Turn 11: Oh Shi-I'll attempt to observe what's going on, and if I can, sling a low-level Necromantic spell at them. Something that hurts, say...Gloom Dart? (A few small darts of pure darkness leap from the Caster's fingers, slamming into whatever he's aiming at. Highly accurate, but not exceptionally powerful.)
[4] You can make out that they're messing with something, or maybe multiple somethings, on the ground, but otherwise, no idea.
[4-1-1+2] It occurs to you that damaging darkness isn't really necromantic- it'd probably be its own school- and fire dark darts of necrotic energy instead. Same thing, really.
More importantly, it impacts several of them, who make pained garbled noises and spring into action.
[2+1] vs [2-1] The dark shapes scurry forward alarmingly quickly, and manage to catch you offguard. Several of them stab you lightly with their tiny spears.
-2 HPFrogmen Wounded+1 Necromancy+2 DodgingNow Dabbling DodgerBlast a high intensity light at the shark, hopefully overloading its senses temporarily
[5-1-2-1+2] vs [1] You create an intense glare that the shark fails utterly to avoid. It pauses for a moment before thrashing angrily.
+4 Light MagicShark disorientedGet into the shallows and ready my sword. Slash at the shark should it try to attack the mantisman.
[6] You overeagerly rush to your new friend's defense. You'll get +1 to Attack and -1 to Defense should you engage the shark next turn.
High velocity water bullet time!
[1-1-3+2] In retrospect, that was probably overly ambitious. Water magic isn't an especially offensive-minded school, after all, and the forces needed to turn ordinary water into a lethal weapon are fairly severe.
Still, this particular incident was more misfortune and achieving the right effect the wrong way, you think as you cough up blood and look at the hole you've punched through your abdomen on the right side. Not surprisingly, your vision starts to fade and you feel yourself falling backwards shortly thereafter.
Hole punched through torsoUnconscious!!DYING!!+2 Water MagicHover and observe the action. If that purple blob looks hostile, use a minor wind spell to blow sand in its eyes and blind it.
[6-1-1+1] You expertly hover a little above the ground, keeping an eye on the purple shape. [1] It freezes where it is, watching the shark and related scene unfold.
+3 FlyingAction: Drzkktizz moves back back toward shore-casting a spell of murky colored, ink like poison in the water to try and fool the sharks senses and cover his escape.
[3-1] You fail to make much progress while casting.
[5-1-3+2] You lace the water with strands of disrupting poison- it's not guaranteed to do anything, and it won't cover you entirely, but it's at least a deterrent.
[2-2] Between the flare and the poison, the shark simply thrashes in place, as though trying to clear its head.
Drzkktizz Kothraze
10/10 HP
+1 Dodge (0/8)
---
+2 Poison Magic (3/16)
+1 Alchemy
+0 Butchering (1/4)
Kemler Havestin, Scholar of the Dead Peoples
9/10 HP
+0 Dodge (3/4)
---
+2 Archaeology
+1 Swords
-1 Butchering (1/2)
Laz'ka, Wanderer
7/10 HP
+0 Dodge (0/4)
---
+2 Necromancy
+1 Short Blades
Maikah Moonfur, Light of the Lost
10/10 HP
-1 Dodge
---
+1 Light Magic (14/16)
+1 Polearms
Ochita the Scholar
!!!/10 HP
-1 Dodge
---
+2 Water Magic (5/16)
+1 Swords
Athara Opanine
10/10 HP
-1 Dodge
---
+2 Wind Magic
+1 Flight (6/8)
Ochita may attempt a "not die" or similar action, though on a 1 he's likely to make it worse, and he'd need to be pretty lucky to stabilize from something like that on his own.
Also, Dwarmin still needs to think of a dodge-related trait sometime.