Turn 234
Move up one tile, and form an essence.
Cuberac left the humid mushroom forest and ventured further north. Before him opened a plain of stone with deep cracks marring otherwise flat surface. There were glints of reflected light coming from the cracks, revealing numerous gemstones that had somehow formed within the stone.
Enchant? SPD all the way!
Use the sword: test its power by slashing a deep cut in the ground through which liquid should refuse to flow. If successful, do so at maximum scale possible, averting doom from encroaching onto the Tower while letting it splash outwards!
((Hope I guessed it right; can I change sword action mid-way if it does not work?))
This is totes retroactive roll. Also, since max essence buff is +5/+5, I used +1/+1 essences instead.
CMP [6+1+5=12]
POT [2+3+5=10]
Ao enchanted his own speed to minimize danger of what he was about to undertake and cut a trench in front of encroaching aether with his blade. The aether fell into the shallow trench and soon overflowed, continuing on it's way without any trouble. So it did not work like that, good to know.
{Ao, Speed boost, +1SPD}
Curse the expanding dome of doom with slowness of expansion, using... let's say five +1/+1 essences, since I'm pretty sure I have that many. If necessary, leave the tower to walk closer. If I can't cast the spell for whatever reason, play essence roulette.
{It's not a dome, it's more magmalike, but the slowing spell should work. Also, you did not have 5 +1/+1 essences, others were used instead.}
CMP [2+1+1+5=9]
POT [3+2+1+5=11]
Gloomy, seeing that this whole wave of fire thing was rather nasty and also comming his way tossed out a curse of slowness at it. It was a clasicall curse, long since perfected and it wrapped around the incoming wave beautifully, cutting it's speed from that of oil to that of magma. There, now the Tower would have a few minutes before it had to face this.
Summon a blade that purifies the surrounding air and summons clean air in the radius surrounding it.
5 +1/+1 essences
CMP [6+1+1+5=13]
POT [4+1+5=10]
Skeliborn, knowing which was the more dangerous in a volcanic explosion, conjured a blade so holy that it purified the very air. Well, less holy more windy, as it was a blade that constantly expelled air, quite deadly if stabbed deep into someone.
Use the cleaning cantrip to remove the magma of doom and the smoke/ash. Spend my entire turn doing this.
+10 CMP +8 POT.
{You can't use more than +5/+5 for a spell, but you can cast multiple spells, so I'll just treat this as you casting 2 spells with +5/+4}
CMP [1+1+1+5=8]
POT [5+1+1+4=11]
CMP [4+1+1+5-1=10]
POT [1+1+1+4-1=6]
Magus saw that it was his time to shine. He had the power. He had the magic into which to funnel that power. With a flick of his wrist a mass of incoming burning aether vanished along with some ground under it. With a sharp command another chunk vanished, never to be seen again. In an instant, over half of the aether flowing towards the Tower was neutralized.
To the west is obviously downhill, since there's a body of water there. And not towards anything important. I'm gonna create a channel for the magma to flow that way.
Summon a trench-shaped clump of earth from the ground, and make the summoned dirt appear as walls to redirect the magma away from anywhere else. 5/5 essences. Then cast the same spell again to improve the trench and walls.
CMP [6+2+1+5=14]
POT [1+1+1+1+5=9]
CMP [3+2+1-1=5]
POT [1+1+1+1-1=3]
James, seeing that the aether at least followed some of the physical law and flowed over the earth rather than through it swiftly conjured barricades, redirecting the flow away from the Tower. The area to cover was too big to cover all in one go but he could manage to redirect all of that which was still going directly towards the Tower in the general direction of "away".
Ah, I see. But why not combine the physical with the magical?
Attempt to create a physicality-altering aura over the trench that Jase creates, at least covering the part which is most important for catching the magma before it can get to the tower, which decreases the viscosity of any magma passing over or into the trench and forcing it to flow more quickly towards the lake. 2 chaotic +2/+1 essences, 2 +1 POT essences.
CMP [3+1+4+1=9]
POT [1+4+1=6]
LUCK [5+1=6]
Chorkinaan joined in on making the trenches and the barricades, coating them with physicality magic to swiften the departure of this danger. There was little for it to do as this was burning aether, which was about as far as one could get from being a physical object, but molten ground beneath was also a problem to deal with which was within his capability.
scoop some of the mud up, begin a ritual to animate the mud on the floor below me into a flock of small birds, use the mud i grabbed and one of my (smaller)feathers as sacrifices
CMP [3+1=4]
POT [2+1=3]
{Ritual POT:3 Of it chaotic:0 Sacrifices remaining:2}
There were many craftsmen who at some point in their lives made clay doves. Seva went for a similar approach and began a ritual to conjure birds of mud.
Doktor Diabolical:
"Now for some extra protection. Then I can get to industry."
Doktor Diabolical uses his +1/+1 essence and his +1 POT essence to assemble(0) the more recently created parts pile into a railgun(-?), then makes 2 essences.
CMP [1+1+1=3]
POT [6+2+1+1=10]
LUCK [2]
CMP [2]
POT [2+2-1=3]
CMP [5+1-2=4]
POT [1]
Doktor was going through a bit of confusion. The idea of a railgun was that the coils would magnetize in order and create a magnetic field that would send a magnetic pellet forwards at absurd speeds. It was not supposed to send the coils forward at absurd speeds, leaving him holding two chunks of metal that were handles.
((So, this is apparently where I left off with the hydra reanimation project:))
Redrum blasted struggling undead hydra with more necrotic energy, allowing it to finally break free from the mud and plantlife. It stood ready to do battle, and although it was certainly big and tough, there were still some problems. Most of necrotic energy it had was spent just luging around the weight, leaving hydra slow, and if the struggle out of mud was any indication, weak.
Have another go at bringing this abomination into a glorious rebirth fitting to one of its kind, using 4 +1/+1 essences to hopefully get the job done. Follow up with the crafting of a single essence.
CMP [5+1+4=10]
POT [5+1+4=10]
CMP [6]
POT [1]
Redrum infused more necromantic energy into the hydra, the bindings becoming stronger, the movement becoming swifter. Still, it was sluggish but now at least it could support it's own weight well enough. This didn't sound impressive but the weight of a hydra, even skeletal one, was great enough to bulldoze through lighter troop formations.