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Knowing their tactics well, Toral aims his spell just ahead of the advancing 'Billy', attempting to soften up the foes before it charges into melee. Calling upon his experience with changing forms, Toral utilizes a secret that he gleaned and manages to enhance his mind.
Weaving his magic rod and shield through the air in a complex ritual, the red mage points the weapon at a spot ahead of the rushing construct. A small red bead flies forward
The bead explodes into a ball of fire that catches three of the bandit in the inferno.
[sblock=OOC]
Swift: Transmuter Variant ability (add +2 to INT, lasts 7 minutes)
Actions: Cast Fireball in an area to catch bandits 2,9,& 0 and avoid A
Fireball Damage (8d6=24) Reflex Save DC 20 for half (unless they're rogues
)
[/sblock]
[sblock=Stats]
62/62 hp
15 AC, Touch/Flat-Footed 15
Spells Left:
Spells prepared - Wizard (Save DC 16 + spell level):
0 - 4, Detect Magic (x3), Prestigidation;
1st - 7+1, Magic Missile (x3), Grease(x2), Expeditiuous Retreat*, Orb of Fire, Lesser**(x2) ;
2nd - 4+1, Scorch (SpC181)**(x2), Earthen Grasp (SpC76)*, Glitterdust(x2), Belker's Claws (SpC26);
3rd - 3+1,Fireball**, Gaseous Form*, Blink*, Greater Mage Armour;
4th - 2+1, Bite of the Werewolf*, Blast of Flame(SpC31)**(x2)
Spells prepared - Cleric (Save DC 16 + spell level):
0 - 6,Detect Magic (x3), Mending, Light (x2) ;
1st - 6+2, Protection from Evil(x2), Sanctuary, Divine Favour, Entropic Shield, Vigor, Lesser(x2) True Strike (D);
2nd - 4+2, Bull's Strength(x2), Resist Energy, Shatter, Silence, Heat Metal (D);
3rd - 3+1, Dispel Magic, Magic Circle Against Evil, Prayer, Energy Vulnerability, Haste(D) ;
4th - 2+1, Resitance, Greater(Cast Beginning of Day), Shield of Faith (Mass) Fire Shield (D)(x2)
[/sblock]
Weaving his magic rod and shield through the air in a complex ritual, the red mage points the weapon at a spot ahead of the rushing construct. A small red bead flies forward
The bead explodes into a ball of fire that catches three of the bandit in the inferno.
[sblock=OOC]
Swift: Transmuter Variant ability (add +2 to INT, lasts 7 minutes)
Actions: Cast Fireball in an area to catch bandits 2,9,& 0 and avoid A
Fireball Damage (8d6=24) Reflex Save DC 20 for half (unless they're rogues

[/sblock]
[sblock=Stats]
62/62 hp
15 AC, Touch/Flat-Footed 15
Spells Left:
Spells prepared - Wizard (Save DC 16 + spell level):
0 - 4, Detect Magic (x3), Prestigidation;
1st - 7+1, Magic Missile (x3), Grease(x2), Expeditiuous Retreat*, Orb of Fire, Lesser**(x2) ;
2nd - 4+1, Scorch (SpC181)**(x2), Earthen Grasp (SpC76)*, Glitterdust(x2), Belker's Claws (SpC26);
3rd - 3+1,
4th - 2+1, Bite of the Werewolf*, Blast of Flame(SpC31)**(x2)
Spells prepared - Cleric (Save DC 16 + spell level):
0 - 6,Detect Magic (x3), Mending, Light (x2) ;
1st - 6+2, Protection from Evil(x2), Sanctuary, Divine Favour, Entropic Shield, Vigor, Lesser(x2) True Strike (D);
2nd - 4+2, Bull's Strength(x2), Resist Energy, Shatter, Silence, Heat Metal (D);
3rd - 3+1, Dispel Magic, Magic Circle Against Evil, Prayer, Energy Vulnerability, Haste(D) ;
4th - 2+1, Resitance, Greater(Cast Beginning of Day), Shield of Faith (Mass) Fire Shield (D)(x2)
[/sblock]