Just a quick note to all who play in Trilogy with me Dragonmist has changed his avater since I am now playing in many games the halfling one just doesn't fit in most so I am now the black dragon more to my player name.
Ok here are the 2 spell descriptions you asked for hope they help.
Melf's Minute Meteors
Range: 70 yds. + 10 yds./level Components: V, S, M
Duration: Special Casting Time: 3
Area of Effect: 1 target/meteor Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.
The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
Range: 0 Components: V
Duration: 2 turns/level Casting Time: 4
Area of Effect: The caster Saving Throw: None
When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality.
When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM's option (for example, -2 penalty to attack rolls) until he practices sufficiently to master it.
Thus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
Posted on 2007-12-16 at 04:18:14.
Edited on 2007-12-16 at 04:19:56 by TannTalas
Even if the fire is out the oil of firey burning or melf's meteors will generate more than enough fire before the elemental summoning spell goes off as that takes longer than the other actions. The arrival of the elemental will be a good light source as will all the magic weapons. Only Hailia should have any issue with seeing in the dark anyway.
I was about to post an argument post stating that Conall's blind as a bat but I decided to check his character sheet and saw what you were refering to, AKA his Ioun Stone allowing him infravision as an elf.
So to you, Keeper, for spoiling my plan to hinder the party as a good Evil DM I say these 3 things....
Posted on 2007-12-18 at 03:59:51.
Edited on 2007-12-18 at 04:00:19 by TannTalas
In Norse Mythology, Jord is the personification of the primitive, unpopulated, and uncultivated Earth. She is the daughter of the goddess Nat (Night)and th giant Annar. She is the sister of Dagr and Aud. By Odin, she is the mother of Thor. Jord created the tree that bears the Golden Apples of Youth ... she entrusted the apples and the location of the tree only to Idun, the goddess of youth and immortality.
In Norse mythology, Jörð (Earth, sometimes Anglicized Jord) is a goddess and the personification of the Earth. She is identified with Fjörgyn and Hlôdyn (Bellinger 1997:235).
Jörð is Odin's daughter, and at the same time his spouse and the mother of Asathor (Gylfaginning 9). Fjörgyn, also known as Hlôdyn "hearth" (Völuspá 47), is the mother of Thor by Odin (Völuspá 4, and by extension, Meili (Hárbarðsljóð 9). She is daughter of Annar and Nótt and sister of Auð and Dagr. Otherwise she is essentially unknown. Some think she may simply have been an alias of Odin's wife Frigg. In the Skáldskaparmál, however, she is called the rival of Frigg, Rindr and Gunnlod.
A very minor god, associated withthe primitive Earth before the rise of humans.
Posted on 2007-12-19 at 03:37:04.
Edited on 2007-12-19 at 03:38:52 by Keeper of Dragons
But it still does not give me her powers as a Greater or Lesser God.
I need the basic AD&D Type powers incase I need the Goddess to do something in aid or denial in Cynil's case.
If not it would be better for DM to pick one of those above.