Knightfall
World of Kulan DM
Okay, so I didn't get a new post up before the end of the weekend. I will try to make it the first thing I tackle tomorrow morning... after cleaning the kitchen, of course. Heh.
Vile Damage, like regular damage, results in the loss of hit points or ability score points. Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. Vile damage represents such a evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.
Luckily we were within consecrated grounds (or close enough to it) to clean that immediately.@Neurotic,
Hmm, I'm not sure about the vile damage being affected by shield other, but we'll say the spell does block some of the damage. The total vile damage inflicted was 6 points, so Galzadar took three points and Maur took three.
Okay, I can hold off posting again for a few days. Lots of Real Life™ I have to do over the next few days.Sorry I've been away for so long. After a while it becomes daunting to catch up, but here I am. I'll read up on the IC thread and post soon-ish.
I could prepare that spell for all of our horses. Does Angus count as a 'magical beast'?TRAVELER’S MOUNT
Transmutation
Level: Blackguard 1, druid 1, paladin 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
With words of encouragement, you make the creature better able to handle the rigors of overland travel, at the expense of its ability to fight. The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount no longer attacks in combat. The steed willingly bears its rider into battle; it just can’t use its own natural weapons for the duration of the spell.