Now the witch was summoning some kind of... blue, chain-covered fiend.  An attractive one, at that, but she was vaguely aware that spirits and things foreign to the world could be, and usually were, deceptive.  Indeed, the blue woman lashed out wickedly with sharp chains, leaving more slices to the giant.  She was slightly distracted when the witch then turned to cast another spell on Krynn herself, but was somewhat relieved that it simply seemed to fill her with a warmth as the painful gash from the giant's axe closed up.<br/><br/>It was definitely time to finish this, the witch was already summoning reinforcements.  Krynn was able to focus her overextended swings on her target, the extra power digging in with overwhelming force.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Oh yeah, you had asked about spells per round.  Usually just one, unless you have the "quicken spell" feat (which uses a spell slot four levels higher, so a quickened magic missile is a 5th level spell), or a metamagic rod of quicken, or something.  But in this case it doesn't much matter, the cyclops is barely able to act.<br/><br/>Falchion 8+17 = 25<br/>1+3+19 = 23 damage<br/><br/>Falchion 9+9 = 18<br/>4+1+19 = 24 damage</div></div>