Character info: Ara du Mythril (LadyDragonClaws) - Lvl 5 - 31/84 HP, 34/121 MP, 20/40 TP 15 Stephan Hyral (FFFanatic) - Lvl 2 - 46/76 HP, 62 MP, 26 TP 16 Squintz Altec (Squintz) - Lvl 2 - 56/83 HP, 46/90 MP, 25 TP 8 Hakaril (Archmage) - Lvl 3 - 57/82 HP, 116/121 MP, 31 TP 8 Stephan's leg is broken (-2 AGI). Combat notes: Mastiff B, Stephan, Ara, D'vinn, Mastiff A, Hak, Squintz D'vinn 4/300 HP 500/500 MP 13 Mastiff A X/80 HP 12 Mastiff B X/80 HP 18 All +600 XP Ara +50 XP Inventories: Ara -- Dagger of the Cosmos 8/11/14 +1/+1, casts Reverse Gravity on hit 1/6 chance, MAttack 30, Staff of Unrelenting Anger Squintz -- D'vinn's Staff ------------------------------------------------------------------- Monster stats: Generic Magi Damage: Quarterstaff 12+2d6, Dagger 8+1d6 HP: 70 AC: 6 MP: 150 Initiative: 5+2d6 TP: 30 MBlock: 22 AT/PA: 12/10 MAttack: 24 Move: 5 Apply "racial bonuses" as appropriate. Spells: Elemental Burst, 16 MP: Deals 40+2d6 points of damage (the element is based on the caster's choice). Cramp, 8 MP: Stuns a target for one round, and they suffer a -4/-4 penalty. Moonblades, 12 MP: Creates a set of five throwable, sharp blades of negative energy. Treat these as thrown weapons with ACC 12, damage 24+2d6. Grasp of Agony, 34 MP: This spell wracks a single target's body with waves of shadow magic, dealing 24+2d6 points of damage, and in addition, preventing them from healing any damage whatsoever for the next 1d4 days. Boil Blood, 22 MP: The affected target of this spell's blood is heated above normal temperatures, reproducing a fever or similar effect, and causing illness which will last for 1d6 weeks. Shadow Mastiff Damage: Bite 22+2d6 HP: 80 AC: 12 MP: 0 Initiative: 8+2d6 TP: 40 MBlock: 15 AT/PA: 14/8 MAttack: 0 Move: 8 Shadow mastiffs are black hounds the size of St. Bernards. A shadow mastiff who hits with a bite successfully may attempt to trip the bitten opponent with a successful second to-hit check, effectively stunning them for a round. In any situation other than full daylight, a shadow mastiff may blend into the darkness, giving it a +8 PA bonus. D'vinn Ka'lath Damage: Quarterstaff 20+2d6, Dagger 16+1d6 HP: 300 AC: 18 MP: 500 Initiative: 6+2d6 TP: 30 MBlock: 26 AT/PA: 14/14 MAttack: 30 Move: 6 Drow. Sees perfectly in darkness. Weapons to be described later--are magical. Spells: Elemental Burst, 24 MP: Deals 44+2d6 points of damage (the element is based on the caster's choice). Mind Lash, 36 MP: Uses a forced telepathic link to attack a single opponent, rendering their mind into disorder and chaos. Deals 56+2d6 points of damage. Telekinetic Throw, 14 MP: Hurls the target across a room or into a wall--deals half falling damage. Astral Meltdown, 28 MP: This attack deals 36+2d6 points of damage in addition to inflicting level 5 Astral Drain and causing the target to lose an amount of MP equal to 1/2 the damage dealt. Polymorph , 50 MP: This spell changes the target into something else (which does NOT have to be a humanoid form). The spell lasts for up to 24 hours, unless dispelled forcefully. The transmuted target retains all skills, and can use any skills which would make sense. However, note that being polymorphed into something such as a unicorn makes some skills, such as lockpicking, effectively useless! Instead, the target gains a rudiementary amount of the instinctual knowledge the new form would have, such as how basic appendages and defensive mechanisms work. Therefore, being polymorphed into a beholder means that the target knows how to make use of the creature's eye rays, knows that shutting the central eye shuts off the antimagic field it produces, etc. This spell may turn the target into any creature of roughly the same SIZE as the target, and the caster must know EXACTLY what he is attempting to change the target into (unless the caster desires a random result). If the target is unwilling, he or she gets a resist roll. The targets of the spell must be living creatures, though they do not have to end up as living creatures. -------------------------------------------------------------------- Item stats: Nikumu's Lens: Doubles power of any spell cast through it, but the caster takes 20+2d6 points of shadow damage feedback and must make a COU check vs. difficulty 14, plus 2 for each time the lens is used--failure results in the user becoming an incorporeal wraith. Staff of Unrelenting Anger: An artifact crafted by Nikumu himself, this item focuses pure hatred and rage felt by the wielder into a form much like black lightning bolts which deal anywhere between 56+2d6 and 800+2d20 points of damage, depending on how actually angry the wielder is. Focusing the attack through Nikumu's Lens quadruples its effect and makes it deal damage in an area of 60 feet around a target instead of to a single target.