GM Scratchpad

Morale
Defend if damage > ⅓ Retreat if damage > ⅔ Full Retreat if Wounds > ⅓ or Wounds+Fat > ½

Unused Spell Notes
Healing (Whatever Earl and Bob currently have) Speed (Improve running speed or combat actions) Combat (melee/missile increase) Nerves (Dexterity improvement) Spirit (Wisdom improvement)

Summoning You also saw Shealis cast a summoning spell. The casting is like fireball, but you must first contact and form a pact with the creatures which you will be summoning. This requires a ritual — which is in Shealis’ spellbook — but the Shahalesti spirits which she summoned would not be as friendly to you. You’ll need to figure out who you want to form a pact with, and what you will offer in return. (No, don’t try to make me think up what the creatures want in return, I have too many other tasks.)

IDEA Roll until Ready = remove 1 die each roll (plus time) IDEA Retry Threshold Failure = Threshold + 1 IDEA Divine Spells which can interrupt

super stealth?

Resist Fire Spells

Resist fire:

Summon Salamander

Fire runes

MEDIC: revives fallen comrade by removing all stun. Also halts bleeding. Sword of Righteousness — does no wounds to non-evil humans for remainder of battle. Does +1 stun to evil humans. Only affects humans.