Kulan: Knightfall's Heroes of Carnell Game [OOC]

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. ;)
 

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Knightfall

World of Kulan DM
@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.

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.
 

Neurotic

I plan on living forever. Or die trying.
@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.
Luckily we were within consecrated grounds (or close enough to it) to clean that immediately.
 






JustinCase

the magical equivalent to the number zero
I'm working on my spell list now, and I found this neat little 1st-level spell called 'Traveller's Mount'. For 1 hour per level (which means 11 hours) a horse or similar mount can increase its speed by 20 feet. The only downside is it cannot attack.
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.
I could prepare that spell for all of our horses. Does Angus count as a 'magical beast'?
 

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