Turn 14: Stop Punching The Stag
Bertram casts
Explosive Fluids on
The Duocorn. Due to the twin facts
The Duocorn is completely immune to Water magic as well as having no fluids to turn into gas,
The Duocorn is completely harmed.
Both halves of
Cromwell’s mind realize with panic that he lacks a weapon, and simultaneously decide to cast
Sword of Glass. Twin clouds of sand appear, and each of them twirls inward in a whirlwind of fire to form two clear glass swords. They look hideously sharp, but extremely fragile, even more than they normally are.
Russ begins casting
Dissociating Touch. Chaos begins to flow into the fingers of his right hand, while Death pools in his palm. Such energy storage would kill a normal man, but as a mage
Russ is made of firmer stuff.
The golem keeps running around in panic, the flames slowly eating away at its body. After a few minutes it utters a silent cry and collapses. It is clear, the golem is dead.
The Duocorn’s fires two beams of fire from its horns at
Russ. One of them misses, but the other one goes straight through his lower torso. Looking down at the wound, he realizes that he can see the other side of the room through the fist sized hole. Oh dear. And it appears to be bleeding. A lot. And then the wound catches on fire. Crap.
((
Russ gains
Very Heavy Bleeding))
((
Russ gains
!!Fire!!))
Joe runs up to
The Stag, and using the blocks of ice on his hands as clubs, attempts to bash its face in. He fails however, because
The Stag turns out to be impervious to all icey harm. The blocks pass through its body and wings without causing any harm to it at all.
Ren hides under his cloak. When the cloak completely encircles him his fist of force is dispelled, and the Static Shard very slowly falls to the floor.
Ven gestures theatrically and casts
Herald of Ruin at
The Stag. The bolt is incandescent and mutates shape rapidly. There are no visible effects as it travels, but from the smells that are given off, it appears that something is happening in its path. It hits the
The Stag on its right wing, and for a few moments there appears to be no effect at all. That is until the wing begins to slowly fall apart from where the bolt hit. As the decay begins to get closer to its body,
The Stag shakes its wing, and its entire right wing pops off. Unlike earlier when the wing was just partially destroyed, it appears to have taken so much damage that it doesn't grow back at all.
The Stag creates a massive orb of ice far above its head. Suddenly, it shoots a burst of energy at the orb, and the orb explodes into a huge barrage of ice.
Ven manages to dodge all of the larger blocks thanks to his timewarp cloak, but he still takes a few scratches due to the sheer amount of ice.
((
Ven gains
Light BleedingX3))
Ren is protected by his magic cloak, and the ice turns to sludge as it hits.
Joe fares the worst, even with his tough skin. If he hadn’t been standing right under the source of the explosion he would have probably managed to avoid most of the damage, but as it is he is sporting a very nice bump on his head along with the concussion (and some monor cuts) that come with it.
((
Joe gains
Concussion fill then end of turn 16))
((
Joe gains
Light BleedingX2))
((
Joe loses
Chant of the Adamant Slayer))
((
Cromwell loses
Divergent Mind[/abbr]
-----
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 a single turn before disintegrating.
Despite the short lived nature of the spell, the barrier it creates is quite powerful.
The spell does not stack, and creating multiple overlapping shields will result in them destroying each other.
Attempts to alter the target spell/construct/golem/magical trap or the like to recognize the caster as authorized personnel for the purposes of issuing or countermanding commands, accessing guarded areas or things, and similar functions.
The spell cannot disable simple magical traps.
Sentient constructs, golems, and spells are typically able to resist the spell to some degree, and any attempt to influence them via the spell results in a mental battle during which both the caster and the target are vulnerable.
-----
Status:
Frozen Very Heavy Bleeding,
Comically Frozen Hands,
Concussion,
Light BleedingX2
Items: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderStatus: None
Items: 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,
Light BleedingX3
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:
Very Heavy Bleeding,
!!Fire!!))
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air-----
Finally decided how spell durations and expirations work (despite the fact that I should have done so at the start of the game). A 1 turn spell expires at the end of the next set of player turns, a 1.5 spell turn expires at the very end of the next turn. Since I did say that existing effects expired at the end of the turn I didn’t change the turn 14/15 expiring spells, but future spells will (for the most part) expire at the end of player turns.