Speaking of group games, what are people bringing to the table in terms of skill sets, both for in-combat role and out of combat ability?<br/><br/>In-combat, I'm a battlefield control specialist - I can lock down/immobilize lots of enemies effectively with my illusions and fear spells, and my Wish-given versatility lets me fill in as a pinch-hitter backup for any other role if necessary.<br/><br/>Out of combat, I can do scouting, between Shadow Blend and my at-will Greater Invisibility, plus Tenacious Illusions to hide me against detection with the latter.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=229541.msg11267911#msg11267911">Quote from: Kunoichi on 20-05-2015, 06:26:41</a></div></div><blockquote class="bbc_standard_quote">As I told Zaer back in the recruitment thread when he was working on his aspects, they only get two special abilities beyond those granted by their subtypes, though you get to choose whether they're special attacks or special qualities, and spellcasting is too broad of an ability for them to have. ^^; You can, however, give them access to spell-like abilities of your spells known, if you'd like.  One at-will spell of up to third level plus one 3/day of up to fifth level would qualify as a single special ability, and any of your other abilities based on spellcasting can be modified to function for spell-like abilities for your aspects.<br/><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I figured that 8th level casting off a fixed, small list was okay. If even that is too much, I'l just scrap the aspect entirely - I can't represent an 'aspect of magic' with 2 spell-like abilities, only one of which can be usable at will.<br/><br/>