A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Someone wanna save me? D:
Use my hot, 20 charisma body to melt the ice.
Cast the opposite of chill by saying the incantation backwards. Magic works that way.
Despite the fact that you are encased in ice and can't talk, and that magic most certainly does not work that way, you attempt to free yourself. (6+1) You run over the incantation in your mind, then run it over again backwards while visualizing the ice around you melting. (Luck 5) To your surprise, the ice begins to thaw and does so at a rate that you take no damage from frostbite or cold.
+4 to Elementalism
New Ability: Great Willpower
New Spell: ThawRush over to Virroken and cast torch on him.
I ask Virroken (If he is free) To make a rune of warding on my sandals. This should theoretically protect me somewhat from attacks.
Edit: Changed robes to sandals. Can't carve on robes.
You run over to the now-freed Virroken (5+1) You start to summon a giant flame before realizing that scorching the unthawed Virroken would not be productive. (Luck 5) Instead, you use your magic to warm him up.
+3 to Elementalism
New Spell: WarmthOh well, I leave the church and carve a rune of energy into my staff. I'll also have my wight go out and search the battlefield for anything valuable.(assuming it's smart enough to do so)
You wander out of the church and decide to make the best of what you already have. (3+2) You carve a perfect rune of energy into your staff. (Luck 2) Unfortunately, it seems to have no effect. Maybe because it's already enchanted?
+2 to RunecraftingFinally.
I try to conjure up a meal, which I do not eat. Baked boar's head with mostly clean water should work.
Eager to put your newly-remembered abilities to the test, you begin to summon a simple dinner. (6) You focus the energy and release it in front of you. (Luck 1) To your surprise, rather than summoning a boar's head you've summoned an
entire boar... and it's alive. And angry, by the looks of it.
+2 to Summoning
New Spell: Summon WildlifeHeal golem again
You turn your healing magic on the golem again. (6+2) You pour all of your magical energy into the golem, trying to heal it's wounds. (Luck 4) The flesh begins to recover, but you are now completely drained of magical abilities.
+3 to Healing
Status: Drained
switch out force dagger for non-magicky dagger on belt. Then, go to town, see what I can fetch with my demon daggers/spears. I would like some rations/etc...
You swap the daggers quickly, then head to the shops to see what you can get for your loot. (Luck 3) You find that none of the shopkeepers want anything to do with those demonic weapons. Besides, it seems like there are enough normal ones for now... the shortage is in soldiers.
Look around for some better protection and then look around for someone to help.
You scour the town and battlefield both, looking for armor to use. (Luck 2) You find nothing of use.
I also agree the spires sound interesting.
Mix some ash and holy water together, to make a holy-paste, which hopefully can be put on weapons to 'poison' demons wth the holy water. Make as many as possible.
You mix your ash and holy water together. (3+5) The ash and holy water combines into a sort of sludgy mix. (Luck 5) Suddenly the black color vanishes, leaving a clear, jelly-like substance.
+5 to Alchemy*SQUEEEEE*
The boar charges at Nirur. (4) It heads directly for him! (RTD 3) Nirur throws himself away from the boar, but it's charge still catches him on his side. The boar's tusk gores Nirur's flesh open.
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Status:Upper Body: Moderately Wounded
Skills:3/20 Skilled Necromancer
3/10 Novice Elementalist
1/10 Novice Summoner
Spells:Animate Remains
Shadowtouch
Lifetap
Weakness
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Conjure Food & Water
Summon Wildlife
-----
Chill
Frost
Equipment:Oak StaffCotton Shirt
Cotton Pants
Leather Shoes
Tattered Leather-Bound Tome "Theorems of Black Magic"
Status:Healthy
Skills:6/20 Skilled Runecrafter
1/20 Skilled Elementalist
0/10 Novice Dagger User
Spells:Rune of Warding
Rune of Finesse
Rune of Ice
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Chill
Frost
Thaw
Abilities:Great WillpowerEquipment:Iron DaggerFragile Iron Dagger of FinesseBlack ShieldCotton Shirt
Cotton Pants
Leather Shoes
---
Chisel
Mallet
Chalk Stick
Black Spear
8 Black Daggers
Status:Healthy
Skills:12/20 Skilled Alchemist
3/10 Novice Thrower
0/10 Novice Herbalist
4/5 Unskilled Butcher
Spells:Healing SalvePyredraughtAcid FlaskFever GunkEquipment:Copper KnifeBurnt Cotton Shirt
Burnt Cotton Pants
Singed Leather Shoes
Mortar & Pestle
Glass Flask
Flask of Vinegar
1 Vials of Demon Ichor
2 Bottles of Water
3 Vials of Holy Water
1 Vial of Fever Gunk
2 Vials of Blessed Jelly
Burnt Small Book “Survivalist's Field Guide”
Status:Healthy
Skills:3/20 Skilled Summoner
2/20 Skilled Elementalist
Spells:Conjure Food & Water
Summon Fire Spirit
Summon Wind Spirit
Summon Fire Elemental
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Warmth
Torch
Gale
Equipment:Oak StaffCotton Robe
Cedar Sandals
Status:Arms:
Runes of PowerBruised
Skills:8/20 Skilled Runecrafter
4/20 Skilled Elementalist
0/10 Novice Hammer User
Spells:Rune of Warding
Rune of Power
Rune of Durability
Rune of Ice
-----
Stone
Spire
Equipment:Iron WarhammerCotton Shirt
Cotton Pants
Leather Shoes
Small Book “Index of Runic Spells”
Status:Healthy
Skills:6/20 Skilled Runecrafter
2/10 Novice Summoner
5/10 Novice Necromancer
Spells:Rune of Warding
Rune of Weakness
Rune of Energy
-----
Conjure Food & Water
-----
Animate Remains
Equipment:Oak StaffCotton Shirt
Cotton Pants
Leather Shoes
Chisel
Mallet
Small Book “Treatiese of the Outworlders”
Followers:Wright
Status:Healthy
Skills:0/20 Skilled Swordsman
0/10 Novice Dodger
3/10 Novice Elementalist
2/10 Novice Scholar
Spells:Torch
Fireball
------
Mana Bolt
Equipment:Iron ShortswordLeather BrigandineLeather TrousersLeather BootsForce Dagger2 Black Spears
2 Black Daggers
Small Book “Beginner's Guide to Combat Magic”
Status:Right Arm: ScarredDrained
Skills:17/20 Skilled Healer
0/10 Novice Alchemist
0/10 Novice Staff Fighter
Spells:Cure Minor Wounds
Protect
Hasten
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Healing SalveEquipment:Gnarled StaffCotton Robe
Cedar Sandals
Followers:Flesh Golem Unless someone states otherwise, I'm going to assume everyone is leaving for the Spires at the end of this turn. Make your preparations carefully.
Oh, and a revision on the magical books: Rather than essentially being useless, but still sticking to the "I don't want people spending 10 turns studying them while the world goes to hell" thing, I have decided to allow you all to read them again; Mostly this will result in minor skill gains, but a good roll can indeed grant a new spell or two. However, you can only read them
once, at which point they disappear.