New rule, if you spend at least 3 turns trying to find something/someone, you're now guaranteed to make
SOME progress, as your past searching turns will give bonuses to new searching rolls for the same thing. My dice
CLEARLY have some sort of hatred for legs, as you'll see later. This bonus comes into full effect next turn, and will be slightly retroactive.
+1 to more NPC wizards, plot, working together, etc.
Keep searching.
3: Aha! Calacachura finds a dank looking alley. There may well be someone or something rotting here.
Step away and chug a bottle of whiskey.
As your ally and Haphazard square off for a wizard's duel outside a fine looking whiskey shop, you uncork your bottle of whiskey and start downing it with gusto. This ought to be fun to watch.
Ah, that's the stuff. Mana +6.
fireball haphazard
Summon a Giant Golden Buddha directly in front of me, for protection.
The two prepare themselves for a battle to the death, and ziizo makes the first attack!
Cast 4+2-1: With a flick of the wrist, a perfectly formed and deadly looking fireball launches off towards Haphazard!
6+2-2: Unimpressed, Haphazard calls upon a formidable ally!
A shimmering portal appears between the two wizards, and a giant golden man with a serene visage exits it! The giant takes a defensive measure and blocks the fireball!
6+1: The golden man crosses his arms in front of his head as a shield and gets on his knees in seeming meditation. As he begins to glow, the fireball smashes into his statuesque form!
After the smoke and flame clear, the wizards note that Haphazards ally is almost completely unharmed by the attack. There are a few melted bits here and there, but they don't seem to trouble him at all. The giant golden Buddha stands again to his full height of almost two and a half meters, and awaits further orders from his summoner.
Hunt for stuart.
Search 1-1 Consequence 5: Whiskey Six sets off in search of- gah! He trips over the curb and plants his face into the floor!
Fortunately, he rebounded fairly easily and avoided getting hurt. Unfortunately, that Stuart fellow is going to have to wait a while!
Keep on looking.
Search 1-1(Oh for... come on!) Consequence 1: While Cider Redd haggardly runs about, he rams into a nearby guard by accident! The man's sword flies out of his hands and into the air!
It descends directly into Cider's left leg, impaling it into the ground! He begins to feel somewhat faint from blood loss, and the pain is really starting to get to him as well.
Cast drain mana on Dominick. Subtly, so that he doesn't notice.
Then order a shot of vodka.
Cast 6+2v5: As Dominick begins to run outside with his mind set on schooling, Dr. Horrible takes this opportunity to grab some Mana. That guy isn't using it anyway right?
The drain spell immediately latches onto Dominick with ease. Athough he's able to run away and escape the spell, Dr. Horrible is able to take a whopping 3 Mana from his fellow wizard. Well, at least the spell paid for itself and then some.
The bartender eyes you leerily after seeing you take that man's Mana, but pours you a shot of vodka nonetheless.
"Are you going to drink that tequila still? You've certainly picked a stronger beverage. Anything on your mind?"
"Oh. Shoot. Late for class! Later!" Head to the class I'm late for. Quickly.
Head to Class 6: Dominick startles with a thought. Oh no! You're totally late for class! You rush out of the bar and head pell mell towards the wizarding college SpellWhipped!
With a flurry of speed, he stands once more outside the hefty brass gates that stand open before the prestigious college. Past it lie the five pentagonal towers of SpellWhipped, stretching higher into the sky than Dominick could ever see.
But hold on. Dominick takes a few moments after arriving to try and remember why he headed to a bar in the first place.
...Oh. Right. Now he remembers. It was as part of a celebration for graduating.
Well. Er. Graduates are free to visit their alma mater, right? The school does have skilled teachers and ample information.
Perhaps I was a little hasty to graduate school so quickly, he thinks to himself. What will he find behind the gates, should he choose to enter them?
Also, he can't help but feel like his Mana has depleted somehow. He only cast the one spell though, didn't he? Perhaps a problem for later.
More shields,you can never have too many shields
Cast 3+2-1-3=1: Bob Shield utterly fails at his third attempt to create a shield. The writhing mana and the pounding in his skull make it almost futile to attempt cast this spell. However, he makes one more attempt anyway.
Cast 6+2-3-1: Somehow he manages it. In a fit of either brilliance or insanity, Bob Shield manages to create a strong magical shield. He feels the pulse of his power flowing through the object, so there is no question of his success.
Overcharged 1: Thrilled with his success, he lets out a cry of joy! Then, he begins to feel a rumbling all around and inside him. That was weird. Did he do that?
Suddenly, all the excess unstable Mana in his body comes to a head and detonates violently!
Endurance 5: The excess Mana surges forth from Bob as a uniform shockwave, tearing into all the instances of his magic that exist and destabilizing them. All his shields are torn and ripped out of existence with a series of explosions!
As the smoke clears in the aftermath, he notices the relative lack of collateral damage and takes a deep breath. He was lucky this time. Many a good wizard has died from a surge like that.
Though the result was catastrophic, Bob was able to retain his life and all of his Mana. In time he can start anew. With much relief he notes that his Mana doesn't feel unstable anymore, so that won't impede his casting like it did before.
Health: Minor electric burns on arms.
Mana: 8/5
Drunkenness: 1
Spellcasting: +2
Favorite Drink: Whiskey
Items:
None
Spells:
-Chain lightnings: Fire bolt(s) of lighting that spreads to nearby targets. Indiscriminate targeting. 1 Mana.
-Animate undead: (Re)animates a corpse or skeleton. 1 Mana. May have multiple targets.
-Detect whiskey: Informs caster of nearby whiskey. High rolls detect other alcohol as well.
Health: Upper body moderately charred. Limbs somewhat charred. Leg impaled by iron sword, nailed to ground.
Mana: 4/5
Drunkenness: 0
Spellcasting: +2
Favored Drink: Apple Cider
Canteen of Alcoholic Apple Cider
Spells:
-Liquidize Organic Material: Turns living or formerly living things into liquid. Tends to be resisted. 1 Mana.
-Become Canine: Target temporarily becomes an animal of the genus Canis. High rolls mean stronger animals or choice of animal. 1 Mana.
-Aid Sleep: Target becomes more drowsy. 1 Mana.
Health: Legs burned by lightning.
Mana: 9/5
Drunkenness: 1
Spellcasting: +2
Favored Drink: Whiskey
Items:
Exceptional Mug
Spells:
-Conjure Whiskey inside Target: Quantity, quality, and danger vary. May be resisted. 1 Mana.
-Conjure Mug: High rolls make better mugs. Better mugs may reduce Drunkenness received. 1 Mana.
-Boil Alcohol: Boiling alcohol inside a living thing may be difficult. 1 Mana.
Health: Head struck by lightning. Dazed.
Mana: 5/5
Drunkenness: 1
Spellcasting: +2
Items:
Bottle of Beer
Spells:
Animate Booze Construct: Animates a dead wizard's corpse under caster's control. It only has its cheapest spell that it had in life available to it (randomly picked from its cheapest spells, if there was a tie). It begins unlife with half health, 5 Mana, no Drunkenness, and no innate bonus to spellcasting. It loses one mana per turn and dies if it ever reaches zero mana. Former booze constructs cannot be reanimated. If a booze construct kills a mage, the random spell goes to the booze construct's creator, not the booze construct (unless the booze construct is its own creator or the booze construct's creator is dead, in which case the spell goes to the booze construct). 3 Mana. Don't expect most of these things to be true if you roll low.
-Inebriation Ray: Forces a target to suffer the same effects that they would undergo if they drank an average bottle of booze (+5 mana, +1 Drunkenness). Works on things that can't normally drink booze. 1 Mana. Difficult to target self.
-Contingency: When a certain condition is met (set by pm when this spell is cast), a spell that the caster of this spell knows (which must be paid for and chosen by pm when Contingency is cast) comes into effect. Only one Contingency per caster may be in play at once, although Contingencies persist after a caster's death. Mana cost varies from 1-3 Mana before spell choice based on complexity.
Health: Moderate burns all around.
Mana: 7/5
Drunkenness: 1
Spellcasting: +2
Favored Drink: Red Wine
Items:
Empty Wine Glass
Spells:
-Dispel magic: Removes magical effects on target. Roll must usually at least equal the roll that created the magic to succeed. 1 Mana.
-Fireball: Higher rolls increase power and area of effect. 1 Mana.
-Cure light wounds: Higher rolls cure more effectively. 1 Mana.
Health: Fine. Drunkenness has a chance to impede physical actions.
Mana: 5/5
Drunkenness: 3
Spellcasting: +2
Items:
None
Spells:
Magic Shield: Conjures a physical shield with magical properties for the caster. 1 Mana.
Throw Magic Fire Shield: Lights a Magic Shield on Fire and launches it at high speed. 1 Mana.
Magic Shield Wall: Creates a defensive magical wall to protect the user. May protect nearby allies as well. 1 Mana.
Health: Upper body and legs moderately burned.
Mana: 12/5
Drunkenness: 2
Spellcasting: +2
Items:
None
Spells:
- Giant Crushing Bone: Summons a giant bone above the target to crush them. 1 Mana.
- Summon Giant Golden Buddha: Conjures an animated Giant Golden Statue of the Buddha. Level of caster control depends on roll. 2 Mana.
- Ancient Egyptian Laser: Can be amplified if fired using an appropriate item. 1 Mana.
Health:
Mana: 1/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Protect Using Reflective Shield: Target is covered in a shield that may reflect attacks. 1 Mana.
-End the End: Open ended effect. 3 Mana.
-Become Undetectable: Caster temporarily becomes undetectable. 1 Mana.
Health:
Mana: 3/5
Drunkenness: 0
Spellcasting: +2
Items:
Tequila Shot
Vodka Shot
Spells:
-Call Beast: Summon a Beast. 2 Mana.
-Induce Sobriety: Target becomes less drunk. 3 Mana. Self casts may only remove partial drunkenness or give a hangover.
-Drain Mana: Caster drains Mana from target. Contested roll. 2 Mana.
Inactive Players:
Health: Asleep in the bar. Resting injuries.
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Items:
High Quality Mug
Two Bottles of Beer
Spells:
Summon Skeleton Warrior/Archer/Rogue: 1 Mana. Unless high roll, type is chosen at random.
Banshee's Scream (Type of damage is Sonic/Morale, can blow off limbs/explode eardrums/brain and/or make the target panic for one turn) 2 Mana. Low rolls may damage user.
Charm Person: Makes target more amenable to caster. Works best on NPCs. 1 Mana.
NPCs:
Name: Ein Parsons
Health:
Mana: 3/5
Drunkenness: 0
Spellcasting: +2
Items:
Twisted Staff
Spells:
-Physical Return to Before: Makes the target become as it was in a specified time in the past. Resisted by living things. 1 Mana.
-Conjure Chosen Refreshments: Creates food and drink based on what the caster wants. Creating alcohol this way is difficult. 1 Mana.
-Get out of my bar!: Target(s) are teleported out of the casters location, provided that said location is a bar or pub the caster owns. 1 Mana.
I may have made Buddha too hardcore. As compensation, the spell Summon Beast now only costs 2 Mana.
Also, according to the will of the one person who answered my questions, I'll get started on making the world more interesting.
As an aside, hey look at that! The writing suddenly skyrocketed in quality. Funny how that only happens with death and violence for me. Ah such a shame. I can only improve one way though, and that's with practice. So here we are.