The silvery thing shifted reactively, narrowing the surface area of itself exposed to Kass's direction and the sonic bolts. It vibrated and chimed almost musically as they rippled its surface, and didn't seem to be damaged at all.<br/><br/>Aria pushed a foot off the chest of the third angel, like a diver at the edge of a pool, to fly for the silvery thing. Having no immediately visual idea where its weak points were or how its biology (if it had any to speak of) worked,  she triggered her bracers' magic - and as she began slashing through the silvery surface, found she had no idea how best to hurt the thing, merely sending away splurts of the mercury-like substance with every shallow strike; she felt more like she were spooning soup than cutting with a steakknife.<br/><br/>A fourth angel rose through the same 'trapdoor' as the last, its eyes locking on the ethereally flickering Aria as she sliced haplessly at the thing. "Hold, sorceress!" mithral-armored, greatsword-clutching and coldly handsome like the others, he threw out a free hand to lance a green ray at Aria; magic of his own, despite his words, which Kass would recognize as the same effect one of the centaur-constructs had attempted to use against Aria to suppress her blinking. Ironically, it missed because of just that, as she phased out and the ray nearly struck the sphere instead.<br/><br/><br/><br/>Since you said 'right under the hole in the ceiling', let me reiterate just in case: the central chamber's entire ceiling is collapsed, so the hole is 50'x50' (and the upper chamber is 90'x90'), rather than being man-sized. The hole is indicated by the ` ` ` ` ` marks on the map.<br/><br/>Resonating Bolt is 10d4, and (I believe) w/ Twin spell both copies have the same damage roll (and would share other applicable rolls on the attacker's end, like any attack or caster level check. Saves still are made separate.).<br/><br/>rolled 30<br/><br/>sphere saves v each copy, takes 0 damage (sonic resistance)<br/>(one of the only monsters I've ever seen with sonic resistance - which is not why it was picked and in fact I just now noticed ;) )<br/><br/><br/><span class="bbc_u">Aria</span><br/>charge, full attack, mods 44/...<br/>http://invisiblecastle.com/roller/view/2991449/ (http://invisiblecastle.com/roller/view/2991449/)<br/>mh1 8<br/>oh1 7<br/>mh2 9<br/>oh2 9<br/>mh3 7<br/>oh3 7<br/>mh4 9<br/>oh4 10<br/>(no precision damage from Insightful Strike or SA)<br/><br/><span class="bbc_u">Fourth angel</span><br/>Moves up into chamber<br/>spell-like ability Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) at Aria (to suppress her blinking)<br/>misses vs blink (irony)<br/><br/><span class="bbc_u">Sphere</span><br/>Descends to and charges Kass<br/>slam attack 39 miss<br/><br/><br/><br/><span class="bbc_font" style="font-family: courier;"><br/>2nd floor<br/><br/>A Aria<br/>M angel-man <br/>S sphere<br/>` holes or open floor-doors<br/>d closed floor-doors (can be stood on same as floors, but on map for reference)<br/>I gather Kass is below the sphere. Her altitude was 50' below it when she cast, then it charged down 35' to attack her (it's Huge and its own reach appears to be 15', so it's now "two squares" above her, and its top is "four squares" below Aria and the new angel.)<br/><br/><br/><br/>X X X X X X X X X X X X X X X X X X X X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . ` ` ` ` ` ` ` ` ` ` . . . . X<br/>X ` ` ` . ` ` ` ` ` ` ` ` ` ` . dd d X<br/>X ` ` ` . ` ` ` ` ` ` ` ` ` ` . d d d X<br/>X ` ` ` . ` ` ` S S S ` ` ` ` . d d d X<br/>X . . . . ` ` A S S S ` ` ` ` . . . . X<br/>X . . . . ` ` ` S S S ` ` ` ` . . . . X<br/>X ` M M . ` ` ` ` ` ` ` ` ` ` . d d d X<br/>X ` M M . ` ` ` ` ` ` ` ` ` ` . d d d X<br/>X ` ` ` . ` ` ` ` ` ` ` ` ` ` . d d d X<br/>X . . . . ` ` ` ` ` ` ` ` ` ` . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X . . . . . . . . . . . . . . . . . . X<br/>X X X X X X X X X X X X X X X X X X X X<br/><br/><br/>Vertical slice:<br/><br/>` ` A ` ` ` ` ` ` ` <br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` S S S ` ` ` `<br/>` ` ` S S S ` ` ` `<br/>` ` ` S S S ` ` ` `<br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` ` ` ` ` ` ` `<br/>` ` ` ` K ` ` ` ` `<br/><br/><br/><br/><span class="bbc_font" style="font-family: verdana;"><br/><br/>TWIN SPELL [METAMAGIC]<br/>You can simultaneously cast a single spell twice.<br/>Prerequisite: Any metamagic feat.<br/>Benefi t: Casting a twinned spell causes the spell to take<br/>effect twice in the same area or on the same target simultaneously.<br/>Any variable characteristics (including attack rolls) or<br/>decisions you would make about the spell (including target<br/>and area), are applied to both spells, with affected creatures<br/>receiving all the effects of each spell individually (including<br/>getting two saving throws if applicable).<br/>A spell whose effects wouldn’t stack if it was cast twice<br/>under normal circumstances will create redundant effects if<br/>successfully twinned (see Combining Magical Effects, page<br/>171 of the Player’s Handbook). For example, a twinned charm<br/>person doesn’t create a more potent or long-lasting effect, but<br/>any ally of the target would have to succeed on two dispel<br/>attempts in order to free the target from the charm. As with<br/>other metamagic feats, twinning a spell does not affect<br/>its vulnerability to counterspelling, so a single successful<br/>counterspell negates both instances of a twinned spell.<br/>A twinned spell uses up a spell slot four levels higher than<br/>the spell’s actual level.<br/><br/><br/>RESONATING BOLT<br/>Evocation [Sonic]<br/>Level: Bard 4, sorcerer/wizard 3<br/>Components: V, S<br/>Casting Time: 1 standard action<br/>Range: 60 ft.<br/>Area: 60-ft. line<br/>Duration: Instantaneous<br/>Saving Throw: Reflex half<br/>Spell Resistance: Yes<br/><br/>Your quick movements and rapid utterances<br/>release the spell’s energy, culminating in a<br/>final cry that unleashes a tremendous bolt<br/>of sonic energy from your open hand.<br/><br/>The bolt of sonic energy deals 1d4<br/>points of sonic damage per caster level<br/>(maximum 10d4) to each creature<br/>within its area. In addition, a resonating<br/>bolt deals full damage to objects and<br/>can easily shatter or break interposing<br/>barriers. If the bolt destroys a barrier, it<br/>can continue beyond the barrier if its<br/>range permits; otherwise, it stops.<br/></span></span>