Re: 1.2 Glum
From the SRD:
Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells that require only a free action to cast don’t provoke attacks of opportunity.
Casting on the Defensive: Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.
I'll give you a pass this time, but next time you need to
1-make a concentration check to cast defensively,
2-risk an attack of opportunity or
3-take a 5' step back out of range (if possible).
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Glum steps back 5' and casts his spell. He feels the blessings of his God counter, to some extent, the disturbing effects of the ghostly sounds. Glum has no idea what this thing is (beyond what you the player can deduce), but it didn't seem to like Glum's spell. The thing follows him and seems to want to touch his mouth. Glum almost avoids it, but the thing is so fast it manages to scrape his lips. Just that touch is enough. It causes Glum to gasp for breath. This would explain the scratches on the victim's lips.
-Take 3 damage and
-Will save=dc 16 (or be fatigued) and
-Will save=dc 16 (failure means you can't talk)
Barry takes flight and squawks "Hellllp, musst gettt helllp". Then he flies out of the room squawking. At these antics the things head turns, and appears to stare at the bird (without eyes, it's hard to tell), before turning back to you. "He is mine and I will not let him go, now or ever", in the same ghostly whisper. Glum realizes it will be about a minute (10 rounds) before help can arrive.
Tanrov is in the corner, whimpering, "No Bobby, don't, not again. I'll stay with you, please."
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.