#although it's unseen texts so idk how much i can even do in such a short time
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it's gonna take a while for the next chapter to be finished because of my exams and assignments and miscellaneous self-imposed deadlines so here is a not-so-peaceful peace offering in the meantime 🙏
#user: gossippool 😝#gossippool writes#fic: unhappy man syndrome#just realised i used settle twice. fuck#i'm not even actively working on the things i'm supposed to i can't grt ANYTHING DONE#and the election results really ruined what little motivation i had left lmfao#but i have classes tomorrow (today) so hopefully that gets me off my ass enough to revise for my exam on saturday#although it's unseen texts so idk how much i can even do in such a short time#idkidkidk we'll see#deadpool and wolverine#poolverine#deadpool#wade wilson
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The Munchkin Nein - Condor Widogast Part 2
Welcome back everyone, to tonight’s episode of how to murder hobo, by our resident hobo wizard, Caleb Widogast. We last left off having reviewed his FIREpower and now, onto the greater subtleties of magic that showcase the versatility of the wizard, and how well it can sync up with the rest of the Mighty Nein.
And off we go again, my labels for each spell in square brackets [buff, debuff etc]
Maximilian’s Earthen Grasp (level 2, concentration 1 minute)
[Crowd control]
Target must make a STR save or suffer 2d6 bludgeoning DMG and is restrained.
A crowd favourite that came in clutch against the gelatinous cube in ep15.
It is the only source of non-magical damage in Caleb’s arsenal, aside from physically fighting. Restrained is a powerful condition, reducing speed to absolute zero regardless of modifiers. It also gives DISAV (disadvantage) to the target’s attack rolls, as well as ADV (advantage) to ALL attack rolls on the target. Finally, the target has DISAD on DEX saves. While Caleb can use an action to force a separate STR save on subsequent turns to deal 2d6 bludgeoning DMG, it’s probably not very efficient. The firebolt cantrip does 2d10, with advantage due to restrained (so roll that nat 20). Burning hands does 3d6 or more, and the target’s DEX save gets DISAD
On the downsides, it only has 30 feet of range, takes an action and requires concentration. The target can use its action to have another go at the STR save, which frees it if passed. However, even if the target breaks free, at the cost of Caleb’s action, that cat’s paw can still try to restrain the target again if they remain within 5 feet of it. Alternatively, it can re-position itself within a 30 foot radius of Caleb.
Enlarge (level 2, concentration, 1 minute)
[Buff]
Another crowd favourite, especially given the targets Caleb has not very subtly chosen (Caleb is most definitely a Beauyasha shipper). Mechanically, the doubling in size gives ADV on STR checks and saves. If the target is holding weapons, they deal d4 extra DMG.
So, a straight up damage boost, especially helpful for characters with multiple attacks (Beau can go up to 5 attacks, with Sentinel reaction and flurry of blows, Molly and Yasha tie at 3 for 2nd place). And the improvement on the STR checks help with things like grappling or shoving which Beau has shown to be rather fond of (0 STR mod, but proficiency in athletics), and the STR save is good for getting out of said situations.
Once again, its a spell that needs concentration, reinforcing the need for Caleb to hang back, which he has been doing so far. Of note is that the target and everything it bears multiplies by 8 in weight, which might cause some floors to give way. I recommend watching out for potential environmental hazards.
Reduce (level 2 transmutation, concentration, 1 minute)
[Debuff]
The flip side of the coin with Enlarge, its actually in the same spell entry, which is an advantage since Caleb can prepare both without being 2 spells (which will be increasingly important as Caleb can only prep 10 spells a day + 1 for every new level, but learns at least 2 more every new level aside from copying spells). If used on an unwilling creature, it must make a CON save, or else it gets DISAD on STR checks and saves, and gets a 1d4 DMG penalty to its weapon attacks, though it cannot reduce the DMG below 1.
So pretty much the flipped application of enlarge, making foes vulnerable and weaker. In this case the reduction in weight might be helpful in setting off less traps, not that anyone seems particularly weighty in the Nein atm.
Haste (level 3, concentration, 30 feet, 1 minute)
[Buff]
Gotta go fast! Double speed, +2 AC, ADV on DEX saves, and an additional option: one weapon attack, dash, disengage, hide, or use an object.
Highly versatile spell for positioning, defense and offence. Double speed benefits characters with high base speed (Beau, Yasha at 40 ft) more so than others. +2 AC and ADV to DEX saves makes the target a slick dodgy fellow in combat, as well as the additional movement options. And finally, the extra attack is a simple boost while the additional interaction is up to roleplay ingenuity.
Slow (level 3, concentration, 120 feet, 1 minute)
[Debuff]
The sister spell to Haste, but mechanically somewhat different. AoE 40 foot cube, affects up to 6 creatures. The target must make a WIS save or suffer the following effects: half speed, -2 AC, DISAD on DEX saves, cannot take reactions. Only action OR bonus action. Limited to one attack. Also, if casting a spell that costs 1 action, it has a 50% chance of being unable to complete the spell this turn and must use its action the following turn to do so. If unable to, the spell is wasted.
As we can see, its a pretty nasty debuff to the capacity of the poor targets to achieve much on its turns. Also makes it less dodgy and more sitting ducky.
Mage Armor (level 1, 1 action, 8 hours)
[Buff]
Rather straight forward AC buff on unarmored targets: 13 + DEX mod.
This gives Caleb AC 14, which is a +3 compare to his default AC 11. Alternatively, it can give Nott AC 17 which is a +1. Or Yasha AC 15, which is also +1. The other characters at the moment will not benefit or are worse off.
Arguably it is a viable buff for Yasha who is more likely to use that AC in melee, but we have definitely seen that the encounters have a tendency to target the fire spitting wizard. Also, that 8 hour duration allows it to be cast before combat is all but certain.
Shield (reaction, until start of character’s next turn)
[Buff]
A temporary increase to Caleb’s AC by 5. Can come in very clutch as we saw in the Victory Pit. Negates magic missile as mentioned in the previous post. Arguably, mage armor isn’t as necessary with this around, but having AC 19 as a squishy wizard feels delicious.
Blur (level 2 illusion, concentration, 1 minute)
[Debuff technically]
We actually haven’t seen this, but it’s listed on critrolestats. Gives any attack rolls on Caleb DISAD, unless the attacker doesn’t rely on sight or sees through illusions.
Another spell for Caleb to evasion tank, but I don’t really foresee Caleb liking to be the center of focus fire, unless for RP reasons, in which case, yep its totally going to be effective.
Sleep (level 1 enchantment, 1 minute, 90 feet range, 20 feet radius from point)
[Crowd Control]
This entry is missing from critrole stats as of posting, but we definitely saw this in the Victory Pit. Complicated spell, which is why i saved it for nearly the last.
To begin, roll 5d8 and addtional 2d8 for each spell level above 1. (So 22.5 is the mean, +7 each additional spell level). In the affected 20 foot radius sphere, rank the creatures from lowest HP to highest. Starting from the lowest, if their current HP is less than the rolled number, they fall asleep. Subtract the HP of the affected creature and move to the next lowest HP. If a creature’s HP is greater than the remaining pool of HP rolled, it is unaffected and the spell stops propagating.
Once again, we’ve seen this spell do some work. Although its mechanics seem to favour putting multiple weaker creatures to sleep to avoid being overwhelmed. Also, Caleb has been mindful that it doesn’t discriminate between friendly and hostiles, which also means he could actually replicate Modern Literature without overt friendly fire.
Finally I’ll list some non-combat spells for completion, since these do not have direct damage, unikely to have straightforward effects on hostile creatures or are too unwieldy to cast in combat. They do of course open up a whole vista of opportunity for creative roleplay and ingenuity with sufficient planning.
Dancing Lights
Simple light sources could be crucial in setting ambushes on dark vision incapable foes, sadly, Caleb himself would be one of them. Also, it can be debated if Matt allows the combination of the light to blind foes (most likely Drow?)
Find Familiar
Good old Frumpkin everyone’s favourite therapy animal. Sick of getting kicked. Or eaten by cubes. Or poofed. Also can’t see in the dark. However, can serve as a conduit for touch based spells, extending them by a range of up to 100 feet. Can also interact with objects (as much as a cat is able to). Matt has allowed Frumpkin to make an attack, but that’s really more for roleplay. Has lots of fun potential.
Unseen servant
Schimdt has proven pretty useful as a scroll case opener. In combat, he acts as an extra interaction with objects, at the cost of a bonus action. So theoretically, he could trigger traps that the Mighty Nein set for their enemies that require remote activation (up to 60 feet)
Friends
Generally used to avoid combat, but one could easily disguise as your enemy and then use the spell, possibly gaining an ally. Idk, once again, imagination is the limit.
And there my friends, is Caleb Widogast in combat. Pasting my work onto Word, holy crap 3 pages worth of text? Where was this loquaciousness when I was rushing my assignment on the deadline? Thank you all for reading this far if you’ve made it. Short summary and wrapping thoughts below.
A solid roster of spells, with a lovely amount of variation. Let it never be said that the Mighty Nein cannot work together; this wizard is able to support his newfound friends, lay on the pain to those who would hurt them and prevent that from happening to begin with. To do so to the utmost, they just need to have a bird brain or two *hrroo hrroo sneak attack*
If I had to nitpick, all these spells take up an action (aside from Shield being reaction). So only one, of all the above effects in this part and the previous, will be available for casting each turn. Spells with persistence ameliorate this to a certain extent, but in most such cases, there are opportunities for foes to counter the spell. Which of course, adds to the fun and challenge. If I had to make a recommendation, I would suggest something that makes use of only a bonus action (like Unseen Servant), to expand the capabilities of this dirty wizard. For the sake of demonstration, Melf’s Minute Meteor’s allows you to throw 2x 2d6 fire DMG meteors, subject to DEX saves (which a target has been restrained by Earthen Grasp has disadvantage on). But this is purely an indulgence on my part for theorycrafting possibilities that do not exist.
I will be looking into the combinations with other characters shy of straight buffs. Because we need good RP reasons to get the characters to use them, cos this is Critical Role. Send me your headcannons on what scenarios could utilize the capabilities of Caleb in conjunction with the others, which I will be writing at length on in the coming days.
“I was so sure, until I wasn’t”
- Caleb Widogast
Also me trying to find good RP reasons for Caleb to act optimally To be fair, Caleb isn’t my character so I wouldn’t know the slightest thing about his internal thoughts, nor should I pretend to, since that’s Liam O’Brien’s job, and he does it so fucking well (except when he almost killed Beau with Caleb by accident in ep 21) But that’s a whole other can of worms that I am so not opening. Yet.
It’s almost Tuesday, FAN ARTISTS AND GIF MAKERS remember to SUBMIT!
#critical role#cr2#cr2 spoilers#kinda not really#caleb widogast#mathhammer#theorycraft#power of roleplay#the munchkin nein#submit#mine
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