Lost in Follyboo: A Journey Through Strange Magic

By admin

Follyboo is a world filled with strange and enchanting magic. It's a place where the laws of reality seem to bend and twist, and where anything is possible. The inhabitants of Follyboo have learned to harness this strange magic in various ways, using it to shape their environment and perform fantastical feats. One of the most intriguing aspects of Follyboo's magic is its unpredictability. Spells that work one day may have completely different effects the next, and what might seem like a simple incantation can often lead to unexpected and sometimes chaotic results. This has made the study of magic in Follyboo a highly challenging and ever-changing pursuit.


And then, I would suggest changing the class abilities for generalist wizards and magic domain clerics to:

Instead, I believe that the description for this special ability should clearly state that it can only wield a one-handed weapon of the caster s size or smaller. Gaining 27 ranks in Major Elemental Circle and 24 ranks of Elemental Lore, Air will drop a war mage s 5 second attack RT to 1 second, rather than 2 seconds, effectively doubling his or her attack speed.

War mage spells and mystical swords

This has made the study of magic in Follyboo a highly challenging and ever-changing pursuit. The practitioners of Follyboo magic, known as enchanters, have learned to embrace this unpredictability and adapt their spells on the fly. They have developed a deep understanding of the underlying forces of magic in Follyboo and have become adept at manipulating them to suit their needs.

Mage Hand - Dueling Swords For Everyone

The concept of allowing wizards to duke it out with floating swords at a distance is very cool, and removes the idea of wizards being reduced to crossbows at 60 paces. However, the ability as written has two issues --- first, it’s limited to only generalist wizards and clerics with the magic domain, and second, the way it is written, it is too powerful at 1st level, allowing floating greatswords and Intelligence bonuses to damage.

So, what I recommend is changing Mage Hand to the following:

Mage Hand
Transmutation, Level: Brd 0, Sor/Wiz 0, Components: V, S, Casting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Target: One nonmagical, unattended object weighing up to 5 lb., Duration: Concentration
Saving Throw: None, Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance.

As a free action, you may draw a weapon from your person.

As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

If you choose to, concentrating as a standard action, you may use mage hand to make a single strike per round with a melee weapon of up to 5 lb, using your caster level as your attack bonus, and dealing regular weapon damage. You may attack with a weapon on the round that mage hand is cast.

And then, I would suggest changing the class abilities for generalist wizards and magic domain clerics to:

1st Level -- Hand of the Apprentice (Su): As a standard action, you may use mage hand as a spell-like ability at will. Unlike the normal mage hand spell, you may use it to wield a magical weapon of up to 5 lb.

Weight is an issue, but they are not getting the casting stat x1.5 like meleers are with strength. It needs to be restricted to melee weapons only, but great sword + casting stat isn't a problem in our game at all. Even if it is a little powerful at 1st, it quickly successes usefulness in later levels as early as 5th from our personal playtest experience.

I don't think that there should be a weight limitation for Hand Of The Apprentice. Instead, I believe that the description for this special ability should clearly state that it can only wield a one-handed weapon of the caster's size or smaller. That way, you don't have Wizards using Hand Of The Apprentice to hack people to death with Large Greatswords salvaged from (or given to them by) Fire Giants or the like.

Yeah, I ran into a bit of a dilemma with this as well. One of my players busted out his mage hand while invisible, had an artificer infuse the blade with Wraithstrike and was adding his Int to hit and damage on a touch attack that did not break his invisibility.

Any thoughts on this, I had initially said that the strike would break invisibility, but it seems the hand attacks independently. Most vexing.

Necroblivion wrote:

Yeah, I ran into a bit of a dilemma with this as well. One of my players busted out his mage hand while invisible, had an artificer infuse the blade with Wraithstrike and was adding his Int to hit and damage on a touch attack that did not break his invisibility.

Any thoughts on this, I had initially said that the strike would break invisibility, but it seems the hand attacks independently. Most vexing.

The wizard must control it, and he's attacking. He loses invis.

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Dave Young 992 wrote:
The wizard must control it, and he's attacking. He loses invis.

Actually, you wouldn't. The Mage Hand isn't being directed like a normal spell - you're basically controlling a summoned monster and giving it a sword to hack people up with. Just as summoning a monster and having them attack while Invisible doesn't break Invisibility, neither does sending your Mage Hand out to cut someone a second smile.

Dave Young 992 wrote:

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Sueki Suezo wrote:

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

I can see a couples of problems with that image.

1) Mage hand has a weight limitation of 5 lbs, a Greatsword is 8 lbs.

2) Even if the mage is enlarged, once the weapon leaves his person, it returns to normal size

Pathfinder Lost Omens, Rulebook Subscriber Dave Young 992 wrote:

The wizard must control it, and he's attacking. He loses invis.

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Agreed - loses invis. He's making the attack rolls himself, using his intelligence to hit and damage. If the weapon is ignored, it returns to the caster. Practically the definition of making an attack.

Also Great swords wouldn't be that rare for human wizards/clerics - free martial weapon proficiency can go a long ways.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I must be missing something.

How can mage hand be used to wield a greatsword?

Not only is it more than the weight limitation of the spell, but it requires two hands.

From my reading, mage hand provides for a single hand and a weight restriction of 5 lbs.

Mistwalker wrote:

I must be missing something.

How can mage hand be used to wield a greatsword?

Not only is it more than the weight limitation of the spell, but it requires two hands.

From my reading, mage hand provides for a single hand and a weight restriction of 5 lbs.

Not only that, if 5 lbs of pressure is all you can apply, that's not going to deal a threatening wound. Even if you go with "moving the sword toward the target" concept, you're still limited to 15 ft. per round, or 2 1/2 feet per seconds (assuming a 6 seconds round). That's not a very high velocity.

I see a huge difference between moving a 5 lbs object 15 ft. per rounds and "swinging" that object in an efficient blow. You'd have a better chance of raising a 5 lbs hammer 15 ft. above your enemy's head and let it drop.

Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games Jan 7, 2009, 03:47 pm
Sueki Suezo wrote: Dave Young 992 wrote:
The wizard must control it, and he's attacking. He loses invis.

Actually, you wouldn't. The Mage Hand isn't being directed like a normal spell - you're basically controlling a summoned monster and giving it a sword to hack people up with. Just as summoning a monster and having them attack while Invisible doesn't break Invisibility, neither does sending your Mage Hand out to cut someone a second smile.

It may be like a summoned monster, but it's not a summoned monster. Summoned creatures, even if under your complete control (as with SM spells) still have their own will, and more to relevant to the point are listed as a specific exemption from invisibility. Directing other creatures to attack (whether they be party members, animated skeletons, trained attack dogs, or summoned monsters) doesn't break invis. Neither does activating traps or attacking unattended objects.

Any form of attack on a creature or an attended object, however, does. You could argue that firing a bow is not directly attacking someone, since it's the arrow flying away from you as an unattended object that is doing the work. You are controlling the weapon and directing it to attack a creature. That's an attack, whether you're pulling a bowstring or using telekinesis or using MH/HotA.

If the distinction you're trying to draw is based on whether you have to concentrate to direct the attack or if the weapon attacks "independently," the better comparison is to spiritual weapon, which also attacks on its own without the need to concentrate on it, but you have to first direct it to attack. It's not an ally or a minion, it's a magical effect generated by you being directed by you to attack a creature. which would break invis.

Dave Young 992 wrote:

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

I agree, that would be a good move. It's a little wonky, though, and I think it would be a reasonable limitation to restrict it to weapons sized for the caster.

Anyway, it is just ONE hand and the limit is only 5 lbs, so maybe it's a problem that's already been solved - can't use big two-handed weapons if they're too heavy and you only have one hand!

Follyboo strange magic

Enchanters use a combination of words, gestures, and rituals to cast their spells, and their creations can range from simple illusions to powerful elemental manifestations. However, Follyboo magic is not without its dangers. The strange and volatile nature of the magic means that even the most skilled enchanters can sometimes lose control of their spells, leading to disastrous consequences. The effects of a failed spell can range from mild inconvenience to catastrophic events, making it crucial for enchanters to approach their craft with caution and respect. Despite the potential risks, the allure of Follyboo magic is undeniable. Its whimsical and fantastical nature has captured the imaginations of many throughout the ages. Tales of mythical creatures, enchanted forests, and magical treasures abound in Follyboo, adding to its mystique and charm. In conclusion, Follyboo is a world of strange and unpredictable magic. Its inhabitants have learned to harness this magic and use it to shape their reality, but the ever-changing nature of the magic means that caution is always necessary. Despite its inherent risks, the allure and enchantment of Follyboo magic continue to captivate and inspire..

Reviews for "Beyond Imagination: Discovering the Strange Magic of Follyboo"

1. John - 2 stars - I found "Follyboo strange magic" to be a disappointing read. The plot was confusing and disjointed, making it difficult to follow the story. The characters lacked depth and development, leaving me feeling disconnected from their struggles. The writing style was also underwhelming, with repetitive descriptions and cliched dialogue. Overall, I was not captivated by this book and would not recommend it.
2. Sarah - 1 star - "Follyboo strange magic" was an absolute bore. The narrative dragged on, and the pacing was sluggish. The author's attempts at creating a magical world fell flat, as it lacked originality and felt like a rehash of other fantasy novels. The characters were forgettable, and their actions felt forced and inauthentic. I struggled to finish this book and felt no attachment to the story or its outcome. I would advise readers to skip this one.
3. Michael - 2 stars - I had high hopes for "Follyboo strange magic," but it ultimately left me dissatisfied. The writing was convoluted and pretentious, making it difficult to engage with the story. The plot lacked cohesiveness, as if ideas were thrown together without careful thought. The characters felt one-dimensional and lacked depth. I was hoping for a magical adventure, but instead, I was left feeling confused and disconnected. I would not recommend this book to others.
4. Emily - 3 stars - "Follyboo strange magic" was an average read for me. While the concept was intriguing, the execution fell short. The plot was predictable, and the twists were lackluster. The characters had potential but lacked the development needed to make them truly engaging. The writing style was decent, but it failed to fully immerse me in the story. Overall, this book was decent but nothing remarkable, and I wouldn't go out of my way to recommend it.
5. David - 2 stars - "Follyboo strange magic" was a disappointment. The world-building was weak, leaving me with more questions than answers. The magical elements felt forced and poorly explained, making it difficult to suspend my disbelief. The dialogue was stilted, and the character interactions felt forced. The pacing was also off, with long stretches of monotony followed by rushed, unsatisfying resolutions. Overall, I found this book to be lacking in many areas and would not recommend it.

Follyboo's Strange Magic: A Tale of Mystery and Intrigue

The Magic of Follyboo: Unearthly Wonders and Strange Enchantments