The blue octopus obtains a
mana bar! This is the power he draws on to spellcast. The mana bar has 2 base mana, +3 for the wielder's 3 levels in magic. It will regenerate during down time.
A
cooldown indicator appears above the purple one's head! It must wait until this reaches 0 to cast spells. The three levels of stat magicks it possesses allows it to magic away or steal up to three levels of an opponent's stats, with cooldowns proportionate to the amount of stat points destroyed, or to steal a single stat point for two turns cooldown.
One turn of cooldown means that you cannot cast spells next turn, even though on that turn, the timer will be at 0. You must wait until the timer is at zero, and then the octopus will spell cast next turn. IE: [turn 1: spell is cast, timer at 1] - [players suggest something other than spellcasting] - [turn 2: octopi do that, timer at 0] - [players suggest spellcasting] - [turn 3: spell is cast, timer goes back up]
So basically, the cooldown is the number of turns you have to spend without spellcasting after you do so. That is way more straightforward than I thought, but I'll just leave this here anyway.
The octopi prepare for battle as the golem pounds on the door. The thick steel crumples beneath the onslaught, but the earthen barrier delays the golem a little longer, allowing the octopi to strike first! Assuming you wanted to attack with MAXIMUM POWER, the purple one makes 3 of the golem's only stat,
strength, disappear. This octopus will be able to spell cast again in
three turns.
The blue one summons a 2-mana blast of wind magic, which harms the golem! Speaking of,
how do things get damaged and die? Plain ol' health points are pretty mainstream, so something else might be cool. Any ideas?Meanwhile, the sloths (of which there are now 5) seem to be talking to the green thing about something of no doubt astonishing importance.