Imposing heavy penalties on Survival checks to get along in the wild is one way of making create food and water more valuable, and such adjustments are entirely appropriate in wasteland environments. At 5th level, it’s not unlikely that a party member can regularly succeed at the DC 16 Survival check required to feed himself and three other party members. The Survival skill often eclipses the worth of this spell, as succeeding at a simple DC 10 check allows for a character to provide food and water for herself without needing to expend a 3rd-level spell slot. The benefit of many low-level conjuration spells is that they grant a wider range of versatility, letting the characters focus the spending of their hard-earned gold on items with effects that can’t be replicated, rather than on mundane equipment.Ĭreate Food and Water: As a 3rd-level cleric spell, create food and water is one of the most obvious choices for those looking to bypass some of the rigors of wilderness survival. Conjuration Source Ultimate Wilderness pg. Still, low-level spells (those of 3rd level and lower) can remain useful at high levels, especially because highlevel characters can cast them far more frequently. These low-level spells are often disregarded, as many of them can be substituted with class abilities, equipment, and skills. Many wilderness-appropriate spells are available as early as 1st level. Low-Level Play (Levels 1–6) Source Ultimate Wilderness pg. + An entry marked with this has additional sections within it. <- Return to Spells of the Wild All Rules in Spells of the Wild Rules | GM Screen <- Return to All Rules ( Group by Source)
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