Turn 10: Cockroach DemonHow.. Dare. You! Take this! I ice spike the demon wailing on me
[4][Luck 6] You flip over and groggily form water over your hands, chilling and forcing it out into a spike. It stabs through the demon's face, which keeps trying to rush you, pushing it all the way through its head and dropping it.
+3 Water MagicNew Spell: Ice LanceI have two arms of earth arise from the ground and slap together on the other demon, crushing it to death.
[4+1][Luck 4] Two curved earthen pillars arc gracefully up, slamming into the wounded demon and crushing it like a clay pot.
+4 Earth MagicNew Spell: Earth CrushI charge and attack the demon attacking Ochita!
[2+2] vs [4]. You rush to the demon attacking Max instead, since the one attacking Ochita lacks most of its head now. You miss, unfortunately.
Try to improve the speed of my summoned creatures, specifically the grinder, also ask the angel to attack the demons, or preferably heal us
[3+1][Luck 5] You succeed in summoning an earth glider, which while somewhat similar in appearance to the Grinder, is much faster. It begins pushing the Grinder along, increasing its movement. They still can't quite reach the demon, though.
+3 SummoningNew Spell: Summon Earth GliderNow Adept SummonerI put out fires and shout for medic.
You swat yourself out and cry out for medical assistance. [5] The angel finally turns to look at you, and hovers over. [3][Luck 5] It only infuses you with a bit of healing, but it's very well placed. You feel much better now.
I fire a bolt of necromancy on the demon (deals damage and weakens it)
[1+1][Luck 6] You fail to focus the energies properly, but the way it swirls around your hand gives you an idea.
+1 NecromancyWe haven't got all day
[3+3] vs 5. The commander steps over to finish Max's opponent, but fails to do more than wound it. He waves a command to the wall archers.
Uh.... alright....
The wall archers fire on the remaining demon, as well as those near it.
Archers [5] vs Demon [4] They wing it, but not enough to finish the job.
Archers [5] vs Commander[5+2] The commander easily deflects or sidesteps any arrows sent at him.
Archers [3] vs Max [5] Max also avoids any harm.
Uh....
The reserve archers also fire uncertainly.
Archers [4] vs Demon [6] They fail utterly to hit the crafty demon.
Archers [4] vs Commander [6+1] They also fail utterly to hit their commander.
Archers [2] vs Max [2] They narrowly miss Max also.
Seriously?
Obeying their commander's insistence that they finish this, the pikemen rush the demon.
[2] vs [4]
[4] vs [4]
[5] vs [5]
The demon steadfastly refuses to die after two sets of archers, a master swordsman, and three pikemen attempt to dispose of it.
Touch!
[1] vs [2] The tiny ice elemental summoned by Seymore also fails to do anything.
KILL!
The last demon selects the most likely target to die immediately before itself. [3] vs [2] It succeeds in wounding one of the pikemen that could reach it this round.
(Since this is ridiculous and the first successful attack will probably destroy it, I'll skip past it and presumably one of you will use your next action to deal with it next turn; if not, the soldiers will. Either way, we're not devoting another entire turn to this debacle.)
With the final demon dealt with, the commander turns to you all, especially a certain earth mage. He hasn't put his sword away, and the rest of the soldiers look ready for action as well.
"YOU," he bellows, glaring at Sargoth, "have destroyed the wall defending this bastion from repeated demon assaults! A bastion which in turn defends everything south of it! Hence YOU," he looks briefly at some of the magi other than Sargoth, "are going to fix it, or else YOU are going to pay for it elsewhere!"
He looks displeased. The soldiers seem to share the sentiment. While you may continue to carve runes and summon things, the commander is rather interested in hearing what you have to say for yourselves, and ignoring him so you can draw pretty pictures is likely to make him mad.
Bland, pale, skinny-looking fellow with brown hair and eyes.
HealthyCurrent Location: Courtyard of Wellspring
Apprentice Necromancer (13/20)
Novice Runecrafter (1/10)
Dabbling Demonologist (3/10)
Animate DeadScathing TouchRune of NecrosisRune of Necromantic FocusPuppet DemonLinen Robe
Wooden Staff
Minor Ring of ProtectionLeather QuiverLeather Shoes
---
Damaged Focused Repeating CrossbowSlightly short man with a long amethyst ponytail and eyes. Medium complexion, birthmark on left hand.
Moderately WoundedCurrent Location: Courtyard of Wellspring
Adept Summoner (0/30)
Novice Claw User (0/10)
Summon Spirit AllySummon WildlifeSummon Angel of MercySummon GrinderSummon Earth GliderClaw Gauntlets
Reinforced Leather ArmorLinen Tunic
Rugged Leather PantsLeather Boots
---
Camping SuppliesTall, swarthy, long-fingered arabic man with a short black beard and long arms.
Moderately WoundedCurrent Location: Courtyard of Wellspring
Apprentice Destruction (19/20)
Novice Enchanter (0/10)
Lightning BlastFireballImbue Concussion BombShrapnel ShatterDetonateFiery DetonateSteel Dagger
Dark Grey Robe
Dark Grey Wizard's Hat
Bone Ring
---
Spellbook
Broad-shouldered man with green eyes and black hair.
Moderately WoundedCurrent Location: Courtyard of Wellspring
Apprentice Earth Magic (19/20)
Novice Alchemist (0/10)
Dabbling Diplomat (3/10)
Earth WaveEarth SlamPotion of StoneskinEarth CrushReinforced Leather ArmorSoft Wool Tunic
Soft Wool Pants
Soft Wool Socks
Leather Shoes
Walking Stick
---
Hand Axe
Knife
Blanket
Waterskin (2)
Dried Beef
Crystalline white stones
Unremarkable looking man with brown hair and eyes.
Moderately WoundedGut WoundCurrent Location: Courtyard of Wellspring
Apprentice Runecrafter (4/20)
Novice Water Magic (7/10)
Dabbling Swordsman (3/10)
Rune of Weeping WaterRune of Water's FlowAir FrostCure Minor WoundsRune of Frozen WaterIce LanceRobe
Oak Staff
Hooked Belt
Linen Pants
Leather Shoes
---
Frozen LongswordSketchbook+Pencil
Runecrafting KitA short, moderately-girthed man with brown hair, piercing blue eyes, and a short but full red beard. Jolly demeanor, wearing very simple clothes.
Moderately WoundedCurrent Location: Courtyard of Wellspring
Apprentice Restoration (10/20)
Novice Light Magic (8/10)
Major MendingCure Light WoundsEye FlashCure Moderate WoundsSolar FlareApplewood Staff
Brown Friar Robes (includes hood and rope belt)
Brown Linen Pants
Hemp Sandals
---
Backpack
Bedroll
Traveling Rations
Small Medical KitFairly tall, decently muscled, clean-shaven man with black hair and dark blue eyes. Seems a bit distant or distracted sometimes.
HealthyCurrent Location: Courtyard of Wellspring
Apprentice Swordsman (5/20)
Novice Destruction (0/10)
Dabbling Medic (2/10)
FrostballSteel Longsword
Bronze ShieldStudded Leather ArmorShredded Linen TunicLeather PantsLeather Boots
---
Book of Destruction Magic
Ornamental OrbCopper PoleSunstone Summoning Changes:Summoning will now work similarly to Arts, in that a secondary school can be used to augment the first. However, this means that like staggered spells, the maximum skill level usable in such a summon is equal to one higher than that of the secondary skill being used. This means that without, for instance, any skill in Fire Magic, attempts to summon a fire elemental can be at best +1, for a total roll of +0 on a first level spell. Mundane skills can sometimes be used as secondary schools, but otherwise single-school summoning spells tend to be much more limited to mundane effects and creatures than their combined counterparts. Note that additional schools do not increase the raw power, just the range of special abilities or effects possible.
Secondly, summoning attempts take a penalty equal to the number of summons currently active; particularly powerful summons might drain more.
Third, summons must generally be compelled to act with a successful summoning check each round; this takes the penalty for multiple summons and suffers the limitations of multiple-school summons. Poor results will generally cause the summon to vanish.
1st i didnt get a spell for the ice one
That was intentional. You didn't roll high enough to warrant a separate spell, and it wasn't a particularly useful summon anyway.
I think i need a spoiler or something that contains my currently summoned creatures
That's true, I'll start tracking your minions. Note that most of them disappear rather quickly, though I suppose that's even more reason to list which ones are still around. For next turn it'll be assumed that they've all vanished, which is just as well because they'd be a pain to keep around using the new rules.