The life forms she sensed were unlike anything she had ever sensed before so incredibly strong in magic, it was as if they were nothing but pure black magic made corporeal somehow.
The width of the floor revealed to be a good 200 yards in size, somehow this floor bigger then the floor below.
(See spells to follow, this may just be illusion)
Range: 60 yds. + 10 yds./level Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: One 40-ft. cube + one 10-ft. cube/level Saving Throw: Special
This spell is essentially a spectral forces spell that operates through a program (similar
to a programmed illusion spell) determined by the caster. It is thus unnecessary for the
wizard to concentrate on the spell for longer than the round of casting it, as the program
has then started and will continue without supervision. The illusion has visual, audio,
olfactory, and thermal components. If any viewer actively attempts to disbelieve the
spell, he gains a saving throw vs. spell. If any viewer successfully disbelieves and
communicates this fact to other viewers, each such viewer gains a saving throw vs. spell
with a +4 bonus.
Range: 10 yds./level Components: V, S, M
Duration: 2 turns/level Casting Time: 5
Area of Effect: 10-ft. cube/level Saving Throw: None
This spell can be cast only in an area completely surrounded or enclosed by earth,
rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to
summon an earth elemental. The elemental serves without attempting to break free when
the spellcaster announces that his intent is to cast a distance distortion spell. The spell
places the earth elemental in the area of effect, and the elemental then causes the area's
dimensions to be either doubled or halved for those traveling over it (spellcaster's
choice). Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50
feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the
elemental returns to its own plane.
The true nature of an area affected by distance distortion is undetectable to any
creature traveling along it, but the area dimly radiates magic, and a true seeing spell can
reveal that an earth elemental is spread within the area.
Maybe the strongest Mage amoung us should cast Dispel Magic and see what happens? That might be Sirene.
Or the mages could question the sight involking disbelief and gaining the saving throw.
Posted on 2011-11-12 at 15:52:59.
Edited on 2011-11-12 at 16:08:42 by Odyson
Ok due to real life business concerns and an increasingly limited amount of time, Lady Dark has graciously, yet unfortunately, dropped Trilogy from her list of games. Letís all thank her for the time she spent playing and wish her the best.
As such I will be posting a possible new recruitment thread after I send out an invite to a few other players first.
Never fear my players & just remember our motto.... GAME ON!!
Please can we get to posting so that we can find out if we live or die? I will be away this weekend, but should be able to be online sunday evening to check everything. It's already thursday and only half the players have posted in game posts!
Pretty please with me on top could we get some posts up in game! *grins* Don't make me steal your characters and make a post for those who have not yet done so! Because I will find a way to do so if there is nothing posted before I leave for the weekend! *nods*
I see that Sirene has Disintegrate memorized, that could be just the ticket if she cast it on the Light Stand. With that gone it could cause the beasties to go too.
Range: 5 yds./level Components: V, S, M
Duration: Instantaneous Casting Time: 6
Area of Effect: 1 creature or 10 x 10 x 10 ft. cube
Saving Throw: Neg.
This spell causes matter to vanish. It affects even matter (or energy) of a magical
nature, such as Bigby's forceful hand, but not a globe of invulnerability or an antimagic
shell. Disintegration is instantaneous, and its effects are permanent. Any single creature
can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube,
can be obliterated by the spell. The spell creates a thin, green ray that causes physical
material touched to glow and vanish, leaving traces of fine dust. Creatures that
successfully save vs. spell have avoided the ray (material items have resisted the magic)
and are not affected. Only the first creature or object struck can be affected.
The material components are a lodestone and a pinch of dust.
Posted on 2011-11-19 at 01:13:20.
Edited on 2011-11-19 at 01:25:06 by Odyson