origin idea, they start out with no idea how the items got to Earth, but they suspect the shopkeeper must have known more than he let on. Perhaps some of them believe the items marked them for death. With no idea where they are (beyond the information learned from the dreams), they head into the village and try to formulate some kind of plan what to do. Similar to the Wizard of Oz plot, perhaps there is some great wise sage a few towns over who is said to discern peoples' destinies. Perhaps they decide to head there first to see if they can learn more about their situation.

What do you think?


As for their initial arrival destination, either this or the original work just fine. I like both!
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