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The 30 Drow were dead, but nine of Captain Sealem's men were dead too. Captain Sealem and his three remaining men mourned their lost comrades by neatly burying them with military precision, in a row of nine graves. They burred the dorw, too, in a mass grave. Franham and Maxwell helped.
<GM's Note: OK, everyone just earned enough experience to gain a level!
Drek gains an animal companion of his choice (normal animals only, no giants or mutants please).
Prosper's arm is now fully healed and he has learned how to
Taryn gains the ability to turn into a firebird that can breath fire.
Acedia can now become proficient with the either the shortbow, crossbow, or throwing knives. As well, she now has access a new (as-yet unrevealed) magical ability that I will fill you all in on shortly.
Aurieul has gained proficiency with sneaking, stealth, and backstabing.
Micheal gains the ability to shrug off all but Severe fatigue, the Metamigical ability of Planewalking, as well as one new spell. (Power Word: Fly (Transformation/Manipulation)
By means of a single word, the caster can cause himself or any targeted creature to temporally gain the ability to fly. The rate of movement is up to one and a half times the normal running rate of the targeted creature, the attainable altitude is unlimited, and the duration is up to 24 hours. This spell does not grant the targeted creature the ability to breath without oxygen, so care must be taken when flying at high altitudes where the air is thin. The means of direction control is entirely mental, so wings or control surfaces of any kind is unnecessary.)
Horin can now choose three new spells from the following list:
Oakskin: (Alteration, Nature) By calling on his Deity the cleric causes himself an allies withing a 30' circle to become sheathed in a skin-tight second skin that is made of the bark of Oak trees. The skin will last for the rest of the day (or the rest of the night, if cast at night) or until the caster wills the spell to end. It does not need to be sustained. This second skin does not impede movement in any way, but it does tend to creak a lot when one moves and so it may be unsuitable for applications where silence is desirable. Whenever someone affected by this spell is struck in combat or takes damage from a fall, the Oakskin will absorb and negate a portion of that damage. However, fire-based damage is immune to this effect. This spell produces no fatigue in the caster
Skry: (Divination) By communing with his Deity, the cleric can attempt to find any one object that he has previously touched. The object can be anything, from a mountain to a pebble. However, living things cannot be Skryed. If the spell succeeds, the Cleric will instinctively know where that object is until he finds it, even if the object moves in the interim.
Combative Harmony: (Abjuration, Good) By finding a point of harmony in the life-forces of himself and his allies, the cleric can improve the melee abilities of all of them, including himself. This spell will affect all allies within the potential line-of-sight of the caster, up to a maximum of two kilometers away. Affected creatures will be more proficient in whatever melee or unarmed weapon they are using, and their armor & shields will be more effective. This spell lasts for thirty seconds for every level of the caster.
Smite Evil: (Divination/Abjuration, Good) This spell unleashes a wave of light from the Plane Of Brilliance that will deal a damage to every evil-aligned creature in it's path, as well as light up the area temporally. The wave will star at the cleric's finger and move off in whatever direction that the cleric points at when the spell is cast. This is an instant-effect spell, and it will produce a moderate amount of fatigue in the caster.
Bless(Enchantment/Compulsion, Hope, Mind-Affecting): Bless fills all the caster's allies (who can see the caster or be seen by the caster) with hope and courage. Anyone affected by this spell becomes temporarily immune to fear effects and gains a boost to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the Bane spell any ally may be under. This spell continues to have effect as long as the caster continues to chant the appropiate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster does not feel any particular fatiuge for casting or sustaining this spell.
Bane(Enchantment/Compulsion, Fear, Mind-Affecting): Bane fills the caster's enemies (those that can see the caster or be seen by the caster) with fear and doubt. Anyone affected by this spell becomes temporarily immune to courage-boosting effects effects and takes a penalty to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the Bless spell any enemy may be under. This spell continues to have effect as long as the caster continues to chant the appropriate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster will feel a mild degree of fatigue for each minute (cumulative) he sustains the spell because the spell draws upon the plane of negative energy for it's effects.
Bless Water (Transmutation, Good): This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures, demons, imps, and devils almost as if it were acid. A flask of holy water can be thrown as a splash weapon. In order for a volume of water to be pure enough to be the target of this spell, it must be at least pure enough to drink without causing illness or disease in the drinker, and must not be mixed, brewed, or dissolved with any other significant substance other than those naturally occurring substances that may be found in natural-source water supplies. However, seawater or water from salt-water lakes is not suitable.
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