Turn 5: Stay away from exploding golems
Russ looks carefully at the door, but is unable to find any signs or a bell. Looking carefully he sees complex minute patterns embossed in the door, but they form no writing that he is able to read. Convinced that there is only one way to get in,
Russ casts Unstable Golem, and the ground nearby begins to shudder and break apart, revealing a mud golem trying very hard to rip enough roots out of its body to be able to stand up. Seeing his work done, he steps quite a bit away from the door.
Meanwhile
Ven looks rather concernedly at the golem, and walks what he considers a safe distance away from the door.
Bertram and
Ren also back away, and take the extra precaution of huddling under their cloak until the golem is done exploding.
Cromwell decides that he might as well summon a Magma Hammer just in case the exploding golem doesn’t work. He begins the slow process, and within moments a long handle condenses out of the air. A huge stone head also materializes, and slowly begins to heat up. It is only when he tries to walk with it that
Cromwell figures out that he isn’t quite strong enough to wield a fifty pound molten warhammer safely.
Cromwell reduces the containment field on the head, and about half of it slouches off the head, leaving him with a much reduced (but still respectable) sized warhammer.
((Temporary items won't go in your inventory))
Joe Simply waits around while thinking up a new spell so that he can find the hidden entrance to wherever the mage that they are supposed to meet lives. Which is obviously not in the tower.
The golem finally manages to tear itself free, and walks over to the tower door. It pushes on the doors as hard as it can, but they stay quite firm. Quite suddenly, fractures appear on the outer surface of the golem, and it explodes rather noisily, shrapnel raining in every direction. There isn’t even a dent in the door, but the exploding shrapnel does make quite a lout thunking sound. Instead of dying away as one would expect, the sound instead gets louder and clearer. It reaches a crescendo, a pure crystal sound, and then stops suddenly. The doors creak open.
Everyone except
Cromwell (who decided not to move away from the doors and the exploding golem) is far enough away from the explosion that they don’t feel any effects at all. Sadly for him, the effects that he feels are quite significant. Two large fragments of spell hardened mud stab into his body, one into his right arm, one into his right leg. Moments later the fragments lose cohesion, and the mud dribbles out of the wounds, along with a significant amount of blood.
(
Cromwell gains
Heavy Bleedingx2)
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Drills a small hole down from the point of the spell up to 50 meters deep, and redirects the pressure gradient of any water encountered upwards. This results in a small (but quite potent due to the high pressure) stream of liquid spurting upwards. It typically takes a single turn for any effects to be noticeable, and lasts for three turns.
This spell typically has no effect if there is no aquifer (or other source of liquid) within 50 meters beneath the caster.
This spell injects entropic energy into the loadbearing parts of the structure it's targeted at. The loadbearing parts then break due to being weakened by the chaotic energy, and the structure collapses. If it's built very strongly, it may resist the effect, but still be far less sturdy. The spells strength decays exponentially with range, with maximum strength being achievable at touching distance. Multiple castings stack.
This spell only affects constructed stone structures. Wood, metal and natural stone formations are all immune.
Closes wounds, reduces infections and dulls any pain. It takes effect over two turns, and completely stops all but the most potent of bleeding wounds. Rapid movement (as you would get from combat or running) cancels the healing portion, but the pain remains dulled.
((Note that life is always the primary element in a healing spell unless you have two of the same non-life element. As such Life replaces Water in the first spot))
Notable objects in the vicinity of the caster shift color rapidly in the visual spectrum.
This includes things with natural stealth and weaker passive illusions. Because of your weakness with order magic this cannot detect strong passive illusions or any active illusions, and only lasts a single turn.
((The part about future usefulness of items was nixed, while the future is determined, it is also functionally impossible to know: the system you reside in is too complex to determine the outcome with anything approaching certainty. The more powerful gods can to a small degree, but even that fails as soon as they/any other power of similar strength/knowledge gets involved))
The caster creates a vortex of sand in front of him, and by manipulating lightning and heat in intricate ways, forms a razor-sharp sword of glass, sharpened by magic. When the caster drops or otherwise unhands the sword it disintegrates. Due to the opposition of Earth and Air, the sword is incredibly brittle if struck at the wrong angle as well as being incredibly sharp. This makes it excellent for attacking, but bad for blocking attacks and parrying in anything but the hands of an expert swordsman.
((Note that Earth/Fire (Strong/Weak) results in a regular strength spell with a 0 turn cool-down. Despite this the Earth/Air combo still results in a weaker spell then usual.))
((You are not an expert swordsman.))
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Color:
PinkStatus: None
Items: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderColor:
OrangeStatus:
Heavy Bleedingx2
Items: Clothes, Staff,
MagestoneTraits:
Strength:Air,
Weakness:FireColor:
GreyStatus: None
Items: Clothes, Staff,
Cloak of Shielding Traits:
Strength:Order,
Weakness:WaterColor:
BlueStatus: None
Items: Clothes, Staff,
Elemental Seed (ingested)Traits:
Strength:Water,
Weakness:FireColor:
MaroonStatus: None
Items: Clothes, Staff,
Cloak of Shielding Traits:
Strength:Chaos,
Weakness:LifeColor:
BlackStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air-----
The important thing when casting a spell is the elemental combination, not the spell name. So saying “cast fireball” is meaningless (and will do nothing). The important part is saying “cast [Fire/Fire/Air]”, of course you can also say “cast fireball [Fire/Fire/Air]”. Just a note for future turns.
Also, as long as it is not specifically defined in the spell (eg. If it says it takes two turns to cast, it always takes two turns to cast), you can change some of the variables upon casting. For instance if you had a fireball spell, you could change the heat/size of the explosion. Any increase will come at a significant decrease in one of the other variables, but you can decrease them all as much as you want (eg. A tactical fireball that burns hotter, but explodes much smaller and with less force could be cast as a regular spell).
You may notice that Cromwell got very significant wounds from an AOE attack not even targeting him. This is because you are all exceedingly squishy. If you do not have any defenses up (eg. defensive spells, good armor, magical charms) up, even a single lightning bolt has a chance of killing you instantly, and a regular attack from a goblin will be quite dangerous.