Dungeons and Dragons 7th edition set up players

Link to the original PowerPoint of rules: https://drive.google.com/open?id=1QTiAqjsqPPKXe6sqtvyu2F2jP5QpjihP

Link to the slight revisions (and edge case descriptions):

https://drive.google.com/open?id=17ByuC05jw-fuhAUekRKy9aio-zltnP6X2i4i8SoREjY

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Interpretation of the rules: (Note: this will seem like a fudge on the order of Gerald Uelman) Since the School of Necromancy transference of control is permanent and associated with the creature in question completely and with the person to whom control is given completely (this is entailed both by that control may be moved multiple times (control completely associated with the creature) and that when the controller is killed, the thing in question is hostile to all life (control completely associated with the master)), and the Create Undead spell states that you must be within 120 feet to give a command (but it doesn’t state same plane of existence), and the Etherealness spell states that you have a position in the Ethereal Plane that is your position on the plane you came from, and that Animate Dead also states that you can give commands provided you are within 60 feet, and that the description of the Wight states that it is “control” that they have, seemingly with no limitation other than 12 undead. Since the Etherealness spell states that you cannot affect or be affected by Objects or Effects on the other plane (but you are effected by such on your plane), but the control you have over your creature is associated with you, which entails that that control remains when you move to the Ethereal Plane, and since you are still in that place, you can still exert your control, which is built into your undead creature to always work, so it satisfies the conditions of your control while on the material plane while you are in the Ethereal Plane! This would seem to defy the seemingly hard rule that you cannot affect a creature on the other plane with the spell in question, but this happens because you are not creating an effect, rather the effect is always there, and always in both places at once! ************************************************************************************************************************

Game design for a few D&D party members:

Ms. Waldedrudis Antía Boucher (Germany, b. July 1, 1984, 5' tall, 125 lbs, right handed, O+ blood type): 13, 14, 16, 14, 15, 13

Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type): 8, 8, 18, 12, 7, 8

Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type): 4, 13, 14, 12, 5, 12

Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type): 14, 11, 17, 15, 12, 17

Year

Ms. Waldedrudis Antía Boucher (Germany, b. July 1, 1984, 5' tall, 125 lbs, right handed, O+ blood type)

Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type)

Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type)

Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type)

1

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Fighting, +1 dex

Fighting, +1 con

Fighting, +1 con

2

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Fighting, +1 dex

Fighting, +1 con

Transmutation +1 int, +1 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

3

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Fighting, +1 con

Fighting, +1 str

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

4

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Fighting, +1 con, alert feat

Fighting, +1 str, alert feat

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

5

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Fighting, +1 con, additional action

Fighting, +1 str, alert feat

Conjuration +1 int, +1 wis, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

6

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Transmutation +2 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Divination +1 int, +1 wis, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

7

Necromancy +1 int (level 3)

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

abjuration +2 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Enchantment +1 int, +1 wis, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +1 int, +1 wis, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +1 int, +1 wis, Minor Illusion, color spray, disguise self, illusory script, silent image

8

Necromancy +1 int (level 4)

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +1 int (level 3)

9

Necromancy +1 int (level 5)

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Conjuration +2 wis, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Necromancy +1 int (level 4)

10

Necromancy +1 int (level 6)

Divination +2 wis, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Necromancy +1 int (level 5) 

11

Necromancy +1 int (level 7) Create Undead, the school of necromancy has complementary Onyx available such that for the rest of the year after discovering Create Undead, you make 2 wights per day for a total of 280 wights and transfer control over 70 to Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type), 70 to Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type), 140 to Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type)

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 wis, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Enchantment +2 wis, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Necromancy +1 int (level 6) transfer control between 70 of the 140 wights in order to build a tiered military structure of 10 reporting directly to you, 20 reporting directly to those wights (2 wights per wight), 40 reporting directly to those wights (2 wights per wight)

12

Fighting +1 con

Necromancy +1 int (level 3)

Necromancy +1 int (level 3)

Necromancy +1 int (level 7)

13

Fighting +1 con

Necromancy +1 int (level 4)

Necromancy +1 int (level 4)

Necromancy +1 int (level 8) transfer back to Ms. Waldedrudis Antía Boucher (Germany, b. July 1, 1984, 5' tall, 125 lbs, right handed, O+ blood type) control over 70 wights, now each player has a parity of control over 70 wights each, could only be done now because transferring control requires the person given them has fewer levels in both Necromancy and in the sum of all levels in all schools of Magic.

14

Abjuration +1 wis (level 3)

Necromancy +1 int (level 5)

Necromancy +1 int (level 5)

Transmutation +1 int (level 3)

15

Abjuration +1 wis (level 4)

Evocation +1 int (level 3) since the transfer of control aspect of the School of Necromancy is not a spell, create a tiered military structure of 70 wights

Conjuration +1 int (level 3) since the transfer of control aspect of the School of Necromancy is not a spell, create a tiered military structure of 70 wights

Transmutation +1 int (level 4)

16

Abjuration +1 wis (level 5)

Evocation +1 int (level 4)

Conjuration +1 int (level 4)

Transmutation +1 int (level 5)

17

Abjuration +1 wis (level 6)

Evocation +1 int (level 5)

Conjuration +1 int (level 5)

Transmutation +1 int (level 6)

18

Abjuration +1 wis (level 7)

Evocation +1 int (level 6), 1 level of legendary resistance

Conjuration +1 int (level 6)

Transmutation +1 int (level 7)

19

Abjuration +1 wis (level 8)

Evocation +1 int (level 7), +1 level of legendary resistance

Conjuration +1 int (level 7)

Transmutation +1 int (level 8)

20

Abjuration +1 wis (level 9)

Evocation +1 wis (level 8), +1 level of legendary resistance

Conjuration +1 int (level 8)

Transmutation +1 int (level 9)

Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type) can now once per day create a new CR 9 or lower undead creature out of rock and transfer control over that creature within the 1 hour of concentration to another member (or to his own wights) to make that control permanent while himself maintaining concentration for the 1 hour to keep that creature from turning back into rock ever again. Each member can then use the fact that they have at least 5 levels in the school of Necromancy in order to transfer that permanent control to their wights within the military hierarchy of wights they want. Shadows are well known for their strong ability “strength drain” and bonus action hide in darkness, which is well known to result in total party kills even among high-level opponents in D&D 5e (where players are much stronger in different ways from this game of D&D 7e), but they have the disadvantage within the hierarchy of (which has a living human as the General) anyone they kill becoming a shadow. However, this feature can be dealt with by simply making sure that enough will-o-wisps are around since shadows are only resistant (and not immune; resistance means all damage is ? what it would be otherwise) to lightning damage, and will-o-wisps have the speed and dexterity to avoid being harmed themselves (since will-o-wisps have a strength score of 1, they would be insta-killed by a shadow, but their 50 ft vs 40 ft speed against shadows and 28 dex (+4 for shock attack) vs 14 dex (+4 for strength drain attack) plus the will-o-wisp’s ability to shed bright light in up to a 20 ft radius (imposing disadvantage on everything for shadows) and have incorporeal movement mean that they (since several will-o-wisps will be left back at the party’s base with several shadows under the control of the party, and only one new shadow has to be fought at any given time generally because it will show up on a Poisson distribution after even a whole bunch of enemies have been killed after entering the party’s base over the next 4 hours) could easily overpower the shadow, especially if one of the ghosts left behind possesses it (the ghost is removed unharmed when the target drops to 0 hp). To avoid the situation altogether (of having to make sure all your will-o-wisps, ghosts and shadows at base have to be careful to fight the shadows that come up later after battles for your base) you may want to have a much smaller portion of your army be shadows and leave a few openings among your lower ranks of wights so that after a couple of strength drain attacks have happened against each enemy sent against your base, the wights would use their life drain attack to turn those people into zombies to add to your army and create a distraction for future enemies and the shadows of them your shadows make (when shadows of people who died thinking they were fighting zombies rise, they will fight those zombies, who can recover by resting, instead of the flying will-o-wisps they can’t reach who are shocking them from behind, especially since as shadows prefer the dark, they would likely avoid attacking creatures who look like lights). 

Personally, I prefer an army under my control that looks like:

Thus, on average, you would command a wight to command either the ghosts, shadows, zombies, will-o-wisps, ghasts, ghouls, mummies (requires quite a bit more preparation) or skeletons it controls to do something (the skeletons being able to bear and fire ranged weapons; something a wight is commanded to do could include a general command that involves a normal human-level of intelligence such as to protect your camp, and it will resolve the command to simpler terms that its undead thralls could follow), or command the wights it controls to do something, which could either be to attack someone out of their own personal strength or use their own undead thralls to attack said thing (the latter is what they will choose to do in case of any ambiguity). My own personal breakdown would be to give each of the 

40 (“squad leader”) wights: 

  • 1 ghast (if I can get the Onyx for it), otherwise a Wraith

  • 3 will-o-wisps, 

  • 3 ghosts, 

  • 1 vampire spawn, 

  • 1 wraith, and 

  • 3 shadows. 

The 20 (“platoon leader”) wights would likely have: 

  • 2 will-o-wisps, 

  • 4 ghosts, 

  • 2 shadows, 

  • 1 vampire spawn, 

  • 1 wraith, and definitely 

  • 2 wights. 

The 10 (“battalion leader”) wights would have:

  • 1 will-o-wisp, 

  • 4 ghosts, 

  • 2 shadows, 

  • 1 vampire spawn, 

  • 2 wraiths, and (of course) 

  • 2 wights. 

The wraiths are not able to go to the School of Necromancy and can’t be directly granted control over other undead due to the exception stated for the School of Necromancy being for wights in particular (I created the rules in that way by removing the CR rating when placing wights into the PowerPoint in order that you could not use the now would-be common True Polymorph to make wights, but did not do so for Wraiths given that their spectral nature would not allow them have a clear reason for being able to control more physical undead), but their 7 specters each will quickly fill out your army. The Vampire Spawn will eventually grow up into Vampires who can then make their own Vampire Spawn increasing your army indefinitely, but of course with such weaknesses that make them substantially less effective as a fighting force. Together, you will have an army before fighting others of 850 soldiers (remember, this is for each of 4 party members), then, after fighting a suitably large battle, you will have 1,410 soldiers, which is within spitting distance of the 1,500-soldier standard for most modern armies (e.g. the U.S. Army consists of many armies of 1,500 soldiers). The increase being entirely from the additional 7 specters that each wraith can make from the dead (which also avoids the situation of the shadows having created too many shadows out of killing your enemies, as those other created shadows would not be under your control).

My battle plan:

Fighting at night against a conventional enemy:

 The specters would be the ones sent into battle first with the Ghosts coming in from the ethereal plane and possessing the soldiers in the middle of the field to have them either get their friends to surrender or to fight their friends. The shadows would hide and move around the rear of our opponents to attack people where they would be unexpected. The ghasts stay in reserve unless clerics are seen, the will-o-wisps stay invisible for as long as they can evenly distributed among the soldiers until those soldiers start firing on the positions of the more physical soldiers, shocking them and causing them to have more friendly fire. The wights, ghasts, and vampire spawn keep their distance and fire using ranged weapons (the wights get every protection we can come up with since losing one of them results in that portion of the undead army turning against us; we could use feign death for this purpose as we are not using soldiers with lower than 8 intelligence, so we can be sure they won’t be confused by normal tactics requiring more commands from the wights in question). As soon as soldiers start dying, the wraiths move in to turn them into replacement specters with Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type) casting force wall such that as many wraiths can get within 10 feet of just killed soldiers as possible without any possibility of being shot at.

TL;DR a modern army is not able to fight me. 

Alternative setups:

Creating 2 advanced undead creatures per day:

Year

Ms. Waldedrudis Antía Boucher (Germany, b. July 1, 1984, 5' tall, 125 lbs, right handed, O+ blood type)

Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type)

Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type)

Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type)

1

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Fighting, +1 dex

Fighting, +1 str

Fighting, +1 con

2

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Fighting, +1 dex

Fighting, +1 str

Transmutation +1 int, +1 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

3

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Fighting, +1 con

Fighting, +1 str

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

4

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Fighting, +1 con, alert feat

Fighting, +1 str, alert feat

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

5

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Fighting, +1 con, additional action

Fighting, +1 str, additional action

Conjuration +1 int, +1 wis, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

6

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Transmutation +2 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 wis, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Divination +1 int, +1 wis, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

7

Necromancy +1 int (level 3)

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Enchantment +1 int, +1 wis, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +1 int, +1 wis, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +1 int, +1 wis, Minor Illusion, color spray, disguise self, illusory script, silent image

8

Necromancy +1 int (level 4)

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +1 int (level 3)

9

Necromancy +1 int (level 5)

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Conjuration +2 wis, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Necromancy +1 int (level 4)

10

Necromancy +1 int (level 6)

Abjuration +1 wis (level 3)

Evocation +1 int (level 3)

Necromancy +1 int (level 5) 

11

Necromancy +1 int (level 7) Create Undead, the school of necromancy has complementary Onyx available such that for the rest of the year after discovering Create Undead, you make 2 wights per day for a total of 280 wights and transfer control over 70 to Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type), 70 to Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type), 140 to Ms. Oanez Camryn Mac Dhubhghaill (France, b. October 8, 1980, 5'1" tall, 103 lbs, left handed, O+ blood type)

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 wis, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +1 int, Minor Illusion

Evocation +1 int (level 4), Sending

Necromancy +1 int (level 6) transfer control between 70 of the 140 wights in order to build a tiered military structure of 10 reporting directly to you, 20 reporting directly to those wights (2 wights per wight), 40 reporting directly to those wights (2 wights per wight)

12

Fighting +1 con

Necromancy +1 int (level 3)

Necromancy +1 int (level 3)

Necromancy +1 int (level 7)

13

Fighting +1 con

Necromancy +1 int (level 4)

Necromancy +1 int (level 4)

Necromancy +1 int (level 8) transfer back to Ms. Waldedrudis Antía Boucher (Germany, b. July 1, 1984, 5' tall, 125 lbs, right handed, O+ blood type) control over 70 wights, now each player has a parity of control over 70 wights each, could only be done now because transferring control requires the person given them has fewer levels in both Necromancy and in the sum of all levels in all schools of Magic.

14

Transmutation +1 wis (level 3)

Necromancy +1 int (level 5)

Necromancy +1 int (level 5)

Transmutation +1 int (level 3)

15

Transmutation +1 wis (level 4)

Abjuration +1 int (level 4) since the transfer of control aspect of the School of Necromancy is not a spell, create a tiered military structure of 70 wights

Conjuration +1 int (level 3) since the transfer of control aspect of the School of Necromancy is not a spell, create a tiered military structure of 70 wights

Transmutation +1 int (level 4)

16

Transmutation +1 wis (level 5)

Abjuration +1 int (level 5)

Conjuration +1 int (level 4)

Transmutation +1 int (level 5)

17

Transmutation +1 wis (level 6)

Abjuration +1 int (level 6)

Conjuration +1 int (level 5), 

Transmutation +1 int (level 6)

18

Transmutation +1 wis (level 7)

Abjuration +1 int (level 7)

Conjuration +1 int (level 6), Teleportation Circle (the exponential distribution was checked with the double advantage associated with wizards that yes, you do learn this assuming the intelligence to that point in 1/4th of a day)

Transmutation +1 int (level 7)

19

Transmutation +1 wis (level 8)

Abjuration +1 int (level 8)

Conjuration +1 int (level 7)

Transmutation +1 int (level 8)

20

Transmutation +1 wis (level 9)

Abjuration +1 wis (level 9)

Conjuration +1 wis (level 8), Plane Shift (the exponential distribution was checked to see that you learn this in 316 days).

Transmutation +1 int (level 9)

Since Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type) didn’t spend all 20 years in school in this version and thus has 4 months (i.e. 33 gold 33 silver, 33 copper) of funding left to use for the adventure (which will start with getting enough food to survive in the context in which you live). If you assume that we are playing in modern America, take each copper as a penny, each silver as a dollar, and each piece of gold as $100 (on the order of 2 grams of gold for a piece).

The first order of business after getting out of school will be hiding all 280 of the wights, which can be done by members 1 and 4 using their first casts of True Polymorph to make 2 Nightmare Wraiths (passing control of them to Mr. Gerwazy Franklyn Magalh?es (Belarus, b. May 27, 1983, 5' tall, 135 lbs, right handed, O+ blood type) and Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type), respectively) which in 6 seconds can move 3 creatures into the Shadowfell from the material plane (or vice versa), so that is accomplished in 4 minutes and 20 seconds.

Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type) has to give up levels in Abjuration (8 months), Enchantment (8 months), Divination (8 months) and Illusion (5 months) in order to have access to the third level Sending Evocation spell which allows him/her to send a message to another plane of existence 95% of the time such that a trigger can be set up for each of the Nightmare Wraiths to listen to the other if a request is made to return your armies to the material plane. The extra 5 months then gives Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type) 41 gold 66 silver and 66 copper.

Of course a portion of the money for members 2 and 3 will inevitably be used before the game starts in getting food and housing before members 1 and 4 also start needing food and housing.

Start game:

The year is 2020.

Mr. Kári Josefine Donaldson (Sweden, b. June 20, 1979, 6'2" tall, 216 lbs, right handed, O+ blood type) is out of school first, so he pays 1 gold per month for 4 lines of unlimited data from Sprint, then gets AirBnB for $20 a night (in Dallas hosted by normal human Melva Cerridwyn Blomgren) while smuggling food from the others in Magic School, bringing him down to 5 gold, 66 silver, 66 copper by the time Ms. Waldedrudis Antía Boucher and Ms. Oanez Camryn Mac Dhubhghaill get out of the School of Transmutation to join Mr. Kári and Mr. Gerwazy. 

They have the following character stats:

Ms. Waldedrudis: 

13, 14, 18, 34, 20, 15;

 28 spell slots

Mr. Gerwazy: 

8, 10, 21, 26, 14, 8; +1 action/turn; 

22 spell slots

Mr. Kári: 

9, 13, 14, 25, 12, 12; +1 action/turn; 

20 spell slots (1 subconscious cast of Plane Shift/day)

Ms. Oanez: 

14, 11, 18, 37, 19, 17; 

29 spell slots 

First day (right after sending their undead armies to the Shadowfell).

They consider setting up a cleaning service to make money, but then they realize:

  1. They will have to spend money on setting up a website and on advertising (which they are very short on).

  2. They will have to compete with the other cleaning services out there that may have good reviews where they have none.

  3. In order to avoid looking suspicious to owners, they are going to need to spend money to buy high quality cleaning supplies (which they are not going to use as they are just using prestidigitation). 

  4. If the owners of the first house set up cameras, they will find out that magic exists or have the first review be “these guys say crazy weird sounds and then leave, taking my money!” All they could hope for is the latter, meaning they will have lost that precious investment of the little money they have.

They consider starting a home-building business as they can use fabricate, telekinesis and their wight armies to build homes quickly with the only cost being the raw materials, but then they would have to deal with the regulations on contractors and they would have to buy a truck, which would use up all of their remaining funds plus some. Also, they would only be able to work at night (to avoid imposing disadvantages on their wights) and far enough away from humans that their self-moving planks and wights are not video-taped.

Feeling hungry, they put together a list of food to get and send Mr. Gerwazy, who is now down to 32 gold, 73 silver, 0 copper with 1 week of food ($60.33). 

At this rate, both in terms of the $20 a day rent and $60.33 a week food, you will be down to 33 silver, 39 copper in 133 days, taking off a few of those days to account for buying backpacks and their $100/month cell service for 4 lines. 

However, this is enough time in terms of going into some park, fabricating some rock into a contiguous “object” to satisfy the conditions of True Polymorph, then turning that object into one of your above desired undead creatures, using a Sending spell of Mr. Kári to call one of the Nightmare Wraiths to pick up it, it’s brother (with the other casts of fabricate and True Polymorph on another rock) and the person who will transfer control to one of their wights residing in the Shadowfell every day to make 266 new undead creatures ever under your control (Note that, to avoid killing yourselves with the ghosts’ Horrifying Visage, you can make the ghosts have the appearance of models as you are making them yourselves, keep this in mind for future attacks that this takes away that one method of attack).

Of course, you have nothing to eat, but you could just start robbing Fort Knox, which might be the least ignoble thing you can do, as robbing anything else results in someone losing something they need, whereas the gold in Ft Knox is just sitting there, doing literally nothing. With your ghosts you can go ahead and possess the staff, the ghosts having come in from the ethereal plane and thus not providing them any cover. You can then have a few of your Wraiths and Wights travel into the vaults. The Wraiths, with the help of a couple extra ghosts for peering through, can see if they can press buttons from the inside to open everything up. If this is not possible, they can send one outside to notify Ms. Oanez, who uses Disintegrate on the doors having cast Disguise Self on herself to look like one of the guards. Once the gold is exposed, the wights should be able to get it (say about 14 gold bars) out before helicopter support comes in, which, if the possessing ghosts got the guards to take out the power system (not necessarily likely as they do not have access to the knowledge of those guards), the support won’t be as big as if the secondary bases got pictures of the Wights and Wraiths.

Even so, the Nightmare Wraiths should be able to quickly move everything and everyone back into the Shadowfell where Ms. Waldedrudis fabricates one of the gold bars into a normal, Material Plane-attuned fork, and another gold bar with some Shadowfell material inclusions into a Shadowfell-attuned fork.

Mr. Kári can then use the material plane fork to get them somewhere rural with Plane Shift. One to 10 of the gold bars can be used to buy the farm they land on.

The main concern is how they get to the part of the Shadowfell that corresponds to the area near Fort Knox as the Shadowfell is notoriously hard to travel anywhere in as its paths continuously bend in ways that change randomly like a M?bius strip. The key is to move all the creatures using Ms. Waldedrudis’s Etherealness spell (7th level transmutation, no material component), which lasts for 8 hours and if she uses all 28 of her spell slots, you can have 60 creatures at once in the ethereal plane (a large portion of their respective armies of wights, Wraiths, Shadows and Will-o-wisps, with the ghosts automatically able to go there). The ghosts then act as guides making sure that you are going in the direction you need to at 27 miles per day (based on your walking speed). Ms. Waldedrudis, since Etherealness is not a concentration spell, and since the School of Transmutation gives her the ability to extend it in a non-concentration fashion to 9 (her level) * the original 8 hour duration, she and the other party members can take a long rest to regain the spell slots necessary to cast the spell again, though this will require finding an area where no one will see you and your undead army coming out of thin air in the material plane as the roll20.net description of the spell states that casting it has no effect while you are on the ethereal plane. This will take about 30 days walking from Dallas to Fort Knox, so taking off after 120 days of living in Dallas gives you enough money for food and a more than sufficient undead army.

After getting the gold and buying the farm (probably somewhere in Nebraska or Wyoming), you will have to use a similar method of using about 43 days of having Mr. Kári cast Plane Shift three times to get from the farm to where each segment of their military has been placed in the Shadowfell by the Nightmare Wraiths in some park in Dallas and near Ft. Knox. Since he has a total of 3 casts per day, and he can take 8 other creatures holding hands in a circle each time, he can get to one of those places, back to the farm, back to one of those places in the shadowfell (1.5 of the process each day) or the next day, take them from one of those places to the farm, then go back to one of those places, then take some more back to the farm (starting at the farm the next day) unless he takes a short rest each time along with a long rest, getting 4 more spell slots, and thus making his spell slot total the next multiple of 3 (i.e. another cast of the spell). The undead armies on the farm can be used to harvest food and corral livestock (since only the Vampires need food, and only the Vampires are destroyed by sunlight). True Polymorph can be used to make more livestock if necessary. 

Ms. Oanez could either go into town to set up a bank account and see if she can convert some of the leftover gold into cash (having used Fabricate to turn it into more widely accepted Gold Eagle coins), or the party can just continue making more undead soldiers until an actual attempt at getting the party to comply with some order is made. It will be a few (about 3) months between when your electricity and water company turn off your access and when your water company and electricity company, state tax officials, the IRS and others actually send someone knocking to try to get you to comply, on whom Ms. Waldedrudis, Ms. Oanez and Mr. Gerwazy can cast Charm Person, or use a couple of their ghosts to possess the few that don’t stand down. 

It will go downhill from there if too many ghosts are used as each of those people will start having complaints about them not knowing how to do their jobs or who their families are (and potentially even how to unlock their phones without FaceID and a fingerprint). It depends on how well-defined you give the commands to your wights to give to their ghosts to try to quickly adapt to all the information they have access to through the use of Charm Person (for 2 hours since the 3 that have access to it have 2 levels in the School of Enchantment). But after the discrepancies are discovered by the higher-ups that their officers aren’t who they used to be, it should take up to 3 weeks to trace it back to you. And, of course, if you only have 10 police cars showing up on your lawn, you have a choice of a combination of Charm Person and Possession again to keep their forces docile for up to another week (up to a month longer if they don’t have people back on base who have an idea that something is getting into the heads of everyone who goes to your door (very likely, as denial is common among humans who are stressed); shorter if the U.S. government publishes that an attack took place at Ft. Knox where all the guards saw ghosts take over their bodies and someone at the station tracks the pattern back to that, very unlikely).

If the town is small enough, you can hypothetically have ghosts take over everyone at the police station and their families after you have gone through the place to check to make sure the ghosts know how to deal with normal situations properly by using Charm Person on all who are about to be taken over. Be sure to buy some (70 for your wights) firearms before you get placed on any watch list.

Thus, you have about 494 days (provided no one is killed) before reports are verified, presumably by the FBI that something is very wrong with your place, which could include all of the possessed people running whenever a priest lifts a cross, but they are likely not going to see this as related. This would be enough time that you would have at least 1508 undead soldiers (if you spent 120 days at the first place in Dallas), including your 280 wights, so you can go ahead and vacate the premises back to the Shadowfell with your Nightmare Wraiths in 26 minutes instead of needing to fight the FBI. This would include dispossessing the police and their families of your ghosts, which will immediately set off flags in the U.S. government (with your disappearance and the lack of dead bodies putting a damper on how much concern they ought to show) of this corresponding with the attack on Ft. Knox with someone having bought the house the day of the attack (more than a year back at that point) for quite a bit of gold.

The party now has enough food for about a year in the Shadowfell, with the wights carrying most of it (dried food and well water mostly, with pots and pans that it can be cooked on), and a sufficient army to attack anywhere in the world and solve basically any world problem through force of arms.

They could go to North Korea and replace an authoritarian regime with their own, they could change up the civilization for the better in the Democratic Republic of the Congo, maybe take out some terrorists and go back to living off the land in Afghanistan. Dealing with corruption is a bit difficult without just creating an Authoritarian regime of themselves. As soon as the people think their corrupt leaders are fighting undead, they will forget about the corruption you are trying to solve to fight with them against you. Taking control over North Korea is their best bet as it doesn’t have an Air Force or foreign militaries inside of it, and it doesn’t rely on much foreign aid (nor does any other country rely on it). It is feasible for the 4 of you to take over North Korea due to the fact that Ms. Oanez and Ms. Waldedrudis have access to the Comprehend Languages 1st level Divination spell.

Appearing in the middle of N. Korea with some barely fertile farmland and knowing no one around you with 5 ally wights with ghosts possessing them (as a way to move additional troops within the 8 creatures plus Mr. Kári limit on the Plane Shift spell), removing themselves upon landing. Mr. Kári can go back and forth to where the rest of their undead armies are in the Shadowfell once again to get some 2 Wraiths, 2 Shadows, 2 more wights, the two Nightmare Wraiths all possessed by ghosts, then take two more short rests over the next 2 hours to pick up 8 more undead plus 8 ghosts (one doesn’t let a ghost one controls to possess themselves as that results in the ghost being free to do as it pleases, plus a ghost possessing Mr. Kári cannot cast Plane Shift). Mr. Kári can eat something, then take a long (8 hour while the wights guard him with some good American firearms and shadows) rest to be able to bring some more allies in over the next 89 days (all 64 ghosts will be there within 4 days).

Thus, you don’t want to draw too much attention to yourselves with the locals, so you can provide the nearest set of families some of your food and (though you can understand them, they can’t understand you) try to explain to them that you need a place to stay and some way to hide from authorities (requires a few intelligence checks and getting them to write stuff down so that you know what to write down in reply, or, since it’s a level 1 spell, the person can make a DC 21 intelligence check over a week to understand a scroll of comprehend languages and burn up 50 gp ($5000 about for the materials, not taking the cost of just getting the special tyrian blue ink+platinum+gold+flawless goatskin to write the spell down an extra time into account, better to use such expensive ink for future casts of Teleportation Circle, of which you will need 365X as much spent over the course of a year to make the first Teleportation circle)) for 1 hour of talking normally (i.e. better to just stick with writing and rewriting replies, which can be done with mold earth).

If you were able to get four sufficiently large valuable gemstones (to be worth about $1 million each), then Ms. Oanez could cast True Polymorph to make a Couatl; thus allowing Mr. Gerwazy to cast Planar Binding at the 9th level to have control over it for a year (consuming the gem), which would allow them to cure diseases and get quite a bit more good food for the first N. Korean family to give them a place to stay while they finish making their undead army. The couatl also gives them access to Scrying so they can get information on what Kim Jung Un is doing. The other 3 gemstones are for the second, third and fourth years of the Couatl’s service until their four undead armies are completed, at which point they will, sadly, have to kill it off or get more gems due to Couatls’ well-known opposition to necromancy, but they can get plenty of gems after taking over North Korea. Hypothetically, since there’s no celestial plane for the Couatl to return to, the Couatl could be rational and try to just help that family forever and forget about a war between an undead army and an evil government.

The biggest fight of their lives begins as they approach Pyongyang, the undead saying “The previous administration of North Korea has been terrible, we shall rule gloriously” in the northern dialect of Korean. They have used Plane Shift to place all 280 Wights and 4 players on the Ethereal plane in 12 days (Mr. Kári taking 4 short rests a day) utilizing control of their Wraiths, Shadows, ghosts, Vampire Spawn and will-o-wisps through the ghosts traveling back and forth. This is to avoid any wight or human being killed, which would result in their large number of undead under their direct or indirect control going free, which generally involves making life miserable for all the living. 

The pattern is that the undead, having a high enough intelligence, can understand a de facto chain of command of the ghosts telling them what to do after being commanded in what to say by their wight chain of command from your wills on the Ethereal Plane.

The 280 Vampire Spawn (the last group of undead to make as they require food) are physical enough as to be given and properly use the 280 firearms bought from America that the wights had previously. The Vampire Spawn can appear as the first going into the fight with the 

  • 680 will-o-wisps

  • 960 ghosts

  • 720 shadows

  • 480 Wraiths (presumably they are not getting the Onyx to make ghasts)

Passing through each other to stay in the shadows and fill the people with fear as all but the Shadows can fly of those mostly ephemeral creatures. The ghosts proceed to possess the first soldiers they encounter to have them turn around and say “We should surrender” in as close to correct Korean as they have been able to learn in 4 years to their peers. If the peers decide to start shooting the soldiers saying that, those possessed soldiers return fire. The shadows proceed to strength-drain the soldiers firing on the possessed soldiers. The Vampire Spawn should try to march in formation to look like a professional army to the people watching (though they wear the same clothes as the peasants, which makes them seem even more approachable). The wraiths stay with the shadows to turn those they kill into specters, which they send out to appear more obvious to the soldiers who are otherwise fighting the shadows so that the specters make themselves look like the only threat. The specters do a little bit of damage before being cut apart by bullets while a couple shadows remove the strength of a soldier in 24 to 12 seconds to be turned into an additional specter by the wraith with them at the feet of the soldier 10 feet away. Thus repeating this same pattern over and over again without losing any troops.

The will-o-wisps stay invisible until they see snipers on the roofs aiming for the Vampire Spawn, shocking them to death, then having the wisp who lost any hp in that encounter (no more than 5 probably given both resistance to non-magical piercing damage and their 28 dexterity) consume life on whomever they kill. When a couple of helicopters come, the wisps can quickly take out the pilots with the appearance of the vampire spawn on the ground shooting them down, killing the rest of the crew. They can do the same with tanks and other vehicles that come, with any wraith-shadow-specter groups coming in through openings (only the shadows need openings of 1 inch wide) created by possessed artillery soldiers firing on them.

The result is a complete rout with the appearance of legitimacy in the eyes of the people as the 950 possessed soldiers (10 ghosts needed to remain available to get new orders from Ms. Waldedrudis, Mr. Gerwazy, Mr. Kári, and Ms. Oanez) of the defeated army march along with the vampires, the humans surrounding them like a guard. The Vampires carry their new DPRK weapons and rations from the dead. Some of those soldiers did die from bullets from the Vampire Spawn, but since most of the bodies were consumed making specters, it appears to the people at large as if they just ran and dropped their stuff (many of whom did (minus dropping stuff) after they saw what they were fighting).

In all, 5,000 humans were killed by actual friendly fire as the resistance to piercing damage of the specters allowed them to arrange themselves so the bullets going through them would hit as many DPRK soldiers as possible while they drained the life out of a soldier in front of them (being drained of strength from below).

5,000 were killed by strength drain attacks.

100 were killed by bullets from the Vampire Spawn.

1,000 fled.

500 tried to surrender but were killed and turned into specters to keep fighting.

All those killed were turned into specters at some point, with the maximum being reached right after the battle of 3,360.

100 of the Vampire spawn were killed by the opening salvos of machine guns, reducing the first rank to 0 hp before they could regenerate themselves (these were not turned into specters due to the Wraiths trying to start out far away from the obvious place for the DPRK to attack). The remaining vampires were not killed due to a combination of scattering, playing dead (regenerating while down), and forced friendly fire by the ghosts possessing opponents a few ranks ahead. The Vampires fired as few bullets as they could to keep just enough attention on themselves to avoid a coordinated effort to try rooting out the ghosts.

The palace was found to be empty as Kim Jung Un had left as soon as he heard his military was losing the capital. 

A red flag with 4 black line segments from the edge of a central blue and white Yin-Yang over a red background is raised. The presses used to make the former propaganda are used to reprint this flag to be distributed by the poles around the city. 

After using a couple of gems found by ghosts going into the palace to bind a couple of new Couatls, you use their Scrying to find Kim Jung Un, teleport (Plane Shift twice since you don’t have the actual teleport spell) to near where he is and send a couple of ghosts to make him and a couple members of his high command that don’t immediately surrender to kill themselves.

Once enough have surrendered control to you (thus avoiding them nuking or poison gassing Pyongyang), you can then proceed to make a Peace Treaty with the United States the next day.

First Mr. Kári uses a Sending spell to speak to President Bernie Sanders (the year is 2026), then the group Plane Shifts twice 1 hour later (to get Mr. Kári’s spell slots back). This gets them to the National Mall (the grass in front of the Washington Monument) to the surprise of everyone (especially given the two bound couatls and three shadows possessed by ghosts). They walk up the lawn after being let in and checked for “weapons” so they leave their AK-47s with the Secret Service walking in fine with the 18 1” by 1” by 1 mm ceramic squares on the front of Ms. Oanez’s shirt and their spellbooks in their backpacks. They are able to make a deal with Bernie Sanders of giving up all North Korean nuclear, biological and chemical weapons and allowing inspectors into all their weapons laboratories to make sure they are not creating any more of any of those in exchange for 1,000 1000 carat (minimum for each stone) of an even mix of diamonds, rubies, emeralds, topaz and sapphire every year plus $1 Billion per year in food credits for buying food from American farmers to be delivered by American ships with the delivery at the expense of the U.S. government.

Due to the Alertness feat, Mr. Kári and Mr. Gerwazy are not surprised when Vice President Amy Klobuchar and 10 Secret Service members burst through the door and immediately start firing at the 4 of them with M240 machine guns at gas setting 3 (950 rounds per minute X~uniform(0, 30) piercing damage each round), thus dealing on average 95*15 (1425) damage per turn (each missing about half and not directed all at the players, some at the Couatls, thus negated), but only on the first turn as Ms. Oanez subconsciously casts Animate objects while Ms. Waldredrudis subconsciously casts telekinesis to move Ms. Oanez’s ceramic shards at the attackers while the ceramic shards animate and attack the shooters. As Mr. Gerwazy is not surprised, he is able to use his reaction to cast Globe of Invulnerability just as the shirt of ceramic tiles escapes a 10 ft radius from him and his Abjuration ward drops very close to 0 due to protecting his friends (other than Couatls) and himself. The ceramic tiles quickly kill off the shooters as their bullets bounce away from the Globe of Invulnerability. The President gets hit by a couple of the bullets, but is quickly healed by a Couatl. When the fighting ends, they decide to have Ms. Waldredrudis telekinetically move everyone who can’t be carried by a Couatl while everyone stays inside the Globe of Invulnerability, and they use the ceramic shards to carve a path out of the windows behind Sanders (using the last 8 minutes of Animate Objects (originally lasting 1 minute, extended by her having 9 levels in the School of Transmutation)). They then fly over to the Senate side of the Capitol building within their Globe, whose 10 minute timer runs out as they reach the front door, thus everyone walks in normally with Ms. Waldredrudis still having telekinesis operate in the background (originally lasting 10 minutes, so it lasts 90 minutes for 9 levels in the School of Transmutation, as edited in the attached PowerPoint). She continuously uses a held action to have telekinesis catch up to 5 bullets fired at them if that previous situation gets repeated here. The Senate, after hearing what happened at the White House from Donald Trump’s perspective and seeing none of the Kings or Queens of North Korea injured in any way (along with seeing video footage as it went down), the Senate passes the treaty without debate.

Thus is born the country of the Kingdom of North Korea with 2 Kings and 2 Queens not married to each other. Basically Narnia, but more importantly they win recognition among the casting community as the one safe country for them if they get into any trouble, and they create an immediate underground informal group (in some places backed by the CIA) among non-magic users to kill off anyone who might come up like them.

New Group:strdexconintwischa

member 1: 9919131010

member 2:101219131718

member 3:8916111112

member 4:79119911

Year

member 1

member 2

member 3

member 4

1

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

2

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

3

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

4

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

5

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

6

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

7

Illusion +1 int (level 3)

Divination +1 int (level 3)

Evocation +1 int (level 3)

Transmutation +1 int (level 3)

8

Illusion +1 int (level 4)

Divination +1 int (level 4)

Evocation +1 int (level 4)

Transmutation +1 int (level 4)

9

illusion +1 int (level 5)

Divination +1 int, (level 5)

Evocation +1 int (level 5)

Transmutation +1 int (level 5)

10

Illusion +1 int (level 6)

Divination +1 int (level 6)

Evocation +1 int (level 6), have to choose either 1 level of legendary resistance or 1 subconscious cast of an evocation spell (if you could go farther in the school of Evocation, you would need to choose levels of legendary resistance and give up on the subconscious cast until you are in your last year in the school of Evocation, at which point you would choose a spell to cast subconsciously instead of a level of legendary resistance.

Transmutation +1 int (level 6) 

11

Illusion +1 int (level 7) 

Divination +1 int (level 7)

Abjuration +1 int (level 3)

Transmutation +1 int (level 7)

12

Illusion +1 int (level 8) Tried learning Simulacrum, the exponential distribution decided that would take 517 days, so wasn’t able to learn any other 7th level illusion spells

Divination +1 int (level 8)

Abjuration +1 int (level 4)

Transmutation +1 int (level 8)

13

Conjuration +1 int (level 3)

Enchantment +1 int (level 3)

Abjuration +1 int (level 5)

Transmutation +1 int (level 9)

14

Conjuration +1 wis (level 4)

Enchantment +1 int (level 4)

Abjuration +1 int (level 6)

Transmutation +1 int (level 10) Is able to learn Shapechange (9th level spell) in 386 days, so partway into getting level 11

15

Conjuration +1 int (level 5)

Enchantment +1 int (level 5)

Abjuration +1 int (level 7)

Transmutation +1 int (level 11) Tries to learn Time Stop, the exponential distribution decides to take 6120 days.

16

Conjuration +1 wis (level 6)

Enchantment +1 int (level 6)

Abjuration +1 int (level 8)

Transmutation +1 int (level 12)

17

Conjuration +1 int (level 7)

Enchantment +1 int (level 7)

Abjuration +1 int (level 9)

Transmutation +1 int (level 13)

18

Conjuration +1 wis (level 8)

Enchantment +1 int (level 8)

Abjuration +1 int (level 10) Member 3 to learns the Imprisonment spell as the exponential distribution decided it would take 943 days, takes up all the time at level 11 and 1/2 the time at level 12

Transmutation +1 int (level 14)

19

Conjuration +1 int (level 9)

Enchantment +1 int (level 9) Not able to learn Dominate Monster or any other Enchantment level 8 spell because the exponential distribution decided it would take 1637 days, in which you give up at the end (when earning the level 9 designation) when trying to learn Power Word Kill.

Abjuration +1 wis (level 11) 

Transmutation +1 int (level 15)

20

Conjuration +1 wis (level 10) Was not able to learn Gate, the exponential distribution decided that that would have taken 619 days.

Enchantment +1 wis (level 10) Was not able to learn the Power Word Kill spell as the exponential distribution decided to have it take 1567 days.

Abjuration +1 wis (level 12) have a bit less than 1/2 the time left to try learning some other spell.

Transmutation +1 int (level 16) Is not able to learn Time Stop before parents’ money runs out.

The hard choices for the players 1, 2, and 3, but particularly player 1. The choice is whether they want to try gaining a high level spell in one and give up a lot of utility in the other or have high utility in both but without the coolest features.

Player 1 has a particularly hard choice between Gate and Simulacrum, which are both potentially the most awesome spells in the game. Gate would basically allow them to get anywhere on any plane of existence that is not protected by Forbiddance or Protection of City (or a Person revised in a Karssus’ Avatar-like fashion with their own plane of existence with some complicated and ridiculously dangerous casts of At War with the Weave), and draw to themselves any creature they know the name of. Simulacrum is also a really great spell as it would allow you to (for a very high price, higher than Gate because it consumes the material component) create 1 replica of member 3 (the most personally powerful of the 4 as far as simulacra go since he has up to 4 subconscious spell casts per day, which is all that matters in the long run for Simulacra as they do not regain spell slots). This can now absorb the ridiculous amount of damage the rest of you would otherwise take through its 14,562 hp Abjuration wards. 

Member 2 has the extremely hard choice between having basically unlimited communication time and observation of targets or being able to potentially control a monster for a few minutes or being able to make it a lot easier to straight up kill a monster (alternatively the player could try his hand at learning Power Word Stun instead). Personally, I would always go for unlimited communication and observation time, but characters need choices. The reason why the School of Divination gives unlimited communication and observation time in this version I have created is that the amount of non-concentration time extension on a spell in the school of Divination (like for the School of Illusion) follows the function: original duration*(level in Divination)^(1+(level in Divination)/(1+ln(level in Divination)^4/(1+.05*(level in Divination)^2))) This function, at the limit as level->infinity, the growth of the function is O(n^n), which is faster than the factorial function.

Player 3 has the big choice between more than 1 level of legendary resistance and a subconscious cast of an evocation spell or the Imprisonment spell, or, with the imprisonment spell, either 1 level of legendary resistance or a subconscious cast of an evocation spell (by the end of level 6, the best choice is probably Wall of Force), but if you plan on fighting casters, 1 level of legendary resistance is in order.

It’s just that Imprisonment is one of the best spells (I would say 4th best after Wish (only available to Sorcerers, who can only be made as the children of wizards who cut themselves with their own sword of undeath, and no one has invented the weapon of undeath (10th level necromancy) to this point), True Polymorph, and True Resurrection (requires that a wizard have gone to a monastery for at least 9 years (and pass the wisdom checks that increase ridiculously quickly (where the “at least” comes from) then spend at least 9 years in the School of Necromancy to learn the spell (all this even with the fact that no Catholic Monk or Nun is remotely going to consider learning magic))) due to no creature having immunity to it and that it allows you to choose how in the future you want to get that creature back (or make the process so complicated (like requiring the use of 10th and 11th level spells) as to be effectively impossible). This can allow for the ultimate ransom demand as the magic can guarantee that the person is returned when your enemies satisfy your demands.

Thus, my personal choice of how to arrange the levels of each is:

Year

member 1

member 2

member 3

member 4

1

Necromancy +2 int, chill touch, cause fear, feign death, ray of sickness, false life

Transmutation +1 int, mending, gust, mold earth, magic stone, shape water, 

Enchantment +1 wis, Friends, catnap, dissonant whispers, enemies abound, vicious mockery

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Necromancy +2 wis, chill touch, cause fear, feign death, ray of sickness, false life

2

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

abjuration +1 int,prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, 

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

Transmutation +2 int, mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

3

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Divination +1 int (level 3)

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

abjuration +1 int, +1 wis, prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

4

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Divination +1 int (level 4)

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Conjuration +2 int, acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

5

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Divination +1 int, (level 5)

Evocation +1 int (level 3)

Illusion +1 wis, minor illusion (level 1)

Divination +2 int, Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

6

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

Divination +1 int (level 6)

Evocation +1 int (level 5)

Enchantment +2 int, Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation +2 int, Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion +2 int, Minor Illusion, color spray, disguise self, illusory script, silent image

7

Illusion +1 int (level 3)

Divination +1 int (level 7)

Evocation +1 int (level 6), learns Wall of Force, +1 level of legendary resistance

Transmutation +1 int (level 3)

8

Illusion +1 int (level 4)

Divination +1 int (level 8)

Evocation +1 int (level 7) +1 level of legendary resistance 

Transmutation +1 int (level 4)

9

illusion +1 int (level 5)

Divination +1 int (level 9)

Evocation +1 int (level 8) total of 3 levels of legendary resistance 

Transmutation +1 int (level 5)

10

Illusion +1 int (level 6)

Divination +1 int (level 10) Foresight is learned in 334 days

Evocation +1 int (level 9) one subconscious cast of an evocation spell 

Transmutation +1 int (level 6) 

11

Illusion +1 int (level 7) 

Divination +1 wis (level 11)

Abjuration +1 int (level 3)

Transmutation +1 int (level 7)

12

Illusion +1 int (level 8) Tried learning Simulacrum, the exponential distribution decided that would take 517 days, so wasn’t able to learn any other 7th level illusion spells

Divination +1 wis (level 12)

Abjuration +1 int (level 4)

Transmutation +1 int (level 8)

13

Conjuration +1 int (level 3)

Divination +1 wis (level 13)

Abjuration +1 int (level 5)

Transmutation +1 int (level 9)

14

Conjuration +1 wis (level 4)

Divination +1 wis (level 14)

Abjuration +1 int (level 6)

Transmutation +1 wis (level 10) Is able to learn Shapechange (9th level spell) in 386 days, so partway into getting level 11

15

Conjuration +1 int (level 5)

Divination +1 wis (level 15)

Abjuration +1 int (level 7)

Transmutation +1 wis (level 11) Tries to learn Time Stop, the exponential distribution decides to take 6120 days.

16

Conjuration +1 wis (level 6)

Divination +1 wis (level 16)

Abjuration +1 int (level 8)

Transmutation +1 wis (level 12)

17

Conjuration +1 int (level 7)

Divination +1 wis (level 17)

Abjuration +1 int (level 9)

Transmutation +1 wis (level 13)

18

Conjuration +1 wis (level 8) takes 495 days to learn Teleport, so have to count that part-way into getting level 9 designation

Divination +1 wis (level 18)

Abjuration +1 int (level 10) Member 3 to learns the Imprisonment spell as the exponential distribution decided it would take 943 days, takes up all the time at level 11 and 1/2 the time at level 12

Transmutation +1 wis (level 14)

19

Conjuration +1 wis (level 9) Attempts to learn Demiplane in last 235 days of getting this designation, but the exponential distribution determines that that would take him 2614 days.

Divination +1 wis (level 19)

Abjuration +1 wis (level 11) 

Transmutation +1 wis (level 15)

20

Illusion +1 wis (level 9) takes 40% of the year to finish learning Simulacrum. Every illusion spell with a specifically defined duration is extended for member 1 to last longer to duration * 304.543392157384, where only the first part of the duration is concentration.

Divination +1 wis (level 20), the duration of any divination spell (for which a specific maximum length is defined) is original duration * 4813688.81051762 with only the first segment of the original duration being concentration, by getting level 20, the Seeing Stone cantrip now makes such balls of glass be like J.R.R. Tolkien’s Plantirs.

Abjuration +1 wis (level 12) have a bit less than 1/2 the time left to try learning some other spell.

Transmutation +1 wis (level 16) Is not able to learn Time Stop before parents’ money runs out.

I would personally choose this setup as now member 2 can give seeing stones to all other members and have 4 simulacra of member 3 made by member 1 once they get enough funding (an amount of ruby dust worth about $1,050,000 along with a couple hundred pounds of snow). Member 4 doesn’t go further into another school in order to be able to have one cast of shapechange continue on member 4 for 16 hours at a time.

Member 3 has 41 gold, 66 silver and 66 copper to start (gets out of school 5 months early). 8 gold, 33 silver and 33 copper are spent on giving member 2 an additional month of school (needed for the 2 levels in the School of Conjuration at the start). 

They will have to find somewhere to live for at least 6 years before they will learn about the existence of The Magic Kingdom of North Korea (if they desire to swear their allegiance to those 4 other wizards). However, this party has an advantage relative to that party in that they have someone able to make them indefinitely invisible and someone able to watch their backs with many Arcane Eyes (creating each one 1 hour after the previous one).

Thus we have a party who can fight crime more efficiently than Batman if they so choose.

Group:  strdexconintwischa

member 1: 9919391510

Spell slots: 30

member 2:101219272718

Spell slots: 25

member 3:8916351512

Spell slots: 27

member 4:7911291911

Spell slots: 30

Member 2 has 20 levels in the School of Divination, which allows member 2 to have any Seeing Stone made continue to have that property indefinitely for anyone who touches it. This allows for a possible selling of a seeing stone to someone, presumably someone who buys and sells physical gold, and thus getting enough funds for member 1 to learn the Gate spell (2 years in the School of Conjuration for 10 lbs of gold), in exchange for all of the gold from this sale because the School is mad that you sold a magic item, which might expose the schools of magic, but they are willing to be lenient towards you since Ms. Waldredrudis, Mr. Kari, Mr. Gerwazy, and Ms. Oanez have just recently been discovered to have used magic to steal from Fort Knox.

Thus the stats are:

Group:  strdexconintwischa

member 1: 9919391710

Spell slots: 32, 9 levels in Illusion, 11 levels Conjuration, spell list:

abjuration:

prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Conjuration:

acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

All spells listed in the PowerPoint in Conjuration that are not labeled “Clerics only” up to level 5, then:

Cloudkill, Teleportation Circle, Conjure Elemental (doesn’t do anything since the elemental planes do not exist yet), Arcane Gate, Teleport, Gate.

Divination:

Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Enchantment:

Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation:

Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion:

Minor Illusion, color spray, disguise self, illusory script, silent image, every spell in the PowerPoint in illusion up to level 5 then: Creation, Dream, mislead, Seeming, Programmed Illusion, Mental Prison, Simulacrum

Necromancy:

chill touch, cause fear, feign death, ray of sickness, false life

Transmutation:

gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

member 2:101219272718

Spell slots: 25

Abjuration:

prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, 

Conjuration:

 acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Divination: All spells up to and including Find Spell (10th level), however, trying to learn See All Rings of Power takes up the rest of the time there (32 years in the exponential distribution, as opposed to 5 years for learning Find Spell). Find Spell allows for the repeat casting of a spell cast by another member to also be cast by member 2, which will allow for 1 additional simulacrum.

Enchantment: 

Friends, catnap, dissonant whispers, enemies abound, vicious mockery

Evocation: (no spells)

Illusion: (no spells)

Necromancy: (no spells)

Transmutation: 

mending, gust, mold earth, magic stone, shape water

member 3:8916351512

Spell slots: 27

Abjuration:

prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor, arcane lock, remove curse, dispel magic, counterspell, glyph of warding, magic circle, banishment, private sanctum, stoneskin, antilife shell, planar binding, globe of invulnerability, <<not symbol since it took 1317 days>>, Mind blank (60.54 days), antimagic field (took 328 days even though member 3 could make 1 subconscious cast per day), imprisonment.

Conjuration: 

acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Divination: (no spells)

Enchantment:

Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation:

Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave, acid arrow, shatter, continual flame, darkness, scorching ray, daylight, fireball, lightning bolt, Tiny Hut, Sending, Fire Shield, Ice Storm, Resilient Sphere, Wall of Fire, Arcane Hand, Cone of Cold, Wall of Force, Wall of Stone, Contingency, <<sunbeam not learned as it took 699 days, thus preventing the learning of other level 6 evocation spells>>, forcecage (347.78 days), prismatic spray (103 days) 

Illusion:

minor illusion

Necromancy: (no spells)

Transmutation:

mending, gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp

member 4:7911291911

Spell slots: 30

abjuration:

prevent exhaustion, resistance to fire, resistance to poison, resistance to psychic damage, resistance to lightning, alarm, shield, mage armor

Conjuration:

acid splash, mage hand, poison spray, prestidigitation, produce flame, Entangle, Find Familiar, Floating Disk, Fog Cloud, Grease, Unseen Servant

Divination:

Seeing Stone, True Strike, Identify, Comprehend Languages, Detect Magic

Enchantment:

Friends, Catnap, Dissonant Whispers, Enemies Abound, Vicious Mockery, Bane, Charm Person, Command, Hideous Laughter, Sleep

Evocation:

Dancing lights, Fire bolt, light, Ray of Frost, Shocking Grasp, Burning Hands, Magic Missile, Thunderwave

Illusion:

Minor Illusion, color spray, disguise self, illusory script, silent image

Necromancy:

chill touch, cause fear, feign death, ray of sickness, false life

Transmutation:

gust, mold earth, magic stone, shape water, expeditious retreat, feather fall, longstrider, catapult, maximillian’s earthen grasp, alter self, levitate, darkvision, magic weapon, rope trick, enlarge reduce, knock, spike growth, spider climb, skywrite, Earthbind, Blink, Water breathing, fly, haste, slow, tiny servant, erupting earth, flame arrows, lightning arrow, control water, Fabricate, Polymorph, Swift Quiver, Stone Shape, Passwall (12.27 days), Animate Objects (126.79 days), Telekinesis (89.8 days), Control Winds (60.33 days), disintegrate (149.49 days), flesh to stone (25.56 days), investiture of stone (237.47 days), etherealness (474 days, goes into level 9 year), regenerate (589 days, goes into 10th year), sequester (474 days, finishes 11th year), Control Weather (379 days), Shapechange (note: changed such that you can turn into an ice-fire elemental to gain 218 hp (maximum hp monster CR 9 or below, which is the highest you can achieve without being the child of a wizard who cuts himself with his own sword of undeath and without transforming yourself via the High Magic Ritual of the Myriad “At War with the Weave,” which is also required to create creatures of a higher level than CR 11 (though technically you could use your cast of True Polymorph to turn into a Young Dragon and wait a few thousand years to be associated with a higher challenge rating before turning into the other creatures), then turn into other creatures and maintain that same hp (such as turning into a spider, but one with 218 hp).

Has access to one subconscious cast of True Polymorph per day, but doesn’t have the spell written down, so could not teach others, nor use spell slots to cast it again. Also has access to one subconscious cast of choice from the above spells (note that Telekinesis has been changed to be optimized to be of this choice, and, when cast subconsciously, it’s as though you cast it at 16th level (i.e. one object less than 1000 lbs for the first 5 spell slots, another for the 6th, another for 7th, for 8th, for 9th and for 10th, then a set of objects weighing up to 1000 lbs for 11th, another set for 12th, for 13th, 14th, etc, and the sets of objects 11th and above can be moved as a reaction, thus you can be like Magneto for the 160 minutes (16 levels in Transmutation *10 minute original duration) that it lasts, capturing the first 6 seconds of bullets fired at you, before attacking them with those bullets, each of those levels can also be a creature huge or smaller, who have to use their first action to make a strength check to avoid being restrained (note this doesn’t work on ghosts or creatures immune to the restrained condition)).

Here’s the implementation of how TNT (and by proxy all conventional weapons) deliver damage based on the “Fireball” blast radius per ton equivalent you can find on nuclearsecrecy.com/nukemap 

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