<div class="floatright">(http://s26.postimg.org/ux9siu3md/Al_rhayel.jpg)</div><strong>Al´Rhayel</strong>(http://www.myth-weavers.com/sheet.html#id=93354)<br/><hr/><br/><strong>Al'Rhayel</strong>being aware that something was off, toke an step back and called upon the light of the moon, having it land on two of the closest fishmen.<strong>"Use pack tactics. Get one of them down and after that, go to another target."</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Preparation time?</div><div class="spoiler_body">How close is the pirateship, as Al'Rhayel was going to cast barkskin 15minutes before touchdown, as the spell lasts 1h. Does she have the spell on?</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Moonbeam</div><div class="spoiler_body"><strong>Moonbeam</strong><br/>2nd-level evocation<br/>Casting Time: 1 action<br/>Range: 120 feet<br/>Components: V, S, M<br/>Duration: Concentration, up to 1 minute<br/>A silvery beam of pale light shines dow n in a 5-footradius, 40-foot-high cylinder centered on a point within<br/>range. Until the spell ends, dim light fills the cylinder.<br/>W hen a creature enters the spell’s area for the first<br/>time on a turn or starts its turn there, it is engulfed<br/>in ghostly flames that cause searing pain, and it must<br/>make a Constitution saving throw. It takes 2d10 radiant<br/>damage on a failed save, or half as much damage on a<br/>successful one.<br/>A shapechanger m akes its saving throw with<br/>disadvantage. If it fails, it also instantly reverts to its<br/>original form and can’t assum e a different form until it<br/>leaves the spell’s light.<br/>On each of your turns after you cast this spell, you can<br/>use an action to move the beam 60 feet in any direction.<br/>A t Higher Levels. W hen you cast this spell using a<br/>spell slot of 3rd level or higher, the damage increases by<br/>1d1O for each slot level above 2nd.<br/><br/>As spell does 2d10/con DC 13 halves, to 5´R its quite easy to make damage 2 closeby opponets, and have it not harm any friendlies. And about damage? Do you roll all those, as then it would speed up things.<br/></div></div>