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Ayeba

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  1. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 13/14 | Acc. Healing 1/1 | Inspiration: 1/1 Question didn't comment on Deidre's comment about her adaptability. She just put on what she had calculated to be an encouraging smile. The first part of the question was easy to answer. "Yes, I convert calories in food suitable for living creatures such as yourself to fuel." The second part was a bit harder, causing Question to freeze for a few seconds before she phrased her answer. "I do not know exactly how you humans derive pleasure from eating, but I have reasons to believe it is not the same. From my observations, many humans will intentionally try to obtain the same food they have previously enjoyed. That is not the case for me. I seek new experiences and data. It might be appropriate to say I enjoy novel experiences." Though the questions were fairly mundane, it caused Question to freeze up again as she considered all the possible options. "Informative statement: This unit lacks a precise definition of 'enjoyment'," she said as her second level protocols failed. She shivered for a moment as they kicked in again. "My apologies. I will test out various activities to measure the response in my processing faculties. It can give a clue to what my purpose is, which is a strong motivating factor. I'm afraid the answer may be a bit unsatisfactory to you." She listened as Deidre shared the scenario. A single tear ran from each of her eyes as the dying wife was mentioned, but she gave no other hint that the story impacted her. Though the question on the surface was a lot more complicated, the scenario was more limited in its scope, which allowed Question's processes to arrive at a conclusion much faster. "I can empathize with him for doing something illegal to save his wife. If stealing the potion would cause undue harm to other people, directly or indirectly, I would also understand their point of view and their wishes to cause harm back. Morality can not be unambiguously calculated. As such, it would be wrong for me to impose my morality based judgement on him regardless of his decisions, but I can express my agreement with or regret of his actions, as well as evaluate how the laws would view such an action." She tilted her head to the side, giving her a thoughtful look. It was a calculated move to make her feel more human, as she had to intentionally dedicate some processing power to do so. Freezing up would cost no such resources. "The optimal outcome might be that he stole the potion without resorting to violence, left the 500g that the potion is worth, and escaped with his family." Her head tilted upright again, and she looked Deidre straight in the eyes. "Please tell me: What is your own answer to such a scenario?" Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  2. If you want to do Augury for the roleplaying, I'm game. Zorael will have no complaints. His Primarch is well known for his visions of the future. If the intention is to do it for game benefits... it's a little more fuzzy. You need to ask a question, and at PR 1-3, you'll only "determine the most dangerous opposition that the subject will face." It's very unlikely that the results will vary between each of the Astartes as long as we're planning to stick together. You may also just get a simple answer such as "greenskins", which doesn't help us a whole lot. I'll be honest; I feel Augury is somewhat useless on most missions. It has its uses; if we were heading down to a planet and had no idea what we'd face, it'd be great to know what we're up against. That allows us to requisition weapons/equipment specifically to handle that challenge. But unless an entirely different type of Xenos is besieging the moon, I doubt we'll be surprised.
  3. Am I silly for asking if they want the artifact destroyed? Is there an unspoken rule that all artifacts ought to be retrieved for research or something along those lines? By the way, is requesting aerial bombardment (or atmospheric bombardment) something you can do in 30k? I guess that's at least three questions in one: 1. Can the people on the ground communicate with the people the voidships without having a psyker with the relevant powers? 2. Does some sort of tactical bombardment -- that is, not blowing up the entire planet, but hitting a moderately small area -- exist? 3. How good/bad is the accuracy? Are we talking meters/yards away from the target area, or kilometers/miles?
  4. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 13/14 | Acc. Healing 1/1 | Inspiration: 1/1 The calculations were successful, and the tiny magical hut emerged as out of thin air. Question's arms fell down, and she stood entirely still for almost a minute. She spent some time evaluating the process, recording what she did to hopefully repeat the success later. Then she played back all the information recorded by her raven while her sensory suite was disabled. Once she concluded that she had missed nothing of interest, she turned to the artificer. "Inquiry: This unit is available for interaction for approximately 57 minutes. Do you wish to utilize this time for your research?" She walked through the entrance of the hut, leaving the door open for Deidre and the others to go inside. The raven waited outside, watching the others, ready to alert its mistress about something. Only when the last person entered would it be sent to its pocket dimension for the night. When Deidre entered, Question was sitting on the floor, cross-legged. There was a very obvious difference in the way she acted compared to just a minute earlier. She looked a lot more animated, no longer just a static doll. "For your information, I have activated my second level communication protocols," she explained in a much more dynamic voice, "They may need to be disabled in order to access resource-intensive processes such as calculations, depending on your requests." While she was simulating more natural movements and even blinking, it was still just a simulation. If you looked for it, it wouldn't be hard to spot the hints that she was just pretending to be a real person. "Please, ask your questions. In return, I would like you to show me that peculiar armor of yours." Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  5. Trid Phantasm is a physical illusion spell. No, there's no limit to the number of hits you can roll on resistance against spells. You resisted the illusion and saw right through it. By the way, , I checked with some forum threads on the topic of illusions and drones. The consensus seemed to be that you'd use the full object resistance (15+) when affecting the drone directly, such as with a direct manipulation spell. If I'm only trying to fool the sensors (with illusions), you use the lower object resistance of 9.
  6. Moana has 8 gp, but it sounds like you have enough at this point. Merida can probably give her guidance. Is it possible to use the help action as well?
  7. How hard is it to spot the drones? Can someone ( ? ) help me with the interpretation of rules on drones perception vs illusions? If no one is plugged into the drone at the moment, it appears to use Object Resistance, right? If someone is plugged in, does it still use the object resistance? I'm also unsure what object resistance to use. The table on p295 lists "sensors" at 9, but "drones" at 15+. Since I am only attempting to fool the sensors, do I use the 9, then? Honestly, if it's 15+ that makes it almost impossible to reliably use illusions against drones. I have gone hyper specialized into Illusions at a dice pool of 17, but I may get myself killed if I go beyond force 7, which becomes the limit for the number of hits I can get. I think I remember from the 3rd edition rules that Regeneration would not heal damage from physical drain. I haven't read that rule in the 5th edition, but I assume it's still the case.
  8. , Fox shapeshifter Bod 3 Agi 3 Rea 5 Str 1 Wil 5 Log 2 Int 7 Cha 6 Edg 2 Mag 7 Limits, Mental 6 Physical 4 Social 8 Damage, Physical 0/10 Stun 0/11 Perception, Astral 12 Scent 15 Visual 11 Audio 14 (can hear Ultrasonic) After getting a good sniff, Pup looked around the astral for any spirit that could she could ask for the lay of the land. It would also give her a clue if the spirit was friendly or not. She lay down for a moment to dart out of her body, examining all living things nearby. OOC This is typically a post where I'd wait for GM feedback after each action, so I'll just state my intentions here. Perception by mundane means; scent, visual, audio. Astral perception without leaving the body. If there are nearby spirits except the one Pup brought, try to speak with them. Astral projection, darting around to get a feel for the surroundings and all creatures nearby. Contact spirits, if any. Assensing on any nearby living creatures or spirits. Return to the meat body after finishing the task.
  9. Well, I've got Haste, so more chances to hit or miss. Silvery Barbs can occasionally give you advantage. Got plenty of ways to knock people prone, but that won't help you a lot.
  10. Yeah, it's not a hard illusion to see through at force 3. You resist with Intuition + Logic, or Object Resistance for items, I think. +2 from Mentor spirit, too. Pretty much as high as it gets. Now, if only I could resist all the drain that inevitably comes my way...
  11. , Sanguinary Priest WS 43 (+4) BS 39 (+3) S 40 (+10) T 46 (+8) A 44 (+4) I 50 (+5) P 44 (+4) WP 47 (+4) F 42 (+4) Movement: 5/10/15/30 Armor: Body 9, Rest 7 Wounds 19/19 Fate Points: 3/3 Pain Suppressant Doses: 6/6 Zorael merely nodded, unwilling to retort in the primarch's presence. But in his mind, he wholeheartedly agreed. Nothing would be better than to rack up kills and fulfill their duties while no one even got hurt. He listened to Horus' explanation about the upcoming mission. The explanation left a lot of questions, but he did not believe the primarch would withhold information from them. Rather, the Empire was itself lacked information on the subject, and they'd just have to make do with what little they had. "I understand the mission is time critical and will not waste our time. If I may just pose one question: Does the Emperor desire the artifact retrieved or destroyed?" Provided they made it in time, Magos Valenthius should be able to provide more details on the artifact itself. If they knew in advance that the Emperor wanted it destroyed, they could ask the Magos some relevant questions, such as how big a melta bomb they would need.
  12. , Sanguinary Priest WS 43 (+4) BS 39 (+3) S 40 (+10) T 46 (+8) A 44 (+4) I 50 (+5) P 44 (+4) WP 47 (+4) F 42 (+4) Movement: 5/10/15/30 Armor: Body 9, Rest 7 Wounds 19/19 Fate Points: 3/3 Pain Suppressant Doses: 6/6 "Well done, brethren," Zorael said. We might yet make it.
  13. More of a lore question, but... if greenskins can make magic/supernatural stuff happen just by believing very hard in it and there being a lot of them, do they really need genuine artifacts? Wouldn't a fake one -- one they believe is genuine -- be just as dangerous in their hands? In other words, if someone managed to switch out the artifact with a fake one, would that actually solve the problem?
  14. We have multiple candidates here. All three of you are willing to do it. In addition, is supported by Newcomer. is supported by Harding. I'm okay with all three of you. If my vote is the tipping factor, I suggest we go with for now. We can change it later if the consensus changes.
  15. How would you like us to do perception? You handle it, no need for anything from us. You handle it, but we should list our perception-related dice pools somewhere easily available, like our header. You roll for us when there are hidden stuff happening, but we can also request additional rolls when we want to be extra vigilant. You roll for us when there are hidden stuff happening, but we can also roll ourselves in the post without asking for permission first. I am sure there are more variants, just tried to list the more obvious alternatives.
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