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[Wow, +5,734 XP, that him at 13,117 at present by my numbers. I will do the upgrade and get back to you. ]
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Caveman wrote:
[Wow, +5,734 XP, that him at 13,117 at present by my numbers. I will do the upgrade and get back to you. ]
Oriental emerald very rare. Dont lose it.
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[Okay, , so, Votin's axe is it a battle axe? 1d8 (2H 1d10) if it blunt, is it at -1 damage? Narrhil gets to choose a new weapon, this seems appropriate. I just examining spells].
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Narrhil's HPs: HP for 4th-level: [1d4]=3
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Armour-Clad Sorcery: Chance of Spell Failure
Light (padded, leather, studded) 1-in-6
I know you enjoy 1E Iron, but just for the record, I not see this rule in 3E? Not know if I looking in wrong place. Still, is it acceptable?
So, it was a choice between Invisibility or Magic Ice Dart; and the Darts won, I need an assault spell.
So, if Narrhil uses armour, which I plan to, it a 1-in-6 chance of spell failure?
Last edited by Caveman (Today 11:42 am)
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[Narrhil has hit the jackpot! Pity it was at the expense of poor Votin. I have a feeling that he'll be back, though.]
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Caveman wrote:
Armour-Clad Sorcery: Chance of Spell Failure
Light (padded, leather, studded) 1-in-6
I know you enjoy 1E Iron, but just for the record, I not see this rule in 3E? Not know if I looking in wrong place. Still, is it acceptable?
So, it was a choice between Invisibility or Magic Ice Dart; and the Darts won, I need an assault spell.
So, if Narrhil uses armour, which I plan to, it a 1-in-6 chance of spell failure?
This is correct for 1e, I don't know anything about 3e. But I dont know about 2e either and somehow a Cryo snuck in here! What I do know is: things are strange here so that number is probably different every time you cast it.
[HP noted. AC noted. let me look up MAGIC ICE DART as see what that's about, I think its very much like the little purple things that were scattered all over the yard..........]
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Magic Ice Dart
Lvl: cry 1 | Rng: 60 feet | Dur: instantaneous
Cyan-glowing icicles form in the hand of the caster and
fire at single target for 1d6+1 hp damage. For every
CA level, the sorcerer can fire an equal amount of magic
ice darts (i.e., one at CA 1, two at CA 2, three at CA 3,
and so forth). All missiles are fired at once, though each
requires a separate attack roll, modified by dexterity
attack modifier, if applicable. Cryomancers (but not
other sorcerers) gain +1 “to hit” for every 2 CA levels
(i.e., CA 1–2 = +1, CA 3–4 = +2, and so forth). N.B.: If
using the optional critical hits and misses rules, each
magic ice dart is subject to critical success or failure.