oowww, thx for the expanation.
Defense: Protection from Alignment (Abjuration): blocks 4 negative energy based attacks
Attack : Ray of Enfeeblement (Necromancy): causes enemies spells to do 2 points less damage for 2 rounds
The attack is aimed at that infernal badger of yours.Finally he's of my tail without causing me any damage.
😂 you really dislike the badger 😱 wait till you see the later creatures you can summon.... 😖hifty: and just for your ears 😖hifty: turn into 😗
Round 4 begins:
Ice:34 RTO:37 (badger gone.)
----- maybe i should lower the amount of points....this is going to be long and eventually we have to re-use the same spells 😖 What do you think? 😄
(defense) --- none
(attack)---Acid Splash: Caster throws a small orb of acid 3 ponits of damage
attack : Horizikaul's Boom: 4 points of sonic (sound) damage to all enemies per level of the caster
defense: Endure Elements(Abjuration): forms a shield that absorbs 5 damage against all elemental forms of damage.
I know its not going to stop the acid, but maybe it will stop the other ones you' re gonna throw at me. 🙂
Originally posted by Iceman22
attack : Horizikaul's Boom: 4 points of sonic (sound) damage to all enemies per level of the casterdefense: Endure Elements(Abjuration): forms a shield that absorbs 5 damage against all elemental forms of damage.
I know its not going to stop the acid, but maybe it will stop the other ones you' re gonna throw at me. 🙂
Mage armor abrorbs the 4 damage from the sonic damage.
Ice: 1 RTO:7
Round 5:
(attack)--- Negative Energy Ray (Necromancy): 6 points of damage from ( 2 damage penalty to me)
(Defense) --- Resistance (Abjuration): -2 element damage
Originally posted by Iceman22
that's it dude, I m beaten!
Congrats.
no matter what i do, i can 't stop your Negative Energy Ray.
😉
Just for fighting me and volunteering as the first i award you level 2 😄
2nd-Level Sorcerer/Wizard Spells
Blindness/Deafness (Enchantment): The target creature is
struck blind and deaf. (whole turn)
Bull’s Strength (Transmutation): Target creature’s Strength is
Increased, + 2 ( per casters level) to each spells attack for 2 rounds
Cat’s Grace (Transmutation): The target creature’s Dexterity is
Increased, -2 ( per casters level) to all damage for 2 rounds
Darkness (Evocation): Cover creatures in a shroud of darkness. -2 ( per casters level) to targets attack for 2 rounds against the caster
Eagle’s Splendor (Transmutation): Target’s Charisma increases, -2 ( per casters level) for 2 rounds
Endurance (Transmutation): Target’s Constitution increases, -2 (per caster level) to all damage to the caster for two rounds
Fox’s Cunning (Transmutation): Target’s Intelligence increases, all casters spells do +2 damage (per level of the caster)
Ghostly Visage (Illusion): Immune to 0 – 1 level attacks for two rounds
Ghoul Touch (Necromancy): Paralyze target with touch attack. Target cannot attack or defend for one round
Invisibility (Illusion): Cannot be attacked until casts a spell.
Knock (Transmutation): Able to unlock doors and containers.
Lesser Dispel (Abjuration): Weak version of Dispel Magic – takes away one defense or unsommons an opponents level one creature
Melf’s Acid Arrow (Conjuration): Acid bolt does 3 damage for two rounds
Owl’s Wisdom (Transmutation): Target’s Wisdom increases – able to use spells over again with only a -1 penalty rather then 2 for 4 rounds
Resist Elements (Abjuration): -5 damage against all
elemental forms of damage. (acid, Electricity, water, earth, wind, water (ice), fire)
See Invisibility (Divination): Target creature is able to see all
invisible creatures. – dispels invisibility
Summon Creature II (Conjuration): Summons a dire boar. 4 damage per round for 3 rounds and has 10 life.
Ultravision (Transmutation): Darkvision and low-light vision. Dispels blind or darkness spells.
Web (Conjuration): Trap enemies in a web. All enemies lose either an attack or defense and summoned creatures cannot attack for a whole round