s@squ@tch said:The longer this goes, the likelier we'll have to rest before arriving at the dreaded, haunted keep!!!
EvolutionKB said:Plus Duroin gets to go twice. Depending on how many of his attacks hit, we could take it down before it gets to go. Reducing it to -10 should still kill it.
s@squ@tch said:Fireball - ranged nuke. My cold breath would do 6d6 as well, which would be the same, but the breath is a 30' cone, rather than an aimed shot with burst radius.
s@squ@tch said:Haste - all around good party buff - extra attacks, speed, ac, etc, etc.
s@squ@tch said:Protection from Energy - to keep me alive in battles with either casters or creatures with breath weapons.
ethandrew said:If I use my spiritual weapon, then I have no produce flame. It's a tangled web we weave. Does Jonathan or Duroin need immediate healing? Want me to put you back at full for now? Or should I cast something else this round. I still have a Bull's Strength available too if someone wants it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.