Can the spell Illusory Script be of use as a heuristic for spell learning or mastery? [closed]


Learning Magic: The Problem

In Advanced Dungeons & Dragons (1st & 2nd editions) the rules required that all ‘magic-users’ have Read Magic as a basic requirement to do any wizarding (so-called in later editions) whatsoever.

Down through the editions this tradition was lost. Moreover, there is not a single spell that: allows a wizard to teach a student, assist fellow wizard in understanding their personal works, nor some magical process whereby a magic-scroll writer might assist a friendly caster to make use of enchanted-scribed works.

With this interpretation of Illusory Script it may be possible to solve these three lore-issues at once. Yet how much is sacrificed in the RAW & RAI for RAF & ‘rules of cools‘. The question:

Can Illusory Script be a heuristic / learning device for the training of one’s first cantrips, the learning of a friendly wizard’s spells and/or assistance on casting a friendly caster’s scroll?

Here we provide both logic for why it might work (and why it would be great role-playing if it did).


The RAW Spell: Conveys A Specific Meaning That A Caster Intends.

The spell Illusory Script gives any written work two levels or layers of use &/or meaning. The foundation-layer gains this power:

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different Message, written in a different hand and language, though the language must be one you know.(emphasis added by writer)

What This Means: Uses For Meanings Conveyed

  • Spell books are for a purpose or meaning (i.e. ‘how to memorize/prepare spells’). After a long rest a wizard reviews their own written works, then they gain choices to apply on these freshly regained spells (or ‘slots’). Understanding and scribing new spells from another book takes considerable time & effort.

If one could gain this implied intended meaning directly from an original caster, they could learn the spell as if the book were their own. Thus, reading an alien spell book with Illusory Script (and permission-access) renders spells ready for use. Once a spell is in mind (‘memorized’ or ‘prepared’), actual scribing in one’s own book is faster, easier and cheaper (less than half the time & price).

  • Casting spells from a magic-scroll of a higher spell-slot has serious risk involved. Given the conveyed meaning listed above may give either: automatic success, advantage – or even some kind of proficiency bonus.

The underlying mechanics

A 3rd level+ person (from any class) must train up a ‘zero-level’ non-magical peasant-peon to first level ‘apprentice’ stage, i.e. able to use at least one cantrip. Clerics and Druids are inspired via various celestial, fae &/or fiendish sources, miraculously empowered for appropriate supplicants. Sorcerers are just born that way. For bards, wizards and some warlocks such easy pathways are not available. Using a cantrip-scroll written by a 3rd lvl+ bard, wizard or warlock combined with Illusory Script allows the writer-‘master’ to pass on deep magical understandings with intentional meanings – directly into the student. This heuristic allows any apprentice, no matter how thick, to gain their first cantrip… breaking otherwise impossible barriers.

The Illusion As A Heuristic: Koans & Riddles

  • Breaking Down Mental Barriers: An illusory message as a riddle that grants passage to the ‘real’ message is brilliant lore-wise. Imagine: upon a bard’s mastery of a ballad’s score the music sheets reveal Vicious Mockery; upon signing soul-binding documents with blood, the scale lifts, or; the researching apprentice would see through the illusion to find yet another illusion. This re-skinning of Illusory Script transforms this minimally used spell to a pivotal plot point.

  • Time pressure for ambitious students: After ten days this spell’s magic fades, leaving the otherwise incomprehensible scribed-spell or magic-scroll behind. Sure the knowledge &/or magic remains but the bridge of understanding is gone. Imagine the frantic apprentice bard, warlock &/or wizard on day nine just feeling the pressure of their search or study.

Exemplary Precedent: Mind-Altering Illusions

Though the illusion-spells Phantasmal Force, Dream and Weird all modify minds, only Illusory Script specifically conveys a caster’s meaning.

Author’s note: I am looking for a general understanding here. Please don’t answer with ‘I don’t understand the question’ or ‘you answered this yourself!’ or ‘moved to discussion’ or ‘let the DM decide!’ –

Bottom Line: I just want to know if (and why) this would work RAW / RAI.

Can I twin cast a cantrip used with reaper from the death domain?

Assuming I multiclass as a death domain cleric and a sorcerer. Can I use my Twinned Spell metamagic to cast a necromantic cantrip, in conjunction with the Death Domains Reaper ability?

Reaper At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Twinned Spell When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

My reading of this says that Reaper is an effect that happens to the cantrip the same as Twinned spell. SO both would happen simultaneously, which circumvents the Twinned spell stipulation that it can only effect one target.

New Star Wars Rev. Ed. GM in need of toolkit

I haven’t played SW Revised Ed. in about 15 years, and when I did I was only a player, not a GM. I decided to GM a game for my nephews but have never GM’d before. I think I’ll be ok on game mechanics (they’re ages 9-15 and I’m simplifying some things for mutual benefit), but I’ll be lacking on GM story-telling skills.

I’m not asking for story ideas, but need some cheat sheets for the descriptive story-telling filler to make things sound realistic and interesting.

Something like a list of planets, their unique traits, native species, languages, etc. Or common animals, common ships, etc. Right now I will have to say things like "a ship lands and out runs a Rodian riding a beast". I would love to say "a C-class freighter lands out steps a Rodian riding a gundark", or whatever. Sure I can look up some of these things and some will come with time, but has someone already thrown together a nifty cheat sheet so it doesn’t take me 20 minutes to come up with 2 lines of story-telling?

Thanks!

Aegis’s key ability

All psionic classes has own key ability except Aegis. I searched through many manuals but I found nothing to help me. I ve found "Table: Ability Modifiers and Bonus Power Points" but Aegis can’t use and "A saving throw against your power has a DC 10 + the level of the power + your key ability modifier (Intelligence for a psion, Wisdom for a psychic warrior, or Charisma for a wilder)." Nothing for Aegis. Can you help me understand?

Festival Mini Games

My D&D party will be going to a town with a festival in it. Generally during festivals there may be some games that are going on, kind of like small carnival type games or “mini games”, ones that also may be of chance or just showing off some skill.

I’d like to come up with some skill challenges for the group based off a variety of these types of games. Something simple that lets the group use skills outside of a dangerous situation and in a more fun environment.

Is there a list or already created encounters for such types of games in a book or pregenerated session? I don’t want them to be anything super complicated, something just easy to do for the party to have fun with for a short bit.

While I’m looking for some that specifically use the D&D 4E skills for my situation I can also easily adapt them from another system so answers do not need to have 4E specifically in mind.