Aria nodded, and moved along with Kass, blinking again (though it made no visible difference while, well,<em>in</em>visible) and drawing a hammer to ready a volley - and as an afterthought, the Selunite dagger rather than a second hammer. The dagger had been discovered to hold several attack spells, and while she had the luxury of ambush thanks to Kass's illusory magic seemed a fine time as any to experiment with one. Plus, if the creature's carapace proved difficult to penetrate with weapons, such spells of pure energy, or the moonblade she'd evoked while Kass had distracted Leila and Firion with a mouthful of, well, Firion, would be useful.<br/><br/>She saw Kass appear, and<em>heard</em>as well as saw the end of the chamber rock with a sonic explosion which caused gold to bend and many of the centipede's legs to snap, and its body and many-eyed head to dent in weirdly with squirts of gray-green ichor.<br/><br/>Aria triggered the dagger's magics. Three arrows of pure electricity lanced out from between the knuckles clutching the dagger, and darted at the open mouth of the centipede - only to vanish harmlessly where they touched it; the thing either absorbed electricity harmlessly, or had drow-like magic resistance, or some other defense; it certainly hand't dodged, and the lack of magic auras from it (and its reaction to the sonic spell) strongly suggested it was no illusion.<br/><br/>Aria flung the dagger itself at the eyes of the monster (activating the magic of her gloves so that it would, in a few moment, return to her without the disgusting task of later digging it out of such a creature). The silver weapon stuck in, and Aria sent several hammers after it - aiming for the hilt of the dagger, driving it more deeply in like a stake. Probably it reachd the primitive brain, for aftt the third such strike the creature collapsed, a hundred frantic legs suddenly still.<br/><br/>"Yuck," the visible-but-blinking Aria studied it a moment; once the dagger boomeraded back into her grasp telekinetically, she flew in to retrieve the hammers from the gargantuan carcass. Up closer, what remained of the human body did seem very like that of the other members of the royal expedition from Skuld, and along the torn clothes was a broken holy symbol Kass would recognize from her broad lore as that of Horus, the falcon-headed Mulhorandi god of knowledge.<br/><br/><br/>Yeah, I think she's used all her 5th and 6th level slots. I bet she's glad the place is almost totally explored! (And in general, her low level spells can also do a lot too.)<br/><br/>Aria - blink, draw hammer (non-mw one) and Moonhilt; go to 30' from centipede (natural sneak attack range)<br/><br/>'cast' (still haven't decided on my favorite verb for item spells - activate, trigger, cast) Moonbow<br/><br/>centipede fails Reflex; 59 sonic dmg<br/><br/>Moonbow doesn't phase out; but fails vs Spell Resistance!<br/><br/>Initiative<br/>Aria 36<br/>Kass 11<br/>Centipede 8<br/><br/>Aria<br/>throwing dagger, hammer, then mw hammers<br/>mw hammer mods 39/... (23 bab 13 dex 1 weapon 2 blink 2 sacred -2 twf); also dagger has -2 for range and first hammer lacks the 1 for mw<br/>icastle's down! since it's a single foe, will do 8 attack rolls at E, then (if applicable) any threats and a total dmg roll<br/>oh hammers do 1d4+10, mh hammers and dagger 1d4+11<br/>(the dagger is +1, but silver weapons do 1 less damage)<br/>2nd, 6th, 7th, 8th attacks phase out<br/>mh1 crit<br/>mh2 hit<br/>oh2 hit<br/>mh3 hit<br/>dmg 51 - 3x10 (DR on the hammers) + 2str,con + 391, slain<br/>(noticed E roller can't do more than 50 die at once; doing 52d7 produced 1d7 but 50d7 was OK)<br/><br/>(Worth noting that attack-roll spells like Moonbow and Scorching Ray can add sneak attack damage, although when several such attacks are made simultaneously, as with either of those example spells, only the first adds sneak attack damage; sort of like Manyshot. Also odd to note is that the Moonbow Effect line says 1d4 motes but then the descriptive text says 3.)<br/><br/><br/>MOONBOW<br/>Evocation [Electricity]<br/>Level: Sorcerer/wizard 5<br/>Components: V, S, M<br/>Casting Time: 1 standard action<br/>Range: Medium (100 ft. + 10 ft./level)<br/>Effect: 1d4 motes of electricity<br/>Duration: Instantaneous or up to<br/>4 rounds; see text<br/>Saving Throw: None<br/>Spell Resistance: Yes<br/>Sparks flit among your fingers as you call<br/>electricity from the surrounding air.<br/>This spell conjures three glowing motes<br/>of electricity. You direct any number of<br/>the motes to fly off and strike targets<br/>within the spell’s range. Multiple motes<br/>can be fired at the same target, or each<br/>can be sent against a separate target.<br/>You must succeed on a ranged touch<br/>attack with a mote to strike a target.<br/>Any creature struck by a mote takes 1d6<br/>points of electricity damage per two<br/>caster levels (maximum 10d6).<br/>If you do not immediately fire all<br/>the motes created by the spell, you can<br/>choose to fire as many of the remaining<br/>ones as you wish as a standard action<br/>during the next round. If a round<br/>passes in which you do not fire one<br/>of your motes, the spell ends and all<br/>remaining motes vanish.<br/>Material Component: A small piece of<br/>moonstone.<br/>