Can we also include the option to make it snow?
Why is this even a spell? Why is it not just a druid feat for Lv6+ druids?
Can we also include the option to make it snow?
Why is this even a spell? Why is it not just a druid feat for Lv6+ druids?
My biggest issue with sorcerers has always been that wizards are just flat out better. Sorcs get less feats, less skills (due to being CHA based), no flexibility, and often as many spell slots due to the proliferation of wizard slot gear (they should have more).
They fixed this in 5E by giving only sorcerers metamagic. Maybe sorcerers should get metamagic every 3 levels.
I'm also all for predetermined spell lists (aka kits) that give additional passive bonuses.
Geomancer
Aquamancer
Pyromancer
Skymancer (Wind + Elec)
Feyblood
Shadowmancer
Escritorian (Rune-based)
Golemancer
You can sometimes find them in the Borderlands for Redwoods/Hillmarch. Just watch out for the infamous Wild Bull :P
I mean, this should also probably be true for 6-9s.
With barkskins costing 500g for people not in factions, doing a quest isn't worth it. Even if the fronter takes all of the pay on a quest (which isn't viable, since the backers will get shot at some point and therefore require healing), at 180g per person, they can only buy one barkskin potion back.
Most of the drops on quests that I've seen are scrolls, which fronters can't use (unless they're a caster class, which has its own problems), and gear (which doesn't sell these days). The payout needs to be increased if you want people to be able to quest to restock on consumables for the DM quests.
@JoeKickAss A Fi/Ro would get tumble as well as UMD (though would need to counter DEX armor penalty with item bonuses), plus better flanking damage, all for the loss of 1-2 BAB and a few HP per level. They would also be able to wear full plate, and thus put less investment into DEX (Ra dual wield requires light armor) - meaning they could put those points into CON, correcting the lower HP. Fighters get 3 bonus feats in the first 4 levels, while Rogues get Evasion from the first 3.
@JoeKickAss Yeah, but 2H Fi is going to be stronger due to Wep Spec. 2H ranger right now requires leathers, not medium armor.
Rangers are currently only receiving Fortitude saves. I suggest adding Reflex saves, since Fi/Ro is superior.
How about +1/6 levels? That way, players can't reach +3 (which would require Lv12), people who aren't mostly wizards can't pass +1, and DMs can grant scrolls or items with GMW CL15 for +3.
To craft an herbs potion, you must have 2 of each herb, plus an empty potion bottle. This creates 2d4 potions. To create one of the homogeneous potions, it costs 8 of that herb. Variable herbalism/healing DCs can be used based off the circle of the spell created. Not all potions are intended to be drunk - some are intended to be thrown.
Cagevine | Saffron | Kiss | Feycap | Veil | Drop | Nettle | Claw | Spice | |
---|---|---|---|---|---|---|---|---|---|
Cagevine | Ioun Stone: Pink | Barkskin | Wall of Smoke | Protection from Petrification | Ghostly Visage | Protection from Evil | Web | Resist Elements | Mage Armor |
Saffron | Barkskin | Monstrous Regeneration | Remove Fear | Clarity | Remove Blindness/Deafness | Remove Disease | Remove Poison | Remove Paralysis | Remove Curse |
Kiss | Wall of Smoke | Remove Fear | Flame Weapon | Lesser Restoration | Elemental Shield | Blood Frenzy | Divine Favor | Bless | Firewall |
Feycap | Protection from Petrification | Clarity | Lesser Restoration | Ioun Stone: Pink and Green | Invisibility | See Invisibility | Ultravision | Expeditious Retreat | Confusion |
Veil | Ghostly Visage | Remove Blindness/Deafness | Elemental Shield | Invisibility | Ioun Stone: Blue | Cloud of Bewilderment | Ironguts | Cone of Cold | Ice Storm |
Drop | Protection from Evil | Remove Disease | Blood Frenzy | See Invisibility | Cloud of Bewilderment | True Sight? | Fear | Negative Energy Burst | Haste |
Nettle | Web | Remove Poison | Divine Favor | Ultravision | Ironguts | Fear | Ioun Stone: Scarlet and Blue | Scintillating Sphere | Slow |
Claw | Resist Elements | Remove Paralysis | Bless | Expeditious Retreat | Cone of Cold | Negative Energy Burst | Scintillating Sphere | Ioun Stone: Deep Red | Gust of Wind |
Spice | Mage Armor | Remove Curse | Firewall | Confusion | Ice Storm | Haste | Slow | Gust of Wind | Ioun Stone: Pale Blue |
Herbs can be found in bushes through Arabel, with each herb preferring different environments. Quests in these areas may also include their respective herbs as part of their loot tables.
New herbs:
Cagevine
This sturdy root grows easily in any direction. It can often be found at the base of trees, mixed in among the tree's own roots and wound around its trunk.
Flavor: Earthy
Properties: Defense, Resistance
Mender's Saffron
Attempts to domesticate this plant have proven troublesome - while it can grow in a planter, it does not often grow in quantity. Some believe it was created when followers of Lathander went too far, desiring the sun's healing ability for themselves.
Flavor: Bitter
Properties: Healing, Restoration
Kossuth's Kiss
Found mainly in deserts, and particularly near lava tubes, this leafy growth can produce a heat-resistant oil.
Flavor: Spicy
Properties: Fire, Divine
Feycap
Illegal in some countries due to it's more illicit properties, properly moderated exposure can enhance one's magical senses.
Flavor: Salty
Properties: Arcana, Eternity
Auril's Veil
Usually found draped around cave mouths, this herb prefers colder climates. While safe to consume in small quantities, extensive and prolonged use of the herb can cause blindness.
Flavor: Minty
Properties: Cold, Illusion
Dreamdrop
This aquatic reed is rumored to have been created when a dying naiad queen reached up to hold her lover once more. Crowns crafted from the reeds are believed by commoners to aid in romantic encounters.
Flavor: Musty
Properties: Charm, Water
Bloodnettle
Harvesters of this flower must be careful - the thorns of this plant carry a mild poison that will cause exposed skin itch for a tenday! A salve made from the stem and roots of the plant can neutralize most itches though.
Flavor: Sour
Properties: Acid, Poison
Stormclaw
This jumble of pale vegetation seems to lack a root system entirely. Large petals carry it along windy mountain ridges, where it scatters its seeds.
Flavor: Smokey
Properties: Wind, Electricity
Wyrmspice
Once the pride of Athkatla, wild varieties of this spice have spread throughout the Forgotten Realms.
Flavor: Umami (Richness)
Properties: Strength, Potency