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  1. #111
    Good Day All
    Perhaps it is just me but when I open class descriptions in the Players Handbook for Specialty Mages it has the following on all the types:

    "Through the course of his studies, the illusionist has become adept at memorizing illusion spells (though it is still an arduous process). He can memorize an extra illusion spell at each spell level. Thus, as a 1st-level caster he can memorize two spells, although at least one of these must be an illusion spell.

    Later, when he begins to research new spells for his collection, he finds it easier to devise new illusion spells to fill specialized needs. Research in other schools is harder and more time consuming for him."

    Where it says "Illusionist" it should be the particular specialty type (Invoker, Necromancer...etc).

  2. #112
    Illusionist is just given as an example of a specialist wizard - a Necromancer or an Evoker follows the same template, just replace 'illusion' with 'evocation' (or whatever). It wouldn't make sense to add separate specialist classes (and they're not present in the print Player's Handbook either) - DM's should make a copy of the Illusionist class and edit the copy as necessary.

  3. #113
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    Quote Originally Posted by Bonkon View Post
    Good Day All
    Perhaps it is just me but when I open class descriptions in the Players Handbook for Specialty Mages it has the following on all the types:

    "Through the course of his studies, the illusionist has become adept at memorizing illusion spells (though it is still an arduous process). He can memorize an extra illusion spell at each spell level. Thus, as a 1st-level caster he can memorize two spells, although at least one of these must be an illusion spell.

    Later, when he begins to research new spells for his collection, he finds it easier to devise new illusion spells to fill specialized needs. Research in other schools is harder and more time consuming for him."

    Where it says "Illusionist" it should be the particular specialty type (Invoker, Necromancer...etc).
    Good catch. As Aegis mentioned these class specialist details did not exist in the PHB for anything other than the Illusionist. This is fallout from using the Illusionist as a template to create entries for each listed specialist class. I thought I had cleaned the remaining bits like that out but I'll get it sorted.
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  4. #114
    Quote Originally Posted by celestian View Post
    This is fallout from using the Illusionist as a template to create entries for each listed specialist class.
    You mean you actually added them all to your PHB? You crazy man

  5. #115
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    Quote Originally Posted by AegisPrime View Post
    You mean you actually added them all to your PHB? You crazy man
    Yes, I had a discussion with Doug about it after there were several requests for it. It was approved so they could all be setup for easy use as a drag/drop class.
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  6. #116
    And greatly apreaciated. Thanks again Celestian.

  7. #117
    Not sure if this is user error or a bug. I’m new and getting ready for a campaign and we were testing combat. For clerics, turning undead resulted in a dice role indicating no target selected. However, when the cleric swings a mace damage to the skeleton in question registers. This tells me that targeting is working but turning is not. Of course there is the very likely chance that I am doing it incorrectly.

  8. #118
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    Quote Originally Posted by BierRunner View Post
    Not sure if this is user error or a bug. I’m new and getting ready for a campaign and we were testing combat. For clerics, turning undead resulted in a dice role indicating no target selected. However, when the cleric swings a mace damage to the skeleton in question registers. This tells me that targeting is working but turning is not. Of course there is the very likely chance that I am doing it incorrectly.
    Target all the npcs they wish to turn and then roll the turn dice. If the NPC is not of a type "undead" it will not work.

    There are also tables in the PHB that can be rolled to handle it the old fashion way. They are broken out for each level rank. Just have them (or you" roll them to see the output). Using those you'll need to manually determine amount, type and whatnot.
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  9. #119
    Hey celestian,
    I've been running a 2e campaign for a couple months now and love the ruleset. Your work on this is very much appreciated.
    One issue though that I'm having with managing my campaign is the way the ruleset has so many groups in the Story. Even though there is a DMG and PHB group, it also has chapter groupings for almost every group of both modules. This means that to find my own story groups, I have to scroll past over 40 groupings every time I want to open something. It's pretty awful organization and FG won't let me delete those while the modules are loaded. Any way to clean this mess up?
    AD&D Stories.PNG

  10. #120
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    Quote Originally Posted by under_score View Post
    Hey celestian,
    I've been running a 2e campaign for a couple months now and love the ruleset. Your work on this is very much appreciated.
    One issue though that I'm having with managing my campaign is the way the ruleset has so many groups in the Story. Even though there is a DMG and PHB group, it also has chapter groupings for almost every group of both modules. This means that to find my own story groups, I have to scroll past over 40 groupings every time I want to open something. It's pretty awful organization and FG won't let me delete those while the modules are loaded. Any way to clean this mess up?
    AD&D Stories.PNG
    PHB/DMG/MM shouldn't have Story entries. Just a reference manual. I must have inadvertently exported those on the last update. I'll make sure the next update corrects that.
    Last edited by celestian; November 15th, 2019 at 17:34.
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