Trinhams face falls as his spell peters out just as it reaches Haden. It definitely shouldn't do that and Trinham can only conclude that he must hve some form of magic protection. Trinham is starting to get depressed again, another un-winnable fight and this time there is no possibility of rescue. From the depths of his despair, the spark of an idea form. Something that Archimedes once said suddenly starts to make sense. Trinham thinks that he knows how do it but isn't sure he has the power. However, now is the time to try before everyone moves.
Trinham tries to cast his new spell and can feel the power starting to build then it suddenly collapses. He knows that he has almost got it but it needs a bit more work. Therefore, deciding to stick with what he knows, he points, articulates
"Flecha" and three more sparks shoot out from his fingers and slam into Desnor.
[sblock=Action]Cast
Magic Missile at Desnor
Sorry about messing up the dice rolls, it will teach me to post at bedtime. MM Damage should be (1d4+3=4) + (2d4=3) giving (3d4+3=7)[/sblock][sblock=Statblock]
Defence: AC 15, HP 19/23
Attack:
Crossbow, Light +5 1d8 19-20/x2 80'
Dagger +4 1d4+1 19-20/x2
Dagger (Thrown) +5 1d4 19-20/x2 10'
Longsword +4 1d8+1 19-20/x2
Saves: Fort +3, Ref +3, Will +4
Crossbow Bolts: 30,
29,
28, ??
Code:
[b]Active Spells:[/b]
[i]Spell Rounds Remaining[/i]
Protection from Arrows 2,996 round/44 damage.
[sblock="Spell List"]Sorcerer Level 0 Spells: Daze, Detect magic, Flare, Ghost Sound, Mage Hand.
Sorcerer Level 1 Spells: Color Spray, Grease, Magic Missile
Sorcerer level 2 Spells: Protection from Arrows
[/sblock][sblock="Spells Per Day"]0 Level: (X) (_) (_) (_) (_)
1 Level: (X) (X) (X) (X) (_) (_)
2 Level: (X) (X) (_) (_)[/sblock][/sblock]