kona magic sands resort

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Seven Magic Rocks Las Vegas is a unique and enchanting art installation located in the desert of Nevada. Created by Swiss artist Ugo Rondinone, this stunning piece of land art features seven colossal limestone boulders stacked upon one another. Each rock is different in size, shape, and color, ranging from vibrant reds to earthy browns. The rocks seem to defy gravity, balancing precariously on top of one another as if by magic. This captivating display of art has become a popular attraction for both tourists and locals alike. The installation offers a surreal and otherworldly experience, transporting visitors to a dreamlike realm.

The magical hex of the stone guardian

The installation offers a surreal and otherworldly experience, transporting visitors to a dreamlike realm. The rocks stand tall against the backdrop of the beautiful Nevada desert, creating a stark contrast between nature and human intervention. The vibrant colors of the rocks seem even more striking in the barren landscape, making the installation truly mesmerizing.

Thread: Let's optimize magic stone.

Enchant up to three stones as a bonus action. They retain the enchantment until used or you cast it again, up to one minute. No concentration. Each stone does 1d6+[casting stat mod] bludgeoning damage on hit. 60 ft. range if thrown, sling range if used with a sling. Qualifies as a spell attack using your attack modifiers even if somebody else hurls them.

Used by just yourself, you can take a bonus action, then hurl one as your action. And still have two more for the rest of your turn. If you're a class with an extra attack (e.g. an Eldritch Knight), you can hurl two of them in a turn. Before level 5, if you can get two of them shot off in one round, you're doing slightly more damage than a character with Eldritch Blast, who won't get his second blast until level 5. Assuming no Agonizing Blast, you're actually keeping up or slightly ahead even until level 11, when eldritch blast gets a third attack (And even THEN 1d6+4 or 5 is better than 1d10).

But you're not getting that damage all in one round the way eldritch blast does, not once you hit level 11. Not unless you can fling all three. And you can probably fling them better at that point.

It's also questionable, for an Eldritch Knight, whether using these counts as a ranged weapon attack that would trigger the +2 to hit for Archery fighting style, or for an Arcane Trickster it would trigger Sneak Attack. Either way, a shortbow would do comparably, just off of Dex rather than a casting modifier.

For a necromancer wizard, it might be worthwhile since I think it would give 1d6+casting stat+proficiency to damage, which is probably higher than the skeletons' own dexterity modifier. But again, the undead will be almost as effective with plain shortbows.

Really, it doesn't make a non-necromancer wizard any better; the proficiency bonus to damage stacks with the magic stone use of the caster's bonuses.


It seems to me that the best way to optimize this spell is with hirelings or the like. Creatures with hands that can make attack actions but which are significantly less capable in terms of attacking and damaging things than you are (and, thus, ideally, are cheap and easy to get ahold of). You can bonus-action cast magic stones, hand them off, let them make their attacks, and then do whatever you want with your own action. It might not be feasible to have genuine hirelings who are expected to help fight, but then again, if you have them as camp servants, offering to arm them so they can do more than cower and look vulnerable might be a plus.

I'm not sure what other possibilities there are that might be superior. Familiars can't attack, generally, so that's not really helpful. Maybe trained (flying) monkeys?

It's hard to come up with options that are feasible but wouldn't already have better stats for attacking than just throwing your magic stones for you.

Bonus question: can you fire the enchanted pebbles with catapult? If so, what�s the result?

AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 47 (5d10+20)
Fort +1; Ref +0; Will +1
Defensive Abilities light fortification; Immune construct traits; Resist cold 5, fire 5, electricity 5
Kona magic sands resort

Many people visit Seven Magic Rocks Las Vegas to take photographs or simply to marvel at the incredible sight. The artwork changes with the shifting light and weather, offering a different experience each time. Whether visited during the blazing heat of the day or under the soft glow of the setting sun, the magic of the rocks never fails to astound. The installation serves as a reminder of the power of art to transform and inspire. It encourages onlookers to contemplate the beauty and mystery of the natural world, while also reflecting on the impact of human creativity. Seven Magic Rocks Las Vegas stands as a testament to the boundless possibilities of artistic expression. In conclusion, Seven Magic Rocks Las Vegas is an unforgettable art installation that captures the imagination. Its towering limestone boulders and vibrant colors create a surreal and magical experience in the heart of the Nevada desert. Whether admired for their artistic value or simply enjoyed for their beauty, these seven rocks continue to captivate visitors from all walks of life..

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kona magic sands resort

kona magic sands resort