Got a couple of questions.
1. Are we going to restart the adventure or we just picking up where you guys left off?
2. Are we just playing through the module? Or are we continuing after that? I'd like to do a full on campaign, if we live though Ravenloft of course, lol.
3. Do we have or need a rogue? (I can make a second character if needed.)
3. Can I have the below Magical Items? Most of it is RP stuff.
Magic Item wish-list
Staff of Magical Focus +3 (Magical Staff that gives its bonus to Attack and Damage to his Cantrip or Energy Attacks. Normal Spells are unaffected.)
Ring of Eternity (Stops the Character from aging or being aged magically. This is mostly for RP flavor.)
Ring of Death's Defiance (Protects against Level Drain.)
Bowl of Nourishment (Refills with Stew, Soup, or Fruit twice per day)
Flask of Nourishment (Refills with Water twice per day.)
Bag of the Outdoors (Small bag the size of a purse. The Contents expand into a hammock with posts, a feather pillow and a winter blanket. The bag itself becomes a tent if needed.)
Potion of Healing (From the List)
Bracers of Defense (AC 5) (From the List, Unless Mardagin is still playing.)
Custom Spell: Would like the custom spell below or something similar of your design. It's essentially just the answer to the current editions cantrips. This would cover what MiB initially wanted to do with Cantrips, but I'm not sure if you wanted to continue with that. Or if you would rather I can just pick a number of cantrips per 5th edition and go with that. I'm good either way.
Eloric's Energy Bolt
Range: 5/10/15
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This allows the wizard to charge themselves with magical energy of one of four basic types of energy; fire, ice, force or electrical. They are then able to launch bolts of that energy type at their enemies. This attack is subject to all the normal limitations of firing an object such as an arrow, a bolt, or a bullet at a target. This means, The wizard has to roll an attack check to hit with the energy bolt, as well as it is subject to resistances, cover, range, etc. A successful energy attack deals 1d6 points of that specific energy types damage. This attack gains +1 to its damage every 5 levels. They can only utilize one energy type at a time. The Wizard may, with 10 minutes of uninterrupted concentration, change the energy type to any of the four listed. However ANY action other than complete silent mediation interrupts this process.
1. Are we going to restart the adventure or we just picking up where you guys left off?
2. Are we just playing through the module? Or are we continuing after that? I'd like to do a full on campaign, if we live though Ravenloft of course, lol.
3. Do we have or need a rogue? (I can make a second character if needed.)
3. Can I have the below Magical Items? Most of it is RP stuff.
Magic Item wish-list
Staff of Magical Focus +3 (Magical Staff that gives its bonus to Attack and Damage to his Cantrip or Energy Attacks. Normal Spells are unaffected.)
Ring of Eternity (Stops the Character from aging or being aged magically. This is mostly for RP flavor.)
Ring of Death's Defiance (Protects against Level Drain.)
Bowl of Nourishment (Refills with Stew, Soup, or Fruit twice per day)
Flask of Nourishment (Refills with Water twice per day.)
Bag of the Outdoors (Small bag the size of a purse. The Contents expand into a hammock with posts, a feather pillow and a winter blanket. The bag itself becomes a tent if needed.)
Potion of Healing (From the List)
Bracers of Defense (AC 5) (From the List, Unless Mardagin is still playing.)
Custom Spell: Would like the custom spell below or something similar of your design. It's essentially just the answer to the current editions cantrips. This would cover what MiB initially wanted to do with Cantrips, but I'm not sure if you wanted to continue with that. Or if you would rather I can just pick a number of cantrips per 5th edition and go with that. I'm good either way.
Eloric's Energy Bolt
Range: 5/10/15
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This allows the wizard to charge themselves with magical energy of one of four basic types of energy; fire, ice, force or electrical. They are then able to launch bolts of that energy type at their enemies. This attack is subject to all the normal limitations of firing an object such as an arrow, a bolt, or a bullet at a target. This means, The wizard has to roll an attack check to hit with the energy bolt, as well as it is subject to resistances, cover, range, etc. A successful energy attack deals 1d6 points of that specific energy types damage. This attack gains +1 to its damage every 5 levels. They can only utilize one energy type at a time. The Wizard may, with 10 minutes of uninterrupted concentration, change the energy type to any of the four listed. However ANY action other than complete silent mediation interrupts this process.