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  #1131  
Old October 7th, 2005, 01:05 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Yeah, I thought he said earlier... might have misread it though.
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  #1132  
Old October 7th, 2005, 01:39 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Oops, I mess up which direction the time difference is in sometimes. 1 Eastern, 10 Pacific.
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  #1133  
Old October 7th, 2005, 01:44 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Comeon! I want Kaylin to tell physics to go take a walk already with her Great Warping.
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  #1134  
Old October 7th, 2005, 03:03 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Earlier? I'll try to be awake for that.
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  #1135  
Old October 7th, 2005, 03:15 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Hehe. I wonder how funny a newt paladin would be.
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  #1136  
Old October 7th, 2005, 05:05 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Instead of Smite Evil, they'd Smite Pondweed...
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  #1137  
Old October 7th, 2005, 05:08 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Hehe. Wonder what newty sounds they'd make.
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  #1138  
Old October 7th, 2005, 07:25 PM
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Default Re: OT: Narf has gone looney and wants to GM.

...I dunno if I can describe it to you...

...Ever watch any godzilla movies?...
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  #1139  
Old October 7th, 2005, 07:40 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Those are newty noises?
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  #1140  
Old October 7th, 2005, 08:34 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Quote:
douglas said:
Put your spellbook in your bag of holding when you're not using it, tie the bag shut, and lock it in a chest when you're not awake and carrying it with you. Also, put some Explosive Runes on the spellbook.

Given how important a spellbook is to an adventuring wizard, I'd say you don't need any extra reason to be paranoid about it in character - paranoid protection of the spellbook is the default normal behavior.
Quote:
SRD, Spells, Explosive Runes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
Are you SURE you want explosive runes ON your ONLY spellbook? A better option would probably be Instant Summons and several Sepia Snake Sigils which don't damage the book (Jason is to the point where he can emulate the Sepia Snake Sigils for you, as a standard action casting ... if you don't mind a few limitations on the emulated spell). Even better, get a second, maybe a third, and spend some cash to get time in the quick time plane for copying them. That's Wizards Paranoia, not setting the only spellbook to SELF DESTRUCT when read.
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