Turn 3: Wherin everyone but Joe simply walks over to the tower
Russ,
Ven,
Cromwell and
Ren all begin walking towards the tower together.
Glad we got that over with.Oh right, the turn.Saying this
Bertram attempts to make a dash for the portal, only to find out that there is no portal to make a dash for! After spinning around aimlessly for a few moments (to the immense amusement of the other mages)
Bertram pretends nothing happened and follows the other mages.
Joe decides that it might be better to see what is nearby then head directly to the tower. He spends nearly an hour wandering in every direction and discovers that there is quite a lot of grass in every direction. For the most part the grass is short, but there is also some long grass, which has nothing of note in it either. The only outstanding feature is the large black tower, and the mountains very far behind it. He figures that perhaps if he had explored in a single direction he would have a chance at finding something. Rather to his annoyance he notes that the party has already reached the tower by now.
The party walks up to the tower, only to discover that its exactly as it appeared at a distance. There is a large set of doors on the front, and the building looks rather slumped whilst managing to retain its foreboding nature. It is only when
Cromwell steps onto the road do any of you notice its existence. There is a small road made of green brick terminating at the entrance to the tower, which after about fifteen meters blends seamlessly into the grass. Given how none of you noticed the road till you reached it, odds are good that it continues quite a bit farther then it appears.
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Tack: I’ll work through the spells you want me to change/approve from the top to bottom, one per turn. Yes, strong golem should be Earth/Earth/Life.
Focuses elemental energy into a small humanoid creature, which can detect lies and aid in scrying, as long as it isn't required to move.
The channeling to amass and shape enough order requires an entire turn be spent casting the spell.
((The order elemental wouldn’t really know anything you didn’t already know since you created it from nothing. You can still ask it questions, but it wouldn’t be particularly helpful unless it somehow learnt the answers on its own))
The spell allows the caster to rapidly cool any solid object, causing most matter to shatter under the strain. It can be also used to "mark" any solid object for later activation. The mark can be applied either as a projectile or through physical contact.
((Note that I removed the “explodes” part. The reason for this is that almost all cooling solid matter shrinks as it cools, which while it could easily make it shatter wouldn’t be explosive (it might be explosive it was super heated before cooling, but that would require a different or additional spell). The only exception would be matter with ice/water in it, which could indeed explode. If the spell is acceptable to you (without the explosive part), you can keep it as is. Otherwise you can remove/change it so that its acceptable.))
One of the caster's hands is transformed into a reflective black blade, dancing with the light of its innate immolative energies. This spell is permanent, although the flesh can be reverted back fairly easily. The transformed hand cannot be used to assist in spellcasting.
((Note that if your blade-hand is damaged then the hand will be damaged when it is reverted. Also note that if you lose (or otherwise misplace) your other hand, then you will be unable to cast spells at all))
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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-----
On the subject of editing spells after I have balanced them: You may do so on the following conditions: A) It takes up a spell-creation turn (you can delay it if you want to create a new spell, but it will take a turn up when you do end up refashioning it). B) You must note both that you want to change it and how you want to change it the turn after you create it. C) You cannot have casted it yet.
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RE: Colors. Navy and Blue are pretty similar when put right next to each other, it would be rather nice if one of you was willing to take another (less similar) color.