Unraveling the Mystery: Secrets to Keeping the Spell from Evaporating

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The spell has evaporated. It was once so powerful, captivating, and all-consuming. It had the ability to envelop everything in its reach, to cast a magical and enchanting haze over the world. But now, it has dissipated into thin air, leaving behind a dull and lackluster existence. Once upon a time, the spell wove its way through every aspect of life. It touched relationships, infusing them with passion and longing.


Personally I find opening spell scrolls up to different classes more fun. :)

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Witchcraft scroll maneuvers

It touched relationships, infusing them with passion and longing. It brought people together, connecting souls in a way that was seemingly unbreakable. Love was all-encompassing, overwhelming, and intoxicating.

Can a witch take 10 to learn a spell?

Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

Can a witch take 10 when adding new spells to their familiar? Does anyone have a rules reference or failing that, have any opinion either way? I am the GM in this situation.

ryric RPG Superstar 2011 Top 32 Aug 22, 2016, 12:09 pm

Why couldn't she? Learning a spell is generally not done in a stressful or distracting situation, so it seems like an ideal time to take 10.

I'd say yes. Taking 20, no, because there is a penalty for failure, but take 10 seems perfectly legit to me.

Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 Aug 22, 2016, 12:21 pm
THUNDER_Jeffro wrote:
Can a witch take 10 when adding new spells to their familiar?

The take 10 rules are an umbrella mechanic; if you're under its area (skill checks) then you're automatically covered unless there's a specific exception.

Quote:
Does anyone have a rules reference

That'd be the take 10 rules themselves; they're not particularly ambiguous.

Here, from the Skills chapter of the Core Rulebook:
"When your character is not in immediate danger or distracted, you may choose to take 10. . Distractions or threats (such as combat) make it impossible for a character to take 10."
There you go. Unless you've got some other rule saying that the check in question is a special exception, you use the normal take 10 rules.

Quote:
I am the GM in this situation.

What's that got to do with anything?

Cool. That's what I figured and I wanted to confirm. Thanks for the feedback.

Jiggy wrote: THUNDER_Jeffro wrote:
Can a witch take 10 when adding new spells to their familiar?

The take 10 rules are an umbrella mechanic; if you're under its area (skill checks) then you're automatically covered unless there's a specific exception.

Quote:
Does anyone have a rules reference

That'd be the take 10 rules themselves; they're not particularly ambiguous.

Here, from the Skills chapter of the Core Rulebook:
"When your character is not in immediate danger or distracted, you may choose to take 10. . Distractions or threats (such as combat) make it impossible for a character to take 10."
There you go. Unless you've got some other rule saying that the check in question is a special exception, you use the normal take 10 rules.

Quote:
I am the GM in this situation.
What's that got to do with anything?

While I'm not disagreeing that the rules say that there are two things that I would want to also point out.

1) Some actions are not "skill checks" but do hinge on the result of a roll involving a skill. Most prevalent would be 3pp Path of War where certain combat maneuvers can instead use skills associated with the school of combat. But I imagine there are some core abilities that swap rolls too. This means there is a distinction between "skill check" and "skill roll". The difference being you are doing something detailed under the skill (skill check) or you are doing something that references a skill (skill roll), Learning a spell could be considered the later quite easily.

2) Distraction is a HUGE umbrella and the fear of losing the scroll could easily be considered "distracting". Fear of failure is a thing.

Just playing devil's advocate.

Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 Aug 22, 2016, 12:56 pm
Skylancer4 wrote:

1) Some actions are not "skill checks" but do hinge on the result of a roll involving a skill. Most prevalent would be 3pp Path of War where certain combat maneuvers can instead use skills associated with the school of combat. But I imagine there are some core abilities that swap rolls too. This means there is a distinction between "skill check" and "skill roll". The difference being you are doing something detailed under the skill (skill check) or you are doing something that references a skill (skill roll), Learning a spell could be considered the later quite easily.

A third-party product inventing new mechanics that move stuff around in unconventional ways is not grounds for reimagining what the Core rules mean. And no, there's no such thing in Core as a "skill roll", only "skill checks". Look it up. Any references to a "skill roll" in other products is either a new invention or an error.

Even if there WERE such a distinction, you've clearly not read the ability in question, as it explicitly references a "Spellcraft check".

Quote:

2) Distraction is a HUGE umbrella and the fear of losing the scroll could easily be considered "distracting". Fear of failure is a thing.

Not if you've actually read the take 10 rules:

"In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10)."
(Bolding mine.)
When the mechanic explicitly offers itself as a solution for when you fear failure, the fear of failure can't keep you from using it.

And even if it didn't have that line, there's still the fact that if the possibility of failure prevented taking 10, then you could never take 10 on anything unless you were going to succeed on a 1 anyway. Then the mechanic literally does nothing, which makes it pretty obvious that that's not how it works.

Quote:
Just playing devil's advocate.

No, you're not. When the issues you bring up were already covered in the first place, that's not playing devil's advocate. Playing devil's advocate is when you bring up issues that haven't been addressed yet.

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Yeah, Like the GM saying that you're always distracted because he feels the chance of failure would add drama or tension. :D

Skylancer4 wrote:

While I'm not disagreeing that the rules say that there are two things that I would want to also point out.

1) Some actions are not "skill checks" but do hinge on the result of a roll involving a skill. Most prevalent would be 3pp Path of War where certain combat maneuvers can instead use skills associated with the school of combat. But I imagine there are some core abilities that swap rolls too. This means there is a distinction between "skill check" and "skill roll". The difference being you are doing something detailed under the skill (skill check) or you are doing something that references a skill (skill roll), Learning a spell could be considered the later quite easily.

2) Distraction is a HUGE umbrella and the fear of losing the scroll could easily be considered "distracting". Fear of failure is a thing.

Just playing devil's advocate.

In this case 'devil's' is probably apt as 1 is incorrect and 2 is borderline bad advice.

1) It is explicitly a spellcraft check - you are making a check against your spellcraft skill. It is inherently a skill check. Even if you are using that skill in a non=standard way (such as with path of war) it is still a skill check. As far as I can tell 'Skill roll' does not exist as a rules concept.

skills wrote:

When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.

2) As a very general rule a skill check should not of itself prevent take 10. You should be able to take 10 to jump a pit and climb a cliff. Being confident in the skill to not be swayed by fear of failure is exactly what take 10 is supposed to emulate.

To a new GM I would advise embracing take 10. It is a tool to avoid bogging down the game with needless rolls. My guideline is "unless you are in combat or attempting 2 or more skill checks at the same time".

Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 Aug 22, 2016, 01:06 pm
The spell has evaporated

But now, the spell has vanished, leaving behind empty and hollow relationships. Not only did the spell infiltrate relationships, but it also had the power to transform everyday experiences. Simple moments became extraordinary under its influence. The taste of coffee, the sound of rain, or the touch of a loved one's hand became magnified and filled with wonder. But now, these experiences are mundane and ordinary, lacking the sparkle and magic the spell once provided. The spell even extended beyond personal experiences and touched the world around us. Nature seemed more vibrant, more alive, as if it were painted with the brushstrokes of a master artist. The colors were more vivid, the smells more intoxicating, and the sounds more melodic. But now, nature appears dull and lifeless, devoid of the spell's enchantment. So, what happened to the spell? How did it evaporate into nothingness? Perhaps it was the passage of time that wore away its potency. Or maybe, it was the monotony of everyday life that dulled its effects. Whatever the cause, the absence of the spell is palpable. Without the spell, life can feel empty and uninspiring. The once vibrant colors of our world become muted, and the once passionate relationships become lackluster. It's as if a haze has lifted, revealing the harsh reality of existence. But there is hope. Even though the spell has evaporated, its memory remains. And with that memory, there lies the possibility of rekindling its magic. It may be hidden, buried beneath the routine and mundane, but it is not lost forever. So, let us hold onto the memory of the spell, for it is a reminder of the potential for enchantment that lies within each of us. Let us seek out the moments of wonder and beauty that still exist, even without the all-consuming spell. And let us never stop believing in the power of magic, for even when it seems elusive, it can still be found. The spell has evaporated, but its legacy lives on. Let us embrace the challenge of creating our own magic and infusing our lives with enchantment..

Reviews for "When Dreams Vanish: Accepting the Fade of a Spell That Has Evaporated"

1. Sarah - 2 stars
I was really disappointed with "The spell has evaporated". The writing felt disjointed and the plot was confusing. There were so many characters introduced without any depth or development, making it hard to care about their fates. The worldbuilding was lacking, leaving me with so many unanswered questions. Overall, I found it difficult to connect with the story and its characters, and I was left feeling unsatisfied.
2. Michael - 1 star
"The spell has evaporated" is easily one of the worst books I've ever read. The pacing was incredibly slow, and the story lacked any clear direction. The dialogue was stilted and unnatural, making it difficult to engage with the characters. The author tried to introduce complex themes, but they were poorly executed. The ending was also incredibly underwhelming and left me feeling like I had wasted my time reading this book. I would not recommend it to anyone.
3. Emily - 3 stars
While "The spell has evaporated" had an interesting premise, the execution fell short for me. The writing was overly descriptive and bordered on verbose, making it difficult to stay engaged. The characters were one-dimensional, and their actions often felt forced. The pacing was inconsistent, with parts of the book dragging on while others felt rushed. Overall, I had high expectations for this book, but it unfortunately did not live up to them.

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