Habololy Forum

Habololy Books => Magic of Habololy => Topic started by: Asinjin on December 05, 2017, 12:22:08 PM

Title: New Spells
Post by: Asinjin on December 05, 2017, 12:22:08 PM
With the addition of the new version of tongues, we now have 138 new to Habololy spells.  I would not have guessed it was that many before counting.
Title: Re: New Spells
Post by: Hero on February 15, 2024, 06:33:34 PM
Because this came up in session a few weeks ago:

Time Check
Divination
Level: Brd 0, Clr 0, Rgr 1, Sor/Wiz 0
Components: S
Casting Time: 1 standard action or see
Range: Personal
Target: You
Duration: 1 hour

Upon casting this spell, you immediately learn the precise time of day to the nearest second and the date, as well as the elapsed time since your last casting of this spell ended. On your turn while the spell is active you may spend a move action to learn the current time and date, as well as the elapsed time since this spell was cast.

Every time a character casts this spell he may set the location to be used as a basis for determining the information provided. The default location is his current one. The caster must be familiar with the location selected or succeed on a DC 20 Knowledge (local or planes) check.

Casters with the Chronomancy feat or the Time domain cast this spell as a swift action, and only  need to spend a swift action to gain relevant information.


Title: Re: New Spells
Post by: Malchia on February 15, 2024, 07:01:17 PM
Nice
Title: Re: New Spells
Post by: Asinjin on April 10, 2024, 09:30:52 AM
Because this came up in session a few weeks ago:

Time Check
Divination
Level: Brd 0, Clr 0, Rgr 1, Sor/Wiz 0
Components: S
Casting Time: 1 standard action or see
Range: Personal
Target: You
Duration: 1 hour

Upon casting this spell, you immediately learn the precise time of day to the nearest second and the date, as well as the elapsed time since your last casting of this spell ended. On your turn while the spell is active you may spend a move action to learn the current time and date, as well as the elapsed time since this spell was cast.

Every time a character casts this spell he may set the location to be used as a basis for determining the information provided. The default location is his current one. The caster must be familiar with the location selected or succeed on a DC 20 Knowledge (local or planes) check.

Casters with the Chronomancy feat or the Time domain cast this spell as a swift action, and only  need to spend a swift action to gain relevant information.

To the 'learn current time and date', I think that may require a higher level version of the spell, or some added restrictions about where you are.  Alternatively, a DM discretion about it simply not being powerful enough to answer based on factors.
Title: Re: New Spells
Post by: Hero on May 01, 2024, 10:00:56 PM
To the 'learn current time and date', I think that may require a higher level version of the spell, or some added restrictions about where you are.  Alternatively, a DM discretion about it simply not being powerful enough to answer based on factors.
Doesn’t seem like the date and time would generally be that meaningful to warrant a higher level slot. I wrote it specifically to be useful for keeping track of time during interplanar travel (which was before our current alternate reality shenanigans started). So I vote we keep it and utilize DM fiat for special circumstances.
Title: Re: New Spells
Post by: Windblade on May 02, 2024, 07:10:29 AM
That a makes sense.  I agree.
Title: Re: New Spells
Post by: Zunder on May 03, 2024, 09:52:28 AM
I was thinking a higher level spells was a timer.  Let me know what 5 minutes etc has passed.
Title: Re: New Spells
Post by: Hero on May 05, 2024, 07:54:58 PM
I think level 0 is appropriate given the benefit. It has limited utility and is on par with spells like detect magic, light, mending, prestidigitation. It’s probably less useful than any of those in game. If was going to be a higher level, it should do something extra, I think (but I don’t know what).
Title: Re: New Spells
Post by: Malchia on May 05, 2024, 08:25:40 PM
I think level 0 is appropriate given the benefit. It has limited utility and is on par with spells like detect magic, light, mending, prestidigitation. It’s probably less useful than any of those in game. If was going to be a higher level, it should do something extra, I think (but I don’t know what).
I agree, cantrip seems appropriate, although I think the verbiage needs work.

"Upon casting this spell, you immediately learn the precise time of day to the nearest second and the date, as well as the elapsed time since your last casting of this spell ended. On your turn while the spell is active you may spend a move action to learn the current time and date, as well as the elapsed time since this spell was cast."

It says upon casting you instantly get all the info, much like Know Direction, but are you saying you can get another check as a move action any time within the one hour duration? Just want to make sure I'm interpreting this correctly. And by the way, nice touch with the addition of elapsed time on additional checks. Does that apply to additional castings? If it's cast once, then cast again three hours later, would the spell tell you it's been three hours since you cast it last, or more importantly, would it tell you if something was amiss such as four hours actually passed?