Turn 10: A Guardian Awakens
Hmm, this guy is immune to both fire and water? Alright, let's prepare for this.After saying this
Cromwell, sits down and prepares some spells for the upcoming combat.
Russ meanwhile takes this opportunity to climb all the way up the stairs and after a few moments deliberation, picks a tree to animate. His hands move in mystic signs and countersigns to cast
Wood Golem, and after a few moments part of a nearby tree begins to detach.
What pulls itself free is a tall rather spindly wooden figure in the shape of a man. After a few moments delay it puts its hands to the bark of its parent tree and closes its eyelids. The tree seems to be shrinking slightly where his hands are, while the golem grows larger. Looking significantly more impressive the golem takes its hands off the trunk and faces
Russ.
Protect myself and my allies.
The golem slowly nods its head in acceptance and understanding.
Bertram takes a more aggressive approach.
Hmm. Well, let's try this. Shoot with that death fire bolt!To his confusion, no death fire bolt comes. It takes him a moment to realize that if he doesn’t explicitly name the elements used (and ideally name the spell as well), nothing will happen.
Trying again he casts
Entropic Flame, and the bolt flies outwards, dissipating harmlessly against the crystal casing surrounding the orb. Drats.
Well, that sounds like fun.Ren says as he walks over to the mouth of the staircase. He summons up energy, and casts
Stasis Shard, and a small shard of metal condenses from energy a few feet from him at the entrance to the staircase. After a few moments it is slowly pulled down by gravity and falls on the floor.
((The floor gains a
Stasis Shard ))
((Being summoned and not made of physical metal, the Stasis Shard will only last 5 more turns maximum (till the end of turn 15), as well as not being listed in your inventory))
Ven rolls up his sleeves and yells, -
Oy, Orb-guardian-thingy! Wakey-wakey or I'ma start the stabby-stabby!The orb completely ignores him.
Joe walks over to the orb, and attempts to pick it up, only to find that he is completely unable to move it at all. He tries very hard, but his attempts are all foiled completely. That is, until he walks to the side of the orb nearest to the circle in yet another attempt to pick the orb up.
Quite suddenly, his attempt to pick it up succeeds beyond his expectations, and he flings the orb high up into the air, where it stays for a few moments. The crystal casing falls off the orb, and the intense barren heat in the room turns into a sudden instant liquid cold.
Water and ice spew out of the orb, and in moments a large elemental creature in the shape of a deer touches lightly down between
Joe and the magic circle. The deer is a beautiful creature. It body is made of clear water, and its horns of pure crystalline ice. The orb is in the center of it, and you can see icy veins branching through its body, pulsing as magic flows from the orb to the rest of its body. It opens its eyes, and they seem to burn with an infinite immortal malevolence.
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The caster whips up terrible winds centered on himself, flinging everything around that isn't nailed down, and toppling foes. In the presence of sand the whirlwind becomes a deadly sandstorm, capable of tearing flesh off the bone.
The winds will not harm the caster (or indeed pass closer than a meter to the caster), but is unable to control the storm otherwise.
This spell is far less effective if the winds are disrupted by nearby walls or stone objects.
((I assume that you want this spell to be constantly centered on you as opposed to being cast at a set location, but if I am wrong, I will change it))
A narrow, intense beam of negative energy erupts from the casters left index finger, stopping the vital functions of the target.
Creatures with no positive energy vital functions to be stopped (golems, elementals, undead) are completely immune to this spell.
((I really like the idea of one of your fingers being a literal finger of death (in that none of your other fingers can use the spell). If you have any problem with this at all (or would like to choose a different finger for your finger of death), obviously this too can be changed))
Dispels any negative magical poisons, infections, effects or influences on the target.
The spell requires touch to take proper effect. If cast at range it has a 66% chance of removing a single negative status effect of your choice.
Sends roiling seismic waves underground which build and grow, resulting in a powerful quake which can devastate buildings, damage enemies and can create inhospitable terrain. Due to the compound nature of this spell, small or specific castings are actually less effective.
This spell is channeled, requiring at least two turns to gain full power.
Creates a roughly hand-sized area of force, under the caster's control, that can interact with objects outside the usual flow of time, allowing them to be moved around as if they are in the flow of time the caster inhabits. The force is about twice as strong as the caster can normally carry, but is unable to focus itself or temporarily increase its strength above that.
The hand of force requires conscious control (preventing other spells from being cast while it is effect), but does not interfere with combat.
Binds a spell into the structure of a permanent object. Results vary depending on the spell, but it will normally either bestow the properties of the spell on the object, allow the object to act as a trigger or control for the spell, or allow the object to show the status of the attached spell (for instance, if a trap spell has been triggered/discharged).
Imbuing an already enchanted object can have unexpected and dangerous consequences.
All parameters from spells imbued are defined at the time of casting, and put both imbue and the spell used to enchant the object on cooldown. This requires the casters complete concentration, and is thus unwise to use during combat.
Using imbued objects does not take a turn (and can be used in the same turn as casting another spell), but imbued objects share a three turn global cooldown.
A projection portal opens between the caster's hands, spewing a summoned shower of razor-sharp metal fragments in a cone.
((Note that you are materializing the metal, not actually opening a plane filled with knives (since almost certainly no such planes exist (and if they do you lack access to them))
Creates a shell of slowed time around the caster. Objects passing through temporarily have their time factor massively changed, but upon emerging fthe shell they retain their initial velocity. The shell massively slows objects traversing it from the outside while significantly increasing their speed while traversed from the inside.
The outside radius can be increased at the expense of decreasing the power of the warp effect.
Only objects completely immersed in the cloak are affected.
Upon completion, this spell summons to the subjects hands a massive silver maul known as the Earthshaker. Wielding the weapon two-handed increases the caster's strength heavily, allowing them to swing the preternaturally heavy hammer. Upon swinging, the great sledge head develops a great attraction for the ground, smashing through anything in the way with immense force and slamming into the earth, the weapon's name coming from the tremors given off by its impact.
Summoning the Earthshaker for the very first time requires a single turn channeling, after which its summoning (and dismissal) is nearly instant.
The Earthshaker form this point forwards is a single physical artifact, and if damaged will slowly repair itself. The enchantments on the spell are highly disrupted whilst damaged however, making it nearly useless in the hands of a squishy mage.
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Color:
PinkStatus: None
Items: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderColor:
OrangeStatus: Bloodloss: trivial
Items: Clothes, Staff,
Magestone ,
Direction StoneTraits:
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),
Direction Stone,
Traits:
Strength:Water,
Weakness:FireColor:
MaroonStatus: None
Items: Clothes, Staff,
Cloak of Shielding ,
Direction StoneTraits:
Strength:Chaos,
Weakness:LifeColor:
BlackStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air