MerryMortician
Explorer
Aelspeth Noromiel, Novice Conjurer
Aelspeth sheathes her sword and lowers Darwin to the floor just outside the door leading into the master suite. "Stay here," she tells him with a wan smile, "and I'll be back as soon as this business is done. Be safe." The monkey bobs his head up and down but Aelspeth feels his concern for her safety grip her own heart and compound her own anxiety. Yeah, this is going to suck.
The young wizard pulls her longbow off her shoulder just as Theia is beginning to rework one of the sigils. She dashes into the bedroom as Zinnelis kneels to work on another of the arcane marks. And she rounds behind Theia's back to reach the farthest symbol while the ghost's keening assaults her eardrums. For the first time in a long time, Aelspeth hopes the Imperium is with her. If her knowledge is insufficient, or if she makes one error in the practiced scribing, then she may find that universal balance resolves through her death. She drops to the floor and presses her bleeding palm down to smear the ashy concoction over the old rune. Her teeth chatter in the unnatural cold of the room and her hand shakes slightly when she traces new shapes with her fingertip.
Please, please let this be right!
[sblock=OOC]ealt, I am assuming that Aelspeth can prepare spells into her new slots as if she'd left them open in the morning but that she cannot change any spell slots she already had prepared. That was my interpretation of what you and FJ talked about.
Taking 10 on Spellcraft yields a result of 21. If Taking 10 isn't an option, then I done goofed...
Spellcraft to rewrite sigils: 1D20+11 = [2]+11 = 13[/sblock]
[sblock=Aelspeth’s Mini Stats]Aelspeth Noromiel
HP: 23/23
AC: 13 (19) FF: 10 (16) T: 13 (15)
CMB: +1 CMD: 14
Fort: +3 Reflex: +5 Will: +5
Special: Immune to magical sleep, +2 on saving throws against Enchantment
Perception: +2 S. Motive: +0
Initiative: +7
Conditions in Effect: +4 armor bonus (mage armor)
Weapon in Hand: Longbow
Shift: 10 ft, 7/7 remaining
0 Level: Acid Splash, Detect Magic, Prestidigitation, Mage Hand
1st Level:Grease, Unseen Servant, Protection from Evil, Protection from Evil, Color Spray
2nd Level: Glitterdust, Levitate, Levitate, Invisibility
Consumables: Wand of Mage Armor (-1 charge), Wand of Cure Light Wounds (-3 charges)[/sblock]
Aelspeth sheathes her sword and lowers Darwin to the floor just outside the door leading into the master suite. "Stay here," she tells him with a wan smile, "and I'll be back as soon as this business is done. Be safe." The monkey bobs his head up and down but Aelspeth feels his concern for her safety grip her own heart and compound her own anxiety. Yeah, this is going to suck.
The young wizard pulls her longbow off her shoulder just as Theia is beginning to rework one of the sigils. She dashes into the bedroom as Zinnelis kneels to work on another of the arcane marks. And she rounds behind Theia's back to reach the farthest symbol while the ghost's keening assaults her eardrums. For the first time in a long time, Aelspeth hopes the Imperium is with her. If her knowledge is insufficient, or if she makes one error in the practiced scribing, then she may find that universal balance resolves through her death. She drops to the floor and presses her bleeding palm down to smear the ashy concoction over the old rune. Her teeth chatter in the unnatural cold of the room and her hand shakes slightly when she traces new shapes with her fingertip.
Please, please let this be right!
[sblock=OOC]ealt, I am assuming that Aelspeth can prepare spells into her new slots as if she'd left them open in the morning but that she cannot change any spell slots she already had prepared. That was my interpretation of what you and FJ talked about.
Taking 10 on Spellcraft yields a result of 21. If Taking 10 isn't an option, then I done goofed...
Spellcraft to rewrite sigils: 1D20+11 = [2]+11 = 13[/sblock]
[sblock=Aelspeth’s Mini Stats]Aelspeth Noromiel
HP: 23/23
AC: 13 (19) FF: 10 (16) T: 13 (15)
CMB: +1 CMD: 14
Fort: +3 Reflex: +5 Will: +5
Special: Immune to magical sleep, +2 on saving throws against Enchantment
Perception: +2 S. Motive: +0
Initiative: +7
Conditions in Effect: +4 armor bonus (mage armor)
Weapon in Hand: Longbow
Shift: 10 ft, 7/7 remaining
0 Level: Acid Splash, Detect Magic, Prestidigitation, Mage Hand
1st Level:
2nd Level: Glitterdust, Levitate, Levitate, Invisibility
Consumables: Wand of Mage Armor (-1 charge), Wand of Cure Light Wounds (-3 charges)[/sblock]