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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Tecklenburg" data-source="post: 6788185" data-attributes="member: 6781356"><p>We can handle the present situation in-game in the coming days. Just want to attach level 9 Dungeon World Otthor. For 7, 8, 9 moves, took Arcane Ward, Steely Riposte, and Audience With the Queen - Shiradi Champion. Changed Alarm to Moonstride and added Thunderwave for my spell at 8th level. + 2 Dex, + 1 Con.</p><p></p><p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 12px">Otthor</span></strong></p> <p style="text-align: center">Level 9 Elven Arcane Duelist/Bladesinger/Shiradi Champion</p> <p style="text-align: center"><em>Arms w/ tribal tattoos, scarred cheek/ear, hair pulled back tightly, lithe body</em></p><p></p><p><strong>Str</strong>: 9 (+0)</p><p><strong>Dex</strong>: 18 (+3)</p><p><strong>Con</strong>: 14 (+1)</p><p><strong>Int</strong>: 18 (+3)</p><p><strong>Wis</strong>: 9 (+0)</p><p><strong>Cha</strong>: 13 (+1)</p><p></p><p><strong>HP</strong>: 22/22 </p><p><strong>Armor</strong>: 4 </p><p><strong>Damage</strong>: 1d8 </p><p></p><p><strong>Gear </strong>(Load 8/20)</p><p></p><p>Dungeon Rations (2 uses, 1 wt)</p><p>Adventuring Gear (2 uses, 1 wt)</p><p>Spellbook (1 wt)</p><p>Magical Monocle (1 wt)</p><p>Elven Longsword (precise, close, 2 wt) </p><p>The Prince of Frost’s Brand (close, precise, piercing 1, 1 wt)</p><p>Elven Chainmail (ignores clumsy, 2 armor, 1 wt)</p><p> </p><p><strong>Alignment</strong></p><p></p><p>Good: Sacrifice to stand up to villainy.</p><p> </p><p><strong>Bonds</strong></p><p></p><p><em>I long to watch <strong><u>Saerie</u></strong> handle her unfinished business with the Wintery Fey Braelani.</em></p><p><em><strong><u>Saerie’s</u></strong> connection to the young girl of Giliad’s Rest fascinates me.</em></p><p><em><strong><u>Saerie’s Dire Wolves</u></strong> have much to prove in order to earn my trust.</em></p><p><em>I hate to admit it, but <strong><u>Rawr’s</u></strong> mischievousness amuses me as much as his loyalty humbles me. </em></p><p></p><p><strong>Moves</strong></p><p> </p><p><strong>Elf</strong>: You descend from an ancient martial tradition. Gain +1 to spout lore on anything related to warfare.</p><p><strong></strong></p><p><strong>Master’s Bladework (replaces Flawless/Arcane Bladework)</strong>: When you attempt to incorporate magic into a melee attack, roll +int..</p><p></p><p>✴On a 7-9, deal your damage and apply 2 techniques, and your opponent attacks you.</p><p>✴On a 10+, deal your damage and apply 3 techniques.</p><p></p><p><strong>Throw Down The Gauntlet</strong>: When you challenge someone to a duel, roll +cha.</p><p> </p><p>✴On a 7-9, they choose 1 if they do not accept.</p><p>✴On a 10+, they choose 2 if they do not accept.</p><p></p><p>* You take +1 ongoing against them until they defeat you</p><p>* They lose the respect of their peers and underlings</p><p>* They retreat</p><p></p><p><strong>The Riddle of Steel</strong>: When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. In addition, you may add the following to the list of questions you can ask:</p><p> </p><p>* What is this person about to do?</p><p>* What emotion drives this person?</p><p>* What is this person trying to hide? </p><p> </p><p><strong>Student of the Blade</strong>: Begin play with 4 techniques.</p><p></p><p>Flowing: If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used.</p><p>Soul-Siphoning: Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target.</p><p>Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques).</p><p>Burst: Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag.</p><p></p><p><strong>Wind Slash</strong>: When you attack at near range with blades of cutting air, roll +int.</p><p></p><p>✴On a 7-9, deal your damage and apply 1 technique, and choose one of the following: </p><p> </p><p>* You have to move to get a clear shot, placing you in danger.</p><p>* Do not deal your damage. </p><p>* Do not apply any techniques.</p><p></p><p>✴On a 10+, deal your damage and apply 1 techniques.</p><p></p><p><strong>Bladesong</strong>: When you compose the perfect piece of warfare and blade and spell are your instruments (10+ FB or WS), roll +Int. On a 10+ hold 3 Bladesong. On a 7-9, hold 1. Until combat ends, spend hold 1 for 1:</p><p></p><p>* Void Note - Teleport somewhere nearby within your line of sight.</p><p>* Guarded Flourish - When you have no weapon or shield in your offhand and you take damage, take + 2 armor.</p><p>* Blade Crescendo - When you deal damage to an enemy within your melee weapon's range, gain 2 piercing.</p><p></p><p><strong>Arcane Ward</strong>: As long as you have at least one prepared spell of first level or higher, you have +2 armor.</p><p></p><p><strong>Steely Riposte</strong>: When you hold at least 1 Bladesong, you can Defend using INT instead of CON and your Torrential Technique deals an extra 1d4 damage.</p><p><strong></strong></p><p><strong>Legacy</strong>: </p><p></p><p><strong>Leonel Avel' lethelin</strong></p><p>Medium Eladrin</p><p></p><p><strong>Quality </strong>+1, <strong>Loyalty </strong>+2</p><p><em>Damage </em>d6 +1, <em>HP </em>8, <em>Armor </em>1, <em>Load </em>2</p><p></p><p><strong>Tags</strong>:</p><p></p><p>* Magical: they are magical by nature or training, and sensitive to the workings of magic. Use at least one of their moves to elaborate on their powers.</p><p>* Warrior: They take +1 to their damage die roll, and you don’t need to Order Follower to get them to fight.</p><p>* History-Wise: Roll +Quality to spout Lore.</p><p></p><p><strong>Moves</strong>:</p><p></p><p>* Bamf (limited-use, near-range teleport)</p><p>* Aegis of Shielding (Defend Near range w/ +Quality)</p><p></p><p><strong>Instinct</strong>: Impulsively vengeful.</p><p></p><p><strong>Cost</strong>: Learning the art of the blade, vengeance, or redemption of his family.</p><p><strong></strong></p><p><strong>Paranoid Archmagia Monoclia</strong>: When you scrutinize someone with the monocle and wonder at their past, roll +Wis. On a 10+, you get a vision of something interesting, clear as day. On a 7-9, you get something but it may not be so interesting or so clear.</p><p></p><p><strong>The Prince of Frost's Brand</strong></p><p>Close, Precise, Piercing 1</p><p></p><p>This beautifully elegant blade of subtle curve is ever-sharp. It radiates soft blue light in the deep cold and sweltering heat alike. It protects its wielder from burning fire (+1 DD), as the flames retreat from the blade or are snuffed outright when touching it. A Winter Fey heirloom adorns the hip of only the most worthy noble. Possession by the unworthy is punishable by death.</p><p></p><p>When you take your Last Breath, the Pale Prince is watching from his distant domain with interest. He will sponsor your return from Death's door (take +1), but the price is steep...you must forsake something that emotionally connects you to your life. You lose 1 Bond, the GM will choose which, and you can never regain it forevermore. </p><p></p><p><strong>Spellbook (4th level)</strong>:</p><p></p><p>You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.</p><p></p><p><strong>Prepare Spells (4th level)</strong>:</p><p></p><p>When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:</p><p></p><p>* Lose any spells you already have prepared</p><p>* Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1 = 5</p><p>* Prepare your cantrips which never count against your limit.</p><p></p><p><strong>Cast a Spell (4th level) (Int)</strong>:</p><p></p><p>When you release a spell you’ve prepared, roll+Int.</p><p></p><p>✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.</p><p>✴ On a 7-9, the spell is cast, but choose one:</p><p></p><p>* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.</p><p>* The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.</p><p>* After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.</p><p></p><p>(Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.)</p><p></p><p><strong>Spells</strong>:</p><p></p><p>Cantrips: You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells.</p><p></p><p><em>Light </em></p><p></p><p>An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.</p><p><em></em></p><p><em>Unseen Servant Ongoing</em></p><p></p><p>You conjure a simple invisible construct that can do nothing but carry items. It has load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.</p><p></p><p><em>Prestidigitation </em></p><p></p><p>You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.</p><p></p><p>1st Level</p><p><em></em></p><p><em>Contact Spirits Summoning</em></p><p></p><p>Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.</p><p><em></em></p><p><em>Charm Person Enchantment, Ongoing</em></p><p></p><p>The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.</p><p></p><p><em>Invisibility Illusion, Ongoing</em></p><p></p><p>Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell.</p><p><em></em></p><p><em>Magic Missile Evocation</em></p><p></p><p>Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.</p><p><em></em></p><p><em>Moonstride Enchantment</em></p><p></p><p>You imbue your form with pure moonlight, becoming insubstantial. You are unable to attack or interact with the world in this form and you are unable to Cast a Spell while you are under the effects of this spell. Gain 1 hold to spend on the below, after which the spell ends:</p><p></p><p> * You pass through a physical object.</p><p> * You float in the air or slow your fall for the briefest of moments.</p><p> * You reduce damage taken by 1d4.</p><p><em></em></p><p><em>Thunderwave Evocation </em></p><p></p><p>When you cast this spell, a powerful thunderclap emanates from your hands. It knocks over human-sized creatures or loose objects as far away as 10 feet (Reach).</p><p></p><p>3rd Level</p><p><em></em></p><p><em>Fireball Evocation</em></p><p></p><p>You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.</p></blockquote><p></p>
[QUOTE="Tecklenburg, post: 6788185, member: 6781356"] We can handle the present situation in-game in the coming days. Just want to attach level 9 Dungeon World Otthor. For 7, 8, 9 moves, took Arcane Ward, Steely Riposte, and Audience With the Queen - Shiradi Champion. Changed Alarm to Moonstride and added Thunderwave for my spell at 8th level. + 2 Dex, + 1 Con. [CENTER] [B][SIZE=3]Otthor[/SIZE][/B] Level 9 Elven Arcane Duelist/Bladesinger/Shiradi Champion [I]Arms w/ tribal tattoos, scarred cheek/ear, hair pulled back tightly, lithe body[/I][/CENTER] [B]Str[/B]: 9 (+0) [B]Dex[/B]: 18 (+3) [B]Con[/B]: 14 (+1) [B]Int[/B]: 18 (+3) [B]Wis[/B]: 9 (+0) [B]Cha[/B]: 13 (+1) [B]HP[/B]: 22/22 [B]Armor[/B]: 4 [B]Damage[/B]: 1d8 [B]Gear [/B](Load 8/20) Dungeon Rations (2 uses, 1 wt) Adventuring Gear (2 uses, 1 wt) Spellbook (1 wt) Magical Monocle (1 wt) Elven Longsword (precise, close, 2 wt) The Prince of Frost’s Brand (close, precise, piercing 1, 1 wt) Elven Chainmail (ignores clumsy, 2 armor, 1 wt) [B]Alignment[/B] Good: Sacrifice to stand up to villainy. [B]Bonds[/B] [I]I long to watch [B][U]Saerie[/U][/B] handle her unfinished business with the Wintery Fey Braelani. [B][U]Saerie’s[/U][/B] connection to the young girl of Giliad’s Rest fascinates me. [B][U]Saerie’s Dire Wolves[/U][/B] have much to prove in order to earn my trust. I hate to admit it, but [B][U]Rawr’s[/U][/B] mischievousness amuses me as much as his loyalty humbles me. [/I] [B]Moves[/B] [B]Elf[/B]: You descend from an ancient martial tradition. Gain +1 to spout lore on anything related to warfare. [B] Master’s Bladework (replaces Flawless/Arcane Bladework)[/B]: When you attempt to incorporate magic into a melee attack, roll +int.. ✴On a 7-9, deal your damage and apply 2 techniques, and your opponent attacks you. ✴On a 10+, deal your damage and apply 3 techniques. [B]Throw Down The Gauntlet[/B]: When you challenge someone to a duel, roll +cha. ✴On a 7-9, they choose 1 if they do not accept. ✴On a 10+, they choose 2 if they do not accept. * You take +1 ongoing against them until they defeat you * They lose the respect of their peers and underlings * They retreat [B]The Riddle of Steel[/B]: When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. In addition, you may add the following to the list of questions you can ask: * What is this person about to do? * What emotion drives this person? * What is this person trying to hide? [B]Student of the Blade[/B]: Begin play with 4 techniques. Flowing: If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used. Soul-Siphoning: Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target. Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques). Burst: Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag. [B]Wind Slash[/B]: When you attack at near range with blades of cutting air, roll +int. ✴On a 7-9, deal your damage and apply 1 technique, and choose one of the following: * You have to move to get a clear shot, placing you in danger. * Do not deal your damage. * Do not apply any techniques. ✴On a 10+, deal your damage and apply 1 techniques. [B]Bladesong[/B]: When you compose the perfect piece of warfare and blade and spell are your instruments (10+ FB or WS), roll +Int. On a 10+ hold 3 Bladesong. On a 7-9, hold 1. Until combat ends, spend hold 1 for 1: * Void Note - Teleport somewhere nearby within your line of sight. * Guarded Flourish - When you have no weapon or shield in your offhand and you take damage, take + 2 armor. * Blade Crescendo - When you deal damage to an enemy within your melee weapon's range, gain 2 piercing. [B]Arcane Ward[/B]: As long as you have at least one prepared spell of first level or higher, you have +2 armor. [B]Steely Riposte[/B]: When you hold at least 1 Bladesong, you can Defend using INT instead of CON and your Torrential Technique deals an extra 1d4 damage. [B] Legacy[/B]: [B]Leonel Avel' lethelin[/B] Medium Eladrin [B]Quality [/B]+1, [B]Loyalty [/B]+2 [I]Damage [/I]d6 +1, [I]HP [/I]8, [I]Armor [/I]1, [I]Load [/I]2 [B]Tags[/B]: * Magical: they are magical by nature or training, and sensitive to the workings of magic. Use at least one of their moves to elaborate on their powers. * Warrior: They take +1 to their damage die roll, and you don’t need to Order Follower to get them to fight. * History-Wise: Roll +Quality to spout Lore. [B]Moves[/B]: * Bamf (limited-use, near-range teleport) * Aegis of Shielding (Defend Near range w/ +Quality) [B]Instinct[/B]: Impulsively vengeful. [B]Cost[/B]: Learning the art of the blade, vengeance, or redemption of his family. [B] Paranoid Archmagia Monoclia[/B]: When you scrutinize someone with the monocle and wonder at their past, roll +Wis. On a 10+, you get a vision of something interesting, clear as day. On a 7-9, you get something but it may not be so interesting or so clear. [B]The Prince of Frost's Brand[/B] Close, Precise, Piercing 1 This beautifully elegant blade of subtle curve is ever-sharp. It radiates soft blue light in the deep cold and sweltering heat alike. It protects its wielder from burning fire (+1 DD), as the flames retreat from the blade or are snuffed outright when touching it. A Winter Fey heirloom adorns the hip of only the most worthy noble. Possession by the unworthy is punishable by death. When you take your Last Breath, the Pale Prince is watching from his distant domain with interest. He will sponsor your return from Death's door (take +1), but the price is steep...you must forsake something that emotionally connects you to your life. You lose 1 Bond, the GM will choose which, and you can never regain it forevermore. [B]Spellbook (4th level)[/B]: You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight. [B]Prepare Spells (4th level)[/B]: When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you: * Lose any spells you already have prepared * Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1 = 5 * Prepare your cantrips which never count against your limit. [B]Cast a Spell (4th level) (Int)[/B]: When you release a spell you’ve prepared, roll+Int. ✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴ On a 7-9, the spell is cast, but choose one: * You draw unwelcome attention or put yourself in a spot. The GM will tell you how. * The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells. * After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells. (Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.) [B]Spells[/B]: Cantrips: You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells. [I]Light [/I] An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence. [I] Unseen Servant Ongoing[/I] You conjure a simple invisible construct that can do nothing but carry items. It has load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell. [I]Prestidigitation [/I] You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them. 1st Level [I] Contact Spirits Summoning[/I] Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability. [I] Charm Person Enchantment, Ongoing[/I] The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise. [I]Invisibility Illusion, Ongoing[/I] Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell. [I] Magic Missile Evocation[/I] Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target. [I] Moonstride Enchantment[/I] You imbue your form with pure moonlight, becoming insubstantial. You are unable to attack or interact with the world in this form and you are unable to Cast a Spell while you are under the effects of this spell. Gain 1 hold to spend on the below, after which the spell ends: * You pass through a physical object. * You float in the air or slow your fall for the briefest of moments. * You reduce damage taken by 1d4. [I] Thunderwave Evocation [/I] When you cast this spell, a powerful thunderclap emanates from your hands. It knocks over human-sized creatures or loose objects as far away as 10 feet (Reach). 3rd Level [I] Fireball Evocation[/I] You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor. [/QUOTE]
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