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Ceiling is 60' above the ground level everywhere, even in the towers.
: = A supernaturally charged field of abjurative energy that completely impedes a specific form of magic. While any portion of a gladiator is in or on one of these squares, a specific effect ceases working, and new effects cannot be invoked or brought into being.
+ = Row of doors on the bottom floor. All three doors open or close together as a move action. The doors must be physically touched to operate.
_ & | = Stairwell goes going up each of of the towers. Each level is 5' higher than the level before it. The marked divisions between the levels ('|' and '-') are counted as being on the lower level, but are a couple of stairs (no penalty for normal movement, though higher ground rules apply during combat).
/ \ = Magical glyphs - If a character spends a full round with part of their body on them (on the ground) doing no other actions, they can activate the glyphs. Then, before they move off the glyphs on their next turn, they can use a standard action to cast any spell of 5th level or lower with a casting time of a standard action or less. Casting this spell has all the side effects of real casting (e.g. provokes AoO's, may be disrupted by taking damage, etc.) Casters are treated as if they have the Eschew Materials feat, inexpensive focus and/or typical 1gp divine focus in hand. Any desired spell that requires a more expensive spell component, costly focus or special divine focus must be supplied and held by the caster in order for it to work. Caster level is 10 and the appropriate casting stat is counted as 15, regardless of the abilities or skills of the character. This process can be performed up to three times per match by either player, but the full round activation must be repeated each time. (The spell must come from one of the gladiators allowed sources.)
1 - Earth with Light Vegetation (provides no concealment; qualifies as natural terrain) 2 - Stone
3 - Wall of Force
This surface has little effect on normal game play other than activities or magic that can or cannot utilize the surface in question.
1 - Broad Daylight (no shadows) 2 - 4 Normal Light
5 - 7 Shadowy Illumination (20% miss chance if no darkvion or low-light vision)
8 - Darkness (total concealment if no darkvision)
The shadow moves shiftly forward, and paused by the stone for a second. When its continues onward, it stares strait at Omega.
Yeah so, since you didn't rol an init im moving out of combat. Walks to the stone, casts Ebon Eyes from stone (Hey, I forgot to prepare it. Okay? But If I can summon buffers/cohorts/preptime, I would had it)
{Meh, its a double move(forgot to say, unsheathing swords. Not that you can see them). Only thing I could have used would have been the swift. Im fine. Although since we are the only ones here, and Im not going to wait for DB Id appreciate it if you rolled where I can see?}
One moment the darkness was far from the shadowy figure, and the next, it was within it. That's not the worst part though, there's a large...something...trying to kill him. What sucks more is that it's invisible!
True Seeing active. Some sort of temporal acceleration/time stop/celerity/similar effect. Something is adjacent to Shadow. Both the something (maybe Omega, maybe something else) are within a solid Forcecage. There is a Dimensional Lock around said Forcecage, preventing escape.
Basically, you're trapped in a box with a big mean angry...thing.
{Thats funny. I thought me buffing the **** out of my AC didn't work.. As every one fight has higher AC. I can now gladly laugh at that shadow thing. Also, unless you have blindsight active, you can't see Belar, as I didn't see a spot roll}
{I have True Seeing, does that not work against what you're using? I have other means of detecting you, but I figured that was enough. Were you not where you were? Otherwise, you're indeed trapped in a nearly inescapable box with an invisible foe. Was the "flits" a stealth check? If I could not see you, then I'd have hit the entire arena with Glitterdust to find you during my Temporal Acceleration time, then done the same actions I have now performed.
Also, can you breathe? If you can't escape the cage, it's airtight, you can't teleport out, and lasts for 26 hours.}