Unlocking the Secrets of Magic Slidherine

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Master of Magic Slidherine is a concept within the realm of fantasy and magic. It refers to an individual who has gained unparalleled mastery over the art of sliding and harnessing magical energies. This mastery allows them to manipulate reality, bend time and space, and perform incredible feats that are beyond the limits of ordinary magic users. To become a Master of Magic Slidherine, one must undergo a rigorous training process that combines intensive physical and mental exercises. This training is designed to enhance the individual's magical abilities and develop their innate sliding potential. The process involves extensive study of ancient texts, learning from experienced mentors, and facing numerous challenges to test their skills and fortitude.


Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn’t work as intended, work with your group to find a good solution, rather than just playing with the rule as printed.

Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. The one big issue I have with this archetype is that the feats are so spread out that it locks you out of picking up another archetype for a bit longer than others.

Talismamn pathfinde 2e

The process involves extensive study of ancient texts, learning from experienced mentors, and facing numerous challenges to test their skills and fortitude. Once the training is complete, a Master of Magic Slidherine gains the ability to slide effortlessly between different dimensions and realms. They can unleash devastating spells and incantations, summon mythical creatures, and manipulate the fabric of reality itself.

7 talisman or spellhearts, 11 with feats.

You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust.
Each talisman’s stat block indicates the type of item it can be affixed to. Affixing or removing requires using the Affix a Talisman activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time.

Spellhearts behave the same way:

Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both.

I can have an indefinite amount of talismans attached to various equipment, but for the purpose of this question I'll only count talismans that I can activate at any time, that is, talismans affixed to items that I am "wielding or wearing".

The rules for carrying and using items have this say about wielding and wearing items:

A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.
[. ]
Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it.

Unreasonable Reading

Say I have a dagger that's sheathed on my belt, meaning it's being worn, by the loosest reading of talisman rules that's sufficient to activate a talisman attached to the dagger, because I'm "wielding or wearing" the dagger. Likewise, if I hang a padded armor off my belt I'm also wearing it, and that's sufficient to activate a talisman affixed to it. By this reading, I can have an indefinite amount talismans that I can activate at any time: I could wear a lot of light weapons (talismans affixed to weapons typically trigger off some part of a strike so they wouldn't be practical, but I could activate affixed spellhearts without wielding these weapons). However, it's self-evident that this reading must be wrong, and that this bit about ambiguous rules applies:

Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn’t work as intended, work with your group to find a good solution, rather than just playing with the rule as printed.

So when the rules for talismans says that I "must be wielding or wearing an item to activate a talisman attached to it" there's an implied "as appropriate for the item in question". In other words, I must wield weapons or shields and must properly wear armor (not just hang it from a belt or stuff it in a bandolier).

Items

There's a few odd items to address, before we count how many talismans I could activate at any time.

    Free-hand weapons such a gauntlets. The trait states that:

When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

So in total I can properly wear armor, properly wear and invest handwraps of mighty blows, properly wear and invest bracers of armor, and wield two weapons/shields each with an attached weapon, for a total of 7 items and therefore 7 talismans or spellhearts that I can activate at any time.

Feats

I have identified a few feats that can further increase the maximum.

  • Talismanic sage and Grand Talisman Esoterica each allow for one additional talisman or spellheart.
  • Juggle states:

You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle. [. ] As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.

Master of magic slidherine

They possess an inherent understanding of the underlying laws of magic, enabling them to channel and control vast amounts of magical energy with precision and finesse. In addition to their immense magical abilities, a Master of Magic Slidherine possesses a deep understanding of the balance between magic and nature. They strive to maintain harmony and equilibrium in the world, using their powers for the greater good rather than personal gain. They are often seen as guardians and protectors of the magical realms, standing against those who would misuse or abuse their powers. However, becoming a Master of Magic Slidherine is not without its challenges and sacrifices. The path to mastery is fraught with danger, as the individual must face and overcome numerous trials and tribulations. They must also undergo a profound transformation, shedding their former self and embracing the mantle of a Master, fully dedicated to the pursuit of magic and its mysteries. In conclusion, the concept of a Master of Magic Slidherine represents the pinnacle of magical prowess and achievement. These individuals possess unparalleled mastery over the art of sliding and wield immense power over reality. Through their training and dedication, they become custodians of the magical realms, using their abilities for the greater good and upholding the balance between magic and nature..

Reviews for "Delving into the Depths of Slidherine Magic"

1. Jennifer - 2/5 - I was really disappointed with "Master of magic slidherine". The storyline was confusing and difficult to follow, and the characters lacked depth. I found myself getting bored halfway through and had to push myself to finish it. The pacing was also off, with some parts dragging on while others felt rushed. Overall, I wouldn't recommend this book to others.
2. Michael - 1/5 - "Master of magic slidherine" was a complete waste of time for me. The writing style was clunky and the dialogue felt forced. I couldn't connect with any of the characters and their motivations seemed flimsy. The world-building was also lacking, leaving me with more questions than answers. I couldn't wait for it to be over and would not recommend it to anyone looking for a good fantasy read.
3. Sarah - 2/5 - I had high hopes for "Master of magic slidherine", but it fell flat for me. The plot was predictable and unoriginal, and the twists and turns were easily predictable. The prose was overly descriptive and it felt like the author was trying too hard to create an epic fantasy world. The characters were also forgettable and lacked depth. I struggled to get through this book and wouldn't recommend it to others.
4. John - 2/5 - I found "Master of magic slidherine" to be underwhelming. The writing was mediocre at best and the dialogue felt forced. The plot was uninspired and lacked originality. The pacing was inconsistent, with some parts dragging on while others felt rushed. The world-building was also lacking, with little explanation or depth. Overall, I was disappointed with this book and would not recommend it to others.

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