Turn 2: Teleportation!
Ren nods, briefly eying
Ven, before stepping forward and picking up a cloak.
Don't look at me like that, it seemed like a clever thing to do. Yeah.To the East,then.I vote for the eastAs I said, let's go east.Well then, that’s six votes. The fact that two of those votes came from the same person is entirely irrelevant, it seems that you are going to the east. You will arrive right outside the tower of the mage Narno, perhaps the greatest living expert on MYRTA. Do note that he is rather unfond of that name and that if any of you call him by it he will probably kill you all. Just walk over to his door, and knock on it. He should tell you the rest of what you need to know. Now then, you lot probably have no clue how long range teleportation can possibly work given what you have learnt on the subject. One of the early chancellors of the collage managed to half-construct half-salvage a working teleportation machine, quite safe really although the walk to it is quite long. It gives off some kind of temporal/dimensional stabilization that makes moving it impossible. One of the most noticeable side effects of it is that when used it somehow eats the fifty minutes of your memory right before using it.Saying this he takes out an hour glass and flips it over, stabilizing it floating in the air before him with a spell. Doing this, he motions for you to follow him out of the room.
You are standing (with rather sore legs) in the middle of a field. The first thing that you notice is that it’s now quite a bit closer to sunrise; late afternoon instead of early morning. You suspect you still have quite a few more hours till the rising sun puts an end to the day, but you have no way to be sure without knowing exactly where you are. Almost a mile away slumps a very large and rather foreboding tower made out of dark stone, squinting you can make out (with some difficulty) a very large door on the side of the tower facing you. There are some mountains far off in the background behind the tower, but all you can see in every other direction is grass. Oh, and your fellow mages of course.
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Gah, so many spells.
Focuses elemental energy into an creature extremely similar to a librarian. The channeling to amass and shape enough order requires an entire turn be spent casting the spell.
((There are no elemental planes))
Applies a massive directional magnetic charge (either towards or directly away from you) to ferromagnetic items in a small area. The strength of the effect is directly proportional to the time the force applies over. A ten second pull is a gentle tug, while a thousandth of a second pull is exceedingly deadly.
Creates a lance of liquid flame. Its power is enhanced by burning a small fragment of your own life energy.
Stone Squeeze is vetoed. Teleportation is quite difficult. While it is possible to do short distances with dedicated spells, long distance teleportation is A) Very hard without artifacts and B) Randomly dangerous for everything nearby.
Bloom is situationally acceptable. If it just temporarily increases the fertility of the ground (to massive levels), then there is no problem (eg. Grass grows 100 times faster for a day). But if its more permanent then it would need to be toned down (eg. It fertilizes the ground equivalent to modern industrial fertilization).
Tack: If at all possible, have your spell descriptions be more… consise and less poetic. Knowing exactly what you want will probably benefit you in the long run (and be significantly less work writing them up for me). Also, nicely done on the golems, I can tell you are already really excited about this. That said, I’ll do the golem spells once you say exactly what you want them to do. (Also you have both your faithful and strong golems as Life/Order/Earth).
Note that having the golems formed by the spell (instead of golemizing already made things) makes the resulting golems quite a bit weaker than they otherwise would be otherwise.
Metal is shaped into a fairly small shard, about the size of a pencil, with a point at one end. The shard is outside the normal flow of time, rendering it inert and unresponsive to ongoing events... that is, until it is driven into a person or object, when it extends the effect to the thing in question, altering the flow of time for that subject. The shard (and any object so effected) is difficult to influence without spells specifically designed to do so, whether that be to move it, destroy it or otherwise alter it. Upon removal of the shard from the object in question, the effect ceases to effect it. The duration of the shards effect on the target depends both on the mass and magical resistance of the target.
This bolt of flame is imbued with chaotic energy that unravels the life span of the target, shortening it by a significant number of years; the more magic imbued into the bolt, the more years. It can even kill someone outright if the number of years deducted exceeds the amount they'd live on their own.
((You cannot mix your weak element with its opposite, which after checking, also retroactively prohibits sword of glass))
Bolts of violent electricity lash out from the caster, arcing between multiple targets. After the primary target the spell uncontrollably hits others (besides the caster) in order of distance from the previous target.
A grand warhammer of molten rock forms into being in the caster's hand. The handle is cool to the touch, and safe to wield, while the head is liquid, held together only by the flow of the magic that resides within it. Because of the time required to liquefy a large quantity of stone, the hammer takes two turns to heat up (the turn its cast on, as well as the turn directly after it), during which you can cast no other spells. Due to your weakness with earth, the hammer will come apart after only a single blow.
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Color:
PinkStatus: None
Items: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderColor:
OrangeStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Air,
Weakness:EarthColor:
GreyStatus: None
Items: Clothes, Staff,
Cloaks of Shielding Traits:
Strength:Order,
Weakness:WaterColor:
BlueStatus: None
Items: Clothes, Staff,
Elemental Seed (ingested)Traits:
Strength:Water,
Weakness:Fire Color:
NavyStatus: None
Items: Clothes, Staff,
Cloaks of Shielding Traits:
Strength:Chaos,
Weakness:LifeColor:
BlackStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air-----
A warning everybody, spells have both somatic and verbal components. You only need one hand for the motions, but fighting physically with even a single hand while casting can potentially cause problems. You are also exceedingly deadly with spells, while probably being equal to a small goblin without equipment/enchantments/buffing spells. You
can turn yourself into a magic engine of unholy punching death, but it does require quite a lot of work.