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Durlag’s Tower


Poor_Knight

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Duncan Tallheart

Character Sheet

Finally having an opponent who wasn't floating away, and finally wanted to face him, Duncan kept lashing out at the hovering wisp with his sword, hoping to put an end to one opponent.

 

Abilities and FeatsFighting style: Duelist:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

Name
Rapier 1
28
1d20+9 19
Rapier 2
16
1d20+9 7
Damage 1
10; 15
1d8+7;1d8+7 [3]; [3,8]
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Posted (edited)

Durlag's Wooded Copse


Illumination: Exterior - Bright; Weather: Light Winds

spacer.png

Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover.

Vall slams the stalker that flies away from him, searing it a little more.

Lajal mends the wounds of Duncan and his narwhal spirit extends the healing to all of you. Bloodaxe hurls a mote of fire at the stalker above Duncan and it vanishes in a gust of wind. Then he slogs through the water to engage another stalker and strikes with his axe. Eirrean sends an arrow into the stalker Bloodaxe engaged and his arrow sends another back to the realm of air. Theren casts a web spell from his wand and tries to trap the las stalker. Vall moves towards the last stalker and slams the stalker twice. Duncan wades through the water to get approach the last foe.

The stalker is not caught in Theren's web and flies at the bard. It tries to slam bard but is unable to connect.

Round 5: PC (all, any order)

OOC

Vallemental (reaction): opportunity attack at S3, 9 dmg; 
Lajal: move; cast cure wounds at Duncan, +12hp; everyone receives +10hp
Bloodaxe: cast firebolt at S3, 14 dmg DEAD; move; battleaxe at S2, 7 dmg;
Eireann: steady aim; shortbow at S2, 10dmg DEAD;
Theren: cast web around S1;
Vallemental: move (burning webs); slam at S3, 9dmg; slam at S3, 10dmg;
Duncan: move; dash
S3: DC 15 Dex save, success; move; slam Theren, miss; slam Theren, miss;

Vall can take another OA

 

 

Edited by Poor_Knight (see edit history)
Name
S3 Dex Save for Web
15
1d20+4 11
S3 Slam 1; Bludgeoning Dmg
12; 13
1d20+6;2d6+3 [6]; [6,4,6]
S3 Slam 2; Bludgeoning Dmg
8; 9
1d20+6;2d6+3 [2]; [2,3,3]
Advantaged roll 1
10
1d20+4 6
Advantaged roll 2
11
1d20+4 7
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image.jpeg.49f002dd297818bfdcad82faa414bf11.jpeg

Bloodaxe seeing Theren under attack by some unseen force moves forward 10ft to stand besides Theren and blindly swings three times at the space in front of Theren in the hope of hitting and killing their relentless foes.

Hill Dwarf Fighter Eldritch Knight  13
HP: 186/186 , AC : 20 ,HD: 13d8/13d8 ,Initiative: +2   Speed: ft,

Proficiency: +4 Saving Throws: Str +9, Dex +2, Con +10, Int +4, Wis +2, Cha -1
Skills: Acrobatics +2, Animal Handling +2, Arcana +4, Athletics +8,Deception -1, History +4,

Insight +2, Intimidate +4, Investigate +4, Medicine +2,Nature +4, Perception +7,

Performance -1,Persuasion -1,Religion +4,Sleight of Hand +2, Stealth +2,Survival +2

Attacks and Features

Magic

 

Edited by cheezal (see edit history)
Name
roll
16
1d20+9 7
Two Handed Battleaxe Strike One with Disadvantage
13
1d20+9 4
Damage if Successful
10
1d10+4 6
Two Handed Battleaxe Strike Two
10
1d20+9 1
Two Handed Battleaxe Strike Two with Disadvantage
22
1d20+9 13
Damage if Successful
12
1d10+4 8
Two Handed Battleaxe Strike Three
26
1d20+9 17
Two Handed Battleaxe Strike Three with Disadvantage
18
1d20+9 9
Damage if Successful
14
1d10+4 10
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann is eager to finish this combat, he drew his rapier, keeping his bow in his other hand. He stepped up to the invisible creature and attempted to drive the blade into it. Sparks of Eldritch power coursed along the blade as he drove it into the airy creature.

 

Reaction: Uncanny Dodge if attacked, or AoO if the creature moves away

Move: 5ft up

Bonus: None

Action: Attack with Rapier, using Booming Blade

 

 

Name
Booming Blade attack
25
1d20+10 15
Disadvantage
16
1d20+10 6
Rapier damage (Magic)
6
1d8+5 1
Fire damage
4
1d6 4
Thunder damage
4
2d8 2,2
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Vall Nailo

 

True Neutral, Male Drow Druid

Character Sheet

Vall Nailo
Drow Druid 12 True Neutral

AC 14 HP 77 Speed 30ft

Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0)

Attacks
Wooden Staff* +4 1d6+0/B
Sling +6 1d4+3/B

Darkvision 120'

Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep.

Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping.

Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight.

Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma).

Spellcasting
--Ritual Casting

Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food.

Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest.

Druid Circle - Circle of the Moon
--Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot.
--Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental.

Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks.

Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.Vallefocusess on those unseen, somewhat annoyed with himself that he hadn't sensed them before.

 

Vall paused as the presence disappeared, flaming arms flail for a moment before he tried to follow.

Crunch

I don't think he actually gets an attack of oppertunity here, since it's invisible (normal burning not actually affecting invisibility). I mean technically they shouldn't even know what square it's in (actually, since it attacked, I guess they *do* know, but they still suffer disadvantage because they can't see it, right?). But they do know (well, think/hope) it should still be on fire.

Vall moves to follow, but doesn't get close enough to hit because he doesn't want to immolate teammates.

Name
AoO?
22; 11
1d20+6;2d6+3 [16]; [16,4,4]
Disadvantage
17
1d20+6 11
Multi-Attack
7; 8; 10; 8
drop(2d20,highest,1)+6;2d6+3;drop(2d20,highest,1)+6;2d6+3 [15,1]; [15,1,1,4]; [15,1,1,4,8,4]; [15,1,1,4,8,4,3,2]
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(OoC 1: Unable to get things to copy over and can't get into my MW on my computer ATM, so this will have to do)

 

Duncan moves gingerly to try and encircle one of the apparitions. (Move 2 spaces west, one space diagonal south-west)

 

He stabs forth with his rapier attempting to sever its link to this mortal coil.

 

(OOC 2: sorry for the messy Dice roll. 😞)

Edited by Dmitri_Ravenoff (see edit history)
Name
roll
23; 24; 10; 14
1d20+9;1d20+9;1d8+7;1d8+7 [14]; [14,15]; [14,15,3]; [14,15,3,7]
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren swapped his want to this other hand, drawing his own rapier free. It had been a while since he had used it, but he still knew which end was the pointy end. Besides, things were getting a bit crowded for flashy spell work. "Well, I hope this thing is still as sharp as my wit." He pondered aloud as he stabbed out with it.

Actions/OOC

Standard: I'll stab the thing with my rapier.

Move Action:

Concentration: Dropping Concentration

Conditions:

HP: 36/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +5
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 2/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 5/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 2/3
LVL 4: 3/3
LVL 5: 1/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

Name
Rapier Atk
22
1d20+7 15
Rapier DMG
7
1d8+3 4
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Durlag's Wooded Copse


Illumination: Exterior - Bright; Weather: Light Winds

spacer.png

Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover.

You descend upon the final stalker en masse and render it low with a series of attacks. The elvish voice is heard screeching in defiance and then goes silent.

How do you proceed?

 

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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann slides his blade back into its resting place and takes a breath. He scans the area for the source of the voice but he doesn't expect much success.

"We could chase this elusive annoyance all night and not catch them, I say we make for the tower and get inside before anyone else arrives."

 

 

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image.jpeg.d7c5c33fa820e088cd4a0c39f3c88dbd.jpeg.30070aa793147059a5b00a8b5f5f5eaa.jpeg

"Part of me agree's whole heartedly with you,but the soldier in me,wouldn't like to leave a threat potentially behind us to follow"

he yells out to the surrounding woods.

"Come! and face us! To talk or do battle and let us be done with this one way or another"

Edited by cheezal (see edit history)
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren nodded his head in thought before adding, "This elven person seems to care more about the forest than anything else. If we leave, they might leave us alone. And we do have a towering responsibility looming over us." He added, his voice trailing off as he turned towards the tower in question.

Actions/OOC

Standard: I'll stab the thing with my rapier.

Move Action:

Concentration: Dropping Concentration

Conditions:

HP: 36/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +5
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 2/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 5/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 2/3
LVL 4: 3/3
LVL 5: 1/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

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Durlag's Wooded Copse


Illumination: Exterior - Bright; Weather: Light Winds

spacer.png

Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover.

It it clear to all of you that the speaker you heard is not playing with a full tarot deck. Whoever they are, their mind is not right.

 

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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann shrugs

"If you want to try chasing him, be my guest. But I am going to the tower. If they want to fight us, it would be better to be out of this copse where they are good at hiding, if nothing else."

He began walking towards the tower, but he kept his weapons to hand, and his eyes and ears alert for the wound be attacker.

 

Edited by omegoku (see edit history)
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren gave a shrug as he gave a quick glance around. "I mean, if we know a good way of finding a person hiding in the woods, I'm not against finding this person per say. But, if it means maybe she attacks us from behind in the tower, or we waste a bunch of time and Rajiram advanced elements catch up and definitely attack us in the tower, I'm perfectly fine leaving her to her crazy lady in the woods motif. I mean, there are plenty of children's tales that start out not too differently then this place seems."

Actions/OOC

Standard: I'll stab the thing with my rapier.

Move Action:

Concentration: Dropping Concentration

Conditions:

HP: 36/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +5
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 2/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 5/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 2/3
LVL 4: 3/3
LVL 5: 1/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

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