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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="JustinCase" data-source="post: 8317004" data-attributes="member: 6776182"><p>All options seem fine by me, but I think it needs to be said that the pallisades can be broken. Particularly by the troll. So their positions will help at first, but I think they won't last long.</p><p></p><p>Either way, I assume Caerth's <em>snare </em>and <em>spike growth</em> spells have been placed in front of the pallisades for maximum effect. Perhaps <em>snare </em>can be cast to the side for when an enemy inevitably tries to get around the blockade? </p><p></p><p><em>Flaming sphere</em> is a fun burning bowling ball (although without the force) for hindering the front attacker, thereby blocking the way for the rest of the group. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>[spoiler=effects]<a href="https://www.d20srd.org/srd/spells/snare.htm" target="_blank"><strong>Snare</strong></a>:</p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells" target="_blank">Rgr 2</a>, <a href="https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells" target="_blank">Drd 3</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, DF</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>3 rounds</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>Touch</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#targetorTargets" target="_blank">Target</a>:</th><td>Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>Until triggered or broken</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>None</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>No</td></tr></table><p>This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (<a href="https://www.d20srd.org/srd/skills/search.htm" target="_blank">Search</a> DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.</p><p>If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing <a href="https://www.enworld.org/javascript%3Avoid(0);" target="_blank">1d6</a> points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be <a href="https://www.d20srd.org/srd/conditionSummary.htm#entangled" target="_blank">entangled</a>.</p><p>The snare is magical. To escape, a trapped creature must make a DC 23 <a href="https://www.d20srd.org/srd/skills/escapeArtist.htm" target="_blank">Escape Artist</a> check or a DC 23 Strength check that is a <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions" target="_blank">full-round action</a>. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.</p><p></p><p>(Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p><a href="https://www.d20srd.org/srd/spells/spikeGrowth.htm" target="_blank"><strong>Spike Growth</strong></a>:</p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells" target="_blank">Drd 3</a>, <a href="https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells" target="_blank">Rgr 2</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, DF</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>1 <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions" target="_blank">standard action</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>Medium (100 ft. + 10 ft./level)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#area" target="_blank">Area</a>:</th><td>One 20-ft. square/level</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>1 hour/level (D)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>Reflex partial</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>Yes</td></tr></table><p>Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.</p><p>In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes <a href="https://www.enworld.org/javascript%3Avoid(0);" target="_blank">1d4</a> points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a <a href="https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex" target="_blank">Reflex save</a> or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by <a href="https://www.d20srd.org/srd/skills/usingSkills.htm#taking10" target="_blank">taking 10</a> minutes to dress the injuries and succeeding on a <a href="https://www.d20srd.org/srd/skills/heal.htm" target="_blank">Heal</a> check against the spell’s save DC.</p><p>Spike growth can’t be disabled with the <a href="https://www.d20srd.org/srd/skills/disableDevice.htm" target="_blank">Disable Device</a> skill.</p><p><em>Note:</em> Magic traps such as spike growth are hard to detect. A <a href="https://www.d20srd.org/srd/classes/rogue.htm" target="_blank">rogue</a> (only) can use the <a href="https://www.d20srd.org/srd/skills/search.htm" target="_blank">Search</a> skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a <a href="https://www.d20srd.org/srd/classes/ranger.htm" target="_blank">ranger</a>).</p><p></p><p>(Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)</p><p></p><p><a href="https://www.d20srd.org/srd/spells/flamingSphere.htm" target="_blank"><strong>Flaming Sphere</strong></a>:</p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/druidSpells.htm#secondLevelDruidSpells" target="_blank">Drd 2</a>, <a href="https://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm#secondLevelSorcererWizardSpells" target="_blank">Sor/Wiz 2</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, M/DF</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>1 <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions" target="_blank">standard action</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>Medium (100 ft. + 10 ft./level)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#effect" target="_blank">Effect</a>:</th><td>5-ft.-diameter sphere</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>1 round/level</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>Reflex negates</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>Yes</td></tr></table><p>A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals <a href="https://www.enworld.org/javascript%3Avoid(0);" target="_blank">2d6</a> points of fire damage to that creature, though a successful <a href="https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex" target="_blank">Reflex save</a> negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.</p><p>The sphere moves as long as you actively direct it (a <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#moveActions" target="_blank">move action</a> for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.</p><p>Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.</p><p>[/spoiler]</p><p></p><p>Furthermore, Caerth has the <em>master air</em> spell, which allows him to fly (good) and attack the eagle's rider up close if needed (and of course wild shape). <em>Mass snake's swiftness</em> allows all allies within a 20 feet radius (range is 190 feet for casting) to make a single attack on Caerth's turn, which can really help (NPC) archers with an additional volley.</p><p></p><p>I'll cast <em>magic fang</em> on Screech when the enemy is in sight (but not yet within reach), because that only lasts 9 minutes. <em>Entangle</em> likewise only lasts 9 minutes, but it would be too much to cast all that before the actual battle, I presume. <em>Giant's wrath</em>, however, makes the three pebbles I picked up earlier magical, and throwing them (a ranged touch attack) transforms them into giant boulders. Seems like a good start for battle. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My spell list:</p><p>Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic</p><p>Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals</p><p>Level 2 (5): flaming sphere, <s>lesser restoration</s>, mass snake’s swiftness, master air, summon swarm</p><p>Level 3 (4): giant’s wrath, <s>snare</s>, <s>spike growth</s>, spirit jaws</p><p>Level 4 (2): dispel magic, ice storm</p><p>Level 5 (1): baleful polymorph</p></blockquote><p></p>
[QUOTE="JustinCase, post: 8317004, member: 6776182"] All options seem fine by me, but I think it needs to be said that the pallisades can be broken. Particularly by the troll. So their positions will help at first, but I think they won't last long. Either way, I assume Caerth's [I]snare [/I]and [I]spike growth[/I] spells have been placed in front of the pallisades for maximum effect. Perhaps [I]snare [/I]can be cast to the side for when an enemy inevitably tries to get around the blockade? [I]Flaming sphere[/I] is a fun burning bowling ball (although without the force) for hindering the front attacker, thereby blocking the way for the rest of the group. :) [spoiler=effects][URL='https://www.d20srd.org/srd/spells/snare.htm'][B]Snare[/B][/URL]: [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells']Rgr 2[/URL], [URL='https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells']Drd 3[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, DF[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]3 rounds[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]Touch[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#targetorTargets']Target[/URL]:[/TH] [TD]Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]Until triggered or broken[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]None[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]No[/TD] [/TR] [/TABLE] This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings ([URL='https://www.d20srd.org/srd/skills/search.htm']Search[/URL] DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing [URL='https://www.enworld.org/javascript%3Avoid(0);']1d6[/URL] points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be [URL='https://www.d20srd.org/srd/conditionSummary.htm#entangled']entangled[/URL]. The snare is magical. To escape, a trapped creature must make a DC 23 [URL='https://www.d20srd.org/srd/skills/escapeArtist.htm']Escape Artist[/URL] check or a DC 23 Strength check that is a [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions']full-round action[/URL]. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell. (Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two. :) ) [URL='https://www.d20srd.org/srd/spells/spikeGrowth.htm'][B]Spike Growth[/B][/URL]: [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells']Drd 3[/URL], [URL='https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells']Rgr 2[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, DF[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]1 [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions']standard action[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]Medium (100 ft. + 10 ft./level)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#area']Area[/URL]:[/TH] [TD]One 20-ft. square/level[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]1 hour/level (D)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]Reflex partial[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]Yes[/TD] [/TR] [/TABLE] Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes [URL='https://www.enworld.org/javascript%3Avoid(0);']1d4[/URL] points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a [URL='https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex']Reflex save[/URL] or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by [URL='https://www.d20srd.org/srd/skills/usingSkills.htm#taking10']taking 10[/URL] minutes to dress the injuries and succeeding on a [URL='https://www.d20srd.org/srd/skills/heal.htm']Heal[/URL] check against the spell’s save DC. Spike growth can’t be disabled with the [URL='https://www.d20srd.org/srd/skills/disableDevice.htm']Disable Device[/URL] skill. [I]Note:[/I] Magic traps such as spike growth are hard to detect. A [URL='https://www.d20srd.org/srd/classes/rogue.htm']rogue[/URL] (only) can use the [URL='https://www.d20srd.org/srd/skills/search.htm']Search[/URL] skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a [URL='https://www.d20srd.org/srd/classes/ranger.htm']ranger[/URL]). (Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.) [URL='https://www.d20srd.org/srd/spells/flamingSphere.htm'][B]Flaming Sphere[/B][/URL]: [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/druidSpells.htm#secondLevelDruidSpells']Drd 2[/URL], [URL='https://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm#secondLevelSorcererWizardSpells']Sor/Wiz 2[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, M/DF[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]1 [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions']standard action[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]Medium (100 ft. + 10 ft./level)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#effect']Effect[/URL]:[/TH] [TD]5-ft.-diameter sphere[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]1 round/level[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]Reflex negates[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]Yes[/TD] [/TR] [/TABLE] A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals [URL='https://www.enworld.org/javascript%3Avoid(0);']2d6[/URL] points of fire damage to that creature, though a successful [URL='https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex']Reflex save[/URL] negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#moveActions']move action[/URL] for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron. [/spoiler] Furthermore, Caerth has the [I]master air[/I] spell, which allows him to fly (good) and attack the eagle's rider up close if needed (and of course wild shape). [I]Mass snake's swiftness[/I] allows all allies within a 20 feet radius (range is 190 feet for casting) to make a single attack on Caerth's turn, which can really help (NPC) archers with an additional volley. I'll cast [I]magic fang[/I] on Screech[I] [/I]when the enemy is in sight (but not yet within reach), because that only lasts 9 minutes. [I]Entangle[/I] likewise only lasts 9 minutes, but it would be too much to cast all that before the actual battle, I presume. [I]Giant's wrath[/I], however, makes the three pebbles I picked up earlier magical, and throwing them (a ranged touch attack) transforms them into giant boulders. Seems like a good start for battle. :) My spell list: Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals Level 2 (5): flaming sphere, [S]lesser restoration[/S], mass snake’s swiftness, master air, summon swarm Level 3 (4): giant’s wrath, [S]snare[/S], [S]spike growth[/S], spirit jaws Level 4 (2): dispel magic, ice storm Level 5 (1): baleful polymorph [/QUOTE]
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