Jul 07 06 - Gorgon Caves
[DM] ==== Gaming session started: Fri Jul 07 16:29:07 EDT 2006 ====
[DM] Time of Day: 08:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
mikE has joined the game on Fri Jul 07 16:48:33 EDT 2006
Lorie has joined the game on Fri Jul 07 16:53:06 EDT 2006
[DM] Flying Skunk moved 19'06".
[DM] How are you Lorie
[mikE] hey lorie
[DM] Owl moved 3'02".
[DM] Owl moved 10'01".
[DM] Lion moved 21'01".
[DM] Gretchen is on the map Lorie
[DM] because she needs training
[DM] and was not sure what you wanted to do about that
[DM] Time of Day: 08:00 AM. Day 13 Ced ___ tre, Fey {Mid Winter} 13th, 1258.
[DM] Time of Day: 08:00 AM. Day 14 Be ___ tre, Fey {Mid Winter} 14th, 1258.
[DM] Time of Day: 08:00 AM. Day 15 Pen ___ tre, Fey {Mid Winter} 15th, 1258.
[DM] Time of Day: 08:00 AM. Day 14 Be ___ tre, Fey {Mid Winter} 14th, 1258.
[DM] Time of Day: 08:00 AM. Day 13 Ced ___ tre, Fey {Mid Winter} 13th, 1258.
[DM] Time of Day: 08:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258. Ongoing Events: Link of silver done for magical chain (remaining: 5,608:00)
[Lorie] Sorry... Hi Mike!!!!
[Lorie] Why is Gretchen on the map again?
[DM] so you can look at her for her training
[Lorie] ahhh...
[Lorie] I am getting a sound error from Java
Lorie is receiving the map Base...
Lorie has received the map Base.
[DM] yeah, I just removed them
[DM] because they did nto work
[DM] was testing
[DM] I am thinking I am not ignoring your question. I will pause and scroll back to catch what I missed.
[DM] ok
[DM] No Name moved 25'02".
[DM] did you have any questions Lorie?
[DM] or any suggestions on how to integrate in the new characters?
[DM] I am going under the plan of the caves to go explore and clear for the human miners
[Lorie] I see... I got an IM yesterday from umm... I don't know her name, but she wanted to know how it was going to work
[Lorie] :: shrugs ::
[DM] Beth
[Lorie] Yes..Beth
[Lorie] that's it
[Lorie] It will work the same way...they all show up... we end up welcoming them and we move along
[DM] Scorpian #1 moved 5'00".
[DM] Scorpian #1 moved 10'06".
[DM] Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1 and Scorpian #1 moved 88'10".
[DM] Scorpian #1 moved 18'05".
[DM] it does not have to be like that
[DM] I wouldlike to see some roleplay
[DM] and to see the group come up with some decisions together
[DM] hoping that Sean is up and on tonight
[Lorie] there was roleplay...people hated it... so we dropped the pretenses
[DM] Scorpian #1 moved 5'01".
[DM] well we can try again tonight, it is a good thing to help Beth
[DM] and to get a feel for the new characters
[DM] Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1, Scorpian #1 and Scorpian #1 moved 48'11".
[mikE] well, that's because kylia's a bitch and will never accept any new members.
[DM] Scorpian #1 moved 18'08".
[DM] Scorpian #1 moved 12'03".
[DM] Scorpian #1 moved 20'08".
[mikE] i honestly don't know why the dragonslayer still exist. figure she would have destroyed the group by now just by not wanting anyone to be within shouting distance of her
[DM] Scorpian #1 moved 24'04".
[DM] Scorpian #1 moved 37'04".
[DM] Scorpian #1 moved 39'02".
[DM] Scorpian #1 moved 31'05".
[DM] Scorpian #1 moved 35'00".
[DM] Scorpian #1 moved 31'04".
Beth has joined the game on Fri Jul 07 17:17:39 EDT 2006
[DM] I do think that with everyone roleplaying well tonight
[DM] there are some good things that can happen
[DM] and Kira and Wilson can smooth over Kylia
[DM] and Hello Beth
[Lorie] Nah... it's not really that big a deal
[DM] well for right nwo we are working on character sheets, new characters etc.
[DM] as everyone gets here we will start off on those introductions and rolepalying
[Beth] hi all, was reviewing
Beth is receiving the map Base...
Beth has received the map Base.
[DM] by the wway
[DM] my mouse is not working
[DM] so I have some minor issues
[DM] wry grin
[DM] but will try to wait to have the heart attack later on
[Lorie] uh oh...sorry BOB
[DM] I have the wireless mouse from the laptop
[DM] using that right now
[DM] but I get a conflict of some srt
[DM] my scroll lock mysteririously goes on and off
[DM] so will try to deal
[DM] should not be too hard
[DM] Marco is not showing up at the house I was told
[DM] not sure when he will log on
[DM] Beth how do you think Molly is?
[Beth] She will be ok
[DM] good
[Beth] she just needed to rest
[DM] Mike liked the idea of her coming to learn from Finglass
[DM] did she come up with a name that you know of?
[Beth] no, didn't get to talk to her much this morning
[DM] ok
[DM] I am here and reading if you have any questions
[DM] Mike is working on his character
[Beth] Since she is an elf, perhaps Rosethorn. *grin*
[Beth] after all, she Did want to be a rose bush
[mikE] my character is pretty done except for spells.
[mikE] if anyone has a spell they want me to know speak up or forever don't whine about my spell list
[DM] and check Kira's sheet too Beth
[DM] to be sure you are up to speed on anything
[DM] this is the time to practice etc
[Beth] not sure what I'd be missing, but I'll look
[mikE] Roll #1: (d20) [9] 9
[Lorie] Wish, Permanancy
[Lorie] Teleport without error
[Lorie] Seriously Mike, What type of spells are you looking to get?
[mikE] uh, lots?
[mikE] not necromantic or abjuration
[mikE (to GM only)] Character sheet for Mike modified: Weapon Proficiencies - ADDED: Specialty Spell - Chromatic Orb. ADDED: Specialty Spell -. Ability Scores - STR: (S) : CHANGED: 11 (null). Weight Allowance:: CHANGED: 45 (null). Attack Adjust: (ATK) : CHANGED: +0 (null). Damage Adjust: (DMG) : CHANGED: +0 (null). Max Press:: CHANGED: 115 (null). Open Doors:: CHANGED: 6 (null). Bend Bars/Lift Gate:: CHANGED: 2 (null). DEX: (D) : CHANGED: 16 (null). Missile Attack Adjust: (MATK) : CHANGED: +0 (null). Reaction Adjust: (RA) : CHANGED: +2 (null). Defensive Adjust: (DEF) : CHANGED: -4 (null). CON: (C) : CHANGED: 16 (null). System Shock:: CHANGED: 88 (null). Poison Save: (PS) : CHANGED: +0 (null). Hit Point Adjust: (HPADJ) : CHANGED: +4 (null). Resurrection Survival:: CHANGED: 100 (null). INT: (I) : CHANGED: 18 (null). Max Spell Level:: CHANGED: 9 (null). Max Spells/Level:: CHANGED: 18 (null). Illusion Immunity:: CHANGED: -- (null). Add'l Languages:: CHANGED: 7 (null). % Chance Learn Spell:: CHANGED: 85 (null). WIS: (W) : CHANGED: 14 (null). Bonus Spells:: CHANGED: 0 (null). Chance of Spell Failure:: CHANGED: 5 (null). Magical Defense Adjust: (MDADJ) : CHANGED: +2 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 12 (null). Loyalty Adjust: (LADJ) : CHANGED: +1 (null). Max # of Henchmen:: CHANGED: 6 (null). Reaction Adjust: (RADJ) : CHANGED: +0 (null). Non-Weapon Proficiencies - ADDED: Brewing, 1, $I, +0. ADDED: Cooking, 1, $I, +0. ADDED: Astrology, 1, $I, +0. ADDED: Omen Reading, 1, $W, -2. ADDED: Sage Knowledge - History, 2, $I, -2. ADDED: Research, 1, $I, +0. ADDED: Swimming, 1, $S, +0. ADDED: Alertness, 1, $W, +0. ADDED: Observation, 1, $I, +1. ADDED: Read/Write Western Common, 1, null, null. ADDED: Cantrip, 1, null, null. ADDED: Mental Resistance, 1, $W, -1. ADDED: Spellcraft, 1, $I, -2. ADDED: No Components All Schools x2, null, null, null. ADDED: Constitution Adjustment, null, null, null. ADDED: No Components - Alteration, null, null, null. ADDED: Permanent Spell Effect - Alter Self, null, null, null. ADDED: Weapon Restriction - Non-proficient, null, null, null. ADDED: Taboo - Won't eat yellow, null, null, null. ADDED: Awkward Casting, null, null, null. ADDED: Talisman, null, null, null. ADDED: Hazardous Spells, null, null, null. ADDED: Aquire Familiar (as per which), null, null, null. ADDED: Brew Calmative, null, null, null. ADDED: Brew Poison, null, null, null. ADDED: Beguile, null, null, null. ADDED: Trainer, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. Spells - ADDED: Enlarge, 1, null, null, null, null, null, null. ADDED: Chromatic Orb, 1, null, null, null, null, null, null. ADDED: Featherfall, 1, null, null, null, null, null, null. ADDED: Color Spray, 1, null, null, null, null, null, null. ADDED: Spider Climb, 1, null, null, null, null, null, null. ADDED: Seduction I, 1, null, null, null, null, null, null. ADDED: Magic Missile, 1, null, null, null, null, null, null. ADDED: Unseen Servant, 1, null, null, null, null, null, null. ADDED: Wizard Mark, 1, null, null, null, null, null, null. ADDED: Identify, 1, null, null, null, null, null, null. ADDED: Armor, 1, null, null, null, null, null, null. ADDED: Grease, 1, null, null, null, null, null, null. ADDED: Comprehend Languages, 1, null, null, null, null, null, null. ADDED: Alter Self, 2, null, null, null, null, null, null. ADDED: Levitate, 2, null, null, null, null, null, null. ADDED: Ghost Pipes, 2, null, null, null, null, null, null. ADDED: Seduction II, 2, null, null, null, null, null, null. ADDED: Pit, 2, null, null, null, null, null, null. ADDED: Pacify, 2, null, null, null, null, null, null. ADDED: Web, 2, null, null, null, null, null, null. ADDED: Familiar Enhancer I, 2, null, null, null, null, null, null. ADDED: Wizard Lock, 2, null, null, null, null, null, null. ADDED: Ivisibility, 2, null, null, null, null, null, null. ADDED: Tasha's Uncontrollable Hideous Laughter, 2, null, null, null, null, null, null. ADDED: Stinking Cloud, 2, null, null, null, null, null, null. ADDED: Knock, 2, null, null, null, null, null, null. ADDED: Fly, 3, null, null, null, null, null, null. ADDED: Haste, 3, null, null, null, null, null, null. ADDED: Water Breathing, 3, null, null, null, null, null, null. ADDED: Familiar Enhancer II, 3, null, null, null, null, null, null. ADDED: Seduction III, 3, null, null, null, null, null, null. ADDED: Fireball, 3, null, null, null, null, null, null. ADDED: Monster Summoning I, 3, null, null, null, null, null, null. ADDED: Explosive Runes, 3, null, null, null, null, null, null. ADDED: Lightning Bolt, 3, null, null, null, null, null, null. ADDED: Dimension Door, 4, null, null, null, null, null, null. ADDED: Polymorph Self, 4, null, null, null, null, null, null. ADDED: Polymorph Other, 4, null, null, null, null, null, null. ADDED: Stoneskin, 4, null, null, null, null, null, null. ADDED: Rary's Mneumonic Enhancer, 4, null, null, null, null, null, null. ADDED: Familiar Enhancer III, 4, null, null, null, null, null, null. ADDED: Seduction IV, 4, null, null, null, null, null, null. ADDED: Control Fluid, 4, null, null, null, null, null, null. ADDED: Dig, 4, null, null, null, null, null, null. ADDED: Improved Invisibility, 4, null, null, null, null, null, null. ADDED: Airy Water, 5, null, null, null, null, null, null. ADDED: Telekinesis, 5, null, null, null, null, null, null. ADDED: Familiar Enhancer IV, 5, null, null, null, null, null, null. ADDED: Seduction V, 5, null, null, null, null, null, null. ADDED: Spirit Form, 5, null, null, null, null, null, null. ADDED: Immunity to Poison and Disease, 5, null, null, null, null, null, null. ADDED: Wall of Stone, 5, null, null, null, null, null, null. ADDED: Teleport, 5, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. Notes - ADDED: Pepe, Skunk Familiar Was summoned in the woods one evening when extremely drunk. When he woke up the next morning and saw that he had a pet skunk he decided to find ways to make it better, and cast the enhance familiar series uppon it. Familiar Enhancer I Int - 7 Detect Magic 2x/day Familiar Enhancer II Int - 9 Detect Invisible 1x/day for 5 rounds/level of the familiar Familiar Enhancer III Int - 12 Comprehend Language once/day Familiar Enhancer IV Fly - sprouts wings and flies at 12 . Personal Information - Name:: CHANGED: Malagorn (null). Player:: CHANGED: Mike (null). Class:: CHANGED: Wizard (null). Race:: CHANGED: Human (null). Size:: CHANGED: M (null). Alignment:: CHANGED: CN (null). Age/Sex:: CHANGED: 31/M (null). Height/Weight:: CHANGED: 5'9"/121 (null). Hair/Eyes:: CHANGED: Orange/Blue and Brown (null). Speed:: CHANGED: 14 (null). Experience:: CHANGED: 420,000 (420000). Next Level:: CHANGED: ` (null). Magic Item Summary - ADDED: Crystal Ball, from The Great Pancake, null. ADDED: Ioun Stone - Level +1, from The Great Pancake, null. ADDED: Figurine of Wonderous Power - Serpentine Owl, from The Great Pancake, null. ADDED: Figurine of Wonderous Power - Golden Lion, from The Great Pancake, null. ADDED: Weapon of Adaptation +1, He's not really sure where this came from, null. ADDED: Trap Springer, Found on a dead adventurer killed by a trap., null. ADDED: Medalion of the Arctic, Won in a bet as Faye Valentine from a verry drunk priest of Dionesius, null. ADDED: Bracers of Defense AC 2, Confiscated from an unrully child as Meryl, null. ADDED: Lens of Detection, Traded a merchant for., null. ADDED: Feather Token, Drug in one night by Pepe, null. ADDED: Saurian Ring, Taken from the body of a dead lizardman killed in the swamps of some place or other., null. ADDED: Ambrosia Cauldron, Traded a witch for it. Gave her a dead scorpion that was said to protect against warts., null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. Misc. Attributes -
[mikE (to GM only)] Character sheet for Mike modified: Personal Information - Experience:: CHANGED: 376,600 (420,000).
[Lorie] what levels up to 5 or 6?
BiBo!!!!!!!!! has joined the game on Fri Jul 07 17:50:00 EDT 2006
[BiBo!!!!!!!!!] ::waves::
[Lorie] Hey Mr. Marco ...happy Friday
[BiBo!!!!!!!!!] it always is
[mikE] 5th
[DM] Ramone moved 14'03".
[BiBo!!!!!!!!!] why is there a owl that looks like a stirge and a flying skunk that looks like a werebat?
[mikE] because bob assigned icons
[BiBo!!!!!!!!!] ah yes
[BiBo!!!!!!!!!] that explains all
[mikE] I'm making new appropriate ones as we speak
[BiBo!!!!!!!!!] so you have an owl too now?
[Lorie] Stoneskin, Dimension Door, Magic Mirror, Locate Creature
[Lorie] You made characters with Skunks and Owls?!?!?!?
[BiBo!!!!!!!!!] a flying skunk
[BiBo!!!!!!!!!] the lesser known predecessor to rocky
[Lorie] Flying stinky skunks ?
[Lorie] And I can't be a gold dragon... :: hmfphs::
[BiBo!!!!!!!!!] only if you scare it
[BiBo!!!!!!!!! (to GM only)] Character sheet for Ramone modified: Weapons - CHANGED: Black Death (invis and charged) -- Type: $thac0 (null), CHANGED: Black Death (invis) -- Type: $thac0 (null), CHANGED: Black Death (charged) -- Type: $thac0 (null), CHANGED: Black Death -- Type: $thac0 (null), Armor - Shield Bonus:: CHANGED: -2 (null). Magic Bonus:: CHANGED: -6 (null). AC FINAL:: CHANGED: -2 (null). Personal Information - Experience:: CHANGED: 220139 (379500). Next LevelC2:: CHANGED: null (154500 points to work with). Combat - Missile THAC0: (MTHAC0) : CHANGED: 15 (null). Attacks Per Round:: CHANGED: 1 (null).
[BiBo!!!!!!!!!] I'm ready for selfdestruction I suppose
[DM] Marco I did ok the hat for you if you wish
[BiBo!!!!!!!!!] yay
[Lorie] Well we seem to have quorum... do we wait for SPC or move along?
[BiBo!!!!!!!!!] how come we're all here so early anyway?
[mikE] well, i had to polish up my char, so i came after work.
[Lorie] <--- Played hooky from work and went to FanFest and got home early from work
[BiBo!!!!!!!!!] hehe
mikE has left the game on Fri Jul 07 18:10:15 EDT 2006
mikE has joined the game on Fri Jul 07 18:10:28 EDT 2006
[Lorie] Well technically it wasn't hooky since work approved and blessed the time off :)
[BiBo!!!!!!!!!] ::grins::
[BiBo!!!!!!!!! (to GM only)] Character sheet for Ramone modified: Notes - CHANGED: Magic items -- : Ring of the Phoenix 20000 cast at 12th level: Fire Resistence - immune to normal fires, lava does 10 damage/rd, magical fires save at +4 with -2 per die of damage Affect normal Fires 3/day Fireball 1/day Pyrotechnics 1/day wall of fire 1/week Ring of Elemental command: Air 25000 Gust of wind 1/rd Fly Wall of force 1/day Control Winds 1/wk Invisibility Ring of Elemental command: Earth 25000 Stonetell 1/day Passwall 2/day Wall of stone 1/day Stone to flesh 2/week Move earth 1/week featherfall Boots of Balance 10,000 +10% move silently/climb walls dex +1 for purposes of non hand related stuffs -4 to tightrope walking checks Bolder's cloak of the Rogue 20,000 +10% to all thief skills +1 mult to backstab (natural 20 = max damage) 4 bags of holding that hold 30 lbs Cloak of protection +1 save vs detection spells saves as hard metal Dagger of alignment detection 600 Dagger of telekinesis 1500 (moves 200 lbs) dagger of teleport (1/day)x2 5000 Dagger of xray vision 1500 Dagger of silencing (silence 15' radius with 180 ft range 1/day) 1500 Dagger of see invisible- see all invisibile things in a 20' radius 1500 dagger of lighting (cast light 1/day) 500 Dagger of holding (hold person 1/day, 180' range) 1500 Dagger of illusion (phantasmal force 1/day) 500 Dagger of finding (locate object 1/day 120' range) 500 Dagger of detect magic (3/day) 500 Dagger of charming (charm person 1/day) 1500 Dagger of extra damage, speed, and slicing +5 (Black death) 2500+21000+2500 Slate of identification 10000 Hat of Difference 8000 Potion of language learning 1,300 Potion of Odrovir 1,800 Mojo Oil (x2) 1000 ( Ring of the Phoenix 20000 cast at 12th level: Fire Resistence - immune to normal fires, lava does 10 damage/rd, magical fires save at +4 with -2 per die of damage Affect normal Fires 3/day Fireball 1/day Pyrotechnics 1/day wall of fire 1/week Ring of Elemental command: Air 25000 Gust of wind 1/rd Fly Wall of force 1/day Control Winds 1/wk Invisibility Ring of Elemental command: Earth 25000 Stonetell 1/day Passwall 2/day Wall of stone 1/day Stone to flesh 2/week Move earth 1/week featherfall Boots of Balance 10,000 +10% move silently/climb walls dex +1 for purposes of non hand related stuffs -4 to tightrope walking checks Bolder's cloak of the Rogue 20,000 +10% to all thief skills +1 mult to backstab (natural 20 = max damage) 4 bags of holding that hold 30 lbs Cloak of protection +1 save vs detection spells saves as hard metal Dagger of alignment detection 600 Dagger of telekinesis 1500 (moves 200 lbs) dagger of teleport (1/day)x2 5000 Dagger of xray vision 1500 Dagger of silencing (silence 15' radius with 180 ft range 1/day) 1500 Dagger of see invisible- see all invisibile things in a 20' radius 1500 dagger of lighting (cast light 1/day) 500 Dagger of holding (hold person 1/day, 180' range) 1500 Dagger of illusion (phantasmal force 1/day) 500 Dagger of finding (locate object 1/day 120' range) 500 Dagger of detect magic (3/day) 500 Dagger of charming (charm person 1/day) 1500 Dagger of extra damage, speed, and slicing +5 (Black death) 2500+21000+2500 Slate of identification 10000 4400 left Potion of language learning 1,300 Potion of Odrovir 1,800 Mojo Oil (x2) 1000). Magic Item Summary - DELETED: null, null, null. ADDED: Hat of difference, null, null.
[DM] I would say that if beth is ready to have Kira and Wilson start that is fine by me
[DM] or you can wait for sean
[DM] it does look like the character sheets are mostly done
[DM] still reading and checking things
[BiBo!!!!!!!!!] we can start intros at least
[DM] Lion moved 10'02".
[DM] Owl moved 4'04".
[DM] Lion moved 9'07".
[DM] Lion moved 3'07".
[DM] so the setting is two days later
[DM] after you return to Roadhaven
[DM] and messages go out to Finglass's family
[DM] and to Alastair's
BiBo!!!!!!!!! is receiving the map Base...
BiBo!!!!!!!!! has received the map Base.
[Kylia Wolfslayer (Lorie)] :: paces around Roadhaven anxiously, stops and turns to Wilson :: well... where are they?
[Wilson (Lorie)] :: shrugs and sighs :: Lady Kylia, I think you should relax...I'm sure they aren't coming...news never travels that fast
[mikE] well, anterias would have had them go to greenborough
[mikE] not roadhaven. that's just silly.
[mikE] and for all intents and purposes, greenborough is now run by anterias, and is separated from the dragonslayers
[mikE (to GM only)] Character sheet for Malagorn modified: Non-Weapon Proficiencies - DELETED: null, null, null, null. DELETED: null, null, null, null. DELETED: null, null, null, null. DELETED: null, null, null, null. DELETED: null, null, null, null. DELETED: null, null, null, null. DELETED: null, null, null, null. ADDED: Increased Hit Die, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. Saving Throws - ADDED: 10. ADDED: 6. ADDED: 8. ADDED: 10. ADDED: 7. Armor - ADDED: 10. ADDED: 0. ADDED: 0. ADDED: -4. ADDED: -11. ADDED: -5. ADDED: 90. Combat - ADDED: 94. ADDED: 94. ADDED: 17. ADDED: 17. ADDED: 1. ADDED: -$RA+10. Class Levels - ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 11.
[Beth] I am back at the keyboard.
[Kira (Beth)] (to Wilson) Who is she waiting for?
[mikE] Anterias would have been none too happy, and returned to govern his brother's lands in his stead
[mikE] Probably has a wall and gate around the tree on his side now
[Wilson (Lorie)] ::whispers :: the "new recruits" ...you know people like you who show up and never go away and become dragonslayers until you die
[Wilson (Lorie)] :: frowns :: I don't mean that disrespectfully of course Lady Kira,
[Kira (Beth)] ::whispers back:: ah. I see. I wish them luck.
[Kira (Beth)] of course not ::smiles::
[DM] The guard from the front gate knocks cautiously
[DM] Sir?
[Kylia Wolfslayer (Lorie)] :: looks up at the sky :: I know you'll send more...because you always do...
[Wilson (Lorie)] :: nods :: Yes Squire
[DM] there is a..... I guess a man... at the front gate requesting an audience
[DM] he looks a bit scraggly
[DM] and not at home inside
[Wilson (Lorie)] Is he injured and in need of assistance?
[DM] I am not sure if he is injured but I do think he needs assistance
[DM] he is being followed around by a skunk
[DM] maybe he is cursed?
[Wilson (Lorie)] A...skunk?
[DM] shrugs
[DM] it has wings
[Wilson (Lorie)] Umm... I see...well send him along...yes yes ...we're here to heal and help
[DM] It looks like a skink
[DM] very well sir
[Wilson (Lorie)] Wings? Sounds like a tinker's been busy
[Malagorn (mikE)] ::pushes in:: Hi!
[DM] Malagorn and Pepe moved 130'05".
[Malagorn (mikE)] I'm here to enlist!
[Kylia Wolfslayer (Lorie)] :: nods knowingly :: Of course
[DM] Kira moved 27'06".
[Kira (Beth)] This I gotta see
[Wilson (Lorie)] Enlist? We have no army or militia sir.
[Pepe (mikE)] ::chitters excitedly::
[Malagorn (mikE)] Of course, Pepe!
[Malagorn (mikE)] You too!
[DM] Pepe moved 4'06".
[Malagorn (mikE)] Sure you do. I heard the boys at the bar talking about it.
[Malagorn (mikE)] Apparently it's all the rage to enlist in the Wolfspack Guard.
[Malagorn (mikE)] And so, I'm here to enlist for the city guard. Mainly to get the women. Or something.
[Malagorn (mikE)] I think...
[Wilson (Lorie)] Ahhh... unfortunately you're a week too soon for Wolfspack :: points in the direction of the large city :: This is Roadhaven
[Malagorn (mikE)] Not Wolfspack?
[Malagorn (mikE)] So walking through that big wall and all those trees DID have some significance!
[Wilson (Lorie)] :: shakes head :: Not Wolfspack and all the women here are of virtue
[Pepe (mikE)] ::chitters::
[Malagorn (mikE)] Of course I knew that Pepe!
[DM] too bad Val is not there
[Malagorn (mikE)] Good! I like a good set of curves on my women.
[Malagorn (mikE)] Best virtues there are.
[Pepe (mikE)] ::chitters yet again::
[Kylia Wolfslayer (Lorie)] :: continues looking up :: Okay...now I'm starting to think you're just being evil... a dragon, a fremlin, a minotaur and now the insane...
[Malagorn (mikE)] No Pepe! There are no women for you here.
[Kylia Wolfslayer (Lorie)] The guard mentioned that perhaps you were in need of first aid ?
[Malagorn (mikE)] How'd you know my name?
[Malagorn (mikE)] Did I tell it to you already?
[Kylia Wolfslayer (Lorie)] ((Sorry last statement was WILsSON))
[Malagorn (mikE)] Uh, well, I dunno. Do I?
[Malagorn (mikE)] ::looks himself over:: I think I'm okay.
[Kira (Beth)] And what is your name?
[Wilson (Lorie)] :: puts on his polite smile :: Well that is good to hear... as I said, Wolfspack is a Weeks journey that way...beware the Will O' Wisps and Licking Houses.
[Malagorn (mikE)] Didn't I tell you?
[Kira (Beth)] no
[Malagorn (mikE)] Oh.
[Malagorn (mikE)] I'm Malagorn. Some call me Mad.
[Kira (Beth)] uh, yeah
[Malagorn (mikE)] But I assure you I'm not. Pepe really is a talking skunk.
[Kira (Beth)] uh huh
[Malagorn (mikE)] He also does tricks!
[Pepe (mikE)] ::chitters angrily::
[Malagorn (mikE)] No I'm not going to use you to try and get dinner again. In the guard they feed us! It's part of the deal.
[Malagorn (mikE)] By the way, where's the mess hall again?
[Kira (Beth)] so, just what is it you do? what skills would you bring to a group such as this?
[Malagorn (mikE)] I do magic!
[Wilson (Lorie)] :: smiles :: As I said, a week's walk that way :: points::
[Malagorn (mikE)] Why is your mess hall so far away? That makes no sense!
[Kira (Beth)] and why would we want you with us ::looks at him distastefully::
[Malagorn (mikE)] I guess it's a good thing I came along. I can get this organization back in gear!
[Kylia Wolfslayer (Lorie)] You do magic? Fantastic... now make yourself disappear
[Malagorn (mikE)] Sure! ::puts on a ring and disappears::
[Kira (Beth)] good trick
[Malagorn (mikE)] Now, uh, what's for dinner? Pepe and I havn't eatten in a while.
[Kira (Beth)] is it permanent?
[Wilson (Lorie)] Lady Kylia, that wasn't nice... please clearly he's lost his faculties
[Kira (Beth)] what is it about your magic that is so special?
[Malagorn (mikE)] No I didn't they're outside on the stoop.
[Malagorn (mikE)] Oh, can Lilly and Byron come out, too?
[Wilson (Lorie)] are they skunks?
mikE is receiving the map Base...
mikE has received the map Base.
[Malagorn (mikE)] Oh no!
[Kira (Beth)] who or what are lilly and Byron?
[DM] Lion moved 3'06".
[Malagorn (mikE)] ::points at the lioness and owl::
[Malagorn (mikE)] Those!
[Malagorn (mikE)] They've been my friends ever since, uh, a long time.
[Kira (Beth)] Really!? ::looks with interest at the lioness::
[Kira (Beth)] Just how friendly is she?
[Malagorn (mikE)] Pretty friendly.
Lorie is now controlling Kylia Wolfslayer
[Kylia Wolfslayer (Lorie)] Okay wilson, you owe me 50 gold... I win!
[Malagorn (mikE)] Congradulations!
[Kira (Beth)] ::looks at Kylia in confusion and then to Wilson::
[Malagorn (mikE)] What'd you win, Captain?
[Wilson (Lorie)] :: shakes his head and sighs :: She won a wager... now then how long do you intend to stay?
[Malagorn (mikE)] Um, long time?
[Wilson (Lorie)] The animals ... particularly the lioness will need to stay in the stable.
[Wilson (Lorie)] :: nods :: Of course ...
[DM] (and he returns to visible)
[Wilson (Lorie)] Follow along with the Acolytes here and they'll show you to your room and the dining hall
[Malagorn (mikE)] No no, she's house broken.
[Malagorn (mikE)] Well, she doesn't really pee...
[Malagorn (mikE)] See, she's magical.
[Malagorn (mikE)] Yes Byron, I know they have a mouse problem.
[Kira (Beth)] uh huh
[Malagorn (mikE)] It's rude to point it out like that, though.
[Malagorn (mikE)] What are you, some kind of animal?
[Malagorn (mikE)] Oh. You are.
[Kira (Beth)] ::shakes head muttering:: THIS is going to be interesting
[Wilson (Lorie)] :: smiles :: Well then... welcome to the Guard Sir Malagorn...
[Wilson (Lorie)] :: turns :: It's only going to get better from here
[Malagorn (mikE)] Oh goodie!
[Wilson (Lorie)] :: looks outside hopefully :: I do wish Sir Paul would show up ...
[Malagorn (mikE)] I do like it when things go my way.
[DM] the guard at the door look in
[DM] Sir?
[DM] um
[DM] are you ?
[Wilson (Lorie)] :: whispers :: Lady Kylia wagered me 50 gold that strangers would appear begging to join the Dragonslayers after the funerals... I said out of respect for the dead that no one would do that... she knew... :: sighs ::
[DM] really?
[DM] I mean a skunk?
[Malagorn (mikE)] Oh... I'm sorry for your loss.
[Malagorn (mikE)] I'm not a skunk. Pepe is.
[DM] tugs on Kira's sleeve
[DM] there is someone out here you should meet
[Kira (Beth)] ::turns:: yes?
[DM] he looks like somone
[Kira (Beth)] oh?
[DM] you might know
[Kira (Beth)] What?
[Kira (Beth)] I don't think so
[Kira (Beth)] no one I know knows I'm here
[DM] he says it might be better out here than in there
[DM] while Sir Wilson has her calmed down
[Kira (Beth)] ::sighs:: very well
[DM] he takes you out front
[Kira (Beth)] So, where is this person?
[Kira (Beth)] ::looks around::
[Ramone (BiBo!!!!!!!!!)] ::takes a swig of beer:: "So that's when I said, that's not a beholder, that's my WIFE!!"
[DM] points
[Kira (Beth)] ::and groans::
[DM] that
[Kylia Wolfslayer (Lorie)] So...you got rid of the gyspy ?
[Ramone (BiBo!!!!!!!!!)] ::snickers and drinks his beer:: "So where's the fun in this town anyway? What IS this town? Hey, that's a familiar face."
[Kira (Beth)] (to Ramone) so what are you doing here?
[Kira (Beth)] go away
[Kira (Beth)] now
[Kylia Wolfslayer (Lorie)] Let's see... down a Paladin, a cleric, another cleric, a fighter, a thief... well... there might not be a need for the Dragonslayers anymore... :: looks up at the sky :: Of course, that isn't what you'd say... you would want the fight to continue ... :: shakes head :: You're insane!
[Ramone (BiBo!!!!!!!!!)] ::grins:: "Awwww.... You seem pretty pissed off friend. What brings you here? I see no vardos nearby."
[Wilson (Lorie)] I didn't get rid of Lady Kira... she's received a visitor. And we're not down anything...
[Kira (Beth)] Why in all the lands did you choose to come here? This is MY setup!
[Wilson (Lorie)] And please quit talking to the dead like that... it makes the acolytes nervous.
[Ramone (BiBo!!!!!!!!!)] "Well, believe it or not, there's not a whole lot to be had in these mountains."
[Ramone (BiBo!!!!!!!!!)] "Some rather grumpy dwarves who didn't take kindly to me..."
[Kira (Beth)] I'm barely 'in' myself. Lady Kylia is gonna have an absolute berserker fit
[Ramone (BiBo!!!!!!!!!)] "Lady Kylia? Who's that? She cute?"
[Wilson (Lorie)] The Dragonslayers have welcomed nearly all petionners throughout the years, including a rather green cleric if I recall...and we shouldn't stop now.
[Kira (Beth)] Please tell me you're just stopping by to say hello and leaving
[Malagorn (mikE)] Hey, who's that?
[Malagorn (mikE)] His eyes are orange. I can do that.
[Ramone (BiBo!!!!!!!!!)] "That depends, what is this place?"
[Kira (Beth)] Roadhaven. The Dragonslayers headquarters
[Malagorn (mikE)] This is the guardhouse of Wolfspack.
[Kylia Wolfslayer (Lorie)] GREEN CLERIC?!?! Why of all the nerve! :: counts to 10 :: Simon reminds me that I should count to 10 more often
[Kira (Beth)] Ramone, she'll have my hide. How'm I supposed to get you in?
[Kira (Beth)] Besides, you're outcast. I've no duty to you.
[Ramone (BiBo!!!!!!!!!)] "In her? Come now, I've not even met the lass yet, a bit forward aren't ya?"
[Wilson (Lorie)] Simon? :: shakes head :: Okay Lady Kylia, I know you took their deaths hard, especially after the loss of Sir E.L., but counting won't help
[Kira (Beth)] ::hangs head:: You haven't changed a bit, have you?
[Ramone (BiBo!!!!!!!!!)] "And why should I pretty?" ::grins:: "Things are looking up methinks if you want me gone so badly."
[Kylia Wolfslayer (Lorie)] You managed to get rid of the Firbolg too I gather... Wilson, bang up job mate... truly bang up job!
[Kira (Beth)] ::looks up again and sighs:: You're on your own.
[Kira (Beth)] come on ::heads back inside::
[Wilson (Lorie)] :: throws his hands up :: I should really ask for a transfer from here ::
[Ramone (BiBo!!!!!!!!!)] "A competition is it? I'm game."
[Ramone (BiBo!!!!!!!!!)] ::follows and drinks some more beer::
[Kira (Beth)] yeah, to see if you can keep your head on your shoulders
[Kira (Beth)] ::paces quickly hoping to put as much distance between her and Ramone as possible::
[Ramone (BiBo!!!!!!!!!)] "So far so good. A perfect record to date"
[Kira (Beth)] ::over her shoulder:: And you still look like Hell
[Ramone (BiBo!!!!!!!!!)] "Yeah well, I never claimed to have a perfect record with fires."
[Ramone (BiBo!!!!!!!!!)] "So, still refusing to see anyone?" ::grins::
[Kira (Beth)] is your skin still orange?
[DM] the guard scrambles up to Wilson
[DM] Sir I think she is bringing him in
[DM] um
[Ramone (BiBo!!!!!!!!!)] "Touche!"
[DM] do you
[Wilson (Lorie)] Umm, she's what?!?!
[Malagorn (mikE)] Oh, another new recruit!
[DM] want me to go get
[Ramone (BiBo!!!!!!!!!)] ::drinks some beer::
[Wilson (Lorie)] :: sighs ::
[DM] winces
[Malagorn (mikE)] Guess what Pepe, we're no longer at the bottom of the pecking order. We can peck on the orange guy now!
[DM] I thought she would send him away
[Wilson (Lorie)] :: feels a large headache coming on :: This is going to be a very long day. :: turns :: Lady Kylia, Lady Kira has a guest she's like you to meet. He's a bit... gregarious so I've heard from the guard.
[Kira (Beth)] ::walks up to Kylia:: Lady Kylia, Ramone. Ramone, Lady Kylia. Lady Kylia, please feel free to remove his head from his shoulders.
[Kira (Beth)] ::before she can actually do that::
[Kylia Wolfslayer (Lorie)] :: whirls and looks him over :: Why am I removing HIS head? Did he kill a dragonslayer ?
[Kira (Beth)] I'm joking, of course, but I don't have a choice in this
[Kylia Wolfslayer (Lorie)] He's befriended the Drow perhaps?
[Kira (Beth)] no
[Kira (Beth)] he's clan kin to me
[Malagorn (mikE)] I bet he IS a drow
[Kylia Wolfslayer (Lorie)] Sleeping with the Red Dragon or Yellow of the Desert?
[Ramone (BiBo!!!!!!!!!)] "Greetings m'lady, seems you're as beautiful as Kira tells me." ::bows, spilling a little of his beer::
[Kira (Beth)] as much as I hate to admit it
[Malagorn (mikE)] A drow sorcerer sent to steal all the food before we can eat it.
[DM] Ramone moved 118'04".
[Malagorn (mikE)] Luckily they are in the wrong place, because the mess tent is a week away! Now I see the genius planning.
[Kylia Wolfslayer (Lorie)] :: backs up :: Yes... beautiful... right. Now then, do you believe you're here for the Wolfspack Guard as well?
[Malagorn (mikE)] Captain, you sir are a genius.
[Malagorn (mikE)] ::shakes Kylia's hand::
[Ramone (BiBo!!!!!!!!!)] "Wolfspack guard? Just how lost AM I?"
[Ramone (BiBo!!!!!!!!!)] ::glances down at his beer::
[Kira (Beth)] ::mutters:: not lost enough
[Ramone (BiBo!!!!!!!!!)] "This IS beer right?"
[Kylia Wolfslayer (Lorie)] :: sighs :: So don't tell me... you always have wanted to be a Dragonslayer and came to see what the excitement was a bout
[Ramone (BiBo!!!!!!!!!)] ::sniffs the beer::
[Ramone (BiBo!!!!!!!!!)] "A what now?"
[Kylia Wolfslayer (Lorie)] :: shakes head :: So what are you doing here? Don't tell me ... this is a birthday joke from Sir Paul?
[Kira (Beth)] ::prays silently to whatever god will listen:: please let her send him packing
[Malagorn (mikE) (to GM only)] Character sheet for Pepe modified: Ability Scores - INT: (I) : CHANGED: 12 (null). Languages - ADDED: Skunk. ADDED: Elvish. ADDED: Western Common. ADDED: Dwarvish. Armor - ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 8. ADDED: Personal Information - ADDED: Pepe. ADDED: mikE. ADDED: Familar. ADDED: Skunk. ADDED: T. ADDED: N. ADDED: 2 years/Male. ADDED: 8"/10 lbs.. ADDED: Black and White/Black. ADDED: ADDED: 1. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: Combat - ADDED: 2. ADDED: 2. ADDED: 20. ADDED: 20. ADDED: 1. ADDED: +0. Custom Expressions - ADDED: Musk, Pepe chitters angrily and sprays a musk cloud that is 10'x10'x10'. Any creature unfortunate enough to be caught in a skunk's cloud must first save verses poison or be nauseated (lose 50% of Strength and Dexterity) for {d4} rounds and retreat and retch. Anyone who makes the first saving throw, but chooses to remain within the cloud, must make an additional save versus poison each round he stays. After the results of the first saving throw have been determined, a second save versus poison must be made to determine whether or not the vile musk has gotten into the victim's eyes, thereby blinding the unfortunate creature for {d4} rounds. The stench of the musk seems almost impossible to get rid of. All normal cloth materials must save versus acid or rot and become useless. All other items must be washed and aired repeatedly for several days to remove the horrid stench..
WorksFromHome has joined the game on Fri Jul 07 19:03:24 EDT 2006
[WorksFromHome] I am away from the keyboard.
[Kylia Wolfslayer (Lorie)] ((Hey SPC !!!!!! ))
[Malagorn (mikE)] You want I should have Pepe spray him?
[Ramone (BiBo!!!!!!!!!)] "Oh I was just sampling your excellent establishment." ::waves his beer:: "Kira here says you're interesting folk."
[Kylia Wolfslayer (Lorie)] Oh no... this is just too much fun. All I need now is Ghartoum's twin here for a real party
[Pepe (mikE)] ::claws his way around so his back end is pointing off Mal's shoulder towards Ramone::
[Kylia Wolfslayer (Lorie)] Interesting... well if you relish death interesting I suppose
[Malagorn (mikE)] No Pepe! Not when you're on me! Remember what happened last time?
[Byron (mikE)] ::hoots from Mal's other shoulder::
[Ramone (BiBo!!!!!!!!!)] "Been there, been there. No I don't relish it. A little ketchup perhaps, don't care for relish."
[Malagorn (mikE)] Yes. As Byron said!
[Kylia Wolfslayer (Lorie)] Well... mostly you die around here... so that's about as interesting as we get. Arch foes and all that
[Kylia Wolfslayer (Lorie)] If that doesn't interest you, probably better off finding something else to do... perhaps you could take the gent over here who is interested in signing up for the Wolfspack guard along for the ride!
[Ramone (BiBo!!!!!!!!!)] "Arch foes? I had one of those before. Wonder what happened to him?" ::shrugs and swills his beer again:: "Anyways, I'm the Great Ramone! Master of magical arts and um... things. Do-gooder extraordinaire!"
Client has joined the game on Fri Jul 07 19:06:54 EDT 2006
[Kylia Wolfslayer (Lorie)] :: nods :: Nice to meet you... Master of Magical arts and things
[Client] I am away from the keyboard.
[Client] I am back at the keyboard.
[Malagorn (mikE)] You do magic, too?
[Malagorn (mikE)] I do magic!
[WorksFromHome] I am back at the keyboard.
[Malagorn (mikE)] I can make you into a fish!
[Malagorn (mikE)] Can I make you a fish?
[WorksFromHome] okay ... I'm here
[Ramone (BiBo!!!!!!!!!)] "That's okay, I'm fine as I am. Thanks for offering though."
[Ramone (BiBo!!!!!!!!!)] ::drinks some more beer::
[DM] Molly moved 112'05".
[Kylia Wolfslayer (Lorie)] ((Sorry to hear you're ill SPC ))
[Malagorn (mikE)] Aw... No one lets me turn them into a fish.
[Kira (Beth)] ::mutters:: Gods, I need a drink
[Malagorn (mikE)] I can make a- no, wait... i don't think I can make a drink.
[Wilson (Lorie)] :: whispers :: And you wonder why she wants to send them away?
[Sweetums (SickAsADog)] ((Thanks ... it sucks being sick))
[DM] Molly you have Rosethorn on the map now
[Ramone (BiBo!!!!!!!!!)] :: tilts his glass upside down and frowns:: "Hrm... the glass is a bit smaller than it looks..."
[Malagorn (mikE)] Oh, wait, I can!
SickAsADog is receiving the map Base...
SickAsADog has received the map Base.
[Malagorn (mikE)] Let me just get my cauldron!
[Kira (Beth)] ::whispers back to Wilson:: yeah, I can understand now
[DM] welcome sweetums to the chaos
[Malagorn (mikE)] ::runs outside and drags in a magic cauldron, then sits down at it and begins to mutter over it::
[Kylia Wolfslayer (Lorie)] Sir ...what are you doing? The guard doesn't permit Cauldrons in Roadhaven....
Molly has joined the game on Fri Jul 07 19:09:41 EDT 2006
[Sweetums (SickAsADog)] What's going on?
[Kira (Beth)] Hi, Molly!
[DM] Molly you have Rosethorn on the map for you
[Kylia Wolfslayer (Lorie)] ((The recruits have appeared... Sweetums meet crazy as a fox Malagorn and Drunk as a Skunk Ramone. Skunk, Owl and Lioness sold separately :O ) ))
[Malagorn (mikE)] ::takes Ramone's cup and fills it with a golden wine from the cauldron::
[Malagorn (mikE)] Here! Try this.
[Ramone (BiBo!!!!!!!!!)] ::leans on kira:: "Come on lass, lets go have a drink together for old times sake!"
[Sweetums (SickAsADog)] ((oooh boy))
[Ramone (BiBo!!!!!!!!!)] "I'll buy!"
[DM] then the guard comes to wilson
[Kylia Wolfslayer (Lorie)] :: smiles hopefully :: Leaving so soon? What a shame. Good luck and all that!
[DM] tugs on his sleeve
[Malagorn (mikE)] Who wants ambrosia? I hear the gods take to it.
[Kira (Beth)] ::pushes him off me::
[DM] I know this is a bad time
[DM] but there is actually someone you will want to talk with
[Wilson (Lorie)] Sir Paul has arrived?
[DM] no
[Wilson (Lorie)] :: sighs :: Who do I want to talk with? Her suitor hasn't reappeared has he?
[DM] there is someone here who says she was to meet with Sir Finglass
[Sweetums (SickAsADog)] Sir John? Sir George? Sir Ringo?
[DM] aobut her tutorship?
[Wilson (Lorie)] Oh, well she'll need to speak with Sir Anterias in Green Borough
[Ramone (BiBo!!!!!!!!!)] Ramone: Pick Pockets check:(d100) [98] 98. PROBABLY FAILS against (95) [95] 95
[DM] she says she was here to join the dragonslayers
[Wilson (Lorie)] ((LOL SPC ))
[DM] and
[DM] coughs
[DM] well I thought you should talk to her
[Ramone (BiBo!!!!!!!!!) (to GM only)] Ramone: Pick Pockets check:(d100) [68] 68. PROBABLY SUCCEEDS against (95) [95] 95!!!
[Wilson (Lorie)] :: sighs :: No no ...send her along...
[Wilson (Lorie)] But Squire... I really hope this is the last of the excitement for today
[Ramone (BiBo!!!!!!!!!) (to DM only)] picking kira's pocket for her potion
[Malagorn (mikE)] Wine! Lotsa wine!
[Malagorn (mikE)] Who wants wine?
[Wilson (Lorie)] Sweetums, Look! A new Guard has signed up.... Malagorn and his companion, Pepe
[DM] surprising grin on his face, care to place a bet on that Sir Wilson
[Wilson (Lorie)] No. No more wagers today
[Malagorn (mikE)] Get'cher wine here! Fresh ambrosia, from the gods' tables to your lips!
[Sweetums (SickAsADog)] Guards?
Molly is receiving the map Base...
Molly has received the map Base.
Sweetums (SickAsADog) eyes Malagorn and Pepe
[Wilson (Lorie)] :: nods :: Play along, he thinks this is Wolfspack
[DM (to BiBo!!!!!!!!! only)] ok
[Sweetums (SickAsADog)] Should'nt we tell them this is not Wolfspack?
[Wilson (Lorie)] :: motions :: and that's Ramone master of magic and assorted other things
[Malagorn (mikE)] Hey, you! Giant!
[DM (to BiBo!!!!!!!!! only)] that is a success
[Wilson (Lorie)] Good luck, we tried.
[Sweetums (SickAsADog)] I wouldn't want them to get the wrong idea ...
[Malagorn (mikE)] You want some wine?
[Sweetums (SickAsADog)] What type of wine?
[Malagorn (mikE)] Ambrosia!
[Kira (Beth)] ::whispers to Sweetums:: Let it go for now, big guy.
[Sweetums (SickAsADog)] I think I'l stick to ale
[Malagorn (mikE)] ::by the way, really did bring in a cauldron, and made ambrosia in it::
[Ramone (BiBo!!!!!!!!!)] ::leans on Kira again:: "Well if you don't want to drink with me, I'll just go have to find someone else to drink with me" ::waves a potion bottle idly in his fingers::
[Kira (Beth)] ::socks him in the stomach:: Touch me again, outcast and I'll slit your throat myself!
[DM (to Beth only)] that is your potion out of your pocked
Sweetums (SickAsADog) sniffs at the contents of the cauldron
[Kira (Beth)] ::grabs my potion back::
[Kira (Beth)] ::glares daggers::
Sweetums (SickAsADog) walks over to Kira dna Ramone
[Malagorn (mikE)] (make a 50% roll, sweetums))
[Sweetums (SickAsADog)] Is this person bothering you, Lady Kira?
[Sweetums (SickAsADog)] (d100) [78] 78
[Malagorn (mikE)] ((n/m. it's NON intelligent))
[Kira (Beth)] ::shakes head dispairingly and sighs::
[Ramone (BiBo!!!!!!!!!)] ::oofs and rubs his stomach:: "Ah... I probably deserved that."
[Sweetums (SickAsADog)] Perhaps you did.
[Kylia Wolfslayer (Lorie)] Oh this is fantastic...they are going to off themselves... I wouldn't even have to take them anywhere if they all die here
[Kira (Beth)] Yes, and no, Sweetums
Sweetums (SickAsADog) glowers at Ramone
[Kira (Beth)] he's er, sort of related
Sweetums (SickAsADog) picks up Ramone
[Kira (Beth)] unfortunately
Sweetums (SickAsADog) looks closely at Ramone
[Sweetums (SickAsADog)] I don't see the resemblance
[Kira (Beth)] ::snickers::
[Molly] a friend of yours??
[Kira (Beth)] not a blood relationship
[Ramone (BiBo!!!!!!!!!)] ::kisses Sweetums' nose:: "Nice to meet ya too big guy."
[Kira (Beth)] clan ties
[Molly] ah.
[Sweetums (SickAsADog)] Ah.
Sweetums (SickAsADog) drops Ramone
[Ramone (BiBo!!!!!!!!!)] ::falls::
[Sweetums (SickAsADog)] Nice to meet you too.
[Kira (Beth)] ::snickers again::
[Molly] And you, oh large one.
[Ramone (BiBo!!!!!!!!!)] "I've a feeling I'm about to have a great number of unexplained bruises in my near future."
[Wilson (Lorie)] And you might be whom ?
[Wilson (Lorie)] :: looks at Molly ::
[Sweetums (SickAsADog)] Only if you misbehave yourself
[Ramone (BiBo!!!!!!!!!)] "Me? Misbehave? I'm a perfect gentleman, care for a beer?"
[Molly] My name is Rosethorn. Or you may simply call me Rose.
[Malagorn (mikE)] Want some wine, Rose?
[Sweetums (SickAsADog)] An ale.
[Molly] T'is a pleasure to meet you all.
[Wilson (Lorie)] I see... and you were here in enquire after Sir Finglass. I'm afraid that he's no longer with us.
[Kira (Beth)] ::snorts:: you've never been perfect adn you're no gentleman
[Wilson (Lorie)] HIs next of kin can be located in Green Borough
[Ramone (BiBo!!!!!!!!!)] "Fair enough" ::reaches way up and pat's Sweetums' back:: "Coming right up!"
[Sweetums (SickAsADog)] Poor dear Sir Finglas.
[Ramone (BiBo!!!!!!!!!) (to GM only)] Ramone: Pick Pockets check:(d100) [5] 5. PROBABLY SUCCEEDS against (95) [95] 95!!!
[Molly] ah well. I'll meet up with him eventually.
Sweetums (SickAsADog) wipes tear away
[Kira (Beth)] Um, Rose?
[Ramone (BiBo!!!!!!!!!) (to DM only)] grabbing some money from sweetums to pay for his ale and my next beer
[Molly] Thank you for the wine. That would be nice.
[Wilson (Lorie)] :: quietly :: I'm afraid, not in this life. He's passed away ...
[Kira (Beth)] ::takes her arm::
[Molly] Yes?
[DM (to BiBo!!!!!!!!! only)] ok
[Kira (Beth)] what he said
[Malagorn (mikE)] Oh dear, someone died. We should drink a toast to them.
[Ramone (BiBo!!!!!!!!!)] ::wanders off to get drinks::
[Wilson (Lorie)] We should respect the dead and mourn quietly
[Malagorn (mikE)] Okay, so no slurping
[Sweetums (SickAsADog)] Poor Lady Kylia!
[Sweetums (SickAsADog)] He fiance ... dead!
[Molly] A toast to Sir Finglass. (Raises glass) I would have liked to have met him.
[Malagorn (mikE)] She's poor? Do we need to get her money?
[DM] (Sweetums XP is updated by the way)
[Kira (Beth)] Why were you here to see him?
[Malagorn (mikE)] How will she pay us if she's got no money?
[Ramone (BiBo!!!!!!!!!)] ::returns with a large ale and a beer, hands the ale to Sweetums:: "Here ye go friend! To yer health!"
Sweetums (SickAsADog) takes ale
[Malagorn (mikE)] Oh yes, health is good.
[Ramone (BiBo!!!!!!!!!)] ::drinks the beer::
[Sweetums (SickAsADog)] I asked for an ale. not a shot of whisky
[Malagorn (mikE)] But I find when I'm drunk odd things happen. Once woke up and found Pepe.
[Ramone (BiBo!!!!!!!!!)] "They don't have bigger glasses, blame the barkeep."
[Wilson (Lorie)] :: blinks :: You found your skunk?
[Pepe (mikE)] ::chitters::
[Wilson (Lorie)] This was a revelation?
[Malagorn (mikE)] Of course, it was a good odd, Pepe.
Sweetums (SickAsADog) grumbles then downs the glass
[Malagorn (mikE)] It is a revelation. Have you ever awoken to the smell of musk?
[Wilson (Lorie)] Sir Sweetums, the innkeep has requisitioned a tankard in your size. It's expected within the month I believe
[Wilson (Lorie)] :: frowns :: Ummm... I see
[Sweetums (SickAsADog)] Thank you Wilson.
[Pepe (mikE)] ::chitters as if embarissed::
[Malagorn (mikE)] Of course it wasn't your fault. It was just reflex. I got a new robe, didn't I?
[Malagorn (mikE)] ::sniffs his sleave:: Oh, maybe I didn't.
[Ramone (BiBo!!!!!!!!!)] ::drinks down a beer and stumbles a little::
[Malagorn (mikE)] All this time I thought that was you.
[Pepe (mikE)] ::chitters::
[Malagorn (mikE)] What do you mean -you're- the clean one? I take a bath at least once a month.
[Kylia Wolfslayer (Lorie)] Wow... these are great recruits. Let's see.. Thedd... no no...Chaos Dungeon... no. How about the Spider Lady keep... hmmm, probably too dangerous. Maybe there is some village in need of assistance
[Ramone (BiBo!!!!!!!!!)] "Ah.... lord praise Charlie Mops."
[Kira (Beth)] Lady Kylia, I apologize. I understand now.
Sweetums (SickAsADog) hugs Kylia
[Molly] I am back at the keyboard.
[Kylia Wolfslayer (Lorie)] WILSON! Have we received any requests for assistance lately?
[Kira (Beth)] ::backing away from the throng::
[DM] Wilson has the request from the human mners
[DM] miners
[Sweetums (SickAsADog)] Ah, dead Lady Kylia ... still keeping a brave face in the death of her fiance!
[DM] they are asking for assistance in clearing out a small set of caves
[Wilson (Lorie)] Miners! Yes yes...there is a group of miner's in need of aid
[Kira (Beth)] ::and doing her best to avoid the staggering Ramone::
[Rosethorn (Molly)] Are you all traveling someplace??
[Kylia Wolfslayer (Lorie)] Well I'm sure you'll want to tag along right?
[Kylia Wolfslayer (Lorie)] I mean why wouldn't you
[Kylia Wolfslayer (Lorie)] Shall we go aid and rescue needy miners?
[Kylia Wolfslayer (Lorie)] There might be some treasure in it for the greedy lot of you
[Malagorn (mikE)] A tour of duty already, Pepe!
[Malagorn (mikE)] Shine your boots! Don your cloak!
[Rosethorn (Molly)] If you would like one more to join your troupe, I would be glad to join, yes.
[Kira (Beth)] ::groans:: the drunken sots are gonna get us all killed
[Sweetums (SickAsADog)] If that will help you mourn your beloved Finglass, aye!
[Ramone (BiBo!!!!!!!!!)] "Sounds fantastic. Miners you say?"
[Kylia Wolfslayer (Lorie)] Like you to join? I'd rather watch leather be tanned, but you won't leave...so come along
[Malagorn (mikE)] What do you mean you have no boots?
[Kylia Wolfslayer (Lorie)] Miners.
[Malagorn (mikE)] What kind of guardsman will you be if you have no boots?
[Ramone (BiBo!!!!!!!!!)] "A bootless one."
[Ramone (BiBo!!!!!!!!!)] "Best kind."
[Rosethorn (Molly)] I do thank you, milady.
[Malagorn (mikE)] Indeed! A bootless one!
[Kylia Wolfslayer (Lorie)] Don't thank me...it's your funeral
[Malagorn (mikE)] He's a smart one, this Ramone.
[Sweetums (SickAsADog)] But hopefully not a witless one
[Ramone (BiBo!!!!!!!!!)] "You're amoung the elite of the guard, being bootless and all."
[Kylia Wolfslayer (Lorie)] So then... do you need to read or pray or practice what fantastic skills you possess before we set out?
[Rosethorn (Molly)] I look forward to it with great enthusiasm!!
[Ramone (BiBo!!!!!!!!!)] "Shows that you have what it takes to go without."
[DM] (Mike will help Molly put together a character sheet)
[SickAsADog] I am away from the keyboard.
[Malagorn (mikE)] ::changes his clothes into that of a guardsman::
[Malagorn (mikE)] ::sans boots::
[Kylia Wolfslayer (Lorie)] :: blinks :: You do realise that is the emblem for the Terraguard Militia?
[Malagorn (mikE)] I am of the elite! I like the sound of that.
[SickAsADog] I am back at the keyboard.
[Ramone (BiBo!!!!!!!!!)] "And that you should! We should probably see to these miners before they run out of air or get crushed or face other fates too gruesome to describe."
[Kylia Wolfslayer (Lorie)] :: nods slowly :: So then... Wilson, which way to the miners and the evil we need to smite
[DM] they are here in Roadhaven Sir Wilson
[DM] the guard says
[Ramone (BiBo!!!!!!!!!)] "Funny... I didn't take this town for a mining operation."
[Kylia Wolfslayer (Lorie)] They are? Well okay ... I didn't know I had mines
[Beth] I am away from the keyboard.
[DM] we don't
[DM] not really
[DM] but
[DM] they want to
[DM] and it it just the next valley east
[DM] so we coudl annex it
[DM] if we do this and not the dwarves
[Beth] I am back at the keyboard.
[DM] did you want to tlak with them?
[DM] or just go out to their site?
[Kylia Wolfslayer (Lorie)] Umm, you know the policy with the dwarves. We have a truce, I don't want to just invade their lands and ruffle feathers
[DM] the head Miner nods and tugs on his cap
[DM] Mi Lady
[DM] we know you
[Kylia Wolfslayer (Lorie)] :: sighs :: I suppose I have to talk to them... stay here and don't let them touch anything... do a Heroes Feast or something
[DM] are not happy with the dwarves
[Ramone (BiBo!!!!!!!!!)] "Dwarves have feathers?" ::glances down at his beer:: "This IS beer right?"
[Kylia Wolfslayer (Lorie)] :: turns :: It's not that I'm not happy with the dwarves... it's their land. It's that simple
[DM] begging yoru pardon then
[Malagorn (mikE)] I can have feathers! ::changes into an avariel::
[DM] maybe the stuff under the land can be yours?
[Malagorn (mikE)] Look! ::points to his wings:: Feathers!
[Kylia Wolfslayer (Lorie)] But if it's their land?
[DM] this is not
[Ramone (BiBo!!!!!!!!!)] ::walks over and plucks a feather:: "Yes, so I see."
[DM] this is not claimed by anyone
[Malagorn (mikE)] Ow!
[Kylia Wolfslayer (Lorie)] I see.
[Kylia Wolfslayer (Lorie)] Who ordered you to mine?
[DM] it is to the east and slightly north of your lands
[DM] they are on the south and west
[DM] and no one your highness
[DM] we are trying to establish a new source of copper
[DM] there was one in the valley behind the keep here
[DM] but now we need more
[DM] and perhaps we will find other new things as well
[Kylia Wolfslayer (Lorie)] :: sighs :: You don't need to call me that...
[Kylia Wolfslayer (Lorie)] Okay...well then let's go... what sort of evil are we facing? Lich? Talking Wall? Licking House? Lead Well? Dryads?
[DM] as far we know green slime
[Malagorn (mikE)] Dryads.
[Malagorn (mikE)] Slime?
[Malagorn (mikE)] Slime is just gross. Tastes bad, too.
[Kylia Wolfslayer (Lorie)] :: blinks :: Green slime... you want us to rid the place of Green Slime.
[DM] but we had a cleric with us
[DM] and she died
[Kylia Wolfslayer (Lorie)] :: pauses :: Umm... hmmm
[Kylia Wolfslayer (Lorie)] You killed the cleric?
[DM] and cried out about a great evil
[DM] so we thought
[Kylia Wolfslayer (Lorie)] :: sighs :: That seems unwise
[DM] perhaps
[DM] if we came here to ask
[DM] that it might save others
[Kylia Wolfslayer (Lorie)] you want another cleric to kill?
[Kylia Wolfslayer (Lorie)] Hmmm... how about a Master of Magic and other things and Cauldron Boy?
[DM] no your highness
[Kylia Wolfslayer (Lorie)] :: points ::
[DM] we just want someone to clear out the nastys
[Kira (Beth)] ::whispers to Kylia:: I think he meant the slime killed the cleric
[Ramone (BiBo!!!!!!!!!)] "So... what kills slime?"
[Sweetums (SickAsADog)] Fire.
[DM] rocks
[Sweetums (SickAsADog)] Lots of Vitamin C
[Ramone (BiBo!!!!!!!!!)] "I can do fire."
[Kylia Wolfslayer (Lorie)] rocks?
[DM] shrugs
[Malagorn (mikE)] People?
[DM] I was thinking if we piled a bunch of rocks into the pool of slime
[DM] but that is why I came to you for help
[Kylia Wolfslayer (Lorie)] It would eat the rocks I believe
[DM] you know better the ways of the world
[DM] and how to survive in the dangers
[DM] your highness
[Kylia Wolfslayer (Lorie)] quit calling me that!
[Kira (Beth)] ::stifles a giggle::
[Kylia Wolfslayer (Lorie)] Me? I know how to ensure death mostly... it's a gift erally
[Ramone (BiBo!!!!!!!!!)] "No one told me she was royalty."
[Malagorn (mikE)] You should really call her sir.
[Kylia Wolfslayer (Lorie)] I trained for years to ensure that people around me die
[DM] then perhaps I will not be aorund you?
[DM] but over there? points
[Ramone (BiBo!!!!!!!!!)] "Just how much green slime are we talking about anyway?"
[DM] Sir?
[Kylia Wolfslayer (Lorie)] :: shrugs :: No one else seems to listen...why you?
[Kira (Beth)] ::glances nervously at Kylia::
[Kylia Wolfslayer (Lorie)] Well shall we go then? I'm sure it's not that bad at all
[Kylia Wolfslayer (Lorie)] Terribly misunderstood probably...needs and hug and all that
[Kylia Wolfslayer (Lorie)] Okay... let's go! Squire Miner here will lead us
[DM] blanches
[DM] I would really like to not go
[Ramone (BiBo!!!!!!!!!)] ::pats the miner on the back:: "Oh worry not, you will be fine I am sure of it!"
[Kylia Wolfslayer (Lorie)] And I would really like it if my friends stopped dying, but what can we do?
[DM] she did scream loudly your Highness... ah, what am I suppose do say?
[Ramone (BiBo!!!!!!!!!) (to GM only)] Ramone: Pick Pockets check:(d100) [68] 68. PROBABLY SUCCEEDS against (95) [95] 95!!!
[Kylia Wolfslayer (Lorie)] So lead on...unless you have a nice map
[Ramone (BiBo!!!!!!!!!) (to DM only)] lifting whatever I can grab from the miner
[DM (to BiBo!!!!!!!!! only)] he has a few coppers on him
[Ramone (BiBo!!!!!!!!!) (to DM only)] then I take those
[SickAsADog] sorry guys ... need to crash for a bit
[Malagorn (mikE)] And we have a new guard!
[Kylia Wolfslayer (Lorie)] Feel better Sean!!! ({{) -1
[SickAsADog] i won't log out ...
[SickAsADog] hopefully, i'll be back soon
[Kylia Wolfslayer (Lorie)] ((Umm that was supposed to be a hug ))
[SickAsADog] thanks 8-)
[DM] thought that was a not true
[DM] grins
[Ramone (BiBo!!!!!!!!!) (to GM only)] Character sheet for Ramone modified: Wealth - ADDED: Some gold, , . ADDED: A few coppers, , .
[DM] feel better Sean see you later
[DM] promise not to kill off anyone
[SickAsADog] no, 0 is false. anything else is true
[DM] for now
[SickAsADog] oh, ... your right.
[SickAsADog] gah ... need sleep
[Kira (Beth)] hope you feel better soon, Sean
[SickAsADog] no, -1 is true, not not true
[SickAsADog] okay, sleep!
[Ramone (BiBo!!!!!!!!!)] ::waves to sean::
[DM] ok
[DM] so the Miner gives you the description of the place
[DM] are you walking?
[DM] or pool?
[DM] or ?
[Ramone (BiBo!!!!!!!!!)] I was thinking of maybe running, or perhaps swimming
[Kylia Wolfslayer (Lorie)] Wilson will be tagging along with Kylia on this and Gretchen will be in charge with Fiona
[Kylia Wolfslayer (Lorie)] how far of a walk are we talking? A couple of hours?
[DM] nods
[DM] in the mountains takes about 4-6 hours to get there
[DM] if you leave in the morning
[DM] can do it in a day if you are not in there too long
[DM] or?
[DM] you could go now
[Kylia Wolfslayer (Lorie)] :: ponders :: ((Any objections to making the journey one way or the other? ))
[Ramone (BiBo!!!!!!!!!)] is now not morning?
[Kira (Beth)] ((no))
[DM] well intros took a couple of hours
[Ramone (BiBo!!!!!!!!!)] ::glances up at the 8am on the calendar::
[DM] Time of Day: 07:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 08:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 09:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 10:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[Ramone (BiBo!!!!!!!!!)] now's as good a time as any
[DM] ok, will let the group work out traveling modes and time, set up spells, etc. will brb
[DM] I am away from the keyboard.
[Malagorn (mikE)] uhhh... crap
[mikE] i have to actually pick spells now
[Kylia Wolfslayer (Lorie) (to GM only)] Character sheet for Kylia Wolfslayer modified: Magical Abilities - CHANGED: 1 -- Current: 8 (6). CHANGED: 3 -- Current: 7 (6). CHANGED: 6 -- Current: 2 (1). Spells - CHANGED: Magic Missile -- # Memorized: 5 (4), CHANGED: Wall of Fog -- # Memorized: 2 (3), CHANGED: Fireball -- # Memorized: 4 (3), CHANGED: Cone of Cold -- # Memorized: 3 (2), CHANGED: Wall of Stone -- # Memorized: 1 (0), CHANGED: Wall of Fire -- Level: 14 (5), CHANGED: Wall of Fire -- Cast Level: 14 (5), CHANGED: Wall of Fire -- Expression: The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. (Let's see them get through this! The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it.), CHANGED: Wall of Fire -- # Memorized: 1 (--), ADDED: Wall of Fire, 5, 5, Let's see them get through this! The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it., --, 1, null, null.
[BiBo!!!!!!!!!] :-P
[BiBo!!!!!!!!!] uh...
[BiBo!!!!!!!!!] woah laggy
[DM] I am back at the keyboard.
[DM] ok
[DM] so things will slow for a moment
[DM] as Mike & Molly get used to this
[DM] with Marco etc
[DM] relax we are way ahead of schedule
[DM] this is an easy shake down cruise
[DM] just out to test the engines
[Kira (Beth)] ::snorts:: I'll believe that when I see it
[BiBo!!!!!!!!!] I dunno, anything involving slimes, oozes or jellies are usually not testing engines :-P
[BiBo!!!!!!!!!] More like testing what materials dissolve the quickest
[Kylia Wolfslayer (Lorie)] Cure disease?
[Kylia Wolfslayer (Lorie)] :D
[Kylia Wolfslayer (Lorie)] See Beth... just as I predicted :D
[BiBo!!!!!!!!!] predicted?
[Kira (Beth)] yep
[Kira (Beth)] ::grins::
[mikE (to GM only)] Character sheet for Malagorn modified: Magical Abilities - ADDED: 1, 4, 4. ADDED: 2, 4, 4. ADDED: 3, 4, 4. ADDED: 4, 3, 3. ADDED: 5, 3, 3. Spells - CHANGED: Chromatic Orb -- # Memorized: 2 (null), CHANGED: Unseen Servant -- # Memorized: 1 (null), CHANGED: Grease -- # Memorized: 1 (null), CHANGED: Levitate -- # Memorized: 1 (null), CHANGED: Web -- # Memorized: 1 (null), CHANGED: Ivisibility -- # Memorized: 1 (null), CHANGED: Tasha's Uncontrollable Hideous Laughter -- # Memorized: 1 (null), CHANGED: Stinking Cloud -- # Memorized: (null), CHANGED: Fireball -- # Memorized: 1 (null), CHANGED: Lightning Bolt -- # Memorized: 1 (null), CHANGED: Dimension Door -- # Memorized: 1 (null), CHANGED: Telekinesis -- # Memorized: 1 (null), CHANGED: Wall of Stone -- # Memorized: 1 (null), CHANGED: Teleport -- # Memorized: 1 (null), DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null.
[Kylia Wolfslayer (Lorie)] yup
[Kira (Beth)] I believed you
[DM] I know Mike is working on spells
[mikE (to GM only)] Character sheet for Malagorn modified: Spells - CHANGED: Enlarge -- Cast Level: 11 (null), CHANGED: Chromatic Orb -- Cast Level: 11 (null), CHANGED: Featherfall -- Cast Level: 11 (null), CHANGED: Color Spray -- Cast Level: 11 (null), CHANGED: Spider Climb -- Cast Level: 11 (null), CHANGED: Seduction I -- Cast Level: 11 (null), CHANGED: Magic Missile -- Cast Level: 11 (null), CHANGED: Unseen Servant -- Cast Level: 11 (null), CHANGED: Wizard Mark -- Cast Level: 11 (null), CHANGED: Identify -- Cast Level: 11 (null), CHANGED: Armor -- Cast Level: 11 (null), CHANGED: Grease -- Cast Level: 11 (null), CHANGED: Comprehend Languages -- Cast Level: 11 (null), CHANGED: Alter Self -- Cast Level: 11 (null), CHANGED: Levitate -- Cast Level: 11 (null), CHANGED: Ghost Pipes -- Cast Level: 11 (null), CHANGED: Seduction II -- Cast Level: 11 (null), CHANGED: Pit -- Cast Level: 11 (null), CHANGED: Pacify -- Cast Level: 11 (null), CHANGED: Web -- Cast Level: 11 (null), CHANGED: Familiar Enhancer I -- Cast Level: 11 (null), CHANGED: Wizard Lock -- Cast Level: 11 (null), CHANGED: Ivisibility -- Cast Level: 11 (null), CHANGED: Tasha's Uncontrollable Hideous Laughter -- Cast Level: 11 (null), CHANGED: Stinking Cloud -- Cast Level: 11 (null), CHANGED: Knock -- Cast Level: 11 (null), CHANGED: Fly -- Cast Level: 11 (null), CHANGED: Haste -- Cast Level: 11 (null), CHANGED: Water Breathing -- Cast Level: 11 (null), CHANGED: Familiar Enhancer II -- Cast Level: 11 (null), CHANGED: Seduction III -- Cast Level: 11 (null), CHANGED: Fireball -- Cast Level: 11 (null), CHANGED: Monster Summoning I -- Cast Level: 11 (null), CHANGED: Explosive Runes -- Cast Level: 11 (null), CHANGED: Lightning Bolt -- Cast Level: 11 (null), CHANGED: Dimension Door -- Cast Level: 11 (null), CHANGED: Polymorph Self -- Cast Level: 11 (null), CHANGED: Polymorph Other -- Cast Level: 11 (null), CHANGED: Stoneskin -- Cast Level: 11 (null), CHANGED: Rary's Mneumonic Enhancer -- Cast Level: 11 (null), CHANGED: Familiar Enhancer III -- Cast Level: 11 (null), CHANGED: Seduction IV -- Cast Level: 11 (null), CHANGED: Control Fluid -- Cast Level: 11 (null), CHANGED: Dig -- Cast Level: 11 (null), CHANGED: Improved Invisibility -- Cast Level: 11 (null), CHANGED: Airy Water -- Cast Level: 11 (null), CHANGED: Telekinesis -- Cast Level: 11 (null), CHANGED: Familiar Enhancer IV -- Cast Level: 11 (null), CHANGED: Seduction V -- Cast Level: 11 (null), CHANGED: Spirit Form -- Cast Level: 11 (null), CHANGED: Immunity to Poison and Disease -- Cast Level: 11 (null), CHANGED: Wall of Stone -- Cast Level: 11 (null), DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null.
[DM] what was the bet between the two of you
[Kira (Beth)] ::grin::
[Kylia Wolfslayer (Lorie)] :: shrugs :: Nothing...nothing at all :D
[DM] lol
[mikE (to GM only)] Character sheet for Malagorn modified: Spells - CHANGED: Enlarge -- Cost: 1 (null), CHANGED: Chromatic Orb -- Cost: 1 (null), CHANGED: Featherfall -- Cost: 1 (null), CHANGED: Color Spray -- Cost: 1 (null), CHANGED: Spider Climb -- Cost: 1 (null), CHANGED: Seduction I -- Cost: 1 (null), CHANGED: Magic Missile -- Cost: 1 (null), CHANGED: Unseen Servant -- Cost: 1 (null), CHANGED: Wizard Mark -- Cost: 1 (null), CHANGED: Identify -- Cost: 1 (null), CHANGED: Armor -- Cost: 1 (null), CHANGED: Grease -- Cost: 1 (null), CHANGED: Comprehend Languages -- Cost: 1 (null), CHANGED: Alter Self -- Cost: 1 (null), CHANGED: Levitate -- Cost: 1 (null), CHANGED: Ghost Pipes -- Cost: 1 (null), CHANGED: Seduction II -- Cost: 1 (null), CHANGED: Pit -- Cost: 1 (null), CHANGED: Pacify -- Cost: 1 (null), CHANGED: Web -- Cost: 1 (null), CHANGED: Familiar Enhancer I -- Cost: 1 (null), CHANGED: Wizard Lock -- Cost: 1 (null), CHANGED: Ivisibility -- Cost: 1 (null), CHANGED: Tasha's Uncontrollable Hideous Laughter -- Cost: 1 (null), CHANGED: Stinking Cloud -- Cost: 1 (null), CHANGED: Knock -- Cost: 1 (null), CHANGED: Fly -- Cost: 1 (null), CHANGED: Haste -- Cost: 1 (null), CHANGED: Water Breathing -- Cost: 1 (null), CHANGED: Familiar Enhancer II -- Cost: 1 (null), CHANGED: Seduction III -- Cost: 1 (null), CHANGED: Fireball -- Cost: 1 (null), CHANGED: Monster Summoning I -- Cost: 1 (null), CHANGED: Explosive Runes -- Cost: 1 (null), CHANGED: Lightning Bolt -- Cost: 1 (null), CHANGED: Dimension Door -- Cost: 1 (null), CHANGED: Polymorph Self -- Cost: 1 (null), CHANGED: Polymorph Other -- Cost: 1 (null), CHANGED: Stoneskin -- Cost: 1 (null), CHANGED: Rary's Mneumonic Enhancer -- Cost: 1 (null), CHANGED: Familiar Enhancer III -- Cost: 1 (null), CHANGED: Seduction IV -- Cost: 1 (null), CHANGED: Control Fluid -- Cost: 1 (null), CHANGED: Dig -- Cost: 1 (null), CHANGED: Improved Invisibility -- Cost: 1 (null), CHANGED: Airy Water -- Cost: 1 (null), CHANGED: Telekinesis -- Cost: 1 (null), CHANGED: Familiar Enhancer IV -- Cost: 1 (null), CHANGED: Seduction V -- Cost: 1 (null), CHANGED: Spirit Form -- Cost: 1 (null), CHANGED: Immunity to Poison and Disease -- Cost: 1 (null), CHANGED: Wall of Stone -- Cost: 1 (null), CHANGED: Teleport -- Cost: 1 (null), DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null.
[Kylia Wolfslayer (Lorie)] No one died or was injured and I think we should focus on the positive here
[DM] lol
[Kylia Wolfslayer (Lorie)] Look how happy Kylia is to have these new visitors to parade about with
[Kira (Beth)] more like how happy she is to have someone to feed to the slime? ::grin::
[DM] Kylkia is ready
[DM] is Wilson ready?
[DM] and Kira is ready
[mikE (to GM only)] Character sheet for Malagorn modified: Spells - CHANGED: Enlarge -- Expression: a (null), CHANGED: Chromatic Orb -- Expression: a (null), CHANGED: Featherfall -- Expression: a (null), CHANGED: Color Spray -- Expression: a (null), CHANGED: Spider Climb -- Expression: a (null), CHANGED: Seduction I -- Expression: a (null), CHANGED: Magic Missile -- Expression: a (null), CHANGED: Unseen Servant -- Expression: a (null), CHANGED: Wizard Mark -- Expression: a (null), CHANGED: Identify -- Expression: a (null), CHANGED: Armor -- Expression: a (null), CHANGED: Grease -- Expression: a (null), CHANGED: Comprehend Languages -- Expression: a (null), CHANGED: Alter Self -- Expression: a (null), CHANGED: Levitate -- Expression: a (null), CHANGED: Ghost Pipes -- Expression: a (null), CHANGED: Seduction II -- Expression: a (null), CHANGED: Pit -- Expression: a (null), CHANGED: Pacify -- Expression: a (null), CHANGED: Web -- Expression: a (null), CHANGED: Familiar Enhancer I -- Expression: a (null), CHANGED: Wizard Lock -- Expression: a (null), CHANGED: Ivisibility -- Expression: a (null), CHANGED: Tasha's Uncontrollable Hideous Laughter -- Expression: a (null), CHANGED: Stinking Cloud -- Expression: a (null), CHANGED: Knock -- Expression: a (null), CHANGED: Fly -- Expression: a (null), CHANGED: Haste -- Expression: a (null), CHANGED: Water Breathing -- Expression: a (null), CHANGED: Familiar Enhancer II -- Expression: a (null), CHANGED: Seduction III -- Expression: a (null), CHANGED: Fireball -- Expression: a (null), CHANGED: Monster Summoning I -- Expression: a (null), CHANGED: Explosive Runes -- Expression: a (null), CHANGED: Lightning Bolt -- Expression: a (null), CHANGED: Dimension Door -- Expression: a (null), CHANGED: Polymorph Self -- Expression: a (null), CHANGED: Polymorph Other -- Expression: a (null), CHANGED: Stoneskin -- Expression: a (null), CHANGED: Rary's Mneumonic Enhancer -- Expression: a (null), CHANGED: Familiar Enhancer III -- Expression: a (null), CHANGED: Seduction IV -- Expression: a (null), CHANGED: Control Fluid -- Expression: a (null), CHANGED: Dig -- Expression: a (null), CHANGED: Improved Invisibility -- Expression: a (null), CHANGED: Airy Water -- Expression: a (null), CHANGED: Telekinesis -- Expression: a (null), CHANGED: Familiar Enhancer IV -- Expression: a (null), CHANGED: Seduction V -- Expression: a (null), CHANGED: Spirit Form -- Expression: a (null), CHANGED: Immunity to Poison and Disease -- Expression: a (null), CHANGED: Wall of Stone -- Expression: a (null), CHANGED: Teleport -- Expression: a (null), DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, 1, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, a, null, 1, null, null. ADDED: null, null, null, null, null, 1, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null.
[DM] how about Ramone?
[mikE] okay, i'm kinda set up with spells
[Kira (Beth)] yes, Kira is as ready as she's gonna be
[BiBo!!!!!!!!!] ready enough
[mikE] damn, mages don't get crap for spells.
[mikE] i want bonus spells, demmit!
[BiBo!!!!!!!!!] Quick! buy a ring of wizardry!
[Kylia Wolfslayer (Lorie)] BOB... I'm not copying all of Kylia's spells into Wilson's character sheet, mostly because i don't know a fast way to do it...but I got it
[DM] ok
[mikE] i suppose i shoulda. too late now
[BiBo!!!!!!!!!] oh there's a really fast way to do it
[DM] Marco ?
[DM] export then import?
[BiBo!!!!!!!!!] ya
[DM] please explain to her
[BiBo!!!!!!!!!] okies, will do in im
[DM] Time of Day: 11:00 AM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 12:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 01:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 02:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 03:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 04:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] Time of Day: 05:00 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] and you arrive at the caves
mikE is receiving the map caves unknown...
mikE has received the map caves unknown.
Beth is receiving the map caves unknown...
Beth has received the map caves unknown.
[Kylia Wolfslayer (Lorie) (to GM only)] Character sheet for Wilson modified: Spells - ADDED: Anti-Vermin Barrier, 1, 1, "Ewww! Nasty Vermin... be gone from my sight! With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures such as those called by a summon insects spell. Vermin in the area of effect when the spell is cast are not affected; however, if these creatures exit the area, they cannot return. Duration: hours, Area of Effect: {10*($CL)}-ft.cube. Saving Throw: None, --, 1, , . ADDED: Astral Celerity, 1, 1, "Oh...it's so pretty here. Watch me go! Zoooommmmm....This spell enhances the caster’s movement capabilities in extraplanar settings by attuning him to his new surroundings, & doubles the priest’s movement rate on the Astral Plane.The caster also attunes himself to the plane much faster and suffers no penalties for missile fire while astral. to ethereal individuals: their movement rates are increased by 50%. Thus, an individual with a movement rate of 12 has a movement rate of 18 on the Ethereal Plane while this spell is in effect. Duration , AE: caster", --, 1, , . ADDED: Bless, 1, 1, Feel the healing warmth of Gobinhinu. For 6 rounds with +1 against FEAR and +1 to your ATTACK., --, 1, , . ADDED: Cause Light Wounds, 1, 1, By the power of the Ancients take damage for {1d8} points of damage, --, 1, , . ADDED: Combine, 1, 1, "There is no ""I"" in priest. What, there is? Oh, well let's work together anyhow."Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells. The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed., --, 1, , . ADDED: Command, 1, 1, Back! Halt! Flee! Run! Stop! Fall! Go! Leave! Surrender! Sleep! Rest!... just do something already!, --, 1, , . ADDED: Courage, 1, 1, What are you looking so yella for? You can do this!, --, 1, , . ADDED: Create Water, 1, 1, Oh spirits of nature hear my call and drench that poor fool with {4*$L) gallons of water, --, 1, , . ADDED: Cure Minor Wounds, 1, 1, By the grace of Gobihinu you are healed {-d8}, --, 1, , green-glow. ADDED: Detect Evil, 1, 1, What's that I smell? Could it be EEEVILLL? This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading., --, 1, , . ADDED: Easy Road, 1, 1, "This spell ensures that the passage of the priest and his or her party along one path or road is quick and without mishap. The priest can enchant up to miles, allowing the group’s rate of movement along the road to he increased by 50% without any noticeable spell effect. If the priest abandons the road or path to move across country to the destination, the spell ends immediately. In addition, for the spell’s duration hours, minor accidents, such as stones caught in a horse’s hoof or a broken axle on a wagon, do not occur., --, 1, , . ADDED: Endure Heat/Cold, 1, 1, "Duration: {1 1/2*$CL} hrs. The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application I select at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.", --, 1, , . ADDED: Faerie Fire, 1, 1, "Outlined objects or creatures are visible at 80 yards in the dark, 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Range: 80 yds. Duration: {4*$CL} rds. Area of Effect: {10*$CL} sq. ft. in a 40-ft. radius.Saving Throw: None, --, 1, , . ADDED: Firelight, 1, 1, This variant of the spell log of everburning changes one small fire no larger than a campfire into firelight. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat. Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters. The material component is a mix of resins and incense, thrown into the flame to be affected., --, 1, , . ADDED: Journey's Orison, 1, 1, Using this spell, the caster can bless an individual about to emhark upon a long trip, or can bless an object that is being transported a long distance. The caster lays hands on the individual or object, intones the spell, and states the destination of the journey. For the duration of the trip to a specific site-which must be reachable in a number of weeks’ travel equal to the level of the caster-the blessed person receives a +2 bonus to all saving throws caused by natural mishaps, and a +I bonus the to reaction rolls of any fellow wanderer, A blessed object gains a +2 bonus to all saving throws as well., --, 1, , . ADDED: Know Direction, 1, 1, Know direction allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness). , The material component is a small scrap of a parchment map that is at least 100 years old., --, 1, . ADDED: Light, 1, 1, This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light., --, 1, , . ADDED: Log of Everburning, 1, 1, This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. , This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. , The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches., --, 1. ADDED: Magical Stone, 1, 1, By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used., --, 1, , . ADDED: Morale, 1, 1, This spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn and the material component is a gem of at least 100 gp value which is consumed during the casting. , At the conclusion of this use of the spell, the target unit's morale is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns. The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol. , At the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This morale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell., --, 1. ADDED: Orison, 1, 1, "Range: 10 yds The most humble of priestly spells is the orison, a brief prayer or invocation of a minor nature. Because an orisons is not even on par with other 1st-level magic, I memorize a number of individual orisons equal to {3 +$L}:9 when I devote a 1st-level spell slot to orison. Unlike cantrip, an orison must have a specific effect, although I need not decide which incantation I will use until I actually cast the spell. Regardless of the prayer chosen, the orison’s duration is never more than unless otherwise specified.", --, 1, , . ADDED: Protection from Chaos, 1, 1, Resembling the spell protection from evil, this abjuration wards the creature touched from the attacks of minions of chaos. Chaotic creatures suffer a –2 penalty to attack rolls against the spell recipient, and the subject gains a +2 bonus to saving throws against spells or other attacks employed by chaotic creatures. Attempts to possess, dominate, or exercise other forms of mental control against the recipient are automatically blocked by this spell. , Protection from chaos also wards the recipient against contact with extraplanar creatures of chaotic origin, including tanar’ri, slaad, and eladrin. Unlike protection from evil, this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment. However, protection from chaos does protect the recipient from creatures influenced by confusion and chaos spells and effects. The natural or bodily attacks of such creatures automatically fail, as long as the recipient does not use the spell’s power to trap, pin, or drive back the chaotic creatures in question. The spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell., --, 1, . ADDED: Protection from Evil, 1, 1, "All those who would do wrong unto the Dragonslayers be repelled.Duration: {3*$CL} rounds. When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.", --, 1, , . ADDED: Purify Food & Drink, 1, 1, When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions., --, 1, , . ADDED: Remove Fear, 1, 1, The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.). The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa., --, 1, , . ADDED: Ring of Hands, 1, 1, This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast ring of hands on the same round. At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed. The ring of hands forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons. , The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle. Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier. , Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene., --, 1. ADDED: Sanctuary, 1, 1, Don't touch me please don't touch me for {2+$CL}rounds unless you save vs spell to directly attack me, --, 1, , . ADDED: Shillelagh, 1, 1, This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course., --, 1, , . ADDED: Speak with Astral Traveler, 1, 1, When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting speak with astral traveler, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires., --, 1, , . ADDED: Strength of Stone, 1, 1, This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion. The material components are a chip of granite and a hair from a giant., --, 1, , . ADDED: Sunscorch, 1, 1, This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster’s choice. The victim is entitled to a saving throw vs. spell to avoid the ray—a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell. The sun must be in the sky when sunscorch is cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the sunscorch., --, 1, , . ADDED: Weighty Chest, 1, 1, This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell., --, 1, , . ADDED: Wind Column, 1, 1, A priest with access to this spell need not fear most routine falls, since the casting of the wind column creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below. If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the wind column loses cohesiveness and he starts to fall again. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right. Wind, Falling, Damage Strength, Rate, Sustained Very strong. ADDED: Magic Missile, 11, 11, I spy with my little eye a suitable target for {5d4+5} these missiles, 5, 1, , . ADDED: Wall of Fog, 11, 11, By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind., 2, 1, , . ADDED: Agannazar's Scorcher, 12, 12, "Tag! You're it and while you're at take that! For the next {2} rounds a jet 2 feet wide and 60 feet long burns you for {3d6} points of dmge no save, others in the path save vs spell or take {2d8} save for half", 4, 1, , . ADDED: Flaming Sphere, 12, 12, Here anyone wanna play catch? If you touch it take {2d4} points of damage save negates. If you are 5 feet from it take {d4} points. This boy moves where I want it within 10 yards.This flaming balls moves ata rate of 30 feet per round and lasts rounds., 3, 1, , . ADDED: Fireball, 13, 13, Feel the fiery wrath of Gobinhinu {10d6}. Range: 10 yds. + 10 yds./level. Area of Effect: 20-ft. radius, 4, 1, , fire. ADDED: Lightning Bolt, 13, 13, "From the heavens above, let the thunder move you! Upon casting this spell, I releases a powerful stroke of electrical energy that inflicts :10 points of damage to each creature within its area of effect. Range: {40+10*$L} yds. A successful saving throw vs. spell reduces this damage to half. The bolt begins at a range and height decided by me and streaks outward in a direct line from me. The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach inch of wood or an inch of stone, up to a maximum of 1 foot of wood or half a foot of stone. The lightning bolt's area of effect is chosen by me: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward me, ending only when it reaches its full length.", 2, 1, , . ADDED: Thunderstaff, 14, 14, Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4). If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance. , Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned. , The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed., 3, 1. ADDED: Wall of Fire, 14, 14, The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. , The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it., 1, 1, . ADDED: Cone of Cold, 15, 15, When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage., 3, 1, , . ADDED: Wall of Stone, 15, 15, This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20th-level caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping., 1, 1, , . ADDED: Contingency, 16, 16, Some spell will trigger under my given circumstances sometime within the next days., 1, 1, , . ADDED: Dimensional Blade, 16, 16, Target slashing weapon can cut through any matter like waving through air. Armor is ignored, only dex and magical bonuses count. The weapon counts as a +2 to attack and damage, but it gets no strength adjustment. This weapon can also hurt ethereal and phased creatures. Inanimate objects can be destroyed if they fail a save vs discintegration. This lasts rounds., 1, 1, , . ADDED: Astral Awareness, 2, 2, This divination attunes the caster’s perceptions to the silver void of the Astral Plane or the misty grayness of the Ethereal Plane. While the spell is in effect, the caster automatically notes the approach of all kinds of astral or ethereal phenomena, including shifting conduits, the psychic wind, ether cyclones, demiplanes and debris, color pools, and curtains of vaporous color. The character has a 90% chance to detect a color pool from its invisible side and a 5% chance per level to determine which plane a curtain or pool leads to simply by studying its color. In addition to his awareness of physical phenomena, the caster gains a +2 bonus to surprise checks against astral or ethereal monsters. He also has a 5% chance per level to detect the threat of creatures whose gaze extends into the Ethereal (basilisks, for instance) before he enters the range of the monster’s gaze weapon., --, 1, , . ADDED: Aura of Comfort, 2, 2, When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura. , If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F. All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks., --, 1, . ADDED: Barkskin, 2, 2, "Spirits of Nature surround me with your protective magic. Give me an AC of {6-($L/4)}, and protect me from attacks and improve my saving throws except magic by +1 for {4+$CL} rounds", --, 1, , . ADDED: Calm Chaos, 2, 2, This spell temporarily calms a chaotic situation involving a group of people. The situation may involve any range of emotions from violence (as in a barroom brawl) to joy and merrymaking (as in a festival or carnival). Unlike the emotion spell, calm chaos does not cause a change in the emotions of affected creatures--anger, fear, or intense joy remain in each individual. The emotion is simply restrained rather than released. Thus, an angry character intent on attacking someone will still feel the desire to do so, but he will withhold his action as long as the spell remains in effect. Creatures to be affected are allowed a saving throw vs. spell at a -4 penalty to avoid the effects. If more creatures are present than can be affected, creatures nearest the caster are affected first. , After casting the spell, the priest makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as dancing lights). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days. Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is not replaced with another distraction within one round, the crowd is freed of the spell. , In the second condition, if an event occurs that is more immediate than the distraction, the crowd will divert its attention to that event. Thus, if the spell were used to stop a barroom brawl and the building caught fire or was attacked, the crowd's attention would be diverted and the individuals could act freely. Creatures whose attention is held by the spell cannot be instructed to attack or perform any action. Such creatures will ignore suggestions of this nature. Depending on the nature of the request, the DM may deem that the suggestion causes a distraction that ends the spell., --, 1. ADDED: Chant, 2, 2, "Pray, bless, rinse, and repeat", --, 1, , . ADDED: Charm Person or Mammal, 2, 2, "Hey, Hey good lookin', watcha got cooking?", --, 1, , . ADDED: Create Holy Symbol, 2, 2, When the words of this spell are uttered, a holy symbol appropriate to the priest's deity appears out of thin air. The item appears in the priest's hands. It may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol (such as turning undead). He may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent object., --, 1, , . ADDED: Cause Moderate Wounds, 2, 2, By the power of the Ancients take damage for {1d10+1} points of damage, --, 1, , . ADDED: Cure Moderate Wounds, 2, 2, Feel the power of Gobinhiu and be healed {-(d10+1)}, --, 1, , green-glow. ADDED: Dust Devil, 2, 2, For the next {2*$L} rounds my Wind Spirit Mariya will tear you apart, --, 1, , . ADDED: Emotion Perception, 2, 2, This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc., --, 1, , . ADDED: Enthrall, 2, 2, A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must successfully save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the caster's have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected. , To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking. If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10. , Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not., --, 1. ADDED: Ethereal Barrier, 2, 2, The ethereal barrier is a defense against the passage of extradimensional creatures, including characters or monsters that are phased, ethereal, or travelling via dimension door or shadow walk. The priest creates an imperceptible barrier of 10 square feet per level that may be arranged in any fashion the priest desires. For example, a 3rd-level character can ward six 10-foot by 10-foot surfaces, which would be sufficient to guard a 10-foot by 10-foot by 10-foot room (four walls, a ceiling, and a floor need to be protected.) Note that some monsters may be capable of abandoning their ethereal approach in order to simply enter the barred area on their own feet—the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal. Also, while this spell can’t be worn down by any form of attack, it does not bar teleportation, gates, or the passage of astral creatures. Ethereal barrier may be cast as cooperative magic by several priests working together. As long as all involved characters can cast the spell, the areas of effect of each priest are added together. Total the levels of all priests involved and multiply by two to find the number of 10-foot by 10-foot squares that may be warded. For example, four 6th-level casters (24 total levels) can ward 48 10-foot by 10-foot squares. The duration is determined by the highest level priest involved, plus 1 turn for each additional priest. In the previous example, this would be 6 turns plus 3 turns for three additional priests for a total of 9 turns. This spell is also suitable for focus magic (see the spell focus in the Tome of Magic ). The material component is a special compound of rare earths and lead worth at least 10 gp per application. One application is required for each 10-foot by 10-foot square to be warded., --, 1, , . ADDED: Fire Trap, 2, 2, When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. , A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive., --, 1, . ADDED: Flame Blade, 2, 2, "Duration: {4+$CL/2} rds. Area of Effect: 3-ft. long blade. With this spell, I cause a blazing ray of red-hot fire to spring forth from my hand. This bladelike ray is wielded as if it were a scimitar. If I successfully hit with the flame blade in melee combat, the creature struck suffers {d4+4} points of damage, with a damage bonus of +2 if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2. Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.", --, 1, , . ADDED: Frisky Chest, 2, 2, With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10'x10'x10' cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area. , After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed. The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary. , The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed. The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters., --, 1. ADDED: Funeral Ward, 2, 2, , --, 1, , . ADDED: Chill Metal, 2, 2, "Range: 40 yds Duration: 7 rds. The reverse of the heat metal spelll, chill metal, counters a heat metal spell. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being chilled. Round one no damage, round two {d2} damage, round 3, 4, 5 {d4} damage, round 6 {d2}, round 7 no damage. On the final round of freezing the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for {d4} days. During this time, the character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp. The chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.", --, 1, , . ADDED: Heat Metal, 2, 2, "Range: 40 yds Duration: 7 rds . By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being heated. On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell's duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh. On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot--becomes unusable for {2d4} days; body--becomes disabled for {d4} days; head--fall unconscious for {d4} turns. Round one no damage, round two {d4} damage, round 3, 4, 5 {2d4} damage, round 6 {d4}, round 7 no damage. This effect can be completely removed by the 6th-level priest spell heal spell or by normal rest. Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of weight).", --, 1, , . ADDED: Hold Person, 2, 2, Wait! Where are you going? Don't move a muscle, --, 1, , . ADDED: Lighten Load, 2, 2, This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell. , This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items. , An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features., --, 1. ADDED: Music of the Spheres, 2, 2, With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell. , In addition, the music makes the subject gullible and more susceptible to charm magics such as charm person, suggestion , and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty. This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell. , Music of the spheres can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Subjects must be within a 20-foot-diameter circle. , Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim's ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human's normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane. The material component comprises a set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting., --. ADDED: Mystic Transfer, 2, 2, This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the mystic transfer. The spell is then active for the remaining nine rounds of the turn. , Mystic transfer allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell's maximum range. The spell does not take effect; instead, it is channelled through the mystic transfer into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a mystic transfer within the spell's range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect. For example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest "passes" a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the flame strike). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active mystic transfer. , The spell passed by the mystic transfer has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the flame strike would function as if cast by a 10th-level priest. The mystic transfer does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action. , A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use mystic transfer to pluck an opponent's spells out of the air., --. ADDED: Obscurment, 2, 2, This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water., --, 1, , . ADDED: Pass Without Notice, 2, 2, A priest makes use of this spell to avoid confrontations with brigands or other hostile individuals while traveling. The spell allows the caster to go unnoticed by any human, demihuman, or humanoid in the immediate area (up to 40 feet). While not rendered invisible, the caster can walk nast such an individual without beinq perceived. For the spell to succeed, the priest must main tain a steady slow pace and cannot make an! ning and engaging in melee m impossible. Also, the priest cannot make any sound louder than a whisper, so while passing wirhour notice, the priest can cast no other spell. For every three levels of experience, the priest can include an additional person under the effects of the spell, but all those tn be affected must link hands for the duration of the spell. Any who release their grip from the others are immediately revealed., --, 1, , . ADDED: Priest's Sermon, 2, 2, , --, 1, , . ADDED: Produce Flame, 2, 2, A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round. The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water., --, 1, , . ADDED: Rally, 2, 2, This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to the unit., --, 1, , . ADDED: Resist Acid & Corrosion, 2, 2, This spell provides a subject with a better resistance to acid, corrosives, and caustic substances of all kinds. Mild corrosives cannot harm the subject at all, although they can still damage his gear. More intense acids and corrosives (black dragon breath, Melf’s acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies) inflict only half the normal damage on the protected character. If the attack requires a saving throw, the subject gains a +3 bonus, sustaining half damage with a failed save or one-quarter damage with a successful saving throw., --, 1, , . ADDED: Resist Fire & Cold, 2, 2, When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell., --, 1, , . ADDED: Santify, 2, 2, This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests. , After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area. Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground. , Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher. , Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2). Sanctify is often used in conjunction with focus to protect the grounds of a temple or encourage men defending a castle. , The material components are the priest's holy symbol and a handful of dirt from the grounds of an existing temple of the same faith. . ADDED: Slow Poison, 2, 2, Eww... what did you touch? Let's check it out..., --, 1, , . ADDED: Soften Earth & Stone, 2, 2, When this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest affects a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM option). Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone. , Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall. , While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls. A moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. The material component is a bit of slip (wet clay) from the wheel of a master potter., --, 1. ADDED: Spiritual Weapon, 2, 2, , --, 1, , . ADDED: Spring, 2, 2, The druid can use this spell to create a temporary spring of water with a flow rate of 2 to 12 gallons a minute, depending on the relative dryness of the region. I f the DM determines that underground water exists within range, it is detected and drawn to the surface at the spot chosen unless its path is blocked hy solid rock. The appearance ofthe water is delayed one round for every 10 feet it must travel. In arid country, the spring may last for as little as 1 hour and flow at a lower rate., --, 1, , . ADDED: Watery Fist, 2, 2, This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level priest could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the priest’s mental commands, although the priest must concentrate each round in order to maintain control of the watery member. The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster’s THAC0 and inflicts damage as shown below. The priest may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don’t help the priest to control watery fist. The pseudopod may be able to make rear or flank attacks if the priest can direct it into the proper position. If used to encircle and constrict, the pseudopod must first make an attack roll as described above, inflicting damage based on the priest’s level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the priest’s Wisdom score. Caster, Striking, Constricting Level, Damage, Damage 1–4. ADDED: Withdraw, 2, 2, By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell., --, 1, , . ADDED: Zone of Truth, 2, 2, Lying would not be in your best interest... now tell the truth!This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who fail the save are affected fully. Affected characters are aware of this enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses. The spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square., --, 1, , . ADDED: Adaptation, 3, 3, This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired. The material component is a pinch of clay dust. , The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest's deity. The casting time is 5 turns. , At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation., --, 1. ADDED: Astral Window, 3, 3, When this spell is cast, a "window" appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The astral window ranges in size from one square foot up to a 10'x10' square, at the caster's choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends. , By stating a subject's name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell's duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location. The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however. , Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster's arm or searching tongue). By casting the astral window spell, a character who subsequently casts the 7th-level astral spell may choose to arrive in the Astral plane at the place shown in the window., --, 1. ADDED: Bestow Minor Curse, 3, 3, You thought that was funny? Well this will be funnier..., --, 1, , . ADDED: Call Lightning, 3, 3, "Range 360 yards. Must be storm, rain, clouds and wind, or even a tornado in the area. I call down for turns 1 lightning bolt/turn that will affect a 10-ft radius area of effect. Each bolt does {2d8+$Ld8} damage save for half. It takes 1 turn to cast and only functions outdoors", --, 1, , . ADDED: Caltrops, 3, 3, This spell allows a priest to plant a section of ground with magically created caltrops. The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units. , Each time a unit moves into a planted area, the unit suffers an attack of AD=4 (for infantry caltrops) or AD=6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area. This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.). , Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear. Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the magical caltrops remain in place until the spell terminates., --, 1. ADDED: Continual Light, 3, 3, "I create a permanent light as bright as daylight with a 60 foot radius area of effect, range 60 yards", --, 1, , . ADDED: Create Campsite, 3, 3, "Let us bunker for the evening. ""My unseen friends, help us prepare our site for the night.""" With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster). , The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this. The entire process takes 4-16 (4d4) rounds to complete. , The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations. The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite. , The material components are a piece of string, a bit of wood, and a drop of water. , The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 (4d4) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for create campsite.. ADDED: Create Food & Water, 3, 3, "Let our hunger and thirst be quenched! I create cubic ft of food and water to sustain {3*$L} human or horse sized creatures for a full day, Eat well because this bland tasting food becomes inedible in 24 hours, although purify food and water will restore it for another 24 hours.", --, 1, , . ADDED: Dictate, 3, 3, Originally developed by the Harmonium faction of the Outer Planes, this useful spell has come into more widespread use in recent years. While the spell is available as a 2nd-level enchantment for members of the Harmonium, the general version is not quite as efficient and is considered a 3rd-level spell. , The dictate spell is an improved version of command, affecting up to 6 creatures in a 20-foot cube. The caster is not limited to a single word and can issue an order of no more than a dozen words in length. All the specified targets who fail their saving throws must attempt to obey the caster’s instructions. For example, a priest could issue a dictate such as “Stay here until I return,” “Throw down your weapons,” or “Seize that elf!” The subjects will continue to obey nonimmediate orders for up to one round per experience level of the caster. Subjects who cannot understand the caster are not affected, so characters who do not understand the caster’s language are immune to this spell. In addition, the order must create an immediate and obvious course of action for the subject; a dictate to “Die!” or “Feel sorry for him!” would simply cause the subject to stand still in confusion for one round. Poorly worded or confusing commands grant the subjects a +1 to +4 bonus on their saving throws at the DM’s discretion. Similarly, if after the subject fails his saving throw he is given an obviously self-destructive dictate, the subject simply loses his next round as he fights off the compulsion., --, 1, . ADDED: Dispel Magic, 3, 3, The veil of magic here be lifted! No magic for you! {$L-11+1d20}, --, 1, , . ADDED: Dragon Mastery, 3, 3, , --, 1, , . ADDED: Effacious Monster Ward, 3, 3, "By my words, let no enemies enter our path" This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they avoid the spell's effects and are able to enter the area of effect. , The spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90' x 90'x 90' cube). , Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area., --, 1. ADDED: Emotion Control, 3, 3, This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest. , The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed. This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell. , If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion. The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects. , Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear. Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage. , Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate. Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness. . ADDED: Flame Walk, 3, 3, By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000 F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections. The material components of the spell are the priest's holy symbol and at least 500 gp of powdered ruby per affected creature., --, 1, , . ADDED: Helping Hand, 3, 3, I create a ghostly image of a hand that seeks out within a 5 mile radius at a rate of 48 the type of individual I specify for hours. The hand searches out the creature then beckons for it to follow him., --, 1, , . ADDED: Hold Poison, 3, 3, Eww.. what did you touch? Let's check it out...Prevents poison from doing any more additional damage for days. Each consecutive use of this spell on an ongoing poison there is a 2% cumalitive chance the spell fails and the poison runs it's course, --, 1, , . ADDED: Invisibility Purge, 3, 3, Peek-a-boo! I see you... Be seen!All invisible creatures who enter an area enchanted with invisibility purge instantly become visible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potions of invisibility do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible. , Invisible creatures or persons within the area of effect when invisibility purge is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect. A creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the potion of invisibility has not yet expired when he exits the area of effect, he becomes invisible again outside the area. , Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell. , The material components are the priest's holy symbol and a silver mirror no more than three inches in diameter. The invisibility purge can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10'x 10' square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30'x 10' invisibility purge area having a duration of 11 turns., --. ADDED: Know Customs, 3, 3, "Casting this spell within 30 yards of living knowledgable member of a tribe or village if he fails his save vs spell then I gain general knowlege of the customs, laws, and social etiquette.", --, 1, , . ADDED: Line of Protection, 3, 3, "This spell requires another caster to aid me.Duration rounds. Does {d3} points of damage to all creatures that pass through the curtain, {d8} points to all evil or undead. save negates.", --, 1, , . ADDED: Magical Vestment, 3, 3, For {5*$L} rounds. AC 5 at 5th level and +1 AC for every 3 levels above 5th to a max of AC 1 at 17 level., --, 1, , . ADDED: Meld Into Stone, 3, 3, This spell allows me to meld into a block of stone that equals my size in all 3 dimensions for {8+d8} rounds. Myself and not more than 100 pounds of nonliving matter may go with me. If I don't leave before the spell expires I am expelled and take {4d8} points of damage., --, 1, , . ADDED: Negative Plane Potection, 3, 3, "Let my words create a barrier between this world and the next. Lasting for turns or until struck by a negative energy attack this creature is protected from one negative energy attack, no matter how much is drained by the attack. The lucky recipient gets a saving throw vs death magic, if made then the undead making the attack takes {2d6} points of damage in a flash of light from the positive energy while the recipient only takes physical damage from the attack. If the save is failed double physical is taken as well as the negative energy drain.", --, 1, , . ADDED: Prayer, 3, 3, "By the power of these words, grant favor to my allies. In a 60 foot radius, for rounds all those friendly to me gain +1 to attack, damage, and saving throw, while all my enimies get -1 penalty to attack, damage, and saving throw. If chant is cast during the same time this increases to +2/-2.", --, 1, , . ADDED: Protection from Fire, 3, 3, "Is that fire-retardant or are you happy to see us? If I cast this spell on myself I gain total invulnerability to normal fires and to exposure to magical fires, dragon breath and magical fire spells until {12*$L} points of heat or fire damage is taken, at which time the spell is negated. If cast on someone else they gain invulnerability to normal fire +4 bonus saving throw against fire-based attacks and reduces damage from magical fires by 50%. Both cases maximum time duration is turns.", --, 1, , . ADDED: Pyrotechnics, 3, 3, "First effect is that this creates a flashing and fiery burst of glowing, colored fireworks that temporarily blinds creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect for {d4+1} rounds, unless save vs spell. The fireworks fill an area 10 times the original volume of the fire source. second effect causes a thick writhing choking cloud of smoke that lasts for rounds. The smoke fills volume 100 times that of the fire source, and obscures vision to 2 feet. Nonmagical fire sources are extinguished. If cast on a fire-based creature it will do {d4+$L} points of damage", --, 1, , . ADDED: Remove Paralysis, 3, 3, "Range is {10*$L}. I can free 1-4 creatures in a 20ft cube from paralyzation or from magical related magic. If cast on 1 creature the paralyzation is negated. If cast on 2 new save at +4, if cast on 3 or 4 then new saves at +2.", --, 1, , . ADDED: Repair Injury, 3, 3, Let what was broke now be fixed. Repair injury is intended for use in campaigns featuring the critical hit or critical strike rules. This spell addresses one specific injury or wound (see Chapter 8 ). It can be used to knit a broken bone, alleviate the swelling and pain of a sprain or a twist, or repair soft-tissue damage such as an injured eye, ear, or a severed tendon. If used as a simple curing spell, repair injury restores 1d10+1 hit points to the injured character, but if used to address the effects of a specific injury, repair injury automatically removes one grazed, struck, injured, or broken condition, and alleviates any combat, movement, or maximum hit point penalties associated with the injury in question. The spell does not restore any lost hit points to the victim, other than the 1d10+1 that are incidental to the working of the spell. Beran, a fighter with 44 hit points, is struck by an ogre’s club. The blow inflicts 12 points of damage, but Beran also suffers a broken hip. This injury will reduce him to a maximum of 25% of his normal total, so Beran’s current hit points drop from 32 to 11 after the battle ends. In addition, he is not capable of moving or attacking due to the effects of the injury. , When the smoke clears, Talmos the priest comes to Beran’s aid. Using repair injury, he knits Beran’s broken hip. The spell cures 6 hit points in the process. Beran no longer suffers the movement or attack penalties for a broken hip and has 17 hit points to his credit. With time or additional healing, he can regain his normal total of 44. Repair injury is also helpful in dealing with wounds that fall in the crushed, shattered, or destroyed category. This spell reduces the severity of the injury to the broken level, which means it heals as if it were 20d6 lost hit points. Only one repair injury can be used on any given wound, so a character with a shattered knee could still require a lot of time to recover after an application of this spell. , Severed limbs, destroyed eyes or ears, and ability score losses caused by injuries cannot be healed by this spell. Repair injury is the equivalent of cure serious wounds for the purpose of slowing or stopping bleeding., --, 1. ADDED: Rigid Thinking, 3, 3, Rigid thinking can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects. , The creature affected by rigid thinking is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature's mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards. The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities. , A spellcaster in the process of casting a spell when rigid thinking takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens). The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended., --, 1. ADDED: Squeaking Floors, 3, 3, A surface affected by squeaking floors squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster's level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long). , The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds. Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor., --, 1, . ADDED: Starshine, 3, 3, "Range: {10*$L} yds. Duration: ($L} turns. Area of Effect: (10*$L}sq ft. A starshine spell enables me to softly illuminate an area as if it were exposed to a clear night sky filled with stars. Regardless of the height of the open area in which the spell is cast, the area immediately beneath it is lit by starshine. Vision ranges are the same as those for a bright moonlit night--movement noted out to 100 yards; stationary creatures seen up to 50 yards; general identifications made at 30 yards; and recognition at 10 yards. The spell creates shadows and has no effect on infravision. The area of effect actually appears to be a night sky, but disbelief of the illusion merely enables the disbeliever to note that the ""stars"" are actually evoked lights. This spell does not function under water.", --, 1, , . ADDED: Stone Shape, 3, 3, "Area of Effect: {9 +$L} cu. ft. By means of this spell, I can form an existing piece of stone into any shape that suits my purposes. For example, I can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables me to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. The fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.", --, 1, , . ADDED: Strength of One, 3, 3, By casting this spell on a group of lawful creatures, the priest imbues each creature with a Strength bonus equal to that of the strongest creature in the group. To be affected by the spell, all creatures must touch the hand of the priest at the time of casting. Only human, demihuman, and humanoid creatures of man-size or smaller may be affected. The characters can be a mixed group of Lawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take effect if any creature of Neutral or Chaotic alignment is included in the group. Prior to casting, one creature is designated the keystone. There may never be more than one keystone in a group, even if another creature has equal strength. , Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone's bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only the keystone's natural strength is conferred on the group. , This bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The keystone receives no bonus. Affected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of Strength. , The spell ends if the keystone is killed before the duration expires. The bonus and duration are not affected if a member of the group is killed within the duration of the spell., --. ADDED: Thief's Lament, 3, 3, A thief entering an area enchanted with thief's lament suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, move silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill cannot be reduced below 5%, presuming the character has at least a score of 5% in any skill). The spell affects a cube whose sides equal the caster's level times five feet (a 10th-level caster could affect a cube whose sides equal 50 feet)., --, 1, , . ADDED: Unearthly Choir, 3, 3, This cooperative spell requires at least three priests casting the spell simultaneously. At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir. , Trio. In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws. Quartet. With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw. , Quintet. Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered. Ensemble. An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. spell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered. Choir. The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered., --, 1. ADDED: Water Breathing, 3, 3, "Anyone up for a quick swim?Duration: hr. The recipient of a water breathing spell is able to breathe under water freely. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character. The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.", --, 1, , . ADDED: Water Walk, 3, 3, "Duration: {1+$L} turns. I am able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient's rate of movement remains normal. If cast under water, the recipient is borne toward the surface. extra creatures can be affected.", --, 1, , . ADDED: Weather Prediction, 3, 3, "By casting this spell, I can predict the weather conditions at my location for a period of time equal to days. I become aware of the prevailing conditions, trends, and weather systems that may affect my present location. Temperature, wind speed and direction, cloud cover, and precipitation can all be predicted with 95% accuracy for the next day, less 10% for each day after that. In other words, my prediction is 95% accurate for the first day, 85% accurate for the second, 75% accurate for the third, and so on. In addition, magical or supernatural phenomena cannot be predicted.", --, 1, , . ADDED: Wind Servant, 3, 3, "Range: {20*$L} yds.Duration: {$L+$L} rds. This spell allows me to exert fine control over air currents and winds, possibly extinguishing small fires or manipulating light objects as I see fit within the spell’s range. Generally, I am limited to one discrete action per round since I must focus my wind servant tightly on any given task. The wind servant can affect objects or creatures weighing up to poundsl, twice as much if the object is reasonably light or airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the object is designed to be carried by the wind, such as a ship’s sail or a bird in flight. If an object is within the spell’s weight limit, the I may direct the wind servant to carry it along in gusts and air currents at a flying movement rate of 12 (E). If the object leaves the limits of the spell’s range, the wind servant fails, and the object drops or falls normally from that point. Flying creatures of size M or smaller can be forced to land or be driven away by use of the spell if they fall within the weight limit, or slowed by 50% if they exceed the weight limit. Employing the wind servant against an arrow or light missile adds a penalty of –4 to the attack roll. In dusty, snowy, or sandy regions, I can instead use wind servant to create a vicious zephyr of stinging dust around an enemy. This zephyr inflicts damage equal to the opponent’s base AC less 2d6 points and creates a –2 penalty to the victim’s attack rolls. For example, an enemy in leather armor +1 (AC 7) would suffer 7 – 2d6 damage if attacked by means of this spell. Note that any use of the wind servant requires my undivided attention", --, 1, , . ADDED: Zone of Sweet Air, 3, 3, "Range: {10*$L} yds. Duration: turns. Area of Effect: {10*$L}foot cube. Zone of sweet air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required.", --, 1, , . ADDED: Adamantite Mace, 4, 4, By means of this spell, the priest transmutes his own cudgel, mace, or staff into an enchanted weapon of adamantite. The adamntire mace gains a +2 bonus to attack and damage rolls and can strike creatures hit by +4 weapons or less. As an incarnation of elemental earth, the mace inflicts up to twice the damage (roll damage dice twice) against creatures of elemental air and magical avians, such as griffons, perytons, pegasi, and winged baatezu or tanar’ri. The adamantite mace retains its special properties for one round per level of the caster. The material component is a special powder made from a diamond worth 100 gp, sprinkled over the weapon., --, 1, , . ADDED: Addition, 4, 4, The philosophy of the Sphere of Numbers holds that the structure of reality--the "equation of the moment"--can be analyzed and modified by someone with sufficient knowledge and power. The addition spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily. , The effect of this spell varies depending on the level of the caster. At 10th level or lower, addition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., "a water pitcher" or "a block of stone"). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red. Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create "a pistol," assuming he had heard the word somewhere, the spell would fail. , Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create "a spellbook," the result would be either a book similar to a spellbook with blank pages, or nothing at all. The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy). , The object created by addition remains in existence for 1 turn per level of the caster. During this time, it obeys all the laws of physics as if it were a "real" object. The object cannot be disbelieved and spells such as true seeing cannot distinguish it from a naturally-occurring object. Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. , Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real additions to the "equation of the moment," dispel magic has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. The material component is a small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.. ADDED: Blessed Warmth, 4, 4, When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon's breath weapon). , For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3' of the priest. Thus, a 10th-level priest could protect four other creatures in a 3' radius., --, 1, . ADDED: Censure, 4, 4, To enact this spell, the priest must touch the subject creature with his holy symbol. If a successful attack roll shows the priest has done so, the priest then, by word and gesture, “casts nut” the creature, which is allowed a saving throw vs. spell. If the saving throw fails, the creature is marked by the spell. The mark is visible tn the casting priest and all followers of the same faith. Priests of the same alignment who worship other deities cannot see the mark, but instinctively react to a censured creature with fear, hatred, and aversion and do not trust nor willingly aid it. Those of the caster’s faith refuse tn aid or even approach the censured creature. ignoring it if it attempts to deal with them and driving it away if it tries to enter a building, a home, or even a territory controlled by one who can see the mark Members of the caster’s faith strike at the marked creature if necessary to drive it away from places they control; they feel compelled to do so if the creature does not quickly leave after less violent means of persuasion are tried first. To those of the caster’s faith, the mark shines clearly through clothing and disguises, including magic such as alter self and shapeshifting, and even invisibility. However, the mark is invisible to the one bearing it-who may not even know of its existence if it was bestowed in a battle or while the creature was asleep or unconscious. Worshipers can thus readily spy upon and follow those marked as enemies even in crowds or busy city streets. The mark is revealed by detect magic or a similar spell and can readily he removed by means of a dispel magic spell. Priests are warned that misuse of such a spell brings about swift divine disfavor., --, 1, , . ADDED: Circle of Privacy, 4, 4, This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group's chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection., --, 1, , . ADDED: Cloak of Bravery, 4, 4, The cloak of bravery spell can be cast upon any willing creature. The protected individual gains a bonus to his saving throw against any form of fear encountered (but not awe--an ability of some lesser and greater powers). When cast, the spell can affect one to four creatures (caster's choice). If only one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so forth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works only once and then the spell ends, whether or not the creature's saving throw is successful. The spell ends after eight hours if no saving throw is required before then. The reverse of this spell, cloak of fear, empowers a single creature touched to radiate a personal aura of fear, at will, out to a 3-foot radius. All other characters and creatures within this aura must roll successful saving throws vs. spell or run away in panic for 2d8 rounds. Affected individuals may or may not drop items, at the DM's option. , The spell has no effect upon undead of any sort. The effect can be used only once, and the spell expires after eight hours if not brought down sooner. Members of the recipient's party are not immune to the effects of the spell., --, 1, . ADDED: Control Temperature 10' radius, 4, 4, "Hmm, let's see if we can make it more comfortable in here...", --, 1, , . ADDED: Cure Serious Wounds, 4, 4, Let your wounds be cured {-2d8-1)}, --, 1, , green-glow. ADDED: Focus, 4, 4, This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. A focus cannot function without a source of devotional energy. , The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails. Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival. , Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by detect magic. There are three basic types of foci: site, item, and living. Site foci are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible. , Item foci are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion. Living foci are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. Detect charm reveals the person is somehow enchanted, although not under the influence of a typical charm spell. , The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects. . ADDED: Fortify, 4, 4, This is a simple cooperative magic spell. Only one priest can cast the spell, but like mystic transfer, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest's healing spells. , For the fortify spell to work, it must be cast simultaneously with a cure light wounds, cure serious wounds, or cure critical wounds. The priest casting fortify must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. Fortify automatically causes the cure spell to function at maximum effect. Thus, a cure serious wounds would automatically heal 17 points of damage and a cure critical wounds would heal 27 points of damage., --, 1, . ADDED: Free Action, 4, 4, This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic., --, 1, , . ADDED: Imbue with Spell Ability, 4, 4, By the use of this spell, the priest can transfer a limited number and selection of his currently memorized spells, and the ability to cast them, to another person. Only nonspellcasters (including rangers under 8th level and paladins under 9th level) can receive this bestowal; the imbue with spell ability enchantment does not function for those belonging to spellcasting classes, for unintelligent monsters, nor for any individual with less than 1 full Hit Die. In addition, the person thus imbued must have a Wisdom score of 9 or higher. Only priest spells of an informational or defensive nature or a cure light wounds spell can be transferred. Transferring any other spell type negates the entire attempt, including any allowable spells that were chosen. Higher level persons can receive more than one spell at the priest's option: Level of Recipient, Spells Imbued 1, One 1st-level spell 3, Two 1st-level spells 5+, Two 1st- and one 2nd-level spells The transferred spell's variable characteristics (range, duration, area of effect, etc.) function according to the level of the priest originally imbuing the spell. . ADDED: Join with Astral Travler, 4, 4, When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting join with astral traveler, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the astral spell; i.e., his own silver cord is connected to the priest's silver cord, and he is dependent upon the originally projected priest. A priest who casts the 7th-level astral spell can project as many as seven other creatures along with himself. However, priests casting join with astral traveler are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell., --, 1, , . ADDED: Lower Water, 4, 4, The lower water spell causes water or similar fluid in the area of effect to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet for every experience level of the priest. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects a volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half its usual number of attacks each round. The spell has no effect on other creatures. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges at the DM's option. It negates lower water and vice versa., --, 1, , . ADDED: Neutralize Poison, 4, 4, "Well now, you've gone and done it haven't you? Let's get rid of that poison before you infect someone...like me!", --, 1, , . ADDED: Produce Fire, 4, 4, "Hmm, this should heat things up a bit...", --, 1, , . ADDED: Protection from Evil 10' Radius, 4, 4, Let this sphere ward off those evil souls who would do us harm, --, 1, , . ADDED: Protection from Lightning, 4, 4, "The weather isn't so nice today, let us avoid being struck by Lightning, shall we?", --, 1, , . ADDED: Recitation, 4, 4, By reciting a sacred passage or declmtion, the priest invokes his deity’s blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell’s completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, or a +3 bonus if they are of the same faith (not just alignment) as the caster. Enemies suffer a -2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell’s duration as he sees fit-he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and -3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allwed to add to the total., --, 1, , . ADDED: Repel Insects, 4, 4, Eww...bugs! Be gone already. When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain 1d6 points of damage from passing through the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures--it affects only true insects., --, 1, , . ADDED: Spell Immunity, 4, 4, By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. , The spell has several additional limitations. First, the caster must have directly experienced the effect of the specified spell. For example, if the caster has been attacked by a fireball spell at some time, he can use the spell immunity spell to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell. The material component for spell immunity is the same as that for the spell to be protected against., --, 1, . ADDED: Tree Steed, 4, 4, Hi-Ho Maple!This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable. , When the spell is cast, the log sprouts four wooden, horselike legs. The tree steed may be ridden like a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds of riders and gear before breaking. If the tree steed breaks under the weight of the riders or gear, the enchantment instantly ends and the tree steed again becomes a normal (although broken) log or plank. The tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if the distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the caster is again within range. , The tree steed will not fight for the caster and is incapable of any action other than movement. The tree steed does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points., --, 1. ADDED: Uplift, 4, 4, Uplift bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster's normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell. The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character's temporary level. , The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level. As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level. , Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the uplifted character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest., --, 1. ADDED: Windborne, 4, 4, This spell provides a priest of Elemental Air with the ability to conjure a powerful column of wind that can bear his weight, permitting him to fly or glide for long distances. If used from a high place such as a mountainside or tower, the caster can glide a maximum horizontal distance of 20 feet per foot of initial altitude-for example, if the priest used this spell and launched himself from a hilltop 800 feet high, be could glide a maximum distance of 16,000 feet, or ahout 3 miles. If windborne is cast hy a priest on level ground, the initial gust cames him aloft to a maximum altitude of 10 feetper caster level. From that point, he can then glide 10 feet per foot of initial altitude. For example, a 7th-level priest would ascend to an altitude of 70 feet and thus be able to glide for a total horizontal distance of 700 feet. He can choose to glide for a much shorter distance, hut never less than his initial altitude. While gliding, the priest moves at a rate of 15 (or ahout 450 feet) with a maneuverability class of D. Each round, he drops between 20 and 40 feet. He can choose to descend at a much more rapid pace, dropping up to 200 feet per round, without risk of a damaging impact upon landing. The caster doesn’t gain a mastery ofAerial Combat With this spell and suffers a -2 penalty to his attack rolls and Armor Class if he becomes involved in combat while gliding., --, 1, , . ADDED: Air Walk, 5, 5, This will be much nicer than the rough ground. This spell enables a creature, which can be as big as the largest giant, to tread upon air as if it were walking on solid ground. Moving upward is similar to walking up a hill. A maximum upward angle of 45 degrees is possible at one-half the creature's movement rate, as is a maximum downward angle of 45 degrees at the normal movement rate. An air-walking creature is in control of its movement, except when a strong wind is blowing. In this case, the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control of movement or suffering physical damage. The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details for which are up to the DM., --, 1, , . ADDED: Animate Flame, 5, 5, While using this spell, the priest can command a flame to leave its source of fuel and move at his direction. The flame is magically preserved at the intensity it possessed when animated and does not weaken or fail even if it has nothing to burn. The priest can animate any natural fire within range, hut magical fires (including breath weapons) can he animated only on a roll of 11 or higher on ld20, adjusted by 1 per level or Hit Dice difference between the caster and the originator of the magical flame. For example, a 9thlevel priest can animate aflaming sphere cast by a 4th-level wizard on a Id20 roll of 6 or better. To animate instantaneous effects such as a red dragon’s breath or ajireball, the priest must botb beat his opponent’s initiative in the round of casting and successfully take control of the flame. Under the priest’s direction, an animated flame can move at a rate of 12, although it cannot cross water or wet or muddy ground. If the priest directs the flame to leave the spell’s range, the spell ends and the flame stops, burning whatever it may be resting on. Animated flame attacks with a THACO of 10 and may he able to strike several creatures in the same round, depending on its size (see table). Creatures within the fire’s diameter are hit without an attack roll for the listed damage. Very hot or unusually cold fires may inflict damage (at the DM’s discretion) as if category larger or smaller. In addition to attacking the caster’s enemies, the fue ignites combustibles. An animated fire can easily torch a small town, given time to move from building to building. The animatedflame spell can be dispelled. It can he quenched by contact with a significant volume of water, ice, cold, earth, or dirt, just as a normal fire can he drowned or smothered. The priest can animate a single fire of up to 1 foot in diameter per level of experience. Pan of a natural fire can he controlled, but magical fires cannot be divided-only a very high-level priest can deflect the breath weapon of a red dragon!, --, 1, , . ADDED: Anti-Plant Shell, 5, 5, The anti-plant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for one turn for each experience level of the caster., --, 1, , . ADDED: Blessed Abundance, 5, 5, This spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical items and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic materials (such as food or living plants) can be duplicated, living creatures cannot be copied by this spell. , The caster can create 1 cubic foot of material per his experience level. The material to be duplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level priest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he can create nine such buckets., --, 1, . ADDED: Clear Path, 5, 5, Let that which is obstructing be moved.This spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, forests, rocky ground, and snow. , The result of the cleared path is that movement costs are reduced by half. This is reflected in a reduction of the penalty against movement in rough terrain. (See Table 74 of the Dungeon Master's Guide for terrain costs for movement.) For example, if clear path is used in heavy jungle, the movement cost is reduced from 8 to 4. In no case can clear path reduce movement cost below 1. Clear path has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, lava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade barricades. , A priest using the clear path spell can be tracked easily. Tracking proficiency is not required. , The material components are a knife blade and a straw from a broom. , The reverse, clutter path, causes weeds, small stones, and similar debris to litter a 10-foot path extending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can create a continuous path for the duration of the spell. The chance to successfully track on a cluttered path is reduced by 50%.. ADDED: Cloud of Purification, 5, 5, This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation disperses the cloud in 2 rounds. , The cloud of purification transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would "melt," becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other "impurities" into clean water. The cloud's vapors are heavier than air, so they sink to the lowest level of the land (even down holes in the ground). Thus, this spell is perfect for cleansing a sewer or well., --, 1, . ADDED: Control Winds, 5, 5, By means of a control winds spell, the caster is able to alter wind force in the area of effect. For every three levels of experience, the caster can increase or decrease wind force by one level of strength. Wind strengths are as follows: Wind Force, Miles Per Hour Light Breeze, 2-7 Moderate Breeze, 8-18 Strong Breeze, 19-31 Gale. ADDED: Cure Critical Wounds, 5, 5, Let these wounds be healed! {-3d8-3}, --, 1, , green-glow. ADDED: Dispel Evil, 5, 5, Evil will be purged from this space. The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers. An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell. This spell lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster., --, 1, , . ADDED: Easy March, 5, 5, This spell enables a number of creatures equal to the caster's level to force march for a number of days equal to the caster's level. Creatures affected by easy march can travel 2 ½ times their normal movement rate without any risk of fatigue; thus, they are not required to make a Constitution check at the end of the day. , All creatures affected by this spell suffer a -1 penalty to their attack rolls for the duration of the spell; this modifier is not cumulative (that is, a party experiencing its second day of easy march suffers only a -1 penalty). The modifier cannot be negated by resting. Easy march has no effect on modifiers to movement due to terrain, fatigue, weather, or other normal factors. (Refer to Chapter 14 of the Player's Handbook for more about force marching.), --, 1, . ADDED: Flame Strike, 5, 5, "Hold still, this will only hurt until the burns heal! {6d8}"Range: 60 yds. Area of Effect: 5 ft. radius x 30 ft. column, --, 1, , green-glow. ADDED: Impregnable Mind, 5, 5, This spell guards the spell recipient against magical or psionic attacks that affect the mind. This includes beguiling, charm, domination, feeblemind, hold, and similar effects, as well as most telepathic psionic powers and attacks. Against magical influences, impregnable mind grants a +4 bonus to saving thmws: if the attack normally allows no saving throw, the spell recipient can attempt one at no modrier, Against telepathic psionics, the spell inflicts a -6 penalty to the attacking psionicist’s power checks, making it more likely that a psionic attack or telepathic contact will fail. Impregnable mind offers no protection against nontelepathic psionics, such as a telekinetic thrashing or other psionics that affect the body., --, 1, , . ADDED: Insect Plague, 5, 5, You like bugs? Here have a few hundred dozen! When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud. In an environment free of normal insects, the spell fails. The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above. Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse. The insects swarm in an area that centers around a summoning point determined by the spellcaster. The point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by a dispel magic spell., --, 1, , . ADDED: Meld, 5, 5, This cooperative spell requires only one priest to cast it, but can be cast only on another priest of the same faith. The recipient of the spell must voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the recipient does not lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete. , For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is connected to the host's. He sees, hears, smells, tastes, and otherwise senses everything the host does. He can telepathically communicate with the host. Once the spell is completed, there is no limit to the range over which it can function. However, both the caster and host must remain on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection. When desired, the caster can dominate the host. When this happens, the host's own mind is pushed to the background and the caster's personality dominates. The host's personality, memories, proficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, the caster can cast any spell he himself has memorized, provided that the necessary components are on hand. These spells function exactly as if the priest had cast them from his own body. The caster can return control to the host at any time, restoring the character's abilities and personality without harm. , The spell is not without limitations and risks. The domination must be voluntary. If the host resists the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt to resist the domination. He is then allowed a saving throw. If successful, the spell immediately ends. , Whenever the host suffers damage, the caster must make a saving throw vs. death to maintain the spell. If the save is failed, a wave of pain is transmitted to the priest, causing 1d6 points of damage and canceling the spell. If the host should die, the caster must make a system shock roll with the risk of suffering instant death. The material component is a chalice worth no less than 1,000 gp. This chalice must be given as a gift to the host (who cannot return it to the donor for any reason)., --. ADDED: Moonbeam, 5, 5, By means of this spell, the caster is able to cause a beam of soft, pale light to strike down from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague. The spellcaster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise., --, 1, , . ADDED: Plane Shift, 5, 5, When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time. , The material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached. An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common., --, 1, . ADDED: Produce Ice, 5, 5, "You might want to bundle up, things are going to get chilly!", --, 1, , . ADDED: Quest, 5, 5, The quest spell enables the priest to require the affected creature to perform a service and return to the priest with proof that the deed was accomplished. The quest can, for example, require that the creature locate and return some important or valuable object, rescue a notable person, release some creature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not properly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw rolls for each day of such action. This penalty is not removed until the quest is properly pursued or the priest cancels it. There are certain circumstances that will temporarily suspend a quest, and others that will discharge or cancel it. The DM will give you appropriate information as the need to know arises. If cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person quested agrees to a task--even if the agreement is gained by force or trickery--no saving throw is allowed. If a quest is just and deserved, a creature of the priest's religion cannot avoid it, and any creature of the priest's alignment saves with a -4 penalty to the saving throw. A quest cannot be dispelled, but it can be removed by a priest of the same religion or of higher level than the caster. Some artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an unjust or undeserved quest grants bonuses to saving throws, or might even automatically fail., --, 1, , . ADDED: Rainbow, 5, 5, To cast this spell, the priest must be in sight of a rainbow, or have a special component (see below). The rainbow spell has two applications, and the priest can choose the desired one at the time of casting. These applications are as follows: , Bow: The spell creates a shimmering, multi-layered short composite bow of rainbow hues. It is light and easy to pull, so that any character can use it without penalty for non-proficiency. It is magical: Each of its shimmering missiles is the equivalent of a +2 weapon, including attack and damage bonuses. Magic resistance can negate the effect of any missile fired from the bow. The bow fires seven missiles before disappearing. It can be fired up to four times per round. Each time a missile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow has the ability to cause double damage to certain creatures, as follows: Red--fire dwellers/users and fire elementals Orange--creatures or constructs of clay, sand, earth, stone or similar materials, and earth elementals Yellow--vegetable opponents (including fungus creatures, shambling mounds, treants, etc.) Green--aquatic creatures, electricity-using creatures, and air elementals Indigo--acid-using or poison-using creatures Violet--metallic or regenerating creatures , When the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (in the order of the spectrum) appears. Bridge: The caster causes the rainbow to form a seven-hued bridge up to 3 feet wide per level of the caster. It must be at least 20 feet long and can be as long as 120 yards, according to the caster's desire. It lasts as long as the spell's duration or until ordered out of existence by the caster. , The components for this spell are the priest's holy symbol and a vial of holy water. If no rainbow is in the vicinity, the caster can substitute a diamond of not less than 1,000 gp value, specially prepared with bless and prayer spells while in sight of a rainbow. The holy water and diamond disappear when the spell is cast., --. ADDED: Spike Stones, 5, 5, The spike stones spell causes rock to shape itself into long, sharp points that tend to blend into the background. It is effective on both natural rock and worked stone. The spike stones serve to impede progress through an area and to inflict damage. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the spell's area of effect suffer 1d4 points of damage per round. The success of each attack is determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and for each round spent in the area thereafter. The initial step enables the individual to become aware of some problem only if the initial attack succeeds; otherwise movement continues and the spike stones remain unnoticed until damage occurs. Charging or running victims suffer two attacks per round. Those falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack increases by +2 for every 10 feet fallen. Finally, the creatures also suffer normal falling damage., --, 1, , . ADDED: Transmute Rock to Mud, 5, 5, "If it's solid, we can make it mushy...if it's mushy we can make it solid!"This spell turns natural rock of any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per round. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance--but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage. , The reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone. Dry sand is unaffected., --, 1, . ADDED: Wall of Fire, 5, 5, Let's see them get through this! The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. , The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it., --, 1, . ADDED: Animate Object, 6, 6, This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever[md]wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone's possession grants that person a saving throw to prevent the spell's effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage. The frequency of attack of animated objects depends on their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet[md]a large statue, two rugs, three chairs, or a dozen average crocks., --, 1, , . ADDED: Anti-animal Shell, 6, 6, By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field., --, 1, , . ADDED: Blade Barrier, 6, 6, The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover an area from as small as 5 feet square to as large as 60 feet square., --, 1, , . ADDED: Command Monster, 6, 6, "Hey you...yes you, tall, dark and working for the wrong side, listen to me...", --, 1, , . ADDED: Conjure Fire Elemental, 6, 6, "By the power of my deity Gobinhinu, I call upon the spirit of fire"Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to four salamanders appear, 4% likely that an efreeti appears, and 2% likely that a huge fire elemental of 21 to 24 Hit Dice appears. The caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the fire elemental (or other creatures summoned) or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking the caster's opponents. The fire elemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell, dismiss fire elemental, or similar magic., --, 1, , . ADDED: Fire Seeds, 6, 6, The fire seeds spell creates special missiles or timed incendiaries that burn with great heat. The spell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell is cast. , Fire seed missiles: This casting turns up to four acorns into special grenadelike missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw). Fire seed incendiaries: This casting turns up to eight holly berries into special incendiaries. The holly berries are most often placed, being too light to make effective missiles. They can be tossed only up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 1d8 points of damage to any creature and igniting any combustible within a 5-foot-diameter burst area. Creatures within the area that successfully save vs. spell suffer half damage. All fire seeds lose their power after a duration equal to one turn per experience level of the caster--e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation., --, 1, . ADDED: Forbiddance, 6, 6, This spell can be used to secure a consecrated area (see the Dungeon Master Guide). The spell seals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster's. The most severe penalty is used. Alignment identical: No effect. If password locked, cannot enter area unless password is known (no saving throw). , Alignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known. , Alignment different with respect to good and evil: Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt does cause damage if the save is failed. Once a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success. , In addition to the priest's holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube., --. ADDED: Heal, 6, 6, Let the healing power be cast upon you. The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases., --, 1, , green-glow. ADDED: Heroes' Feast, 6, 6, Let us sit at this great table and share a great feast to heal our wounds and fortify our spiritsThis spell enables the priest to bring forth a great feast that serves as many creatures as the priest has levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary food and drink. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. The ambrosialike food that is consumed is equal to a bless spell that lasts for 12 hours. Also, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. The material components of the spell are the priest's holy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status., --, 1, , . ADDED: Monster Mount, 6, 6, This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures can be used as pack animals.Each intended mount receives a saving throw vs. spell. Creatures failing their rolls become docile and obedient, allowing riders to mount them, and moving at the speed and direction indicated by the caster. To maintain the enchantment, the caster must remain within 10 yards of one of the affected creatures, and each affected creature must remain within 10 yards of another. The affected creatures will do nothing for the caster other than carrying riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all the mounts.Range: 30 yards Duration: hours. Area of Effect: 20-foot radius circle, --, 1, , . ADDED: Part Water, 6, 6, By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the level of the priest. A trough 3 feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 36 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature suffers 48 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds., --, 1, , . ADDED: Sol's Searing Orb, 6, 6, This spell must be cast upon a topaz gemstone worth at least 500 gp. The stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. (The acts of casting and throwing occur in the same round.) It is not possible for the priest to give the stone to another character to throw.The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon proficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck. There is no damage bonus, however. When it hits, the gem bursts with a brilliant, searing flash that causes {6d6} points of fire damage to the target and blinds him for {d6} rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer {12d6} points of damage and are blinded for {2d6} rounds (if applicable) if their save is failed. They receive {6d6} points of damage and are blinded for {1d6} rounds if the save is successful. If the gem misses its target, it explodes immediately, causing {3d6} points of damage (or {6d6} against undead) to all creatures within a 3' radius. It blinds them for {1d3} rounds ({1d6} rounds vs. undead). All victims are allowed a saving throw vs. spell, with success indicating half damage and no blindness. The DM should use the rules for grenade-like missiles found in the Dungeon Master Guide for determining where the stone hits., --, 1, , . ADDED: Spiritual Wrath, 6, 6, This powerful cooperative spell is rarely invoked since it requires the concerted effort of six or more high-level priests.To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast spiritual wrath at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell.Range: 300 yards, --, 1, , . ADDED: Stone Tell, 6, 6, Duration: 1 turn, Area of Effect: 1 cu. yd. When the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone's perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM., --, 1, , . ADDED: The Great Circle, 6, 6, The great circle is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the construction of a temple or sanctuary. , When casting the great circle, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell. When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round. The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters. , The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage). The reverse of this spell, the black circle, creates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half., --, 1. ADDED: Transmute Water to Dust, 6, 6, If it's wet we can make it dry... if it's dry we can make it wet. When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud. If there is not a sufficient quantity of water to cause that effect, it simply soaks or dampens the dust accordingly. Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain. However, only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect. The reverse of this spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component. , For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of sea shell, and the caster's holy symbol., --, 1, . ADDED: Wall of Thorns, 6, 6, I wouldn't try to pass through this unless your skin is metal.The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person's finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage, plus an additional amount of damage equal to the creature's AC. Negative ACs subtract from the base 8 points of damage, but no adjustment is made for Dexterity. Any creature within the area of effect of the spell when it is cast, crashes into the wall of thorns and must break through to move. The damage is based on each 10-foot thickness of the barrier. If the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so (see wall of fire spell). In this case, the cool side of the wall is that closest to the caster of the thorn wall. , The nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he desires. The spell's duration is one turn for each level of experience of the caster, and it covers one 10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster could create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a 10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort of shape that suited his needs. The caster can also create a wall of 5-foot thickness, which inflicts half damage but can be doubled in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command., --, 1, . ADDED: Weather Summoning, 6, 6, By this spell, the caster calls forth weather appropriate to the climate and season of the area he is in. Thus, in spring a tornado, thunderstorm, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc., can be called for. In autumn, hot or cold weather, fog, sleet, etc., could be summoned. Winter enables great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the later winter or early spring. The summoned weather is not under the control of the caster. It might last but a single turn, in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 square miles. Note that several casters can act in concert to greatly affect weather, controlling winds, and working jointly to summon very extreme weather conditions. Within four turns after the spell is cast, the trend of the weather to come is apparent--e.g., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather arrives 1d12+5 turns after the spell is cast. Note that the new weather condition cannot be changed by the caster once it has been summoned. Once the weather is fully summoned, it cannot be dispelled. If the summoning is successfully dispelled before it has been completed, the weather slowly reverts to its original condition., --, 1, , . ADDED: Whirlwind, 6, 6, This spell creates a powerful cyclone of raging wind that moves as directed by the priest. The whirlwind can move hy zigzagging along the ground or over water at a movement rate of 6. The whirlwind always moves after all other creatures have moved, and many creatures can avoid it simply by keeping their distance. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for ld3 rounds- possibly endangering the caster or his allies-and then dissipates. Any creature of size L (large) or smaller that comes in contact with the whirlwind must make a successful saving throw vs. breath weapon or suffer 2d8 points of damage. Size M (man-sized) or smaller creatures that fail their first saving throw must attempt a second one, or be picked np bodily by the whirlwind and held suspended in its powerful winds, suffering Id8 points of damage each round with no save allowed. The caster may direct the cyclone to eject any carried creatures whenever he wishes, depositing the hapless souls wherever the whirlwind happens to he when they are released. Maintaining the whirlwind requires the caster’s full attention, and he cannot cast other spells or make any attacks while directing the spell’s course. Ifhis concentration fails for some reason, he cannot simply cancel the spell. Instead, the spell becomes uncontrolled as described above and dissipates after Id3 rounds. In truly desperate circumstances, priests of Elemental Air have been known to deliberately o v e m their companions in order to carry them out of the path of some certain doom. Few care to repeat the experience., --, 1, , .
BiBo!!!!!!!!! is receiving the map caves unknown...
BiBo!!!!!!!!! has received the map caves unknown.
[mikE] what you need now is an alchemist to turn copper to gold
[BiBo!!!!!!!!!] what we need is bait
[BiBo!!!!!!!!!] what we need is some monster summoning
[Kylia Wolfslayer (Lorie)] :: Ding! :: You're elected Bait. What a gracious volunteer you are!
[Kira (Beth)] Thank you, Ramone! That is wonderful! ::beams::
[Kylia Wolfslayer (Lorie) (to GM only)] Character sheet for Wilson modified: Magical Abilities - ADDED: 1, 5, 5. ADDED: 2, 5, 5. ADDED: 3, 2, 2. ADDED: 4, 1, 1. Spells - CHANGED: Know Direction -- # Memorized: 0 (The material component is a small scrap of a parchment map that is at least 100 years old.), CHANGED: Log of Everburning -- # Memorized: 0 (This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. ), CHANGED: Morale -- # Memorized: 0 (At the conclusion of this use of the spell, the target unit's morale is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns. The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol. ), CHANGED: Protection from Chaos -- # Memorized: 0 (Protection from chaos also wards the recipient against contact with extraplanar creatures of chaotic origin, including tanar’ri, slaad, and eladrin. Unlike protection from evil, this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment. However, protection from chaos does protect the recipient from creatures influenced by confusion and chaos spells and effects. The natural or bodily attacks of such creatures automatically fail, as long as the recipient does not use the spell’s power to trap, pin, or drive back the chaotic creatures in question. The spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell.), CHANGED: Ring of Hands -- # Memorized: 0 (The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle. Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier. ), CHANGED: Wind Column -- # Memorized: 0 (Falling), DELETED: Magic Missile, 11, 11, I spy with my little eye a suitable target for {5d4+5} these missiles, 5, 1, , . DELETED: Wall of Fog, 11, 11, By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind., 2, 1, , . DELETED: Agannazar's Scorcher, 12, 12, "Tag! You're it and while you're at take that! For the next {2} rounds a jet 2 feet wide and 60 feet long burns you for {3d6} points of dmge no save, others in the path save vs spell or take {2d8} save for half", 4, 1, , . DELETED: Flaming Sphere, 12, 12, Here anyone wanna play catch? If you touch it take {2d4} points of damage save negates. If you are 5 feet from it take {d4} points. This boy moves where I want it within 10 yards.This flaming balls moves ata rate of 30 feet per round and lasts rounds., 3, 1, , . DELETED: Fireball, 13, 13, Feel the fiery wrath of Gobinhinu {10d6}. Range: 10 yds. + 10 yds./level. Area of Effect: 20-ft. radius, 4, 1, , fire. DELETED: Lightning Bolt, 13, 13, "From the heavens above, let the thunder move you! Upon casting this spell, I releases a powerful stroke of electrical energy that inflicts :10 points of damage to each creature within its area of effect. Range: {40+10*$L} yds. A successful saving throw vs. spell reduces this damage to half. The bolt begins at a range and height decided by me and streaks outward in a direct line from me. The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach inch of wood or an inch of stone, up to a maximum of 1 foot of wood or half a foot of stone. The lightning bolt's area of effect is chosen by me: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward me, ending only when it reaches its full length.", 2, 1, , . DELETED: Thunderstaff, 14, 14, Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4). If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance. , Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned. , The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed., 3, 1. CHANGED: Wall of Fire -- Level: 5 (14), CHANGED: Wall of Fire -- Cast Level: 5 (14), CHANGED: Wall of Fire -- Expression: Let's see them get through this! The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. (The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. ), CHANGED: Wall of Fire -- Cost: -- (1), DELETED: Cone of Cold, 15, 15, When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage., 3, 1, , . DELETED: Wall of Stone, 15, 15, This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20th-level caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping., 1, 1, , . DELETED: Contingency, 16, 16, Some spell will trigger under my given circumstances sometime within the next days., 1, 1, , . DELETED: Dimensional Blade, 16, 16, Target slashing weapon can cut through any matter like waving through air. Armor is ignored, only dex and magical bonuses count. The weapon counts as a +2 to attack and damage, but it gets no strength adjustment. This weapon can also hurt ethereal and phased creatures. Inanimate objects can be destroyed if they fail a save vs discintegration. This lasts rounds., 1, 1, , . CHANGED: Aura of Comfort -- # Memorized: 0 (If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F. All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks.), CHANGED: Calm Chaos -- # Memorized: 0 (After casting the spell, the priest makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as dancing lights). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days. Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is not replaced with another distraction within one round, the crowd is freed of the spell. ), CHANGED: Enthrall -- # Memorized: 0 (To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking. If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10. ), CHANGED: Fire Trap -- # Memorized: 0 (A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.), CHANGED: Frisky Chest -- # Memorized: 0 (After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed. The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary. ), CHANGED: Lighten Load -- # Memorized: 0 (This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items. ), CHANGED: Music of the Spheres -- # Memorized: 0 (In addition, the music makes the subject gullible and more susceptible to charm magics such as charm person, suggestion , and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty. This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell. ), CHANGED: Mystic Transfer -- # Memorized: 0 (Mystic transfer allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell's maximum range. The spell does not take effect; instead, it is channelled through the mystic transfer into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a mystic transfer within the spell's range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect. For example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest "passes" a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the flame strike). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active mystic transfer. ), CHANGED: Santify -- # Memorized: 0 (After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area. Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground. ), CHANGED: Soften Earth & Stone -- # Memorized: 0 (Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall. ), CHANGED: Watery Fist -- # Memorized: 0 (Striking), CHANGED: Adaptation -- # Memorized: 0 (The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest's deity. The casting time is 5 turns. ), CHANGED: Astral Window -- # Memorized: 0 (By stating a subject's name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell's duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location. The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however. ), CHANGED: Caltrops -- # Memorized: 0 (Each time a unit moves into a planted area, the unit suffers an attack of AD=4 (for infantry caltrops) or AD=6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area. This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.). ), CHANGED: Create Campsite -- # Memorized: 0 (The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this. The entire process takes 4-16 (4d4) rounds to complete. ), CHANGED: Dictate -- # Memorized: 0 (The dictate spell is an improved version of command, affecting up to 6 creatures in a 20-foot cube. The caster is not limited to a single word and can issue an order of no more than a dozen words in length. All the specified targets who fail their saving throws must attempt to obey the caster’s instructions. For example, a priest could issue a dictate such as “Stay here until I return,” “Throw down your weapons,” or “Seize that elf!” The subjects will continue to obey nonimmediate orders for up to one round per experience level of the caster. Subjects who cannot understand the caster are not affected, so characters who do not understand the caster’s language are immune to this spell. In addition, the order must create an immediate and obvious course of action for the subject; a dictate to “Die!” or “Feel sorry for him!” would simply cause the subject to stand still in confusion for one round. Poorly worded or confusing commands grant the subjects a +1 to +4 bonus on their saving throws at the DM’s discretion. Similarly, if after the subject fails his saving throw he is given an obviously self-destructive dictate, the subject simply loses his next round as he fights off the compulsion.), CHANGED: Effacious Monster Ward -- # Memorized: 0 (The spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90' x 90'x 90' cube). ), CHANGED: Emotion Control -- # Memorized: 0 (The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed. This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell. ), CHANGED: Invisibility Purge -- # Memorized: 0 (Invisible creatures or persons within the area of effect when invisibility purge is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect. A creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the potion of invisibility has not yet expired when he exits the area of effect, he becomes invisible again outside the area. ), CHANGED: Repair Injury -- # Memorized: 0 (When the smoke clears, Talmos the priest comes to Beran’s aid. Using repair injury, he knits Beran’s broken hip. The spell cures 6 hit points in the process. Beran no longer suffers the movement or attack penalties for a broken hip and has 17 hit points to his credit. With time or additional healing, he can regain his normal total of 44. Repair injury is also helpful in dealing with wounds that fall in the crushed, shattered, or destroyed category. This spell reduces the severity of the injury to the broken level, which means it heals as if it were 20d6 lost hit points. Only one repair injury can be used on any given wound, so a character with a shattered knee could still require a lot of time to recover after an application of this spell. ), CHANGED: Rigid Thinking -- # Memorized: 0 (The creature affected by rigid thinking is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature's mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards. The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities. ), CHANGED: Squeaking Floors -- # Memorized: 0 (The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds. Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.), CHANGED: Strength of One -- # Memorized: 0 (Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone's bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only the keystone's natural strength is conferred on the group. ), CHANGED: Unearthly Choir -- # Memorized: 0 (Trio. In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws. Quartet. With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw. ), CHANGED: Addition -- # Memorized: 0 (The effect of this spell varies depending on the level of the caster. At 10th level or lower, addition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., "a water pitcher" or "a block of stone"). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red. Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create "a pistol," assuming he had heard the word somewhere, the spell would fail. ), CHANGED: Blessed Warmth -- # Memorized: 0 (For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3' of the priest. Thus, a 10th-level priest could protect four other creatures in a 3' radius.), CHANGED: Cloak of Bravery -- # Memorized: 0 (The spell has no effect upon undead of any sort. The effect can be used only once, and the spell expires after eight hours if not brought down sooner. Members of the recipient's party are not immune to the effects of the spell.), CHANGED: Focus -- # Memorized: 0 (The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails. Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival. ), CHANGED: Fortify -- # Memorized: 0 (For the fortify spell to work, it must be cast simultaneously with a cure light wounds, cure serious wounds, or cure critical wounds. The priest casting fortify must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. Fortify automatically causes the cure spell to function at maximum effect. Thus, a cure serious wounds would automatically heal 17 points of damage and a cure critical wounds would heal 27 points of damage.), CHANGED: Imbue with Spell Ability -- # Memorized: 0 (Spells Imbued 1), CHANGED: Spell Immunity -- # Memorized: 0 (The spell has several additional limitations. First, the caster must have directly experienced the effect of the specified spell. For example, if the caster has been attacked by a fireball spell at some time, he can use the spell immunity spell to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell. The material component for spell immunity is the same as that for the spell to be protected against.), CHANGED: Tree Steed -- # Memorized: 0 (When the spell is cast, the log sprouts four wooden, horselike legs. The tree steed may be ridden like a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds of riders and gear before breaking. If the tree steed breaks under the weight of the riders or gear, the enchantment instantly ends and the tree steed again becomes a normal (although broken) log or plank. The tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if the distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the caster is again within range. ), CHANGED: Uplift -- # Memorized: 0 (The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level. As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level. ),
Lorie is receiving the map caves unknown...
Lorie has received the map caves unknown.
[BiBo!!!!!!!!!] ::smirks:: "Of course, but then two pieces of bait are more attractive than one, how about you join me Kira?"
[Ramone (BiBo!!!!!!!!!)] "I would hate to deny you any of the coming fun."
[Kira (Beth)] Not on your life! I wouldn't dream of taking away the glory from you!
[Kylia Wolfslayer (Lorie)] And since you're a master of magical arts...you can also take care of the Monster Summoning!
[Malagorn (mikE)] That's true. I have no monsters to summon today.
[Ramone (BiBo!!!!!!!!!)] "Of course not."
[Malagorn (mikE)] But i can turn you into one!
[Ramone (BiBo!!!!!!!!!)] ::glances outside:: "Wonder if there's a bird or rat or something out here..."
[Ramone (BiBo!!!!!!!!!)] ((is there?))
[Ramone (BiBo!!!!!!!!!)] oh wait... I can cantrip a rat can't I.
[DM] maybe a bird if you are patient, but is is evenign in mid winter most things want to be under cover
[Ramone (BiBo!!!!!!!!!)] ::cantrips a rat::
[DM] poof
[Ramone (BiBo!!!!!!!!!)] I use telekinesis to move it ahead
[Ramone (BiBo!!!!!!!!!)] Ramone: Telekinesis: 200 lbs go do what I want
[Ramone (BiBo!!!!!!!!!)] I keep it about 15-20 feet ahead of us and move forward
[DM] Rat moved 1'08".
[DM] there you go
[DM] you should be able to move him as you wish
[Kira (Beth)] ::mutters to self:: you sent the wrong rat
[Ramone (BiBo!!!!!!!!!)] rat/spider... same difference
[Ramone (BiBo!!!!!!!!!)] Rat moved 13'02".
[Ramone (BiBo!!!!!!!!!)] any green slime falling?
[DM] none that you can see
[Ramone (BiBo!!!!!!!!!)] Ramone moved 13'03".
[Ramone (BiBo!!!!!!!!!)] Rat moved 9'06".
[Ramone (BiBo!!!!!!!!!)] ::points:: "Slime"
[DM] Scorpian #1 moved 25'03".
[DM] Scorpian #1 moved 38'00".
[Ramone (BiBo!!!!!!!!!)] ::points again:: "Scorpions."
[DM] Scorpian #1 moved 1'03".
[DM] set your selves up
[DM] where would you be?
[Ramone (BiBo!!!!!!!!!)] how big are these scorpions?
[DM] giant
[DM] man sized
[Ramone (BiBo!!!!!!!!!)] how high is the ceiling?
[DM] you only see the one
[DM] here is 40 feet tall
[DM] at the opening where it is
[DM] 5 feet tall
[Ramone (BiBo!!!!!!!!!)] k
[DM] where the passage back ? 10 feel tall then opens up again over the slime
[DM] irregular
[DM] Beth? Lorie? want to move your people ?
[Ramone (BiBo!!!!!!!!!)] I am guessing everyone is fine where they are or they'da said otherwise
[Kira (Beth)] Kira moved 1'08".
[Kylia Wolfslayer (Lorie)] BRB
[DM] will wait to be sure befroe starting combat,
[DM] will not be hard
[Kylia Wolfslayer (Lorie)] Wilson moved 1'08".
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 1'00".
[Kylia Wolfslayer (Lorie)] Wilson moved 1'09".
[mikE] Pepe follows Malagorn.
[DM] Pepe moved 2'07".
[Malagorn (mikE) (to GM only)] Character sheet for Pepe modified: Misc. Attributes - Icon Size:: CHANGED: .5 (2.5).
[DM] Molly I know you are not ready for thsi combat it is on
[DM] ok
[DM] Combat has begun!
[DM] ROUND: 0
[DM] Scorpian #1: Initiative:(d10+10) [10+10] 20
[Ramone (BiBo!!!!!!!!!)] Ramone: Initiative:(d10+10-+3-2) [8+10-3-2] 13
[Kylia Wolfslayer (Lorie)] Wilson: Initiative:(d10+10) [9+10] 19
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer: Initiative:(d10(+10-+0)) [7(10-0)] 17
[Kylia Wolfslayer (Lorie)] Wilson: Initiative:(d10+10) [7+10] 17
[Kira (Beth)] Kira: Initiative:(d10+10-+2) [3+10-2] 11
[Kylia Wolfslayer (Lorie)] ((not sure why Wilson showed up twice...ignore second roll ))
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Ability Scores - STR: (S) : CHANGED: 12 (null). DEX: (D) : CHANGED: 15 (null). CON: (C) : CHANGED: 12 (null). INT: (I) : CHANGED: 11 (null). WIS: (W) : CHANGED: 8 (null). CHR: (CH) : CHANGED: 10 (null). Personal Information - Name:: CHANGED: Rosethron (null). Player:: CHANGED: Molly (null). Class:: CHANGED: Fighter (null). Race:: CHANGED: Elven (null). Size:: CHANGED: M (null). Alignment:: CHANGED: CG (null). Age/Sex:: CHANGED: 256/Female (null). Height/Weight:: CHANGED: 5'10"/135 (null). Hair/Eyes:: CHANGED: Brown/Brown (null). Speed:: CHANGED: 12 (null). Hit Dice:: CHANGED: 7 (null). Combat - ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: -$RA+10.
[Malagorn (mikE)] Malagorn: Initiative:(d10-+2+10) [5-2+10] 13
[Rosethorn (Molly)] Rosethorn: Initiative:(d10-+10) [1-10] -9
[DM] INIT: -9 GOING: Rosethorn
[DM] and click Next Molly
[Ramone (BiBo!!!!!!!!!)] ::smirks::
[DM] Mike is working on it for you
[DM] red pentagon up in the right corner
[DM] click
[DM] INIT: 11 GOING: Kira
[DM] INIT: 13 GOING: Ramone
[DM] INIT: 13 GOING: Malagorn
[DM] INIT: 17 GOING: Wilson
[DM] INIT: 17 GOING: Kylia Wolfslayer
[Ramone (BiBo!!!!!!!!!)] uh...
[Kylia Wolfslayer (Lorie)] Wilson: Bless: Feel the healing warmth of Gobinhinu. For 6 rounds with +1 against FEAR and +1 to your ATTACK.
[DM] that was problely Molly
[Ramone (BiBo!!!!!!!!!)] I'm flying
[DM] INIT: 17 GOING: Wilson
[DM] INIT: 13 GOING: Malagorn
[DM] INIT: 13 GOING: Ramone
[DM] there yu go
[DM] ok
[Malagorn (mikE)] i'll be holding casting anyway
[DM] now next ramone
[DM] INIT: 13 GOING: Malagorn
[DM] INIT: 17 GOING: Wilson
[Ramone (BiBo!!!!!!!!!)] ::flies to the ceiling::
[DM] INIT: 17 GOING: Kylia Wolfslayer
[Kylia Wolfslayer (Lorie)] ((He cast the spell above ))
[DM] Nighmare: Initiative:(d10(+20+)) [1(20+] -1
[DM] Nighmare #1: Initiative:(d10(+20+)) [7(20+] -1
[Lorie] Kylia Wolfslayer targets Scorpian #1. Distance: 18'11"
[Lorie] Kylia Wolfslayer no longer targets Scorpian #1.
[DM (to GM only)] Nighmare #1 moved 1'03".
[DM (to GM only)] Nighmare #1 targets Ramone. Distance: 40'02"
[Lorie] Kylia Wolfslayer targets Scorpian #1. Distance: 18'11"
[Lorie] Kylia Wolfslayer no longer targets Scorpian #1.
[Lorie] Kylia Wolfslayer targets Scorpian #1. Distance: 18'11"
[DM] Nighmare #1: Initiative:(d10+20) [6+20] 26
[DM] as soon as Ramone starts to fly a Nighmare appears from the back of the cavern and FLYS forward
[DM] not attacking yet, but charging
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer: Fireball: Feel the fiery wrath of Gobinhinu (10d6) [(5+3+2+5+5+3+3+1+3+2)] 32. Range: 10 yds. + 10 yds./level. Area of Effect: 20-ft. radius added to Scorpian #1
[DM (to GM only)] Scorpian #1's Current Hit Points: adjusted to -24 (-32) - Dead
[DM] INIT: 26 GOING: Nighmare #1
[DM] Nighmare #1: Attack #1: Bite: (13-(d20+0)) [13-(7+0)] 6. Probably MISSES Ramone (AC FINAL: -2)
Molly is receiving the map caves unknown...
Molly has received the map caves unknown.
[DM] Nighmare #1: Attack #1: Hoof: (13-(d20+0)) [13-(1+0)] 12. Probably MISSES Ramone (AC FINAL: -2)
[DM] Nighmare #1: Attack #1: Hoof: (13-(d20+0)) [13-(20+0)] -7 [CRITICAL HIT]
[DM] Nighmare #1: Attack #1: Hoof: (13-(d20+0)) [13-(2+0)] 11. Probably MISSES Ramone (AC FINAL: -2)
[DM] Nighmare #1: Damage v SM: Hoof: (2d4+2) [(2+2)+2] 6 [ROLL WAS MODIFIED] added to Ramone
[DM] Ramone's Current Hit Points: adjusted to 63 (-6) - Lightly Wounded
[Ramone (BiBo!!!!!!!!!)] "Now... when they said this was a mine.... did they really mean underground temple of evil?"
[Ramone (BiBo!!!!!!!!!)] "Because I think something was lost in the translation."
[DM] ok, so Kira and Ramone make a save verus paralyzation
[DM] Nighmare #1 moved 2'08".
[Malagorn (mikE)] I'll stop holding my casting now))
[Kira (Beth)] Kira: Petrification or Polymorph save: (d20) [9] 9. PROBABLY FAILS against (11) [11] 11
[DM] Nighmare #1 moved 12'09".
[Ramone (BiBo!!!!!!!!!)] Ramone: Paralysis, Poison or Death save: (d20) [17] 17. PROBABLY SUCCEEDS against (11) [11] 11!!!
[Kira (Beth)] I'll never forgive you for this Ramone
[DM] so the nightmare pummels Ramone then flys on past
[DM] he does not get an attack against wilson
[Ramone (BiBo!!!!!!!!!)] "Of course, blame me. Everyone does."
[DM] and Kira is at a -2 to attakcs and damage
[DM] I will change your sheet
[DM] and now Mal goes on the delayed casting
[DM] ROUND: 1
[DM] INIT: -9 GOING: Rosethorn
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Ability Scores - Exceptional STR: (XSTR) : CHANGED: -- (null). STAM: (ST) : CHANGED: 14 (null). Weight Allowance:: CHANGED: 55 (null). MUSC: (MU) : CHANGED: 10 (null). Attack Adjust: (ATK) : CHANGED: +0 (null). Damage Adjust: (DMG) : CHANGED: +0 (null). Max Press:: CHANGED: 115 (null). Open Doors:: CHANGED: 6 (null). Bend Bars/Lift Gate:: CHANGED: 2 (null). AIM: (AI) : CHANGED: 17 (null). Missile Attack Adjust: (MATK) : CHANGED: +2 (null). Balance: (BA) : CHANGED: 13 (null). Reaction Adjust: (RA) : CHANGED: +0 (null). Defensive Adjust: (DEF) : CHANGED: +0 (null). Health: (HE) : CHANGED: 12 (null). System Shock:: CHANGED: 80% (null). Poison Save: (PS) : CHANGED: +0 (null). Fitness: (FI) : CHANGED: 12 (null). Hit Point Adjust: (HPADJ) : CHANGED: +0 (null). Resurrection Survival:: CHANGED: 85% (null). Reason: (RE) : CHANGED: 9 (null). Knowledge: (KN) : CHANGED: 13 (null). Add'l Languages:: CHANGED: 3 (null). Intuition: (IU) : CHANGED: 8 (null). Willpower: (WI) : CHANGED: 8 (null). Magical Defense Adjust: (MDADJ) : CHANGED: +0 (null). Spell Immunity:: CHANGED: 0 (null). Leadership: (LD) : CHANGED: 10 (null). Loyalty Adjust: (LADJ) : CHANGED: +0 (null). Max # of Henchmen:: CHANGED: 4 (null). Appearance: (AP) : CHANGED: 10 (null). Reaction Adjust: (RADJ) : CHANGED: 0 (null). Combat - Current Hit Points:: CHANGED: 51 (null). Max Hit Points:: CHANGED: 51 (null). Melee THAC0: (THAC0) : CHANGED: 14 (null). Missile THAC0: (MTHAC0) : CHANGED: 14 (null). Attacks Per Round:: CHANGED: 1 (null).
[DM] Molly you with us?
[Rosethorn (Molly)] yes???
[DM] ok
[DM] hang on
[DM] wait for a moenmnt
[DM] Mike will set your bow up now for you to attack
[Rosethorn (Molly)] okay....
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Weapons - ADDED: LongBow +1, , , --, , +3, +3, d6, d6, , $mthac0, , , , .
[DM] testing for you
[DM] now Target the Nightmare
[DM] please Molly
[Malagorn (mikE)] Rosethorn: Attack #1: LongBow +1: (14-(d20+3)) [14-(12+3)] -1
[Malagorn (mikE)] Rosethorn: Damage v SM: LongBow +1: (d6+3) [1+3] 4 [ROLL WAS MODIFIED]
[Malagorn (mikE)] Rosethorn: Damage v L: LongBow +1: (d6+3) [3+3] 6 [ROLL WAS MODIFIED]
[Malagorn (mikE)] okay, molly, you have a bow
[DM] I will shut up and let Beth or Mike help you with targeting
[Kira (Beth)] mike would probably be better
[Ramone (BiBo!!!!!!!!!)] oh yes, beth is the perfect one to talk to about targetting, ask her! :)
[DM] Finglass moved 1'11".
[Malagorn (mikE)] i'm still building her
[Malagorn (mikE)] i'd love it if you could. i need to set up her other bow stuff.
[Rosethorn (Molly)] anyone???
[DM] Marco then
[DM] or Beth I am staying quiet on this as I do it differently
[Kira (Beth)] working on it
[Ramone (BiBo!!!!!!!!!)] easiest way target is thusly:
[Ramone (BiBo!!!!!!!!!)] left click on your character's icon on the map
[Ramone (BiBo!!!!!!!!!)] hold down ctrl
[Ramone (BiBo!!!!!!!!!)] left click on the target
[Molly] Rosethorn targets Nighmare #1. Distance: 10'04"
[Ramone (BiBo!!!!!!!!!)] tada!
[Ramone (BiBo!!!!!!!!!)] now make your swings
[Rosethorn (Molly)] Rosethorn: Attack #1: LongBow +1: (14-(d20+3)) [14-(6+3)] 5. Probably MISSES Nighmare #1 (AC FINAL: -4)
[Ramone (BiBo!!!!!!!!!)] you get 2 with a bow
[DM] ok,
[Malagorn (mikE)] 3
[Malagorn (mikE)] she's an archer so she's specialized
[Rosethorn (Molly)] Rosethorn: Attack #1: LongBow +1: (14-(d20+3)) [14-(7+3)] 4. Probably MISSES Nighmare #1 (AC FINAL: -4)
[Malagorn (mikE)] ((one more))
[Rosethorn (Molly)] Rosethorn: Attack #1: LongBow +1: (14-(d20+3)) [14-(16+3)] -5. PROBABLY HITS Nighmare #1 (AC FINAL: -4)!!!
[DM] now damage
[Rosethorn (Molly)] Rosethorn: Damage v L: LongBow +1: (d6+3) [1+3] 4 [ROLL WAS MODIFIED] added to Nighmare #1
[DM (to GM only)] Nighmare #1's Current Hit Points: adjusted to 50 (-4) - Lightly Wounded
[DM] very good
[Malagorn (mikE)] ::casts magic missile which i don't have an actual expression for so, (5d4) [(1+3+3+3+2)] 12::
[DM] now click next
[DM (to GM only)] Nighmare #1's Current Hit Points: adjusted to 38 (-12) - Moderately Wounded
[Ramone (BiBo!!!!!!!!!)] 17 actually
[Ramone (BiBo!!!!!!!!!)] 5d4+5
[DM (to GM only)] Nighmare #1: No adjustments made
[DM (to GM only)] INIT: -1 GOING: Nighmare
[DM (to GM only)] Nighmare's Current Hit Points: adjusted to 49 (-5) - Lightly Wounded
[DM] INIT: 11 GOING: Kira
[Beth] Kira targets Nighmare #1. Distance: 6'07"
[Kira (Beth)] Kira: Attack #1: Longsword: (17-(d20++1)-2) [17-(10+1)-2] 4 [ROLL WAS MODIFIED]. Probably MISSES Nighmare #1 (AC FINAL: -4)
[Kira (Beth)] drat!
[DM] INIT: 13 GOING: Ramone
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Weapons - Ability Scores - Personal Information - Combat -
[Ramone (BiBo!!!!!!!!!)] Ramone moved 6'06".
[DM] the nighmare is spinning in mid air to fly back at Ramone
[Ramone (BiBo!!!!!!!!!)] excellent
[Ramone (BiBo!!!!!!!!!)] Ramone: Attack #1: Black Death: (15-(d20+5++0)) [15-(15+5+0)] -5
[Ramone (BiBo!!!!!!!!!)] save vs death
[Ramone (BiBo!!!!!!!!!)] this thing count as large or man sized?
[DM] large
[Ramone (BiBo!!!!!!!!!)] k, start saving
[DM] Nighmare #1: Paralysis, Poison or Death save: (d20) [3] 3. PROBABLY FAILS against (11) [11] 11
[DM] doh
[Ramone (BiBo!!!!!!!!!)] it dies
[DM] from ?
[Ramone (BiBo!!!!!!!!!)] me cutting it's head off
[DM] on a 15?
[Ramone (BiBo!!!!!!!!!)] 13 or higher
[DM (to GM only)] Nighmare #1's Current Hit Points: adjusted to -1 (-39) - Dying
[DM] Combat has finished.
[DM] I will look that up
[Ramone (BiBo!!!!!!!!!)] k
[DM] it is called Black death?
[Ramone (BiBo!!!!!!!!!)] no
[DM] looking in the books now
[Ramone (BiBo!!!!!!!!!)] weapon of slicing, it's a +5
[Rosethorn (Molly)] Roll #1: (d100) [10] 10
[Rosethorn (Molly)] Roll #1: (d100) [2] 2
[Rosethorn (Molly)] Roll #1: (d100) [32] 32
[Ramone (BiBo!!!!!!!!!)] pg 1524 if ya need it
[DM] that only works on a 19 or 20
[Ramone (BiBo!!!!!!!!!)] including plusses
[Ramone (BiBo!!!!!!!!!)] it's +5
[DM] not substracting the weapon bonus
[Ramone (BiBo!!!!!!!!!)] 15+5 = 20
[DM] well you rolled a13
[Ramone (BiBo!!!!!!!!!)] no... I rolled a 15
[DM] ok
[DM] still lookign for the +5 weapons
[Ramone (BiBo!!!!!!!!!)] paid to have it be a +5 weapon of speed, next page
[DM] ok
[DM] have to think on that
[Ramone (BiBo!!!!!!!!!)] suppose it only works on a roll of 14 and 15 now that I look at it
[DM] 25% of killing per stronk
[DM] stroke
[Ramone (BiBo!!!!!!!!!)] since it doesn't technically say 20+
[Ramone (BiBo!!!!!!!!!)] just 19 and 20
[DM] we will work it out
[DM] movign on for now
[Ramone (BiBo!!!!!!!!!)] yep
[Ramone (BiBo!!!!!!!!!)] eep
[Ramone (BiBo!!!!!!!!!)] darkness! magic missile!
[DM] grins
[DM] ok,
[DM] so you have a dead nightmare on the ground in teh middle there
[Kira (Beth)] lmao
[DM] Nighmare #1 moved 1'09".
[Kylia Wolfslayer (Lorie)] Wait... I just want to add for fun... BOB IS AN EVIL BUTT AND CHEATS :O)
[Ramone (BiBo!!!!!!!!!)] lol
[DM] adn a dead scorpian
[Kylia Wolfslayer (Lorie)] There... that's out of the way for the evening ;o) :: giggle giggle ::
[Ramone (BiBo!!!!!!!!!)] and a big pile of green slime
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 20'04".
[Ramone (BiBo!!!!!!!!!)] "Someone worshipping some evil god of slime in here or something?"
[DM] Scorpian #1 moved 20'11".
[DM] Scorpian #1 moved 3'04".
[DM] Combat has begun!
[DM] ROUND: 0
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 17'05".
[DM] Scorpian #1: Initiative:(d10+10) [5+10] 15
[Ramone (BiBo!!!!!!!!!)] Ramone: Initiative:(d10+10-+3-2) [10+10-3-2] 15
[Kira (Beth)] Kira: Initiative:(d10+10-+2) [6+10-2] 14
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Weapons - Consumable Magic Items - ADDED: Extra Healing Potion, Heals {-d8-1} damage to drinker. Has three sips in it., 3, 1. ADDED: Polymorph Self Potion, Change yourself into a different creature of your choice., 1, 1. Magic Item Summary - ADDED: ring of protection +1, , Finger. Equipment - ADDED: , .
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer: Initiative:(d10(+10-+0)) [9(10-0)] 19
[DM] are you still flying Ramone?
[Ramone (BiBo!!!!!!!!!)] yep
[DM] INIT: 14 GOING: Kira
[Kira (Beth)] Kira moved 9'08".
[DM] INIT: 15 GOING: Ramone
[Ramone (BiBo!!!!!!!!!)] ::wonders how heavy a scorpion is::
[DM] lighter tha you think
[DM] but still over 100#
[Ramone (BiBo!!!!!!!!!)] over 200?
[DM] no
[Ramone (BiBo!!!!!!!!!)] eggcellent
[Kira (Beth)] I'm ducking
[Ramone (BiBo!!!!!!!!!)] can't target
[Ramone (BiBo!!!!!!!!!)] Ramone: Telekinesis: 200 lbs go do what I want
[DM] there you go
[DM] and what are you doing with it?
[Ramone (BiBo!!!!!!!!!)] lifting it off it's feet for the moment. planning on giving it a dip in the slime eventually
[DM] INIT: 15 GOING: Scorpian #1
[Kira (Beth)] which is why I'm ducking
[DM] I am back at the keyboard.
[DM] ok
[DM] flails it feet
[DM] INIT: 19 GOING: Kylia Wolfslayer
[DM] is 5 feet in the air now
[Kylia Wolfslayer (Lorie)] :: looks at the green slime and then the Scorpion :: Hmmm....
[Kylia Wolfslayer (Lorie)] ((holding action for the moment ))
[DM] ROUND: 1
[Kira (Beth)] (to Ramone) If you're doing what I think you're doing with that sucker, you'd better not hit me with it!!!
[DM] INIT: 14 GOING: Kira
[Ramone (BiBo!!!!!!!!!)] ((I can move it 20' a round))
[Kira (Beth)] Kira moved 4'03".
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Saving Throws - ADDED: 10-1. ADDED: 12-1. ADDED: 11-1. ADDED: 12-1. ADDED: 13-1. Armor - Natural AC:: CHANGED: 10 (null). Armor Bonus:: CHANGED: -6 (null). Shield Bonus:: CHANGED: -0 (null). DEX Bonus:: CHANGED: -0 (null). Magic Bonus:: CHANGED: -1 (null). AC FINAL:: CHANGED: 3 (null). Magic Resistance:: CHANGED: 0 (null).
[Ramone (BiBo!!!!!!!!!)] "Oh don't worry your pretty little head."
[Kira (Beth)] I'll 'pretty' your little head' pumpkin brain
[Ramone (BiBo!!!!!!!!!)] "Careful, don't make me laugh or I might accidently drop it on you." ::grins playfully::
[Malagorn (mikE)] Malagorn: Initiative:(d10-+2+10) [8-2+10] 16
[Malagorn (mikE) (to GM only)] Roll #1: (d100) [42] 42
[Kira (Beth)] you will die a horrible slow death, I swear it on my grandmother, if you do
[Ramone (BiBo!!!!!!!!!)] "Another one?"
[Kylia Wolfslayer (Lorie)] Kira, he's with us...he's going to die a horrible death anyway
[Ramone (BiBo!!!!!!!!!)] ::grins::
[Kylia Wolfslayer (Lorie)] It's just a matter of when.. no need to involve your grandmother
[Kira (Beth)] I'm sure I can find a way to make it slower and more horrible
[Kira (Beth)] ah, gran passed years ago.
[DM] click next Kira
[Kira (Beth)] she only gets involved when it's gonna be fun
[DM] INIT: 15 GOING: Ramone
[Malagorn (mikE) (to GM only)] Character sheet for Rosethorn modified: Weapon Proficiencies - ADDED: Longbow (Specialized). ADDED: Long Sword. ADDED: . ADDED: . ADDED: . Weapon Proficiencies - Initial Slots:: CHANGED: 4 (null). Add'l Slots/Level:: CHANGED: 3 (null). Non-proficient Penalty:: CHANGED: -2 (null). Non-Weapon Proficiencies - ADDED: , , , . ADDED: , , , . ADDED: , , , . ADDED: , , , . ADDED: , , , . ADDED: , , , . ADDED: , , , . ADDED: , , , . Magic Item Summary - Equipment -
[Malagorn (mikE)] So is that the slime over there?
[Ramone (BiBo!!!!!!!!!)] how high's the ceiling above kylia?
[Malagorn (mikE)] Should we attack it, sir?
[DM] yes where it says green slime
[DM] 10 feet
[DM] where kylia is
[Wilson (Lorie)] Well I'm not really sure we should attack it
[Malagorn (mikE)] Okay, Holding attack, Second Sir!
[Kira (Beth)] Kylia, I would highly recommend you duck if he swings that thing your direction
[Malagorn (mikE)] Salute, Pepe! He's your superior officer
[DM] it looks like it is a big puddle of slime on the ground,
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 7'11".
[Pepe (mikE)] ::snaps off a sprisingly polished salute for a skunk::
[Ramone (BiBo!!!!!!!!!)] I hold action and say, "Excuse me m'lady Kylia. I would hate to bump this monstrosity into you." then wait for her to move before shoving it towards the slime
[Kira (Beth)] (aside to Kylia) he's not known for his aim
[Ramone (BiBo!!!!!!!!!)] "There are many better things to be known for."
[Kira (Beth)] ::snorts::
[Malagorn (mikE)] So, he gets the wrong hole?
[DM] Scorpian #1 moved 30'11".
[Malagorn (mikE)] I heard a story about a guy like that.
[DM] there?
[Kira (Beth)] ::coldly:: I wouldn't know
[Ramone (BiBo!!!!!!!!!)] well, I can only move it with any sort of dexterity 20'
[Malagorn (mikE)] The women didn't like him none too much. Always complaining about going in the wrong hole or some such thing.
[Ramone (BiBo!!!!!!!!!)] or I could shove it in a straight line like 120
[Malagorn (mikE)] ::shrugs::
[DM] Scorpian #1 moved 13'10".
[DM] Combat has finished.
[Ramone (BiBo!!!!!!!!!)] and this doesn't look like a straight line
[Pepe (mikE)] ::chitters angrily at Malagorn and nips his ear::
[Ramone (BiBo!!!!!!!!!)] next round I dip though
[DM] Scorpian #1 moved 13'11".
[Malagorn (mikE)] Ow, Pepe! What do you mean not suitable for in front of laides? These are just the rest of the guys in teh guard.
[DM (to GM only)] Scorpian #1's Current Hit Points: adjusted to -2 (-38) - Dying
[Malagorn (mikE)] She's our Sir. I'm sure she has heard worse.
[DM] observation anyone?
[Kira (Beth)] ::looks at skunk:: What's a nice critter like you doing hanging with someone like that?
[Ramone (BiBo!!!!!!!!!)] sure, why not
[Malagorn (mikE)] Malagorn: Observation check: (d20) [7] 7. PROBABLY SUCCEEDS against (18+1) [18+1] 19!!!
[Ramone (BiBo!!!!!!!!!)] Ramone: Observation check: (d20) [3] 3. PROBABLY SUCCEEDS against (17+1) [17+1] 18!!!
[Pepe (mikE)] ::chitters at Kira and ducks his head::
[DM] the slime must be deeper as the scropian disapears under the surface
[DM] adn you see a ring hanging on a rope of some sort
[Malagorn (mikE)] What do you mean you got a bad calling?
[DM] up above the slime
[Kira (Beth)] ::smiles at the skunk::
[DM] is stuck on some sort of skelton hand
[Ramone (BiBo!!!!!!!!!)] like a finger ring or a ring you'd tug?
[Malagorn (mikE)] You were called to serve the great Mad Malagorn!
[DM] like a finger ring
[Kira (Beth)] ::shakes head in sympathy:: poor Pepe
[DM (to mikE only)] yes it is magic
[Ramone (BiBo!!!!!!!!!)] could I telekinesis it off the finger and over here then?
[Malagorn (mikE)] Huh? Magic Ring? What'chu talkin' 'bout, Pepe?
[DM] not likely to telekinsis it
[Malagorn (mikE)] Pepe says that ring is magic.
[DM] it is on a ring
[DM] it is a ring on a finger on a rope
[Ramone (BiBo!!!!!!!!!)] the ring is on a ring?
[Ramone (BiBo!!!!!!!!!)] so a pull shoudl get it off the finger right?
[Wilson (Lorie)] Is this like the old woman who swallowed a fly BOB?
[DM] if you mess up it falls into the slime
[DM] and it is not a straight pull off,
[Ramone (BiBo!!!!!!!!!)] doesn't have to be straight
[Malagorn (mikE)] I can send one of my servants to get it!
[Ramone (BiBo!!!!!!!!!)] even better
[Rosethorn (Molly)] like Pepe??
[Malagorn (mikE)] Malagorn: Unseen Servant: a
[DM] sighs, very well master
[Malagorn (mikE)] Go get me the ring, servant!
[Kira (Beth)] rolf
[DM] it flys out to capture the ring
[Malagorn (mikE)] ::mutters:: always getting snippy with me.
[Malagorn (mikE) (to GM only)] Roll #1: (d100) [44] 44
[DM] and as it goes over the slime a psudeopod snaps up
[Ramone (BiBo!!!!!!!!!)] ::says to Malagorn:: "Good help is hard to find eh?"
[Ramone (BiBo!!!!!!!!!)] well, that's good
[DM] and POW snares the unseen sevant
[Rosethorn (Molly)] oh yippee.
[Ramone (BiBo!!!!!!!!!)] apparently it can see unseen servants
[DM] adn poof it is eatn up
[Malagorn (mikE)] Oh dear. Guess that will be a problem.
[Malagorn (mikE)] Sorry, servant!
[Wilson (Lorie)] :: shakes head ::
[Ramone (BiBo!!!!!!!!!)] The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks
[Rosethorn (Molly)] Glad it wasn't poor Pepe, after all.
[Malagorn (mikE)] What, Pepe?
[Ramone (BiBo!!!!!!!!!)] good thing a pseudopod is one of those :-P
[Malagorn (mikE)] Alteration magic on the slime?
[Malagorn (mikE)] So it's not a normal green slime? Huh.
[DM] I am away from the keyboard.
[Ramone (BiBo!!!!!!!!!)] so... pseudopod still grabbing it?
[Malagorn (mikE)] ((bob says that is area effect. he describes it as a wave))
[Ramone (BiBo!!!!!!!!!)] it is SO not an area effect
[Malagorn (mikE)] ((shrug))
[Ramone (BiBo!!!!!!!!!)] god does bob cheat
[Malagorn (mikE)] ((but damn is pepe one smart cookie))
[Rosethorn (Molly)] I'd go with the skunk.
[DM] I am back at the keyboard.
[DM] slimes are by nautre area of effect
[Ramone (BiBo!!!!!!!!!)] not if it's making a pseudopod attack :-P
[DM] this one can seeminly change the area it effects
[Beth] I am away from the keyboard.
[DM] Ask Pepe
[Ramone (BiBo!!!!!!!!!)] besides, since when do slimes dissolve forces?
[Malagorn (mikE)] ((if you didn't catch it from what pepe said, this isn't a green slime))
[Ramone (BiBo!!!!!!!!!)] isn't a normal slime ye said
[DM] Ramone make a Knowledge check
[Malagorn (mikE)] Malagorn: INT check: (d20) [4] 4. PROBABLY SUCCEEDS against (18) [18] 18!!!
[Beth] I am back at the keyboard.
[Ramone (BiBo!!!!!!!!!)] Ramone: KNO check: (d20) [20] 20. PROBABLY FAILS against (19) [19] 19
[Ramone (BiBo!!!!!!!!!)] pff
[Malagorn (mikE)] Well, I'd say that's acting like a gray ooze.
[Malagorn (mikE)] Not to mention the fact that it has alteration magic on it.
wlofie_lurkmode has joined the game on Fri Jul 07 21:43:59 EDT 2006
[Malagorn (mikE)] So someone made a gray ooze look like a green one.
[Ramone (BiBo!!!!!!!!!)] "Slime, ooze, still goopy dissolvy thing
[Malagorn (mikE)] Tricksy tricksy.
[Malagorn (mikE)] Stand back, I'll blast it with some lightning. I think that's what they don't like...
[Malagorn (mikE)] ::shrugs::
[Malagorn (mikE)] We'll find out!
[Pepe (mikE)] ::chitters and shakes his head::
[Ramone (BiBo!!!!!!!!!)] it still shouldn't be able to swing at an unseen servant
wlofie_lurkmode is receiving the map Base...
wlofie_lurkmode has received the map Base.
[Rosethorn (Molly)] (ducks)
[Malagorn (mikE)] Malagorn: Lightning Bolt: a
[Malagorn (mikE)] (10d6) [(1+3+1+2+2+6+1+6+5+5)] 32
[Malagorn (mikE) (to GM only)] Roll #1: (d100) [91] 91
[DM] disolved
[Malagorn (mikE)] Three cheers for me!
[Rosethorn (Molly)] uh huh
[Malagorn (mikE)] Did I do good, Sir?
[Ramone (BiBo!!!!!!!!!)] hip hurrah
[Kira (Beth)] huh
[Ramone (BiBo!!!!!!!!!)] ::glances at the skunk:: "So what is it you like to eat?"
[Kylia Wolfslayer (Lorie)] Umm... well it depends...
[Malagorn (mikE)] Oh, he'll eat just about whatever he can get his teeth on.
[Malagorn (mikE)] dead animals, rotting veggitation
[Ramone (BiBo!!!!!!!!!)] "What's his favorite?
[Pepe (mikE)] ::chitters loudly::
[DM] so where that cavern opens up you see the cielign gets to be over 30 feet tall
[Malagorn (mikE)] Okay, Pepe! Sheesh!
[Malagorn (mikE)] So he prefers live animals and fresh vegitation
[Ramone (BiBo!!!!!!!!!)] ::cantrips up some fresh vegetation for Pepe::
[Malagorn (mikE)] Look, Pepe! The Magic Marvel has made fresh fruits for us!
[Pepe (mikE)] ::chitters::
[Malagorn (mikE)] Wha? I don't get any? Awww...
[Pepe (mikE)] ::grabs the fruit happily and munches, turning away from Malagorn::
[Rosethorn (Molly)] You got slimed, I think.
[Malagorn (mikE)] So, anyone want that ring?
[Kira (Beth)] ::chuckles::
[Ramone (BiBo!!!!!!!!!)] "Nice skunk." ::glances at the ring::
[Rosethorn (Molly)] (hands Pepe an apple.)
[Ramone (BiBo!!!!!!!!!)] "Sure, why not?"
[Malagorn (mikE)] Good, then go get it.
[Kylia Wolfslayer (Lorie)] Perhaps we should just wait to divvy it up until it's been identified. Never know when it might be cursed
[Malagorn (mikE)] I'm not going out there.
[Malagorn (mikE)] Might be another slime hidden.
[DM] ok, soyou have mad eit 18 feet into the dungeon so far
[Ramone (BiBo!!!!!!!!!)] ::telekinesises over the ring::
[DM] No Name moved 29'06".
[Kylia Wolfslayer (Lorie)] we've made smashing progress BOB
[Kylia Wolfslayer (Lorie)] :)
[Kylia Wolfslayer (Lorie)] I didn't expect to get this far tonight
[Ramone (BiBo!!!!!!!!!)] ::pulls out a slate, sets it on the ground and allows the ring to set down onto it::
[Malagorn (mikE)] ((20 feet is almost too much to hoep for))
[Ramone (BiBo!!!!!!!!!)] Ramone: Identify: What's this do?
[Rosethorn (Molly)] Uh, I don't think you wanted to do that....
[DM] is a ring of +1 +2 verus undead
[Ramone (BiBo!!!!!!!!!)] ::points to the writing on the slate:: "That's what it is."
[DM] you should explain that Marco
[Ramone (BiBo!!!!!!!!!)] it's a magical slate, I set items on it and it identifies them by writting it on the slate. can only identify a certain number of things a day though.
[Malagorn (mikE)] ((well, what that means is it is a ring with confers a +1 bonus to a character's AC and saving throws, unless encountering an undead creature where it confers a +2 bonus.))
[Ramone (BiBo!!!!!!!!!)] 10 charges a day, different items take different numbers of charges
[Ramone (BiBo!!!!!!!!!)] ooh... the ring
[Ramone (BiBo!!!!!!!!!)] ::grins::
[DM] that ring woudl be 2 charges for two functions
[Ramone (BiBo!!!!!!!!!)] Ramone: Identify: What's this do?
[Ramone (BiBo!!!!!!!!!)] done
[DM] thank you
[Ramone (BiBo!!!!!!!!!)] "So, who wants the ring of protection?"
[Ramone (BiBo!!!!!!!!!)] "I'll pass."
[Kylia Wolfslayer (Lorie)] I'll pass as well
[Kylia Wolfslayer (Lorie)] Wilson passes
[Malagorn (mikE)] ((give it to Pepe!))
[Ramone (BiBo!!!!!!!!!)] lol
[Kira (Beth)] You want it Rose?
[Malagorn (mikE)] ((rose has a ring +1))
[Kira (Beth)] ah
[Malagorn (mikE)] ((what that means, molly is only one item of protection can be used at a time))
[Ramone (BiBo!!!!!!!!!)] how about sweetums?
[Malagorn (mikE)] ((so having two rings +1 is kinda redundant, but this one has an added benifit of the undead party. I suppose you could trade))
[Malagorn (mikE)] ((and OOC, just so's ya all know, you all have +1 to saving throws around me))
[Ramone (BiBo!!!!!!!!!)] ((lol, yay))
[Ramone (BiBo!!!!!!!!!)] ((should set an effect for the radius of that))
[Kira (Beth)] If no one else wants it I guess I'll take it. I don't think I have one
[Malagorn (mikE)] ((no radius. just if you're in my party))
[Rosethorn (Molly)] do I want it??
[Malagorn (mikE)] ((you really have no need for it. you have a ring of protection already. you rolled it earlier
[Rosethorn (Molly)] okay, let Kira have it.
[Ramone (BiBo!!!!!!!!!)] kira it is!
[Ramone (BiBo!!!!!!!!!)] kira wins!
[Kira (Beth)] lol
[Ramone (BiBo!!!!!!!!!)] ::tosses the ring to kira::
[Malagorn (mikE)] ((only one item of protection will work at a time. for example, i have bracers of protection, so rings/cloaks/necklaces of protection won't do me any good, either))
[Kira (Beth)] Catches it
[Ramone (BiBo!!!!!!!!!)] ::puts away his slate::
[Kira (Beth)] and looks it over
[DM] Marco will help you add it to yoru sheet correctly
[Kira (Beth)] thank you
[Rosethorn (Molly)] (Thank you!)
[Ramone (BiBo!!!!!!!!!)] indeed
[Ramone (BiBo!!!!!!!!!) (to GM only)] Character sheet for Kira modified: Saving Throws - Paralysis, Poison or Death:: CHANGED: 11 (12). Rod, Staff or Wand:: CHANGED: 11 (12). Petrification or Polymorph:: CHANGED: 10 (11). Breath Weapon:: CHANGED: 14 (15). Magical Spell:: CHANGED: 12 (13). Armor - Magic Bonus:: CHANGED: -4 (-3). AC FINAL:: CHANGED: 0 (1). Magic Item Summary - ADDED: Ring of Protection +1, +2 vs undead, , . Temporary Modifiers -
[DM] Time of Day: 05:35 PM. Day 12 Lad ___ tre, Fey {Mid Winter} 12th, 1258.
[DM] ok
[Ramone (BiBo!!!!!!!!!)] So... was there a hole or indentation where the slime was?
[DM] yes
[DM] a dip in the floor about 5 feet deep
[Ramone (BiBo!!!!!!!!!)] a steep dip or a gradual one?
[Malagorn (mikE)] Now we have a mystery on our hands.
[DM] steep
[Malagorn (mikE)] Who is coloring gray slimes green?
[Malagorn (mikE)] And even worse, setting them on innocent servants?
[Ramone (BiBo!!!!!!!!!)] same type of person that'd summon nightmares
[Malagorn (mikE)] Poor poor servant. You shal be missed 'till I summon you up again
[Ramone (BiBo!!!!!!!!!)] This place reeks of evil
[Malagorn (mikE)] Really? I thought that was me.
[Ramone (BiBo!!!!!!!!!)] no, you just reek.
[Malagorn (mikE)] Oh. Good.
[Ramone (BiBo!!!!!!!!!)] Nothing evil about that.
[Kira (Beth)] That's a matter of opinion
[Ramone (BiBo!!!!!!!!!)] ::snicker::
[Rosethorn (Molly)] (hands him a bar of soap)
[Ramone (BiBo!!!!!!!!!)] gonna walk carefully towards the slime room
[Malagorn (mikE)] I should bathe now?
[Kira (Beth)] better make that several bars and a good stiff brush
[Ramone (BiBo!!!!!!!!!) (to DM only)] would find traps help me avoid falling slime?
[Rosethorn (Molly)] apparently some think so....
[DM (to BiBo!!!!!!!!! only)] no
[Kira (Beth)] The sooner the better
[Ramone (BiBo!!!!!!!!!) (to DM only)] alertness/observation?
[Rosethorn (Molly)] you might want to wash the slime off too...
[Kira (Beth)] (to Rose) Your elfin nose must be nearly dead from being that close to him
[DM (to BiBo!!!!!!!!! only)] make a observation check
[Ramone (BiBo!!!!!!!!!) (to GM only)] Ramone: Observation check: (d20) [16] 16. PROBABLY SUCCEEDS against (17+1) [17+1] 18!!!
[Rosethorn (Molly)] nah, I'm imunne for the moment.
[Malagorn (mikE)] It's Pepe. I swear.
[Pepe (mikE)] ::chitters angrily at Malagorn::
[DM (to BiBo!!!!!!!!! only)] no slime up the walls or the ceiling is or was all on the floor
[Kira (Beth)] uh huh
[Pepe (mikE)] Well, you DID spray me when we first met!
[Rosethorn (Molly)] think it's the nightmare, actually.
[Ramone (BiBo!!!!!!!!!)] Ramone moved 24'00".
[Malagorn (mikE)] Well, you DID spray me when we first met!
[Malagorn (mikE)] What do you mean that was over a year ago? I bathed!
[Kira (Beth)] and you apparently haven't bathed since
[Malagorn (mikE)] Well, no i never bought a new robe...
[Rosethorn (Molly)] a year ago??
[Malagorn (mikE)] What are you saying? My robe smells?
[DM] Scorpian #1 moved 10'07".
[Malagorn (mikE)] But it's my lucky robe! I don't want to lose it.
[Kira (Beth)] got it in one
[DM] Scorpian #1 moved 8'11".
[Rosethorn (Molly)] (hands him a towel. try it again, oh dirty one.)
[Ramone (BiBo!!!!!!!!!)] and how high's the ceiling in the exslime room?
[Malagorn (mikE)] This got me through wizarding finals.
[DM] 40 feet tall
[DM] Combat has begun!
[DM] ROUND: 0
[Kira (Beth)] only because your teachers couldn't stay in the same room as you
[Ramone (BiBo!!!!!!!!!)] "More Scorpions."
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 7'00".
[Kylia Wolfslayer (Lorie)] Wilson moved 9'05".
[DM] Scorpian #1: Initiative:(d10+10) [9+10] 19
[Malagorn (mikE)] that was before Pepe.
[Rosethorn (Molly)] yippee.
[Ramone (BiBo!!!!!!!!!) (to GM only)] Ramone: Initiative:(d10+10-+3-2) [3+10-3-2] 8
[DM] Scorpian #1: Initiative:(d10+10) [10+10] 20
[Kira (Beth)] which means you had no excuse then
[Malagorn (mikE)] Malagorn: Initiative:(d10-+2+10) [9-2+10] 17
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer: Initiative:(d10(+10-+0)) [1(10-0)] 11
[Kira (Beth)] Kira: Initiative:(d10+10-+2) [2+10-2] 10
[Kylia Wolfslayer (Lorie)] Wilson: Initiative:(d10+10) [2+10] 12
[Rosethorn (Molly)] he has one now??
[Kira (Beth)] he thinks he does
[DM] roll Int Molly
[Malagorn (mikE)] It's lucky!
[Rosethorn (Molly)] uh huh.
[Malagorn (mikE)] I can't get rid of my lucky robe? Don't you have anything like that?
[Ramone (BiBo!!!!!!!!!)] whoever accidently has the pointer on, left click the map and then hit P
[Kira (Beth)] no. nor would I own anything that smelled like that
[Ramone (BiBo!!!!!!!!!)] not you bob :-P
[DM] grins
[Rosethorn (Molly)] Rosethorn: Initiative:(d10-+0+10) [6-0+10] 16
[DM] INIT: 8 GOING: Ramone
[DM] INIT: 10 GOING: Kira
[Kylia Wolfslayer (Lorie)] are the scorpions invisible?
[Ramone (BiBo!!!!!!!!!)] no
[Ramone (BiBo!!!!!!!!!)] they're on the map
[DM] thyere you go you can target now sorry
[DM] if you can see them
[Ramone (BiBo!!!!!!!!!)] Ramone: Mirror Image: There's (1d4+1) [2+1] 3 more of me now.
[Kira (Beth)] Kira moved 18'08".
[Malagorn (mikE) (to GM only)] Character sheet for Malagorn modified: Ability Scores - Reason: (RE) : CHANGED: 18 (null). Knowledge: (KN) : CHANGED: 18 (null). Intuition: (IU) : CHANGED: 14 (null). Willpower: (WI) : CHANGED: 14 (null). Leadership: (LD) : CHANGED: 12 (null). Appearance: (AP) : CHANGED: 12 (null).
[DM] Kira? done?
[DM] INIT: 11 GOING: Kylia Wolfslayer
[Kylia Wolfslayer (Lorie)] I can't actually see them
[Ramone (BiBo!!!!!!!!!)] scroll over on the map
[Kylia Wolfslayer (Lorie)] Okay... nevermind
[Lorie] Kylia Wolfslayer targets Scorpian #1. Distance: 38'06"
[DM] that wall is blocking you Lorie
[Kylia Wolfslayer (Lorie)] what wall?
[DM] in front of Kira that pillar of rock
[Kylia Wolfslayer (Lorie)] :: shrugs ;: Okay... nM
[Lorie] Kylia Wolfslayer no longer targets Scorpian #1.
[DM] INIT: 12 GOING: Wilson
[DM] INIT: 16 GOING: Rosethorn
[DM] you would need to move forward Rose
[DM] if you wanted to get so you can attack later
[Rosethorn (Molly)] Rosethorn moved 19'11".
[DM] you can move up to 60
[DM] and still shoot
[Rosethorn (Molly)] Rosethorn moved 12'10".
[DM] INIT: 17 GOING: Malagorn
[Malagorn (mikE)] Malagorn and Pepe moved 29'06".
[DM] INIT: 19 GOING: Scorpian #1
[DM] Scorpian #1 moved 38'11".
[DM] INIT: 20 GOING: Scorpian #1
[DM] Scorpian #1 moved 29'07".
[DM] Scorpian #1 targets Kira. Distance: 4'00"
[DM] Scorpian #1: Attack #1: Pincher: (15-(d20+0)) [15-(12+0)] 3. Probably MISSES Kira (AC FINAL: 0)
[DM] Scorpian #1: Attack #1: Pincher: (15-(d20+0)) [15-(10+0)] 5. Probably MISSES Kira (AC FINAL: 0)
[DM] Scorpian #1: Attack #1: Sting: (15-(d20+0)) [15-(2+0)] 13. Probably MISSES Kira (AC FINAL: 0)
[DM] ROUND: 1
[DM] INIT: 8 GOING: Ramone
[DM] Scorpian #1 moved 0'10".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 5'10".
[BiBo!!!!!!!!!] Ramone targets Scorpian #1. Distance: 3'07"
[Ramone (BiBo!!!!!!!!!)] Ramone: Attack #1: Black Death: (15-(d20+5++0)) [15-(5+5+0)] 5. Probably MISSES Scorpian #1 (AC FINAL: 4)
[Ramone (BiBo!!!!!!!!!)] Ramone: Attack #1: Black Death: (15-(d20+5++0)) [15-(17+5+0)] -7. PROBABLY HITS Scorpian #1 (AC FINAL: 4)!!!
[Ramone (BiBo!!!!!!!!!)] Ramone: Damage v L: Black Death: (1d3+5++0) [1+5+0] 6 [ROLL WAS MODIFIED] added to Scorpian #1
[DM (to GM only)] Scorpian #1's Current Hit Points: adjusted to 2 (-6) - Heavily Wounded
[DM] INIT: 10 GOING: Kira
[Beth] Kira targets Scorpian #1. Distance: 3'07"
[Kira (Beth)] Kira: Attack #1: Longsword: (17-(d20++1)-2) [17-(12+1)-2] 2 [ROLL WAS MODIFIED]. PROBABLY HITS Scorpian #1 (AC FINAL: 4)!!!
[Kira (Beth)] Kira: Damage v L: Longsword: (1d12++2) [2+2] 4 [ROLL WAS MODIFIED] added to Scorpian #1
[DM (to GM only)] Scorpian #1's Current Hit Points: adjusted to -2 (-4) - Dying
[DM] INIT: 11 GOING: Kylia Wolfslayer
[DM] INIT: 12 GOING: Wilson
[DM] INIT: 16 GOING: Rosethorn
[DM] Molly?
wlofie_lurkmode has left the game on Fri Jul 07 22:29:18 EDT 2006
[DM] you can move up then targe that one
[Rosethorn (Molly)] what am I doing?
[Rosethorn (Molly)] Rosethorn moved 10'06".
[Molly] Rosethorn targets Scorpian #1. Distance: 5'09"
[Rosethorn (Molly)] Rosethorn: Attack #1: Long Sword: (14-(d20+1)) [14-(2+1)] 11. Probably MISSES Scorpian #1 (AC FINAL: 4)
[DM] ok, only one of those a round for you right now
[DM] so click next
[DM] INIT: 17 GOING: Malagorn
[Malagorn (mikE)] Malagorn: Chromatic Orb: a
[Malagorn (mikE)] that'll be a purple one.
[Malagorn (mikE)] and that thing is close enough for the +3 to hit bonus
[mikE] Malagorn targets Scorpian #1. Distance: 10'04"
[Malagorn (mikE)] Roll #1: (d20) [15] 15
[DM] Scorpian #1: Magical Spell save: (d20) [15] 15. PROBABLY SUCCEEDS against (14) [14] 14!!!
[Malagorn (mikE)] (d4) [1] 1
[Malagorn (mikE)] so he's paralyzed for 2 rounds
[Malagorn (mikE)] not the best roll, i suppose. oh well
[Malagorn (mikE) (to GM only)] Roll #1: (d100) [11] 11
[DM] INIT: 19 GOING: Scorpian #1
[DM] ROUND: 2
[DM] INIT: 8 GOING: Ramone
[Ramone (BiBo!!!!!!!!!)] Ramone moved 5'05".
[BiBo!!!!!!!!!] Ramone targets Scorpian #1. Distance: 5'00"
[Ramone (BiBo!!!!!!!!!)] Ramone: Attack #1: Black Death: (15-(d20+5++0)) [15-(8+5+0)] 2. PROBABLY HITS Scorpian #1 (AC FINAL: 4)!!!
[Ramone (BiBo!!!!!!!!!)] Ramone: Damage v L: Black Death: (1d3+5++0) [3+5+0] 8 [ROLL WAS MODIFIED] added to Scorpian #1
[DM] INIT: 10 GOING: Kira
[DM (to GM only)] Scorpian #1's Current Hit Points: adjusted to 0 (-8) - Disabled
[DM] Combat has finished.
[DM] and a hush falls over the cavern
[Kira (Beth)] uh oh
[Ramone (BiBo!!!!!!!!!)] ::dives out of the way of the hush::
[Rosethorn (Molly)] oh hell
[Kira (Beth)] ducks
[Malagorn (mikE)] Huh. It's really quiet. We should play the echo game. ECHO!!!
[DM] one
[Kira (Beth)] It's the NOTHING!!!
[Malagorn (mikE)] HA!!!
[DM] two
[DM] thee
[DM] ECHO
[Malagorn (mikE)] HO!!!
[Rosethorn (Molly)] (looks up at the Great One. You're supposed to be nice to me tonight.)
[Malagorn (mikE)] HEEE!!!!
[Ramone (BiBo!!!!!!!!!)] Ramone moved 13'05".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 13'05".
[Malagorn (mikE)] Echoes are funny. I've often wondered what kind of dwarves spend their days in empty caverns just waiting to repeat back what you shout.
[Kira (Beth)] lmao
[Rosethorn (Molly)] (glare)
[Ramone (BiBo!!!!!!!!!) (to GM only)] Character sheet for Ramone modified: Combat - Misc. Attributes - Light Radius:: CHANGED: 60 (0.0).
[Ramone (BiBo!!!!!!!!!)] Ramone moved 8'05".
[Ramone (BiBo!!!!!!!!!)] ::mosies about the cave::
[Ramone (BiBo!!!!!!!!!)] Ramone moved 5'08".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 10'08".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 9'07".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 8'00".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 8'11".
[Rosethorn (Molly)] Be nice, wizard, or your skunk might have reason to spray you again.
[Malagorn (mikE)] Huh? What'd I do?
[Ramone (BiBo!!!!!!!!!)] Ramone moved 7'03".
[Rosethorn (Molly)] (Glare)
[Malagorn (mikE)] What? Is your mother a dwarf or something?
[Kira (Beth)] ::groans::
[Malagorn (mikE)] Well, she could be! You can never tell with these things.
[Kira (Beth)] ::mutters:: Ramone, youcan be SO stupid!
[Ramone (BiBo!!!!!!!!!)] ::shouts:: "Hey there's an evil cult doing unspeakable acts of evil over here!"
[Rosethorn (Molly)] peachy.
[Kira (Beth)] ::shouts back:: Good! Let them do them to you!
[Rosethorn (Molly)] let's go.
[Kylia Wolfslayer (Lorie)] Wilson moved 35'03".
[Kylia Wolfslayer (Lorie)] Kylia Wolfslayer moved 8'09".
[Kylia Wolfslayer (Lorie)] Wilson moved 5'09".
[Rosethorn (Molly)] Rosethorn moved 25'03".
[Rosethorn (Molly)] Rosethorn moved 14'00".
[Kira (Beth)] Kira moved 21'09".
[Kira (Beth)] ah hell
[Malagorn (mikE)] Are there any naked women???
[Malagorn (mikE)] Malagorn and Pepe moved 36'00".
[Ramone (BiBo!!!!!!!!!)] "Not yet."
[Pepe (mikE)] ::chitters::
[Malagorn (mikE)] Or skunks??
[Ramone (BiBo!!!!!!!!!)] "Not that I see."
[Rosethorn (Molly)] doesn't appear to be much of anything.
[Ramone (BiBo!!!!!!!!!) (to DM only)] so does it dead end here?
[DM (to BiBo!!!!!!!!! only)] yes makes that little loop
[Ramone (BiBo!!!!!!!!!)] "Oh... my mistake. The stactites looked like a cult."
[Rosethorn (Molly)] sigh.
[Ramone (BiBo!!!!!!!!!)] ::mosies on out::
[Kira (Beth)] uh huh
[Rosethorn (Molly)] this boy needs an eye check, posthaste.
[Ramone (BiBo!!!!!!!!!)] Ramone moved 52'06".
[Malagorn (mikE)] Darn.
[Rosethorn (Molly)] Rosethorn moved 21'04".
[Ramone (BiBo!!!!!!!!!)] Ramone moved 17'03".
[Ramone (BiBo!!!!!!!!!)] "More slme!"
[Malagorn (mikE)] Malagorn and Pepe moved 45'00".
[DM] ok, lets call it a night here
[Rosethorn (Molly)] Rosethorn moved 11'02".
[DM] and pick up with the slim next ime?
[DM] time?
[Ramone (BiBo!!!!!!!!!)] k
[mikE (to GM only)] Character sheet for Malagorn modified: Notes -
[Rosethorn (Molly)] okay....
[Kira (Beth)] ok
[Kylia Wolfslayer (Lorie)] Night all
Lorie has left the game on Fri Jul 07 22:51:14 EDT 2006
[mikE] night
[Ramone (BiBo!!!!!!!!!)] nighty
[DM] night sean when you wake up
[Rosethorn (Molly)] Goodnight!
BiBo!!!!!!!!! has left the game on Fri Jul 07 22:51:32 EDT 2006
[DM] see ya'll around
[Kira (Beth)] night all
Beth has left the game on Fri Jul 07 22:51:44 EDT 2006
mikE has left the game on Fri Jul 07 22:51:44 EDT 2006
SickAsADog has left the game on Fri Jul 07 22:51:46 EDT 2006
Client has left the game on Fri Jul 07 22:51:53 EDT 2006
Molly has left the game on Fri Jul 07 22:51:58 EDT 2006