Aria nodded agreeably, "Actually I think teleporting up is a rather brilliant suggestion; we'd almost certainly lose the element of surprise otherwise, and she has the high ground and might know the terrain better or even have some hiding place or defenses to run too...you could even pick our arrival point just uphill from her - which'd also make her less likely to notice the camels in teh distance while talking to us, if we don't bring them along."<br/><br/>Kass's broad knowledge would once again remind her that, if the woman were some sort of giant, giants often loved to hurl large rocks at foes - and there was no terrain more suitable for just that then standing above one's targets on a rocky mountain slope, playing a veritable game of ninepins as they slowly charged uphill. In fact it was much of why some giant races loved hanging out on mountains to begin with.<br/><br/>The bardess could eye that from their present distance it would take three dimension-door hops if she chose that spell rather than a single teleport. "I agree she doesn't look especially friendly, but I suppose we ought try to parlay rather than on the off-chance slay some gentle giant. Plus even if she is hostile she might say something useful. Though I'd let you do the talking...you certainly had a way earning favors and loosening that elder priest's tongue at the temple."<br/><br/>She glanced at the camels, "And what of our cheating-death four legged friends? We could teleport them up, as you seemed to have the casting skill to do so, or leave them here - either free-roaming, tied up, or hmm, as a compromise between the risk of them wandering them off and being lost to us or hurting themselves, and the risk of them being helpless against some predator or new landslide or simply starving if we can't get back to them, I<em>might</em>be able to work up a special knot so they won't be able to get way so easily, but could with enough time of tugging, so they wouldn't be likely to be stuck and starve if we can't make it back. I got the impression from the one which fled from the dragon and then began wandering that they by training or instinct would eventually return to Siwa, like dogs."<br/><br/><br/><br/><br/><br/><br/>Minor mistake in last post: I forgot that the lesser vigor hp aren't instantaneous, but rather 1 hp per round (this is what makes lesser vigor not strictly better than cure light wounds: it heals 2x the HP on the average at CL 1st, sine 1d8+1 averages to 5.5, but it's slower, which is a liability in rush situations.) Fortunately, AFAICT multiple castings aren't redundant (it doesn't grant fast healing or regenerating 1, it heals 1 per round for X rounds). If Aria alternated on the camels casting it 3x each, they'd heal 1+1+2+2+3+3 and after 7 rounds both be conscious (2nd one at 12 healing and 1 hp, 1st one at4 hp).<br/><br/>Also the terrain speed should be 1/2 (3/4ths for mountainous on trail, 1/2 off) but again, enough time. Glad Kass made that listen check.<br/><br/><br/>I got the impression from Spellcraft that only non-instantaneous spells could be identified from their effects ("Identify a spell that’s already in place and in effect") but since you're so curious, I don't mind sharing:<br/><br/>IMO such a thing probably should be sequestered in deity-level or epic magic, but it is in fact a 9th level spell from Book of Vile Darkness. Its range far outstrips that of most analogously themed spells such as Storm of Vengeance (also 9th) and certain epic spells, and I suppose is supposedly counterbalanced by having relatively modest damage for a 9th level spell (10d6 - although with no save) and extreme 'backlash' against its caster (although with Con 19+ the caster is guaranteed to survive, and a few Restoration spells by an ally would make it all up.) It also has a long casting time. It's the sort of thing that wouldn't be useful to PCs in most typical DnD situations, but could potentially be used to destroy the campaign world if so inclined. Most people and animals in the world are very low level / HD and would be killed right out and/or suddenly find themselves in collapsed or burning buildings. You could kill 99% of any city with the spell, basically. It's a nuclear bomb for DnD. (It'll become evident later why this hasn't already happened and doesn't upend or contradict the Forgotten Realms canon at large.)<br/><br/>I thought of the campaign premise before I knew of the specific spell, and then went looking for one which seemed to have suitable parameters (I like to try to find sources for stuff rather than using DM fiat with possible, esp. with something so uber.)<br/><br/>btw Corrupt isn't a domain, it's a BoVD thing (it means the spell can be prepared by any prepared spellcaster, and generally has some sort of backlash.)<br/><br/>The spell is also a little badly written in that it doesn't specify burst/line/spread/etc. I tried it as a burst like Fireball or Cacophonic Burst. (But IIRC a burst spell which destroys a barrier can still affect things which had total cover from the barrier). Normal stone has 15 hp per inch so 10d6 damage would basically destroy 2-3 inches of the facing surface of a rock wall, mountain side, etc.<br/><br/>Also I don't really like that it has no save, but I suppose 10d6 flat is no more uber than 20d6 with some save for half (except for people with Mettle or Evasion.) I almost just added a Fort-for-half.<br/><br/><br/>Apocalypse from the Sky<br/>Conjuration (Creation) [Evil]<br/>Level: Corrupt 9<br/>Components: V, S, M, Corrupt<br/>Casting Time: 1 day<br/>Range: Personal<br/>Area: 10-mile radius/level, centered<br/>on caster<br/>Duration: Instantaneous<br/>Saving Throw: None<br/>Spell Resistance: Yes<br/>The caster calls upon the darkest<br/>forces in all existence to rain destruction<br/>down upon the land. All<br/>creatures and objects in the spell’s area<br/>take 10d6 points of fire, acid, or sonic<br/>damage (caster’s choice). This damage<br/>typically levels forests, sends mountains<br/>tumbling, and wipes out entire<br/>populations of living creatures. The<br/>caster is subject to the damage as well<br/>as the corruption cost.<br/>Material Component: An artifact,<br/>usually one of good perverted to this<br/>corrupt use.<br/>Corruption Cost: 3d6 points of Constitution<br/>damage and 4d6 points of<br/>Wisdom drain. Just preparing this spell<br/>deals 1d3 points of Wisdom damage,<br/>with another 1d3 points of Wisdom<br/>damage for each day it remains among<br/>the caster’s prepared spells.<br/><br/><br/><br/>