Turn 13: THE PUNCHES DO NOTHING
Not being a MAN to waste time
Joe takes no time to recover his hammer, instead he runs up and PUNCHES POWERFULY at
The Stag. His PUNCHES tear through the rather fragile wings with ease, but after breaking through he has no momentum to actually harm its body. Ceasing his attacks for a moment he casts
Phaseshot and two nearly invisible orbs streak out of his right hand. One hits the wings and disintegrates, but the second slides through the tiny hole remaining from his PLETHORA OF PUNCHES. It lasts a bit longer, but also disintegrates when it hits the liquid body of
The Stag. Huh. The whole body is magic resistant. It appears that going straight for the orb with that spell isn’t going to work.
Ven uses
Joe’s attack to cast
Knitback, and the blinding pain lowers to manageable levels. He stands up, and the pain in his chest grows greater again, he manages to get far away from
The Stag without incidence, but given how fast it can move, even that distance might not be much protection.
((
Ven gains
Knitback till end of turn 15))
Ren attempts to cast Stasis Shard, but finds that it is still on cooldown till turn 15. Drats. He does try to use his existing Shard to get
The Stag when it jumps, but finds the creature much too unpredictable to be caught with his fairly slow moving Shard.
The Stag glares at
Joe, and huge clumps of ice begin to form around his knuckles where his fists hit the wings.
Joe tries to break the ice off, but in moments his hands are frozen solid in the middle of comical ice blocks. He is about to bend down to smash his hands free when
The Stag charges at him.
Joe raises his hands to block
The Stag’s antlers, but is slowed by the unexpected weight of the ice around his hands.
Joe is almost impaled by the points of
The Stag’s antlers, but his skin is too tough for it to be that simple. He gets away with only a single large gaping gash across his chest. The gash is frozen shut, but given how big it is, it had better get taken care of quickly.
((
Joe gains
Frozen Very Heavy Bleeding))
((
Joe gains
Comically Frozen Hands))
((Ouch, you got the worst roll for damage. If you didn’t have tough skin you would be in a very bad position right now))
Russ casts
Snap Barrage again, but this time he only gets two bolts. One of them flies far off course, and the other one disappears into the darkness surrounding
The Duocorn … then comes right back out the other side without any apparent effect.
Provide LightThe golem looks at his master confused and simply does nothing.
Seeing that his strategy worked in allowing him to avoid damage last turn,
Bertram uses it again, and curdles up into a ball whilst thinking thoughts of brutal revenge against
Russ for his earlier actions.
Cromwell casts
Diverge Minds and attempts to find some cover. The best he can manage is running to hide behind the archway to the stairs, but if
The Duocorn decides to attack, the archway won’t be much help at all.
((
Cromwell gains
Divergent Mind until the end of turn 14))
The Duocorn charges, and impales the golems right arm with one of its horns. The golem responds by punching
The Duocorn with a brutal left hand jab.
The Duocorn takes the hit well (although its umbra flickers) and disengages. While it initially appears that the golem took the attack without much damage, after a moment the golems right arm begins to burn. The golem tries to put it out, but his rolling (followed by running around in panic) is singularly unhelpful in that regard, and soon it is completely wreathed in flames.
-----
This spell conjures a bolt of pure disorder, hurtling through the air toward a set target. As it flies, it leaves behind a trail of potentially toxic and/or explosive chemicals due to its randomization effect.
When the bolt hits the target it inflicts a single effect out of a multitude of possibilities, ranging from lethal to theoretically helpful.
This spell targets any fluids within the target, causing them to become gaseous rather suddenly. This tends to kill organics rather messily.
Immediately creates a static force shield surrounding the caster. Spell is cast with a left-handed click.
Due to the weakness of the spell, it only lasts two turns before disintegrating.
The spell does not stack, and creating multiple overlapping shields will result in them destroying each other.
((Important spells like shielding probably shouldn’t be weak))
-----
Status:
Chant of the Adamant Slayer,
Frozen Very Heavy Bleeding,
Comically Frozen HandsItems: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderStatus:
Divergent MindItems: Clothes, Staff,
Magestone ,
Direction StoneTraits:
Strength:Air,
Weakness:FireStatus: None
Items: Clothes, Staff,
Cloak of Shielding Traits:
Strength:Order,
Weakness:WaterStatus:
Timewarp Cloak,
Broken Ribx3
Items: Clothes, Staff,
Elemental Seed (ingested),
Direction Stone,
Traits:
Strength:Water,
Weakness:FireStatus: None
Items: Clothes, Staff,
Cloak of Shielding ,
Direction StoneTraits:
Strength:Chaos,
Weakness:LifeStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air-----
I’m sorry for all these spells failures everyone is getting against these dudes. But that’s the way it is when the spells you use aren’t effective against their creature type.