Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: DreamerGhost on June 24, 2014, 08:56:53 am

Title: Roll to Magic: Turn 268 The finish line
Post by: DreamerGhost on June 24, 2014, 08:56:53 am
Roll to magic

You are one of the mages, capable of influencing reality around you by will alone. But such power is not always enough, sometimes, you need more, sometimes you need a catlyst. And that is why you are here, and why they are here. Dying breath of a mage can be crystalized, their power and skill traped in a physical container. Many will die today, so that you would be able to shape the universe as you desire.

Spoiler: Basic RTD rules (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler: Magic afinities (click to show/hide)
Spoiler: Soul shards (click to show/hide)
Spoiler: Gods (click to show/hide)
Magic Modifiers
While you can chose what to controll or summon, should you want to do something more intricate, you will need to use the spell modifiers. Each modifier  incurs a penalty to your cast success roll. Basic mod is -1, Advanced is -2 and Master gives you -3.

For Special modifiers you can chose the level (Basic/Advanced/Master) to chose both the power of their effect and their penalty.
Spoiler: Basic (click to show/hide)
Spoiler: Advanced (click to show/hide)
Spoiler: Master (click to show/hide)
Spoiler: Special modifiers (click to show/hide)
Spoiler: Essences (click to show/hide)
Spoiler: Rituals (click to show/hide)
Spoiler: Blood Power (click to show/hide)


Now with a charsheet (https://docs.google.com/spreadsheets/d/1zSiUlK2hYgWyW3m16miIFWBd1F3kdi0kOG3L6XCz8nE/edit#gid=0)

Spoiler: Table of Contents (click to show/hide)

anonymous suggestions/opinions.
http://www.quicktopic.com/52/H/SKx6RqwLhPHh

You can cast a spell in combination with another mage. This will allow usage of both afinities, possibly reducing complexity penalty, and the total power will be combined power of all mages involved (power is roled sepperately for each one). But the success will also be roled for all mages involved seperately, so wach out for spectacular failures.

Your movement alowance is calculated as follows: (SPD roll+your bonus)/2+1

This is my first time being GM to a RTD, so if you have any sugestions, questions or balance issues, post them, and I'll answer.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 24, 2014, 09:21:09 am
Name: Kirby, Devourer of Worlds
Affinity: Transformation.
Description: A round pink ball with a face, and arms and feet, wearing a green santa hat.
STR:1
DEX:0
SPD:3
END:1
POT:3
Title: Re: Roll to magic
Post by: NAV on June 24, 2014, 09:22:09 am
Name: James
Affinity: Healing
Description: A short man wearing a canadian ww1 medic uniform and round glasses.
Str: 1
Dex: 1
Spd: 1
End: 2
Pot: 3

Shards: 5
Title: Re: Roll to magic
Post by: 4maskwolf on June 24, 2014, 09:23:07 am
Name: Ryan Feng
Affinity: Fire
Description: (will do later)
Attributes:
STR:1
DEX: 1
SPD:1
END:1
POT: 4
Title: Re: Roll to magic
Post by: Crimson on June 24, 2014, 09:27:40 am
Name: Crimson
Affinity: Force
Description(optional): A man of average height with a rather long brown messy hair wearing a cloak with the hood up, obscuring most of his face.
STR=0
DEX=3
SPD=1
END=1
POT=3
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 24, 2014, 09:29:23 am
Name: Crimson
Affinity: Force
Description(optional): A man of average height with a rather long brown messy hair wearing a cloak with the hood up, obscuring most of his face.
STR=0
DEX=3
SPD=1
END=1
POT=3
The Force is strong in this one.
Title: Re: Roll to magic
Post by: Crimson on June 24, 2014, 09:34:09 am
The Force is strong in this one.
Hahaha. It truly is. :P Though in truth, I wasn't even thinking about that when trying to come up with my affinity.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 24, 2014, 09:35:33 am
I'm aware. Otherwise you would have had to state 'The Force', not just Force. Imma copy yo abilities with mine, bro.
Title: Re: Roll to magic
Post by: DreamerGhost on June 24, 2014, 09:40:43 am
Name: Kirby, Devourer of Worlds
Affinity: Copying abilities of other beings.
Description: A round pink ball with a face, and arms and feet, wearing a green santa hat.
STR:1
DEX:0
SPD:3
END:1
POT:3

See, now, "The abbility to copy abilities of other beings" is what I would call overpowered in its raw form. So I'll have to either limit you to Stealing seperate spells that were cast (Say, "summon mobile halberd", for example) or incur heavy penalties for copying.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 24, 2014, 09:41:44 am
Aww... But I'm Kirby! That's what I do! Maybe make it so I have to eat them to do so or something...
Title: Re: Roll to magic
Post by: darkpaladin109 on June 24, 2014, 09:45:27 am
Name: Wizard Wizardton the Wizard
Affinity: Magic
Description(optional): A old, bearded man in a wizard robe and hat, wearing pink bunny slippers.
STR= 0
DEX= 0
SPD= 0
END= 0
POT= 8
Title: Re: Roll to magic
Post by: DreamerGhost on June 24, 2014, 09:58:57 am
Name: Wizard Wizardton the Wizard
Affinity: Magic
Description(optional): A old, bearded man in a wizard robe and hat, wearing pink bunny slippers.
STR= 0
DEX= 0
SPD= 0
END= 0
POT= 8

Magic, as in Arcane?
Aww... But I'm Kirby! That's what I do! Maybe make it so I have to eat them to do so or something...
If we were to get technical, you were suposted to pick a thing or a force which would act as the keystone of all your spells, not an ability. If you want to roleplay kirby, whenever you kill somone, you could buy whatever afinity they had (10 shards).
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 24, 2014, 10:00:06 am
Ooooooh. That's what you meant. Gonna change my affinity, but totally doing what you suggested.
Title: Re: Roll to magic
Post by: darkpaladin109 on June 24, 2014, 10:02:05 am
Name: Wizard Wizardton the Wizard
Affinity: Magic
Description(optional): A old, bearded man in a wizard robe and hat, wearing pink bunny slippers.
STR= 0
DEX= 0
SPD= 0
END= 0
POT= 8

Magic, as in Arcane?
Sure.
Title: Re: Roll to magic
Post by: DreamerGhost on June 24, 2014, 10:08:40 am
This is mostly for Darkpaladin, but worth remembering for evryone.

Whenever you cast a spell, you will need to specify how your chosen afinity fits into the spell. Look at the examples in Magic afinities if the procedure is unclear for you.
Title: Re: Roll to magic
Post by: Sarrak on June 24, 2014, 02:33:26 pm
Name: Whaz the Gloomy
Affinity: Darkness
Description(optional): A very gloomy bald man with a short brown beard. He wears perfectly white shroud and worn sandals.
STR=0
DEX=0
SPD=4
END=4
POT=0
Title: Re: Roll to magic
Post by: Beirus on June 24, 2014, 03:47:36 pm
Name: Jase Blackthorn
Affinity: Aether
Description(optional): An unassuming and normal-looking man. He has no remarkable features.
STR=0
DEX=1
SPD=3
END=1
POT=3
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 24, 2014, 05:59:49 pm
Name: David Cunningham
Affinity: Runes
Description: A tall wiry albino man with an impish face.
STR=0
DEX=0
SPD=0
END=0
POT=8n
Can wizards work together for shared POT and Affinity bonuses? Also to other players: I plan to be a pacifist merchant. Please don't kill me. I will be selling rituals and magic items for soul shards, materials and/or magical favors.
Title: Re: Roll to magic
Post by: DreamerGhost on June 24, 2014, 06:05:29 pm
-snip-
Can wizards work together for shared POT and Affinity bonuses? Also to other players: I plan to be a pacifist merchant. Please don't kill me. I will be selling rituals and magic items for soul shards, materials and/or magical favors.

You can. This would combine the potency rolls, and possibly reduce complexity penalties by allowing you to trace towards the final spell from both afinities. Fire and water afinities combined would be able to controll steam with no penalty. Though spell success would be rolled for all mages involved, so chance to fail spectacularly rises exponentialy.

If I counted corectly, we have eight people here. I think I will limit active player list to eight people for now, and possibly increase the number later. Expect Turn 0 and a map tomorow.
Title: Re: Roll to magic
Post by: DreamerGhost on June 25, 2014, 02:22:37 pm
Turn 0
______________________________________________________________________________________________________________

You step out of Terminus gate along other seven mages. You were the first to answer the call, and come to this place. A magicly created island in the middle of void. You take a breath of air, and smell blooming trees off to the west. As you look around, you see a volcano off to the norteastern edge of the island that will serve as your battlefield. Few small lakes and a rather large one with large whirpool at its center surround the arcane gateway. To the south you see hills, witch rise to mountainous height towards southwest and sprout a casstle keep towards southeast.
Spoiler: Map (click to show/hide)

Eight mages turned to each other recognising them. They did not think of each other as friends or enemies, most mages did not meet with each other often enough to form such relationships. But excelent memory is a requirement for those that wanted to study the art, and those that gathered here easily recognised eachother. They were known as:

Kirby, Devourer of Worlds, Master of transformation. Some would find his choice of form silly, and laughworthy. Those more offten than not would find themselves twisted in abominations, horryifying beyond their wildest nightmares.

James, Powerfull healer hailing from frozen north, his skill was legendary, and he was regarded as saint for all those he had saved. Few knew, that he was more than capable when it came to death as well.

Ryan Feng,Pyromancer of grand caliber, his fiery strenght mached only by his fiery temper. If you can see his face from under his hood, start thinking about finer points of being roasted alive.

Crimson, Powerful wielder of threads that bind all that matters together. From light curents of wind, to devastating gravity singularities, nothing is beyond his grasp. Cower, and mabye you will be spared from having to experience might that moves the universe.

Wizard Wizardton the Wizard, A mage for whom material world was not worthy of atention. His gaze can see the workings of greater things, his mind is capable of tearing reality apart. Beware, for under his satirical wizard apearance hides incomprehensible power.

Whaz the Gloomy, A shady mage who wields shady art, for darkness itself is his weapon. From lightest shade to cosmic void, all are his to command and use to smite his enemies.

Jase Blackthorn, Seemingly unasuming man, but wielding power beyond this reality, he is more than capable of warping you into a very dead corpse.

David Cunningham , Mage of not words, but symbols, capable of both enchanting and cursing. His slim demaneour masks his mountaineous force, he wields his strenght for pleasure and profit, move aside, or your bones will decorate his next creation.

Traditionaly, to avoid being caught in a maelstorm of spels, mages would agree to Cease fire for first five minnutes. But then again, a quick blast now might provide a substancial advantage, and nobody judges the winners.
___________________________________________________________________________________________________________________________________

I'll use the collors that are shown in your names to mark your possitions on the map when you innevitably scater. If you want to be sneaky, you can PM me your actions, but please still post a message that you sent out a PM. If you want your collor to be changed, feel free to ask.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 25, 2014, 02:30:13 pm
I am known as Kirby, Devourer of Worlds. You may have heard of me, you may have not. All you need to know is that if anybody fires any spells in the next five minutes, they will be transformed into a slug.
Move away slowly from the centre, and towards the castle.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 25, 2014, 02:45:17 pm
I'd like to change my color. Also how far can I move in one turn?
My shop shall be located at shipwreck lake.
Onward! To profit!
Title: Re: Roll to magic
Post by: DreamerGhost on June 25, 2014, 02:59:14 pm
I'd like to change my color. Also how far can I move in one turn?
My shop shall be located at shipwreck lake.
Onward! To profit!

To which color do you wish to change?

As for movement, I'm thinking (SPD roll+bonus)/2+1.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 25, 2014, 03:05:00 pm
red
Title: Re: Roll to magic
Post by: DreamerGhost on June 25, 2014, 03:12:46 pm
Ryan the pyromancer is red, would this color do?
Title: Re: Roll to magic
Post by: NAV on June 25, 2014, 03:26:57 pm
"Mind if I join you at the shipwreck lake? I don't plan on doing much fighting, unless I have to."
Travel with that other guy.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 25, 2014, 03:30:26 pm
Would this color do?
""Mind if I join you at the shipwreck lake? I don't plan on doing much fighting, unless I have to.""
Travel with that other guy.
"Of course my friend. We shall double the profit!"
Title: Re: Roll to magic
Post by: Sarrak on June 25, 2014, 04:11:33 pm
To be with people is frustrating... - dully states Whaz. Then, a bit controversially to his words, he heads to the castle along the shore.
Title: Re: Roll to magic
Post by: Beirus on June 25, 2014, 04:25:32 pm
"Hmm. This contest will be interesting to watch, but I do not wish to be near any of you when the ceasefire ends."
Head Southwest, towards the mountains.
Title: Re: Roll to magic
Post by: Crimson on June 25, 2014, 05:19:31 pm
"Everyone sure looks interesting. Well, not that I would want to be near anyone this first five minutes."

Head towards the forest.
Title: Re: Roll to magic
Post by: darkpaladin109 on June 25, 2014, 05:22:47 pm
"Ah, other mages of various caliber. Looks like the best place for me to retreat to would be that castle."
To the Castle!
Title: Re: Roll to magic
Post by: 4maskwolf on June 25, 2014, 08:24:00 pm
"Fire is my domain.  Do not approach."

move towards the volcano.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 25, 2014, 10:12:27 pm
Hey, I'm going to the castle.
Title: Re: Roll to magic
Post by: Sarrak on June 26, 2014, 01:01:59 am
Seeing other mages closing on him, Whaz starts running!

Run to the castle!
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 09:49:17 am
Turn 1
_____________________________________________________________________________________________
I am known as Kirby, Devourer of Worlds. You may have heard of me, you may have not. All you need to know is that if anybody fires any spells in the next five minutes, they will be transformed into a slug.
Move away slowly from the centre, and towards the castle.
To be with people is frustrating... - dully states Whaz. Then, a bit controversially to his words, he heads to the castle along the shore.
"Ah, other mages of various caliber. Looks like the best place for me to retreat to would be that castle."
To the Castle!

SPD [(6+1)/2+1=4.5
SPD [(6+1)/2+1=4.5
SPD [(2-1)/2+1=1.5

Three mages move out towards the castle, hoping to claim fortifications for the battle to come.

Kirby, shouts out a threat against all who would dishonor tradition of cese fire and  heads out. Whaz, expresses disdain for all that have come here, and heads out with the pink ball. Their walk towards the castle a quiet walking race of awkwardness.

Wizardton, also chose to travel towards fortifications, but whether it would because his mind being ravaged by power, or because his stomach couldn't handle extradimesional travel, he only managed to walk a short distance before stopping for a breather between two lakes.

I'd like to change my color. Also how far can I move in one turn?
My shop shall be located at shipwreck lake.
Onward! To profit!
"Mind if I join you at the shipwreck lake? I don't plan on doing much fighting, unless I have to."
Travel with that other guy.

SPD [(2-1)/2+1=1.5
SPD [(1)/2+1=1.5

David and James, deciding that they do not want to fight until they need to, head out towards the shipwreck lake. This could be a start of beutiful friendship, or a dangerous team. Possibly both.

"Hmm. This contest will be interesting to watch, but I do not wish to be near any of you when the ceasefire ends."
Head Southwest, towards the mountains.
"Everyone sure looks interesting. Well, not that I would want to be near anyone this first five minutes."
Head towards the forest.
"Fire is my domain.  Do not approach."

move towards the volcano.

The rest of mages decided that it would not be in their best interests to be next to a potential backstabber when cease fire ends, and headed out each on their own.

SPD [(3+1)/2+1=3

Jace, wanting to move as far away from others as he could, to engage in battle when he wants and on his terms, headed out towards southwestern mountains.  A healthy jog later, he was at the edge of grassy hills, ready to start his accent.

SPD [(4)/2+1=3

Crimson went out towards nearby woods, hoping that concealment would work out to his advantage, and that trees would serve as an offensive tool to wield with his powers. Though, it was possible that he simply liked forests, as he efortlesly walked towards the heart the woodland.

SPD [(2)/2+1=2

Ryan Feng, seeking to use magmafields as a tool in his conquest headed out towards nearby volcano. Sadly, he seemed to have caught the same plague that bothered Wizardton, and barely made it to the edge of charred forest.

_____________________________________________________________________________________________

And the game is on!

Just a hint, that gateway in the middle is more that a spawn point. There are places and artifacts hidden, waiting to be found and claimed.

Spoiler: Map (click to show/hide)

Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 26, 2014, 09:56:39 am
Enter the castle slowly, while checking for traps.
A castle, eh? This'll make for a good base.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 10:01:36 am
My color is glow black not glow red.
"Do you think our shop should be floating or lakeside?"
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 10:09:08 am
Wait, where am I? I looked at the edge of the forest, and I don't seem to be there...
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 10:13:27 am
My color is glow black not glow red.
"Do you think our shop should be floating or lakeside?"

>_< thought it was red for some reason. Will fix in next map.

Wait, where am I? I looked at the edge of the forest, and I don't seem to be there...

Turns out that you are quite a fast walker, and you did not specify that you want to stop at the edge of the forest. Therefore, you are now in the middle of it.
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 10:15:52 am
I still don't see my figure in he burned forest...
Title: Re: Roll to magic
Post by: Crimson on June 26, 2014, 10:17:54 am
Turns out that you are quite a fast walker, and you did not specify that you want to stop at the edge of the forest. Therefore, you are now in the middle of it.

((I think you're confusing me with 4maskwolf.  :P Checking the map, the red dot (w/ no ring) representing him is actually missing.))

Look around my current location for anything suspicious or out of place.
Title: Re: Roll to magic
Post by: NAV on June 26, 2014, 10:19:43 am
"Lakeside. I don't want our shop to sink."

Is the shipwreck visible above the water?
Gather any wood I can find.
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 10:35:01 am
Turns out that you are quite a fast walker, and you did not specify that you want to stop at the edge of the forest. Therefore, you are now in the middle of it.

((I think you're confusing me with 4maskwolf.  :P Checking the map, the red dot (w/ no ring) representing him is actually missing.))

Look around my current location for anything suspicious or out of place.
I still don't see my figure in he burned forest...

>_< nr.2 Yup, I mixed you two up, and somehow failed to place maskwolfs marker. I think I had placed it, then done some ctrl+z to change some stuff, and forgot to put it down again. You are at the edge of chared forest maskwolf, on the edge of hex that is fourth from top in a row that is fourth from right.
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 10:36:49 am
What's beyond the charred forest? Is that lava or just basalt/obsidian fields?
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 10:42:47 am
"Hold that thought. I have a plan. I'm going to draw a Ritual and I want you to pump it full of healing/growth magick okay?"
Draw a ritual of growth around a nearby tree and have James power it to make a giant tree we will build our home in.
Title: Re: Roll to magic
Post by: NAV on June 26, 2014, 11:27:07 am
Stop gathering wood and help David grow his tree.

Healing and growth are both done by the same process: cellular mitosis. Accelerate the trees mitosis to make it grow faster.

And look at the shipwreck. Any of it above water?
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 11:39:52 am
Runes are used in rituals. Rituals  are used to strengthen magic.
Title: Re: Roll to magic
Post by: Sarrak on June 26, 2014, 11:44:39 am
Meh. Fine enough...
Whaz enters the castle with Kirby, but takes different side of it to explore and make his own.
Title: Re: Roll to magic
Post by: Beirus on June 26, 2014, 11:46:30 am
Non-aggressive magic and movement.
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 01:14:27 pm
What's beyond the charred forest? Is that lava or just basalt/obsidian fields?

It's a mix of all three, plains of basalt, with ocasional pools of magma and patches of obsidian.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 01:26:57 pm
-snip-
David and James, deciding that they do not want to fight until they need to, head out towards the shipwreck lake. This could be a start of beutiful friendship, or a dangerous team. Probably both.
-snip-
FTFY
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 02:22:33 pm
This looks really fun. If it's too late to join (which it probably is), here's my waitlist app.
Spoiler: Leo Valdez (click to show/hide)
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 02:40:08 pm
Move into the basalt and obsidian fields, towards the volcano.
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 05:40:10 pm
This looks really fun. If it's too late to join (which it probably is), here's my waitlist app.
Spoiler: Leo Valdez (click to show/hide)

Seeing as I made the map slightly bigger than I initialy thought, and since it seems that two of the players are curently pacifists, I'll add you in. Feel free to post turn actions, Spawn point is curently clear.

If Darkpaladin posts his action, I might be able to throw out turn 2 today, though initial plan was to do a turn a day to avoid timezones troubles.
Title: Re: Roll to magic
Post by: darkpaladin109 on June 26, 2014, 05:49:51 pm
Head towards the shipwreck.
"Mind if I join you, oh fellow wizards?"
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 06:00:41 pm
((Would it be possible to create a wand of amplification that basically gives someone a one time use of my POT bonus so I don't have to physically be there?))
"I don't know what can you potentially sell? We've already got heals and enchanted items/power buffs."
Title: Re: Roll to magic
Post by: NAV on June 26, 2014, 06:09:56 pm
"Maybe he's here to buy things, not sell them. Eh Wizardton?"
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 06:30:52 pm
((Would it be possible to create a wand of amplification that basically gives someone a one time use of my POT bonus so I don't have to physically be there?))
"I don't know what can you potentially sell? We've already got heals and enchanted items/power buffs."

((You could create items that would allow user to store spells for later use. You would create an item by carving runes upon it, and it could be infused by somone to cast a specific spell. All relevant rolls would be made while infusing, and cast would be an almost guaranteed success. You'd still need the relevant afinity to use the artifact (either runes or the one that was used to infuse). Base would be a single spell, and storage coud be increased by making relevant size modifications (large/huge/massive).))
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 06:52:43 pm
This looks really fun. If it's too late to join (which it probably is), here's my waitlist app.
Spoiler: Leo Valdez (click to show/hide)

Seeing as I made the map slightly bigger than I initialy thought, and since it seems that two of the players are curently pacifists, I'll add you in. Feel free to post turn actions, Spawn point is curently clear.
Awesome, thanks! I guess I'll just jump in then, don't much care what color I am.

Follow Ryan to the volcano.
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 07:03:28 pm
This looks really fun. If it's too late to join (which it probably is), here's my waitlist app.
Spoiler: Leo Valdez (click to show/hide)

Seeing as I made the map slightly bigger than I initialy thought, and since it seems that two of the players are curently pacifists, I'll add you in. Feel free to post turn actions, Spawn point is curently clear.
Awesome, thanks! I guess I'll just jump in then, don't much care what color I am.

Follow Ryan to the volcano.
Ryan raises an eyebrow
"You a fire Mage?"
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 07:06:40 pm
This looks really fun. If it's too late to join (which it probably is), here's my waitlist app.
Spoiler: Leo Valdez (click to show/hide)

Seeing as I made the map slightly bigger than I initialy thought, and since it seems that two of the players are curently pacifists, I'll add you in. Feel free to post turn actions, Spawn point is curently clear.
Awesome, thanks! I guess I'll just jump in then, don't much care what color I am.

Follow Ryan to the volcano.
Ryan raises an eyebrow
"You a fire Mage?"
"Demigod, actually. Leo Valdez, son of Hephaestus, at your service. And yes, I do in fact control fire."
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 07:09:37 pm
"Demigod, actually. Leo Valdez, son of Hephaestus, at your service. And yes, I do in fact control fire."
"How do you plan on proving it?"
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 07:13:43 pm
"Well, ah..." Leo holds out his hand and a tongue of flame appears on his middle finger.

((That isn't actually an action, by the way, just RP.))
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 07:17:24 pm
Ryan shrugs.

"What's your plan for winning, then?"
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 07:20:12 pm
"Well, the best thing I can see is hang around that volcano and chuck a handful of lava at anyone who approaches. Or, If you would rather, I could head down to the forest. Lots of flammable stuff there."
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 07:21:39 pm
"Well, the best thing I can see is hang around that volcano and chuck a handful of lava at anyone who approaches. Or, If you would rather, I could head down to the forest. Lots of flammable stuff there."
"Whichever you feel is better, I guess"
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 08:13:20 pm
Turn 2
_____________________________________________________________________________________________

Enter the castle slowly, while checking for traps.
A castle, eh? This'll make for a good base.
Meh. Fine enough...
Whaz enters the castle with Kirby, but takes different side of it to explore and make his own.

SPD [(4+1)/2+1=3.5
SPD [(1+1)/2+1=2

Whaz charges off through castle gates first, and goes off exploring the eastern side. Just as he enters a tower to see if anything interesting is visible around the castle, floor gives in under him and shadow wizard promptly falls down to the dungeons. While this would be undesirable for most, dungeons might make ideal base of operations for somone who rules the dark.

Kirby, more wachful of his step, managed to get further. A stroll over the castles' walls revealed that they were mostly servicable, though a bit mossy. Towers were in decent shape too, though their capability to protect from a magical assault was dubious. Finaly, Kirby decided to explore inner keep, and after a short search found himself in the throne room.

Turns out that you are quite a fast walker, and you did not specify that you want to stop at the edge of the forest. Therefore, you are now in the middle of it.

((I think you're confusing me with 4maskwolf.  :P Checking the map, the red dot (w/ no ring) representing him is actually missing.))

Look around my current location for anything suspicious or out of place.

ROLL [4]

Crimson looked around,though saw nothing out of the ordinary. There were trees, some moss on the ground and trees, some shrooms scatered about, a few wild beries.

"Hold that thought. I have a plan. I'm going to draw a Ritual and I want you to pump it full of healing/growth magick okay?"
Draw a ritual of growth around a nearby tree and have James power it to make a giant tree we will build our home in.
Stop gathering wood and help David grow his tree.

Healing and growth are both done by the same process: cellular mitosis. Accelerate the trees mitosis to make it grow faster.

And look at the shipwreck. Any of it above water?


ROLL [5]

CMP [3+1=4]
CMP[6]
POT [(4+2)+(2+1)=9]

A quick search turns out a plum tree seed, which saved newfound bussines partners the hassle to summon one from thin air. David inscribed runes to dictate various parameters he would desire out of their creation, while James buried plum seed in the middle of rune circle and admired clearly visible wrecage of several ships that were floating in the lake. With their tasks done they started casting.

Binding their spells went through soundly, their power directed by Davids runes reached out towards lone seed, waking and empowering it. As first signs of their work rose from the ground, they noticed that something was slightly off. Davids spell was far stronger than James' and the seed colected far more from the earth than it could consume, even draging large rocks with it as it grew upwards. But by James' mastery of art it was still a plant, and by Davids runes it still shaped itself into a house. As their spell exausted itself, duo of mages found themselves looking at a strange structure, part plant part dirt, shaped like a two story tower, windows and all, with large green leafed branches and a few still half-grown plums. It was one natural building, you two could almost pass as elven architects.

Non-aggressive magic and movement.

SPD [(5+1)/2+1=4]
CMP [5+1=6]
POT [4+1=5]
Jase was about to move towards the mountains, when he decide that it would be wise to leave a little something behind him. He called out a barier of aether that seperated grasslands from hils and continued his trip to southwestern mountains.

Move into the basalt and obsidian fields, towards the volcano.
-snip-
Awesome, thanks! I guess I'll just jump in then, don't much care what color I am.

Follow Ryan to the volcano.

((Scotcmen, your collor is now black))

SPD [(5)/2+1=3.5]
SPD [(1)/2+1=1.5]

Leo Valdez the firemage entered through the Terminus gateway, first to come after those that unlocked the gate. Wether led by desire to experience welcoming heat of volcanic region, or by sensing a felow fire user, he immedietly headed out towards magma fields. There he met Ryan Feng and they exchanged greetings. As coleagues in fire wielding, they decided to not engage in battle immedietly and headed out towards magma pools.

Head towards the shipwreck.
"Mind if I join you, oh fellow wizards?"

SPD [(1-1)/2+1=1]

Whatever Wizradgton was troubled by, seemed to have increased in strenght, as he wasn't able to even get back to the Terminus portal. He then made (probably wise) decision of asking those two wizards near strange looking dirt and tree hybrid tower, if they wouldn't mind his company. They seemed to have started discusing ways to rob Wizardton.

____________________________________________________________________________________________

Spoiler: Map (click to show/hide)

Amazingly, this took hour a bit more than a hour. Time sure flies, but I still have tons of free time left over.

Few notes:

CMP is competence, AKA spell success roll.
ROLL is a luck roll, I'm using d10 for it. I will use it when no other stats are relevant, or when situation depends completely on outside factors. Those two tend to everlap a fair bit.
The tree house is held up primarily by roots of said plum tree.
Ships that are floating in pieces within shipwreck lake are either small (>1m) or half a ship. Ships in question are frigates.
Title: Re: Roll to magic
Post by: Beirus on June 26, 2014, 08:29:39 pm
Look around the mountains for interesting things in a PM sort of way.
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 08:32:04 pm
"Right, shall we stick around the magma fields, or head up to the peak of the volcano itself?"
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 08:34:35 pm
"I'm going to stay here, you can go to the peak if you want."
How far can our spells reach?
Title: Re: Roll to magic
Post by: Scotsmen on June 26, 2014, 08:39:12 pm
"Very well. See you around.

Head to the volcano.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 26, 2014, 08:41:51 pm
((What would have happened if we both rolled sixes on Pot? Also can we do two spells in one turn?))
"Hey guy I have a plan. Get some more plum seeds. Then do your thing."
Make a system of interconnected rituals of growth around several trees. (Going for more regular sized trees this time.)
Title: Re: Roll to magic
Post by: DreamerGhost on June 26, 2014, 08:48:56 pm

"I'm going to stay here, you can go to the peak if you want."
How far can our spells reach?
[/quote]

Touch range, unless you use mod, then vision range. All dex requring (aimed) spells, say fireball of sorts have vision range of casting, but unlimited travel range, without needing mod ( you can shoot only at things you can see, projectile begins its path next to you and only stops when it hits an obstacle.
Title: Re: Roll to magic
Post by: 4maskwolf on June 26, 2014, 10:13:03 pm
move towards a patch of magma and get low to the ground, out of sight of most people.
Title: Re: Roll to magic
Post by: NAV on June 26, 2014, 10:26:40 pm
"Making a wall?"
Gather more plum seeds (from the treehouse) and plant them in David's runes. Make them grow.
Title: Re: Roll to magic
Post by: Crimson on June 27, 2014, 01:19:12 am
"Maybe I should go up instead..."

Find the tallest tree and climb it to get a good view of my surroundings.
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on June 27, 2014, 01:39:41 am
Would it be possible for me to join?

Spoiler (click to show/hide)
Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 27, 2014, 01:50:47 am
Examine the throne room.
Title: Re: Roll to magic
Post by: DreamerGhost on June 27, 2014, 05:20:39 am
((What would have happened if we both rolled sixes on Pot? Also can we do two spells in one turn?))
"Hey guy I have a plan. Get some more plum seeds. Then do your thing."
Make a system of interconnected rituals of growth around several trees. (Going for more regular sized trees this time.)

You can do several spells, but each spell after the first will get -1 to both CMP and POT. If you had roled double sixes in pot, the spell would had broken through your runes, resulting in a huge plum tree, with a few small holes in it.
shape basalt into a ten-foot tall statue, because basalt is cooled magma (-1) and fire is just heat and magma is hot (-1). Have a plaque at its feet that says "Let those of forest and air beware. These lands are no longer within your grasp."

You won't be able to do this for three reasons.
1) Wikipedia definition of fire is "Fire is the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products.". So fire is not just heat.
2) Even if it was, alowing you to manipulate things that are hot would be streching this uncomfortably far, as definition of "hot" is vague, all things have a temperature of sorts, scientificly speaking there is no such thing as "coldness".
3)You missed a few -1 there. Lava can cool into basalt AND obsidian, you wanted specificly basalt(-1). Seperating heat out of all that is fire(-1). That's a total of -4, with no shards bonus and a roll of 6 your total would be 3, which hovers betwen success and failure.

Would it be possible for me to join?

Spoiler (click to show/hide)

Pick a color and you're in.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 27, 2014, 07:15:38 am
"Making a wall?"
"Nope! MUHAHAHAHAHAHAHAHAHAAHAHAH *cough cough*. Nevermind. I'll tell you later you'll love it."
Title: Re: Roll to magic
Post by: NAV on June 27, 2014, 08:37:26 am
"Making a wall?"
"Nope! MUHAHAHAHAHAHAHAHAHAAHAHAH *cough cough*. Nevermind. I'll tell you later you'll love it."
"Okay, from now on, if you want me to help you with something, you need to tell me exactly what it is."
Title: Re: Roll to magic
Post by: 4maskwolf on June 27, 2014, 08:43:42 am
Fixed it, initiating oxidation of trees.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 27, 2014, 09:00:32 am
"Making a wall?"
"Nope! MUHAHAHAHAHAHAHAHAHAAHAHAH *cough cough*. Nevermind. I'll tell you later you'll love it."
"Okay, from now on, if you want me to help you with something, you need to tell me exactly what it is."
"I'll tell you when I initiate my plan. This is just prep."
Title: Re: Roll to magic
Post by: DreamerGhost on June 27, 2014, 09:04:00 am
Fixed it, initiating oxidation of trees.

Do you throw a fireball at it, or do you want to get a bit closer to avoid roling for dex?
Title: Re: Roll to magic
Post by: NAV on June 27, 2014, 09:08:27 am
Hey DreamerGhost, could you please PM me? The PM button doesn't work on my phone so I have to reply.

Initiate rapid oxidation of the tree those guys are working on.
"David, Watch out!"
Heal this guys trachea shut with scar tissue.(Ranged)
Title: Re: Roll to magic
Post by: DreamerGhost on June 27, 2014, 09:28:08 am
I would apreciate if you people wrote down what mods (say, ranged) you are using when casting spells. If you don't I'll assume that you are going for basic spell, which is touch-ranged manipulation.
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 27, 2014, 09:41:11 am
"New plan! Give him cancer! You are banned from my store!"
Make amplification and aiming runes for that advanced cellular reproduction spell.
Title: Re: Roll to magic
Post by: 4maskwolf on June 27, 2014, 10:24:16 am
meh, fine, not screwing with you all.  Too much of a hassle to cast the spell at a range
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 27, 2014, 10:31:37 am
Good. Back to the old plan.
Title: Re: Roll to magic
Post by: NAV on June 27, 2014, 10:59:23 am
Get some plum seeds from the tree and plant them in David's runes. Make them grow.

And if anyone attacks, stop what I'm doing and seal their trachea with scar tissue(ranged).
Title: Re: Roll to magic
Post by: Sarrak on June 27, 2014, 11:15:41 am
Form an axe from the shadows of the dungeons!

(Summon?)
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on June 27, 2014, 12:21:58 pm
Green?

I'll head toward the whirlpool ocean.
Title: Re: Roll to magic
Post by: DreamerGhost on June 27, 2014, 12:38:19 pm
Form an axe from the shadows of the dungeons!

(Summon?)

I believe the mod you are looking for is "Solid"

move towards a patch of magma and get low to the ground, out of sight of most people.

Is this the action you will take? The power of metagaming shifted some actions around, yours included.
Title: Re: Roll to magic
Post by: Sarrak on June 27, 2014, 01:19:49 pm
(Hm... Well, yeah, solid. Although non-solid axe of shadows that can engulf opponent is darknesshas it uses too)
Title: Re: Roll to magic
Post by: 4maskwolf on June 27, 2014, 01:28:49 pm
Form an axe from the shadows of the dungeons!

(Summon?)

I believe the mod you are looking for is "Solid"

move towards a patch of magma and get low to the ground, out of sight of most people.

Is this the action you will take? The power of metagaming shifted some actions around, yours included.
yes, final action.  There's a reason I don't post new ones.  I have a plan, don't worry.
Title: Re: Roll to magic
Post by: DreamerGhost on June 29, 2014, 02:55:06 pm
Turn 3
_____________________________________________________________________________________________

Due to unfortunate circumstances, turn was lost. This is a shorter version of what happened in game.

Jase sensed a cave filled with crystals of some sort and some powerfull object at the end of it.

Leo successfuly scaled the volcano and is now standing at the edge of it, staring into hot red magma below.

David and James duo sucessfully grew a small forest.

Ryan Feng is now hiding near a magma pool, guarded by heat and volcanic gass.

Crimson fell out of a tree, and is now lying in a bush, frightened by the fall but unhurt.

Kirby found a pitfall trap in the throne room, but managed to step away perfectly.

Whaz failed to form an axe firm enought to touch, becouse of bad rolls.

Isaac, ruler of all plants and leader of vegetarian movement among mages, joined the battle and walked towards the whirpool lake.

Wizardton just stood around, as Darkpaladin did not post an action.

_____________________________________________________________________________________________
Spoiler: Map (click to show/hide)



Title: Re: Roll to magic
Post by: BlitzDungeoneer on June 29, 2014, 03:06:21 pm
Examine the throne.
Title: Re: Roll to magic
Post by: Sarrak on June 29, 2014, 03:15:33 pm
Form a consealing cloak of shadows around myself!

(Summon)
Title: Re: Roll to magic
Post by: The Froggy Ninja on June 29, 2014, 04:03:26 pm
"Now for my actual plan. Give me your back."
Draw unknown runes on the trees and James.
Title: Re: Roll to magic
Post by: Beirus on June 29, 2014, 05:13:32 pm
To the cave! Aether senses to detect any traps or obstacles.
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on June 29, 2014, 05:42:17 pm
Harvest seeds from nearby plants by causing them to grow faster.
Title: Re: Roll to magic
Post by: Crimson on June 29, 2014, 05:54:17 pm
"That was... uncool."

Stand up. Kick the tree and amplify the force of the attack with enough power to make the tree visibly shake.
Title: Re: Roll to magic
Post by: 4maskwolf on June 29, 2014, 08:53:37 pm
Generate a heat haze around me to make me more difficult to target. (summon)

oh, and if necessary, fire generates heat (-1).
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on June 29, 2014, 11:18:53 pm
((I can't see the map))
Title: Re: Roll to magic
Post by: Scotsmen on June 29, 2014, 11:58:19 pm
Am I immune to heat? I should be, but if not that's fine. Hang around the top of the volcano. If anyone other than Ryan approaches, hurl a fireball at them. I believe it should be Summon to create the fireball, and Ranged to throw it.
Title: Re: Roll to magic
Post by: DreamerGhost on June 30, 2014, 07:41:55 am
Am I immune to heat? I should be, but if not that's fine. Hang around the top of the volcano. If anyone other than Ryan approaches, hurl a fireball at them. I believe it should be Summon to create the fireball, and Ranged to throw it.

You are about as resistant to heat as somone who visits sauna regularly. You can stand heat quite well, but you'd burn just the same. Same goes for Ryan.
Title: Re: Roll to magic
Post by: NAV on June 30, 2014, 08:29:14 am
"This forest reminds me of home."

Allow David to draw the runes.
Title: Re: Roll to magic
Post by: DreamerGhost on July 01, 2014, 09:19:01 am
Turn 4
_____________________________________________________________________________________________
Examine the throne.

LUCK [10]

Kirby carefully examines the throne, short search determining that it is made entirely out of gold, save few gems that were decorating it and a pillow to make sitting more comfortable. Round wiard decided to try out the softness of said pillow, and jumped on the throne. Immeidetly, golden chains grabbed onto Kirbys hands and legs, some even wraping around him, binding him to the throne. Panicing, round mage accidetialy releases a bit of his power.

POT [4+1=5]

All golden chalices and chandaliers start flying all over the throne roon, while golden throne rams into the left wall. It seems that this throne is an artifact that grants gold affinity to whomever is sitting on it.

Form a consealing cloak of shadows around myself!

(Summon)

CMP [4]
POT [3-1=2]

Whaz was at the moment trying to create a cloack of shadows to suround him. Unfortunately, while his spell was executed well, it failed to take hold becouse Whaz did not use enough power.

"Now for my actual plan. Give me your back."
Draw unknown runes on the trees and James. ((Will PM DG and Nav when I'm off my phone.)
"This forest reminds me of home."

Allow David to draw the runes.

CMP [5]
POT [4+2]

David sucessfully painted the runes onto all the trees duo had just grown, and on James, using juice from some plums that were growing on the plum trees. He then began the binding of tree's lifeforce to James' magic power. David's spell covered the trees that he had marked, but then it started spreading. It spread out to every blade of grass that was there, and to the treehouse they had conjured. James was overcome with the influx of natural power, and fell down with a shout. As he got back up, James noticed that he could now feel the life of all the plants that were affected by David's spell. And that the tree house they had summoned felt somewhat more alive than other plants.

To the cave! Aether senses to detect any traps or obstacles.

LUCK [3]
POT [3+1=4]
DEX [6]

Jase, unburdened by shenenigans of other mages, decided to explore the strange cave. As he walked in, he noticed that crystals he felt erlier were emeralds, and that it was rather dark further into the cave. Wisely, he decided to use his powers to explore without needing to see. And his caution paid off, as his supernatural senses warned him of lose shards of emeralds just over his head as he walked in. Jase managed to roll away but in his rush to not get his head impaled he did not lopok where exactly he was roling to and was rewarded with a shallow cut on his right arm by a small emerald shard perched on the wall of the cave.

Harvest seeds from nearby plants by causing them to grow faster.

CMP [3+1=4]
POT [2]

Isaac was meanwhile trying to grow some plants of his own. Well, they did look a bit taller now, but no harvestable seed yet.

"That was... uncool."

Stand up. Kick the tree and amplify the force of the attack with enough power to make the tree visibly shake.

STR [5]
CMP [4+1]
POT [6+1]

Crimson, deciding that best way to heal bruised ego was to let frustration out on inanimate objects, came up with a bright idea to kick the tree he just fell out off. Wether he was stronger than he thought, or wether he used too much power in his spell, it maters not now, as he kicked the tree clean off. Thankfully, the tree fell away from Crimson, though it did dragg down several more trees with it.

Generate a heat haze around me to make me more difficult to target. (summon)

oh, and if necessary, fire generates heat (-1).

CMP [5-1=4]
POT [6+1=7]

Ryan feng, desiring even better protection, decided to craft a visual distortion by heating air. One quick cast later, anyone looking at his hiding place was more likely to see mirages than anything else, though it did get hotter a bit. Nothing troublesome for a praticioneer of fire magic, though Ryan would be wise to consider twice before heating up his suroundings any further.

Am I immune to heat? I should be, but if not that's fine. Hang around the top of the volcano. If anyone other than Ryan approaches, hurl a fireball at them. I believe it should be Summon to create the fireball, and Ranged to throw it.

LUCK [2]
DEX [5]

Leo had decided to explore around a bit, see if he could find anything interesting. In a way, he succeded in his endevour, by finding a rather violently exploding gass pocket. He managed to dodge both gass and pieces of rock, so mabye he did know how to act near an active volcano. Time will tell the truth.

_____________________________________________________________________________________________

Spoiler: Map (click to show/hide)

Uploaded the map through a diferent site. Can you see it now Cptn Kaladin?
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 01, 2014, 09:23:19 am
Hmm... This could prove useful, provided I can find some way to carry it.
Transform the floor (-1) into gold(-1).
Title: Re: Roll to magic
Post by: DreamerGhost on July 01, 2014, 09:34:16 am
Hmm... This could prove useful, provided I can find some way to carry it.
Transform the floor (-1) into gold(-1).

There is "mobile" spell mod. You could make your throne flying.
Title: Re: Roll to magic
Post by: Sarrak on July 01, 2014, 09:35:34 am
"Huh..."

Examine dungeon while thinking on the problem of power deficit.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 01, 2014, 09:36:06 am
((Yep. But I want to make this place my base, and a home advantage is always nice.))
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 01, 2014, 09:51:20 am
"Nice! High five for the power boost! Juice these up with healing right. We can sell them for mats or shards."
Summon -1 some bottles -1
Title: Re: Roll to magic
Post by: Beirus on July 01, 2014, 09:59:50 am
Further into the cave, towards the object. Keep using my aether senses to detect danger.
Title: Re: Roll to magic
Post by: 4maskwolf on July 01, 2014, 10:01:58 am
Move towards the castle, going to the west of the whirlpool.
Title: Re: Roll to magic
Post by: NAV on July 01, 2014, 11:05:28 am
"Whatever you did, it worked."

Try to communicate with the treehouse.
Also, summon some healing potion.
Title: Re: Roll to magic
Post by: DreamerGhost on July 01, 2014, 11:24:12 am
"Nice! High five for the power boost! Juice these up with healing right. We can sell them for mats or shards."
Summon -1 some bottles -1

You have power over runes, NAV has power over healing, neither of which is great bottle material.
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 01, 2014, 11:56:35 am
"Nice! High five for the power boost! Juice these up with healing right. We can sell them for mats or shards."
Summon -1 some bottles -1

You have power over runes, NAV has power over healing, neither of which is great bottle material.
I'm doing a summoning ritual and filling the bottles with water. I thought that it didn't matter what the material was for our purposes as long as it was solid and bottle shaped.
Title: Re: Roll to magic
Post by: Scotsmen on July 01, 2014, 01:56:28 pm
Sit on the edge of the volcano. Again, hurl a fireball at anyone who approaches, using Summon and Ranged.
Title: Re: Roll to magic
Post by: DreamerGhost on July 01, 2014, 04:41:03 pm
"Nice! High five for the power boost! Juice these up with healing right. We can sell them for mats or shards."
Summon -1 some bottles -1

You have power over runes, NAV has power over healing, neither of which is great bottle material.
I'm doing a summoning ritual and filling the bottles with water. I thought that it didn't matter what the material was for our purposes as long as it was solid and bottle shaped.

The problem is, that even when summoning, you can't summon something that is not at least remotely related to your affinity(ies).You could try to use runes to make something take a bottle-like shape, but no summoning. Simmilarly, NAV could use his trick to make trees grow into bottle-like shapes.
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 01, 2014, 05:22:57 pm
Make some rock bottles.
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on July 01, 2014, 06:28:20 pm
Try again!

(Yes, thank you)
Title: Re: Roll to magic
Post by: Crimson on July 01, 2014, 07:15:41 pm
"Now that was pointless."

Search the fallen trees for anything edible. Also, get a piece of wood from a small branch.
Title: Re: Roll to magic
Post by: DreamerGhost on July 04, 2014, 03:34:51 pm
Turn 5
_____________________________________________________________________________________________
Hmm... This could prove useful, provided I can find some way to carry it.
Transform the floor (-1) into gold(-1).

CMP [1+1=2]
POT [3+1=4]

Kirby decides to make use of his newfound powers, and make the keep bend to his will. However, round mage had not worked with affinity combinations and it shows. Both his hands and legs turn to gold, and fused to the chains that held them.

"Huh..."

Examine dungeon while thinking on the problem of power deficit.

LUCK[6]

Whaz contemplated his recent failures and decided that a walk might be in order. He had yet to explore his surroundings after all. Within few minutes, he had found several prison cells and a torture chamber, with full set of torture tools.

Further into the cave, towards the object. Keep using my aether senses to detect danger.

LUCK[4]
CMP[6]
POT[1+1]

Jase heads further into the cave, his spell manifesting as weak ultravision. But there are no more obstacles in his path. As he reaches the end of the cave, he notices that it is getting progressively brighter. Indeed, as he reaches the very end, he finds that there is a portal here, similar to the one from which they all entered this dimension, although this one is much smaller. As Jase steps on the portal, he notices that his powers are drawn away, weakened.

Move towards the castle, going to the west of the whirlpool.

SPD [(5)/2+1=3.5]

Ryan leaves his hiding place and heads out towards the castle.

"Whatever you did, it worked."

Try to communicate with the treehouse.
Also, summon some healing potion.


Make some rock bottles.

CMP [2]
POT [6]

David tries to force some rocks from surrounding dirt into bottle shapes, pouring great ammounts of power into his spell. Ground trembles around his spell, opening into a rather large pit.

LUCK [3]

James, seeing that David was somewhat less than successful in making containers, decides to try and communicate with the treehouse. It remains silent.

Sit on the edge of the volcano. Again, hurl a fireball at anyone who approaches, using Summon and Ranged.

LUCK [8]

Leo just sits on the edge of volcano, enjoying the heat, looking around for any assailants-to-be. And his vigilant eyes indeed notice something. A strange looking rock formation, slightly too symmetrical to be natural.

Try again!

(Yes, thank you)

CMP [3+1=4]
POT [5]

Issac remakes his growth spell, this time successfuly. Plants all around him grow, age, and decay leaving a large pile of seeds.

"Now that was pointless."

Search the fallen trees for anything edible. Also, get a piece of wood from a small branch.

LUCK [1]
END [3]

Crimson looks around the tree he just fell with a dingle kick, looking for a possible snack in form of fruit or possibly a bird nest. What he finds is a beehive full of rather angry bees. Crimson helplessly flails around trying to swat them away,as several hundret leave their stings in his body.
_____________________________________________________________________________________________

Spoiler: MAP (click to show/hide)
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 04, 2014, 03:43:22 pm
BOTTLE HARDER!!!!!!
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 04, 2014, 03:47:10 pm
Transform my arms (-1) back into their non-gold form.
Title: Re: Roll to magic
Post by: Beirus on July 04, 2014, 03:50:37 pm
((A portal that drains my powers? Definitely no negative effects from going through it. Nope, that definitely wouldn't be a thing.))

Through the portal!


Edit: Power the portal with all 5 of my shards.
Title: Re: Roll to magic
Post by: DreamerGhost on July 04, 2014, 04:24:08 pm
Transform my arms (-1) back into their non-gold form (-1).

Transformation and gold are your affinities, so you dont get -1 when transforming gold into something or something into gold.

Transform my arms (-1) back into their non-gold form (-1).

It drains your power becouse it is inactive. It would need an energy source to activate. You could sacrifice some of your power shards (any number you chose), or risk one way trip and/or debufs by using your own powers.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 04, 2014, 04:28:50 pm
Transform my arms (-1) back into their non-gold form (-1).

Transformation and gold are your affinities, so you dont get -1 when transforming gold into something or something into gold.

Transform my arms (-1) back into their non-gold form (-1).

It drains your power becouse it is inactive. It would need an energy source to activate. You could sacrifice some of your power shards (any number you chose), or risk one way trip and/or debufs by using your own powers.
Uhh...
What? I don't understand the second part.
Title: Re: Roll to magic
Post by: Sarrak on July 04, 2014, 04:31:16 pm
"Tsk. Interesting, interesting..."

Grab the tool I can use as a decent weapon. Put a spell on it, concealing it's form.
Title: Re: Roll to magic
Post by: Beirus on July 04, 2014, 04:43:51 pm
((I think it was a fail at quoting me. I am...The Unquotable! Also, edited my action. No way it can go wrong.))
Title: Re: Roll to magic
Post by: 4maskwolf on July 04, 2014, 04:46:26 pm
continue to proceed towards the castle

((Is my heat-displacement thing still active?))
Title: Re: Roll to magic
Post by: NAV on July 04, 2014, 04:52:52 pm
Search the beach for anything from the shipwrecks. Especially bottles or wood to make a raft.
Title: Re: Roll to magic
Post by: Crimson on July 04, 2014, 04:58:26 pm
Swipe my hand and amplify the force imparted in the air to generate wind (-1) in order to blow away the bees around me.
Title: Re: Roll to magic
Post by: DreamerGhost on July 04, 2014, 05:14:36 pm
Curse you Beirus and your dark magics of unquatability. You are in for a ride though. Five shards will get you places. Wether the places will be good depends on the dice, but Fun is guaranteed.


Swipe my hand and amplify the force imparted in the air to generate wind (-1) in order to blow away the bees around me.

See, this is what I would call smart casting. If you were doing this saying "control wind, as wind is created by force" or something, you would had gained a penalty there. But since you are manipulating a force that is already there, no penalty for you. You retain your natural +1 for the cast.
Title: Re: Roll to magic
Post by: 4maskwolf on July 04, 2014, 05:18:08 pm
Curse you Beirus and your dark magics of unquatability. You are in for a ride though. Five shards will get you places. Wether the places will be good depends on the dice, but Fun is guaranteed.


Swipe my hand and amplify the force imparted in the air to generate wind (-1) in order to blow away the bees around me.

See, this is what I would call smart casting. If you were doing this saying "control wind, as wind is created by force" or something, you would had gained a penalty there. But since you are manipulating a force that is already there, no penalty for you. You retain your natural +1 for the cast.
But see, not all of us can do that.  Me, I would have to spend two actions to do something similar: one to start a fire and the next to manipulate it.
Title: Re: Roll to magic
Post by: Scotsmen on July 04, 2014, 05:26:18 pm
Go examine the rock. If it starts moving, stay a good distance away.
Title: Re: Roll to magic
Post by: 4maskwolf on July 04, 2014, 05:28:34 pm
I can't even do something like this, because my affinity is fire and not chemical reactions:

Because fire is caused by a chemical reaction, manipulate existing chemical reactions to cause the target to spontaneously combust.  -1 for specification, -1 for ranged.

As a point of fact, because I chose fire, all I can do without massive penalties is directly manipulate fire itself, whereas most other people are able to do considerably more things with fairly low to nonexistent penalties.  For instance, Mr. Force guy could use a couple of modifiers to wave his hand through the air and amplify the force generated to pulverize someone.  In effect, I'm getting screwed over for my choice of affinity, because we didn't ask enough questions at the beginning.

You even said yourself I wasn't allowed to manipulate anything that was hot without taking massive penalties to the success roll.  But that's the entire point of choosing fire as an affinity: to be able to manipulate magma and stuff.
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 04, 2014, 05:43:17 pm
I can't even do something like this, because my affinity is fire and not chemical reactions:

Because fire is caused by a chemical reaction, manipulate existing chemical reactions to cause the target to spontaneously combust.  -1 for specification, -1 for ranged.

As a point of fact, because I chose fire, all I can do without massive penalties is directly manipulate fire itself, whereas most other people are able to do considerably more things with fairly low to nonexistent penalties.  For instance, Mr. Force guy could use a couple of modifiers to wave his hand through the air and amplify the force generated to pulverize someone.  In effect, I'm getting screwed over for my choice of affinity, because we didn't ask enough questions at the beginning.

You even said yourself I wasn't allowed to manipulate anything that was hot without taking massive penalties to the success roll.  But that's the entire point of choosing fire as an affinity: to be able to manipulate magma and stuff.
You chose a affinity that was both overly vague and overly specific at the same time. We were warned. You always want general or specific not both. For example me and NAV. Runes are very general and can be used for a large number of things with small to medium penalties whereas NAV is restricted to healing and basic growth but xe does that very well. Fire is very specific but not very well defined. Heat probably would have been a better option as you could set things on fire as well as manipulate hot things if you're creative etc taking the heat from one side of a lava flow and adding it to the other to direct flow.
Title: Re: Roll to magic
Post by: DreamerGhost on July 04, 2014, 06:11:05 pm
You could easily cut out the part of conjuring a fire every time by carying something aflame with you. Say, a branch from that half burned forrest your character just left. And one thing fire is very good at is killing people, which is kinda the main thing I thought would be done in this game. You start with enough shards to get another afinity after a single kill no matter how many shards the person you killed had. And there are all kinds of magical fires that cause bullshit to happen, though no controling "hot" things, as anything burns when temperature is great enough. Giving you that would efectively give you control over all that is (and isin't) with a single -1 mod.
Title: Re: Roll to magic
Post by: 4maskwolf on July 04, 2014, 06:13:32 pm
You could easily cut out the part of conjuring a fire every time by carying something aflame with you. Say, a branch from that half burned forrest your character just left. And one thing fire is very good at is killing people, which is kinda the main thing I thought would be done in this game. You start with enough shards to get another afinity after a single kill no matter how many shards the person you killed had. And there are all kinds of magical fires that cause bullshit to happen, though no controling "hot" things, as anything burns when temperature is great enough. Giving you that would efectively give you control over all that is (and isin't) with a single -1 mod.
I actually tried -3 on the thing, but that's besides the point.  Anyway, yeah, fire.  Fun.
Title: Re: Roll to magic
Post by: Beirus on July 04, 2014, 06:17:55 pm
((You guys just wait until I start manipulating the aether to create a current for a meteor strike.))
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on July 04, 2014, 06:40:16 pm
Head south, attempting to grow healing fruit.
Title: Re: Roll to magic
Post by: DreamerGhost on July 05, 2014, 06:08:23 pm
Turn 6
_______________________________________________________________________________________________

BOTTLE HARDER!!!!!!

CMP [2]
POT [1+2=3]

David tried once again, he carved his runes upon the ground, and focused his power upon them, trying to create containers of some description. He focused, both his talent and power, limiting outside disturbance by closing his eyes. When David looked around again, he found himself standing in a pit, roughly a meter deep.

Transform my arms (-1) back into their non-gold form.

CMP [2+1=3]
POT [1+1]

Kirby, severely upset by his arms suden increase in value, tried to revert them back in their original form. He realized that there was still much to learn when using newfound gold powers, as his eyebrows turned to gold.

((A portal that drains my powers? Definitely no negative effects from going through it. Nope, that definitely wouldn't be a thing.))

Through the portal!


Edit: Power the portal with all 5 of my shards.


LUCK [5]

There were times, when caution was advised. Usualy, those times and discovery of things that you have no idea how to operate are the same. Jase had decided that this was not such ocasion. He crushed all of his power shards on the portal, and stood back to enjoy what he had brought upon this land. A large oval apeared above the portal, cracling with energy colected from the shards that were crushed. With a loud tearing noise, fabric of reality reality within the ofal was riped away, revealing pasageway to other worlds. But the immage that was within the oval kept changing. A frozen wasteland. A lush jungle. Mountains of tiny rubies, piled up into hills, as if they were sand. Insides of a clockwork mechanism. Oval that limited the portal began to waver, and then collapsed. Mountain that contained the cave was blown away as if it was pile of sand in a huricane. When Jase came back to his senses, he noticed that surounding lands had drasticly changed.

"Tsk. Interesting, interesting..."

Grab the tool I can use as a decent weapon. Put a spell on it, concealing it's form.

LUCK [8]
CMP [1+1=2]
POT [3-1=2]

Looking around, Whaz discovers an increadibly dangeriously looking double edged greataxe, probably used to deal with people after they finished coughing up all their secrets. As he lifts up the axe, he notices that it is increadibly light, weighting barely half of what one would think it should. Whaz the tries to conseal his newfound weapon in shadows and, well, it looks slightly darker now.

Search the beach for anything from the shipwrecks. Especially bottles or wood to make a raft.

LUCK [1]
END [6]

James sets out on a trip to find something usefull among the shipwreck, as a mysterious box off in the watter claims his attention. James wades through the watter, it almost reaching his head and grabs the box. A brief look later the box turns out to be entirely empty. As James wades back towards the shore, he is surprised by sharp pain on his left leg. As he looks, he notices that it was a jelly fish that stung him. And that it wasn't alone. As James runs towards the shore, his legs get stung several more times, though as James is a decent healer who has dealt with many beasts, this hardly phases him.

Swipe my hand and amplify the force imparted in the air to generate wind (-1) in order to blow away the bees around me.

CMP [2+1=3]
POT [6+1=7]
END [1]

Crimson throws out a spell while swating away another annoying incect. His hopes of cleanly geting rid of all his problems are shatered by wind starting to blow every which way, cnocking just as many bees away from him as into him. His sight obstructed by leaves flying around, his mind obstructed by pain from many bee stings, Crimson runs himself straight into a tree and falls down unconcious.


continue to proceed towards the castle

((Is my heat-displacement thing still active?))

SPD [(4)/2+1=3]

Meanwhile Ryan was continuing his treck towards the castle, and was now next to the walls. If somone had been standing guard, they would had been increadibly confused by what apeared to be a moving sauna.

Go examine the rock. If it starts moving, stay a good distance away.

LUCK [8]

Leo decided to investigate this strange rock formation, and walks down towards it. As he closes in, the rocks turn out to be a shrine dedicated to the volcano. In the middle of the shrine there is a sacrificial altar, a large bowl filled with liquid magma.

Head south, attempting to grow healing fruit.

SPD [(5+1)/2+1=4]
CMP [2]
POT [2]

Isaac, deciding to explore for a while, or mabye to simply take a walk, travells out south. His good physicue allowing him to reach hills within a short ammount of time. His next growth project, however, creates less than desirable results in form of blue collored grass.
_____________________________________________________________________________________________

I'll put out map later as Jase decided that going in a portal is too mainstream and pulled out a landscape through it instead.
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on July 05, 2014, 06:19:34 pm
Try again to grow healing fruit!
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 05, 2014, 06:45:14 pm
MOAR POWA!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Roll to magic
Post by: Beirus on July 05, 2014, 07:09:03 pm
((Powerful mages don't go to different dimensions, they bring the dimension to them. Not sure if that was beneficial or not, though.))

Aether sense my new surroundings for anything interesting.
Title: Re: Roll to magic
Post by: Scotsmen on July 05, 2014, 07:16:49 pm
Tentatively put a shard into the altar, to see what happens.
Title: Re: Roll to magic
Post by: Crimson on July 05, 2014, 08:12:58 pm
Wake up then try to meditate to alleviate the pain.
Title: Re: Roll to magic
Post by: NAV on July 05, 2014, 08:27:38 pm
Try again to grow healing fruit!
>:( :P

Heal the jellyfish stings, deposit the box on shore, and keep looking.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 06, 2014, 12:26:22 am
((...I don't have eyebrows. Whatever.))
Transform the throne's legs (-1) Into wheels of gold.
Title: Re: Roll to magic
Post by: Sarrak on July 06, 2014, 02:33:41 am
"Perhaps, it's time to kill someone... But my magic raises concern."

In the last attempt to fiddle with magic, I try to summon a shadow cloak for myself.
Title: Re: Roll to magic
Post by: DreamerGhost on July 07, 2014, 07:12:05 am
Waiting for 4maskwolf to post.
Title: Re: Roll to magic
Post by: 4maskwolf on July 07, 2014, 08:35:26 am
Waiting for 4maskwolf to post.
Waiting for the map to be posted
Title: Re: Roll to magic
Post by: DreamerGhost on July 07, 2014, 12:34:28 pm
Waiting for 4maskwolf to post.
Waiting for the map to be posted

It did not change anything within walking distance from you (and most others), so I planned to insert in in next turn, but here it is.

Spoiler: Map (click to show/hide)
Title: Re: Roll to magic
Post by: Beirus on July 07, 2014, 12:47:41 pm
((What kind of terrain am I standing in? Also, is that empty space or void bordering the snow?))
Title: Re: Roll to magic
Post by: DreamerGhost on July 07, 2014, 12:52:43 pm
((What kind of terrain am I standing in? Also, is that empty space or void bordering the snow?))

You know Starcraft? You are standing in zerg-ish grass. It may or may not try to eat you. Stars are empty space, whole map is surounded by it, you can push people off the map so that they would fall to their doom. Also, that is not snow.
Title: Re: Roll to magic
Post by: 4maskwolf on July 07, 2014, 01:02:08 pm
enter the castle and blast (Kirby?  The one who is the pink dot) with a fireball.  Ranged and summon -2.
Title: Re: Roll to magic
Post by: Beirus on July 07, 2014, 01:06:13 pm
((Not snow? What is it, a field of cocaine? Because I can work with that. Also, really want to get out of the zerg grass, but I'm afraid it reacts to movement.))
Title: Re: Roll to magic
Post by: DreamerGhost on July 07, 2014, 06:32:19 pm
Turn 7
_____________________________________________________________________________________________
Try again to grow healing fruit!

CMP [4]
POT [4]

Isaac once again tried to grow the elusive medical plant that bore healing fruit. He wove the spell with skill and power, his magic bore into the ground, and outwards bursted a small tree, all entirely green, with a single pink fruit.

MOAR POWA!!!!!!!!!!!!!!!!!!!!!!!!!!!!

CMP [1]
POT [3+2]
LUCK [2]

David, angered by his recent failures, lashed out with another spell. His anger fuelled the power, but clouded his mind. Once again, David found the horizon rising as the pit in which he stood gained depth. Dirt walls around him reached almost three meters in height now. "Well this can't get any worse" David exclaimed, and right after his words, brittle dirt that formed the walls around him collapsed inwards, trapping David up to his waist.

((Powerful mages don't go to different dimensions, they bring the dimension to them. Not sure if that was beneficial or not, though.))

Aether sense my new surroundings for anything interesting.

CMP [3+1]
POT [6+1]
LUCK [9]

Jase, faced with unknown and alien landscape, chose to examine his surrounding without any quick moves, as not to anger leathery grass that grew under his feet. He focused search spell, and was almost overwhelmed by the amount of information that washed over him. The spell informed him of every blade of grass and every particle of dirt that surrounded him. Jase barely managed to cut the spell before it caused permanent damage. As mage was recovering from information influx, he heard a echoing voice from behind.

W͟e̵͢ ̷w͟͢͞e̵r̸̕e̵ ̀̀͡c̴a̧͏p̛͏t͜͠u͢͜͢r̴̕e͟d̵҉ ͜͏b͠͠y̢͏ ̨̢҉Ą̴͜r̶͜͡c͞͡h̶͏m̨̕a̧͢g̶̷e͘͞ ͢T͝҉h́͠o̧̢l͏҉̢m̸̶i̵҉us ̢͘͡a҉̛n͢͏d̀͘ ̢͘i̴̴̕m҉p̕r̵̕ì̀so͝͡n͡͡ęd͞ ̧h̛͝e͡re̵,̧̧ ҉t҉̛o̷͜҉ ͢p̛r̡̨͡o҉̕͟v̨҉į̀͠de̕͜ ̸c͘͏h̴a̕͠l̴e͘n͘͘ǵ͜e ͞҉ţ̡͜ó ̛̀͢t͡͠͝h͠ơ̴s̸͞e th̢̡a̴͜͝t ̵́w͏͏óùĺ̴͝d̵ ̵co̧͜͡m͢ȩ͟. ҉͟B̵y̴̢͡ ̵̕͠d̡̧e̷͢st̶r҉̛o̢̧̡yi̡ng ̧̀͝ţ͟h̷͘e̢͞ ͜͢p̸̨ļ͞a̴̷na̸͜͢r ̨͞s̕h̛̕i̶̴f̨t̴e͏r̷,̡҉ ̛yo̵͏̕ư͝ ͏̷҉h̨̀à͟v͡e̵ ̧͜d́es͏͘t̀r̷̡͠oy҉e͘͝d̴ ̸̨̕ou̴̸r͠ ͞p̡͠r̸͜į͡s̡̀ò̀n̛҉͟ ̵͠a҉̛ǹ̷d̵ ̶͝fr҉͡ę͢҉è̕d̴ ̴̧ù̶̵ş̷.̧̀ ̵̕F͜͞o̵r͟ ̷̴͜t̡hi͠s͏, ̴҉w̢̧e̶̢͝ t͘͝ha̵ǹ̨͜k͢͠ ̴̀y͟͞óu̕.

As Jase turns around, he is greeted by three humanoid figures, slightly over 2m tall, looking like lean cthulhu's in robes. They stretched out their hands forward, and aethermancer is overcome with visions of mysterious magical powers that were used to make this plane. After Jase woke up, the cthulhu trio were gone, and Jase remembered new spells, he had never known before.
(Summoning affinity gained)

Tentatively put a shard into the altar, to see what happens.

LUCK [4]

Leo inserted one of his soul shards into the magma altar and stepped back as magma formed in a small vulpine being. The creature looked at Leo intensely; scanning him with what would had been eyes on a flesh being. Just as silence was becoming uncomfortable, the fox being spoke to Leo.

I am the spirit of this temple, and I sense your atunment to the flame. My worshipers all disappeared, and I was left alone and powerless. But you have found my temple, you have raised me from my slumber, and I have judged you worthy of becoming my prophet in this land. I sense combat in your plans, so I shall help you. Though a single worshiper is not enough to sate my hunger, before you bring my voice to heathens I shall require extra sustenance, I desire souls to devour. But you need not fear, for my subjects are safe from my hunger, and there are none that would be able to oppose me, the great Irus!

(-4 shards from every kill, + a magical minion)

Wake up then try to meditate to alleviate the pain.

END [1]

Crimson remained unconcious.

Try again to grow healing fruit!
>:( :P

Heal the jellyfish stings, deposit the box on shore, and keep looking.

CMP [2+1=3]
POT [6+1=7]

James quickly whipped up a minor healing spell to deal with damage he had sustained. Tiny wounds through which the jellyfish poison had entered his bloodstream closed up, forcing poison that lingered in the wounds to enter James' bloodstream. Now his whole body was itchy. But hey, at least he had his companion box.

((...I don't have eyebrows. Whatever.))
Transform the throne's legs (-1) Into wheels of gold.

CMP [2]
POT [5+1=6]

Kirby, giving up on turning his body back into flesh and blood he was used to, tried to gain some mobility instead. Well, if he was able to use his legs, those roller-skates that grew out of his feet would be real useful.

"Perhaps, it's time to kill someone... But my magic raises concern."

In the last attempt to fiddle with magic, I try to summon a shadow cloak for myself.

CMP [2]
POT [3-1=2]

"Screw it, last try" exclaimed Whaz as he tried to conjure a cloak of shadows. He could feel the spell crumble away before it even finished. It was not a good day for the dark team.

enter the castle and blast (Kirby?  The one who is the pink dot) with a fireball.  Ranged and summon -2.

LUCK [7]

Ryan, deciding that it was about time somebody died here, infiltrated the castle in which a few mages resided, or at least he remembered a few running this way at the start. And where else they could be if not the throne room. Treasury would be a viable option, but throne room was as good place as any, and Ryan had to start somewhere. Today he was in luck. Throne room proved to be easy to find, and the opponent that was there could have hardly been more crippled. Chained to a massive and heavy golden throne, with limbs transformed into the same heavy metal. Truly, a target more immobile and helpless was hard to imagine.

CMP [2+1-2]
POT [3+1]

Grinning, Ryan conjured a flame to incinerate this hapless mage, only for it to explode in his hand, burning off some of Ryan's hair and setting all nearby torches aflame.
_____________________________________________________________________________________________

Spoiler: Map (click to show/hide)
Title: Re: Roll to magic
Post by: Scotsmen on July 07, 2014, 06:41:37 pm
Ooooo, a minion!
Tired of the lack of action, head back towards Shipwreck Lake, with the firefox Irus following.
Title: Re: Roll to magic
Post by: NAV on July 07, 2014, 06:46:17 pm
I can't return to base with nothing but an empty box. Keep searching the shoreline for anything of value. Especially bottles.

And use my healing magic to purge the jellyfish venom from my body.
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on July 07, 2014, 06:50:52 pm
Head to the castle and attempt to grow plants over the entryway, after grabbing the healing fruit.

((I want to cover the castle))
((Did I grab some of those seeds?))
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 07, 2014, 07:17:57 pm
((Where on the human body is the hilt?))
Title: Re: Roll to magic
Post by: DreamerGhost on July 07, 2014, 07:28:29 pm
((Where on the human body is the hilt?))

That was suposted to be waist. My native language is not english and it realy shows sometimes.
Title: Re: Roll to magic
Post by: The Froggy Ninja on July 07, 2014, 08:10:34 pm
Create a ritual of flight around my self and try to fly out of the ground.
Title: Re: Roll to magic
Post by: Beirus on July 08, 2014, 12:12:27 am
((Grrr, so many Error 500s making it hard to post.))

Test out my new affinity by summoning something that will be PMed.
Title: Re: Roll to magic
Post by: BlitzDungeoneer on July 08, 2014, 01:04:00 am
Transform the chair's legs into wheels.
Title: Re: Roll to magic
Post by: Scotsmen on July 08, 2014, 01:06:24 am
((Grrr, so many Error 500s making it hard to post.))
((Heey, I'm not the only one getting that?))
Title: Re: Roll to magic
Post by: Cptn Kaladin Anrizlokum on July 08, 2014, 01:16:12 am
((Grrr, so many Error 500s making it hard to post.))
((Heey, I'm not the only one getting that?))
((Everyone is, with the update and all))
Title: Re: Roll to magic
Post by: Sarrak on July 08, 2014, 01:41:19 am
Ha. Ha. Ha... Now I'm really mad.

Silently, Whaz goes through the castle, axe in hands - somehow, now he believed this darkened steel more than his own magic.

Use my speed to run and hack anyone encountered into tiny little pieces.
Title: Re: Roll to magic
Post by: Crimson on July 08, 2014, 02:23:17 am
Have a dream regarding random stuff.
Title: Re: Roll to magic
Post by: DreamerGhost on July 08, 2014, 02:44:14 am
((Grrr, so many Error 500s making it hard to post.))
((Heey, I'm not the only one getting that?))
((Everyone is, with the update and all))

Servers are hopelessly on fire, though can you realy blame anyone?
Title: Re: Roll to magic
Post by: Beirus on July 08, 2014, 02:53:53 am
((Grrr, so many Error 500s making it hard to post.))
((Heey, I'm not the only one getting that?))
((Everyone is, with the update and all))

Servers are hopelessly on fire, though can you realy blame anyone?
((Yes, yes I can. They wouldn't deserve it, but I can.))
Title: Re: Roll to magic
Post by: DreamerGhost on July 10, 2014, 10:25:28 am
We are lacking 4maskwolfs action to proceed, though judging by his forum activity, he's curently bussy playing 0.40.01. As being beta tester is hounourable and glorious task, I shall wait a day or two more.
Title: Re: Roll to magic
Post by: 4maskwolf on July 10, 2014, 11:10:16 am
Son of a... I keep forgetting this, don't I.  I am so sorry about that.

Another fireball
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 10, 2014, 03:06:10 pm
Turn 8
_____________________________________________________________________________________________

Ooooo, a minion!
Tired of the lack of action, head back towards Shipwreck Lake, with the firefox Irus following.

SPD [(2)/2+1=2]

Leo, seeking entertainment, traveled southwest while observing god complex aflicted firefox. It seemed content for now with seting whatever was left of chared forest on fire.

I can't return to base with nothing but an empty box. Keep searching the shoreline for anything of value. Especially bottles.

And use my healing magic to purge the jellyfish venom from my body.


CMP [6]
POT [5]
END [1]

James annoyed by constant ichyness, fashioned a spell to purge the poison. In a rather violent and painfull way, poison exited James' body in a puf of steam from every pore. While no real damage was done, James sucumbed to pain and fell down, only slightly relieved by the fact that pain was quicly fading away.

Head to the castle and attempt to grow plants over the entryway, after grabbing the healing fruit.

((I want to cover the castle))
((Did I grab some of those seeds?))

SPD [(4)/2+1=3]
CMP [4+1=5]
POT [2]

While the castle certainly looked old, it bore no signs of being here for a long time. No moss on the walls, no trees in the courtyard, no vines in the rooms, nothing! Well, Isaac just couldn't allow it. He wove a spell, wispered upon a seed and threw it all in the entryway. Resulting semingly mowed lawn of grass
 was less than spectacular, but it was a start.

Create a ritual of flight around my self and try to fly out of the ground.

CMP [6]
POT [6+2]
END [4-1]

David was not about just stay here and accept his luck wanting him to be a plant. He would not just bend over and take it. Such and simmiliar phrases David murmured while painting a few runes over his own chest. With an angry shout he cast the spell and flew out of the ground like a bullet, pieces of dirt lying aside. He rose out of the ground, then out of the pit, and then a meter or so further, before spell ended and David fell like a rock back in the pit. Ground was soft after being losened by previous spells, but the fall still knocked wind out of Davids lungs. Mabye he would take this one lying down just this one time.

((Grrr, so many Error 500s making it hard to post.))

Test out my new affinity by summoning something that will be PMed.

CMP [3]
POT [1+1]
LUCK [7]

A single steel wheel, size of an bottle cap apeared before Jase. As he picked up the result of a failed summon, he discovered that it had surprisingly sharp edges. Cursing, newbie summoner threw away his creation and silently considered summoning a band-aid next.

Transform the chair's legs into wheels.
Ha. Ha. Ha... Now I'm really mad.

Silently, Whaz goes through the castle, axe in hands - somehow, now he believed this darkened steel more than his own magic.

Use my speed to run and hack anyone encountered into tiny little pieces.
Son of a... I keep forgetting this, don't I.  I am so sorry about that.

Another fireball

CMP [2+1=3]
POT [3+1=4]
LUCK [3]


LUCK [9]
SPD [6+1=7]
STR [4]
END [6]

CMP [1]
POT [6+1=7]
END [2]
LUCK [10]

Kirby did not give up on his dreams of mobility, despite some man trying to kill him. That guy did not seem competent enough to do the job. "Though, he might just be having a string of bad luck same as I" thought the round mage to himself as his hands turned into wheels.

Ryan, angered and confused by Kirbys antics, prepeared another fireball, pouring massive quantities of power into this one. But in his anger, he failed to direct the spell and the fireball that was meant for the round mage leaked back in pyromancers hand, overflowing them with fire energies. In a flash of light, both of Ryans hands turned into ever burning charcoal. He fell aside screaming in pain, just as Whaz whizzed past him.

Whaz was out for blood; he had a very deadly axe, his mind burned with anger of failed spells, his eyes were looking for something to kill. Just as he ran through casttle corridors looking for prey, is ears caught a scream comming from just around the corner. With a grin, Whaz rushed forward, as he looked through a doorway, a most pleasant sight visited his eyes. That ball shaped mage, half deformed half chained, all helpless. With a might roar and a mightyer leap Whaz cleared distance to the throne, his axe flying in a terrifying overhead arc. Whaz struc true, his weapon smashed apart bone, cleaved through the brain and pink mage was no more. But in his mighty charge, Whaz overestimated his ability to stop, his feet skid across the floor, and he fell upon the very same axe that killed Kirby. Shadow mage cried out in anger and pain as axe that he held just a second ago was now firmly stuck in his sternum.

Have a dream regarding random stuff.

LUCK [6]
END [6]

Crimson went deeper in his unconciousness, towards where he would usualy only go in his sleep. There, he met a
Spoiler: Strange creature (click to show/hide)
that told the mage to get up. Deeply disturbed, Crimson opened his eyes and got up on his legs in a fraction of a second, scaring away a small bear that was eating the beehive that Crimson had disturbed.
_____________________________________________________________________________________________

Sternum is the bone that conects true ribs in your chest.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 10, 2014, 03:15:26 pm
Climb out of the pit and then MOAR ROCK BOTTLE MAGICK!!!!!!!
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 10, 2014, 03:17:20 pm
Attempt to cover the keep in large vines, even the roof.
Then, try to grow blue fruit trees outside the castle, with poison curing properties.
(The vines are more important)

If I see another player, will the lawn to pull them down.
Title: Re: Roll to Magic: We have first death
Post by: Scotsmen on July 10, 2014, 03:22:24 pm
Keep heading toward the treehouse. While going there, grab a stick or a blade of grass, or something flammable, and carry it with me.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 10, 2014, 03:39:50 pm
Get up.
Keep searching the shoreline for things.
Can the box be used as a boat?
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 10, 2014, 04:14:11 pm
"Pain... Pain is NOTHING!"

Gloomy mage glanced at his further darkening robe.

"Oh. I suppose, bloodloss is still a significant factor."

Six shards for potency. Seven - for random minion... Myself, I summon solid shadow onto fire mage head.

((BTW, what could an overshot in Endurance mean?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 10, 2014, 04:17:16 pm
Your overshot got the axe stuck. If it was 5, axe would had bounced off bone, at 4 it would had cut into bone but not got stuck.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 10, 2014, 04:19:02 pm
That means that I really shouldn't put any more points in Endurance. Or this would end hilariously bad.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 10, 2014, 04:19:25 pm
((I think Whaz the Gloomy is in need of a healer ehhhh?))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 10, 2014, 04:21:48 pm
((Nope, I'm perfectly fine. All this blood is just tomato sauce. Probably. Yeah... *faints*))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 10, 2014, 04:36:54 pm
Use the fire still smoldering to make hands for myself out of solid fire: solid (-1)  Also, avoid crazy McAxeman's spell.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 10, 2014, 04:39:30 pm
((Can we get some inventory/status sheets in the OP?))
"Come to our shop! We have reasonable prices and will have an expanded inventory after our next sale."
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 10, 2014, 05:02:17 pm
That means that I really shouldn't put any more points in Endurance. Or this would end hilariously bad.



All the bonus is aplied to result of the roll, not to the roll itself.

Example:

Mook A punches Mook B in the face.
a)STR roll = 5 + 3
  Mook A crushes Mooks B head with the punch.
b)STR roll = 6 + 3
  Mook A crushes Mooks B head with the punch. Three of Mooks A fingers were broken by the froce of the punch.


You don't need to worry about that. Yes, that has been there since the game began.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 10, 2014, 05:10:24 pm
((I still wince every time I see DreamerGhost's signature because I was part of the death of cutthroat DF.  Sorry about that, by the way, I don't think I ever apologized for it.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 10, 2014, 05:28:45 pm
((I still wince every time I see DreamerGhost's signature because I was part of the death of cutthroat DF.  Sorry about that, by the way, I don't think I ever apologized for it.))

You shouldn't be sorry. Idea was good, but execution was poor, I blame mostly myself for waiting too long. I should had started with two or three people, instead of waiting for five, the waiting time between turns that I planed did not help either. This is internet, average atention span is below a minute, and I failed to take that into account.

On a brigter note, I got char sheets in google doc, go check it out.

https://docs.google.com/spreadsheets/d/1zSiUlK2hYgWyW3m16miIFWBd1F3kdi0kOG3L6XCz8nE/edit?usp=sharing
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 10, 2014, 05:38:13 pm
You gave James (And some other people) the wrong stats in that spreadsheet.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 10, 2014, 05:41:27 pm
((You forgot to add "but with an axe in the sternum" to my "Fine" status description. Sorry about forgetting how bonuses are applied - I have really no excuse, re-reading it several times since the game start.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 10, 2014, 05:44:28 pm
You gave James (And some other people) the wrong stats in that spreadsheet.

Fixed now. It was you and 4maskwolf who had wrong stats, happened since I was looking at other persons stats while writing them down. If you see discrepancies, report them and I'll fix them.

((You forgot to add "but with an axe in the sternum" to my "Fine" status description. Sorry about forgetting how bonuses are applied - I have really no excuse, re-reading it several times since the game start.))

Fix'd. And you do have an excuse, most RTDs don't add that rule.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 10, 2014, 06:21:30 pm
"Instant karma... I'm very sorry!"

Apologize to... uhm... the forest? Then head south towards the mountains.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 10, 2014, 06:23:14 pm
Let's try that a bit different. Summon something that will let me fly (-1).
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 11, 2014, 04:46:15 pm
Turn 9
_________________________________________________________________________________
Climb out of the pit and then MOAR ROCK BOTTLE MAGICK!!!!!!!

DEX [1-1=0]
END [4-1=3]

David, unsatisfied with his curent position compared to that of sea level, jumped and grabed the edge of the pit and pulled himself upwards. Dirt, not being the surdiest of materials, crumbled in David's hands, and runemancer fell back in the hole, managing to hit a stone with his head. David managed to retain his conciousnes through pain and inspect the damage. His head was bleeding, and he felt nauseous from impact, but this was not letheal. Not on it's own at least. Skiping those physical ed clases back at the magic school did not seem like such a great idea by now.

Attempt to cover the keep in large vines, even the roof.
Then, try to grow blue fruit trees outside the castle, with poison curing properties.
(The vines are more important)

If I see another player, will the lawn to pull them down.

CMP [1+1=2]
POT [6]

Isaac continued his asthetic improvements upon the castle. By his will, thick vines shot out of the ground, converged around him, covering the mage from nech to toe, biding him firmly in place. Mistake in designation part, maybe?

Keep heading toward the treehouse. While going there, grab a stick or a blade of grass, or something flammable, and carry it with me.

SPD [(6)/2+1=4]
LUCK [2]

Leo looked around to find something flamable within the chared forrest and was unpleasantl surprised when he found nothing that would suit his goals. All grass had long since turned to ash, and all small branches had burned off the trees, leaving only those that were too large to break off. Annoyed by this lack of resources, Leo continued his trip towards the lakeside treehouse, his anger hasting the steps, he did not even notice that he had arrived at his destination. Among the trees, there were several suspiciously looking holes, possibly pit traps in making.

Get up.
Keep searching the shoreline for things.
Can the box be used as a boat?


Luck [9]

James, recovered from his previous violent success, evaluated the box he had found. It was a sturdy thing, had no holes, and was large enough to use as a makeshift boat. Before trying out the seaworthyness of the box, James looked around the shoreline for anything interesting. His keen eyes, trained for years to notice any abnormalities noticed something sticking out of the water. As he walked over to inspect it, James noticed that it was a long coral formation. The formation seperated from the bottom of the lake easily, revealing a coral staff, meter and a half in length. As James griped the staf firmly in his hand, he could feel his power surging.

(+1 staff of power aquired)

"Pain... Pain is NOTHING!"

Gloomy mage glanced at his further darkening robe.

"Oh. I suppose, bloodloss is still a significant factor."

Six shards for potency. Seven - for random minion... Myself, I summon solid shadow onto fire mage head.

((BTW, what could an overshot in Endurance mean?))

Use the fire still smoldering to make hands for myself out of solid fire: solid (-1)  Also, avoid crazy McAxeman's spell.

CMP [5-1=4]
POT [6]
LUCK [10]
SPD[5+1=6]

CMP [3]
POT [6]
SPD [4]
DEX [6]

Whaz wasted no time after his kill. Without even bothering to pull out the axe he charged forward at Ryan, hand outstreched forward. It did not take long for his target to figure out what was up and roll away just in time. Whaz cast his spell, and just in front of his palm a cubic meter of solid black apeared. It fell on the ground slowly like a balloon, while Whaz stood and wachend in disbelief as his magic succeded for the first time.

Ryan wasted no time after rolling away. Even though he sliped on a golden chalice that was roling on the floor since Kirby's experiements and fell down in a nishe where throne used to be, he still csat his spell. James' hads seared with heat, the charcoal that was where flesh used to be started glowing red with heat. Had this not been magical heat, pyromancer would be screaming in pain once again.

Annoyed by both his miss and pyromancer arming himself with searing claws for hands, Whaz decided that it was time to call for some help. And he had just the thing. Umbramancer crushed seven shards in his hand and called out with his mind. A massie yet nimble figure apeared before him. A pale skined female naga, rising as tall as a man, with several meters of muscular tail behind her, armed with six fearsome steel blades held in her six arms. She turned to whaz and he noticed that there was a small crown decorating her head. When she spoke, her voice seemed to be as calm and as calm as higest mountainpeaks. [color=]"You called and I answered, master."[/color]

"Instant karma... I'm very sorry!"

Apologize to... uhm... the forest? Then head south towards the mountains.

SPD [(1)/2+1=1.5]

Crimson, still deply disturbed by his own mind, apologised to whatever spirits could had inhabited the forest and set out southwards. His apology might have just worked, as mage had no troubles all the way out of the forest.

Let's try that a bit different. Summon something that will let me fly (-1).


CMP [3]
POT [2+1=3]
LUCK [1]
DEX [1]
END[5]

Jase continued to try and create some sort of means of transport. He forced out his spell, and it manifested in a single feathered wing, half a meter in lenght, made entirely out of acid.  he tried to dodge the splaters, but the fleshy grass proved to be slipery, and Jase's left foot ended up right in the pudle of acid. Mage barely managed so suppress a scream, fearfull of whatever beasts might roam this alien landscape.

_________________________________________________________________________________

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 11, 2014, 04:52:06 pm
Magic the vines to root into my skin instead of the ground, giving me vine limbs.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 11, 2014, 05:19:28 pm
((Just a heads up, my character sheet says I have 5 shards, but I thought I used them to activate the portal.))

Third times the charm, right? Summon something that will let me fly (-1) out of solid (-1) Aether.
Title: Re: Roll to Magic: We have first death
Post by: Scotsmen on July 11, 2014, 05:43:06 pm
Blast whoever I find with a fireball, using Ranged and Summon. Also use 3 shards on the fireball, so I don't just kill myself. Then get Irus to finish the person off.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 11, 2014, 05:52:36 pm
Blast whoever I find with a fireball, using Ranged and Summon. Also use 1 shard on the fireball, so I don't just kill myself.

You need 3 shards to add a +1 to CMP on your spell.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 11, 2014, 06:01:11 pm
"James! Get your ass back here and save me from this lunatic! Come on guy. I'll give you a fifty percent discount on a wand of holding."
Runes of Protection -1
Title: Re: Roll to Magic: We have first death
Post by: Scotsmen on July 11, 2014, 06:01:51 pm
Blast whoever I find with a fireball, using Ranged and Summon. Also use 1 shard on the fireball, so I don't just kill myself.

You need 3 shards to add a +1 to CMP on your spell.
Whoops. Fixed. Also edited a bit more.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 11, 2014, 06:37:15 pm
kill Umbral Mage before his minion can kill me.  By incinerating him with a touch.

That shouldn't use any modifiers, should it?  Because my hands are made of fire, and it's a touch attack.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 11, 2014, 06:49:11 pm
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 11, 2014, 06:54:19 pm
kill Umbral Mage before his minion can kill me.  By incinerating him with a touch.

That shouldn't use any modifiers, should it?  Because my hands are made of fire, and it's a touch attack.

Your hands are not made of fire, but they are searing hot. And a touch wont incinerate Whaz, though it would burn him pretty bad.

Unless you are using a spell here. Then yeah, you can kill him with a touch if your spell succeds.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 11, 2014, 07:00:30 pm
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.
this will likely be a backup in case bargaining doesn't work right? Also does summoning cover inanimate objects?
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 11, 2014, 07:09:18 pm
kill Umbral Mage before his minion can kill me.  By incinerating him with a touch.

That shouldn't use any modifiers, should it?  Because my hands are made of fire, and it's a touch attack.

Your hands are not made of fire, but they are searing hot. And a touch wont incinerate Whaz, though it would burn him pretty bad.

Unless you are using a spell here. Then yeah, you can kill him with a touch if your spell succeds.
This is a spell.  I was asking you about the penalties therein.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 11, 2014, 07:14:08 pm
Continue on my trek to the south.
Title: Re: Roll to Magic: We have first death
Post by: Scotsmen on July 11, 2014, 07:46:56 pm
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.
this will likely be a backup in case bargaining doesn't work right? Also does summoning cover inanimate objects?
Bargaining? Bargaining? You mock me.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 11, 2014, 08:05:33 pm
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.
this will likely be a backup in case bargaining doesn't work right? Also does summoning cover inanimate objects?
Bargaining? Bargaining? You mock me.
No I don't it's two against one. I can make traps and NAV can seal your thought with scar tissue. We simply. Choose not to and instead became profiteers we would be more than willing to sell you wands but if you attack us chances are one of us will kill you.
Title: Re: Roll to Magic: We have first death
Post by: Scotsmen on July 11, 2014, 08:09:13 pm
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.
this will likely be a backup in case bargaining doesn't work right? Also does summoning cover inanimate objects?
Bargaining? Bargaining? You mock me.
No I don't it's two against one. I can make traps and NAV can seal your thought with scar tissue. We simply. Choose not to and instead became profiteers we would be more than willing to sell you wands but if you attack us chances are one of us will kill you.
Two against two, actually. You forgot my fox. Who is an ancient fire god. Yeah, you'll probably beat us, but hey! then I get to make a new character who's affinity is magma (or rock), a much more useful substance.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 11, 2014, 08:44:59 pm
Whaz looked at magnificent guardian, summoned by the power of shards, and nodded to himself.

"Defend me from all these insolent mages until I say otherwise."

He made a gesture in general direction of fire-clawed one, not actually seeing him from his spot.

Take my time to study axe stuck in my body. Can it be removed without grievous wounding?
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 14, 2014, 04:48:54 pm
Turn 10
___________________________________________________________________________________

Magic the vines to root into my skin instead of the ground, giving me vine limbs.

CMP [4+1=5]
POT [2]

Isaac tried to make the best of the situation, but vines barely moved. While, it could had been much worse, lack of progress was also a problem.

((Just a heads up, my character sheet says I have 5 shards, but I thought I used them to activate the portal.))

Third times the charm, right? Summon something that will let me fly (-1) out of solid (-1) Aether.

CMP [1-1=0]
POT [3+1=4]

Jase chose to return back to what he knew and mix it with what he had just learned. As he started the spell, he immedietly felt that something was wrong. Jase felt as if his heart had  stopped, as if his mind was torn away from his body, as if he had died and then in a second it passed. With horror, Jase realised that he had boched the spell so hard that his soul almost flew out of his body.

Blast whoever I find with a fireball, using Ranged and Summon. Also use 3 shards on the fireball, so I don't just kill myself. Then get Irus to finish the person off.
"James! Get your ass back here and save me from this lunatic! Come on guy. I'll give you a fifty percent discount on a wand of holding."
Runes of Protection -1
Sprint back to base, stand in David's protection rune. Give Leo and his pet rapid uncontrolled mitosis(Ranged). Use the staff of power.

SPD [3]
CMP [6]
POT [4]

SPD [2]
CMP [4]
POT [6]


SPD [1-1=0]


SPD [1]
CMP [5]
POT [6+1+1=8]


Leo acompanied by a firefox with a god complex, found themselfes on an edge of a pit. Inside the pit, they found a tall sly looking man, who was rather dizzy from a fall just moments before. Not being one to refuse such an opportunity, Leo conjured a large fireball of intence heat, it was so hot that it actualy singed Leo's fingers. With a roar his mighty spell flew forth, burning the man in the pit severely. When flames finaly subsided, most of David's clothes were burnt off, revealing masive paches of seared flesh. But it was not yet over, as Irus breathed out a whole cloud of flame upon the unlucky runemage. Fire was still burning in the pit when firefox jumped over it and snached the soul of unfortunate mage.

James had walked quite a way from where he had set up camp with David, and it was a factor that cost him dearly. He ran as fast as he could when he heard David call for help, but the distance was too great. When James finnaly arived at the campsite, David was lost in a pit of fire. "You bastard" he shouted towards Leo, "I will kill you for this, and it will not be quick"
With that, he forged a mighty spell and sent it down offending pyromages throath. Cancerous growth sprawled over entire breathing system of Leo's, cuting off both his ability to breathe and his ability to speak. Despite what thet healer had promised, Leo felt that he had five minutes of life left, at best.
Suffocating {2}

kill Umbral Mage before his minion can kill me.  By incinerating him with a touch.

That shouldn't use any modifiers, should it?  Because my hands are made of fire, and it's a touch attack.
Whaz looked at magnificent guardian, summoned by the power of shards, and nodded to himself.

"Defend me from all these insolent mages until I say otherwise."

He made a gesture in general direction of fire-clawed one, not actually seeing him from his spot.

Take my time to study axe stuck in my body. Can it be removed without grievous wounding?

SPD [3]
DEX [1]
END [1]

SPD [2+1=3]

SPD [5+1=6]
STR [5+1=6]


The naga was first to jump to action, charging at Ryan, her muscular tail allowing her great speed even on solid land. Ryan, with his attention split betwen weaving a spell, observing the shadow mage and marveling at the mighty creature that was summoned, barely even registered that the fearsome warrior was charging at him. Indeed, the movement of a snake is far more quiet than human steps and thus, Ryan's attention was focused once again, this time on six swords that had pierced his chest. He was dead before sliding off the blades and hitting the ground.

Whaz, seemingly entirely uninterested in murder that was happening around him, examined the axe that was stuck in his chest. It was stuch firmly and hurt quite a bit, but if it had pierced any important veins or arteries he would had likely bled out by now. Pulling the axe out however, would be a difficult task, not aided in the slightest by the likely pain that would come with the procedure.

Continue on my trek to the south.

SPD [(3)/2+1=2.5]

Crimson, entirely oblivious to the battles that raged, continued his treck south. While Leaving forrest behind was a welcome change of pace, Crimson was rather surprised by the severe lack of mountains towards where he was going. Had he goten himself lost when traversing the forest paths? Where he expected to see a mountain range there was but a single mountain with a few trees on it. As Crimson pressed forward, more abnormalities became know. There were fields of white... something? It did not feel cold even at this distace, making snow variant quite unlikely. And beyond the fields was a land of sickly purple. Crimson stoped to rest on a hill before proceding further.

_________________________________________________________________________________

RNGesus was fickle and cruel today. Seems that Whaz is favored by RNG, but will it last?

Also, I added minnion stats to char sheet.

Spoiler: Map (click to show/hide)


Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 14, 2014, 05:56:44 pm
((Ha! Try to fire your way out of this one ya dingus! Can I just use the same character and be put on the waitlist?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 14, 2014, 06:32:56 pm
((Ha! Try to fire your way out of this one ya dingus! Can I just use the same character and be put on the waitlist?))

There is no waitlist, so you'd get right in the game. You can, but your previous character has failed you. Are you certain that another one will fare any better?
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 14, 2014, 07:36:59 pm
Try again! And if I see anyone, trap them in the grasses and hide in the vines.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 14, 2014, 07:46:34 pm
Let's try that one more time, but with regular aether.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 14, 2014, 09:00:05 pm
((Ha! Try to fire your way out of this one ya dingus! Can I just use the same character and be put on the waitlist?))

There is no waitlist, so you'd get right in the game. You can, but your previous character has failed you. Are you certain that another one will fare any better?
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 14, 2014, 10:22:12 pm
Name: Rohan Moore
Affinity: chemical reactions
STR: 4
DEX: 0
SPD: 4
END: 0
POT: 0
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 14, 2014, 10:29:27 pm
Cast the exact same spell on the firefox.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 14, 2014, 10:47:12 pm
"What the heck is this?"

Move towards the purple area, cautious of my surroundings.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 14, 2014, 11:04:05 pm
"What the heck is this?"

Move towards the purple area, cautious of my surroundings.
((Watch out for the grass. It might be carnivorous.))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 15, 2014, 01:18:14 am
((The question: can I use soul shards and/or environment/magic to improve my guardian stats? Also, I still had 2 shards left (spending 13 of them)... If Kirby spent nothing, of course, which I'll check now.))

((Changed color after you, it's more suitable for reading.))

"I'm greatly pleased. Indeed, had I not summoned you, it may have ended for me... Now, with enemies gone, and strife ahead, it's time to properly introduce myself. I'm Whaz the Gloomy, mage of Darkness and the newest ruler of this castle. How do I call you?"

(After introductions)
"I'm thinking now of securing this place under my will. Your presence would help - go and check the gates, before any other mages infiltrate. And they would, eventually. If there would be nothing of note, close the gate and return."

((I haven't found modifier, but I think it won't cost much. Thanks.))
Make my sternum axe ethereal. And get it out.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 15, 2014, 02:26:39 am
((Ha! Try to fire your way out of this one ya dingus! Can I just use the same character and be put on the waitlist?))
There is no waitlist, so you'd get right in the game. You can, but your previous character has failed you. Are you certain that another one will fare any better?
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
It is an interesting point... We collect souls here. So, does clone have a soul? I think he does not. Especially considering only soul of a mage counts.

DreamerGhost, as you said in introduction, "Dying breath of a mage can be crystalized, their power and skill traped in a physical container". Well, magical minions do have powers - although not as great as those of mages. Do we receive anything from killing them?
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 15, 2014, 06:56:31 am
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?

I'll accept a clone without the memories. We are abhorently metagaming here anyways.

Name: Rohan Moore
Affinity: chemical reactions
-snip-

I'll hold you on that. You'll need to provide the apropriate formula for every spell/reaction.

Cast the exact same spell on the firefox.

As the firefox is less fox and more magma, i.e. is a sentient lump of magma that has no cells, that ain't gonna work.
((The question: can I use soul shards and/or environment/magic to improve my guardian stats? Also, I still had 2 shards left (spending 13 of them)... If Kirby spent nothing, of course, which I'll check now.))

((I haven't found modifier, but I think it won't cost much.))
Make the axe (temporaly?), not solid shadow of itself. And get it out from my chest.

Yes you did, and no he didin't. I'll fix that. You can improve a summon with the ammount of shards equal to the LUCK roll that summoned it. I'll also add "ethereal" mod to the mod list as a basic mod that does what you want.

DreamerGhost, as you said in introduction, "Dying breath of a mage can be crystalized, their power and skill traped in a physical container". Well, magical minions do have powers - although not as great as those of mages. Do we receive anything from killing them?

Another thing to add to OP. Non-magical minions give you shards equal to half of their summoning LUCK roll, magical minions give full respective LUCK roll of shards.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 15, 2014, 09:14:03 am
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
I'll accept a clone without the memories. We are abhorently metagaming here anyways.
I meant memories up until I entered the portal.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 15, 2014, 09:56:26 am
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
I'll accept a clone without the memories. We are abhorently metagaming here anyways.
I meant memories up until I entered the portal.

Oh, it's ok then. If I had let you have in-game memories preserved, I'd have to let evryone through, which would open all kinds of nasty metagaming chances.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 15, 2014, 09:58:55 am
Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
I'll accept a clone without the memories. We are abhorently metagaming here anyways.
I meant memories up until I entered the portal.

Oh, it's ok then. If I had let you have in-game memories preserved, I'd have to let evryone through, which would open all kinds of nasty metagaming chances.
((It's mostly so I would have a reason to have the exact same goals as last time.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 15, 2014, 08:28:18 pm
Waiting for Scotsmen to post and for NAV and 4maskwolf to confirm their decisions.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 15, 2014, 08:58:36 pm
Kick the firefox. Heal myself if I get hurt.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 15, 2014, 10:13:16 pm
4mask confirming his decisions, you're going to regret letting me do this :P
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 17, 2014, 06:47:18 pm
Turn 11
________________________________________________________________________________

Try again! And if I see anyone, trap them in the grasses and hide in the vines.

CMP [1]
POT [3]

Isaac continued with his atempts to make the best out of a bad situation, but only managed to make vines bind him even more. In certain cicrles of magi, this is considered the most annimal friendly way of bondage pleasure, as no leather is used.

((The question: can I use soul shards and/or environment/magic to improve my guardian stats? Also, I still had 2 shards left (spending 13 of them)... If Kirby spent nothing, of course, which I'll check now.))

((Changed color after you, it's more suitable for reading.))

"I'm greatly pleased. Indeed, had I not summoned you, it may have ended for me... Now, with enemies gone, and strife ahead, it's time to properly introduce myself. I'm Whaz the Gloomy, mage of Darkness and the newest ruler of this castle. How do I call you?"

(After introductions)
"I'm thinking now of securing this place under my will. Your presence would help - go and check the gates, before any other mages infiltrate. And they would, eventually. If there would be nothing of note, close the gate and return."

((I haven't found modifier, but I think it won't cost much. Thanks.))
Make my sternum axe ethereal. And get it out.

"My name is Mezala, it is an honor to be summoned here. From what I have seen durning my short visit here, you seem to be the most competent. I shall return soon."

Mezala bowed slightly, and slithered out. Whaz decided not to waste time deducing wether or not that was more of a noding than bowing an deal with the axe that was stuck in his chest.

CMP [5]
POT [3]

Darkness tint surounding the axe turns ethereal, making axe slightly thiner than it was before, making it slide out of the wound effortlessly. Just a moment later, spell times out and axe returns back to its previous state. "Entirely as I planed" murmured Whaz in case somone invisible was listening. Now the bleeding, was not exactly planed, though consdering where axe had hit, it was a minor detail compared to what could had happened.
{Bleeding I}

Let's try that one more time, but with regular aether.

CMP [6]
POT [6+1=7]
END [4]

Still shocked by previous mistake, Jase proceded to weave his next spell very carefully. Making sure to account for any possible and immpossible complications, pouring massive ammounts of energy as not to have the spell colapse. The result was no less than mindshatering, as spell once again affected Jases soul, binding it to aether, changing it, forming it to fit what was requested. If anyone who was able to see souls would had looked at Jase durning this transformation, thoy would had been amazed as massive wings formed and atached Jases back. But the spell did not end there. When spirit wings finished forming, the power conected to physical dimension, starting to form and connect wings to physical body. Most readily availiable and compatiable material was air. Powerfull wind curents formed as air rushed into forming wings of Jase. Magical equivalent of nerve system spread across this creation, conecting to physical nerves diretly throug Jases spine. As suden formation of nerves is as painfull as disintegration, Jase almost wished that his soul would be geting sucked out insted. Almost being the key word here, as mage continiously reminded himself while lying on the alien grass, fighting his hardest as to not lose consciousness.

"What the heck is this?"

Move towards the purple area, cautious of my surroundings.

SPD [(5)/2+1=3.5]
LUCK [4]

Crimson left the relative safety of a grassy hill and went forth, carefully examining his suroundings. As mage reached the white powder that formed the plateau, he reached out with his left hand ad grabed some of that white powder to investigate it. Witout even bothereng to raise it to eye level, mage droped the powder as understanding of its composition came immedietly upon touching it with bare hands. Powdered glass mixed equaly with powdered salt was todays spice. Just as Crimson straightened out and looked towards purple plain, he was cought unaware by a powerfull gust of wind blowing from behind. Upon looking at the salt clouds that were caried by the wind, mage determined that winbd was not blowing from some direction, but was instead converging in the middle of the purple meadow. Not even strangeness of grass could stave away Crimsons curiosity, and he braveley walked forward. As wind finaly subsided, and dlouds of salt cleared, mage was greeted by most wondrous sight - on the ground was lying a humanoid figure with seemingly ethereal white wings. "Oh snap, a real angel. Wonder if I should make a wish?" He comented with a smirk on his face. If he wanted to make a wish he would need to hurry, as anyone swearing as much as that "angel" wouldn't stay saint for long.

Kick the firefox. Heal myself if I get hurt.

SPD [5]
STR [2]

SPD [6]
CMP [2]
POT [4]
DEX [3+1=4]

James, satisfied by Leos gurgling while clawing at his own throath, focused his atention on the blob of flame that was before him. As if sensing impending attack, Irus flared up with heat. Then the firefox shock its "head" as if this was not the intended effect. But an effect it did have, as James clearly felt when his leg flew forth to kick annoying bonefire in half. Just before impact, James felt the heat emanating from the fox, and stopped his attack, his foot barely touching the fox. Had he kicked clean through, it would had probably burned his skin off, though fox was none worse for wear after such nonattack.

A body surprisingly simmiliar to now scorched David entered through main portal. "Ha, that fool of a necromancer, trying to cheat the game. Did he not know that when a body passes through a portal any form of controll is severed and the original mind takes control? Oh, I'll give him a surprise when I'll get out of here, wherever here is"

Just behind him apeared a well known alchemist Rohan. "Sorry, I couldn't help but overhear some of your monologue. Would you like a potion of suppressing anger? I'd give you a discount once this ends, if you are still alive of course"

The battles raged on.
________________________________________________________________________________

As Scotsmen hasn't connected to forum in past three days I can only assume that it is something serious, possibly life related. As such, his turn was skiped.

Spoiler: Map (click to show/hide)




Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 17, 2014, 07:01:37 pm
"No indeed my good man but perhaps I can offeryou something. How would you feel about joining Cunningham Magical Goods and Services Incorporated? If fact I believe I see potential real-estate as well as a customer! Onward!"
To the tree house.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 17, 2014, 07:12:27 pm

"Ah, hello. I am Jase Blackthorn."
Let's take a moment to recuperate. Maybe meditate and repair the damage to my soul, weaving additional aether into it if need be.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 17, 2014, 07:16:16 pm
"Isn't it intriguing? Whenever I kill one of those mages, my magic works just as I intend it to... Not taking risks now, though."

Whaz glanced at the bloody charred remains of a wizard beside him. Perhaps, his ruined robes could serve one last purpose?

Stop the bleeding with makeshift bandages. Then, pick up an axe, and study a Kirby corpse from some distance - he surely wasn't half-turned into a golden artifact the first time I saw him.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 18, 2014, 05:26:44 am
"There goes my wish. Oh well. Name's Crimson. Looks like you need a hand so let me help you up.

Help Jase in his recovery.

"By the way... Just what happened here?"
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 18, 2014, 06:50:39 am
Kick the firefox, while at the same time healing my foot.
Estimate how much time (in turns) Leo has left.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 18, 2014, 07:44:30 am
Kick the firefox, while at the same time healing my foot.
Estimate how much time (in turns) Leo has left.


Leo is gonna suffocate at the end of this turn.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 18, 2014, 11:02:06 am
which dot am I?

Artificially accelerate the glucose metabolism in Leo's body, final equation C6H12O6 + 6H2O -> 6CO2 +12H2O (or C6H12O6 -> 6CO2 + 6H2O, if you want it simplified).  This should cause severe damage to his cells due to the large quantity of heat generated in the reaction. -1 for ranged, -1 for specifying the reaction

Move northwards into the hex right above me.


"Need some help with that fox over there?"
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 18, 2014, 11:11:53 am
which dot am I?

Artificially accelerate the glucose metabolism in Leo's body, final equation C6H12O6 + 6H2O -> 6CO2 +12H2O (or C6H12O6 -> 6CO2 + 6H2O, if you want it simplified).  This should cause severe damage to his cells due to the large quantity of heat generated in the reaction. -1 for ranged, -1 for specifying the reaction

Move northwards into the hex right above me.


"Need some help with that fox over there?"

((I think you're both metagaming and overdoing this - poor Leo would be dead regardless of you heating his cells. Oh, and Rohan seems to be pure red.))
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 18, 2014, 01:16:00 pm
"I've got it handled. Stay back till this fight is over."

((Leo's dead at the end of this turn. The only possible reason to attack him would be killstealing.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 18, 2014, 01:44:06 pm
Well, there are no rules about neither metagaming nor killstealing. Then again, cancer is rather dificult to heal with chemical reactions.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 18, 2014, 01:49:57 pm
Well, there are no rules about neither metagaming nor killstealing.

((Oh. It could lead us to the endless war of backstabbing clones. Not my problem, anyway.))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 18, 2014, 02:21:02 pm
Well, there are no rules about neither metagaming nor killstealing. Then again, cancer is rather dificult to heal with chemical reactions.
((Actually I could just do the opposite: target all the cancerous cells and inhibit their ability to produce nucleic acid chains, preventing them from spreading.  Chemical reactions is quite useful.  And I need to killsteal once so that I can get the elements affinity to summon fodder for my reactions, because right now I can only affect reactions that could possibly take place or that are already ongoing.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 19, 2014, 05:10:43 pm
Turn 12
__________________________________________________________________________________

"No indeed my good man but perhaps I can offeryou something. How would you feel about joining Cunningham Magical Goods and Services Incorporated? If fact I believe I see potential real-estate as well as a customer! Onward!"
To the tree house.

SPD [(2-1)/2+1=2]

Davids body double, as if led by some mysterious greater force, went off by the ways of his predececor and arrived at the treehouse to casualy observe carnage.


"Ah, hello. I am Jase Blackthorn."
Let's take a moment to recuperate. Maybe meditate and repair the damage to my soul, weaving additional aether into it if need be.

CMP [3]
POT [3+1=4]

LUCK [6]

Jase focused on meditating, trying to fix the damage his previous spells had caused. But soul is a ficle thing, curents of aether swirled around him, Jase could feel them with his wings, yet they did not bend to the spell and did nothing to help the mage.

Crimson, deciding to refrain from helping since he had no idea what to do, didint quite feel like waiting for answers that would not come and chose to look around insted. Among leathery tongues that served as grass there were small pieces of stone strewn around, some even had partial runic symbols carved on them. Some larger structure seems to have been destroyed here.

"Isn't it intriguing? Whenever I kill one of those mages, my magic works just as I intend it to... Not taking risks now, though."

Whaz glanced at the bloody charred remains of a wizard beside him. Perhaps, his ruined robes could serve one last purpose?

Stop the bleeding with makeshift bandages. Then, pick up an axe, and study a Kirby corpse from some distance - he surely wasn't half-turned into a golden artifact the first time I saw him.

LUCK [2]

Tearing up Ryans robes and bandaging up proved to be an easy task for Whaz, especialy so since the axe proved to be sharp enoug to cut through cloth. Figuring out what happened to the round wizard was somewhat harder. It probably had something to do with how he is chained to this golden throne. Not wanting to be the test rat himself, Whaz chose to poke whizard and throne with his axe instead of trying to touch it. And it proved to be a smart idea... sort of. As axe touched one of the chains, remnants of magic that were in the throne flowed into metal axehead turning it into pure gold. It's better than losing an arm, but having trusty axe turned into shoody maul, made even worse by weight reducing enchantment wasn't that much better.

Kick the firefox, while at the same time healing my foot.
Estimate how much time (in turns) Leo has left.


SPD [4]
STR [4]


SPD [5]
CMP [1]
POT [2]
DEX [4+1]

The firefox tries to brethe fire again, but the spell explodes inside it's mouth, tearing away the lower jaw. Had it been a biological organism, it would probably had been fatal. Irus, however, simply regrows the jaw using magma from other areas of its body. The trick seem to surprise James just enough for the fox to evade mages quick kick.

which dot am I?

Artificially accelerate the glucose metabolism in Leo's body, final equation C6H12O6 + 6H2O -> 6CO2 +12H2O (or C6H12O6 -> 6CO2 + 6H2O, if you want it simplified).  This should cause severe damage to his cells due to the large quantity of heat generated in the reaction. -1 for ranged, -1 for specifying the reaction

Move northwards into the hex right above me.


"Need some help with that fox over there?"

CMP [6-2=4]
POT [5-1=4]


Rohan seeing a man close to death trying to tear out his own throat does the thing every nice and sensible mage would do: ease his suffering. By erasing the guy from life of course. With a chant, alhemist raised the metabolism rate of Leo, seeking to have him roast from inside out. But the enchanted metabolism requires extra oxygen, someting that pyromancer was deprived of for last several minutes. He loses conciousness, and in no time his brain is destroyed by various acids that his body created in absence of oxygen.
{Soul goes to NAV}

Grow the vines to hide myself, or, if anything comes close, get nearby plants to hold it in place.

SPD [2+1=3]
CMP [3+1=4]
POT [2]


SPD [2]
STR [1+1]

Isaacs experiements with plants were sudenly interupted by a massive snake-humanoid hybrid wielding six swords. Not wanting to test skill of the snake woman or the sharpness of her blades, lant mage used the abundand grass he had summoned before in an attempt to imobilize this newfound quary. By his will grass in the courtyard grew a meter and a half tall, increasing in thickness, forming a wall between the two adversaries. The naga hissed at the mages trick and not wanting to risk going into the brush, slashed at it with one of her swords. Somehow, instead of cuting through the grass, it broke and bent it instead. In some increadibly bizare way, the grasses stuck to each other, capturing and traping the blade. Are you hearing things or did the naga just swear silently?
________________________________________________________________________________

Fix'd your formula for you 4mask. You had 12 oxygen atoms more on the right than on the left.

Spoiler: Map (click to show/hide)

Now for serious news.
I will be gone to countryside where I will have little access to internet (phone) and no access to computer for the next week. Updates will resume on 28th. If Kaladin posts his action before then, his battle with naga will be inserted in this update (12th). If not, a tragic tale of geting decapitated will be inserted in this update.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 19, 2014, 05:57:02 pm
Create a Circle of containment (-1) and gesture to James to knock it in there.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 19, 2014, 06:51:11 pm
Summon a nonmagical minion with 7 shards. gain a new magic affinity with 10 shards. If I can choose which affinity to gain, choose shards.

Create a Circle of containment (-1) and gesture to James to knock it in there.
Kick the fox into the containment circle.
Heal either David or myself if we get injured.


"David? What are you doing here? I saw you die!"
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 19, 2014, 07:24:41 pm
gain a new magic affinity with 10 shards. If I can choose which affinity to gain, choose shards.


I'd rather you expanded upon this Shard afinity of yours. Yes you can chose but I'd want to inform you about things you won't be able to do, which might be the whole reason you are chosing it. Don't want another fire magic incident.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 19, 2014, 07:56:21 pm
gain a new magic affinity with 10 shards. If I can choose which affinity to gain, choose shards.


I'd rather you expanded upon this Shard afinity of yours. Yes you can chose but I'd want to inform you about things you won't be able to do, which might be the whole reason you are chosing it. Don't want another fire magic incident.
Summon shards, move shards, construct things (like weapons, shields) out of shards, forcibly transfer shards from one person to another, basically cheat and be overpowered.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 19, 2014, 08:29:59 pm
gain a new magic affinity with 10 shards. If I can choose which affinity to gain, choose shards.


I'd rather you expanded upon this Shard afinity of yours. Yes you can chose but I'd want to inform you about things you won't be able to do, which might be the whole reason you are chosing it. Don't want another fire magic incident.
Summon shards, move shards, construct things (like weapons, shields) out of shards, forcibly transfer shards from one person to another, basically cheat and be overpowered.

-1 for specifying shard type -1 becouse shards are mentaly bound to owner -1 becouse the dimension itself is specificly enginered against this -1 becouse shards have a mind of their own -1 when summoning ofc -1 again when summoning becouse you also need to summon a soul to be sharded -1 when changing shape -1 for general complexity of a soul -1 becouse owner has a mental hold on shards (double binding) -1 becouse you will need to bind the shard to yourself before using them -1 becouse GM hates poking at possible rulebook holes (just like previous Kirbys power)

Also, you'll need to roll luck every time as shards are higly unstable, and might explode when used inproperly.
Total POT cost of summoning a shard is 12
And you need to get at least 20 total POT (multiple successfull casts) to beat owners resistance if they are unwiling, just like Jase and his soulstealing tricks.
There is also the part where you become hunted by seven or eight Homunculus for finding out certain secrets.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 19, 2014, 08:42:55 pm
Grow the vines to hide myself, or, if anything comes close, get nearby plants to hold it in place.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 19, 2014, 09:33:25 pm
Shard affinity is not a viable option. I will go with the boring but practical summoning affinity.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 19, 2014, 09:53:57 pm
((NAV, you copycat. And to think I was going to offer you some free summonings if you held on to that fox for me. Although maybe our shared affinity might make summonings easier if we were to work together. I want to try something with the fox due to its magical nature. And dang it, DG, why you gotta tell people I can steal souls? I was hoping they wouldn't find that out until after I stole a soul.  :P))

 "I bet you're wondering why there aren't mountains here anymore. Well, I found this dimensional portal in the mountain that once stood here. I decided that going to a landscape through the portal was too mainstream. After all, any mage can do that. So I powered it with five soul shards and brought the landscape to me."
Oh well, maybe my soul will heal in time. Continue recuperating and wait to see the results of Crimson's spell. Then we can head to the remaining mountain. I'll fly there, of course.

((Will my soul heal after a while, DG?))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 19, 2014, 09:57:04 pm
Hmmm...

Try and discern what chemical reactions occur within the firefox
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 20, 2014, 12:49:19 am
"Using all five shards on the portal... Oh well, going to the remaining mountain sounds fine. As for the wings, I'll use my force magic. Just sit down and recuperate and hope nothing goes wrong."

Jump up and use the force generated by that and my body displacing the air to create solid (-1) wings of force.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 20, 2014, 01:59:13 am
CMP 1
POT 6
You propel yourself to stratosphere

And yes, your soul will heal in a while.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 20, 2014, 02:14:03 am
"Oh. That was a bit unexpected..."

Whaz looked with a hint of sadness onto his axe, but then decided that it would make a perfect target for spell practice.

Turn axehead into concentrated darkness. Just to see, if I can make material even half as good.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 27, 2014, 05:31:03 pm
And I'm back.
Kaladin, I edited your action into previous turn, throw in your new action and we'll get this roling again.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 27, 2014, 08:40:18 pm
How big of a wall are we talking about?

If the Naga can't get to me, fuse the vines with my back. If it can, attempt to disarm it with the grass.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on July 27, 2014, 09:35:04 pm
May I join?
Name: Mr. Sandman
Affinity: Dreams
Description(optional): Wears a sandy brown robe with golden glitter mixed in. Looks sleepy and bored, nothing gets a major reaction out of him.
STR=2
DEX=0
SPD=0
END=4
POT=2
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 28, 2014, 04:44:48 am
May I join?
Name: Mr. Sandman
Affinity: Dreams
Description(optional): Wears a sandy brown robe with golden glitter mixed in. Looks sleepy and bored, nothing gets a major reaction out of him.
STR=4
DEX=0
SPD=0
END=2
POT=2

Pick a color and you're in.

How big of a wall are we talking about?

If the Naga can't get to me, fuse the vines with my back. If it can, attempt to disarm it with the grass.


The wall is 1.5m tall, naga has to go through it, it is roughly 3m thick. But it is still just simple grass, anyone could just walk through it.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on July 28, 2014, 05:34:56 am
I pick this
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 28, 2014, 10:14:48 am
When the naga tries to walk through the grass, trap it inside and choke it.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 28, 2014, 04:44:48 pm
Turn 13
__________________________________________________________________________________
Create a Circle of containment (-1) and gesture to James to knock it in there.
Summon a nonmagical minion with 7 shards. gain a new magic affinity with 10 shards. If I can choose which affinity to gain, choose shards.

Create a Circle of containment (-1) and gesture to James to knock it in there.
Kick the fox into the containment circle.
Heal either David or myself if we get injured.


"David? What are you doing here? I saw you die!"

Hmmm...

Try and discern what chemical reactions occur within the firefox

SPD [6-1=5]
CMP [1]
POT [5+2=7]
STR[3-1=2]

SPD [6]
STR [1]
CMP [5+1=6]
POT [6+1+1=8]

SPD [5]
CMP [1]
POT [1]
STR [1-1=0]

LUCK [4]

David and Irus whiped out their spells simultaneously as James moved in position to strike. Firefox started glowing with intense heat, yet something went wrong during the spell and it started loosing cohesion. David, not wanting to miss such a chance, carved out a few runes on the ground and channeled his power into them. But something was wrong! In a flash, runes pulled in the trio, David and James smashed into eachother, while Irus splatered across them. Both mages suffered some serious burns, but the pridefull fox was no more. James got up with a groan, he had expected some damage, likely on his leg, but this was absurd. In a hurry before pain owerwhelmed him, healer woved a spell to fix both him and his rune wielding companion. Almost immedietly, James felt pain fade away as a wave of pleasure washed over him. When he got up, neither James nor david had any marks that any fire related accident just happend.

Rohan was looking at this conflict from aside, observing the firefox and trying to discern what was making it move. Sadly for him, it seemed that Irus ran on solid magic. No barbeciu/petting zoo for now, it would seem.


 "I bet you're wondering why there aren't mountains here anymore. Well, I found this dimensional portal in the mountain that once stood here. I decided that going to a landscape through the portal was too mainstream. After all, any mage can do that. So I powered it with five soul shards and brought the landscape to me."
Oh well, maybe my soul will heal in time. Continue recuperating and wait to see the results of Crimson's spell. Then we can head to the remaining mountain. I'll fly there, of course.

"Using all five shards on the portal... Oh well, going to the remaining mountain sounds fine. As for the wings, I'll use my force magic. Just sit down and recuperate and hope nothing goes wrong."

Jump up and use the force generated by that and my body displacing the air to create solid (-1) wings of force.

CMP [4]
POT [1+1=2]

Crimson jumped while chanting a complex spell to redirect various forces at work in a way more usefull. He managed to properly account for all variables, but in his focus on form he misjudged size. The final result was a wing shaped forcefield on his back, barely half a meter across.

"Well, unless they are much more skyworthy than they look, looks like you will be walking, mister cherubin." Jase commented while chuckling.

"Oh. That was a bit unexpected..."

Whaz looked with a hint of sadness onto his axe, but then decided that it would make a perfect target for spell practice.

Turn axehead into concentrated darkness. Just to see, if I can make material even half as good.

CMP [2-1=1]
POT [2]

Shadow mage focused his will once more at his axe. Shadows gathered around it,and dissipated, leaving the axe just as it was before. "You know, mabye this is why so many dark mages are sociopaths. The spells don't seem to work unless there is some FRESH MURDER AROUND" Truly, the only good thing here was that Mezala didin't see this failure.

When the naga tries to walk through the grass, trap it inside and choke it.

SPD [3+1=4]
LUCK [6]
CMP [2]
POT [4]

SPD [6]
STR [5]

Naga managed to pull out her blade by cuting off a large chunk of grass. Yet she hesitated proceding onwards, still wary of a possible trap. And she was not entirely wrong to expect that, as by Isaacs command grass rose and reached out for her. They couldn't quite reached her, and so Naga returned back to mowing grassland down, this time with all six of her arms.
_________________________________________________________________________________
From within the portal a curious looking mage stepped out. Mr.Sandman, shepard of dreams wielder of nightmares. He walked like not fully awake, with a look on his face that shown him as a man only barely interested in matters of this world. How many will fall before him as their greatest fears assault their very being?
_________________________________________________________________________________

I'll upload the map tomorow, as I'm rather tired today. Refer to previous map if neccesary in the meantime, barely anything has changed.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 28, 2014, 05:10:39 pm
Was the fox worth any shards? I suppose they would go to David.

Summon a minion with 7 shards. Summon bottles with my new summoning magic.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 28, 2014, 05:22:53 pm
Was the fox worth any shards? I suppose they would go to David.

Spend 7 shards on a minion. Summon bottles with my new summoning magic.


It was (4) and they did.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 28, 2014, 05:44:12 pm
Have the roots of the grasses move dirt to create a pit-fall trap in front of the naga, then when it falls in, cover the pit in plants.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 28, 2014, 07:57:32 pm

"Hey guy. Mind lending me a shard and or summoning a writing utensil?"
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 28, 2014, 09:47:22 pm
"Hrm... Fresh murder, indeed. But not with this axe, sadly. Well, perhaps another try? A small improvement... Yes...

I use shadows from across the room to weave and create a sharpened dark edge for my axe.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 28, 2014, 11:38:35 pm
((Aww, I wanted to try stuff on that fox.))

"My first couple of tries didn't work so well either. But maybe I can help you out."

Manipulate the aether inherent in the wing spell to enhance Crimson's wings, strengthening them enough to allow him to fly.

((Will this sort of spell work out, DG? Are there any spell maluses?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 28, 2014, 11:59:01 pm
((Yeah, it will work, and there will be a -1 for conecting diferent energies))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 29, 2014, 12:03:22 am
((Yeah, it will work, and there will be a -1 for conecting diferent energies))
((The different energies being his energy and the spell's energy?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 29, 2014, 12:08:09 am
((Misread your action. Thought you wanted to add aether extensions to his wings. Nevermind and carry on.))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 29, 2014, 12:17:23 am
((Misread your action. Thought you wanted to add aether extensions to his wings. Nevermind and carry on.))
((So no malus? Yay. Also, if this mage thing doesn't work out, Jase could make a living by giving long, flowing, ethereal extensions to women with bad hair.  :P))
Title: Re: Roll to Magic: We have first death
Post by: Crimson on July 29, 2014, 01:30:42 am
Let Jase enhance my not so large wings.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on July 29, 2014, 05:42:39 am
'Hmm... I believe the best way to go would be the castle, "yawn", buildings of brick and mortar is usually where dreamers lie,"doze off, then snap awake", asleep
((If this is annoying i'll stop.))
Stretch, then walk off to the castle
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 29, 2014, 07:06:52 am
((I was thinking about taking new affinity... Say, can I take Death one to receive bonuses to CMP from the death of closest mages? Because I tend to get lucky magic rolls only when someone dies, I thought about taking it to extreme.))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 29, 2014, 10:45:47 am
((any suggestions for actions?))
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 29, 2014, 10:48:05 am
((any suggestions for actions?))
((Make some awesome stuff to sell in the bottles.))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 29, 2014, 10:50:46 am
((any suggestions for actions?))
((Make some awesome stuff to sell in the bottles.))
((Healing potions don't have chemical formulas that are I know... hmm... can anyone summon raw materials for me to work with?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 29, 2014, 11:22:22 am
((Misread your action. Thought you wanted to add aether extensions to his wings. Nevermind and carry on.))
((So no malus? Yay. Also, if this mage thing doesn't work out, Jase could make a living by giving long, flowing, ethereal extensions to women with bad hair.  :P))

((Jase would be able to create most wicked hairstyles WITHOUT using any physical solids to hold them in place.))

((I was thinking about taking new affinity... Say, can I take Death one to receive bonuses to CMP from the death of closest mages? Because I tend to get lucky magic rolls only when someone dies, I thought about taking it to extreme.))

((You can. Not entirely certain how it will work though you should be able to do several things without weering too far away in the overpowered side.))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 29, 2014, 11:29:33 am
((I was thinking about taking new affinity... Say, can I take Death one to receive bonuses to CMP from the death of closest mages? Because I tend to get lucky magic rolls only when someone dies, I thought about taking it to extreme.))
((You can. Not entirely certain how it will work though you should be able to do several things without weering too far away in the overpowered side.))
((Thanks, I'll take it in the next turn then.))

((any suggestions for actions?))
((Make some awesome stuff to sell in the bottles.))
((Healing potions don't have chemical formulas that are I know... hmm... can anyone summon raw materials for me to work with?))
((I don't think you'll receive them anytime soon. The only person in the vicinity who can help you - NAV - is both occupied with bottles and would receive severe penalties to CMP in attempt to summon specified liquids/gases. I guess you can work with fertilizers, based on nitrates.))
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 29, 2014, 11:38:17 am
((mhm... or I can do this.))
Extending a hand, Rohan begins to accelerate the rate of reaction between hydrogen and nitrogen around his hand, forming a small cloud of ammonia around it.  Taking out a bottle from his belr (he is an alchemist, after all), he allows the ammonia to fill it and then puts a cork in it.

N2 + 3H2 -> 2NH3


And yes, both diatomic nitrogen and diatomic hydrogen exist as free molecules in the air around us.  Not sure what I'm going to use it for, but you never know.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 29, 2014, 11:43:31 am
((any suggestions for actions?))
((Make some awesome stuff to sell in the bottles.))
((Healing potions don't have chemical formulas that are I know... hmm... can anyone summon raw materials for me to work with?))
((I don't know, you could make some awesome bombs. Imagine what the force guy could do with those.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 29, 2014, 03:47:04 pm
Map is up.

((mhm... or I can do this.))
Extending a hand, Rohan begins to accelerate the rate of reaction between hydrogen and nitrogen around his hand, forming a small cloud of ammonia around it.  Taking out a bottle from his belr (he is an alchemist, after all), he allows the ammonia to fill it and then puts a cork in it.

N2 + 3H2 -> 2NH3


And yes, both diatomic nitrogen and diatomic hydrogen exist as free molecules in the air around us.  Not sure what I'm going to use it for, but you never know.

Spoiler (click to show/hide)

Ask this guy. I bet he would have a few ideas about what you could do with NH3.

EDIT: I feel that few bottles are insignificant enough to let you have them, but after certain runemancer almost dug himself under while trying to conjure some...
You'll get your bottles if you figure out a way to make them within next turn. It won't be an action by your mage, it's a chalenge for you, do it and you'll get this minor boost.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 29, 2014, 04:55:46 pm
Before doing that, he reaches down towards the beach sand, causing the chemical bonds between the silicates in the sand to break, releasing heat energy and fusing the surrounding sand into glass.  Concentrating this into specific areas, he shaped a few crude bottles out of glass, pouring out the sand.  He fashioned a few corks using wood from the tree, carving it with a rock to make an approximate fit.  Upon sealing the bottles, he performed the same trick he did earlier, only on a smaller scale.

[SiO2]n -> nSiO2


structural breakdown is fun.

Also, thank you to FroggyNinja for informing me of the challenge and proposing the general solution, though I had to fill in the specifics.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on July 29, 2014, 04:57:49 pm
EBWOP:
Yes, I know I used polymer notation and sand isn't technically a polymer.  It's the closest I could get, due to the general structure of silicates.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 29, 2014, 05:03:54 pm
It works, you pass. Enjoy the bottles, and may you never find yourself in a pit.

I noticed just now, that not a single death happend when victim wasnt in a position of weakness caused by their own magic. Well except for Scotsmen/Leo who dissapeared (when his char grew a throath full of cancer) and thus could not actively direct the combat.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 31, 2014, 06:29:59 pm
Turn 14
__________________________________________________________________________________
Was the fox worth any shards? I suppose they would go to David.

Summon a minion with 7 shards. Summon bottles with my new summoning magic.


LUCK [7]
CMP [2]
POT [4+1+1=6]
LUCK [10]

James crushed seven shards and sent out a call to the void. Violently breaking against eachother, shards decended into the earth, and from that p[oint rose a burly troll. It looked around curiously, identifying it's new suroundings. Mage then turned to weave a spell with it's newfound skill. The result was somwhat less than satysfying, a hollow cube of glass apeared, roughly a cubic meter in size. It's capability to serve as a bottle was greatly hampered by the fact that it had no opening to make use of it's hollow core.

Have the roots of the grasses move dirt to create a pit-fall trap in front of the naga, then when it falls in, cover the pit in plants.

SPD [3+1=4]
LUCK [10]
CMP [3+1=4]
POT [4]

SPD [6+1=7]
STR [6]

Naga, not wanting to enter a field of plantlife that her oponent could controll at will mercilesly cut down grass stalks. In her wild swinging, one of her swords was cought and tangled within grasses, tearing out of her hand and embing into the ground nearby. But that ferocious flailing did it's job, betwen naga and the mage there now was a wide path with not a single blade of grass on it.

Isaac, however, had diferent plans, chosing to go for more sneaky aproach. Just as naga finished clearing the path, his spell finaly finished it's work, diging out a pit underneath warioress who was farr to bussy to notice it. At once, a path of land colapsed, dropping surprised naga a meter downwards. Yet the spell failed to cover the pit, as there were no plants left around to use. Naga was certainly surprised by this move, though judging by how firmly she grasped onto the edges with her hands, this would not hold her for long.

"Hrm... Fresh murder, indeed. But not with this axe, sadly. Well, perhaps another try? A small improvement... Yes...

I use shadows from across the room to weave and create a sharpened dark edge for my axe.


CMP [3+1]
POT [5]

Using cube of solid darknes he had summoned previously, Whaz atempted to improve his weapon.  Shadows bent and twisted trying to adhere to mages will, yet the ned result was a hammer with only barest reasemblance to an axe. On one hand, it was the closest thing to "success" he had, on the other, it still was not quite what he wasnted. Is this a sign that his art was not curse, or a sign that he should ho bludgeon somone, Whaz did not know. There were ways to find out, some more bloody than others.
((Aww, I wanted to try stuff on that fox.))

"My first couple of tries didn't work so well either. But maybe I can help you out."

Manipulate the aether inherent in the wing spell to enhance Crimson's wings, strengthening them enough to allow him to fly.

Let Jase enhance my not so large wings.


CMP [6]
POT [4+1=5]

END [3]

Jase weaved his magic into Crimsons tiny cherub wings, trying to make them greater, a variant of the wings he used. And his success was marked by both growth of force fields on Crimsons back and force mages pained screams. Not only the spell increased the wings in size and power, it also created an ethereal nerve system, causing great pain to their wearer. Crimson fell face forward on the ground, his conciousness being a dubious factor as he seemed to be in too much pain to do anything but scream.

"Yeah, that also happened to me. I think that this might be an integral part of the spell."

'Hmm... I believe the best way to go would be the castle, "yawn", buildings of brick and mortar is usually where dreamers lie,"doze off, then snap awake", asleep
((If this is annoying i'll stop.))
Stretch, then walk off to the castle

((It is not annoying, in fact Yay for roleplay))

SPD [(4-1)/2+1=2.5]

Mr. Sandman looking for a shade to nap in, decided that the castle was his best bet to sleep undisturbed. Somewhat lazily, he headed towards the castle in a half stumble, half run ending up between two lakes and the castles northeast wall.

 
((mhm... or I can do this.))
Extending a hand, Rohan begins to accelerate the rate of reaction between hydrogen and nitrogen around his hand, forming a small cloud of ammonia around it.  Taking out a bottle from his belr (he is an alchemist, after all), he allows the ammonia to fill it and then puts a cork in it.

N2 + 3H2 -> 2NH3


And yes, both diatomic nitrogen and diatomic hydrogen exist as free molecules in the air around us.  Not sure what I'm going to use it for, but you never know.

CMP [3]
POT [5-1=4]

Rohan prepeared a bottle to contain the product and began weaving a spell to make use of local atmosphere. Several gases mixed and merged to create a new compound. Yet within the mix there were plenty of oxygen and the spell was not picky. Within seconds, all of amonia that was created burned away in a pale yellow and green flame.


"Hey guy. Mind lending me a shard and or summoning a writing utensil?"

David borowed a shard from Jmames for some mysterious purpose.
________________________________________________________________________________

Spoiler: Map (click to show/hide)

This kind of troll
Spoiler (click to show/hide)

 Immagine this form, but shadowy
Spoiler (click to show/hide)
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on July 31, 2014, 06:40:51 pm
"So be it, then. May the blood flow across this lands, empowering me further. Let the reign of death commence!"

I gain a previously discussed Death affinity. And head to the castle gates to bash open heads of those who linger my forthcoming progress in magical arts.
Title: Re: Roll to Magic: We have first death
Post by: NAV on July 31, 2014, 06:44:02 pm
"Hello troll! What's your name? I'm James Mackenzie. I summoned you."
((I forgot to give James a last name on his sheet. It's Mackenzie.))
Talk to my new troll friend.

"Here's a shard David. You owe me one."
Give my last shard to David.

Summon a healing pill.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 31, 2014, 07:08:15 pm
((I'm gonna assume James gave me the shard last turn so my action could use it yes? Also does using two affinities with no modifiers get a +2 bonus?))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on July 31, 2014, 07:20:06 pm
((I'm gonna assume James gave me the shard last turn so my action could use it yes? Also does using two affinities with no modifiers get a +2 bonus?))
((It doesnt, it's just a general +1.))
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 31, 2014, 07:25:19 pm
Did the naga drop its swords?
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 31, 2014, 07:46:12 pm
((I'm gonna assume James gave me the shard last turn so my action could use it yes? Also does using two affinities with no modifiers get a +2 bonus?))
((It doesnt, it's just a general +1.))

Thank both of you for reminding me. CMP bonus in now purchasable with shards. Singular POT and CMP bonuses had the price changed.

Did the naga drop its swords?

For now she has droped a sword. I will roll luck next turn to determine how many more she will leave behind when climbing out of the pit.

Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on July 31, 2014, 08:18:45 pm
Action one: Gain Enchantment. And enchant my finger for rune making.
Action two: Draw some enchantment runes on the cube and see what happens.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on July 31, 2014, 08:32:06 pm
Bind and strangle the naga with some thrown seeds that will grow into vines.
Trap her like I am trapped! But with more murder.

Hey, how about we don't fight? I let you do whatever you were doing, and I just leave?
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on July 31, 2014, 08:42:19 pm
Action one: Gain Enchantment. And enchant my finger for rune making.
Action two: Draw some enchantment runes on the cube and see what happens.

Are you trying to pull SCP-914 on me here? Also, enchantment is one wide affinity. I'ma need to balance that. It's like runes but better in every way. Don't know what to do just yet.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on July 31, 2014, 10:50:39 pm
Continue sleepily to the castle, I need a nap!
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 01, 2014, 01:33:01 am
Off we go, then. Fly to the mountain. Once we get there, attempt to summon an aether blade (-1) like a psiblade.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 01, 2014, 02:09:28 am
You havent reached castle yet. Look at the map.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 01, 2014, 04:25:43 am
Ok, just thought I was close enough to look around the exterior
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on August 01, 2014, 07:55:53 am
frown and try it again. Move to a slightly different location if necessary.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 01, 2014, 08:38:54 am
Action one: Gain Enchantment. And enchant my finger for rune making.
Action two: Draw some enchantment runes on the cube and see what happens.

Are you trying to pull SCP-914 on me here? Also, enchantment is one wide affinity. I'ma need to balance that. It's like runes but better in every way. Don't know what to do just yet.
I know. Which is why I naturally assumed that even specifying what object would be enchanted would be a minus one. So I got around that by technically enchanting the runes on the box.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 01, 2014, 09:37:30 am
Action one: Gain Enchantment. And enchant my finger for rune making.
Action two: Draw some enchantment runes on the cube and see what happens.

Are you trying to pull SCP-914 on me here? Also, enchantment is one wide affinity. I'ma need to balance that. It's like runes but better in every way. Don't know what to do just yet.
I know. Which is why I naturally assumed that even specifying what object would be enchanted would be a minus one. So I got around that by technically enchanting the runes on the box.
Found a way to balance this. You get either -1 for specifying what you want, or a luck roll for:
1)Beneficial/Detrimental
2)Specific direction of effects
3)Specific effect

Your enchantment for rune carving finger specifies 1 and 2 so you get -2 malus (for a total of -1 since antural +1) and I'll roll luck for 3.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on August 01, 2014, 04:13:32 pm
Endure the pain. Follow Jase towards the mountains by flying if I manage to recover. If not, then just walk towards the destination.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 02, 2014, 06:02:13 pm
Turn 15
________________________________________________________________________________

"Hello troll! What's your name? I'm James Mackenzie. I summoned you."
((I forgot to give James a last name on his sheet. It's Mackenzie.))
Talk to my new troll friend.

"Here's a shard David. You owe me one."
Give my last shard to David.

Summon a healing pill.

Name's Grundar and oh boss, are you ever a lucky fellow to have summoned me. I can already see that you need some good advice. I mean, just look at the two guys you caught. One is scrawny, no meat on him, and the other is alchemist! Let me tell you boss, there is absolutely no way to fix the taste of an alchemist. All their work has blighted their flesh all the way to the bones. What's worse, there can be afterefects. No, realy. Once I ate an alchemist whole, was realy hungry that day. For the whole next week I was farting fire. But no wories boss, With me here you have nothing to fear. Even that scrawny guy can be of use in a soup, and alchemists usualy burn well. Both meat and firewood are present, we only need a cauldron now. Do you know where we could get one?

Riiight. Don't eat anyone just yet. I want to try something.

CMP [4]
POT [3]

James focuses his powers in a single spot, and with a loud "pop" a red pill materialises in the air. Not quite the SCP-500, but should help with bruises and cuts nonetheless.

Action one: Gain Enchantment. And enchant my finger for rune making.
Action two: Draw some enchantment runes on the cube and see what happens.

David was meanwhile bussy trying to improve his runecrafting skills with magic he had never used before, by using it on his own flesh. No way at all this could go wrong!

CMP [3-1=2]
POT [3+2=5]
LUCK [9]

Davids index finger on left hand flashes with briliant ligh, as it turns from flesh to metal. Short inspection reveals that the finger can still move, yet now has lost any sensitivyti to being touched, making it rather dificult to use in fine art of rune carving.

Bind and strangle the naga with some thrown seeds that will grow into vines.
Trap her like I am trapped! But with more murder.

Hey, how about we don't fight? I let you do whatever you were doing, and I just leave?
"So be it, then. May the blood flow across this lands, empowering me further. Let the reign of death commence!"

I gain a previously discussed Death affinity. And head to the castle gates to bash open heads of those who linger my forthcoming progress in magical arts.

SPD [1]
LUCK [9]
END [5]
CMP [3+1=4]
POT [4]


SPD [3+1=4]
STR [3]

As Isaac was trying to negotiate, naga was bussy geting rid of diplomatical disadvantage i.e. being in a pit. Remaining five of her swords were thrust in the ground around the pit to provide leverage, and naga almost flew out of the pit, her charge powered by five strong hands. Unfortunately for her, ground surounding the trap was loose, and her mighty leap turned in a fall as the ground under her swords gave in. Only by performing increadible acrobatic tricks (leting away from the blades and grabing onto whatever) allowed the warrioress to remain out of low ground. Now unarmed and angry, naga slithered towards imobilized Isaac.

"Sorry, but I have explicit orders to kill anyone invading the castle. And you... you will not have the luxury of going to oblivion quicly."

With these words, naga wraped her tail around Isaac further restricting his movement and raising herself above mages head. Her six hands reeled back and started punding unlucky guy all, over. But by the virtue of vines softening up the blows, and some increadible will and endurance gained from long trecks in the nature, Isaac remained concious and his mind remained coherent enough to cast a spell. Vines that were spun around him grew outwards, capturing and entangling all six arms of fierce assailant.

When Whaz walked out from the keep to check on Mezala he was greeted by most curious sight. His companion and a ball of vines were aparently trying to outbondage eachother.

Continue sleepily to the castle, I need a nap!

SPD [(6-1)/2+1=3.5]

Mr.Sandman aproached the castle gates and was greeted with some sort of modern at exibition. Or mabye a carnival, possibly a fair of sorts. A large half woman half serpent had cought a ball of wines with her tail, but her hands were caught by the very same vines.The path to castle was two parts savana one part pit, and over in the courtyard was some guy carying a large, completely black hammer. It could also be a circus act in practice. An escape trick of sorts.

Off we go, then. Fly to the mountain. Once we get there, attempt to summon an aether blade (-1) like a psiblade.

Endure the pain. Follow Jase towards the mountains by flying if I manage to recover. If not, then just walk towards the destination.

END [6]
SPD [(3+1)/2+1=3]


SPD [(6+2)/2+1=5]

Crimson atempted to overcome the pain with focusing entirely of geting in the air and moving forwards It works so well that not only the pain fades away, but also any thought of his actual destination and voice of his newfound friend. As he rose to fly, cCrimson did not stop until some way past the last mountain. Jase, unburdened by pain folowed after, usucessfully trying to talk some sense into force mage. When they finaly landed, Aether wielder continued with the original plan, waiting for Crimson to pick himself up from the ground after a long flight.

CMP [2]
POT [2]

But it would seem that the flight had tired him out just as well. Feedback from the spell rendered his hand numb for a few minutes, bringing with it no other effect.

frown and try it again. Move to a slightly different location if necessary.

CMP [6+1=7]
POT [2-1=1]

Yet again Rohan tried to craft something useful from the atmosphere and yet again his spell fused amonia with oxygen. This time, however, it fused it in entirely diferent way, creating nitring acid in the bottle. But with all the focus on form, alchemist had forgoten acount for mass, and thus only a few drops of acid were created.
________________________________________________________________________________

Spoiler: Map (click to show/hide)

Thank gods and Salsacoockies for chosing that purple glow. Turns out your base collor is almost invisible in baren hills.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 02, 2014, 06:12:59 pm
((That first action was supposed to be edited into last turn.))
Temp enchant my my finger with anti magic hopefully removing the metal enchant.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 02, 2014, 06:21:05 pm
((That should had been specified in your last post. Also, not certain why you are trying to disenchant your finges. It's metal and has no nerve endings. You could sharpen it and use it to carve runes in anything softer than glass.))
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 02, 2014, 06:53:09 pm
((That's what I meant by specifying it as action one. And that's not very useful if I want to enchant weapons or bottles. It would be better to try again until I just get the ability to write in pure magic.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 02, 2014, 07:20:20 pm
That makes a small ammount of sense. Very small, but it is not pure BS nonetheless. I rolled for your curent spell (asume it happened this turn) and you got CMP 5 POT 1. Your finger is now all flesh except for the nail, which is still metal, but now it is sharp.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 02, 2014, 07:21:00 pm
Blow some seeds into her mouth and kill her from the inside!

Hey! Sleepy guy! I could use some help over here!
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 02, 2014, 09:09:29 pm
That makes a small ammount of sense.
Which part?
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 02, 2014, 09:27:04 pm
"Hmm... your trick is honorable, yet I see you are inexperienced in the arts of escaping, calm yourself, calm... calm. Think of all as grass, and find the weakest root." I yawn and stretch. "Here, I will help the amateur".

Let out a spark that puts the plant man under a trance, and changes his view of the world as one most comfortable
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 02, 2014, 09:40:18 pm
That makes a small ammount of sense.
Which part?
The part where you wanted finger enchantment to make runes to be a part of turn 14.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 02, 2014, 09:53:55 pm
"I think we overshot it."

Fly back to the mountain, then Aether sense it.
Title: Re: Roll to Magic: We have first death
Post by: NAV on August 02, 2014, 09:58:45 pm
"What? No. You can't eat David, he's my business partner. And you can't eat the alchemist, he's a potential customer. You can only eat people if they try to steal from the shop, or if they attack us, or if I tell you to. Feel free to eat that dead guy there, he was a fire mage so he might be spicy."

Summon a cauldron for my troll. Then summon a weapon for my troll.
Examine the modern art left by Firefox. Is it obsidian?
Title: Re: Roll to Magic: We have first death
Post by: Crimson on August 02, 2014, 11:50:11 pm
"Sorry about that."

Fly back to the mountain.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 03, 2014, 01:03:12 am
"Heh... Quite a sight, indeed. Not unlike some torture chamber. Oh, and so many mages trying to invade MY castle... Off they go, then."

Run at the nagamage plantball with an intention to kill the mage part. By hitting him with a hammer really, really...

Whaz glanced at the swords left by Mezala on an uneven ground. No, they won't do the trick. He never tried to wield one in his entire life and was not the best moment to correct this.
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 03, 2014, 08:07:53 am
Enchant my fingernail with magical sharpness.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on August 03, 2014, 09:49:00 am
Interesting...

Synthesize more of this acid
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 03, 2014, 07:16:32 pm
Turn 16
__________________________________________________________________________________

Blow some seeds into her mouth and kill her from the inside!

Hey! Sleepy guy! I could use some help over here!

"Hmm... your trick is honorable, yet I see you are inexperienced in the arts of escaping, calm yourself, calm... calm. Think of all as grass, and find the weakest root." I yawn and stretch. "Here, I will help the amateur".

Let out a spark that puts the plant man under a trance, and changes his view of the world as one most comfortable
"Heh... Quite a sight, indeed. Not unlike some torture chamber. Oh, and so many mages trying to invade MY castle... Off they go, then."

Run at the nagamage plantball with an intention to kill the mage part. By hitting him with a hammer really, really...

Whaz glanced at the swords left by Mezala on an uneven ground. No, they won't do the trick. He never tried to wield one in his entire life and was not the best moment to correct this.

SPD [3+1=4]
CMP [3+1=4]
POT [2]
END [5+1=6]

SPD [3-1=2]
CMP [5]
POT [1]

SPD [1+1=2]

SPD [1+1=2]
STR [6+1=7]


Isaac was first to act, his rapidly thought out plan to save himself hinged on timing. Just as naga let out another annoyed shout, he blew a few seeds like a master straight into her mouth. Surprised by this suden intrusion, naga instinctively swalowed them, and then plant mages spell took efect. Seeds within Naga,s stomach germinated and let out a few leaves. Not something that would stop a warioress in her tracks, it might had even given her an energy boost.

Mezala, seing how her arms were too tied up to properly bash the intruder for trying some strange stuff on her, chose to constrict her tail instead. By far thicker than that of average pythons, it crushed all bones Isaac had below ribcage. Only by combination of shock, magic of that strange sleepy guy and willpower to shame most gods Isaac managed to remain concious.

Whaz finaly had reached the mess that was combat between mage and Mezala and tried time tested method of bashing skulls. But even with his best tries, the weightlessness of the hammer inhibited shadow mage of inflicting any actual damage to the mage or the vines that surounded him.

"I think we overshot it."

Fly back to the mountain, then Aether sense it.
"Sorry about that."

Fly back to the mountain.

SPD [(4+1+1)/2+1=4]
CMP [2+1=3]
POT [2+1=3]

SPD [(1+1)/2+1=2]

Both arcane angels flew back to the lone mountain. Crimson seemingly still not puting a whole lot of faith into his pair, flew only few meters above ground. When they reached base of the mountain, Jase tried to reach out with aether into enviroment to scan once again, yet all he managed to sense was uniform blanket of aether.

"What? No. You can't eat David, he's my business partner. And you can't eat the alchemist, he's a potential customer. You can only eat people if they try to steal from the shop, or if they attack us, or if I tell you to. Feel free to eat that dead guy there, he was a fire mage so he might be spicy."

Summon a cauldron for my troll. Then summon a weapon for my troll.
Examine the modern art left by Firefox. Is it obsidian?


CMP [6]
POT [1+1+1=3]
LUCK [8]

Heeding James directions Grundar scampered off to inspect Leo's corpse, leaving mage alone to his experiements. Healer reached out through realities and pulled, draging a steel pot consisting of several parts that seemed to be made to either boil, steam or fry. Unfortunately, all parts were melted at the edges resulting in layered mass of steel.

Grundar was meanwhile inspecting Leo. "I knew that pyromancers were usualy hot headed but this is something else. His head is almost boiling hot. Let's have a look"

CMP [5-1=4]
POT [3+1+1-1=4]
LUCK [8]

Ignoring his minnion, James tried yet again to pull something out of between realities.This time the result was more straightforward. A solid looking steel mace apeared, decorated with small spikes for extra pain.

"Seriously boss, look at this guy, his brain is fried like a meat pie. Though realy good, you should have a try, tastes like nothing I ever had. Oh you have found a pot! Nice job boss, knew you knew how to find good stuff, I mean, you did find me." With this Grundar unceremoniusly dropped Leo's corpse and sat down to try and pick out molten metal pieces out of the pot.

James looked around searching for whatever had remained of the fox. The bits and pieces proved to be surprisingly easy to find, as they were still just as glowing hot as they were when they still tried to breathe fire. How curious.

Enchant my fingernail with magical sharpness.

CMP [4-1=3]
POT [6+2=8]

David continued his experiements with enchantments. His spell flew true and his fingernail started glowing brightly. Almost blindingly so, and it showed no signs of stoping. But a quick test revealed taht the fingernail now was able to easily cut through stone like it was jelly. No only to find some lose gloves or some darkened glasses.

Interesting...

Synthesize more of this acid


CMP [3+1]
POT [2-1]

Rohan, in atempt to !!Science!!, or mabye in atempt to craft a throwable weapon atempted to magicly synthesize more acid. Yet with a formula he ahd just discovered the progress was slow going, and when the spell ran out of steam there were barely a tablespoon of acid in the vial. Still enough to kill anyone who would be stupid enough to drink the stuff.
________________________________________________________________________________
Spoiler: Map (click to show/hide)

IMPORTANT
Due to pool results, now anyone can create afinity specific esenses. Creating an esense counts as a spell, what bonuses it will give to spellcast when used varies depending on rolls, though most will be +1/+1. You will have base +1 to CMP when creating this (no maluses for creating). You can use multiple esenses for a cast, but only if the afinity for which the esense was created is used in the spell. You can only create esenses for afinities that you have.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 03, 2014, 07:39:08 pm
Use all of my shards! Crush the shadow Mage and the naga with the vines!
If I'm somehow still alive, eat my healing fruit.


*cough* I offered you... a chance to live... and you didn't take it! Now, *gurgle* die with me!
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 03, 2014, 08:47:58 pm
I realy should update your status in google doc. You seem to be having hope to live through this.

Also, on what will you spend the shards? CMP or POT?
Title: Re: Roll to Magic: We have first death
Post by: NAV on August 03, 2014, 08:51:35 pm
Summon 3 healing pills.
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 03, 2014, 08:53:32 pm
POT is strength, right?
If I can, whatever will not make me die (Depends on the rolls).
Otherwise, 2 POT 1 CMP (That's five, right?)

And no, I'm not expecting to live. But if I use them, they won't get my shards! Blaze of glory time!
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 03, 2014, 09:11:47 pm
Summon 3 healing pills.

You do realise, that I wll count that as three seperate spells, right?
POT is strength, right?
If I can, whatever will not make me die (Depends on the rolls).
Otherwise, 2 POT 1 CMP (That's five, right?)

Thats four. CMP is two and POT is one crystal. I now hope that you will roll double sixes.

And no, I'm not expecting to live. But if I use them, they won't get my shards! Blaze of glory time!
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 03, 2014, 09:18:05 pm
Three POT, one CMP.

I'm considering five POT... What would a roll of six with five bonus do?
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 03, 2014, 09:46:21 pm
((Ooh, neat, new stuff.))

Create aether essence.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 04, 2014, 12:09:49 am
Three POT then.
Huh. That would be truly disastrous. I respect your attitude. But...

Seeing that he could do nothing with a hammer, Whaz took one of the swords and fed him to the dying mage. Pointed end first, of course.

"Damn you, annoying mages... Always trying to lurk close to me..."
Title: Re: Roll to Magic: We have first death
Post by: Crimson on August 04, 2014, 01:54:21 am
Scan my surroundings.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 04, 2014, 06:04:31 am
" Shadow man, please wait before he performance is done to begin your tricks, one trick is plenty to appreciate, others will be overlooked.[/glow]

Touch the Shadow mage with Drowsy
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 04, 2014, 07:10:01 am
"Hey guy mind if I borrow this? I'm Dave and this is my business partner Rohan. Good to meet'cha."
Try to cut runes of enchantment into the glass cube and see what happens.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 11:48:25 am
Waiting for 4maskwolf.
Title: Re: Roll to Magic: We have first death
Post by: NAV on August 06, 2014, 11:55:20 am
"Hey guy mind if I borrow this? I'm Dave and this is my business partner Rohan. Good to meet'cha."
Try to cut runes of enchantment into the glass cube and see what happens.

"I keep forgetting you're David's clone, not David. Sure you can have it.
Do you remember anything? I'm James. I was your business partner. We built this treehouse together.
So you're working with Rohan now? I wouldn't trust him, he tried to steal my shards."
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 06, 2014, 12:04:21 pm
"Whoa man. You don't touch another mans shards! It's like a rule or something. But still, he can make bombs and acid. That could turn a pretty profit."
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on August 06, 2014, 12:06:18 pm
"I didn't try to steal nothing from nobody.  You have me mistaken for someone else."

Nitric acid again, then.

I hate my rolls.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 03:12:24 pm
Turn 17
____________________________________________________________________
Use all of my shards! Crush the shadow Mage and the naga with the vines!
If I'm somehow still alive, eat my healing fruit.


*cough* I offered you... a chance to live... and you didn't take it! Now, *gurgle* die with me!
Three POT then.
Huh. That would be truly disastrous. I respect your attitude. But...

Seeing that he could do nothing with a hammer, Whaz took one of the swords and fed him to the dying mage. Pointed end first, of course.

"Damn you, annoying mages... Always trying to lurk close to me..."
" Shadow man, please wait before he performance is done to begin your tricks, one trick is plenty to appreciate, others will be overlooked.

Touch the Shadow mage with Drowsy

SPD [6+1=7]
CMP [6+1+1=8]
POT [2+3=5]

SPD [2+1=3]
DEX [5+1=6]


SPD [1-1=0]
CMP [1]
POT [3]

SPD [4+1=5]
END [6]

With his last breath, Isaac breathes out spell fueled by his soul shards and his pain in equal measure. Within the madness that shrouded his mind, mage found clarity, within his enemies he found purpose. All vines that griped both Isaac and Mezala unfurled, reaching some distance behind Whaz. Being able to recognise danger when he saw it, shadow mage bacfliped as fast as he could, dodging the recoiling vines by a hairs width.He landed next to one of Mezalas swords, grabed it and would had rushed out towards the ofending ruler of plants, had he not been stoped dead in his tracks by what he saw.

The vines that prevously looked like nothing out of the ordinary plants now sported inch long hard looking spikes, each of which was coated in some sort of liquid. Within a flash of a second, all of the vines veaved themselves over both Mezala and the plant mage. Spikes buried deep in their flesh, while vines constricted their flesh, breaking bones and dislocating joints. As Isaac breathed his last breath, vines melted down, showering both his corpse and Mezala in acid. Naga warior lived for now, but between poison and acid shower, that would not last.
{Mezala dies at the end of next turn}

Mr.Sandman rather facinated by the spectacle that was hapening before his eyes, sudenly remembered that he wanted to do something. Yes! He wanted to make that shady guy go to sleep. Dream mage prepeared his spell and fired away. For some confusing reason however, shadowy dude was still alert. Mabye he was sleepwalking all along? Sounds like a thing a short nap would help to solve.
{You are now dizzy}

Summon 3 healing pills.

CMP [2]
POT [5+1+1=7]
CMP [6-1=5]
POT [1+1+1-1=3=2]
CMP [5-1-1=3]
POT [5+1+1-1-1=5]

James, not wanting to interupt his troll from having a snack, opted to craft some salable goods instead. Three times he tuged the unknown, first time pulling out a pound of green tea bunched in a pill-like shape, second he pulled out a tiny red pill which he recognized as a downsized unit of cure-all he dealt with while learning healing arts, third he recovered larger than full sized cure-all pill in which within random places were inserted drops purple taint. It soon became clear that the purple taint was some random extremely biter material, which, as the cure-all needed to be sucked upon, could prove as a major downside.

((Ooh, neat, new stuff.))

Create aether essence.

CMP [4+1=5]
POT [3+1=4]

Jase, chose to restand prepeare for future chalenges. In his medditation, he forged an aether esense to power his future spells.

Scan my surroundings.

LUCK [7]

Crimson being more cautious chose to inspect the surounding area. While his fear of posible predators was proven to be unfounded, his curiosity was not left wanting. There was a small cave leading within depths of the mountain.

"Hey guy mind if I borrow this? I'm Dave and this is my business partner Rohan. Good to meet'cha."
Try to cut runes of enchantment into the glass cube and see what happens.

CMP [3+1=4]
POT [5+2=7]
LUCK [8]
LUCK [9]
LUCK [9]

Davids nail easily cut runes he wanted in the glass, but this time he allowed his mind to wander. Emptying his mind, leaving all decisions to subconciousness, David carved out a circle of runes on the glass cube. The runes glowed with intence light, and when the circle was finished, glass cube shatered into powder, only to refor in an intricate design of gears and levers. On one side of the mechanism was a note which said:
"SCP-9140. Status:safe. Unauthorised accsess will be punished by termination."

"I didn't try to steal nothing from nobody.  You have me mistaken for someone else."

Nitric acid again, then.

I hate my rolls.

CMP [5]
POT [6-1=5]

Rohan, still oblivious to experiements of nearby mages, continued trying to synthesize acid. This time, having the formula down he was able to focus on making the acid, and suceeded in making two full vials of it.
__________________________________________________________________
Frogy, I wanted the cube to blow up in your face, I realy did. But then you rolled jackpot. Enjoy your new toy.

Sarrak, since you are the only one doing murde around here, I will give you a tip. There are exactly two ways to save Mezala, one of them is magic.
__________________________________________________________________

Spoiler (click to show/hide)

Map is from previous turn since not much changed besides the computer I am now using.
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 06, 2014, 04:26:52 pm
((I assume that you meant myself when talking about murder. So, three questions:
- Have I received shards from the self-kill?
- Have the healing fruit survived the acidic hell?
- How much penalty I would receive for commanding death?))
Title: Re: Roll to Magic: We have first death
Post by: NAV on August 06, 2014, 04:30:56 pm
Spoiler: Inventory (for sale) (click to show/hide)

"Seeya David, bye Grundar, take care Rohan. I'm going to explore the shipwreck."
summon a paddle, then summon a lifejacket.
Head to the the box/boat, search the beach one last time.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 04:32:51 pm
((I assume that you meant myself when talking about murder. So, three questions:
- Have I received shards from the self-kill?
- Have the healing fruit survived the acidic hell?
- How much penalty I would receive for commanding death?))

((Yes I did. Fix'd))
-Nope.
-Nope.
-If by that you mean Grim Reaper, it requires 20 pot and instagibs anything. Yes, you can do this over the course of several spellcasts. (Cast on somone, cast it again, and a few more times. All CMP 4/5 will make POT count towards that 20, CMP 5 will also apply debufs)
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 06, 2014, 04:57:11 pm
((Well, I meant more like stopping it from occurring - creature dies, but it can't die. Of course, this does not apply to instant kills and prolonged damage. More like current situation.
The other way around... Does empowering an ally heals it?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 05:12:26 pm
((Oh, you meant becoming undead. Yes, you can do that. It will be -1, and the total POT that will be required will depend on how reallife (or better) you want the undead to be.))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 06, 2014, 05:20:19 pm
((Well, undead is fine too and I myself may chose to ascend to undeath later. But I really meant preventing death from occurring. Whatever. It doesn't seem that it would work anyway.

This leaves the question about improving a minion with soul shards. Does it heal damage to the minion or not?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 05:30:06 pm
((Preventing death is more of Life affinity. Minion buff is always an improvement of the curent situation. Curently, not dying is the most straightforward improvement. How much of an improvement it will be depends on what you roll.))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 06, 2014, 05:36:40 pm
((So, on those buildup instakill spells, would disrupting the casting only stop the mage momentarily, or do they have to start over? I mean magically disrupting, not physically like punching them in the face.))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 06:09:17 pm
(( It would, but I see it as more of a gang-up spell, with a group fighting somone abhorently overpowered with somone casting and others defending, since casting takes time even with multiple spells per turn, all the while your oponent is bashing your skull off.))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 06, 2014, 06:56:20 pm
((It would what? Momentarily disrupt them or make them start over?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 07:06:35 pm
((You could distrupt momentarily with a good bash and them failing END roll, or you could make them start over by healing the damage they dealt/disspeling what they had cast. For your spell it would be dispell. It could be done by somone with Life afinity or somone whos afinity is related to life afinity.))
Title: Re: Roll to Magic: We have first death
Post by: The Froggy Ninja on August 06, 2014, 07:17:55 pm
Fiddle with it.
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 06, 2014, 08:07:21 pm
((So could I do dispelling in general with my own affinity? Also, Life dispels Aether?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 06, 2014, 08:20:03 pm
((So could I do dispelling in general with my own affinity? Also, Life dispels Aether?))

((This is explainabe easily by me thinking you were Sarrak this entiire time. I shouldn't be awake at 4 in the morning. But yes, your instagib can be healed by Life afinity, becouse having a soul is a large part of being alive. And yes, you could do dispeling with your afinity, though CMP 5 counts to POT total AND adds a debuff, you could dispell debuff or try to decrease spell's POT.))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 06, 2014, 10:15:40 pm
((So could I do dispelling in general with my own affinity? Also, Life dispels Aether?))

((This is explainabe easily by me thinking you were Sarrak this entiire time. I shouldn't be awake at 4 in the morning. But yes, your instagib can be healed by Life afinity, becouse having a soul is a large part of being alive. And yes, you could do dispeling with your afinity, though CMP 5 counts to POT total AND adds a debuff, you could dispell debuff or try to decrease spell's POT.))
((So Life can repair the damage I do? I have ideas now. MUHAHAHAHAHA! NAV, I have a proposition for you.))
Title: Re: Roll to Magic: We have first death
Post by: NAV on August 06, 2014, 10:47:57 pm
((Alright, I'm listening.))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 07, 2014, 01:18:18 am
Shadow mage looked grimly at his trusty champion, slowly deteriorating in a pool of acid. He could have been there with her - if he had not taken physical courses where other mages concentrated on magical ones... Well... Good old-fashioned murder seemed to work quite fine until now, solving all his problems.

"Heh. Sorry, orange mage. You seemed quite decent - not trying to kill me and everything... But this ends. Now."

Whaz opened his mind, gathering the strong emanations of death surrounding this place - the strongest and brightest, of course, being self-sacrifice of Isaac. Empowered by the visions and his determination, he run closer and roared into darkening sky, pointing his index finger at the dream mage:

"By the power granted to me by the Lord of Death, I command thee: FEEL HIS PRESENCE!"

Using death surrounding this entire place, I bestow the darkest of presences onto the fool: the soulcrushing fear of death, freezing him in one place or killing outright [All my remaining shards on POT]. Then, I promptly finish him with my sword so that terror would not stay unfounded. If successful, all his shards would serve as a fuel to save Mezala.

((I appreciate the hints, but would do this old-fashioned way. Salsacookies, we could have worked great together... But not this time, it seems.))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 07, 2014, 01:31:16 am
"You find anything interesting, Crimson?"

If Crimson tells me about the cave, Aether sense its interior for any magical objects, with the help of my aether essence.

If he doesn't tell me about the cave, create another aether essence.
Title: Re: Roll to Magic: We have first death
Post by: Crimson on August 07, 2014, 05:26:01 am
"There's a cave nearby."

Approach the mouth of the cave and look inside.
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 07, 2014, 05:34:38 am

"It seems that today, I shall know all that is the nightmare of death... of which knowledge you should know of too... I will now show you.
Use all shards on POT to plunge him into the nightmare of death
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 07, 2014, 07:43:48 am
(( Use shards...How? How much for pot, how much for CMP?))
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 07, 2014, 05:03:59 pm
If the Naga dies, steal her soul and use its power to Respawn with stone affinity.

((Stone is like dead trees, right?))
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 07, 2014, 05:18:57 pm
If the Naga dies, steal her soul and use its power to Respawn with stone affinity.

And if she lives within a very wide definition of "Lives"? Respawn with Mountain?
Title: Re: Roll to Magic: We have first death
Post by: Cptn Kaladin Anrizlokum on August 07, 2014, 05:20:34 pm
If she lives, I'll use life magic as a new character.
Who I'll make next turn.
Title: Re: Roll to Magic: We have first death
Post by: 4maskwolf on August 07, 2014, 05:42:09 pm
make the trace amounts of sulfur dioxide in the air react with oxygen (2SO2 + O2 -> 2SO3), which will rapidly react with airborne water droplets to form sulfuric acid (SO3 + H2O -> H2SO4), which I will collect in another vial.
now, anyone know how to easily produce benzene?
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 08, 2014, 08:31:04 am
(Cold storage)
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 08, 2014, 08:41:36 am
((You realy should wait until you know wether or not you are dead :p. Then again, Whaz is armed with a sword and death, while you are trying to make him halucinate. Do ye not put yer faith in the glorious RNGesus?))
Title: Re: Roll to Magic: We have first death
Post by: Sarrak on August 08, 2014, 08:46:07 am
((Salsacookies, you have a solid chance of survival. Or killing yourself with an ill-casted spell, of course. My chances are quite slimmier - I need to perfectly kill you on the first try.))
Title: Re: Roll to Magic: We have first death
Post by: Salsacookies on August 08, 2014, 08:47:21 am
(NOPE! THE RNG DO NOT FAVOR ME! Also, I do like the idea, so i'll put him in cold storage)
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 08, 2014, 06:52:11 pm
Turn 18
____________________________________________________________________
Spoiler: Inventory (for sale) (click to show/hide)

"Seeya David, bye Grundar, take care Rohan. I'm going to explore the shipwreck."
summon a paddle, then summon a lifejacket.
Head to the the box/boat, search the beach one last time.


CMP[2]
POT[5+1+1=7]
LUCK[9]
CMP[6-1=5]
POT[2+1+1-1=3]
LUCK[5]

Desire to explore takes over James and he sets out to prepeare for some treasure hunting. The magic does not seem wiling to cooperate today though. Atempt to summon a padle resulted in a cloud of sawdust, while the lifejacket was small enough to comfortably fit a six year old child and made of wood. On the plus side, Gondar now won't need to harm trees for firewood.

Fiddle with it.

LUCK [7]

Davidd, flinged one of the swiches carpeting the surface of glass cube, and the construct whired into motion. Various pieces began moving, rearanging themselves. When motion stoped, instead of a glass cube there was a crossbreed betwen a crossbow and a balista, made entirely of glass and armed with a glass arow. Several swiches were positioned on sides of this implement.

-snip-

"By the power granted to me by the Lord of Death, I command thee: FEEL HIS PRESENCE!"

Using death surrounding this entire place, I bestow the darkest of presences onto the fool: the soulcrushing fear of death, freezing him in one place or killing outright [All my remaining shards on POT]. Then, I promptly finish him with my sword so that terror would not stay unfounded. If successful, all his shards would serve as a fuel to save Mezala.



"It seems that today, I shall know all that is the nightmare of death... of which knowledge you should know of too... I will now show you.
Use all shards on POT to plunge him into the nightmare of death

SPD [5+1=6]
CMP [4+1=5]
POT [1+2=3]
STR [6]
LUCK [1]

SPD [2-1=1]
DEX [3]

With a spell for a battlecry Whaz charged forth at Mr. Sandman. Shadows of skulls flew aroundd Mr. Sandman distracting him just long enough for Whaz to close in. With a blow of incredible strenghth, Shadow mage cleaved off dream mages left hand, cut through chest to the heart and got blade hoplesly stuck in spine bones. Mr. Sandman was died before managing to utter a single word.

Not even bothering to remove the sword, Whaz snached shards from now dead mage and crushed all of them in hopes that improvement would save Mezala from death. Alas, the power chose to improve her physical form in way of increased muscle mass, which merely made her last moments slightly more painfull.

"There's a cave nearby."

Approach the mouth of the cave and look inside.
"You find anything interesting, Crimson?"

If Crimson tells me about the cave, Aether sense its interior for any magical objects, with the help of my aether essence.

If he doesn't tell me about the cave, create another aether essence.


CMP [3]
POT [4+1=5]

LUCK [3]

Jase focused on aether that permanated the cave, though aside the fact that it contained a few small lifeforms, his spell failed to find out anything usefull. Crimson took a peek inside, and discovered that the small lifeforms were bats, as one of them got scared and while flying around franticly slaped in mages face. Though failing to do any significant damage, it left a few scraches.

make the trace amounts of sulfur dioxide in the air react with oxygen (2SO2 + O2 -> 2SO3), which will rapidly react with airborne water droplets to form sulfuric acid (SO3 + H2O -> H2SO4), which I will collect in another vial.
now, anyone know how to easily produce benzene?

CMP [1]
POT [2]

The problem with expermentation is that it usualy results in mostly failures. Rohan discovered it as instead of sulfuric acid in a bottle he conjured a particularly eggy fart in his face.
__________________________________________________________________
From within the portal at the center of floating island Isaac the snonemancer steped out. Looking as tough as the stone he wielded, he was more than ready to build a mausoleum for each and every one of his oponents.
__________________________________________________________________

Spoiler (click to show/hide)

You were right Salsacoockies, though I am convinced that it was caused by your negativity.
Title: Re: Roll to Magic: Turn 18
Post by: The Froggy Ninja on August 08, 2014, 06:58:31 pm
"Damn. I bet this could be worth fifteen shards easy. A bit dangerous to sell though. Thoughts?"
Title: Re: Roll to Magic: Turn 18
Post by: Sarrak on August 08, 2014, 07:15:48 pm
((Damn. Whaz is surely a potent killer. But it seems someone stole his luck today... Rest in peace, Mezala. I will kill someone in your memory.

Also, it seems to be worthy of note that self-kills and prolonged deaths from aftereffects posed by an already dead mage provide no soul shards (might be not true in the latter case - Mezala being my trusty minion would work against receiving shards).))

"Well... Damn. I was unsuccessful after all."

Bald mage growled and walked to remove sword from the corpse - only to remember that he still had five unstuck ones. Quite a deadly fortune. But unattuned to his wishes. Perhaps, good old waraxe-maul could be improved after all?

Once again gathering the emanations of death - even more intense this time - I grant the shadowaxe a new purpose - to implant death into the very being of creatures it hits. Secondly, I use my shadowmastery to get an actual edge on it.
Title: Re: Roll to Magic: Turn 18
Post by: Beirus on August 08, 2014, 07:29:48 pm
((No essence boost?))
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 08, 2014, 07:33:12 pm
((It's a consumable, one time item. You did not write that you want to use it))
Title: Re: Roll to Magic: We have first death
Post by: Beirus on August 08, 2014, 07:42:32 pm
with the help of my aether essence.

Thought that made it clear I wanted to use it. My bad.
Title: Re: Roll to Magic: Turn 18
Post by: Cptn Kaladin Anrizlokum on August 08, 2014, 07:46:14 pm
So, did Issac respawn?
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 08, 2014, 08:01:15 pm
So, did Issac respawn?

Yes, sorry, forgot that. I'll eddit it in.
Title: Re: Roll to Magic: We have first death
Post by: DreamerGhost on August 08, 2014, 08:02:14 pm
with the help of my aether essence.

Thought that made it clear I wanted to use it. My bad.

I apologise. It would apear I spontaneously went blind.
Title: Re: Roll to Magic: Turn 18
Post by: NAV on August 08, 2014, 08:52:27 pm
"Nice weapon David! No one will mess with us now."

Is the firefox's magma getting any cooler? If it's not then Grundar can use it to cook over. Toss the useless wood to Grundar anyways.

Summon a following Javelin.
Summon a paddle.
Summon a healing pill.


Spoiler: For sale (click to show/hide)
Title: Re: Roll to Magic: Turn 18
Post by: Beirus on August 08, 2014, 08:57:53 pm
((So would it work for this turn, or do I have it for next turn?))
Title: Re: Roll to Magic: Turn 18
Post by: Salsacookies on August 09, 2014, 06:49:23 am
Name: Blighted Witness
Affinity:Pestilence
STR=0
DEX=2
SPD=0
END=3
POT=3
Grey with Green glow

(You owned my guy, not nice) :(
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 09, 2014, 08:37:39 am
((So would it work for this turn, or do I have it for next turn?))
((It would have revealed that small animals were bats (which you already know) and general shape of the tunnel (which you will see if you chose explore it) so I'll keep it for your next turn))
Title: Re: Roll to Magic: Turn 18
Post by: Beirus on August 09, 2014, 01:42:35 pm
Go check out the inside of that cave. With Aether sense so I don't fall down a hole or something.
Title: Re: Roll to Magic: Turn 18
Post by: Crimson on August 09, 2014, 09:33:04 pm
Follow behind Jase while keeping my guard up.
Title: Re: Roll to Magic: Turn 18
Post by: Cptn Kaladin Anrizlokum on August 10, 2014, 12:23:07 am
Head towards the castle for revenge!
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 10, 2014, 07:06:59 am
Head towards the castle for revenge!

Ahem.

Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
I'll accept a clone without the memories. We are abhorently metagaming here anyways.
I meant memories up until I entered the portal.

Oh, it's ok then. If I had let you have in-game memories preserved, I'd have to let evryone through, which would open all kinds of nasty metagaming chances.
Title: Re: Roll to Magic: Turn 18
Post by: Cptn Kaladin Anrizlokum on August 10, 2014, 10:16:41 am
Okay then. The castle is made of stone, I control stone, head that way. There aren't any mountains, are there?
Title: Re: Roll to Magic: Turn 18
Post by: The Froggy Ninja on August 10, 2014, 10:20:22 am
Pick up a stick and carve in runes of storage for easy to use spells.
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 10, 2014, 10:26:33 am
Okay then. The castle is made of stone, I control stone, head that way. There aren't any mountains, are there?

((Three mountains and a volcano. But two of those are behind the castle, so you pass))
Title: Re: Roll to Magic: Turn 18
Post by: Salsacookies on August 10, 2014, 10:36:10 am
(What will be your interpretation of acceptable plague powers? I feel like ill do a better job with him than with my dream guy, I really wasn't sure what to do with him, but could you list a basic power list for me, just as a reference? Thank you, also, what's a diseased place here?)
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 10, 2014, 02:18:34 pm
(What will be your interpretation of acceptable plague powers? I feel like ill do a better job with him than with my dream guy, I really wasn't sure what to do with him, but could you list a basic power list for me, just as a reference? Thank you, also, what's a diseased place here?)

((Well, I supose you'd get ability to infect anyone with any disease immaginable. Als, since most plagues, unlike stabing, don't kill people within five minutes, you'd also get the ability to increase severity of a disease that is already there. It would be kinda like those 20 pot instagibs, though with debufs on both 5's and 4's. You will need to provide disease name though. Obiviously, you'd be able to do this in reverse, that is, heal diseases.))
Title: Re: Roll to Magic: Turn 18
Post by: Salsacookies on August 10, 2014, 02:47:31 pm
( Thanks, I will only use diseases which actually exist, like the guy with the chemical reactions. I'll post a url on the diseases so you know they're real :) )
Title: Re: Roll to Magic: Turn 18
Post by: 4maskwolf on August 11, 2014, 10:43:20 am
same thing I did last turn.
Title: Re: Roll to Magic: Turn 18
Post by: DreamerGhost on August 11, 2014, 07:03:03 pm
Turn 19
__________________________________________________________________


Once again gathering the emanations of death - even more intense this time - I grant the shadowaxe a new purpose - to implant death into the very being of creatures it hits. Secondly, I use my shadowmastery to get an actual edge on it.

CMP [6]
POT [1]
CMP [3+1-1=3]
POT [2-1=1]

Whaz not wanting to have a repeat of "toy hammer" scene when hiting something soft, decided that enchanting the (un)trusty hammer was a priority. His first spell, an atempt to infuse the weapon with esense of death itself somehow failed. Even when holding the hammerhead itself, Whaz could not feel anything of note. Mabye he was just too mentaly hardened to notice anything, or mabye his regular casting impotence had kicked in. Though if it did, this case was higly unusal, as a fresh corpse caused entirely by shadow mages action laid just a few meters away. Not discouraged, Whaz tried improving his weapon once more, this time by manipulating shadows. Edges of the hamer let lose a tiny cloud of dust like particles of shadows, yet remained unchanged. Mabye the homocidal spirit that governed his magic was too amusedd by what plant user had done to pay atention to Whaz?

"Nice weapon David! No one will mess with us now."

Is the firefox's magma getting any cooler? If it's not then Grundar can use it to cook over. Toss the useless wood to Grundar anyways.

Summon a following Javelin.
Summon a paddle.
Summon a healing pill.


Spoiler: For sale (click to show/hide)

James in awe of new weapon produced by David had momentarily forgoten his desire to explore the waters and chose to produce more sellable goods for now. He discarded failed life-jacket to the troll with an order to check out the remrants of Irus. Grundar scampered off to a piece of firefox in an atempt to use the ever hot magma blob to ignite a fire for cooking. Wodden jacket easily caught fire and Grundar aprovingly broke it down in smaller piecces for easier burning.

CMP [1]
POT [6+1+1=8]
LUCK [2]
DEX [6]

The spell calling out to unreality was "slightly" shacky this time, in the same way that center of hydrogen bomb explosion is "slightly" hot. Fabric of space was breaking down around the spell and before James managed to stop it, the whole thing colapsed spiting out a blob of solid oxygen snow. James, showing accrobatics one would not expect from a mage, managed to jump back quicly enough to almost entirely dodge the dangerously cold particles, merely caching some with with right sleeve of his robe. Yet, by some cruel twist of fate, James landing pose put his right sleve dangerously close to a piece of firefoxs remains. With a powerful burst the oxygen ignited, burning away the robe to elbow and searing flesh beneath.

Go check out the inside of that cave. With Aether sense so I don't fall down a hole or something.
Follow behind Jase while keeping my guard up.

LUCK [1]

CMP [6]
POT [6]

Jase reached out with his power towards the depths of the cave and noticed something unique, something that he had never seen before. There was something there, looking back at him. And it was very angry by the rude awakening Jase had caused. Aether mage was able to see the being for what it was, a magical entity with a form like a human, if said human had his legs melted into a blob of flesh, skin covered in red pustules and eyes replaced by small windows to utter darkness. Sooner than Jase managed to be grosed out by the immage to vomiting, the creature pushed mage away with its considerably psychical prowess. A loud screech from the cave indicated that the battle was not finished yet.

Head towards the castle for revenge!
Okay then. The castle is made of stone, I control stone, head that way. There aren't any mountains, are there?

SPD [(6+1)/2+1=4.5]

Seeing fort in the distance Isaac determined, that being made of stone and located near two of the four mountains on the island, it would make an excelent seat of power for him. His stone like determination brought him to western wall of the fortress rather quicly.

Pick up a stick and carve in runes of storage for easy to use spells.

CMP [1]
POT [1+2=3]

David did not fare much better than James in his magical experiements. While a branch from nearby tree served decently as a base for a wand, the runic enchantments required were something of a new teritory for David. Prudently, he only put minimal poweer in the spell and it was a good thing as his fears came true. The wand in making burst into flames as he carved the last rune, burning his hand with which he held the stick.

same thing I did last turn.

CMP [2]
POT [5]

Once more Rohan tried to make some acid, and once more smell of roten eggs visited his vicinity. This time though, the stench was suffocating and took few minutes to dissipate. Luckily, wind was blowing away from two other mages and the troll.
__________________________________________________________________

From within the central portal a pale figure walked out. Known only as Blighted Witness, this mage was feared by single men and empires alike for his talent was to spread disease, the bane of both nobles and common men. Run, though it may already be too late.
__________________________________________________________________

Spoiler: Map (click to show/hide)

Spirit of magic is not happy for some reason today. Probably some wizards underutilizing Chaos rift.
Title: Re: Roll to Magic: Turn 18
Post by: The Froggy Ninja on August 11, 2014, 07:38:58 pm
"Hey guy? Little help? I kind of need this hand for magic."
Title: Re: Roll to Magic: Turn 18
Post by: NAV on August 11, 2014, 07:51:55 pm
"I'll heal your hand if you enchant my mace."
Heal David's hand. Then heal my own hand.
Title: Re: Roll to Magic: Turn 18
Post by: The Froggy Ninja on August 11, 2014, 08:48:31 pm
"The deal is struck. Any specifications."
Title: Re: Roll to Magic: Turn 18
Post by: Beirus on August 11, 2014, 09:50:43 pm
"Crimson, get ready. I think I pissed something off, and it's possibly psychic. I'm sorry, didn't mean to wake you. Can't we talk this out?" Jase says, shouting the last part into the cave.

Make another aether essence. The way this is going, I'll need it.

((Looks like I may get to test out another use of my affinity soon.))
Title: Re: Roll to Magic: Turn 19
Post by: Sarrak on August 12, 2014, 01:57:03 am
"Something isn't right..."

Whaz observed melted bodies in deep thought. Something really wasn't right. Perhaps, spirits did not want to grant their power. But why? Carefully stepping onto ruined ground, shadow mage walked closer to the corpses.

"As expected, Mezala wasn't used as a catalyst. Hm... But why not this plant mage?"

A sudden realization struck Whaz: only final death would empower his spells. Both Mezala and the mages were killed, but only the last one lost his soul to him completely. Well, that posed interesting perspectives, like reincarnation and such... But trying magic was too dangerous now.

I strap the weightless hammer to my back and weaponize myself with two swords. Then, I head out back to the lake in search of mages. If chances look good for me - a single one or one with his minion, either ambush them or try to come closer for a deadly charge.
Title: Re: Roll to Magic: Turn 19
Post by: Crimson on August 12, 2014, 05:40:13 am
"I doubt we can easily talk with whatever you woke up!"

Create a force essence.
Title: Re: Roll to Magic: Turn 18
Post by: NAV on August 12, 2014, 12:44:36 pm
"The deal is struck. Any specifications."
"Maybe some sort of paralyzing effect."
Title: Re: Roll to Magic: Turn 19
Post by: Salsacookies on August 12, 2014, 01:10:37 pm
"A new land, let us see what is in store."
Charge a Disease essence, then go north
Title: Re: Roll to Magic: Turn 19
Post by: The Froggy Ninja on August 12, 2014, 03:53:09 pm
Try to enchant the head of James' mace with Benevolent (to the user) paralysis effects.
Title: Re: Roll to Magic: Turn 19
Post by: 4maskwolf on August 13, 2014, 10:36:43 am
Eh.  Just have me go back through the portal, I can't keep up with this as school approaches.

Sorry...
Title: Re: Roll to Magic: Turn 19
Post by: DreamerGhost on August 13, 2014, 10:45:21 am
And so, RL monstrocity claims another. But it is a legit concern, I start university this year, might not be able to keep up the game. We'll see.
Title: Re: Roll to Magic: Turn 19
Post by: Salsacookies on August 13, 2014, 04:03:17 pm
I only have to do 3 classes this year, so the rest gets replaced with WORK! YAY!
Title: Re: Roll to Magic: Turn 19
Post by: DreamerGhost on August 13, 2014, 04:42:12 pm
Well, you at least get paid for that. Also, roboapocalypse is prognosed in something like 20 years, because humans will no longer be nececary to do jobs. There will be several milions CEO's and 7-8 bilion hobos. And CEO's will wonder why nobody buys their shit no matter how much they advertise.
Title: Re: Roll to Magic: Turn 19
Post by: The Froggy Ninja on August 13, 2014, 05:11:36 pm
At that point money would be unnecessary as there would be no labor or workers to pay.
Title: Re: Roll to Magic: Turn 19
Post by: Beirus on August 13, 2014, 05:15:19 pm
You'd still have to pay energy costs. And security costs, for protection from the hobos who want your stuff.
Title: Re: Roll to Magic: Turn 19
Post by: The Froggy Ninja on August 13, 2014, 06:45:52 pm
There would be no hobos. In a world where no one works to make stuff there is no need for money and everything would be free.
Title: Re: Roll to Magic: Turn 19
Post by: Cptn Kaladin Anrizlokum on August 13, 2014, 10:18:12 pm
Open the wall of the castle with magic. Doors are for non-mages. Close the hole behind me once I'm through, so no one follows. Unless I see someone, then get the castle to crush them.
Title: Re: Roll to Magic: Turn 19
Post by: DreamerGhost on August 14, 2014, 05:14:53 pm
Turn 20
____________________________________________________________________
"I'll heal your hand if you enchant my mace."
Heal David's hand. Then heal my own hand.

CMP [4+1=5]
POT [6+1+1=8]
CMP [5+1-1=5]
POT [4+1+1-1=5]

Seeing a trade deal where it is, James healed David and then himself. It felt good going back to the original magic, there wasn't a single error in spell or lack in it;s power. Both mages were good as new.

Try to enchant the head of James' mace with Benevolent (to the user) paralysis effects.

CMP [4-1=3]
POT [5+2=7]
LUCK [4]

Upholding his part of the deal, David atempted to enchant the steel mace. Eeven with rather specific choice of effect, he managed to do a decent job. His right hand with which he held the mace barely felt stiff at all, while his left hand with which he touched th head of the mace hung lifelessly at his side. The paralysis did not last long, he could already feel the arm, it slightly hurt with nerves coming back into action.

"Crimson, get ready. I think I pissed something off, and it's possibly psychic. I'm sorry, didn't mean to wake you. Can't we talk this out?" Jase says, shouting the last part into the cave.

Make another aether essence. The way this is going, I'll need it.

((Looks like I may get to test out another use of my affinity soon.))
"I doubt we can easily talk with whatever you woke up!"

Create a force essence.

SPD [4]
CMP [4]
POT [1+1=2]

SPD [3]
CMP [3]
POT [1]

SPD [5]
CMP [3]
POT [2]

The abomination shufled out of the cave into the light as duo of mages were prepearing themselves. With a gurgling sound and a flick of hand oair araund the monstrocity bent away in all directions creating a gust of wind. Undetered, Jase and Crimson continued to charge their strength. Jase crafted a directioning (+1 CMP) force esense, while Crimson forged a power (+1 POT) force esense. Battle was abaut to begin.

Open the wall of the castle with magic. Doors are for non-mages. Close the hole behind me once I'm through, so no one follows. Unless I see someone, then get the castle to crush them.

CMP [4]
POT [2]

A cariage wheel sized hole opened in the wall before Isaac and almost immedietly closed. What usualy would had been a mere annoyance turned into most unfortunate accident, as somone armed with two swords and a hammer walked just around the corner of the castle and was now facing the stonemancer.

-snip-

I strap the weightless hammer to my back and weaponize myself with two swords. Then, I head out back to the lake in search of mages. If chances look good for me - a single one or one with his minion, either ambush them or try to come closer for a deadly charge.

SPD [2+1=3]
STR [6]

SPD [1+1=2]
DEX [4]
CMP [2-1=1]
POT [4-1=3]

Fortunately for Isaac, Whaz was far too surprised by some random guy in a robe creating and fixing holes in a wall of a castle Whaz fully considered his. When shadow mage finaly decided to charge, Stonemancer had already prepeared himself, standing just right to dodge away from downwards strike that Whaz atempted to execute. With both swords embed into the ground providing a momentarily distraction for shadow mage, Isaac figured it was a time for counteratack. With a command, a large boulder split away from the wall and fell between two combatants. At least it would provide an obstacle for the next charge from Whaz.

"A new land, let us see what is in store."
Charge a Disease essence, then go north

CMP [5]
POT [1]
SPD [(4-1)/2+1=2.5]

With a snap of his thin fingers, Witness stockpiled a part of his thoughts for future use in a form of directioning (+1 CMP) plague esense. His preparations done, master of plagues walked off north. Passing throug a makeshift forest, completely indiferent towards mages standing there, Witness traveled almost all the way around the shipwreck lake.
__________________________________________________________________
After suden enlightment by figuring out the secret of life via alchemy, Rohan ascends ito plane of pure thought, leaving this insignificant squable between his inferiors behind.
_________________________________________________________________
Spoiler: Map (click to show/hide)

Here's Turn 20. And when I started this I wasn't certain that I would reach turn 5. Thanks for advice guys.

Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Beirus on August 14, 2014, 05:21:09 pm
((So that abomination is magical like Irus was, right? Also, where was my POT bonus? Would it not have mattered?))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: DreamerGhost on August 14, 2014, 05:35:51 pm
((Yes. Fix'd. Yes, it wouldn't have mattered.))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Sarrak on August 14, 2014, 05:36:53 pm
"I... Remember your face, mage. This time your soul won't escape it's fate!"

To hell with magic and everything overly complicated. I jump onto the boulder and attack the stonemaster before he can do anything.

EDIT: I congratulate you for reaching this turn and wish for this game to somehow end by 100 shards condition. All in all, it became addictive as hell. Not overly complicated, very interesting and free for experimentation.
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: The Froggy Ninja on August 14, 2014, 05:40:36 pm
Try and make that wand again.
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Cptn Kaladin Anrizlokum on August 14, 2014, 05:57:01 pm
Grow the boulder into a wall, then push it at him with magic.

As I do that, grab his two swords out of the ground.


You are alone! Only death and darkness!
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Sarrak on August 14, 2014, 06:15:10 pm
((I'm not sure that swords were stuck. But, anyway, they couldn't be in Isaac's reach as between him and Whaz now lies a large boulder.))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Beirus on August 14, 2014, 07:33:46 pm
"Crimson, I'm gonna try aomething. Be ready to kill this thing if it doesn't work."

Time to make a new friend.
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: NAV on August 14, 2014, 07:40:11 pm
"Grundar, do you want a weapon?"

If Grundar wants it then give him the mace.
Summon a jetpack. Summon a helmet. Summon a healing pill.
Title: Re: Roll to Magic: Turn 19
Post by: DreamerGhost on August 14, 2014, 08:22:27 pm
Open the wall of the castle with magic. Doors are for non-mages. Close the hole behind me once I'm through, so no one follows. Unless I see someone, then get the castle to crush them.
((Whaz is still holding the swords and they are stuck in dirt i.e. not stuck at all. Also, you are a few meters away from Whaz, at leasr away enoug for a boulder to fit between you.))

((My phone can't handle inserting second quote. NAV, by mage councils laws, what you are doing is comsidered suicidal behaviour))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Beirus on August 14, 2014, 09:27:39 pm
((Only guaranteed suicidal on that last one where he gets a net -3 malus.))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: DreamerGhost on August 14, 2014, 09:31:49 pm
((And on those last two he will roll for both item and material. Anti-mater frag grenades inbound.))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Cptn Kaladin Anrizlokum on August 14, 2014, 09:34:31 pm
Well, if all goes well he will be dodging a stone wall... Hopefully he drops his swords dodging.
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: NAV on August 14, 2014, 09:58:06 pm
((Maybe summoning completely random items at a -3 is poorly though out.))
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Salsacookies on August 14, 2014, 10:08:51 pm
Create another disease essence, then move toward the shipwreck, and explore
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: Crimson on August 14, 2014, 10:33:13 pm
"If I can!"

Punch the air with my right hand and manipulate the force imparted into the air to create a solid air bullet (-1) directed towards the abomination.
Title: Re: Roll to Magic: Turn 20 Ascending from life
Post by: DreamerGhost on August 17, 2014, 06:04:07 pm
Turn 21
____________________________________________________________________

"I... Remember your face, mage. This time your soul won't escape it's fate!"

To hell with magic and everything overly complicated. I jump onto the boulder and attack the stonemaster before he can do anything.

Grow the boulder into a wall, then push it at him with magic.

As I do that, grab his two swords out of the ground.


You are alone! Only death and darkness!

SPD [3+1=4]
STR [2]

SPD [2+1=3]
DEX [5]
CMP [4]
POT [1]

Whaz was first to recover from shock, and thus, first to attack. With a mighty leap he jumped on the boulder seperating the two mages and dashed forward. Isaac, expecting such, easily sidesteped the attack and moved over the boulder, placing duo in almost exact same position they were before. Only main diference was that stonemancer now had a wall behind him. Yet Isaacs power of legs did not extend to power of spellcasting. While the spell itself was constructed splendidly, it was too weak to do anything more than make few peeble sized shards of stone fall off the boulder.

Try and make that wand again.

CMP [2]
POT [3+2=5]

David continued his experiements in storage of spells and was making progress. This time, while the wand exploded, the extent of damage was a few splinters of wood loged in his palm. Rather small price to pay seeing as explosion launched bottom part of failed wand deep enough into the earth to make it invisible from surface.

"Crimson, I'm gonna try aomething. Be ready to kill this thing if it doesn't work."
"If I can!"

Punch the air with my right hand and manipulate the force imparted into the air to create a solid air bullet (-1) directed towards the abomination.

Time to make a new friend.

SPD [5]
CMP [6+1+1-1=7]
POT [6+1+1=8]

SPD [3]
CMP [3+1-1=3]
POT [2+1=3]

SPD [2]

There are bold psychers and there are sane psychers. Jase was rapidly heading towards the former category, as insted of threading carefully, he decided to try and owerwhelm the creature with all he had. Within moments, whatever thoughts could had been within that eldrich skull were purged clean off, making the abomination seemingly freeze in place. Only the barest instincts remained, the being had no purpose or reason anymore. Aether mage would need to tell it to do even most basic things as walking, yet nevertheless, the monstrosity was now as loyal as a hammer to blacksmith.

Crimson, not entirely trusting the suden ceasmen of movement coming from abomination sent a pulse of air towards it. It pushed the creature a bit, proving that it did not just phase out from laws of physics, yet it did not react in any way.

"Grundar, do you want a weapon?"

If Grundar wants it then give him the mace.
Summon a jetpack. Summon a helmet. Summon a healing pill.


"Oh, thanks boss. This one is realy good too. Sturdy, finely balanced and above all, enchanted. Knew that you can find the best stuff"
Grundar happily acepted the mace and went out to try it by bashing off a few branches from nearby trees to keep the bonefire burning.

James made himself bussy by summoning more things, entirely undeterred by his recent failure.

CMP [6]
POT [4]
LUCK [1]
END [1]

Practicioneer of summoning this time was a tad bit confused by softness of material he had grabed from between the planes. The end result, for that fraction of a second James could see it, was a proper jetpack, oiled and with full fuel tank, made entirely out of paper and on fire. At least mage presumed that fuel tank was full, as following explosion threw him several metres back, forcing veteran healer to slide on his back almost as much. Shock did little damage, but James brain not apreciating the ride decided to shut down for a moment.
{Unconcious}

Create another disease essence, then move toward the shipwreck, and explore

CMP [5+1=6]
POT [3+1=4]
LUCK [8]

Plague Witness closed off another piece of his power for later use, this time a bit larger, and went off to explore the shipwreck that was abundant. Abundant in the middle of the lake, surounded by deep water with uncertain ammount of creatures hiding within blue depths. But by chance wind had blown one of the smaller ship remains close enough to shore that barely any swiming would be required.
__________________________________________________________________
Spoiler: Map (click to show/hide)

I will be gone for next four days or so, with an internet acess being of dubious quality and uncertain existence. So if I messedd up something, it probably won't be fixed until thursday.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: NAV on August 17, 2014, 06:56:03 pm
Wake up. Heal myself if needed. Create a summoning essence or 2.

James really is a much better healer than summoner.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: Beirus on August 17, 2014, 10:09:36 pm
"It won't threaten us any more, Crimson. Now then, creature, tell me what affinities you possess."

Create another aether essence.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: Cptn Kaladin Anrizlokum on August 17, 2014, 10:15:50 pm
Melt the boulder and push the molten stone at him with magic! Then open a hole in the wall and dive through, sealing it shut behind me.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: Crimson on August 17, 2014, 11:20:22 pm
"O-Ok... At least that worked."

Create another force essence.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: The Froggy Ninja on August 18, 2014, 09:01:33 am
Draw a Rite of Mindfulness around James.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: DreamerGhost on August 20, 2014, 08:35:22 am
Sarak and Salsacoockies havent posted yet.
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: Sarrak on August 20, 2014, 09:46:02 am
Yeah, sorry. Waited for you for some reason I forgot.


"Time to die!"

Rush at Isaac and turn him into bloody mess!
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: Salsacookies on August 21, 2014, 03:47:24 pm
head into the ship, see what's inside. Charge another essence
Title: Re: Roll to Magic: Turn 21 Gone camping
Post by: DreamerGhost on August 22, 2014, 08:33:27 am
Turn 22
__________________________________________________________________
Wake up. Heal myself if needed. Create a summoning essence or 2.

James really is a much better healer than summoner.
Draw a Rite of Mindfulness around James.

END [4]
CMP [2+1=3]
POT [2+1+1=4]
CMP [2]
POT [4+1+1-1=5]

CMP [5]
POT [2]

David, not wanting the best provider to their shop to waste time, started carving out a few runes to hasten James' recuperation. Great care ensured that the spell would not go awry, yet it also ensured slow speed, resulting in a weak spell. But combined with healers great physicue, it was enough.

James got up and inspected himself for damage. Noticing that his clothes geting dirty was the end of it, he moved to crafting some esenses to ensure less suicidal casting in the future. Twice he focused his power, crafting an esense of power and a dual esense. Well, at least the explosions will be bigger.

"It won't threaten us any more, Crimson. Now then, creature, tell me what affinities you possess."

Create another aether essence.

LUCK [6]
CMP [2+1=3]
POT [4+1=5]

It is unknown wether the creature was now simply too stupid, or wether it had forgoten the answer itself, or mabye it was becouse it never knew language, but abomination was having hard time understanding the question it was given.

Allowing the creature some time to contemplate the inquiry, Jase turned his atention elswhere, namely crafting an aether esense. It proved an easy task for a mage like himself.
"O-Ok... At least that worked."

Create another force essence.

CMP [5+1=6]
POT [1+1=2]

Crimson folowed with the same as Jase, crafting a manipulative esense of force.

Melt the boulder and push the molten stone at him with magic! Then open a hole in the wall and dive through, sealing it shut behind me.
Yeah, sorry. Waited for you for some reason I forgot.


"Time to die!"

Rush at Isaac and turn him into bloody mess!

SPD [4+1=5]
DEX [3]
END [4]
CMP [1]
POT [4]
DEX [4]
CMP [3]
POT [3-1=2]


SPD [5+1=6]
STR [6]
DEX [6]

Whaz charged once more at Isaac, kicking off from the boulder and bringing down his sword on stone mage with a mighty leap. Try as he did, Isaac could not get away in time, swords arc coneccted with his wrist severing his left hand. Yet once more Whaz underestimated his strenghth, as was proved by sword moving all the way to the ground and geting stuck in it once more.
{Bleeding 5 turns remaining}

Even with such a wound, Isaac managed to launch a counterattack. Though calling it a counteratack might have been a bit too much. The spell Isaac tried to use failed spectacularly, parts of stone got hot, other parts got cold, temperature diferences were great enough to shatter the stone and send bits of it flying evrywhere. Isaac managed to dodge most of the stone shrapnel, the few pieces that hit him bounced off of his robes. Whaz however, had to chose between losing a sword and tanking all the stone pieces. Without thinking, Whaz rolled away leaving his sword behind.

Seeing an oportunity, Isaac atempted to get away through a wall once more, yet the wall proved to be uncooperative again, this time not opening even for a moment.

head into the ship, see what's inside. Charge another essence

CMP [3+1=4]
POT [2+1=3]
LUCK [8]

Witness focused another part of his power for later use and went onwards to adventure. Adventure of a small shipwreck. An adventure of searching and looting. Actualy, there wasn't all that much space to explore within the shipwreck and Witness quicly found the only things of value - a pair of steel harpoons.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: The Froggy Ninja on August 22, 2014, 09:27:14 am
Make an Enchantment essence.
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Cptn Kaladin Anrizlokum on August 22, 2014, 09:46:52 am
Grab the sword, and throw it at him! Then, collapse the castle wall onto his head!
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Sarrak on August 22, 2014, 10:37:58 am
"Hah! I'm just one step from magical efficiency!"

Using a handle of shadow warhammer, I push the stonemancer into the castle wall, optimally crushing his head with an impact.
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Cptn Kaladin Anrizlokum on August 22, 2014, 10:45:01 am
You call yourself a mage?!? I've never even seen you attempt a spell!
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Sarrak on August 22, 2014, 11:03:20 am
"That's because MINE spells are too dangerous for casual casting! Well, without a recent death to guide and empower them..."

((Really, I like how I get 6's every time I attempt something physical. Contrary to 1-3 magical.))
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: NAV on August 22, 2014, 01:38:01 pm
((Someone needs healing! Yay!))

"Grundar, could you please go explore those shipwrecks and bring me back something nice. Eat these if you get hurt."
Give Grundar the 3 healing pills and ask him to explore for me.
Try to communicate with the treetower again.
Craft 2 summoning essences.
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Beirus on August 22, 2014, 02:30:37 pm
Reach out with the aether to sense what affinities the creature has, since conversation isn't going too well.
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Salsacookies on August 22, 2014, 05:49:15 pm
Take the harpoons with me, could me a good source of directing my diseases. charge a disease essence once again, and look for any places of interest, particularly for making my diseases more potent
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: Crimson on August 23, 2014, 06:29:34 am
Head outside of the cave then, once out in the open, swing my right arm from left to right in order to generate force. Using that, try to create a solid (-1) blade of force the size of a short sword extending out from my right arm.
Title: Re: Roll to Magic: Turn 22 Think before unthinking
Post by: DreamerGhost on August 24, 2014, 03:15:32 pm
Turn 23
__________________________________________________________________
Make an Enchantment essence.

CMP [6+1=7]
POT [2+2=4]

David caught by sudden desire to not blow himself up while casting, dexided to craft an esense of precision. It came out well, but was slightly more helpfull than nessesary. Sure, it would prevent death by misscast, but results may differ from primary plan.
{+2/+1, LUCK roll for extra Fun}

Grab the sword, and throw it at him! Then, collapse the castle wall onto his head!
"Hah! I'm just one step from magical efficiency!"

Using a handle of shadow warhammer, I push the stonemancer into the castle wall, optimally crushing his head with an impact.

SPD [4+1=5]
DEX [6]
CMP [1]
POT [3]
DEX [3]

SPD [6+1=7]
STR [2]
DEX [5]

Meanwhile, the duel between Isaac and Whaz continued. As now became almost routine, Whaz moved first. With great speed he rushed towards Isaac, not even bothering to swing his hammer. Isaac dodged away at the last moment possible, leaving Whaz to charge straight into the wall. Unfortunately for stonemancer, shadow mage managed to slow down enough to not sustain any damage greater than a bruise or few. Fortunately for stonemancer, he managed to roll away in the direction of the blade Whaz had left behind.

Ignoring a small cut on his right hand caused by slightly too precice of a roll towards the sword, Isaac grabed the blade and threw it. To his great surprise, in an astonishing show of skill, shadow mage managed to not only block the throw with his hammer, but also to catch the blade with his left hand. Not too fazed to forget the plan, stonemancer atempted to colapse entire castle wall on top of his assailant, yet both aim and power were off. A few bricks fell out of the wall above Isaac, mage managing to barely save his head, catching a brick to left shoulder instead.
{Bleeding 4 turns left}

"Grundar, could you please go explore those shipwrecks and bring me back something nice. Eat these if you get hurt."
Give Grundar the 3 healing pills and ask him to explore for me.
Try to communicate with the treetower again.
Craft 2 summoning essences.


LUCK [5]
CMP [2+1=3]
POT [6+1+1=8]
CMP [1]
POT [2+1+1-1=3]

Like a real trooper, Grundar saluted and marched off towards the lake. James meanwhile resumed his atempts to speak to the treehouse. Five minutes of shouting later, treehouse responded in no way whatsoever. Maybe the people trying to make their plants grow faster by talking to them are morons, maybe you now look like one, the only thing clear is that your treehouse is not feeling chatty right now. With a dissapointed grunt, James resumed prepearing supplies for future summonings. His efforts netted a duo of esenses, one vastly supperior to the other.

Reach out with the aether to sense what affinities the creature has, since conversation isn't going too well.

CMP [1]
POT [4+1]

Chosing the (possibly) shorter route, Jase looked in the aether making up the creature directly. What he saw was completely uniform void. Aether mage realised that he had made a wrong turn somwhere and now was wandering through creatures mind. Many things could had been here. Secrets of ancient times. Histories of long lost civilisations. Mysteries of advanced forms of magic. Memories of friends and family. Hopes and dreams. All were gone now, simply because he, James felt threatened. It was both sad and disturbing. Aether mage left the mind of the creaturre somwhat less upbeat.

Take the harpoons with me, could me a good source of directing my diseases. charge a disease essence once again, and look for any places of interest, particularly for making my diseases more potent

CMP [4+1=5]
POT [1+1=2]
LUCK [8]

Crafting a fresh plague esense was as easy as usual, yet the idea of enchanting the plagues he wielded left Witness puzzled. Would there be any places where disease was rife here? Hardly, there were no swamps or anything simmiliar here. Nor there were any tropical enviroments. Besides, plagues from such places were already known to the plague mage. Suddenly, the Witness' face was split by a wide grin, as he remembered a place where he might find something new. The alien landscape contained within the salt fields. Yes, that might present some interesting oportunities.

Head outside of the cave then, once out in the open, swing my right arm from left to right in order to generate force. Using that, try to create a solid (-1) blade of force the size of a short sword extending out from my right arm.

CMP [6]
POT [2+1=3]

Crimson thought that the time of respite best would be used to make a new weapon for himself. With the usual procedure to generate force, force mage began to weave a spell. The formula was right, yet the power was lacking, and thus spell atempted to compensate. Instead of creating a large solid blade, several tiny spikes of solid force sprouted over Crimsons right arm. Universe was probably trying to tell you something. That you missed a fantastinc oportunity in pimping bussines was probably not the thing, though you shouldn't write that one off just yet.
__________________________________________________________________
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 23 New pool
Post by: The Froggy Ninja on August 24, 2014, 03:21:25 pm
Make the freaking wand! Us the essence.
Title: Re: Roll to Magic: Turn 23 New pool
Post by: Salsacookies on August 24, 2014, 03:24:01 pm
begin my trek toward the salt, to discover what disease lay there. Channel  Generalized tetanus  (http://en.m.wikipedia.org/wiki/Tetanus) through the harpoon
Title: Re: Roll to Magic: Turn 23 New pool
Post by: Sarrak on August 24, 2014, 03:49:09 pm
"So, care to join three of your brethren at last?"

I dual wield warhammer and sword. Just because it is really unpractical and badass. Isaac must finally rest. In shards.
Title: Re: Roll to Magic: Turn 23 New pool
Post by: NAV on August 24, 2014, 05:44:14 pm
Craft 4 more summoning essences. I'm being reckless while being cautious.
Beachcomb the shore of the whirlpool lake for anything interesting.
Title: Re: Roll to Magic: Turn 23 New pool
Post by: Cptn Kaladin Anrizlokum on August 24, 2014, 08:37:34 pm
Transform my left arm into stone. (-1 transforming). Then build a wall in front of me.

(Seriously dice?)
Title: Re: Roll to Magic: Turn 23 New pool
Post by: Crimson on August 25, 2014, 09:15:09 am
"That was... a little disappointing."

Try again, this time using all the force that makes up the tiny spikes.
Title: Re: Roll to Magic: Turn 23 New pool
Post by: Beirus on August 25, 2014, 12:38:43 pm
Let's try that again.
Title: Re: Roll to Magic: Turn 23 New pool
Post by: DreamerGhost on August 26, 2014, 10:43:45 pm
My internet has sugered an unexpected existencial failure. Next turn will be posted when it recovers
Title: Re: Roll to Magic: Turn 23 New pool
Post by: DreamerGhost on August 27, 2014, 11:06:46 am
Turn 24
__________________________________________________________________
Make the freaking wand! Us the essence.

CMP [4+2=6]
POT [3+2+1=6]
LUCK [7]

Testing was finaly over, David KNEW what he had to do now. With great precision he carved out runes on a stick, and poured in power. Stick in his hand grew warm as it transformed. The end result was an intricate woden wand with a bud on one end. Few runes still remained on the wand, they would contain a spell and allow modifications of said spell later.

begin my trek toward the salt, to discover what disease lay there. Channel  Generalized tetanus  (http://en.m.wikipedia.org/wiki/Tetanus) through the harpoon


CMP [1]
POT [4+1=5]
SPD [(2-1)/2+1=1.5]

Chanting of spell was ended abruptly as Witness was struck with unexpected case of lockjaw. More annoyance than anything, yet it begged the question: how? Being able to controll diseases proved usefull in quicly identifying the problem: entire harpoon, handle included was infused with tetanus. Knowing that tetanus was not a quick disease, Witness continued on with his planed journey.

"So, care to join three of your brethren at last?"

I dual wield warhammer and sword. Just because it is really unpractical and badass. Isaac must finally rest. In shards.
Transform my left arm into stone. (-1 transforming). Then build a wall in front of me.

SPD [2+1=3]
DEX [6]
STR [1]
STR [5-1=4]
END [6+1=7]

SPD [4+1=5]
CMP [1]
POT [3]
END [1+1=2]

Having allready thought abaut his next move in advance, Isaac was first to act. This bleeding would kill him if shadow mage failed, it just had to go. The plan to seal the wound by turning nearby flesh to stone was great, unlike the execution of said plan. Several parts of Isaacs left arm seemingly at random turned to stone and fell off, carying small pieces of flesh, still atached, with them.

This proved too much for the stonemancer and he colapsed screaming, cluching remains of his left arm with his right. A pose Whaz entirely ready to exploit. As if he was death itself embracing the dying, Whaz extended his arms to his sides and struck forward, both of his weapons moving in wide arcs. Due to a minor lapse of judgment and great lack of experience in dualwielding, shadow mage overrestimated distance betwen two weapons and the weight of warhammer. The two colided right next to the head of stone mage, sword knocking away the hammer and biting deep in the skull of Isaac, ending his screaming. Hammer however, flew entirely off course and hit Whaz in his left foot. Some previous castings must have had affected the integrity of the hammer, as the handle cleanly broke off away from hammerhead on impact.

Craft 4 more summoning essences. I'm being reckless while being cautious.
Beachcomb the shore of the whirlpool lake for anything interesting.


CMP [3+1=4]
POT [4+1+1=6]
CMP [4]
POT [6+1+1-1=7]
CMP [1+1-2=0]
POT [5+1+1-2=5]

Casual observer might think that James was prepearing for some major project with all the summoning esenses he was prepearing. First one went out perfectly, power and precision mixed in equal parts. Second one was even more powerful than the first, though still just as precise. The third one colapsed in on itself.

LUCK [2] {Usefullness}
LUCK [9] {Material}
LUCK [4] {Power}
END [5]

James had only a moment to blink before military gradde sleeping gass grenade that apeared in front of him went off. Only quick thinking and great capability to hold breath saved the summoner from experiencing efectiveness of the gass.

"That was... a little disappointing."

Try again, this time using all the force that makes up the tiny spikes.

CMP [3+1=4]
POT [4+1=5]

Small spikes acros force mages hand grew and merged together, forming a wide edge along the entire leght of his arm.  For a moment, Crimson thouht that somone just said "En taro Adun, wariorr". But that was a silly idea.

Let's try that again.

CMP [3+1=4]
POT [5+1=6]

Not wanting to go in the mid of the abomination again, Jase made the turnabaut aproach, an simply sensed the aether around the creature. Results were somewhat inconclusive, but sugested psychic power.

LUCK [6]

Grundar was walking around the lakeshore looking for a way to get to the shipwreck, yet was finding nothing but water and dirt.
__________________________________________________________________
IMPORTANT
Due to pool results, consecutive physical rolls now recieve penalties.
__________________________________________________________________

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: NAV on August 27, 2014, 01:26:50 pm
4 more summoning essenses. You're right about a major project.
Also, get the canister from the sleeping gas grenade to store potion in.
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: Beirus on August 27, 2014, 02:04:29 pm
"Hmm, I think this thing might be psychic. Creature, use your abilities to make a gust of wind down the tunnel away from us."

Order the creature, make another aether essence.
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: DreamerGhost on August 27, 2014, 02:20:36 pm
4 more summoning essenses. You're right about a major project.
Also, get the canister from the sleeping gas grenade to store potion in.


I forsee Ork lootaz and Blood Raven fanboys in your future.
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: The Froggy Ninja on August 28, 2014, 07:50:02 am
Find a leaf, roll it into a cone and enchant it to amplify my voice.
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: Sarrak on August 28, 2014, 09:46:28 am
Whaz discarded the broken weapon and walked closer to a corpse. This mage put quite a resistance - similar to the time when he trapped Mezala.

"That reminds me... Despite my power and soulshards, I was unable to accomplish what I desired. Perhaps, magic would work better in this regard? Yes... Taking it slowly... But, more importantly, death. A steady supply of it..."

Murmuring so, Whaz was planning well ahead. He could use this opportunity to finally practice his magical art - while correcting what he wasn't able to do previously.

Using energies of Isaac's death, I compress them into essences (three times) to prepare for enchantment. Then, I go forth onto castle walls to gaze eastward - what wonders might lie there?

((Please, correct my inventory - two swords instead of warhammer. I would also like to know how damaged naga's body is.))
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: DreamerGhost on August 28, 2014, 01:12:20 pm
((Knew I forgot something. Inventory fix'd. As for Mezala, she has multiple puncture wounds and some heavy acid burns. Enough bodily damage to bleed out in a minute.))
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: Crimson on August 28, 2014, 08:35:35 pm
"Hmmm... Must be my imagination. Oh yeah, Jase! Better be careful with what you're doing with that guy!"

Attempt to apply the mobile modifier (-2) on my force blade so that I can at least make it not sharp or make it not shaped like a blade when not needed.
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: Salsacookies on August 30, 2014, 07:17:14 pm
Continue walking
Title: Re: Roll to Magic: Turn 24 New Rules
Post by: DreamerGhost on August 31, 2014, 02:08:43 am
Turn 15
__________________________________________________________________
4 more summoning essenses. You're right about a major project.
Also, get the canister from the sleeping gas grenade to store potion in.


CMP [5+1=6]
POT [4+1+1=6]
CMP [4]
POT [6+1+1-1=7]
CMP [5+1-2=4]
POT [1]
CMP [2+1-3=0]
POT [2+1+1-3=1]
LUCK [7] {Usefullness}
LUCK [2] {Material}
LUCK [4] {Power}

After looting the now gass-less canister, James continued on with preparations. First esense came out fine, second was just as well but more powerfull. Third would increase precision but had no power of its own. Fourth colapsed and exploded. out of the hole that was torn in reality, a soft ruber knife fell out.

"Hmm, I think this thing might be psychic. Creature, use your abilities to make a gust of wind down the tunnel away from us."

Order the creature, make another aether essence.

CMP [1+1=2]
POT [6+1=7]

CMP [5]
POT [5]

Obediently, creature cast a powerfull gust of wind down the tunnel, creating clouds of dust of which the coridor was full of. Whatever else could had been in the tunnel would be invisible for now. Jace, not caring in the slightest, just crafted another esense. Rather explosive one at that, extra powerfull with no direction.

Find a leaf, roll it into a cone and enchant it to amplify my voice.

CMP [3]
POT [1+2=3]

David thinking that his voice might be lacking somewhat, atempted to craft an amplification device out of a leaf. Sadly, he seemed to have hit the "experiemental" phase again, as both power and enchantment proved lacking.

"That reminds me... Despite my power and soulshards, I was unable to accomplish what I desired. Perhaps, magic would work better in this regard? Yes... Taking it slowly... But, more importantly, death. A steady supply of it..."

Using energies of Isaac's death, I compress them into essences (three times) to prepare for enchantment. Then, I go forth onto castle walls to gaze eastward - what wonders might lie there?

CMP [2+1=3]
POT [6]
CMP [3]
POT [4-1=3]
CMP [6+1-2=5]
POT [1-2=-1]

Whaz was becoming more and more certain that it was death that fueled his power. The reason being that the first two esenses came out perfectly, they would empower both his precision and strength. The third was... strange. It had a filtering effect, the spell would be more likely to suceed, but the power of it would be decreased.

"Hmmm... Must be my imagination. Oh yeah, Jase! Better be careful with what you're doing with that guy!"

Attempt to apply the mobile modifier (-2) on my force blade so that I can at least make it not sharp or make it not shaped like a blade when not needed.

CMP [6+1-2=5]
POT [3]

Crimson finished chanting the spell and looked upon his blade. The edge had changed. Catiously, he touched it with a finger. Edge was blunt now, though it still pushed the finger away on touch. Success! Force mage then atempted to will the sharp edge back on. Nothing happened. And half a minute later, when Crimson was pondering exactly how much worse this was, the sword regained its sharpness. Only to lose it again a minute later. This was not better. This was not better at all!

Continue walking

SPD [(5-1)/2+1=3]

Witness was continuing his journey towards the alien fields. The trip was coming easily, quick pace allowing mage to reach and climb up a few hills.

LUCK [3]

Grundar, meanwhile, had found a jellyfish with his leg. What would had been a inconvenience for a mage, worked as snack for the troll.
__________________________________________________________________

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: Crimson on August 31, 2014, 05:06:13 am
"Ok... Then please, work!"

First, I pray to the god of creation! Next, I replace the mobile modifier by instead casting animate (-3) into my blunt force sword while using both essences I have (+1 CMP and +1 POT)!
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: The Froggy Ninja on August 31, 2014, 07:14:50 am
Try again!
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: NAV on August 31, 2014, 10:53:06 am
Four more.
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: Sarrak on August 31, 2014, 11:00:36 am
Finishing the reaping of death energies, Whaz hurried to the top of the castle wall, climbing it with vigor quite unexpected from a magic specialist.

Observe the landscape from a castle wall (new things to kill, possibly?). If nothing interesting comes into view, proceed to the castle dungeons - they must have plenty of interesting things inside. Otherwise, craft two shadow essences.
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: Beirus on August 31, 2014, 11:27:15 am
Another essence while the dust settles.
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: Salsacookies on August 31, 2014, 07:06:21 pm
Once more, toward the salt
Title: Re: Roll to Magic: Turn 25 Now with safer cuting edge
Post by: DreamerGhost on September 06, 2014, 04:52:44 pm
Turn 26
__________________________________________________________________
"Ok... Then please, work!"

First, I pray to the god of creation! Next, I replace the mobile modifier by instead casting animate (-3) into my blunt force sword while using both essences I have (+1 CMP and +1 POT)!

CMP [2+1+2+1-3=3] {+2 from existing "mobile" enchantment}
POT [4+1+1=6]

Using both the power he had colected and the enchantment of mobility he had cast earlyer as resourses Force mage atempted to improve his armament of choice. Great power swirled through his bones as the blades on his arm changed. Yet something was wrong, Crimson knew it. Something was not acording to plan. Mabye the movement of blades would continue all the way through his arm this time, shreding it. Not a comfortable thought to be had, Crimson closed his eyes, shivered and braced himself. Then, when nothing happened, he looked at his arm. The blade was now humongous, sticking roughly three feet out of his arm. Mage felt his fear overwhelmed by dissapointment. Yet another failure. Yet his disapointment was changed by surprise as the blade shrunk to barely an inch in lenght. Then, as Mage considered poked it a bit it expanded again, now to two foot in lenght and with jaged edges. "Not this again!" Crimson thought as blade shrunk back once more. Yet he was up for a surprise as when mage waited for the blade to expand again, he discovered that it didin't. Some more poking and frowning later Crimson discovered that his blade now changed acording to his emotions.

Try again!

CMP [6]
POT [5+2]

Deciding to skip any more testing, David went straigt to making a working product. The impatiience proved to be a tad faulty, as the makeshift megafone while increasing the noise of a voice, also translated it into a random language. Hardly usefull for comunication.

Four more.

CMP [6+1=7]
POT [3+1+1=5]
CMP [5]
POT [6+1+1-1=7]
CMP [3+1-2=1]
POT [1+1+1-2=1]
CMP [6+1-3=4]
POT [6+1+1-3=5]

The work of James continued. First esense was of great precision, yet there were hints of inteligence within it. Second was of great power, third just fizzled out, a step up from random summoning, probably, while fourth was an average one. Work for the "project" was moving along splendidly.

Finishing the reaping of death energies, Whaz hurried to the top of the castle wall, climbing it with vigor quite unexpected from a magic specialist.

Observe the landscape from a castle wall (new things to kill, possibly?). If nothing interesting comes into view, proceed to the castle dungeons - they must have plenty of interesting things inside. Otherwise, craft two shadow essences.

DEX [5]
LUCK [3]
LUCK [9]
CMP [4+1]
POT [4]
CMP [1]
POT [2-1=1]

When a common mage looks upon a wall, their thoughts usualy are not along the lines of "Yeah, those gaps betwen bricks are large enough to climb with one arm tied behind my back". Whaz, not being a common mage, scaled the wall easily. Looking around proved to be largely boring. The surounding lands ran out of asailants, large wildlife was somwhere else at the moment, even clouds in the sky were absent, leting the scorching sunrays through. The only  thing moving was a pidgeon, probably looking for somone to crap upon. Not alured by these conditions, Whaz moved downstairs to the dungeons. There he almost immedietly found an interesting door. A door interesting in a way that its lock had runes of protection on them. To prepeare for further investigation, Whaz elected to craft a pair of shadow esenses. First came out just fine, while second fizzled out. Seems that death left over from all the prisoner torture just isin't enough.

Another essence while the dust settles.

CMP [3+1=4]
POT [1+1=2]

Having not much to do while waiting, Jase just crafted another focusing esense for spells to come.

Once more, toward the salt

SPD [(3-1)/2+1=2]

Bligted witness alowed himself to slow down a bit, as the fields of salt were just a few steps ahead. Soon, he would reach a place to empower himself greatly.

LUCK [9]

Grondar managed to find his first prize. A small gem encrusted box was floating in water relatively nearby to the shore. Troll easily caught it and draged ashore.

__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
So an update!
Sorry for the long delay, never though that something as carfree as a life of a student would be so bussy. But all is well again, so I should be able to come back to updating twice a week.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: Sarrak on September 06, 2014, 05:15:25 pm
Through his life, Whaz has learned quite a few languages - both mundane and magical ones. Although studying runic was never in his favorite pastimes, perhaps he could understand some meaning behind those symbols?

Try to understand the meaning behind those runes.

((Also, I assume that the door is an iron or a steel one? Else I would be really tempted to solve this via physical means. Thanks for correction))

If results of analysis are positive for the following, attempt to phase the doorlook from reality (-1, ethereal, use essence).
If I couldn't figure runes out, firstly weaken the wood around the hinges with death magic, then break it open.
If runes are malign in nature - stop to think and create two more shadow essences.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: The Froggy Ninja on September 06, 2014, 05:36:08 pm
Make a couple of essences.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: Beirus on September 06, 2014, 05:40:17 pm
"Hey Crimson, I'm gonna go see of there is anything else interesting in this cave."

Have creature follow me, use aethersense, and explore the rest of the cave.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: DreamerGhost on September 06, 2014, 05:58:28 pm
Through his life, Whaz has learned quite a few languages - both mundane and magical ones. Although studying runic was never in his favorite pastimes, perhaps he could understand some meaning behind those symbols?

Try to understand the meaning behind those runes.

((Also, I assume that the door is an iron or a steel one? Else I would be really tempted to solve this via physical means.))

Its oak, sturdy and thick ancient wood on iron hinges. Tearing it down might take a while, it also might be traped. Depends on how your luck rolls.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: Crimson on September 06, 2014, 08:00:38 pm
"*Sigh*... I guess this is better than nothing."

Lament on my new emotional power then follow Jase and his new pet in exploring the cave.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: NAV on September 06, 2014, 11:23:02 pm
Use all the essences except chaos to summon a massive animate adamantine mech.
Then craft two healing essences.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: Salsacookies on September 06, 2014, 11:25:16 pm
Before moving forward, craft 2 disease essences. Venture into the salt.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: DreamerGhost on September 10, 2014, 03:34:06 am
Turn 27
____________________________________________________________________
Try to understand the meaning behind those runes.

If results of analysis are positive for the following, attempt to phase the doorlook from reality (-1, ethereal, use essence).
If I couldn't figure runes out, firstly weaken the wood around the hinges with death magic, then break it open.
If runes are malign in nature - stop to think and create two more shadow essences.


LUCK [2]
CMP [3]
POT [3]
STR [2]

No matter for how long Whaz continued to look at the runes, their meaning to him never evolved beyond "some random scrible". Deciding not to test it by poking, shadow mage chose a roundabaut route. Aging the oakwood around the hinges was a fine idea, but the wood was here for hundredths of years, and judging from how easily it resisted Whaz kicks, it would remain for a hundredth more.

Make a couple of essences.

CMP [3+1=4]
POT [6+2=8]
CMP [6]
POT [1+2-1=2]

Not having any ideas for the moment David simply prepeared for the projects to come. First, he crafted an esense of runic power, both precise and of great power. next, rune mage created an esense of enchantment, it was precice, yet chaotic in it's nature.

"Hey Crimson, I'm gonna go see of there is anything else interesting in this cave."

Have creature follow me, use aethersense, and explore the rest of the cave.

"*Sigh*... I guess this is better than nothing."

Lament on my new emotional power then follow Jase and his new pet in exploring the cave.

CMP [6]
CMP [2+1=3]
POT [3+1=4]
LUCK [8]

The mental command went through easily, and the creature slithered closely to Jase. Somewhat closer than most would find comfortable, and that may had something to do with how porly the aethersense spell went. Jase barely managed to find out that the tunnel continued for quite a while forward.

Physical trip proved mre fruitfull, as the duo of mages reached the end of the tunnel and found another teleporter standing there.

Use all the essences except chaos to summon a massive animate adamantine mech.
Then craft two healing essences.


CMP [2+1+1+4+4-3-3-1-1=4]
POT [5+2+4+8+1+1=21]
CMP [3]
POT [4+1+1+6]
CMP [3+1-2=2]
POT [1+1+1-2=1]

The aether shock. The fabrik of reality shudered and tore open. Entire island quacked from the power of the spell cast. After maelestorm of energies from between the planes subsided, a humongous twenty meter tall mech stood in the forest, gleaming beautifull blue. A chain ladder made from same blue material hung by from a side, leading to the very top of the mech. Eager to test out his new aquisition, James huriedly climbed to the very top. Yet his joy and hope were hastily smashed and replaced by curses of frustration, as the door was sealed shut with bolts of same beatifull blue. On the door was an engraved inscription. "Sealed with incendiary bolts by techpriests of Mars. Blood Ravens proofed". James was too angry to even think properly and it showed. He only managed to create a single healing esense before they started fizling out.

Before moving forward, craft 2 disease essences. Venture into the salt.

CMP [6+1=7]
POT [4+1=5]
CMP [5]
POT [3]
SPD [(4-1)/2+1=2.5]

Witness charged a pair of esenses, one chaotic yet of great precision, another common, and ventured forth. Soon, he was standing on the edge between salt fields and the alien grass.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: NAV on September 10, 2014, 02:31:21 pm
Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 10, 2014, 02:33:51 pm
((Did you use the staff on that one? Looked like you were just casting off of essences.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: NAV on September 10, 2014, 02:37:01 pm
((Did you use the staff on that one? Looked like you were just casting off of essences.))
((Moot point. the staff provides +1 POT, not CMP.
And yes, I did use the staff.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 10, 2014, 02:40:04 pm
((Did you use the staff on that one? Looked like you were just casting off of essences.))
((Moot point. the staff provides +1 POT, not CMP.
And yes, I did use the staff.))
((Ah. Now I want one of those. You can never have enough POT.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 10, 2014, 03:25:12 pm
Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.

((I kinda regret updating the charsheet now, as I have no way to check if that was +1POT or +1 CMP. Also, I always add staff to rolls, more POT is almost never a problem. Should I not do that?))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 10, 2014, 04:21:28 pm
Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.

((I kinda regret updating the charsheet now, as I have no way to check if that was +1POT or +1 CMP. Also, I always add staff to rolls, more POT is almost never a problem. Should I not do that?))
((I think you should leave it. It's funnier and nobody needs NAV running around in an adamantine mech right now.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: The Froggy Ninja on September 10, 2014, 05:26:33 pm
Use Both essences on a rock that can translate languages and put it in the funnel
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 11, 2014, 04:27:59 am
((Found a way to check. Yeah, I missed a +1. Don't have time now, so will fix it when I can. For now, the mech gets unbolted.))

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 11, 2014, 03:27:00 pm
((DG, would you say the mech is inherently magical?))

"Hey Crimson, if this teleporter is like the other one I found, you need shards to activate it."

Two more aether essences.
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 11, 2014, 04:08:48 pm
((No magic in the mech. Golden box delivered by golden automaton won't make iron in said box golden. There are both advantages and disadvantages to this, which will be revealed next turn. Should one want to summon a magical mech, they should summon a golem.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Crimson on September 11, 2014, 06:22:21 pm
((Hmmm... You know, one day, one of us will mess up while using a ton of magical essences and accidentally annihilate the entire map.))

"Ok... Two shards for the portal!"

But create a force essence before that.
Title: Re: Roll to Magic: Turn 26 Ninja Magic
Post by: NAV on September 11, 2014, 07:08:37 pm
Entire island quacked from the power of the spell cast.
((Lol. We are fighting on the back of a giant duck.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Sarrak on September 12, 2014, 03:08:32 am
"So it seems that I found my best opponent for using magical arts... Big, unresponsive and durable. Curse this door!"

Seeing that death magic and my honed body failed in opening the door, I use shadow magic to phase doorlock out of reality (-1 for ethereal, 1 shadow essence).

((You added my shadow essence to death ones.))

Entire island quacked from the power of the spell cast.
((Lol. We are fighting on the back of a giant duck.))
((True. While a bit frightening, this seems to be fun.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 12, 2014, 09:32:26 am
((The duck thing is too silly to fix. It is now canon.))

((You added my shadow essence to death ones.))
((Which one?))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Sarrak on September 12, 2014, 10:05:12 am
((+1/+1 - one is death, one is shadow. You can check this in turns 25&26 - seems like you added a shadow essence from turn 26 to essence from turn 25.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 12, 2014, 10:57:32 am
((Is it a magic duck?))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: AoshimaMichio on September 12, 2014, 01:19:02 pm
((Is there space for one more?))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 12, 2014, 01:23:44 pm
((+1/+1 - one is death, one is shadow. You can check this in turns 25&26 - seems like you added a shadow essence from turn 26 to essence from turn 25.))

((Fix'd. One thing though. I realy should not allow you to get away with just phasing the lock. It's neither made of shadow/death, nor infused with it.))

((Is it a magic duck?))

((Yes. The control you'd be able to exert over it would be rather small, tho.))

((Is there space for one more?))
((There is always room for more. Post your char sheet and welcome aboard.))

Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: AoshimaMichio on September 12, 2014, 01:28:32 pm
Right. Here's the sheet.

Name: Aoshi
Affinity: Vectors
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

And here's the color.
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 12, 2014, 01:54:35 pm
Right. Here's the sheet.

Name: Aoshi
Affinity: Vectors
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

And here's the color.

((While it is nice to have people as precise as you, I would still prefer the collours to be writen using a word, not code. Makes it much easyer to remember and does not require to copy from quote over to each turn. You will join the game on next turn, which, if Salsacoockies makes a post, will be tomorow.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: AoshimaMichio on September 12, 2014, 01:58:54 pm
((OK. How about this then? White / Blue))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Sarrak on September 12, 2014, 02:58:54 pm
((+1/+1 - one is death, one is shadow. You can check this in turns 25&26 - seems like you added a shadow essence from turn 26 to essence from turn 25.))

((Fix'd. One thing though. I realy should not allow you to get away with just phasing the lock. It's neither made of shadow/death, nor infused with it.))
((Heh. Who says you should? Still, Whaz (being quite incompetent magician) does not know limits of his power and must try them to understand this. Although I will appreciate partial success in case of ridiculous luck.))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Beirus on September 12, 2014, 04:07:00 pm
((DG, that just means I need more essences. I have my endgame plan!))
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: Salsacookies on September 13, 2014, 04:19:47 pm
Try to sense some miasmic energies from the alien area
Title: Re: Roll to Magic: Turn 27 Unstealable
Post by: DreamerGhost on September 14, 2014, 02:48:34 pm
Turn 28
__________________________________________________________________
See if I can find Grundar, and what he found.

LUCK [9]

Just as James got off the mech wanting to see what Grundar was up, he saw the troll scurying over with something in his hands. "Hey boss, I found something interesting. I swear I havent looked inside" Indeed he hasn't, as puzzle based lock was still locked. Luckily for healer, the puzzle was a familiar one and easy to solve at that. Inside, among some asorted gemstones lay an amulet. Amulet itself was like an puzzle. Various pieces that made up the amulet were carefuly aranged as to not fall out from shock or hasty flings. Aside from looking fancy, the configurations had an added bonus of dampening any spell that would be cast upon the wearer.

Use Both essences on a rock that can translate languages and put it in the funnel

((I asume you meant the enchantment esenses))

CMP [2+2+1=5]
POT [1+1+2=4]
LUCK [1]

David, not quite happy with his rather random megaphone, atempted to create a fix for it. In retrospect, using two esenses with inteligence of their own might not have been a very great idea. Whatever words said to the stone would return in elder tongue, not quite enough to drive an experienced mage insane instantly, yet prolonged exposure would be most unadvised.


"Hey Crimson, if this teleporter is like the other one I found, you need shards to activate it."

Two more aether essences.
"Ok... Two shards for the portal!"

But create a force essence before that.

CMP [2+1=3]
POT [1+1=2]
CMP [5]
POT [6]

CMP [6+1=7]
POT [1+1=2]

Duo of mages crafted some esenses to prepeare for whatever awaited them beyond the portal gate. Jase created an esense of precision and a normal one, while Crimson created a chaotic yet guiding esense. Wether that was a good sign or a bad one was anyones guess.

LUCK [6]

As mage sacrificed a pair of shards, a single point in the middle of the portal apeared. Out of that point a stream of stone dust spiled forth, swirled around the bright spot for a while, and wwith blinding speed flew into place. From the swirling dust a tall stone arch formed. The sight through the arch was far from the bland wall of a cave. It was far from anything what could be found anywhere on the island. The portal led to a forest of brightly collored mushrooms, each several meters tall. Within the "forrest" great number of annimals could had been seen runing away from the sudenly apeared portal archway.

"So it seems that I found my best opponent for using magical arts... Big, unresponsive and durable. Curse this door!"

Seeing that death magic and my honed body failed in opening the door, I use shadow magic to phase doorlock out of reality (-1 for ethereal, 1 shadow essence).

CMP [4+1+1-1=5]
POT [6+1=7]
LUCK [1]
DEX [3]

Whaz commanded the lock to go away. The lock remained there. Whaz started to shout threats at the lock. The obstacle remained stalwart. Whaz tried to scare the lock away, yet his oponent proved to have nerves of steel. Having exhausted all other options, Shadow mage atepted to phase the lock out. As he recited his command and burned through a shadow esense, great ammount of shadows colected around him and surged towards the lock. Then they stoped there, as if confused. The spell was a paradox, a command that could not happen. Shadows started tearing at each other, and within a single moment all power contained within the spell combusted, exploding in concentraded blasts towards entirely random directions. Shadow mage just could not get away unscached, spell blasted him away, coloring him entirely in black.

Try to sense some miasmic energies from the alien area

CMP [4]
POT [5+1=6]
LUCK [8]

Witness stoped at the edge of alien fields and listened. Not with his ears, but with his power. There was something there, something calling out to him. Nearby. It would soon know that the signal was heard.
__________________________________________________________________

From within the main portal a new chalenger steped forth. Aoshi, the great guide had come to direct the flow of life an power within this realm. The only one to pass maze of horrors, his skill of changing paths would prove lethal to many.

__________________________________________________________________
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Salsacookies on September 14, 2014, 03:02:58 pm
Enter the fields
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: The Froggy Ninja on September 14, 2014, 03:28:57 pm
Alter it with runes using the runic essence to have an English language setting.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: NAV on September 14, 2014, 03:42:40 pm
"Thank you Grundar. Good work. If you want something, let me know."
Put the amulet on. Heck yeah, protection from magic!
My mech got unlocked, right? Climb in and try moving the arms and taking a few steps.
And of course craft 1 summoning essence and one healing essence.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: AoshimaMichio on September 15, 2014, 09:52:25 am
"Hmm, yes, yes. This pocket world needs my guiding hand. I can already see the path forming."

Create two vector essences.
Head towards the volcano (greeting any mages I pass by) and look for two nice, fist sized rocks suitable for skull-bash...*cough* ...for applied guidance.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Crimson on September 15, 2014, 10:22:19 pm
"Shall we?"

Create three essences in preparation. [Edit:] Oh yeah, then go through the portal.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Beirus on September 15, 2014, 11:17:24 pm
"Indeed. This should be fun."

Two more aether essences, then through the portal.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: NAV on September 15, 2014, 11:21:46 pm
((What are those two planning?))
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Sarrak on September 16, 2014, 04:41:38 am
"Tsk. So, this didn't work..."

Whaz looked at his not-so-white-anymore robes and chuckled:

"Still, this is more appropriate outfit for a full-fledged mage like myself."

I venture further into castle deeps, leaving the door for later experiments. If nothing dangerous is found - two shadow essences.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: DreamerGhost on September 16, 2014, 12:07:40 pm
((What are those two planning?))
((I believe that you and your mech have began a grand competition of one-up-magiship. Among commoners such competitions are often called "The End Times"))
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: DreamerGhost on September 18, 2014, 11:50:13 am
Turn 29
__________________________________________________________________
Enter the fields

LUCK [5]

The voices were geting closer. With each step Witness took the voices grew closer and stronger. Yet with each step they became harder to make out, comming from all directions at once. The search would not be an easy one.

Alter it with runes using the runic essence to have an English language setting.

CMP [1+1=2]
POT [6+2=8]

Carving out runes on a tiny peble is difficult even with an instrument that requires no strength and is very precice. David discovered the hard way that doing something as hard requires great consentration, something that is easily smashed by translator reshaping every breath into pure madness. A single slip up was all it took for single voice to turn into unending choir. No longer the translator required words from outside, the power that fueled it suplied them in abundance.

"Thank you Grundar. Good work. If you want something, let me know."
Put the amulet on. Heck yeah, protection from magic!
My mech got unlocked, right? Climb in and try moving the arms and taking a few steps.
And of course craft 1 summoning essence and one healing essence.


LUCK [10] {Why dice ;_;}
CMP [6+1=7]
POT [1+1+1=3]
CMP [5]
POT [5+1+1-1=6]

Grundar, after admiring the new tower sized robot for a bit, scampered off back to his unfinished lunch. The time was now, there were no other reasons to wait. Confidently, James climbed up he mech and steped inside. With same self asured smile he sat down in pilot seat and put his hand on controls. As the seat ajusted for his weight and figure, multitude of panels flashed to life. A helmet lowered from the ceiling, and mage eagerly put it on. As the various systems adjusted for their new pilot and his psyche, basic instructions of mech control flashed on helmets glass interface. With a light touch james inspected status of all systems. Power was at full 100%. Weapons were charged and ready. Sensors and computers created a realistic immage of immedet surroundings to make it look like top of the mech was made of clear glass. Built in bar dispensed a chalice of cold champane to the immediete right of pilots seat. Just to keep himself in  shape mage summoned a pair of essenses. It wouldnt do to be spoiled just now. Oh wait, there is auto-aiming system here. Nevermind, relaxation ahoy!

"Hmm, yes, yes. This pocket world needs my guiding hand. I can already see the path forming."

Create two vector essences.
Head towards the volcano (greeting any mages I pass by) and look for two nice, fist sized rocks suitable for skull-bash...*cough* ...for applied guidance.


SPD [(5)/2+1=3.5]
CMP [3+1=4]
POT [3+1=4]
CMP [5]
CMP [5]
LUCK [2]
END [4]

Aoshi, being somone who guided others, always had a clear plan of actions wherever he was. Greet the locals, check. Head over to the most inhospitable place to avoid rivals and door-to-door salesman, in progres. Get suplies for large scale spells, going well with two fine esenses for now. Find something hard to enforce finer points of your advice, well... Aoshi had found a rather promising looking stone. large, but not too large, so it can still be caried. It was a bunddle of sharp looking edges too. Yet as the guide atempted to raise the stone with a cantrip, it exploded in a shower of shards. thankfully, they failed to do any damage, yet it served as a reminder that despite pretty looks, this was still a battlefield.

"Shall we?"

Create three essences in preparation. [Edit:] Oh yeah, then go through the portal.
"Indeed. This should be fun."

Two more aether essences, then through the portal.

CMP [1+1=2]
POT [3+1=4]
CMP [3]
POT [1]
CMP [3+1-2=2]
POT [6+1-2=5]

Maybe it was mushrooms releasing spores, maybe it had something to do with opening a portal to other dimension recently, or maybe it was one of other hunderth possible reasons, but all of Crimsons esense creations went out half baked. Yet this did not deter the mage and he ventured forth.

CMP [5+1=6]
POT [3+1=4]
CMP [1]
POT [5]

Jase crafted fewer esenses than his companion, yet they were of higer quoality. Well, one of them was. Nevertheless, mage followed his friend through the portal arch.

LUCK [8]

The mushroom world proved to be surprisingly nice. Air was breathable, better yet, mushrooms seemed to give off a faint pleasant smell. Temperature seemed to hover at around 23 degrees celsius, whatever wildlife there was, was too small to be a problem. Sky was tinted yellow instead of blue, and was without a single cloud. Suroundings were silent, but not eerily so. It seemed safe, for now at least.

"Tsk. So, this didn't work..."

Whaz looked at his not-so-white-anymore robes and chuckled:

"Still, this is more appropriate outfit for a full-fledged mage like myself."

I venture further into castle deeps, leaving the door for later experiments. If nothing dangerous is found - two shadow essences.

LUCK [6]
CMP [3+1=4]
POT [3]
CMP [4]
POT [3-1=2]

Whaz gave up on the door and the cursed lock, chosing to explore rest of the dungeon instead. Which proved to be smaller than it initialy looked, as Whaz found himself back at the point where he fell in. Seeing no reason to continue exploring, shadow mage conjured a pair of shadow esenses. One was fine, the other did not had the power to make a spell greater. With a dissapointed *tisk*, Whaz refocused his thoughts on his next move.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Salsacookies on September 18, 2014, 11:56:25 am
Begin my search, I have time
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: AoshimaMichio on September 18, 2014, 01:46:59 pm
"The path isn't always easy." Aoshi says dusting stone shards off his robes.

Continue looking for previously mentioned educational tools and create two more essences.
Travel to southeast, following shores of the whirlpool lake.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Sarrak on September 18, 2014, 01:58:26 pm
If you cannot influence the door - why not try to do something with weapons?

I use all essences on two different spells:
Imbuing the first sword with the power of death, ideally withering everything its edge comes across. 4 shards for +4 POT. (total +2-?;+4)
If it survives - same sword undergoes spell intended to give its edge ethereality through the use of shadow energies.(total +3-2;+2)
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: The Froggy Ninja on September 18, 2014, 02:36:32 pm
Try and draw runes of sharpness on a branch.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: Beirus on September 18, 2014, 02:52:16 pm
Aether sense this place with one +1/+1 essence and one +1 CMP essence. I'm assuming the abomination followed me. Of not, it better get its ass in here. Even though I'm pretty sure I told it to follow me earlier.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: DreamerGhost on September 18, 2014, 03:04:47 pm
"The path isn't always easy." Aoshi says dusting stone shards off his robes.

Continue looking for previously mentioned educational tools and create two more essences.
Travel to southeast, following shores of the whirlpool lake.


((...South? ...East? That's directly backwards down the path you came. That's somewhat away from volcano. You sure?))

If you cannot influence the door - why not try to do something with weapons?

I use all essences on two different spells:
Imbuing the first sword with the power of death, ideally withering everything its edge comes across.
If it survives - same sword undergoes spell intended to give its edge ethereality through the use of shadow energies.


I'm not sure how much power proper withering would need, so +4 POW to the first spell with shards. It can't go wrong, right?

((Your total ammount of death POT in esenses is 1. Would you like another plan?))
((Nevermind. I am an illiterate tard))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: Sarrak on September 18, 2014, 03:13:26 pm
It's not +1, but 0 (two essence, one essence is detrimental to potence). That's why I use +4 POT from shards (see the bottom, will re-edit it to be more obvious).
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: NAV on September 18, 2014, 03:29:24 pm
((The amulet and the box of gems aren't in my inventory. Neither is that empty teargas grenade canister.))

James drinks the champagne. Maybe he does have the knack for summoning after all.
Then he picks up the biggest shipwreck from the lake and puts it on the shore.
And of course creates one summoning and one healing essence.
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: The Froggy Ninja on September 18, 2014, 05:04:32 pm
((If I were to die without someone killing me could I dedicate my soul shards to someone?))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: Crimson on September 18, 2014, 06:33:32 pm
"Need essences!"

Try to craft another three.
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: NAV on September 18, 2014, 08:33:58 pm
((If I were to die without someone killing me could I dedicate my soul shards to someone?))
((Better have at least one dedicated to James. You still owe me one.))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: The Froggy Ninja on September 18, 2014, 09:00:40 pm
((If I were to die without someone killing me could I dedicate my soul shards to someone?))
((Better have at least one dedicated to James. You still owe me one.))
((I was thinking all of them.))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: NAV on September 18, 2014, 09:18:22 pm
((If I were to die without someone killing me could I dedicate my soul shards to someone?))
((Better have at least one dedicated to James. You still owe me one.))
((I was thinking all of them.))
((Alright, If I die you can have my mech, staff, amulet, all my shards, and Grundar.))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: Sarrak on September 19, 2014, 03:39:43 am
((It's not possible to get shards from a magic-unrelated death. Shards are dying creature's breath and must be properly "caught" & condenced to work. If you die under a thirty tons of steel by your own mistake, no shards for anyone. The concept was somewhat prooved by Isaac (first). BTW, taking shards from people is an evil act - they can't be reborn with their soul gone.))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: The Froggy Ninja on September 19, 2014, 08:14:33 am
What about magical suicide?
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: Sarrak on September 19, 2014, 08:49:07 am
What about magical suicide?
Really? Collect your own soul while dying?
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: AoshimaMichio on September 19, 2014, 09:56:51 am
((...South? ...East? That's directly backwards down the path you came. That's somewhat away from volcano. You sure?))
South east is down right. At least in my maps. I went to volcano just to get some stones, since I assumed they would be easier to find there. So current action is to find rocks first and travel after that.
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: DreamerGhost on September 19, 2014, 01:24:38 pm
((...South? ...East? That's directly backwards down the path you came. That's somewhat away from volcano. You sure?))
South east is down right. At least in my maps. I went to volcano just to get some stones, since I assumed they would be easier to find there. So current action is to find rocks first and travel after that.

((Yeah, figured my mistake when considering direction later and crossed out that sentence becouse of that. Whatever you desire, I'll just roll the dice for it.))
Title: Re: Roll to Magic: Turn 29 Mech bar
Post by: DreamerGhost on September 22, 2014, 10:25:44 am
Turn 30
__________________________________________________________________
Begin my search, I have time

LUCK [3]

With each step voices grew more distant. With an annoyed grunt, Witness turned around and went backwards for the sixth time.

"The path isn't always easy." Aoshi says dusting stone shards off his robes.

Continue looking for previously mentioned educational tools and create two more essences.
Travel to southeast, following shores of the whirlpool lake.


LUCK [9]
CMP [6+1=7]
POT [3+1=4]
CMP [6]
POT [5]
SPD [(5)/2+1=3.5]

Continued search provided far more satisfying results for Aoshi. A hard crystaline structure with rather numerous sharp edges and a roundish chunk of ferous substance rested in his hand. Each was the size of two fists put together and both were most likely of metoric origins. Guide's fine findings were suplemented by sucessfull spels. Both esenses made out fine, though one of them hod some excess inteligence. Barely burdened by his search or casting, Aoshi ventured forth to explore the lakeside.

If you cannot influence the door - why not try to do something with weapons?

I use all essences on two different spells:
Imbuing the first sword with the power of death, ideally withering everything its edge comes across. 4 shards for +4 POT. (total +2-?;+4)
If it survives - same sword undergoes spell intended to give its edge ethereality through the use of shadow energies.(total +3-2;+2)


CMP [3+1+1+1-1=5]
POT [5+4=9]
CMP [4+1+1+1-2-1+2=6]
POT [5+2-1=6]

Not satisfiedd with what can be found within the ruined castle, Whaz decided to craft a weapon of ultimate destruction all on his own.  First, using up all of his death esenses and a few of soul shards he infused the sword with death energies to age whatever it touched to death. Then, as steel finshed absorbing vile power, shadow mage enchanted it once more, wraping edges in shadows, fusing them into blade until the sword itself was corporeal as shadows. As Whaz picked up the blade, he could feel the power veiled up within. Then the feeling sudenly dissapeared. As mage looked upon his arm, his alarm grew tenfold. His swordarm had withered and his skin turned leathery all the way to his elbow. Yet alarm was replaced with surprise, as Whaz discovered that he could still use the arm just fine, and that he had suffered no strength loss. Yes, that arm would no longer feel anything until, probably, the end of days, but with a track of magical success like his, Whaz was rather happy that this was the end of it.

Try and draw runes of sharpness on a branch.

CMP [5+1=6]
POT [5+2=7]

Seeking a new creation, David chose first to create a rather sharp stick. A monomolecular sharp, as he found out when runes stabilized. Truly, one facinating result.

Aether sense this place with one +1/+1 essence and one +1 CMP essence. I'm assuming the abomination followed me. Of not, it better get its ass in here. Even though I'm pretty sure I told it to follow me earlier.

CMP [2+1+1=4]
POT [6+1+1=8]
LUCK [10]

The abomination was still around, as Jase was reminded by a bump into his leg. Not paying much atention to invasion of personal space, mage reached out into aether to explore surounding area. The signals were many and encompasing from all sides. Too many to find out anything definitive as Jase found out. Yet there were no intent of killing among the sea of signals, and that was good enough. More interesting yet, there was a strange signal, stronger than any other by a vide margin somwhere not too far to the south.
((The amulet and the box of gems aren't in my inventory. Neither is that empty teargas grenade canister.))

James drinks the champagne. Maybe he does have the knack for summoning after all.
Then he picks up the biggest shipwreck from the lake and puts it on the shore.
And of course creates one summoning and one healing essence.


LUCK [1]
CMP [4+1]
POT [2+1+1=4]
CMP [1]
POT [6+1+1-1=7]


Even though it was made from mostly adamantine, a comparatively light material, 20 meter tall mech was one heavy piece of machinery. An experienced pilot would know this, and would not atempt to enter a body of water of any depth in fear of geting stuck. James was not an experienced pilot and was learning why water was bad the hard way.  Several wide steps forward brought James to the middle of the lake. As he stood there trying to grab the ship, his mech was sinking in the mud. As mage pulled the ship out of the water, his mech sunk ever deeper. When he finaly atempted to turn the mashine around he sudenly found out thet four meters of mud were sligthly too much for the mechanisms to handle, and that he was now soundly stuck meanwhile sinking ever deeper. While James thought abaut how to get out of this predicament, he elected to craft a pair of esenses, as magic would probably be involved in whatever solution he used.

"Need essences!"

Try to craft another three.

CMP [1+1=2]
POT [6+1=7]
CMP [3]
POT [6]
CMP [6+1-2=5]
POT [4+1-2=3]

Crimson was using the moment of time created by his partner scaning the surounding aether to craft a few more esenses. Two common esenses and one of great yet brute power were his results.
__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
Sorry for late upload. Had a cold and didin't feel like writing on weekend.
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: The Froggy Ninja on September 22, 2014, 10:51:55 am
Commit hara-kiri.
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: AoshimaMichio on September 22, 2014, 11:07:17 am
Make two more essences while walking to the castle. Something of importance will happen there soon.

Should someone approach me with hostile intent, throw both stones directly upwards and just a moment before they leave my hands transfer their vectors to the hostile person. Use two normal essences for this. Effect of this should result stones remaining in my hands and the person flying up with double speed.
Once he's starting to fall with nice speed, double his motion vector. Another two essences for this.


This spell is known as "Dangerous Jumps: Don't try this at home".
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 22, 2014, 11:34:38 am
Commit hara-kiri.

((While I don't roll DEX for evrything, on asumption that common mage is at least as acurate as common man, what you would do, hypotheticly, if you mised?))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: The Froggy Ninja on September 22, 2014, 12:50:01 pm
Commit hara-kiri.

((While I don't roll DEX for evrything, on asumption that common mage is at least as acurate as common man, what you would do, hypotheticly, if you mised?))
Like completely miss or just not centered?
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: BlitzDungeoneer on September 22, 2014, 12:55:12 pm
((2 questions.
1. Why am I not on the dead list?
2. Is there a waitlist/join list/whatever for this? I don't seem to recall one, but salsa has had 2-3 characters so far, soo...))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 22, 2014, 01:04:33 pm
((2 questions.
1. Why am I not on the dead list?
2. Is there a waitlist/join list/whatever for this? I don't seem to recall one, but salsa has had 2-3 characters so far, soo...))

((1. I think you died before the dead list was a thing. Either that, Or I accidentialy deleted your charsheet.
2. There's still no waitlist. Post a char sheet and you're in))

Commit hara-kiri.

((While I don't roll DEX for evrything, on asumption that common mage is at least as acurate as common man, what you would do, hypotheticly, if you mised?))
Like completely miss or just not centered?

((Total miss, as if you roled a 1 on less forgiving RTD. Also, I gather that you are leaving this RTD, so I shouldn't roll for LUCK in case your sacrifice pleases the blood god?))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: BlitzDungeoneer on September 22, 2014, 01:14:35 pm
((Okay. Can I only choose an affinity that hasn't been already chosen, or...?))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: The Froggy Ninja on September 22, 2014, 01:30:02 pm
Commit hara-kiri.

((While I don't roll DEX for evrything, on asumption that common mage is at least as acurate as common man, what you would do, hypotheticly, if you mised?))
Like completely miss or just not centered?

((Total miss, as if you roled a 1 on less forgiving RTD. Also, I gather that you are leaving this RTD, so I shouldn't roll for LUCK in case your sacrifice pleases the blood god?))
((I guess I would take that as a sign that I'm not being ridiculous enough and progress in that direction until it works. Also what would happen if I please the blood god?))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: Beirus on September 22, 2014, 01:32:38 pm
"Hey Crimson, I think I found something. Follow me."

To the south and that thing I sensed! Two more aether essences on the way.
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 22, 2014, 02:35:50 pm
((I guess I would take that as a sign that I'm not being ridiculous enough and progress in that direction until it works. Also what would happen if I please the blood god?))
((You would be reborn as a demon with aditional powers. You'd get blood afinity, extra 3 to stat of your choice, and extra bonuses from kills. Also, when you die, your killer would not get 5 shards from your soul as it would be devoured by the Blood god. But you'd need to roll against sucumbing to bloodlust every turn, become a target of other divine avatars (if any) and the chance for you to impress the blood god enough to take you into service is 1 in 5.))
((Okay. Can I only choose an affinity that hasn't been already chosen, or...?))
((You can. Though if you pick something that hasn't been tried before, you might be able to slip something before GM (me) will create rules to keep those OP shenenigans in place.))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: Beirus on September 22, 2014, 02:45:26 pm
((You realize now somebody is going to spawn in with the intent to kill themselves and keep doing it till they become a demon, right? Also, in regards to OP shenanigans, don't discuss then beforehand, otherwise rules will be immediately put into place. It's best to be sneaky-like.))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 22, 2014, 03:02:22 pm
((You realize now somebody is going to spawn in with the intent to kill themselves and keep doing it till they become a demon, right? Also, in regards to OP shenanigans, don't discuss then beforehand, otherwise rules will be immediately put into place. It's best to be sneaky-like.))

((Hey, the Blood god (gods in general) like dedication. If somone feels like ritualy disemboweling themselves for an average of five turns, why not. Others will just find some other god to aquire powers from worship. And yeah, sneakines gets you twenty meter tall adamantine mechs.))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: BlitzDungeoneer on September 22, 2014, 03:27:52 pm
Name: Alexander
Affinity: Weaponry
Description(optional):
STR=1
DEX=1
SPD=1
END=1
POT=4
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: The Froggy Ninja on September 22, 2014, 03:28:55 pm
((I guess I would take that as a sign that I'm not being ridiculous enough and progress in that direction until it works. Also what would happen if I please the blood god?))
((You would be reborn as a demon with aditional powers. You'd get blood afinity, extra 3 to stat of your choice, and extra bonuses from kills. Also, when you die, your killer would not get 5 shards from your soul as it would be devoured by the Blood god. But you'd need to roll against sucumbing to bloodlust every turn, become a target of other divine avatars (if any) and the chance for you to impress the blood god enough to take you into service is 1 in 5.))
((Eh. Roll for it. might give me an idea of how to continue.))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: NAV on September 22, 2014, 03:55:29 pm
((Is piloting the mech done purely by luck?))

Dwarf Fortress adamantine is light enough to float on water. Not sure if this game's adamantine is the same as DF's, but if it is then the mech can lay down and float on it's back. Even if that doesn't free it, it should stop it sinking and give me time to prepare a spell that can save it.

Lay the mech down on it's back, to float on the water. Craft 4 summoning essenses.
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 22, 2014, 04:06:42 pm
((Is piloting the mech done purely by luck?))

((You roled 10 on piloting, so it's an auto success for you since then. Sinking on the other hand...))
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: Crimson on September 22, 2014, 10:55:32 pm
"Alright."

Follow Jase while creating a single essence.
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: Sarrak on September 24, 2014, 10:44:32 pm
"Hehehe... Hahahah!"

Whaz stopped right before descending into mad cackling. But, truth to be told, he had a reason to be so...happy and enthusiastic. Both his spells worked perfectly, power of the dead and murder, his true companion from the start, granted him unsurpassable power.

"And so, I'm one more step closer to the absolute magical power... Or, perhaps, I shouldn't say 'magical'. Simple power is fine enough too."

He gazed onto his hand, a perfect example of what his art was capable of under certain circumstances.

"First step to the transcendence from this simple body, too... Isn't this perfect?"

Full of pride and high hopes for the future, I'm ready for the next battle versus Oaken Door!
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: Salsacookies on September 25, 2014, 01:59:39 pm
Continue searching
Title: Re: Roll to Magic: Turn 30 Ultimate evil sword of Uncomparable corupting power
Post by: DreamerGhost on September 26, 2014, 06:22:55 pm
Turn 31
__________________________________________________________________
Commit hara-kiri.

LUCK [4]

With Blood God refusing to recognise his sacrifice, David dies rather painfuly, his desires left unfulfiled.

Make two more essences while walking to the castle. Something of importance will happen there soon.

Should someone approach me with hostile intent, throw both stones directly upwards and just a moment before they leave my hands transfer their vectors to the hostile person. Use two normal essences for this. Effect of this should result stones remaining in my hands and the person flying up with double speed.
Once he's starting to fall with nice speed, double his motion vector. Another two essences for this.


This spell is known as "Dangerous Jumps: Don't try this at home".

CMP [4+1=5]
POT [2+1=3]
CMP [2]
POT [6]
SPD [(6)/2+1=4]

One does not get named The great Guide withouth the ability to forsee trouble. Aoshi knew that some great events were abaut to unfold, and that the castle would play a key role in those events. He created a pair of esenses on the way, the rush resulting in one of them posesing only power and nothing more, but the Guide reached his target. Arch of castle gate was now just in front of him.

"Hey Crimson, I think I found something. Follow me."

To the south and that thing I sensed! Two more aether essences on the way.
"Alright."

Follow Jase while creating a single essence.

CMP [1+1=2]
POT [2+1=3]
CMP [4]
POT [5]

CMP [6+1=7]
POT [2+1=3]

LUCK [7]

Duo of mages prepeared their powers and ventured forth. Only a short walk later they arived at a glade with trio of strange looking obelisks. One was brown in collor and covered in green runes. Another was black and covered in orange runes. Last was white and covered in blue runes. All three cracled with power sealed within.

((Is piloting the mech done purely by luck?))

Dwarf Fortress adamantine is light enough to float on water. Not sure if this game's adamantine is the same as DF's, but if it is then the mech can lay down and float on it's back. Even if that doesn't free it, it should stop it sinking and give me time to prepare a spell that can save it.

Lay the mech down on it's back, to float on the water. Craft 4 summoning essenses.


LUCK [6]
CMP [6+1=7]
POT [6+1+1=8]
CMP [4]
POT [6+1+1-1=7]
CMP [2-2+1=1]
POT [5]
CMP [1-3+1=-1]
LUCK [3] {Usefullness}
LUCK [9] {Power}
LUCK [8] {Quality}

In an emergency maneuver, James manipulated mech to lie down on the water in hopes that adamantine floats. His hopes turned out to be justified, as enormous mashine stoped moving downwards. It was no longer sinking, whether becouse of floating or reaching solid rock under the mud remaining unknown. Still, the mage rushed to work, crafting yet more esenses. As was be coming usual by now, one of them imploded. This time, it was once more a smoke grenade, yet this one was far more sophisticated and powerfull. The gass it released caused iritation for skin and pain for the eyes. James was forced to leave the mech immedietly.

Full of pride and high hopes for the future, I'm ready for the next battle versus Oaken Door!

LUCK [4]

Whaz was ready to test out the newly created weapon, and there was something perfect for testing right here. Something proven to be as durable as it was immobile. The oaken door with a magical lock. Whaz stood for a second, admiring the simple yet efective craftsmanship of the obstacle before slashing through it. Sword, being ethereal, met no resistance as it moved, yet within the door a large mark of roting wood apeared, marking the place where blade went through. Several more slashes and a sound kick later, the door bared shadow mages way no more! Yet, it seemed that somone else had been faster. The room was empty save for thick layer of dust and a pit in the middle of the room. Seems like somone had dug a tunnel here and claimed whatever was inside. Judging from the dust and how the tunnel had already colapsed, trying to find the thief was rather futile.

Continue searching

LUCK [7]

Witness was standing in front of an ethereal entity, formed from coruption of this place. He had found it after turning around for the seventh time, standing behind him perfectly still. Yet plague mage knew that it was this being that called out to him.
"We hear you and we answer you, seeker. You seek power and knowlege, we can grant you this. But in return, you will become our vesel, you shall become a herald of our comming. We shall claim this world as we had many before it, and you shall become the one who will lead our advance. All will join us."
Spoiler: The Avatar (click to show/hide)
__________________________________________________________________
Blisfully unavare of magical plot devices whiring into place Alexander, grandmaster of arms entered the arena. Prefering a more physical aspect of magic, Alexander had become known as a battle mage, greatly valuedd and well regarded by military leaders of whichever army he fought for.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: NAV on September 26, 2014, 10:53:24 pm
I'm in no rush here, so create 4 more essences to be safe.
My mech is soon to receive an upgrade.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Beirus on September 26, 2014, 11:12:08 pm
((I hope this is that thing I sensed.))

Aether sense those obelisks to figure out if they have affinities or anything else about them I can. Use my +1 CMP essence. Then make another aether essence.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Sarrak on September 27, 2014, 02:15:04 am
"Hmph. Nothing useful here. But still, such power..."

Poundering about possible uses of my weapon, I walk from the fully explored castle and, if nothing is suspicious, clim onto one of the towers (preferably using stairs this time) to observe landscape once again.

((I should have 6 shards instead of 2 as you modified shard powers and +1 POT = 1 Shard.
Also, what stat would my ethereal sword use in the attack? Possibly DEX? Would someone get to dodge it if he doesn't notice?))

EDIT: Thanks for reminder. Notice & kill yet another mage. Why can't anyone leave me and my property alone?!
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: AoshimaMichio on September 27, 2014, 11:47:51 am
Observe surroundings, proceed into the castle carefully and be prepared to do magic.

Cast
"Dangerous Jumps: First episode." from my mental spellbook on anyone I see who is not aware of my precence. Use two normal essences for both phases of the spell. Finish the guiding session by delivering the finer points of my wisdom to his skull with my rocks.

Otherwise if I see anyone charging at me with hostile intent, keep my distance and then cast "Shaked, not stirred." on him. Use all essences for this. Finish with more traditional skullbashing.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)


((Hopefully this is not so much of meta as reactions.))
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: DreamerGhost on September 27, 2014, 12:04:40 pm
((AoshiMicho, two things.

1. While pretty, puting things in spoilers is not a realy good way to hide your actions to prevent metagaming.
2. Writing your action acording to what Sarrak wrote previously is not a very good way to pretend that we are not a bunch of metagaming bastards. Seriously, I don't mind it too much, but by your action, Aoshi will wait to ambush Whaz while he should not even know that anyone, let alone shadow wizard specificly is residing in the castle.))
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Sarrak on September 27, 2014, 12:08:29 pm
You have quite an interesting power, but I think you're using it wrong. You really should throw stones so that Whaz would jump to the side and off the wall, not simply up. If impulse is the same, stones won't do much against gravity, but one misstep could end shadowy mage.

As for the sword... Perhaps, use vector on the lower part of an arm holding it? You would throw against Whaz's strength if you affect the sword he prepared to stab you with. Against arm, even with moderate luck you will foil the attack. And with good luck...

Just my observation. Good luck trying to kill me.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Salsacookies on September 27, 2014, 12:19:17 pm
"I appreciate the offer, but I was simply here to learn a new disease, not become your vessel, I have no desire in such things. Also, it appears to me you are stuck here, which means something more powerful has trapped you here. Anyways, what your affairs are our your own, and mine my own, but, once again, thanks for the offer.

Disappointed, I walk out of the magical field, and scan for other interesting locations.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Crimson on September 28, 2014, 01:16:02 am
Find a small piece of rock and throw it at the black rune.

Edit: Action changed.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: Beirus on September 28, 2014, 01:30:53 am
"You might want to stay back until I sense them, Crimson. Those runes might be traps. Could explode you or turn you inside out or something."
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: AoshimaMichio on September 28, 2014, 05:59:01 am
((AoshiMicho, two things.

1. While pretty, puting things in spoilers is not a realy good way to hide your actions to prevent metagaming.
2. Writing your action acording to what Sarrak wrote previously is not a very good way to pretend that we are not a bunch of metagaming bastards. Seriously, I don't mind it too much, but by your action, Aoshi will wait to ambush Whaz while he should not even know that anyone, let alone shadow wizard specificly is residing in the castle.))
((1. It's not for hiding anything as anyone with mind can just click and look. It's more for style, a spellbook if you will.
2. The Great Guide knows that important events are about to unfold here. I could rephrase it to be more generic but the end result is same. But I'll try to think up something and edit my action less metagamey.))


You have quite an interesting power, but I think you're using it wrong. You really should throw stones so that Whaz would jump to the side and off the wall, not simply up. If impulse is the same, stones won't do much against gravity, but one misstep could end shadowy mage.

As for the sword... Perhaps, use vector on the lower part of an arm holding it? You would throw against Whaz's strength if you affect the sword he prepared to stab you with. Against arm, even with moderate luck you will foil the attack. And with good luck...

Just my observation. Good luck trying to kill me.
((I'm not manipulating the cause, but the result. Weight, gravity and other forces doesn't matter here. Vector is compound of direction and speed, so if my stone has upwards vector with speed of 4 meters per second and I transfer it to you, you will be flying up with speed of 4 meters per second. With two stones it'll be double of that. Imagine the sudden stop in the end. 8)
But yeah, messing with a sword has potential for problems so I'll just go for something more lethal. I hope you like it. ;)


Edit: Action edited.))
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: BlitzDungeoneer on September 30, 2014, 12:12:14 pm
Look around.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: DreamerGhost on October 01, 2014, 04:05:12 pm
Turn 32
____________________________________________________________________
I'm in no rush here, so create 4 more essences to be safe.
My mech is soon to receive an upgrade.


CMP [2+1=3]
POT [2+1+1=4]
CMP [2]
POT [4+1+1-1=5]
CMP [4+1-2=3]
POT [5]
CMP [3+1-3=1]
POT [1+1+1-3=0]

James was meditating. Even in this unfavorable position, the adamantine mech was a formidable platform of weapons. And his focus would bring it back on the road very soon.

Aether sense those obelisks to figure out if they have affinities or anything else about them I can. Use my +1 CMP essence. Then make another aether essence.

CMP [1+1+1=3]
POT [3+1=4]

Once more Jase reached out with his mind. What he found was a maelstorm of power. Trio of obelisks continiously clashed against each other with magic of unimaginable scale. It was so much, too much. Aether mage was owervhelmed by the sheer power that the stones radiated. Too exhausted by the ordeal, Jase had to rest for a bit. As he was catching his breath, the memories of force fadet and few details came into focus. The power of obelisks was in balance, with none having an advantage, and the magic was wild, there was no thought behind it.

Find a small piece of rock and throw it at the black rune.[/b

LUCK [6]

Crimson was meanwhile doing his own kind of testing. Something more practical, say, finding out how obelisks react to contact. Turns out that they would not react at all. Peeble bounced off from hard obelisk with no damage for either obelisk or peeble being caused.

"Hmph. Nothing useful here. But still, such power..."
Poundering about possible uses of my weapon, I walk from the fully explored castle and, if nothing is suspicious, clim onto one of the towers (preferably using stairs this time) to observe landscape once again.

EDIT: Thanks for reminder. Notice & kill yet another mage. Why can't anyone leave me and my property alone?!

Observe surroundings, proceed into the castle carefully and be prepared to do magic.

Cast
"Dangerous Jumps: First episode." from my mental spellbook on anyone I see who is not aware of my precence. Use two normal essences for both phases of the spell. Finish the guiding session by delivering the finer points of my wisdom to his skull with my rocks.

Otherwise if I see anyone charging at me with hostile intent, keep my distance and then cast "Shaked, not stirred." on him. Use all essences for this. Finish with more traditional skullbashing.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)

LUCK [1] vs [5]
CMP [2+1+2=5]
POT [6+2+1=9]
CMP [5+2+1-1=7]
POT [6+2+1-1=8]

END [6+1=7]

Two mages entered castle proper. One comming from the dungeons onto one of the towers, another entering from outside. Whaz was temporarily blinded by the sun after spending a long time in the dungeons, and that allowed Aoshi to spot his oponent first. His spells were as precise as his movements had been up to now. Without fail, Whaz was sudenly thrown ten meters upwards in the air only to plumet downwards at even greater speeds. Such was the force of his fall that the aged tower floor colapsed when shadow mage fell. Same happend to the floor below. Sooner that Whazs eyes managed to ajust to the brightness of day, he found himself lying under few hundred kilograms of stone rubble with bruises all over.

"I appreciate the offer, but I was simply here to learn a new disease, not become your vessel, I have no desire in such things. Also, it appears to me you are stuck here, which means something more powerful has trapped you here. Anyways, what your affairs are our your own, and mine my own, but, once again, thanks for the offer.

Disappointed, I walk out of the magical field, and scan for other interesting locations.

LUCK [7]
LUCK [9]

"It was not an offer, though your desires are understandable." The avatar extended one of it's arms forward and slim streams of red shot forth, catchng Witness' left hand in their grip. Within his mind, plague mage heard the voice of the avatar, tenfold louder and clearer than before "We are not contained, yet we cannot enter. The temporal rift that formed when extradimencional transport device was destroyed here allows us to interact in a limeted way with the world of this day. We are the unity of all that is alive. Use us, command us, we care not what you think of your position. We have already succeded, we merely think that we could do better on a re-do."

With that the voice dissapeared and when plague looked down on his arm, he noticed several disturbingly organicly looking red lines forming a magical mark. There was something else, for when Witness thought of what it could be, a thought came to his mind, seemingly entirely of his own making, yet it had impossible knowlege. The Virus that Avatar consisted off was now contined just around his arm, ready to lash out at a command. Few more thoughts came from that place which informed him of his new power. It told of a nearby magicly protected vault that managed to survive through the teraforming.


Look around.

LUCK [2]

Alexander lookedd around the newfound lands, ripe for conquest. Some heinous beast could be seen doing something atrocious to a corpse in the nort.  Lakes of varied sizes were to east and west. Grassland was all that could be found to the south. There were some fortifications to the southwest.  There was also some strange creature, looking like a bunch of seaweed stuck together crawling towards him comming from the eastern lake.
__________________________________________________________________
((Sarrak, your blade being ethereal, won't triger rolls for nor STR nor DEX. Right now, it's something of a magic staff. You poke stuff with it, and the object is affected by the spell (of aging).  Your magic on a stick. The power is equal to what you rolled when making the sword.))
__________________________________________________________________
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Beirus on October 01, 2014, 05:15:13 pm
"Careful, Crimson. These obelisks are in balance right now. If you disturb one of them, the results could be catastrophic. Although if you give me a little while to prepare, I believe I have a spell that might use them to our advantage."

Make two aether essences.

((I think I have a good idea, but I don't want to share it because then the GM might want to take away my toys balance it for fairness. It might make NAV's mech seem underpowered by comparison.))
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Crimson on October 01, 2014, 05:18:59 pm
"Alright. I'll head up and check around."

Fly up and look around for anything else interesting.
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: DreamerGhost on October 01, 2014, 05:29:15 pm

((I think I have a good idea, but I don't want to share it because then the GM might want to take away my toys balance it for fairness. It might make NAV's mech seem underpowered by comparison.))

((These obelisks are there for a very specific and singular purpose. It is posible to direct that as an attack which would indeed make NAV's candy mech look weak. But if you screw that up it has very high chance of blowing up in your face. Good luck with that. Sacrifice a virgin for RNGeesus or something.))
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Beirus on October 01, 2014, 05:47:45 pm
((I'm kinda wondering if the obelisks will grant an affinity to someone if they roll high enough in luck.))
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: NAV on October 01, 2014, 08:30:21 pm
((I'm being used as a measure of overpoweredness. Cool. Aren't yous glad I'm a pacifist ;D
Btw, get hurt more. I need people to heal.))

Not quite enough essenses. I'm weary to use the chaos essenses for this. Craft 4 more.
While I'm at it, try searching the water for any treasure, maybe the mech stirred something up.
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Salsacookies on October 01, 2014, 08:51:29 pm
Nothing better to do, off to the vault. Craft an essence along the way
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Sarrak on October 01, 2014, 10:34:48 pm
"Goddammit!"

Being casted under a few floors worth of stone wasn't the best Whaz has had in his life. Really, he was SO right when he started to kill those mages on sight... An assassin! Out from the blue! And vector mage on top of that. Quite an annoying ability to deal with...

Additionally, being immobilized restricted him to using...magic! And Whaz really hated being restricted to it, considering his hard and dangerous relations with the art. Although, it may work on the assassin. He always was good at killing things... Trying to free himself, on the other hand, would be ridiculously dangerous - stones returning back into real world inside of his body were not only possible, but rather predictable.

If stone is prone to aging (cracks and crumbles), work with my sword. It may take some time...
Cast death grip (ranged) onto the mage when he gets into my sight, buying me some time. Or, preferably, stilling his heart.
Oh, and if I can free the other sword... Throwing, anyone?
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: AoshimaMichio on October 04, 2014, 06:22:12 am
((Very nice end roll you had there.))

Aoshi smiles. This is it! The first challenge on the path!
Let's collapse entire tower on him. Once again fast motions with my rocks and transferring vectors to supporting parts of the tower. Use remaining essences.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: Sarrak on October 04, 2014, 07:14:19 am
((Yeah, Whaz is ridiculously lucky when things don't come down to using magic. A bit too lucky sometimes. See other turns for sternum axe, backflip dodging from acidic geyser and climbing the tower by scaling its wall...

As for action... Collapsing a whole tower on one mage? Really? Still, I appreciate the effort!))
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: BlitzDungeoneer on October 04, 2014, 08:55:06 am
Idle.
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: AoshimaMichio on October 04, 2014, 01:07:17 pm
((There's no such thing as overkill. Only "Open fire" and "I need to reload".))
Title: Re: Roll to Magic: Turn 32 Mage of indestructium
Post by: DreamerGhost on October 05, 2014, 03:49:30 pm
Turn 33
__________________________________________________________________
"Careful, Crimson. These obelisks are in balance right now. If you disturb one of them, the results could be catastrophic. Although if you give me a little while to prepare, I believe I have a spell that might use them to our advantage."

Make two aether essences.

CMP [4+1=5]
POT [5+1=6]
CMP [3]
POT [3]

The power here was truly great, but it was wild, meaningless, easily controlable. Jase could already see it in his mind, a slight nudge here, opening a path there, it will be easy! But even something as minor as directing it will require strength. But there were esenses for that.

"Alright. I'll head up and check around."

Fly up and look around for anything else interesting.

LUCK [4]

Force mage blasted upwards with ease, his wings were fully rested from previous flight. Yet as Crimson looked around he saw nothing but mushroom tops. Mushrooms and some rather large birds. Somewhat nasty looking large birds. With long talons and sharp beaks. They did not look agresive. Probably. For now at least.

Not quite enough essenses. I'm weary to use the chaos essenses for this. Craft 4 more.
While I'm at it, try searching the water for any treasure, maybe the mech stirred something up.


CMP [2+1=3]
POT [2+1+1=4]
CMP [4]
POT [4+1+1-1=5]
CMP [5+1-2=4]
POT [6]
CMP [4+1-3=2]
POT [2+1+1-3=1]
LUCK [1]

James was geting ready for his next move. A few more esenses joined the stash of power. Deciding to go look for some fresh air and possibly some treasure, mage finished the champane and opened the door to outside. The air was fine, yet possible loot was lacking. Probably floated away on the waves while mech was hard at work. Just as James started thinking abaut going back inside a strange noise atracted his atention. Just behind him a summoning vortex opened and from it a pair of cyborg doctor octopus in cloaks walked forth.  From their vox units a bunch of static spilled forth, and then one of them pointed at James. "You. How did you steal our walker prototype?"

Nothing better to do, off to the vault. Craft an essence along the way

CMP [6+1=7]
POT [3+1=4]
LUCK [2]
END [4+1=5]

Creating an esense was still as easy as ever, and so, Witness set forth. He reached the vault quicly, surprisingly quicly. Entrance to the vault opened beneath his feet when plague mage believed that it was still some hundret meters away. Needless to say, the sudden fall was quite surprising. Yet not surprising enough to cause injury, plague mage landed on his feet and roled suffering no damage beyond some minor pain in the feet.

"Goddammit!"

If stone is prone to aging (cracks and crumbles), work with my sword. It may take some time...
Cast death grip (ranged) onto the mage when he gets into my sight, buying me some time. Or, preferably, stilling his heart.
Oh, and if I can free the other sword... Throwing, anyone?


Aoshi smiles. This is it! The first challenge on the path!
Let's collapse entire tower on him. Once again fast motions with my rocks and transferring vectors to supporting parts of the tower. Use remaining essences.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)

SPD [2+1=3] vs [5]

CMP [5+2=7]
POT [1+2+1=4]
LUCK [5]

END [4]
LUCK [6]

The great guide shouted out a command and for the first time here he was faced with failure. Some of the bricks that made up the tower flew out of walls and fell inwards, yet the tower remained upright.

Whaz meanwhile, was doing quite a bit better. Few falling bricks fell on the pile that had traped him, their impact noticable but not painfull. The bricks proved suceptible to his sword too, although they still took quite a while to break. So far, shadow mage managed to get both of his hands and the backup sword free, though his chest and legs were still weighted down by stone.

Idle.

LUCK [8]

Whatever the strange creature was, it walked away without as much as looking at Alexander. "The being knew what it was dealing with well", thought the Weaponmaster.
__________________________________________________________________
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: NAV on October 05, 2014, 05:09:21 pm
"Steal? I summoned this! Sorry, but I can't let you take it away."
Use my healing magic to regrow where flesh was replaced by cybernetics, forcing the cybernetics off their bodies. Use all my healing essences.
Then get back in my mech and stand up.
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: Beirus on October 05, 2014, 05:50:17 pm
Make a summoning essence, then an aether essence.
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: AoshimaMichio on October 06, 2014, 11:09:06 am
"Hmm, that's odd... Well, there's always other ways."
Enter to line of sight with shadow mage and cast Shaked, not stirred on him.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)
Title: Re: Roll to Magic: Turn 31 Dealing with deamons
Post by: DreamerGhost on October 06, 2014, 12:29:14 pm
"Hmm, that's odd... Well, there's always other ways."
Let's cast Shaked, not stirred on shadow mage.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)

You are going to need Line of Sight for that one.
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: Sarrak on October 06, 2014, 12:40:14 pm
"When I will get out... That fool will pay. Dearly!"

Mustering my desire for murder, I try to finally free myself. When I see a vector mage - still his heart and throw normal sword point-first!
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: BlitzDungeoneer on October 06, 2014, 01:09:19 pm
Create (-1) an iron(-1) sword.
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: Salsacookies on October 06, 2014, 05:29:27 pm
Look around, see if there's anything that stands out
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: Crimson on October 07, 2014, 03:22:02 am
Head back down and create two force essences.
Title: Re: Roll to Magic: Turn 33 Adeptus Recoverus
Post by: DreamerGhost on October 09, 2014, 12:08:26 pm
Turn 34
__________________________________________________________________
"Steal? I summoned this! Sorry, but I can't let you take it away."
Use my healing magic to regrow where flesh was replaced by cybernetics, forcing the cybernetics off their bodies. Use all my healing essences.
Then get back in my mech and stand up.


CMP [1+2=3]
POT [4+2+2+1+1=10]

The duo of tecpriests shouted outwith surprise as their regenerating flesh violently pushed out all the electronic parts that were in their bodies. Useless, metal hands claws and asorted mysterious boxy electronics fell next to where they stood. But the spell did more than just heal, it reshaped the bodies to a peak physical condition! Both priests were sporting bulging muscles as if they had done nothing but train for last decade. They did not look too happy with the change, as they both roared in anger and charged forward.

Make a summoning essence, then an aether essence.
Head back down and create two force essences.

CMP [3+1=4]
POT [4+1=5]
CMP [3]
POT [1]

CMP [5+1=6]
POT [2+1=3]
CMP [5]
POT [3]

Crimson returned to Jase and they continued to pool their powers. Soon, the world will know how heavy weaponry attacks look like. Very soon.

"Hmm, that's odd... Well, there's always other ways."
Enter to line of sight with shadow mage and cast Shaked, not stirred on him.

Mental spellbook:
Spoiler: Shaked, not stirred (click to show/hide)
"When I will get out... That fool will pay. Dearly!"

Mustering my desire for murder, I try to finally free myself. When I see a vector mage - still his heart and throw normal sword point-first!

SPD [6] vs [5+1=6]

CMP [5]
POT [3+1=4]
END [2]
LUCK [4]

CMP [4]
POT [4]
DEX [5]
END [4]

Aoshi and Whaz met eye to eye for the first time. Within a single moment, they both simultaneously lashed out at eachother. Guide struck out with force at Whaz while shadow mage returned a spell of his own and added a sword as a bonus. Whazs toughened up physicue allowed him to get out with nothing more than a minor nosebleed, while Aoshi fell on his knees cluching his hearth. Just as he fell, sword that was thrown struck him in left shoulder, making any use of left arm all but impossible. As his heartbeat fell to a third of usual frequency, Aoshi, while not quite dead, felt that he was curently uncomfortably close to being so.
{Bleeding, 8 turns (to death)}

Create (-1) an iron(-1) sword.

CMP [6+1-1-1=5]
POT [6+1-1-1=5]

Any conqueror worth his lands owns a decent weapon and Alexander was not going anywhere without such. With a mighty swing of hand, reality tore away to unveil an iron greatsword, intricately decorated with runes, a skull on the hilt and an edge that was serated on one side and jaged on the other. Truly, a weapon worthy to be used by him.

Look around, see if there's anything that stands out

LUCK [4]

Witness looked around to see unlit tunnel continuing to both sides identically. Same voice from the back of his mind informed him that the glove of 117 could be used to improve his eyes so that he could see in the dark.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: Beirus on October 09, 2014, 12:28:43 pm
Another summoning essence, then another aether essence.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: Sarrak on October 09, 2014, 12:35:22 pm
((NAV turns continue to be amazing. Really, brute (tech)priests?))

"Bet you can't wait for death to come for you. Else, you wouldn't be here", - Whaz stated grimly while looking at the opponent. Vector mage, despite his condition, was still dangerous and very, so very irritating...

Charge forth with my aging sword and hack the fool into dust!
If, somehow,
As I couldn't reach him, I must resort to...magic. Cast death grip once more to crush his heart!


((Freeing myself from rubble if when my best opponent dies would be a great addition.))
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: AoshimaMichio on October 09, 2014, 01:04:55 pm
"No... Not yet. Off with your head!"

Stand up, stomp gound and swing arm up hard. Transfer vectors from leg and arm to shadow mage's skull.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: DreamerGhost on October 09, 2014, 02:14:40 pm
((NAV turns continue to be amazing. Really, brute (tech)priests?))

"Bet you can't wait for death to come for you. Else, you wouldn't be here", - Whaz stated grimly while looking at the opponent. Vector mage, despite his condition, was still dangerous and very, so very irritating...

Charge forth with my aging sword and hack the fool into dust!
If, somehow, I couldn't reach him, but remain alive - cast death grip once more to crush his heart.


((Whaz is yet to dig himself out from under the rubble. He was too bussy trying to kill people to make any progress in freedom of mobility department.))
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: NAV on October 09, 2014, 03:47:48 pm
"GRUNDAR! DAVID! GET OVER HERE AND HELP ME!"
Summoning magic doesn't create anything. It just teleports it in from somewhere in the multiverse. So summon those two specific hulkpriest's leg bones into my hand. Use two +1/+1 essences.
Then get in my mech.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: DreamerGhost on October 09, 2014, 03:51:46 pm
Am I in the mech? I posted in my action to get back in the mech.
Stand up, grab the muscletechpriests (who I think are actually standing on the mech), and throw them at the castle.
Then use all my non-chaotic summoning essences to summon a massive adamantine jetpack onto my mech. -5+8=+3 CMP.
Then craft two healing essences.


((Your geting in the mech was interupted by charging hulkpriests. You will need to roll SPD to get in mech before they get you, and I didin't want to start rolling combat before you know that it is happening))
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: NAV on October 09, 2014, 05:36:34 pm
Okay then.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: Salsacookies on October 10, 2014, 06:22:26 am
Okay, improve my eyesight and look again
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: Crimson on October 10, 2014, 08:14:19 am
Generate a single force essence and using my affinity with the physical realm, I reach out to my surroundings with my mind, using my senses to get a feel of the general form of everything with a physical body around us.

Just testing here.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: BlitzDungeoneer on October 11, 2014, 11:58:00 pm
Continue idling, then walk in a random direction.
Title: Re: Roll to Magic: Turn 34 Basilisk effect
Post by: DreamerGhost on October 12, 2014, 01:14:17 pm
Turn 35
__________________________________________________________________
Another summoning essence, then another aether essence.

Generate a single force essence and using my affinity with the physical realm, I reach out to my surroundings with my mind, using my senses to get a feel of the general form of everything with a physical body around us.

Just testing here.


CMP [6+1=7]
POT [5+1=6]
CMP [2]
POT [4]

{Did you desecrate a temple of RNGeesus?}
CMP [1+1=2]
POT [1+1=2]
CMP [1]
POT [6]
END [2]

Jase continued meditating, slowly but surely colecting the strenght required to use the obelisks. Crimson had some more experiemental ideas. Using his powers he atempted to create an echo of all that surounded him in an atempt to scan for whatever may lurk in the shadows. He only found ou that he underplaned and overimprovised a second after it was too late. A powerfull shockwave blasted out from every single object surounding him, throwing mage off his feet, making him trash around hiting ground repeatedly. Worst of all, the maelstorm finishedd with an especialy strong shockwave from where Crimson stood when he began the spell. It was just enough to send force manipulator flying into one of the obelisks. For the first time, the obelisks reacted, they considered the impact an attack and retaliated acordingly. Crimson flew off again, this time colapsing on the ground uterly unconcious.

"Bet you can't wait for death to come for you. Else, you wouldn't be here", - Whaz stated grimly while looking at the opponent. Vector mage, despite his condition, was still dangerous and very, so very irritating...

Charge forth with my aging sword and hack the fool into dust!
If, somehow,
As I couldn't reach him, I must resort to...magic. Cast death grip once more to crush his heart!

"No... Not yet. Off with your head!"

Stand up, stomp gound and swing arm up hard. Transfer vectors from leg and arm to shadow mage's skull.

SPD [6+1=7] vs [2]

CMP [4]
POT [3]
END [2+1=3]

END [2]
CMP [5]
POT [4]

Whaz was first to move, probably having something to do with the fact that Aoshi was half dead. Another spell reached out to the guide, darkening his vision and slowing his breath. But it was not enough. with a roar of defiance the guide smashed his foot to the ground while raising his arm. The foot landed without a sound. The arm stoped in an instant. Whaz cried out in pain as skin on his head was torn asunder, tiny rivulets of blood tricling down his neck.

"GRUNDAR! DAVID! GET OVER HERE AND HELP ME!"
Summoning magic doesn't create anything. It just teleports it in from somewhere in the multiverse. So summon those two specific hulkpriest's leg bones into my hand. Use two +1/+1 essences.
Then get in my mech.


CMP [2+2+1-3=2]
POT [2+2+1+1-3=3]

SPD [2] vs [1]

With a pull, James called once more on his summoning prowess. Not entirely sucessfuly this time. Instead of desired skeleton pieces, two pairs of pants apeared in his hand, decorated with apropriate symbols of Adeptus mechanikus. Luckily for the mage, duo of priests remained surprised for long enough to allow him to get in the mech safely.

Okay, improve my eyesight and look again

LUCK [5]

117 from the "glove" shot out right into Witness eyes, and started eating away at them. Blinded and sufering immense pain, Witness fell on his knees while his most important sensory organs were destroyed by the temporal virus. As pain finaly subsided, plague mage moved one of his arms away from his eyes to find a wall to lean on. Quite unexpectedly, he noticed that the floor under him was some sort of brown wood. He could see! Even better, the tunnel in which he had fallen into was still boring and symetrica, but it no longer lookedd dark! So what that his eyes now looked like red puffy balls, ultravision was worth it. Wait, how could he know how his eyes looked like? "Not by looking at them, of course. We did not improve them that much. It is a part of the improvement deal we give to our customers. You get to know evrything abaut what we did. Though it would not had been painful or as slow if you agreed to be integrated. Maybe later"

Continue idling, then walk in a random direction.

LUCK [3]

For a conqueror, industrial resourses are a priority. So Alexander started wandering towards the volcano, thinking how hecould exploit it's heat for metalworking industries. So absorbed he was in thought, that a slipery pach of dirt cought him entirely by surprise, making the great mage fall face first. Not a very dignified pose. Hopefuly, nobody saw that.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: Sarrak on October 12, 2014, 01:31:18 pm
"I so fucking hate magic..."

Now, the murderous shadow mage was really pissed off. Never before has he suffered so greatly - both from pain and absolute need to use the magic to counter his opponent...

Finish him. Three times is a charm, right?

((By the way, how soon I will get free if we continue this purely magical duel?))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: AoshimaMichio on October 12, 2014, 03:15:28 pm
"What are you made of?" Aoshi manages to ask.

New better action: Go bashing his head with high speed rocks. Double motion vector as it is about hit the skull.
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: DreamerGhost on October 12, 2014, 03:27:25 pm
((By the way, how soon I will get free if we continue this purely magical duel?))
((As soon as you decide to dedicate bolded action to diging yourself out. If nobody stops you. And if you roll decently on strength if you plan to use hands instead of sword.))

"What are you made of?" Aoshi asks as he performs spinning kick and transfers the vector to his opponents brain.
((It's like ha has an aura that screws up magic for evryone, including himself.))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: Sarrak on October 12, 2014, 03:36:51 pm
((I think I'll resort to aging instead of attempting something so dangerous as digging myself out.

BTW, Aoshi, spinning kick?! For real? Man, if your mage gets a sudden cardiac arrest, that would be the most unsuitable ending for the fight. Still, quite a hilarious one...))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: NAV on October 12, 2014, 07:32:33 pm
Now pick them up with my giant robot hands. And see what type of weaponry this mech has equipped.
And craft 3 more summoning essenses, because I need them.
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: Crimson on October 12, 2014, 09:47:01 pm
((Damn. And here I hoped that nothing bad would happen. Oh well.))

Wake up. And if I do somehow wake up then keep still for a bit and try to endure the pain.
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: Beirus on October 12, 2014, 10:10:25 pm
Jase sighs, watching Crimson rebound off the obelisk. After checking to make sure the force mage was okay, he continues his preparation.

Make sure Crimson is okay, then make a summoning essence and an aether essence.
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: AoshimaMichio on October 13, 2014, 12:54:02 am
"What are you made of?" Aoshi asks as he performs spinning kick and transfers the vector to his opponents brain.
((It's like ha has an aura that screws up magic for evryone, including himself.))
((Yep. That's why after thinking it over I'll alter my action more physical.
GM, how does being blind effect to spell casting?))


((I think I'll resort to aging instead of attempting something so dangerous as digging myself out.

BTW, Aoshi, spinning kick?! For real? Man, if your mage gets a sudden cardiac arrest, that would be the most unsuitable ending for the fight. Still, quite a hilarious one...))
((Best ideas come when I'm playing half-asleep.))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: DreamerGhost on October 13, 2014, 05:58:20 am
((Yep. That's why after thinking it over I'll alter my action more physical.
GM, how does being blind effect to spell casting?))

((You are not blind, you are three quaters dead and half unconcious. Any exertion (double roll of same stat) will proc END roll alongside -1, andif you fail that, it will add another quater of dead to your status. ))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: AoshimaMichio on October 13, 2014, 11:54:44 am
((I know I'm not blind. I just wanted to know how ripping peoples eyeballs out will affect their ability to bend physics. Or is it something I have to try first?))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: Salsacookies on October 13, 2014, 11:59:46 am
Whatever. Begin walking to the right hallway
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: DreamerGhost on October 13, 2014, 01:29:09 pm
((I know I'm not blind. I just wanted to know how ripping peoples eyeballs out will affect their ability to bend physics. Or is it something I have to try first?))

((You'd basicly would roll for LUCK each time you atempted to do anything that usualy involves using eyes, like aiming. Unless you have some supernatural sense))
Title: Re: Roll to Magic: Turn 35 Echo of explosion
Post by: DreamerGhost on October 17, 2014, 04:27:54 pm
Turn 36
__________________________________________________________________
"I so fucking hate magic..."

Now, the murderous shadow mage was really pissed off. Never before has he suffered so greatly - both from pain and absolute need to use the magic to counter his opponent...

Finish him. Three times is a charm, right?

"What are you made of?" Aoshi manages to ask.

New better action: Go bashing his head with high speed rocks. Double motion vector as it is about hit the skull.

SPD [2+1=3] vs [3]

CMP [4]
POT [4]
END [1+1=2]


CMP [2+1=3]
POT [1+1=2]
STR [6-1=5]

Desperately, with their last dredges of strenght and will Whaz and Aoshi lashed out at each other. Like a wicked coordinated duo of murder, they launched their attacks simultaneously. With all the willpower he could muster through horible pain, Whaz spelled out the words to finish off his oponent. With adrenaline powered muscle, Aoshi struck his oponent with a stone he used as instrument for his spells. In a single moment, Aoshi's heartbeat stoped, his brain shut down, and the great guide was no more. But it was slightly too late for Whaz as well. Just before he died, Aoshi managed to bring down the rock on shadow mages head with enough force to break his arm and completely shater the skull of the oposing mage. Even though Aoshi died first, it would take a miracle to save Whaz.
{Whaz: Bleeding (1 turn to death); Unconcious;}

Now pick them up with my giant robot hands. And see what type of weaponry this mech has equipped.
And craft 3 more summoning essenses, because I need them.


DEX [3]

LUCK [8]
CMP [5+1=6]
POT [1+1+1=3]
CMP [3]
POT [3+1+1-1=4]
CMP [1+1-2=0]

LUCK [1] {Usefullness}
LUCK [8] {Material}
LUCK [7] {Power}

Try as they did, techpriests failed to dodge nimble hands of mech controled by James and became disgruntled immobilized prisoners while James checked on whatever ofensive capabilities the mech had. He was delighted to find several autocanons with full ammo stock and A lazer cannon acting as main gun and connected to main power supply. Almost lazily the healer distiled a few esenses from his mind. Then the fammiliar colapse of collapsing summon screeched around him as a cube of plastic explosives apeared just before him. Triger on the exlosives showed five seconds.

Wake up. And if I do somehow wake up then keep still for a bit and try to endure the pain.
Jase sighs, watching Crimson rebound off the obelisk. After checking to make sure the force mage was okay, he continues his preparation.

Make sure Crimson is okay, then make a summoning essence and an aether essence.

END [5]

CMP [6+1=7]
POT [1+1=2]
CMP [1]
POT [3]

With a groan Crimson came back to the world of awake. His whole body hurt, but if it hurt, it meant that it was still there. More or less. As force mage looked himself over, he noticed that despite now being mostly blue, he was barely red. No serious bleeding. That was good, decided the mage, carefully standing up. His legs were holding up, for now.

Jase, after deducing that his partner was still alive from the fact that he was mooving, continued with his work. Though it came out somewhat unshapely, probably a consequence of surprise still lingering in his thoughts.

Whatever. Begin walking to the right hallway

LUCK [2]
DEX [1]
END [1+1=2]

Witness continued down the halway with ease, now that he could actualy see where he was walking. So carless and asured of success plague bearer was, that the steel spike springing up from the ground stabed through his foot and embed itself into mages groin. Witness fell swearing incoherently. Over the haze of pain that cut him off from the world, mage heard a voice. "We could fix that. Or we could make you new, better legs. What will you chose?"
__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
Sorry for the delay, got sick and lost all will to do shit*. But here is an update




*Sickness hadnothing to do with unfortunate rolls that happened this turn.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Sarrak on October 18, 2014, 01:45:35 am
((I praise you, Aoshi - that was my first failed physical roll! Also, great duel.))

Servant of death lied on the floor, his body shattered and mind - partly on its way to the outer realms. It may be said that he has finally reached his life-long aim in those last moments of life. Through sheer quantity of murder, his magic became a powerful tool of death. Though his body, honed through many endeavors, didn't follow that well. If he would be still conscious, he would undoubtably say:

"How ironic."

But, alas, he was dying, his body shuddering in agony, his hand clutching tight... Incidentally (may I allow myself this small detail) crushing all the shards in it. But what would they do, without correct aim?

((Okay, here we go. Both epilogue in case nothing happens and the only thing except trading with Death that might somehow work.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: AoshimaMichio on October 18, 2014, 02:46:54 am
((Aww, what waste of shards... You can still save yourself, if you manage to wake up and get healing affinity.))

Here's new test subject.

Name: Ishin
Affinity: Aspect (Taking aspect of things to apply on other things, condensing and switching aspects. Might be a bit cheaty.)
STR=1
DEX=3
SPD=1
END=3
POT=0

Almost forgot the color: Same as before.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: DreamerGhost on October 18, 2014, 03:11:46 am
((Aww, what waste of shards... You can still save yourself, if you manage to wake up and get healing affinity.))

Here's new test subject.

Name: Ishin
Affinity: Aspect (Taking aspect of things to apply on other things, condensing and switching aspects. Might be a bit cheaty.)
STR=1
DEX=3
SPD=1
END=3
POT=0

Almost forgot the color: Same as before.

Could you expand a bit your explanation how Aspecct would work?
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: AoshimaMichio on October 18, 2014, 09:17:55 am
Examples:

Take aspect of heat from the air around and condense it into fireball and put it into motion by taking aspect of motion from flick of hand.
Switch aspect of sharpness from sword and apply it into my hand to cut throats with hand chop, but I suppose that would dull the sword.
Or taking aspect of solidity from some hard object and hardening my own skin into natural armor.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: NAV on October 18, 2014, 10:37:42 am
Throw the bomb out the door.
If that fails, enchant the bomb with healing, so it's a healing bomb rather than an explosive bomb.
If that fails, try again.
If that fails, exit the mech hastily.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: DreamerGhost on October 18, 2014, 11:20:34 am
Throw the bomb out the door.
If that fails, enchant the bomb with healing, so it's a healing bomb rather than an explosive bomb.
If that fails, try again.
If that fails, exit the mech hastily.


This is not how it works. This is not how it works at all. You can't just do 4 mutualy exclusive actions at once. Pick one.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Beirus on October 18, 2014, 11:46:24 am
((Huh, since Whaz is unconcious, he shouldn't be able to crush his shards. Operation: Fortuitous Coincidence is go! I don't know if I have the essences for it, but I'll try.))

Since unclaimed soul shards disappear shortly after death if they haven't bonded to another mage, and they presumably move through a medium of aether, and aether moves in a manner similar to air, I think I'll try something. Create a massive (-3) current of aether attuned to me stretching through the portal and out onto the island, flowing around and eventually returning to me. It's like a vacuum for unclaimed soul shards, since the current should shift the aether around it as well even if it doesn't reach to cover the whole place. Use all my aether essences! (Should be a net +4 CMP after the penalty from massive, and a bunch of +POT)
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: AoshimaMichio on October 18, 2014, 12:08:17 pm
((I call blatant meta gaming! But I think Whaz can try force endurance roll to wake up and then he can crush his shards.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Beirus on October 18, 2014, 12:20:44 pm
((I call blatant meta gaming! But I think Whaz can try force endurance roll to wake up and then he can crush his shards.))
((I'm not targetting Whaz or you or anybody. I wanted to do it earlier, but then I got distracted by obelisks. I was kinda hoping to channel the obelisk power into the current so it would kill mages in the way and bring me the shards, but that can always be added later.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: NAV on October 18, 2014, 12:35:07 pm
Throw the bomb out the mech's door. At the same time, enchant the bomb with healing.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: DreamerGhost on October 18, 2014, 12:52:51 pm
((I can see both NAV's and Beirus' plans failing in increadibly amusing ways.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Sarrak on October 18, 2014, 02:11:32 pm
((Huh, since Whaz is unconcious, he shouldn't be able to crush his shards. Operation: Fortuitous Coincidence is go! I don't know if I have the essences for it, but I'll try.))
((If he would be conscious, I'd state the aim of shard-crushing. Now it's more like gambling for fun... And for busting some metagaming plans by removing all 16 hard-murdered shards at once.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Beirus on October 18, 2014, 02:25:05 pm
((Huh, since Whaz is unconcious, he shouldn't be able to crush his shards. Operation: Fortuitous Coincidence is go! I don't know if I have the essences for it, but I'll try.))
((If he would be conscious, I'd state the aim of shard-crushing. Now it's more like gambling for fun... And for busting some metagaming plans by removing all 16 hard-murdered shards at once.))
((How is it busting my plan? The current I'm setting up will continue to vacuum up any shards from any other deaths that aren't claimed. You know, like the 5 shards that your own soul will make when it leaves your body. I'm just trying to use the occasionally very dangerous magical mishaps to my benefit. Or I'll end up just astral projecting myself in a never ending loop or something.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Sarrak on October 18, 2014, 04:16:44 pm
((It wasn't about your plan. More like removing unclaimed treasures from a popular sightseeing place. Oh, and I don't object sharing shard remnants of my elusive magical powers if you succeed. And I die, of course.))
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Salsacookies on October 18, 2014, 04:24:18 pm
I probably need a new pair of legs now
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: Crimson on October 18, 2014, 06:42:21 pm
((While you guys are busy with that, I'm just gonna rest for a bit.))

Meditate or something like that and try to see if I discovered anything from my initial failure.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: BlitzDungeoneer on October 19, 2014, 01:21:52 am
Create(-1) a silver(-1) dagger.
What sort of properties can I give to weapons I create.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: DreamerGhost on October 19, 2014, 03:36:12 am
Create(-1) a silver(-1) dagger.
What sort of properties can I give to weapons I create.
Any and all qualities that actual weapons have (or could have).  Magical enchanments are alao available but uspecific enchantment is -1 and specific is -2.
Title: Re: Roll to Magic: Turn 36 Murder in wholesale quantities
Post by: DreamerGhost on October 21, 2014, 03:54:53 pm
Turn 37
__________________________________________________________________
((I praise you, Aoshi - that was my first failed physical roll! Also, great duel.))

Servant of death lied on the floor, his body shattered and mind - partly on its way to the outer realms. It may be said that he has finally reached his life-long aim in those last moments of life. Through sheer quantity of murder, his magic became a powerful tool of death. Though his body, honed through many endeavors, didn't follow that well. If he would be still conscious, he would undoubtably say:

"How ironic."

But, alas, he was dying, his body shuddering in agony, his hand clutching tight... Incidentally (may I allow myself this small detail) crushing all the shards in it. But what would they do, without correct aim?

((Okay, here we go. Both epilogue in case nothing happens and the only thing except trading with Death that might somehow work.))

LUCK [1]

Whaz releases his final breath, still exatly the same as Aoshi left him, and the castle is empty once more.

((Huh, since Whaz is unconcious, he shouldn't be able to crush his shards. Operation: Fortuitous Coincidence is go! I don't know if I have the essences for it, but I'll try.))

Since unclaimed soul shards disappear shortly after death if they haven't bonded to another mage, and they presumably move through a medium of aether, and aether moves in a manner similar to air, I think I'll try something. Create a massive (-3) current of aether attuned to me stretching through the portal and out onto the island, flowing around and eventually returning to me. It's like a vacuum for unclaimed soul shards, since the current should shift the aether around it as well even if it doesn't reach to cover the whole place. Use all my aether essences! (Should be a net +4 CMP after the penalty from massive, and a bunch of +POT)

CMP [6+4+2+1-3-1-1=8]
POT [2+4+2=8]

Jase began weaving his greatest spell yet. Bound by his power, curents of aether, neutral for ages started moving with purpose enforced. More and more streaks of thiss wondrous substance were drawn in by the magic. Just as the size of the vortex increased to the point where it threatened to interfere with the obelisks, jase released it towards the portal. It would continue gathering energy until reaching the waypoint betwen worlds and emerge on the island fully formed.

Throw the bomb out the mech's door. At the same time, enchant the bomb with healing.

SPD [6]
CMP [4]
POT [1]

James knew he had to move fast. Firmly grabing the explosives with his right hand,  mage spun his seat with his lefft and jumped towards the door. Dor was violently torn open and explosives thrown downwards. The timer might have been not seconds but some alien, slightly longer units of time, as the bomb managed to fall all the way down to the mechs leg, damaging it a bit as the igniter activated. Wether the healing spell worked or not, the destructive quality remained unchanged.

I probably need a new pair of legs now

LUCK [5]
END [2]

Once more the virus from the glove reached out, this time to reconstruct leg of its host. The work was significantly longer and somewhat even more painful than the remaking of eyes. Witness was reduced to a screaming and sobing pile on the ground by the experience, though his leg was completely restored.

Meditate or something like that and try to see if I discovered anything from my initial failure.

LUCK [9]

Crimson decided that meditation on his recent failure would do well to distract from consequences of said failure. The echos of force that downed him so nicely were realy simmilar to explosions. In fact, exactly like explosions. And just as inefective at killing. Yet being able to experience all the twists and angles firsthand was somewhat enlightening on how exatly they work.
{Knowlege of explosions gained. +1 to all explosion spels}


Create(-1) a silver(-1) dagger.
What sort of properties can I give to weapons I create.

CMP [4+1-2=3]
POT [5-2=3]

Alexander pulled out another weapon from the void. The silver dagger was somewhat dull and small, yet it was easy to conceal and no less deadly to fae creatures. Those have just as high chance of apearing as his competitors in a land as magic as this.

__________________________________________________________________
Ishin the chameleon entered through the gate. There were some who made fun of his name. They usualy found their bones losing solidness, their blood loosing capability to transfer oxygen and various other things losing just as vitaly important functions. Beware, the shaper walks.
__________________________________________________________________
NEW ENVIROMENTAL HAZZARD

Aether vortex


A 1 hex sized anomaly that drains energies moving through aether in its vicinity and grows in power. This includes unclaimed shards, disapearing souls (suicides), unclaimed magical artifacts and other such objects.

It moves 1 hex each turn in a random direction.

When under the vortexs influence, following effects for mages also apply:
Loss of 1 shard/turn
Decrease of all spells cast by 1POT
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: Beirus on October 21, 2014, 04:04:53 pm
Craft 2 aether essences. I'll need power for when I eventually have to go Pecos Bill and wrangle that aether twister to get the power from it.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: NAV on October 21, 2014, 04:15:11 pm
That bomb damaged my mechs adamatine armour? What was in it, chlorine trifluoride?

Summon a massive adamantine jetpack onto my mech, using 8 +1/+1 essences. +8+1-5=+4 cmp.
Then create a healing essence.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: Beirus on October 21, 2014, 04:16:03 pm
That bomb damaged my mechs adamatine armour? What was in it, chlorine trifluoride?

Summon a massive adamantine jetpack onto my mech, using 8 +1/+1 essences. +8+1-5=+4 cmp.
Then create a healing essence.

You did roll a 9 on power for the bomb.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: Sarrak on October 22, 2014, 12:21:40 am
((Oh well. Whaz had really bad luck with saving things... Opposite to killing them.))

With the unharmed soul of an aspiring murder god passed to the other world, devoid of all unncecessary magical complications, a new mage emerges from portal...

Name: Kahel the Changer
Affinity: Temperature (could be changed locally - lower it, pump it up... Much easier to do with proper surroundings.)
Description: An enigmatic middle-aged man with short dark hair that he usually hides under the hood of his extravagant orange golden-tinted robes. He has a lean body, more suited for a runner than for a warrior. Not that it should matter when one can use magic, of course!
STR=0
DEX=0
SPD=4
END=1
POT=3
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: AoshimaMichio on October 22, 2014, 01:22:30 pm
((Kahel seems like nice source of fuel for fireballs. And other things, if used properly.))

Spend 5 shards for random stat. Go west to center of the forest. Observe my surroundings and enviroment in great detail where ever I am at end of turn.
Oh, and two essences.
Cannot go anywhere without those.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: Crimson on October 23, 2014, 12:28:20 am
While I'm resting, create two force essences.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: DreamerGhost on October 26, 2014, 05:58:24 am
Thought I was somewhat late to do a turn and thus should hurry. Then I noticed that both Salsacoockies and BlitzDungeoner have yet to post.
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: Salsacookies on October 26, 2014, 10:19:58 am
Try to walk. If I can, continue forward. Make an essence along the way
Title: Re: Roll to Magic: Turn 37 To mark the land
Post by: DreamerGhost on October 26, 2014, 03:08:23 pm
Turn 38
__________________________________________________________________

Craft 2 aether essences. I'll need power for when I eventually have to go Pecos Bill and wrangle that aether twister to get the power from it.

CMP [4+1=5]
POT [3+1=4]
CMP [3]
POT [2]

Among his many great character qualities, Jase had one that helped him more than all others combined. Lack of optimism. That storm would not diferenciate between it's creator and another mage in it's path. Power will need to be taken back by force. What does this mean for the obelisk's plan remains to be seen.

Summon a massive adamantine jetpack onto my mech, using 8 +1/+1 essences. +8+1-5=+4 cmp.
Then create a healing essence.


CMP [1+8+1-3-2=5]
POT [2+8+1+1=12]

Mabye it was casing from inside adamantine confinement, mabye it was the shampagne, mabye it was some other, entirely unrelated thing, but the spell that James utered was a complete failure. Copious esenses used in the making of such spell saved it from failing completely, but the results were still far from ideal. Possibly not even aceptable. On the shore of the lake, great number of adamantine parts apeared, surounded by cranes, welders, blueprints, boxes of various tools and all maner of other things one would need to asemble a jetpack. It lacked workers of any kind though.

Spend 5 shards for random stat. Go west to center of the forest. Observe my surroundings and enviroment in great detail where ever I am at end of turn.
Oh, and two essences.
Cannot go anywhere without those.

LUCK [4] = END
SPD [(3)/2+1=2.5]
LUCK [2]

After crushing his shards, Isin felt a surge of strenght as his physicue grew slightly. Feeling both tougher in body and stronger in punching, aspect mage marched towards the forest. His stride, despite difficult terain brought him almost to the heart of the forest. It was around then, when a bear noticed energetic mage and took offence to his gleefull stride.

While I'm resting, create two force essences.

CMP [1+1=2]
POT [4+1=5]
CMP [5]
POT [5]

Crimson continued his rest and opted to create a few more esenses while he was at it.

Try to walk. If I can, continue forward. Make an essence along the way

LUCK [10]
CMP [3+1=4]
POT [1+1=2]

Witness carefully tried out his new leg. It seemed to be good enough to stand on, though the memory of repair still made mage wince. Yet the trip proved to be short and prise great. Tunnel ended with an pedestal on which floated a single crystal shimering with grey an red. It did not look dangerous, but Witness made another essense just as a precaution.
__________________________________________________________________
A new contester, mage named Kahel the Changer entered through the portal. Changer of temperature to be exact. Ice and fire were just two of many ways one could die by his hand.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: Sarrak on October 26, 2014, 04:09:49 pm
"Seems like I ended quite far from the glacier I intended to go to..."

Not one to ponder on such slight mishaps, Kahel carefully observed his surroundings. Then, feeling slightly underpowered, he created three frosty essences.
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: NAV on October 26, 2014, 10:01:51 pm
James curses to himself. Then speaks through his mech's external speakers to the priests.
"Surrender and I will let you live. I will help you if you help me, I can summon anything you want. You don't have any other options."
Try to recruit the priests.
Also craft two healing essences.
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: AoshimaMichio on October 27, 2014, 01:14:09 pm
"Heh, foolish bear." Ishin grins.

Take aspect of Voice from the bear to myself and let out fearsome roar.
If that doesn't scare it away: condense aspect of Light all around us into a flashbang between me and the bear while shielding my eyes.
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: Beirus on October 27, 2014, 01:15:19 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: Crimson on October 28, 2014, 09:52:55 am
Another two force essences.
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: XXXXYYYY on October 31, 2014, 05:13:27 pm
((Is this still accepting waitlist apps?))
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: Salsacookies on October 31, 2014, 05:26:30 pm
The crystal is mine. Take it
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: DreamerGhost on October 31, 2014, 06:18:54 pm
((Is this still accepting waitlist apps?))

((There is no waitlist. Post a character sheet and you're in.))
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: XXXXYYYY on November 01, 2014, 09:26:09 pm
((Is this still accepting waitlist apps?))

((There is no waitlist. Post a character sheet and you're in.))
((Sweet.))
((I'll make a sheet after I get my computer in working order))
Title: Re: Roll to Magic: Turn 38 Don't feed the bears
Post by: DreamerGhost on November 02, 2014, 04:53:11 pm
Turn 39
__________________________________________________________________
"Seems like I ended quite far from the glacier I intended to go to..."

Not one to ponder on such slight mishaps, Kahel carefully observed his surroundings. Then, feeling slightly underpowered, he created three frosty essences.

LUCK [3]
CMP [2+1=3]
POT [3+1=4]
CMP [6]
POT [4]
CMP [6+1-2=5]
POT [2+1-2=1]

Kahel looked around and saw grass. Lots and lots of grass. There was no ice anywhere in sight, no traces of it. Feeling rather uneasy in unknown land, he crafted some esenses.

James curses to himself. Then speaks through his mech's external speakers to the priests.
"Surrender and I will let you live. I will help you if you help me, I can summon anything you want. You don't have any other options."
Try to recruit the priests.
Also craft two healing essences.


LUCK [8]
CMP [3+1=4]
POT [1+1+1=3]
CMP [1]
POT [1+1-1=2]

The techpriests looked at each other and sighed. Omnissiach did not look favorably on suicides. Dying for a goal was one thing, this was entirely another. "We surrender"

"Heh, foolish bear." Ishin grins.

Take aspect of Voice from the bear to myself and let out fearsome roar.
If that doesn't scare it away: condense aspect of Light all around us into a flashbang between me and the bear while shielding my eyes.


CMP [3+1=4]
POT [4]

Murmur of a spell was followed by a mighty roar, as Ishin stole the voice of the offending bear. The annimal, subdued by such display of power (and quite possibly disturbed  by it's suden innability to do the same) ran away.

Two more aether essences.
Another two force essences.

CMP [4+1=5]
POT [4+1=5]
CMP [6]
POT [1]

CMP [1+1=2]
POT [6+1=7]
CMP [1]
POT [3]

Team dimensional explorers continued charging up their power.

The crystal is mine. Take it

Plague mage reached out and grabbed the crystal. He then looked around, and noticing that no traps seem to have activated, looked at the crystal. Which had melted into gray and red liquid that was geting rapidly absorbed through skin. Before Witness could panic, his mind was floded with knowledge abaut various metals, aloys and their properties. As the last droplets dissapeared from his hand, Witness realised that he now knew all he could need to control metals.
{Metal affinity gained}
__________________________________________________________________
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: NAV on November 02, 2014, 07:02:58 pm
"Lovely. I'm James McKenzie, your new commander. What are your names and ranks?"
Put my new allies on the mech's shoulders and exit the lake.
Summon two more healing essenses.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: Sarrak on November 03, 2014, 05:25:54 am
Deciding that grassland is not to his liking, Kahel goes in the random direction, hoping to find something of interest. Two essences if nothing dangerous happens - need to be prepared.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: AoshimaMichio on November 03, 2014, 09:49:09 am
Create three essences. Travel to the heart of the forest. There have to be something interesting around.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 03, 2014, 04:28:44 pm
Spoiler: Sheet (click to show/hide)
((This look good?))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: DreamerGhost on November 03, 2014, 04:35:12 pm
((You will need to tell me what you'd desribe lifewarping as. Also, the color, technicly silver with green is diferent from gray with green (which is in use), in reality they are not different enough visualy))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 03, 2014, 05:08:29 pm
((
Lifewarping: Basically body modding by forcibly changing parts of a thing's anatomy with magic. Pretty slow (and painful), and the flesh has to come from somewhere on the organism, but it enables you to edit yourself without ridiculous amounts of workarounds to get an acceptable amount of maluses. Like, for example, adding wings might be a bit easier, roll-wise, than if you were using Aether for example, but be slower and leave you weaker overall, because muscle and fat would be used to make the wings. It works on plants as well, but takes even longer for changes to manifest.
Sorry 'bout the color, this better?
ofc, there's my Forum Color Thing that makes text like this: TEXTTEXTTEXTTEXTTEXTTEXT, but that would be a pain for you, so yeah.
))
((edit:no, that's too similar. Hum. lemme do a bit more tinkering.))
((edit2:okay, tried to make it better.))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: Beirus on November 03, 2014, 05:56:52 pm
((You'd probably still get a -1 for specifying wings as the transformation, which would negate your natural +1))

Two more aether essences.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 03, 2014, 06:05:57 pm
((You'd probably still get a -1 for specifying wings as the transformation, which would negate your natural +1))
((Yeah, I know, never said it'd be easy, just easier))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: Salsacookies on November 03, 2014, 09:54:22 pm
Hmm, never knew of metal magic. Try it out on some object. Shoot a metal spike at something.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: Crimson on November 04, 2014, 02:43:27 am
Continue to rest. At the same time, create three force essences.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: DreamerGhost on November 04, 2014, 11:08:49 am
Hmm, never knew of metal magic. Try it out on some object. Shoot a metal spike at something.

((Just like with all physical objects magic, you will need to have some material to do so. Do you want to summon it?))

((
Lifewarping: Basically body modding by forcibly changing parts of a thing's anatomy with magic. Pretty slow (and painful), and the flesh has to come from somewhere on the organism, but it enables you to edit yourself without ridiculous amounts of workarounds to get an acceptable amount of maluses. Like, for example, adding wings might be a bit easier, roll-wise, than if you were using Aether for example, but be slower and leave you weaker overall, because muscle and fat would be used to make the wings. It works on plants as well, but takes even longer for changes to manifest.
Sorry 'bout the color, this better?
ofc, there's my Forum Color Thing that makes text like this: TEXTTEXTTEXTTEXTTEXTTEXT, but that would be a pain for you, so yeah.
))
((edit:no, that's too similar. Hum. lemme do a bit more tinkering.))
((edit2:okay, tried to make it better.))

((That works, you'll be added in the next turn. You can post an action if you want, and it will be done in the next turn.))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: NAV on November 04, 2014, 12:51:13 pm
((
Lifewarping: Basically body modding by forcibly changing parts of a thing's anatomy with magic. Pretty slow (and painful), and the flesh has to come from somewhere on the organism, but it enables you to edit yourself without ridiculous amounts of workarounds to get an acceptable amount of maluses. Like, for example, adding wings might be a bit easier, roll-wise, than if you were using Aether for example, but be slower and leave you weaker overall, because muscle and fat would be used to make the wings. It works on plants as well, but takes even longer for changes to manifest.))
((I can create infinite biomass. If you want to make a kaiju let me know.))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 04, 2014, 07:38:42 pm
((I can create infinite biomass. If you want to make a kaiju let me know.))
((This can only end badly awesomely))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 05, 2014, 08:14:54 am
Walk to the north into the light forest, create a lifewarping essence
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: AoshimaMichio on November 05, 2014, 10:40:10 am
((I can create infinite biomass. If you want to make a kaiju let me know.))
((Are you trying to summon Xan?))
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: DreamerGhost on November 07, 2014, 07:30:13 pm
Turn 40
__________________________________________________________________
"Lovely. I'm James McKenzie, your new commander. What are your names and ranks?"
Put my new allies on the mech's shoulders and exit the lake.
Summon two more healing essenses.


CMP [1+1=2]
POT [1+1+1=3]
CMP [2]
POT [1+1+1-1=2]
LUCK [10]

 I am Abnightus and he is called Haxtes. We are both techpriests. Replied the man held in mechs left hand. They both sighed in relief when thei returned to relative freedom atop the shoulders of mech. The legs were surprisingly enough freed from the mud by the time spent floating an had yet to sink back so far as to be unrecoverable. Few steps brought the machine to the shore where hundrets of parts lain scatered.

Deciding that grassland is not to his liking, Kahel goes in the random direction, hoping to find something of interest. Two essences if nothing dangerous happens - need to be prepared.

ROLL [4]
SPD [(4)/2+1=3]
LUCK [6]
CMP [2+1=3]
POT [2+1=3]
CMP [6]
POT [4]

Kahel, being an practical minded tourist (as practical as a tourist can be) decided that adventure can be found here no lesser that those atop mighty glaciers. He spun on his right leg three times with his eyes closed and wandered off in a straight-ish line. Then, after no more that five minutes Kahel stoped, becouse mage noticed that he was now waist deep in water. Deciding that this was not the adventure he was looking for, Kahel just crafted a few more essenses.

Create three essences. Travel to the heart of the forest. There have to be something interesting around.

CMP [1+1=2]
POT [4]
CMP [2]
POT [5-1=4]
CMP [4+1-2=3]
POT [3-2=1]
LUCK [1]

Happy with his progress Ishin continued onwards in search of the forest heart. It took him a while, so the mage made a few essenses while on the way there. In the end, the casual stroll was interupted as the heart of the forsest found Ishin. "You dare steal the voice of nature? Then you shall be punished acordingly." As aspect mage turned around he was greeted by a treant seemingly over three meters in height, scorn apparent on its mossy face.


Two more aether essences.

Continue to rest. At the same time, create three force essences.

CMP [3+1=4]
POT [3+1=4]
CMP [1]
POT [4]

CMP [1+1=2]
POT [1+1=2]
CMP [6]
POT [3]
CMP [1+1-2=0]

Meditation continues. Apreciating the quiet of surrounding area Crimson relaxes enough to fizzle the last essense.

Hmm, never knew of metal magic. Try it out on some object. Shoot a metal spike at something.

CMP [2]
POT [4+1=5]

There were some annoying wisphers at the back of his head, but Witness knew better than to listen to such things. With a snap of fingers and commanding word, the spell shaped to shoot a metal spike. Immedietly, all of mages veins and arteries bulged out, several bursting from pressure as the spell tried to use the only metal it could find. "How did you manage to survive before meeting us?" 117 asked while repairing the damage.

Walk to the north into the light forest, create a lifewarping essence


SPD [(5-1)/2+1=3]
CMP [5+1=6]
POT [3+1=4]

Etszu, unlike so many others did not linger after exiting the portal. There were trees to the nort that could provide cover. The others most likely had been here for a while and had some fairly strong spells out. Hide now, own weaklings later. preparation for his own magic were also in order, a precious  essense of fleshwarping rested in the hand of the mage.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: Beirus on November 07, 2014, 08:18:43 pm
((Hey! Where's my vortex?))
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: DreamerGhost on November 07, 2014, 08:22:37 pm
((Fix'd))
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: NAV on November 07, 2014, 11:56:54 pm
James exits his mech and locks the hatch and descends the ladder.

He sees David lying there motionless and runs to his aid. As an experienced medic, he recognizes the self inflicted wounds immediately and know's there's nothing that can be done.
He loots David of his stuff. He gives Abnightus the shapeshifting glass weapon, he gives Haxes the monomolecular stick, and he gives them both their pants back.
Then he orders both the Techpriests and Grundar to install the jetpack.
Then craft 2 summoning essenses.


Then James goes to talk to Etszu.
"Hello, I don't believe we've met. Welcome to the grove, the only safe place on this island. I'm James, it's creator and caretaker. Do you want to buy anything? I can offer weapons, armour, machines, all made of adamantine of course. Maybe a healing potion or a strength boost?"
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: AoshimaMichio on November 08, 2014, 01:28:31 am
"You dare steal the voice of nature? Then you shall be punished acordingly."
"You are mistaken, I don't steal, I borrow. Everything one takes from nature will eventually return. But worry not, I will return the voice once I leave this part of forest.
But it sure has been long time since I last time saw a treant. How I can help you?"

Calm down the treant and offer assistance.
IF it tries to cause me physical harm THEN
    Take aspect of Edge from blades of grass and leaves.
    Cut its legs off with stolen Edge.
    Run away to north east.
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: Beirus on November 08, 2014, 02:09:59 am
Let's try another affinity sensing spell on the abomination. Then make another aether essence.
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: Sarrak on November 08, 2014, 03:36:44 am
"Ops. Seems like walking with closed eyes isn't the most practical solution..."

Climbing out of the water, mage observed landscape near its shores.

If I notice vortex, walk in the direction of the forest, avoiding it. If castle - well, every tourist must visit one. Else, flip coin. If situation is safe, prepare even more: craft two additional essences.
Title: Re: Roll to Magic: Turn 39 You are property of Omnissiach
Post by: XXXXYYYY on November 08, 2014, 04:00:20 pm
Then James goes to talk to Etszu.
"Hello, I don't believe we've met. Welcome to the grove, the only safe place on this island. I'm James, it's creator and caretaker. Do you want to buy anything? I can offer weapons, armour, machines, all made of adamantine of course. Maybe a healing potion or a strength boost?"
Greeting the man, Etszu nods its head as a greeting and replies, "Etszu the Lifewarper, myself. For future projects I will need a great source of biomass.The problem is, the biomass needs to be a part of the thing I am Warping. Are you able to give a living plant or animal more mass? Also, are you able to conjure living things? These would be the most helpful things you could do for one with my magic."

Meanwhile, Etszu make 2 or so more FW essences.
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: NAV on November 08, 2014, 06:30:04 pm
"A simple growth spell? Certainly. I'll cast you one for a shard.
Creating life is much more difficult. I recommend digging up a few bugs instead. Magic isn't always the best solution."
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: XXXXYYYY on November 09, 2014, 01:18:12 pm
"A simple growth spell? Certainly. I'll cast you one for a shard.
Creating life is much more difficult. I recommend digging up a few bugs instead. Magic isn't always the best solution."
"Interesting. Yes. Quite interesting. How much mass could this spell generate? Large body changes would require a large amount of mass, which could prove troublesome. It would be even better to have an object causing continual growth over time, but that sounds fraught with complications and many ways to go wrong. I will most likely buy the spell after I Warp myself an abode from the forest to the west."
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: Crimson on November 09, 2014, 07:21:09 pm
I'm not yet in my best condition so more resting. Also another two force essence.

DG, in regards to shards in my char sheet I noticed that I still have 5 though I used 2 to open the portal so please correct it.
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: Salsacookies on November 10, 2014, 06:03:24 am
Ow.

Go out and explore! I'm done here, I think.
Title: Re: Roll to Magic: Turn 40 Tourists evrywhere
Post by: DreamerGhost on November 12, 2014, 08:12:41 pm
Turn 41
__________________________________________________________________
James exits his mech and locks the hatch and descends the ladder.

He loots David of his stuff. He gives Abnightus the shapeshifting glass weapon, he gives Haxes the monomolecular stick, and he gives them both their pants back.
Then he orders both the Techpriests and Grundar to install the jetpack.
Then craft 2 summoning essenses.


-snip-


LUCK [3]
END [6]
LUCK [3]
SPD [2+1=3] vs DEX [5]

James unloaded techpriests next to the unasembled jetpack and exited his mech to look around. David was there, quite dead and it seemed that he was so for quite a while. A pitty, but his items were now free for taking. Grundar was loyaly standing guard over the parts. Techpriest seemed rather relieved to be back on solid ground again. They picked up the weapons with slightly conserned look in their eyes, Abnightus trying to figure out what the hell that glass contraption was while Haxes was trying to figure out just how sharp this stick was. Noticing that James was distracted by speaking to some other guy, he decided to test it out on the mage that brought him here, yet timely shout from Etszu allowed James to easily dodge the attack.

-snip-

Meanwhile, Etszu make 2 or so more FW essences.

CMP [2+1=3]
POT [2+1=3]
CMP [4]
POT [5]

Etszu, after warning James of incoming stab prepeared a pair of fleshwarping essenses. It seems that the pair have just volunteered to help him with experiements.

"You dare steal the voice of nature? Then you shall be punished acordingly."
"You are mistaken, I don't steal, I borrow. Everything one takes from nature will eventually return. But worry not, I will return the voice once I leave this part of forest.
But it sure has been long time since I last time saw a treant. How I can help you?"

Calm down the treant and offer assistance.
IF it tries to cause me physical harm THEN
    Take aspect of Edge from blades of grass and leaves.
    Cut its legs off with stolen Edge.
    Run away to north east.


LUCK [1]
SPD [5] vs [1] vs [4]
CMP [1+1=2]
POT [3]

SPD [1] vs DEX [5]

SPD [5] vs DEX [1-1=0]
STR [5+2=7]
END [6]


"You can help. By dying and leaving your body here for the forest to feast on."
With these words ent attacked, bear following after. Well, the bear was much faster, so it was the ent who lagged behind, yet bestial speed was no mach to the speed of the mage. Ishinn conjured a spell to capture the edge of grass, yet for some reason, maybe the hurry, maybe the fear, but all the spell managed to do was to turn Ishins hands into sort of dense papyrus. Baffled by this change aspect mage sidesteped attack of the bear by turning his back towards the ent and tested out how exatly it feels to get hit by a log firsthand as a result. The punch was strong enough to send mage flying, yet fear induced adrenaline overload managed to keep Ishin concious.

Let's try another affinity sensing spell on the abomination. Then make another aether essence.

CMP [4]
POT [6+1=7]
CMP [5]
POT [6]

Jase once again atempted to discover the secrets abomination possessed. Once more he crafted a spell to look through afinity and once more he found nothing but remnants of psychic powers. At least it wasn't so traumatic this time. Contemplating just how thorroughly he managed to erase this mind aether mage made another essense.

"Ops. Seems like walking with closed eyes isn't the most practical solution..."

Climbing out of the water, mage observed landscape near its shores.

If I notice vortex, walk in the direction of the forest, avoiding it. If castle - well, every tourist must visit one. Else, flip coin. If situation is safe, prepare even more: craft two additional essences.

LUCK [4]
SPD [(5+1)/2+1=4]
CMP [3+1=4]
POT [6+1=7]
CMP [5]
POT  [4]

Kahel opened his eyes and looked around. There was a stoem in the southwest. Looked nasty, geting wet by lakewater was one thing, but getting wet from rain was as annoying as it was chilly. Not wanting to deal with this, temperature mage marched out towards the forest. Leaves should act as an umbrella well enough. But mabye all this water he was seeing here was a sign, Kahel pondered as he walked. Mabye he was in the right place, just at the wrong time and he should create a glacier. The train of thought was rapidly removed from track as another mage flew by Kahel.

I'm not yet in my best condition so more resting. Also another two force essence.

(fix'd)

CMP [6+1=7]
POT [5+1=6]
CMP [6]
POT [6]

Rest seems to be doing good for Crimsons body and mind, as he managed to cast some powerfull and precise essenses. It almost seems a waste for them not having been spels.

Ow.

Go out and explore! I'm done here, I think.

LUCK [9]

There were several more traps between the place where tunnels roof had caved in and where actual exit was, yet his newfound power over metals combined with his modified eyes warned witness of all unwanted surprises. He emerged from a stairway consealed even in the alien grassland. It was time to move on.
__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
Sorry for the wait, my internet just died for a day for some reason.


Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: XXXXYYYY on November 12, 2014, 08:43:05 pm
((Posting a turn tomorrow, because mobile sucks, but do modifiers like massive stack, and if so, would it be 20x size or 100 times? Also, how big(in modifier terms) is a tile with regards to a spell? Need to know this for upcoming spell: Symbiosis. Heh heh heh.))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: Beirus on November 12, 2014, 09:16:56 pm
((Aww, I can't even get a better read on the affinity? Or is it just a Psychic affinity?))

Two more aether essences.
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: AoshimaMichio on November 13, 2014, 10:42:04 am
Ishin stands up and feels his ribs. That fucking hurt! And his hands, just how he managed to do that...? But he has no time to worry about that.

"Well fuck you then and fuck your forest!" he yells.

Gather aspect of Heat from the air (not from burning treant if Sarrak is faster than me) and BURN the bear! All essences in.

"Hey you mage there! Wanna burn down a forest with me?" Ishin asks Kahel.
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: NAV on November 13, 2014, 04:32:30 pm
"Grundar, kill them."

Order Grundar to kill them.
Fill their hearts with scar tissue. Should be just at easy as the lungs, but much quicker. Use a healing essense.
Get back in my mech.
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: Crimson on November 13, 2014, 05:45:54 pm
Pray to the Gods of Creation... then create three force essences.
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: Sarrak on November 13, 2014, 07:09:52 pm
"Um, sorry? Burn the forest?"

Startled Kahel paused for a moment, then, finally noticing the raged nature servants following his new acquaintance, signed:

"Well, suppose glacier has to wait..."

Change the temperature of the...treant to a whooping 400°. Or more. (Ranged, +3/+3 from three general essences and +1/0).

((I assume that Kahel raises/drops temperature very fast, but not instantly. If you think that speeding process up requires additional penalty - so be it. I also assume that I can't go over ~-100° or ~600° without heavy penalties.))

Oh. Would overhitting spell CMP set the whole forest ablaze?))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: DreamerGhost on November 13, 2014, 07:35:08 pm
((@XXXXYYYY Never speak abaut the spell you want to cast, lest the GM nerfs it. "Massive" mod does not stack like that, but any exsess POT will increase the radius (if aplicable). Superspells are 20/20 base at the moment.

@Beirus It has psychic afinity, but it won;t be able to understand complex commands. You messed it up good.

@Sarrak It might. Depends on POT. Also, when you heat/cool without specified temperature limit, it will change depending on POT, so you can reach insane temperatures without uber requirements. It comes with chosing an afinity that doesn't realy has many options.))

Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: Beirus on November 13, 2014, 07:41:14 pm
((So I don't need to fix it, I just need to find a new mind to put in the body? I can do that.))

((Also, @XXXXYYYY: GM nerfs everything. It's best to not even think about what you're doing until you do it.  :P))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: XXXXYYYY on November 13, 2014, 07:45:55 pm
((@XXXXYYYY Never speak about the spell you want to cast, lest the GM nerfs it. "Massive" mod does not stack like that, but any excess POT will increase the radius (if applicable). Superspells are 20/20 base at the moment.))
((Ah, thanks. It's not that insane, but the name isn't actually giving much away. There are far better words for what I plan, but eh? watev))
((Anyway..))
"I will assist you, acquaintance. Just leave him alive. Test subjects are always good. So is biomass, for that matter. But living is better than dead. Less... mess later on."
Etszu Lifewarps the person who attacked James at range(-1), causing their limbs to reform. Badly. (And painfully, as it is with Fleshwarping.)
"Goodnight."  He says to his target, if successful.
((Also, this pain when reforming is gonna suck for everyone involved with Warping. Poor Haxes. Not gonna stop me using it.))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: DreamerGhost on November 13, 2014, 07:50:32 pm
((Ah, I forgot. The hexes are something ~100m across. And I do not nerf everything, just insta-win spells.))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: XXXXYYYY on November 13, 2014, 07:53:19 pm
((Ah, I forgot. The hexes are something ~100m across. And I do not nerf everything, just insta-win spells.))
((Ah, cool. Time for plotting. He he he. But yeah, steering clear from those. It wouldn't be Fun if I didn't!))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: Beirus on November 13, 2014, 07:59:48 pm
((Ah, I forgot. The hexes are something ~100m across. And I do not nerf everything, just insta-win spells.))
((Lies! Only like half the things I PMed you about were instant win spells. The rest were just obscenely abusable.  :P))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: AoshimaMichio on November 14, 2014, 10:13:36 am
"Thanks man!".

((Action edited slightly.))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: XXXXYYYY on November 15, 2014, 08:52:10 pm
((Clarified action.))
((Yess... Possible test subject. Don't kill him yet.))
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: XXXXYYYY on November 18, 2014, 03:24:20 pm
Bump
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: DreamerGhost on November 18, 2014, 08:01:51 pm
Wait, it has been a week already? Goddamn it beer, I trusted you. Update incoming within 12 hours.
Title: Re: Roll to Magic: Turn 41 Spartacus mechanicus
Post by: DreamerGhost on November 19, 2014, 06:21:55 am
Turn 42
__________________________________________________________________

Two more aether essences.

Pray to the Gods of Creation... then create three force essences.

CMP [3+1=4]
POT [5+1=6]
CMP [3]
POT [4]

CMP [3+1=4]
POT [1+1=2]
CMP [1]
POT [4]
CMP [4+1-2=3]
POT [5+1-2=4]

Duo continued pooling their powers. A prayer to gods of creation was left unanswered.

Ishin stands up and feels his ribs. That fucking hurt! And his hands, just how he managed to do that...? But he has no time to worry about that.

"Well fuck you then and fuck your forest!" he yells.

Gather aspect of Heat from the air (not from burning treant if Sarrak is faster than me) and BURN the bear! All essences in.

"Hey you mage there! Wanna burn down a forest with me?" Ishin asks Kahel.

"Um, sorry? Burn the forest?"

Startled Kahel paused for a moment, then, finally noticing the raged nature servants following his new acquaintance, signed:

"Well, suppose glacier has to wait..."

Change the temperature of the...treant to a whooping 400°. Or more. (Ranged, +3/+3 from three general essences and +1/0).


SPD [5] vs [5+1=6] vs [3] vs [6]

SPD [2] vs DEX [6]
CMP [6+1+3+1-1=10]
POT [6+3+1=10]
END [6]
END [6]
END [5]

Bear and Kahel were first to react, bestial instinct and wiardly insight rivaling eachother in reaction speeds. Bear atempted to maul Ishin, still angry abaut it's suden voice loss, but mage easily dodged clumsy paw strikes by taking a step back right into some tree branches. Kahel meanwhile focused on incoming treant. Changing temperature was not a dificult spell by anyones standarts, many wiards actualy used it to heat their lunch. Yet it did not make it any less deadly.

With a flash, treant turned into smoldering charchoal statue of itself, as suden blaze ate up all the oxygen in the area and released carbon dioxyde in explosive ammounts. Kahel was taken off his feet, falling flat on his back and remaining not much worse for wear. Bear just fell flat on it's stomach and sufered no damage from the blast. Ishin, tangled in branches faced full power of explosion, suffering some face burns, although his robes protected the rest of his boddy.
{Oxygen scarse in the area. -1 To physical rolls}

"Grundar, kill them."

Order Grundar to kill them.
Fill their hearts with scar tissue. Should be just at easy as the lungs, but much quicker. Use a healing essense.
Get back in my mech.


"I will assist you, acquaintance. Just leave him alive. Test subjects are always good. So is biomass, for that matter. But living is better than dead. Less... mess later on."
Etszu Lifewarps the person who attacked James at range(-1), causing their limbs to reform. Badly. (And painfully, as it is with Fleshwarping.)

Spoiler: Many rolls (click to show/hide)

Abnightus pressed a random button on the glass cube and it transformed into a glass pyramid. Not wanting to experiement further with very dangerous oponents nearby he rushed and tacled James to the ground. Yet this suden change of positure with a body he was not yet used to rendered his strikes puny and James was left unharmed. Grundar jumped to help his master and bashed Abnightus in the head, weight and enchantment of mace rendering techpriest unconcious.

James atempted to kill Abnightus for good by rendering his heart useless, but his spell failed to find the organ buried so deep inside flesh, away from the eyes of mage, and created a large unsightly scar on techpriests chest. Plans to run towards his mech were thwarted by weight of unconcious body on top of him. Haxes, not wanting to give any time to the newly arived potential ally of sorceror they tried to kill, stabed Etszu in the chest, his absurdly sharp stick piercing through skin and half of a rib. Fleshwarper, taken by unexpected pain could not retaliate.
__________________________________________________________________
Spoiler: map (click to show/hide)
__________________________________________________________________
Sorry abaut the delay guys. As said in previous post, I blame beer and suden freedom of student life.

Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: NAV on November 19, 2014, 09:42:41 am
Heal Etszu.
Escape from under Abnightus using the staff for leverage.
Get the glass weapon, try to form something useful, and attack any traitorous techpriests who are still fighting.
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: AoshimaMichio on November 19, 2014, 10:21:16 am
"A bit too much power, don't you think?"

Condense aspect of Heat from the air into the bear! All essences in.
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: Beirus on November 19, 2014, 03:23:06 pm
Another two aether essences. And maybe a prayer to the god of the Aether if there is one.
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: Sarrak on November 19, 2014, 03:50:34 pm
"Kah.. Seems so..."

Wait for bearroasting to occur. If, somehow, my fellow mage fails - freeze bear's brain by applying -60° to its head (use chaotic and normal essence). Otherwise, get up, dust off - and create two essences to restock.

((You forgot to subtract used essences from my profile. Not that I mind, but still...
Also, may I suggest moving essences to their own column? Now they simply clutter the inventory))
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: XXXXYYYY on November 19, 2014, 04:32:15 pm
"Thanks, acquaintance."
Etszu Lifewarps the person who attacked him, causing their limbs to warp back into their body.
If the attacker is incapacitated, Etszu chuckles and smiles, charging another FW essence.
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: Crimson on November 20, 2014, 08:59:34 pm
Still pooling power. Three force essences for this round.
Title: Re: Roll to Magic: Turn 42 The meaning of life (It's battle)
Post by: DreamerGhost on November 25, 2014, 03:24:00 am
Turn 43
__________________________________________________________________
Heal Etszu.
Escape from under Abnightus using the staff for leverage.
Get the glass weapon, try to form something useful, and attack any traitorous techpriests who are still fighting.


"Thanks, acquaintance."
Etszu Lifewarps the person who attacked him, causing their limbs to warp back into their body.
If the attacker is incapacitated, Etszu chuckles and smiles, charging another FW essence.
Spoiler: rolls (click to show/hide)

Haxes, having dealt with one wizard turned back to kill another. Even pined under a body, James managed to dodge the clumsy attacks and throw Abnightus off using the staff as leverage. Just as he roled out of reach of Haxes, healer used his power to repair damage done to Etszu and grabed onto the glass pyramid. A button press made a long column of glass extend from the base of the pyraamid, making it look like a spear with heaily oversized spearhead. Undetered by it's look, James stabed Haxes in the stomach, techpriest doubling over in pain.

Etszu threw a retaliation spell at Haxes, extremely angry for the pain he had caused. But just as he pointed his hand forward to guide the spell, Haxes doubled over from spear wound, and the spell meant for techpriest hit Grundar. Immedietly, both of trolls arms crushed themselves back into his body. Knowing that this is something that he would probably need to undo, Estzu made a fleshwarping essense.

"A bit too much power, don't you think?"
Condense aspect of Heat from the air into the bear! All essences in.
"Kah.. Seems so..."

Wait for bearroasting to occur. If, somehow, my fellow mage fails - freeze bear's brain by applying -60° to its head (use chaotic and normal essence). Otherwise, get up, dust off - and create two essences to restock.

SPD [6] vs [4+1=5] vs [5]
CMP [6+2=8]
POT [3+1-1=3]
CMP [1+1=2]
POT [4+1=5]
CMP [5]
POT [2]

Ishin ccondenced the heat from the immediete area, frying the bears brain. The beast just fell where it stood, it's eyes bulging out, and steam coming out from it's nose and mouth. Temperature of surounding area decreased by what felt like 10c. Kahel, not needing to wory abaut any immediete threats crafted a pair of temperature essenses.

Still pooling power. Three force essences for this round.
Another two aether essences. And maybe a prayer to the god of the Aether if there is one.

CMP [6+1=7]
POT [7+1=7]
CMP [1]
POT [2]
CMP [6+1-2=5]
POT [5+1-2=4]

{The god of dice disaproves of your heresies}
CMP [2+1=3]
POT [2+1=3]
CMP [1]
POT [2]

Crimson and Jase continued pooling power. Crimson also managedd to create an essense of exceptional power, albeit chaotic in it's nature.
__________________________________________________________________
New mechanics

Every time you pray a LUCK roll is done to determine existence of god. If the reoll passes, another is done to check if the god cares abau your prayer. You can pray any ammount of times to an existing god and get a new roll for each prayer. If god does not exist, praying does not reroll for existing. You will not be told what was rolled. There are gods in the game, on the map, hidden. Calling to them will require shards.

Shards have gained new fuction:

Shattering - you can shatter any number of shards for random results. You may get an artifact, blessing, curse, familiar, attacked by somthing, or you may triger some dormant power, say, a dormant god.
__________________________________________________________________
Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Crimson on November 25, 2014, 05:21:08 am
"I'll be nearby. Need to be sure that I'm not near those obelisks when testing something."

Move near a mushroom tree so that it is in between me and the obelisks. Now, shatter one shard and see what happens.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Sarrak on November 25, 2014, 05:23:30 am
"Well, with enemies out of the picture, I think introductions are obligatory. Myself, I'm Kahel the Changer, and, as you may have noticed, my specialization lies with temperature... By the way, what the hell those forest pests wanted from you?"
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: AoshimaMichio on November 25, 2014, 10:13:33 am
"The name is Ishin the Chameleon, nice to meet you. The pests... well, I just stole voice from the bear that was bothering me and for some reason the treant didn't like it. And it did make me mess up my spell..." Ishin says looking down at his hands.

Touch grass with my hands and move Plant aspect back to grass.
Travel with Kahel.

((At least I think it is Plant aspect. And I still should have Voice of Bear.))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Sarrak on November 25, 2014, 10:36:07 am
"Well, failed spells plague even the best of us... What would you say about traveling this dangerous realm together for a while?"
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Beirus on November 25, 2014, 01:22:20 pm
((Aww, you don't want to wake the God of Chaotic Obelisk Power, Crimson?))

Two more aether essences.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: NAV on November 25, 2014, 02:32:57 pm
"Don't worry Grundar, I'll have you fixed in a moment."

take the sharpened stick from Haxtes.
Charge 3 healing essenses.
If either techpriest is still fighting then stab them with the spear. If they're both incapacitated then execute them and get shards.


((Are the techpriests worth any shards?
Is it possible to use the glass weapon without a luck roll, if I'm forming a shape that I've made before and I remember the button presses?))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: XXXXYYYY on November 25, 2014, 03:53:27 pm
"Oh dear. Truly sorry about that. To be honest, I'm not sure how healing would interact with my magic, seeing as I didn't technically harm him, just changed his shape. I will attempt to undo my mistake and then some, when both priests are incapacitated, hopefully alive. May I have the bodies?"
If Haxes is still active, Warp his legs back into his body. Don't miss, this time. That would be bad.
If Haxes is, or is rendered, incapacitated, Warp Grundar a new set of four arms, using a FW essence.
((I look forward to having a few test subjects to test some ideas on. Heheheh))
((Also, are you gonna edit Grundar's sheet? Lacking arms is not really "Fine"))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: DreamerGhost on November 25, 2014, 05:26:14 pm
((@Aoshi You still do.
  @NAV Let's say yes.
  @XXXXYYYY He's a troll, they heal fast, so there are only two states, dead and fine. But I'll fix it.))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Crimson on November 25, 2014, 06:18:51 pm
((Aww, you don't want to wake the God of Chaotic Obelisk Power, Crimson?))

((Well, considering my luck I wouldn't be surprised if I instead get cursed or cause another incident so maybe at a later time when there are more shards.))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: NAV on November 25, 2014, 06:34:01 pm
"Oh dear. Truly sorry about that. To be honest, I'm not sure how healing would interact with my magic, seeing as I didn't technically harm him, just changed his shape. I will attempt to undo my mistake and then some, when both priests are incapacitated, hopefully alive. May I have the bodies?"
"Sorry Etszu, but I need to kill those two traitors to get their shards. I'll dig up a worm or something and make that grow huge free of charge, ok?"
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: XXXXYYYY on November 25, 2014, 06:45:12 pm
"Oh dear. Truly sorry about that. To be honest, I'm not sure how healing would interact with my magic, seeing as I didn't technically harm him, just changed his shape. I will attempt to undo my mistake and then some, when both priests are incapacitated, hopefully alive. May I have the bodies?"
"Sorry Etszu, but I need to kill those two traitors to get their shards. I'll dig up a worm or something and make that grow huge free of charge, ok?"
"I understand. I was just going to use them as biomass containers for something anyway. Animal matter would speed  it up. A huge worm will work nearly as well. Thank you."


((Edited my action. I have a feeling that something bad would happen if I left it as is. Decided against it. Let's see where this goes!))
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: AoshimaMichio on November 26, 2014, 09:50:18 am
"Well, failed spells plague even the best of us... What would you say about traveling this dangerous realm together for a while?"

"Sure, why not. I'll always welcome competent company. Anyway, I was looking if there's anything special in heart of this forest when those pests interrupted me. And sorry for my loud voice. It takes a moment getting used to it."
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: Sarrak on November 26, 2014, 04:19:50 pm
"Well, failed spells plague even the best of us... What would you say about traveling this dangerous realm together for a while?"

"Sure, why not. I'll always welcome competent company. Anyway, I was looking if there's anything special in heart of this forest when those pests interrupted me. And sorry for my loud voice. It takes a moment getting used to it."

"It's fine. Well, mostly fine. Anyway, let's proceed into forest. There must have been something for the guards to emerge..."

Go further into forest with my new companion. Be prepared, but if nothing happens - craft two essences for the later use.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: DreamerGhost on December 01, 2014, 05:26:15 pm
Turn 44
__________________________________________________________________
"I'll be nearby. Need to be sure that I'm not near those obelisks when testing something."

Move near a mushroom tree so that it is in between me and the obelisks. Now, shatter one shard and see what happens.


Two more aether essences.

LUCK [3]

CMP [3+1=4]
POT [6+1=7]
CMP [4]
POT [4]

Jase continued his meditation as Crimson got up and wandered off to experiement upon magics of this plane. Carefully, he broke one of his crystals and allowed magic inside to escape and mix with natural energies of the suroundings. Shards of crystal mixed with spores of mushroom forest in a vortex, eventualy forming a ball of lose spores with ocasional crystal shard mixed in. This spore wisp seemingly entirely in harmony with the suroundings started floating away, completely ignoring Crimson.

"The name is Ishin the Chameleon, nice to meet you. The pests... well, I just stole voice from the bear that was bothering me and for some reason the treant didn't like it. And it did make me mess up my spell..." Ishin says looking down at his hands.

Touch grass with my hands and move Plant aspect back to grass.
Travel with Kahel.

-snip-
Go further into forest with my new companion. Be prepared, but if nothing happens - craft two essences for the later use.

CMP [5+1]
POT [2-1=1]


LUCK [2]

Two mages quicly befriended eachother, bonding over recent fight and history of magical accidents. Ishin atempted to return aspect of plant back to the grass, yet the grass semed reluctant to become more plant than it already was. The spell lacked power to force the aspect on the blades of grass. Soon, duo headed out deeper into the forest, Kahel leading the way, in search of whatever that was guarded by the treant. They were most certainly getting closer, as they found duo of treants, both very angry for what happened to their kin.

"Oh dear. Truly sorry about that. To be honest, I'm not sure how healing would interact with my magic, seeing as I didn't technically harm him, just changed his shape. I will attempt to undo my mistake and then some, when both priests are incapacitated, hopefully alive. May I have the bodies?"
If Haxes is still active, Warp his legs back into his body. Don't miss, this time. That would be bad.
If Haxes is, or is rendered, incapacitated, Warp Grundar a new set of four arms, using a FW essence.
"Don't worry Grundar, I'll have you fixed in a moment."

take the sharpened stick from Haxtes.
Charge 3 healing essenses.
If either techpriest is still fighting then stab them with the spear. If they're both incapacitated then execute them and get shards.


CMP [6+1=7]
POT [5+1+1=7]

CMP [3+1=4]
POT [1+1+1=3]
CMP [4]
POT [6+1+1-1=7]
CMP [6+1-2=5]
POT [4]

James unceremoniously stabbed both techpriests in their heads, his medical knowledge being used in determinig where exactly to stab. Etszu, meanwhile, was working on fixing his earlyer mistake. Yet the soul of a researcher could not be stoped, fleshwarper could not resist the temptation of adding something experiemental. Where two arms had once been there were now four tough apendages. Yet working in unknown could also be seen, as two of the arms had talons instead of fingers, sharp and dangerous and entirely useless in manipulating anything unstabable.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 44 Mercy Killing
Post by: NAV on December 02, 2014, 12:58:44 am
((You recorded last turns healing essenses as summoning essenses))

"Claws, nice job."

Summon 2 growth pills for Etszu.
Reset the glass weapon to its default cube state, then press a some buttons and see what happens.
And give the sharpened stick to Grundar so he can dual wield it and the mace.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: AoshimaMichio on December 02, 2014, 10:03:59 am
"What's wrong with treants here? The ones I saw my my druid grandpa were much nicer."

Try to calm them down again.
If I fail then condense Light around us into flashbang. Cover my eyes and recommend Kahel to do same. Release the light.
Title: Re: Roll to Magic: Turn 44 Mercy Killing
Post by: Sarrak on December 02, 2014, 02:42:19 pm
"Eh, just our luck."

Treats are related to trees. Trees function on sap. Sap flows close to the exterior... Assuming that scraps of knowledge, the best way to deal with them... Freeze the layer just under their thick bark hides.
If it goes well, they may crack. Badly. Add +1/0, +1/1 and two +0/1 essences for the extra science. And cover my eyes from flashbang, if possible.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: XXXXYYYY on December 02, 2014, 02:54:03 pm
"I had hoped to repay the troubleand pain I caused earlier. Good to know I did not overstep my bounds. I think I'm going to go to the forest and start a... project. Thanks for the help."
Etszu accepts the growth pills (heh), if offered. He  then sets off to the forest, making two LW essences.
Title: Re: Roll to Magic: Turn 44 Mercy Killing
Post by: Beirus on December 02, 2014, 04:44:02 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 44 Mercy Killing
Post by: Crimson on December 03, 2014, 05:59:40 pm
"... That was disappointing."

Return to my previous spot and create another three force essences
Title: Re: Roll to Magic: Turn 44 Mercy Killing
Post by: DreamerGhost on December 08, 2014, 04:02:58 pm
Turn 45
__________________________________________________________________
"Claws, nice job."

Summon 2 growth pills for Etszu.
Reset the glass weapon to its default cube state, then press a some buttons and see what happens.
And give the sharpened stick to Grundar so he can dual wield it and the mace.

"I had hoped to repay the troubleand pain I caused earlier. Good to know I did not overstep my bounds. I think I'm going to go to the forest and start a... project. Thanks for the help."
Etszu accepts the growth pills (heh), if offered. He  then sets off to the forest, making two LW essences.

CMP [3+1-2=2]
POT [3+1+1=5]
CMP [4-2=2]
POT [6+1+1-1=7]
LUCK [5]

SPD [(5-1)/2+1=3]
CMP [6+1=7]
POT [1+1=2]
CMP [2]
POT [5]

As Etszu was leaving with his two pils of wild growth, James reset the glass contraption into cube form and tested out another combination of buttons, swiches and unindentifiable extrusions. Within seconds, glass cube changed shape into a sphere. A whole lot of such disapointments awaited before clockwork artifact was mastered. Grundar picked up the stick without any problems, showing quick ajustment to newly formed arms, yet his face was showed significant ammount of shock an fear. "t's allright now boss, but I'd preffer not going through anything like that again. Geting a limb merely cut off hurts a whole lot less."

Estzu, meanwhile, was heading west, towards the lush forest. Wildlife was likely in such forest, and flesh of annimal is as good as any other, thought fleshwarper as he charged another pair of essenses.

"What's wrong with treants here? The ones I saw my my druid grandpa were much nicer."

Try to calm them down again.
If I fail then condense Light around us into flashbang. Cover my eyes and recommend Kahel to do same. Release the light.

"Eh, just our luck."

Treats are related to trees. Trees function on sap. Sap flows close to the exterior... Assuming that scraps of knowledge, the best way to deal with them... Freeze the layer just under their thick bark hides.
If it goes well, they may crack. Badly. Add +1/0, +1/1 and two +0/1 essences for the extra science. And cover my eyes from flashbang, if possible.

LUCK [10] {Had it been 9 you'd be fucked}

"A pitty to lose a brother, but the ancient laws of the woods state that all creatures have right to self defence" Spoke out one treant.

"The bear just could not take such humiliation from one so small, once again, pride before the fall" Added the second.

"That being said, we still are livid at the death of our brother, and the trees you singed throw curses at you still"

"So we will ask you to leave the forest immedietly, lest we give in to anger.

Two more aether essences.
"... That was disappointing."

Return to my previous spot and create another three force essences

CMP [1+1=2]
POT [2+1=3]
CMP [5]
POT [4]

CMP [5+1=6]
POT [6+1=7]
CMP [3]
POT [6]
CMP [2+1-2=1]
POT [5+1-2=4]


Crimson, dissapointed by dormant energies of the plane returned to meditating with Jase.

__________________________________________________________________
Sorry for rare updates, with xmas incoming, so do exams. My internet is too crap at the moment to upload pictures, so map will be posted later.

Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: NAV on December 08, 2014, 11:17:20 pm

"Sorry about that, I'll try to not let anything like it happen again. Feel free to do whatever with those two bodies."

Summon a shovel, then dig a grave for David at the base of the tree. Try to communicate with the stubborn silent tree to see how it's doing.
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: AoshimaMichio on December 09, 2014, 10:59:42 am
"Well, we are better leave for now. Which way? I'm thinking about investigating that whirlpool to east from portal, it is unnatural."

Making essences, two of them. Ponder about my papyrus hands, any benefits or problems with them?
Traveling towards the whirlpool with Kahel.
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: Beirus on December 09, 2014, 11:01:20 am
Two more aether essences.
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: XXXXYYYY on December 09, 2014, 02:31:42 pm
Searching for a suitably large tree, Etszu make 3 more FW essences.
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: poketwo on December 09, 2014, 02:57:32 pm
((HERE IT IS))
Name: Chrisicus Romanticarnus
Affinity: THE WARP (40K)
Description: Looks tall and lean, he focuses on the sorcery aspect of Tzeentch. He has felt the summoning of the mech to here and the mechanicus's attempt to take it back. He will need to adapt to the warp in this dimension though.
STR= 0
DEX=1
SPD=1
END=1
POT=5
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: Sarrak on December 09, 2014, 03:43:47 pm
"Good enough."

Two essences while travelling.
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: DreamerGhost on December 09, 2014, 04:18:48 pm
((HERE IT IS))
Name: Chrisicus Romanticarnus
Affinity: THE WARP (40K)
Description: Looks tall and lean, he focuses on the sorcery aspect of Tzeentch. He has felt the summoning of the mech to here and the mechanicus's attempt to take it back. He will need to adapt to the warp in this dimension though.
STR= 0
DEX=1
SPD=1
END=1
POT=5

((Warp of 40k is kinda ambigious, but I'll allow it, if only becouse of all the wonderfull ways this can go wrong. You will enter the island on next tick, but you can post an action now and it will happen.))
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: Crimson on December 09, 2014, 10:15:58 pm
For something a bit different, extend my left hand out then try to create a solid (-1) force spear.
Title: Re: Roll to Magic: Turn 45 Natural diplomat.
Post by: DreamerGhost on December 13, 2014, 08:26:02 pm
Turn 46
__________________________________________________________________
"Sorry about that, I'll try to not let anything like it happen again. Feel free to do whatever with those two bodies."

Summon a shovel, then dig a grave for David at the base of the tree. Try to communicate with the stubborn silent tree to see how it's doing.

CMP [3+1=4]
POT [5+1+1=7]
LUCK [2]
LUCK [2]

After hearing out Grundars comments about how "your hunting targets have improved boss" James remembered his now dead partner and decided that he deserved a proper burial. Yet fate seemd to mock his choices, as showel that apeared before him was made entirely out of chalk. Further atempts to reach out to the treehouse result in tree part of the treehouse growing spikes.

"Well, we are better leave for now. Which way? I'm thinking about investigating that whirlpool to east from portal, it is unnatural."

Making essences, two of them. Ponder about my papyrus hands, any benefits or problems with them?
Traveling towards the whirlpool with Kahel.

"Good enough."

Two essences while travelling.

CMP [4]
POT [1]
CMP [4]
POT [5]
SPD [(5)/2+1=3.5]
LUCK [6]

CMP [3]
POT [6]
CMP [5]
POT [6]
SPD [(2+1)/2+1=2.5]

Kahel and Ishin, deciding that further exploration of the forest might be somewhat unvise, decide to investigate unnatural whirpool in one of the lakes. Ishin, despite minor injuries managed to be the faster one, though he adjusted to Kahel as not to leave newfound friend behind. Aspect mage took the time to inspect modifications of his newforged hands. It seemed that there was some loss of felling touch, and they would probably burn better than flesh, though they did not feel pain and were just as strong.

Searching for a suitably large tree, Etszu make 3 more FW essences.


LUCK [4]
CMP [5+1=6]
POT [5+1=6]
CMP [3]
POT [1]
CMP [1-1=0]
LUCK [9]
END [4+1=5]

There were some tall trees in the forest, but none particularly massive, all but unsuited for Estzus goals. Deciding to take abreak from walking and breaking out some spellcasting Estzu opted to craft some essenses. First two came out okay, although second one was rather faint. Third exploded between fleshwarpers arms, hiting unfortunate mage in the chest, warping bone and flesh. used to the process, Estzu managed to remain concious enough to inspect the result. And the result was surprisingly usefull, as his ribs had fused into a solid shielding mass of bone that now covered his chest. So what if skin was now under the bone, it's not like it was damaged in any way.


Two more aether essences.
For something a bit different, extend my left hand out then try to create a solid (-1) force spear.

CMP [4+1=5]
POT [1+1=2]
CMP [5]
POT [1]

CMP [4]
POT [6+1=7]

Jase continued meditating while Crimson continued experiementating. From movement of air he crafted a solid spear of force. It was entirely weightless, yet it was able to get force of users hands through to the target, and the tip was as sharp as if it was steel.
__________________________________________________________________
Chaos sorceror Chrisicus Romanticarnus entered through the portal. He would had much rather apeared near the stolen Titan, but warp was fickle and even mysteries of Tzeentch were faint here. This would be a difficult task, but rewards would be well worth it.

{If you want your collor changed just say to which one and it will be done}
__________________________________________________________________
Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: Beirus on December 13, 2014, 10:23:46 pm
((Oh ho. I can't wait for next turn. Could be interesting.))

Two more aether essences. Need more POWAH! Also, it'll be nice to have a stockpile so I don't have to do this again anytime soon.
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: Crimson on December 14, 2014, 06:41:15 am
With that done, three force essences.
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: Sarrak on December 15, 2014, 05:35:47 am
((Oh ho. I can't wait for next turn. Could be interesting.))
((Yeah.))


((We can either freeze the lake or take aspect of 'fluidity'(?)/'liquidness' from it, resulting in an easy access to the whirlpool. But the Chaos sorcerers popping out in a few meters from us doesn't sound like a very good news.))
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: NAV on December 15, 2014, 09:40:01 am
Try to sense what the tree's angry about and why it's acting this way. And try to convince it to retract it's spikes.
Summon an iron shovel. Craft summoning essence.

And a question about my nature runes. Can I use the POT bonus conditionally, like "If the POT roll is less than 4, use nature runes to bring it up to 4.", or do I have to declare how much POT I'm using before the spell, like an essence?
Also, can I use the runes to increase CMP instead of POT?


((LOL, James is using pot plants.))
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: poketwo on December 15, 2014, 09:42:36 am
Go and investigate the warp in this area. It is always a must for the non-insane sorcerers of Tzeentch
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: XXXXYYYY on December 15, 2014, 09:42:48 am
"Hmm. Useful."
Etszu searches for a tree that might have an expansive root system, or a parasitic tree, if there is one, while making another 3 LW essences.
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: AoshimaMichio on December 15, 2014, 10:13:57 am
((We can either freeze the lake or take aspect of 'fluidity'(?)/'liquidness' from it, resulting in an easy access to the whirlpool. But the Chaos sorcerers popping out in a few meters from us doesn't sound like a very good news.))
((It's not a small task to take aspect out of entire lake. Besides the vortex is right next to us. Perhaps we should dodge it first?))
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: Sarrak on December 15, 2014, 10:44:07 am
((We'll dodge it if we approach whirlpool from north-west. Barring magic, we'll need something to approach it without being sucked into.))
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: DreamerGhost on December 15, 2014, 11:00:03 am
And a question about my nature runes. Can I use the POT bonus conditionally, like "If the POT roll is less than 4, use nature runes to bring it up to 4.", or do I have to declare how much POT I'm using before the spell, like an essence?
Also, can I use the runes to increase CMP instead of POT?
[/b]

(You can do conditinal requests, but wether the tree will listen is another matter entirely. No CMP boost tho.)
Title: Re: Roll to Magic: Turn 43 New mechanics
Post by: AoshimaMichio on December 15, 2014, 01:07:29 pm
((We'll dodge it if we approach whirlpool from north-west. Barring magic, we'll need something to approach it without being sucked into.))
((Yeah, let's dodge vortex first. Dangerous idea: You freeze us an ice boat and I propel it by taking Motion out of the whirlpool?))

Make two aspect essences. Dodge the vortex by going to the nother west coast of whirlpool lake.
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: Sarrak on December 17, 2014, 05:31:58 pm
((Was suddenly phased from forums to reality. Oh well...

We can try, but it would fail miserably if whirlpool is strong enough.))

Follow my fellow mage to the northwest of whirlpool to study it with great care (oh, and search for loot on the coast while I do this). If I have some time left - an essence.
Title: Re: Roll to Magic: Turn 46 Tzeentch is a dick
Post by: DreamerGhost on December 19, 2014, 06:01:21 pm
Turn 47
__________________________________________________________________

Two more aether essences. Need more POWAH! Also, it'll be nice to have a stockpile so I don't have to do this again anytime soon.
With that done, three force essences.

CMP [2+1=3]
POT [4+1=5]
CMP [1]
POT [3]

CMP [3+1=4]
POT [1+1=2]
CMP [2]
POT [3]
CMP 5+1-2=4]
POT [2+1-2=1]

Crimson, spear of fore in hand, returned next to Jase to meditate and pool power.

Try to sense what the tree's angry about and why it's acting this way. And try to convince it to retract it's spikes.
Summon an iron shovel. Craft summoning essence.


LUCK [5]
CMP [2+1-2=1]
POT [5+1+1=7]
CMP [6]
POT [6+1+1-1=7]

The tree seems to be upset abaut James close proximity to it, as mage is both capable of siphoning away it's life force and is a living trouble magnet. It refuses to retract the spikes.
James atempt to summon an iron shovel is technicly successfull. It is a shovel and it is made of iron. It is also 20 cm in size and thinner than a leaf of paper. With nothing better to do, healer summons a essense.
Go and investigate the warp in this area. It is always a must for the non-insane sorcerers of Tzeentch

LUCK [6]

Christicus focused on his leftover connection to the warp seeking it's source. It apears that reality thinned a bit in an area to southwest.

"Hmm. Useful."
Etszu searches for a tree that might have an expansive root system, or a parasitic tree, if there is one, while making another 3 LW essences.

LUCK [2]

In search of a suitable tree Etszu himself was found. A pair of treants emerged from the forest with astoundingly little noise.
What is this?
One of them spoke.
Could it be that those two were merely the first of many?
Asked the second. After these words they both focused their eyes on intruding mage.
Name your purpose here, outsider, or begone.
Make two aspect essences. Dodge the vortex by going to the nother west coast of whirlpool lake.
Follow my fellow mage to the northwest of whirlpool to study it with great care (oh, and search for loot on the coast while I do this). If I have some time left - an essence.



SPD [(5+1)/2+1=4]
CMP [5+1=6]
POT [2]
CMP [6]
POT [2-1=1]

SPD [(6)/2+1=4]
LUCK [8]
CMP [5+1=6]
POT [1+1=2]

Ishin and Kahel, not wanting to see the arcane sstorm from closer up, opted to move away along the coast. On the way, Kahel noticed a strange plant growing in the water just a few meters away from shore. It looked like a lily with purple beries instead of blossoms.
__________________________________________________________________
Spoiler (click to show/hide)

Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: poketwo on December 19, 2014, 07:02:57 pm
I guess I have to go there.

Go over to the southwest warp thing
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: XXXXYYYY on December 19, 2014, 08:02:39 pm
"Others? I know no others who have entered here. As for I, I merely wish to unite the forest all as one. If I have overstepped, I am sorry. It is your forest, after all."
Etszu charges another 3 Essences while he talks to the Treants, and sits cross-legged at the base of the tree.

EDIT:((Also, I'm going to be going on a holiday road trip for a few days (around 3-4 I think) to visit family, starting the 23 of December, and the internet might be spotty. If I don't post for a turn,have me charge 3 more essences (Accidental self-warping Woo!), or put me in stasis or something.))
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: NAV on December 20, 2014, 12:28:14 am
Remind the plum tree that I grew it from a tiny seed. And that I have never used any of its life force. And that I could use my healing magic to restore any life force I take, and that I will heal any damage it ever takes. Make sure it knows that I'm on it's side. Ask if there's anything it wants or needs, then ask if it still wants me to leave.


Summon a proper iron shovel using the +1/+2 essence. Then craft 2 summoning essences.
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: Beirus on December 20, 2014, 01:12:58 am
Two more aether essences. The time of reckoning is soon.
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: Crimson on December 20, 2014, 09:22:35 pm
Create three more force essences.
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: Sarrak on December 21, 2014, 02:36:51 am
"Could you happen to know a little about plants, my friend? It seems that I found an interesting specimen..."

Strange plant obviously required careful investigation. But it also seemed to be close to whirlpool... So, Kahel studies whirlpool and the plant from afar, deciding if creating an ice path to the latter would be a wise idea.
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: AoshimaMichio on December 21, 2014, 04:20:00 am
"Could you happen to know a little about plants, my friend? It seems that I found an interesting specimen..."

"My grandpa was a druid, so something might have rubbed on."

Make two Aspect essences.
Assist Kahel's studies with my meager knowledge of plants.
Consider consequences of manipulating aspects of essences I have created.
Title: Re: Roll to Magic: Turn 47 Searching for secrets
Post by: DreamerGhost on December 26, 2014, 06:15:52 pm
Turn 48
__________________________________________________________________
I guess I have to go there.

Go over to the southwest warp thing

SPD [(6)/2+1=4]

Chrisicus rushed forth towards faint warp signal off in the distance. Storm had moved, but warp sorceror managed to maneuver around it without slowing down. When Christicus stoped for a while to catch his breath, he had allready beaten over half the distance, waching for signs of warp taint from atop of a grassy hill.

"Others? I know no others who have entered here. As for I, I merely wish to unite the forest all as one. If I have overstepped, I am sorry. It is your forest, after all."
Etszu charges another 3 Essences while he talks to the Treants, and sits cross-legged at the base of the tree.

CMP [6+1=7]
POT [2+1=3]
CMP [3]
POT [4]
CMP [3+1-2=2]
POT [6+1-2=5]
LUCK [2]

Estzu started making essenses while treants started discusing legitimacy of his claims.
"So he claims that he comes in peace"
"And that he wants to unite the forest. What do you think he means by that?"
"He doesn't look like a druid, yet we should not be too hasty. We are suposed to protect the forest from those that would harm it, not to deny access to practicioneers."
"Hold on, the magic he uses, it seems familiar somewhat. I think I have seen it before, long ago."
"By Gaia! It is fleshwarping, the very same power that was used in ancient wars to send abominations against us. You shall not leave this forest alive, outsider."

Remind the plum tree that I grew it from a tiny seed. And that I have never used any of its life force. And that I could use my healing magic to restore any life force I take, and that I will heal any damage it ever takes. Make sure it knows that I'm on it's side. Ask if there's anything it wants or needs, then ask if it still wants me to leave.


Summon a proper iron shovel using the +1/+2 essence. Then craft 2 summoning essences.


LUCK [4]
CMP [1+1+1=3]
POT [3+1+1+2=7]
CMP [4]
POT [4+1+1-1=5]
CMP [2+1-2=1]
POT [3]


Treehouse reminds James that it was he who twisted it in this unnatural form and that mages in general atract trouble, often fiery, like flowers atract bees.

Fate seems to agree with the treehouse, as the iron shovel that apeared before James was rusted beyond uselessness.

Two more aether essences. The time of reckoning is soon.
Create three more force essences.

CMP [5+1=6]
POT [6+1=7]
CMP [1]
POT [6]

CMP [1+1=2]
POT [6+1=7]
CMP [2]
POT [6]
CMP [3+1-2=2]
POT [4+1-2=3]

Crimson and Jase continued their meditation.

"Could you happen to know a little about plants, my friend? It seems that I found an interesting specimen..."

Strange plant obviously required careful investigation. But it also seemed to be close to whirlpool... So, Kahel studies whirlpool and the plant from afar, deciding if creating an ice path to the latter would be a wise idea.
"Could you happen to know a little about plants, my friend? It seems that I found an interesting specimen..."

"My grandpa was a druid, so something might have rubbed on."

Make two Aspect essences.
Assist Kahel's studies with my meager knowledge of plants.
Consider consequences of manipulating aspects of essences I have created.


LUCK [10]

By Kahels profesional tourist opinion, creating an ice path towards this particular whirpool would be both easy and safe, due to its almost unnaturaly small diameter. It was deep enough to hide exact depth from this angle, yet it did not seem to extend all that far outwards.

CMP [4+1=5]
POT [5]
CMP [6]
POT [6-1=5]
LUCK [9]

After crafting a pair of essenses Ishin had a look at strange plant Kahel had found. And recognised it immedietly. A rare species of a magical plant that grew on edges of lakes in places where there were great ammounts of ambient magic. A plant named Hlamodysa, eating a fruit from such plant would allow one to breathe underwater for an hour.

Using Aspect powers on an essense woud likely allow one to change nature of magic, say from aspect to temperature or back. It would also be possible to change from POT to CMP and back. Most of the time, it would be easyer to make a new essense.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 48 New poll
Post by: poketwo on December 26, 2014, 06:39:19 pm
Continue onwards to the warp thing
Title: Re: Roll to Magic: Turn 48 New poll
Post by: XXXXYYYY on December 26, 2014, 06:45:45 pm
"Oh dear. Really? I would leave peaceably, if you would let me, you know. So be it."
Etszu Warps their eyes/light spots/whatever they use to see into nonexistence. 2 essence.
((How big are these things, anyway?))
Title: Re: Roll to Magic: Turn 48 New poll
Post by: NAV on December 26, 2014, 08:02:34 pm
"You're a very grumpy tree."
Pick a plum from the tree and eat it.

Try to push buttons on the glass cube to make it form a shovel.
Then cast three spells. If I have a decent shovel then create summoning essences, otherwise summon a shovel.
Title: Re: Roll to Magic: Turn 48 New poll
Post by: AoshimaMichio on December 27, 2014, 02:29:36 am
"Oh it's Hlamodysa! What amazing find! Eating it grants water breathing, and to boot it is very rare, making it very valuable. Man, you are rich now!"

((So eating half of the fruit grants water breathing for half hour?))
Title: Re: Roll to Magic: Turn 48 New poll
Post by: Crimson on December 28, 2014, 08:07:58 am
Now for something different, try to apply the mobile (-2) modifier to the force spear I have.
Title: Re: Roll to Magic: Turn 48 New poll
Post by: Beirus on December 28, 2014, 12:04:03 pm
Two more aether essences. And see if I can have the abomination make an essence.
Title: Re: Roll to Magic: Turn 48 New poll
Post by: Sarrak on December 28, 2014, 04:56:41 pm
"Great. I'll make the path for us now."

Ice path! Add an essence (+POT) and two (+CMP) for solidness.
If successful - go and carefully pick the fruit.
Title: Re: Roll to Magic: Turn 48 New poll
Post by: DreamerGhost on January 01, 2015, 05:52:53 pm
Turn 49
__________________________________________________________________
Continue onwards to the warp thing

SPD [(5)/2+1=3.5]
LUCK [7]

As soon as Romanticarnus steped on the final hill, it became obivious for him that warp was certainly involved here. Salt fields were something he had not seen before, but the fleshy growth up ahead looked like something of Tzeench, though somewhat too uniform. Probably the consequence of locked away magical plane. Sorceror could feel warp powers seeping through from the field of tongues, seeking out the source proved easy. A warp rift, barely few meters in size, was spewing out power of immaterium.

"Oh dear. Really? I would leave peaceably, if you would let me, you know. So be it."
Etszu Warps their eyes/light spots/whatever they use to see into nonexistence. 2 essence.
((How big are these things, anyway?))

SPD [5] vs [1-1=0] vs [5-1=4]
CMP [6+2=8]
POT [4+2+1=7]

Estzu was first to move, his usual speed increased by adrenaline that is caused by pair of 3m tall trees expresing desire for your death. Using reserve powers he warped away entire heads off the two treants. Being plants, instead of dying treants began trashing around wildly, trying to find offending mage with their long arms.

"You're a very grumpy tree."
Pick a plum from the tree and eat it.

Try to push buttons on the glass cube to make it form a shovel.
Then cast three spells. If I have a decent shovel then create summoning essences, otherwise summon a shovel.


LUCK [9]
CMP [5+1=6]
POT [2+1+1=4]
CMP [3]
POT [1+1+1-1=2]
CMP [5+1-2=4]
POT [2]

After sampling a plum which proved delicious, James dediccated his time to aquiring a ddigging implement. Glass contraption seems to comply for once, as a bit of tinkering later mage held an excelent shovel in his hands.

"Oh it's Hlamodysa! What amazing find! Eating it grants water breathing, and to boot it is very rare, making it very valuable. Man, you are rich now!"

((So eating half of the fruit grants water breathing for half hour?))
"Great. I'll make the path for us now."

Ice path! Add an essence (+POT) and two (+CMP) for solidness.
If successful - go and carefully pick the fruit.

CMP [2+1+2=5]
POT [4+1+1=6]

By Kahels command, water between him and whirpool freezes into huge chunks of ice.The chunks are large enough for a man to stand on without sinking, yet they are somewhat less reliable than a monolithic ice bridge. Nevertheless, they remain in place after a few hard test kicks, allowing Kahel to safely collect four Hlamodysa fruits.

Now for something different, try to apply the mobile (-2) modifier to the force spear I have.
Two more aether essences. And see if I can have the abomination make an essence.

CMP [5+1-2=4]
POT [1+1=2]

POT [6+1=7]
CMP [3+=4]
POT [5]
CMP [4]

CMP [4]
POT [3]

Duo of mages continued their experiements. Crimson atempted to enchance his spear further by giving it ability to move by magical means. While he conjured the spell corectly, mage underestimated power required for such spell and spear barely moved. Jase meanwhile, atempted and suceeded to force the abomination to do something. On command, hideous creature forged it's magical power into a solid reserve form, creating a psionic essense.
__________________________________________________________________
Storm of magic traveled upon same field where new contestants usualy enter. It managed to drain a significant ammount of power before being mysteriously teleported away.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: poketwo on January 01, 2015, 06:09:13 pm
((excuse me gm, but who is the guy that is on the same tile as me???))
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: DreamerGhost on January 01, 2015, 06:21:32 pm
(Thats a severely afk player who has pestilence and metal affinities. In case of conflict it will fight back.)
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: XXXXYYYY on January 01, 2015, 06:24:22 pm
"*sigh*. People these days. No sense of manners."
Etszu Warps warps them together, into a limbless blob. 2 essence.
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: poketwo on January 01, 2015, 06:24:58 pm
((which was the turn when it arrived at the tile my character is currently at?))
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: DreamerGhost on January 01, 2015, 06:28:11 pm
(Turn 29)
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: NAV on January 01, 2015, 09:48:32 pm
Bury David.

craft three healing essences.
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: poketwo on January 01, 2015, 09:57:15 pm
"Now, time to run at least a semi-detailed analysis on the warp of this area. Now first to see the major powers of the area......."

Do the above. First the warp 'gods' that have the highest influence in the area, also including the major 4 'gods' of the warp. Then what else my character can get from this warp without going mad or being possessed by daemons or anything like the above 2. 
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: Sarrak on January 02, 2015, 04:25:01 am
"Great. Now, what shall we do? With those fruits we could try and go into whirlpool..."

Give Ishin two fruits and... craft two essences while waiting for him to finish.

((Can we move to the east to discover new lands, or you prefer to keep the map small?))
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: DreamerGhost on January 02, 2015, 04:57:08 am
(Go ahead and explore. I initialy thought to have this as an 10x10 island but there is no harm in adding on some more.)
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: AoshimaMichio on January 02, 2015, 05:23:37 am
"Thanks. I think there is something at bottom of this whirlpool. Probably something worth of checking."

Gather Solidness from ground around us (while standing on ice bidge) and Solidify the whirlpool.
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: Crimson on January 02, 2015, 06:58:52 pm
A sad and very minor success. Attempt to reapply the same modifier (-2) again into the force spear, if that's possible.
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: Beirus on January 05, 2015, 11:50:18 pm
((Heh, my storm got bigger. Also, does the abomination not get a +1 to competency?))

Two more aether essences. Have abomination make another essence too.
Title: Re: Roll to Magic: Turn 49 Upcoming Storm
Post by: DreamerGhost on January 10, 2015, 06:31:18 am
Turn 50
__________________________________________________________________
"*sigh*. People these days. No sense of manners."
Etszu Warps warps them together, into a limbless blob. 2 essence.

LUCK [2]
STR [3+2=5]
END [2+1=3]
CMP [3+2+1=6]
POT [3+2+1=6]

Before Etszu could utter a word, one of the treants got a lucky hit in, a punch to the chest that lifted mage off his feet and threw him few meters away. Bone plate sufered the brunt of the damage, protecting fleshwarper, and Estzu launched his spell without wasting time to get up. Treants fused together into a blob with four arms and four legs, all perfectly functional, yet independant, as was aparent from how blob tried to run in two oposite directions at once.

Bury David.

craft three healing essences.


CMP [3+1=4]
POT [6+1+1=8]
CMP [5]
POT [5+1+1-1=6]
CMP [1-1=0]
LUCK [4] {Power}
LUCK [9] {Usefulnes}

After giving his ex-coleague a proper burial, James continued his habbit of using out whatever spare time he had making essenses. Errors of the past were not enough to dissuade him, as another essense exploded in making. All around him, plants grew a meter in size, transforming field into a savana.

"Now, time to run at least a semi-detailed analysis on the warp of this area. Now first to see the major powers of the area......."

Do the above. First the warp 'gods' that have the highest influence in the area, also including the major 4 'gods' of the warp. Then what else my character can get from this warp without going mad or being possessed by daemons or anything like the above 2. 

LUCK [3]

Romanticanus extended his enchanted senses towards the warp rift, seeking to identify powers beyond it. There was something there, something strange and yet familiar. There could be no doubt abaut it, such orderly hate towards all warp could only belong to the most hated and feared of those that were called chaos gods. Malal awaited beyond the rift, and to deal with Malal was to ask for death.

"Great. Now, what shall we do? With those fruits we could try and go into whirlpool..."

Give Ishin two fruits and... craft two essences while waiting for him to finish.
"Thanks. I think there is something at bottom of this whirlpool. Probably something worth of checking."

Gather Solidness from ground around us (while standing on ice bidge) and Solidify the whirlpool.
CMP [5+1=6]
POT [4+1=5]
CMP [1]
POT [3]


CMP [4]
POT [6-1=5]
LUCK [2]

For a moment, whirpool becomes solid and starts spinning on currents of water that caused it. Then it stops completely and waves start forming at its edges as something rises from underneath. Ring of teeth, each as large as a man and all frightfully sharp, apears around the whirpool.

A sad and very minor success. Attempt to reapply the same modifier (-2) again into the force spear, if that's possible.

Two more aether essences. Have abomination make another essence too.

CMP [6+1-2]
POT [2+1=3]

CMP [3+1=4]
POT [3+1=4]
CMP [4]
POT [4]

CMP [5]
POT [6+1=7]

Crimson was trying hard and failing to not to think abaut various inapropriate jokes. His spear was still floping abaut on the ground, but now he could bend it with his will. Meanwhile Jase continued meditating and training his abomination.
__________________________________________________________________
Sorry for the long(er) wait. I had two exams and still have three coming in next two weeks.
Abomination get's no competence bonus because all of it's experience and intuition was burned away along with it's mind.
__________________________________________________________________
Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: AoshimaMichio on January 10, 2015, 06:47:52 am
"This... I certainly didn't expect this... What?"

Switch Solid aspect between water and the... whatever the teeth belong to. +1 POT and +1 COM.
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: Crimson on January 10, 2015, 08:01:03 am
*sigh*... Maybe meditating first would help.

Create a single force essence then meditate to clear my mind.
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: NAV on January 10, 2015, 12:11:06 pm
"Goodbye David."

Make Grundar get that box by the lakeshore, and put it in the treehouse. Use it to store my less valuble possessions, to prevent my inventory from becoming cluttered.
Spoiler: Inventory management (click to show/hide)

Then try to summon an enchanted weapon.
Then craft a summoning essence.

Try to find a new form for the morph weapon. Try to make that crossbow I saw David using.
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: XXXXYYYY on January 10, 2015, 12:15:00 pm
"Ungh. Good to know both of you are still in there, at least. Now, don't run."
Let's get rid of those legs, shall we? 1 +1 pot essence, 1 +1 cmp essence.
If necessary, Etszu moves away from the vortex, while still watching the treants.
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: DreamerGhost on January 10, 2015, 12:20:10 pm
"Ungh. Good to know both of you are still in there, at least. Now, don't run."
Let's get rid of those legs, shall we? 2 essence.
If necessary, Etszu moves away from the vortex, while still watching the treants.

(You realy should specify what kind of essenses you want to use. I used +1/+1 previous times, but you ran out of those.)
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: XXXXYYYY on January 10, 2015, 12:24:19 pm
"Ungh. Good to know both of you are still in there, at least. Now, don't run."
Let's get rid of those legs, shall we? 2 essence.
If necessary, Etszu moves away from the vortex, while still watching the treants.

(You realy should specify what kind of essenses you want to use. I used +1/+1 previous times, but you ran out of those.)
((Aw, dang. had an old version of the sheet open. 1 sec.))
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: Beirus on January 10, 2015, 12:27:17 pm
((Two questions: What is the -2 in my roll for, and what about my second essence?))
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: DreamerGhost on January 10, 2015, 01:21:58 pm
((Two questions: What is the -2 in my roll for, and what about my second essence?))

(I may have mixed up colors of you and Crimson. Fix'd)
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: Sarrak on January 13, 2015, 04:06:33 am
"Oh my..."

Prepare to freeze this...thing when it emerges. (Add CMP, POT and two (+1,+1) essenses
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: poketwo on January 13, 2015, 07:19:34 am
......Just sit there and build up an hyper-concentration pattern known around many sorcerers in my usual sector of operations as 'essence'
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: Beirus on January 13, 2015, 01:47:49 pm
Two more essences!
Title: Re: Roll to Magic: Turn 50 Regrets
Post by: DreamerGhost on January 16, 2015, 04:54:29 pm
Turn 51
__________________________________________________________________
"This... I certainly didn't expect this... What?"

Switch Solid aspect between water and the... whatever the teeth belong to. +1 POT and +1 COM.
"Oh my..."

Prepare to freeze this...thing when it emerges. (Add CMP, POT and two (+1,+1) essenses

CMP [2+1+1=4]
POT [3+1+1=5]
DEX [6+1=7]

CMP [6+2+1=9]
POT [4+2+1=7]
DEX [1]
END [2]

Both mages started panicing and slinging spels wildly as monstrocity rose from beneath the lake. As waves clashed with ice bridge, one of the waves turned solid while a monstrous tooth became soft like jelly. Kahel fared slightly better, or worse depending how one looked. Spell he unleashed froze several teeth to such a degree that temperature diferences made them scap and crumble, yet spell also chiled his fingers.

Jaw to which monstrous teeth belonged to finaly broke through water surface, revealing a throath filled with sharp teeth all the way down to what seemed bottom of the island. It unleashed a monstrous roar, posibly in pain from damaged teeth, and with it, from underwater rose numerous tentacles. Tentacles started flailing abaut searching for whomever was responsible for waking this being up. Ishin dodged the tentacles, but seemingly forgot low friction of ice and slid right off into the water. Kahel, distracted by suden disapearance of his friend, failed to notice incoming tentacle and was flung into the water with few broken ribs.

*sigh*... Maybe meditating first would help.

Create a single force essence then meditate to clear my mind.
Two more essences!

CMP [3+1=4]
POT [2+1=3]
LUCK [10]

CMP [2+1=3]
POT [5+1=6]
CMP [2]
POT [1]

Jase continued focusing his powers, while Crimson chose to think on nature of his spells. He examined what was wrong, discarded what was unneccecery and wove in that which was lacking. He was certain now, failure was impossible.
{Auto success on next spell}

"Goodbye David."

Make Grundar get that box by the lakeshore, and put it in the treehouse. Use it to store my less valuble possessions, to prevent my inventory from becoming cluttered.
Spoiler: Inventory management (click to show/hide)

Then try to summon an enchanted weapon.
Then craft a summoning essence.

Try to find a new form for the morph weapon. Try to make that crossbow I saw David using.


CMP [3+1-2=2]
POT [5+1+1=7]
CMP [5]
POT [6]
LUCK [7]

Curents of unreality seem ironic today, though James as he pulled out a needle out of wsirling gate to outer planes. Needle had an enchantment on it as powerful as it was specific. Upon contact, it would erase an object from existence so throughtly that nobody would ever remember it existing in the first place. As long as that something was a dress, worn by a queen of bastard birth, exactly thirty two years of age, if she wore a jade haircomb at the time. Glass artifact experiement was greatly more sucessfull, familiar crosbow shape revealing itself after first button press.

"Ungh. Good to know both of you are still in there, at least. Now, don't run."
Let's get rid of those legs, shall we? 1 +1 pot essence, 1 +1 cmp essence.
If necessary, Etszu moves away from the vortex, while still watching the treants.

CMP [1+1=2]
POT [6+1+1=8]
END [3+1=4]

First thing Estzu noticed after he finished weaving the spell was that world sudenly started tilting. Next thing he noticed was how much his left leg hurt. Lastly, fleshwarper noticed that his left leg was missing. Mage fell on his side, barely retaining enough coherent thoughts through haze of pain for swearing.

......Just sit there and build up an hyper-concentration pattern known around many sorcerers in my usual sector of operations as 'essence'

LUCK [10]
CMP [5+1+4=10]
POT [2+1+4=7]

When Romanticanus began creating a focus for his powers, he noticed an interesting phenomena. Shreds and pieces of the warp sliped through the warp rift into the essense he was making, resulting in an exceptionaly powerfull creation. With sadness, chaos sorceror deduced that continuing to cast spells in the vicinity of gateway to immaterium may not prove as beneficial second time.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: NAV on January 16, 2015, 05:43:04 pm
Pocket the needle. Never know when I might need it.

Get in my mech and run over to help those two mages fighting the monster.

"Why don't you pick on someone your own size?"

Cast a diagnosis spell on the monster, to find out what type of monster it is, and most importantly it's weak point.
Fire the mech's autoaiming laser cannon and autocannons at the monster's weakpoint. Shoot it even if I can't find a weakpoint.
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: Sarrak on January 19, 2015, 01:15:52 pm
Try to get closer to the icy road. Try swimming to the shore - ice may provide some protection for my already-damaged body.

((Whew. Finished my exams at last.))
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: Beirus on January 19, 2015, 01:17:08 pm
Two more essences.
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: AoshimaMichio on January 19, 2015, 01:36:14 pm
Climb back into the ice bridge and run to beach. Calm down and make two essences while others unleash the big guns.
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: XXXXYYYY on January 19, 2015, 04:27:57 pm
"FUCK THAT HUR-*ahem* That just won't do, will it. I rather need that leg."
Etszu warps a new leg from the stump of his old one.
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: Crimson on January 19, 2015, 05:42:34 pm
Success is at hand! Apply animate master modifier into my force spear.
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: poketwo on January 19, 2015, 07:22:32 pm
Run east
Title: Re: Roll to Magic: Turn 51 This turn does not exist
Post by: DreamerGhost on January 24, 2015, 08:29:36 pm
Turn 52
__________________________________________________________________
Pocket the needle. Never know when I might need it.

Get in my mech and run over to help those two mages fighting the monster.

"Why don't you pick on someone your own size?"

Cast a diagnosis spell on the monster, to find out what type of monster it is, and most importantly it's weak point.
Fire the mech's autoaiming laser cannon and autocannons at the monster's weakpoint. Shoot it even if I can't find a weakpoint.


SPD [(4)/2+1=3]
LUCK [5]
DEX [6]
DEX [4]

Seeing a lake sprout massive teeth and hundredths of tentacles would be a cause for concern in a dream. In a land of magic, one does not have luxury of waking up from such sights. James did not want to wait until something more emerged from underneath the lake and moved in with heavy guns of his mech. Atempt to modify a cantrip spell often used in diagnosing patients returned info that whatever it was, it felt pain of losing several teeth recently.

Armed with knowlege that whatever that is, it can feel pain, James fired all guns at the creature. Lazer cannon shatered Ice bridge and burnt several of the tentacles betwen mech and the mouth in the lake. Autocannons shot apart few more tentacles. All in all, over a third of tentacle mass obstructing shots to the mouth weere destroyed. Several pannels indicate that Core is at 80% power and regenerating at 5%, with 90% autocannon ammo remaining.

Try to get closer to the icy road. Try swimming to the shore - ice may provide some protection for my already-damaged body.

END [1]
LUCK [7]

Kahel could feel his lungs burning with pain as pieces of bone presed against them, but he kept swimming. Ice bridge was close and water was full of tentacles. To stay was to risk death. Just a little closer. Temperature mage was only an arms reach away from the bridge when bright ruby beam destroyed it. Shock and exhastion proved too much and Kahel passed out. Luckily, human bodies are light enough to float and beast was moving around enough to casue waves to gently push mage towards the shore.

Two more essences.
Success is at hand! Apply animate master modifier into my force spear.

CMP [3+1=4]
POT [5+1=6]
CMP [4]
POT [3]

CMP [Autosuccess]
POT [Autosuccess]

Jase continued meditating, while Crimson rose from his thoughts. So many ideas, so many truths revealed. But to act upon one was to discard all others, as they would prove disastrously distracting during casting. By his words, spear of force sprung upwards and started sailing gracefully through the air. At a simple command it changed to a glaive, then halberd, then naginata. A masterwork weapon by any standart.
{Gained Knowledge of Annimation. +1CMP when using Mobile/annimate enchantments.}

Climb back into the ice bridge and run to beach. Calm down and make two essences while others unleash the big guns.

LUCK [1]
END [6+1=7]
LUCK [5]
SPD [5]

Ishin tried to get back to the bridge, but just as his coleague, didin't make it before bridge was destroyed. A large chunk of ice fell on the mage, forcing him underwater, yet othervise causing no harm. During involuntary dive, Ishin managed to see mass of tentacles floating around, with no clear end or begining. It was all motivation he needed to hastly swim all the way to the shore.

"FUCK THAT HUR-*ahem* That just won't do, will it. I rather need that leg."
Etszu warps a new leg from the stump of his old one.

CMP [6]
POT [6+1=7]
END [4+1=5]

Estzu hastily chanted the spel to recreate lost leg, fear of bleeding out and pain induced adrenaline high forcing him to overdo the spell. From the stump a black mass emerged, growing, expanding, finaly shaping up into a leg that wouldn't look out of place on a dragonblood. great claws for fingers ashured that no shoe would last a day, but with thick scales covering every inch of the leg, it was hardly a problem. Pain caused by regrowing a leg, specificly all the nerves in the leg caused a new wave of pain for fleshwarper, though that was hardly the problem compared to encroaching eldrich storm.

Run east

SPD [(6)/2+1=4]

Romanticanus moved eastwards with all haste he could muster. Even dealings with pleased warp Gods could have outcomes worse than death, dealings with Malal hardly ever resulted in anything else. Hills were covered with sand and tall brown grass when sorceror stoped moving.
__________________________________________________________________
As my exams are finaly over, I can update more offten! Now, I will be updating on wednesdays and saturdays. Due to time zones, it may be thursday/sunday for some players, but for now, updates can be called regular once more.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: XXXXYYYY on January 24, 2015, 08:37:35 pm
Looking at the storm, Etszu speaks. "Oh dear, you two just stay here and try not to die in the incoming storm, alright? I'll be back once it passes. Don't try and run, though. I'd be very displeased"
If there is time before the storm arrives, Etszu Warps roots onto the Treant(s), binding them in place."Flesh for the Flesh Tree."
Etzsu moves out of the way of the storm, keeping a watchful eye on the Treant(s).
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: NAV on January 24, 2015, 10:59:51 pm
"Get out of here, it's too dangerous!" James yells to the two mages, his voice amplified by the mech's speakers.

Summon an active bomb into the monster's mouth. Use 2 +1/+1 essences and 4 +1POT essences.
Continue shooting it if it survives that.
Finally, conjure a summoning essence to replenish my depleted stocks.
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: Sarrak on January 26, 2015, 06:24:53 pm
Recover consciousness. Swim the last meters & run!
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: Crimson on January 26, 2015, 07:50:18 pm
Two force essences for now.
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: Beirus on January 26, 2015, 10:35:34 pm
Two more essences.
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: poketwo on January 27, 2015, 02:21:33 pm
Sit down and look to see if anybody is near me.
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: AoshimaMichio on January 27, 2015, 03:18:34 pm
I kinda want to kill someone.

Make essences instead. I'm being bold and try making 3 of them.
Title: Re: Roll to Magic: Turn 52 Back with schedule
Post by: DreamerGhost on January 28, 2015, 08:39:12 pm
Turn 53
__________________________________________________________________
Looking at the storm, Etszu speaks. "Oh dear, you two just stay here and try not to die in the incoming storm, alright? I'll be back once it passes. Don't try and run, though. I'd be very displeased"
If there is time before the storm arrives, Etszu Warps roots onto the Treant(s), binding them in place."Flesh for the Flesh Tree."
Etzsu moves out of the way of the storm, keeping a watchful eye on the Treant(s).

LUCK [1]
STR [2+2=4]
END [4+1=5]

Estzu, confident in his ability to outrun the mythical winds, remained stationary, waiting to see where the unpredictable storm would move next. This seemingly intimidated the storm, as it retreated back the way it came. Fleshwarper did not have the time to gloat, however, as what probably was the stealthyest treant in the forest managed to aproach mage from behind and throw a hearty punch to smash any illusions of grandeur. Estzu himself was considerably less smashed, suffering no real damage, and readying himself in a combat stance.

"Get out of here, it's too dangerous!" James yells to the two mages, his voice amplified by the mech's speakers.

Summon an active bomb into the monster's mouth. Use 2 +1/+1 essences and 4 +1POT essences.
Continue shooting it if it survives that.
Finally, conjure a summoning essence to replenish my depleted stocks.


CPM [5+2-2=5]
POT [1+2+4+1+1=9]
LUCK [7] {material}
CMP [2]
POT [5+1+1-1=6]

Warning given, James atempted to pull out a bigger gun. Calling once more upon unreality from which all things are summoned, he called a huge nail bomb, just above the mouth of beast in the lake. It fell for just long enough to dissapear behind fearsome maw, before exploding. Sound of explosion was quicly swiched to owerpowering roar, as the creature reacted for the first time to damage dealt.

Recover consciousness. Swim the last meters & run!

END [6]
LUCK [9]
SPD [(6+1=7)/2+1=4.5]

Kahel came back to his senses half drowning, as he heard an explosion somwhere behind him. Deafening scream soon followed, which in turn beoned great increase in random tentacle flailing. One of the tentacles hit into thermomancer from below, throwing (un)fortunate mage to the shore. Kahel landed on all fours, and without even stoping to cach breath ran off. Adrenaline powered dash led him towards the volcano, to the very peak where lava was the hottest and water was the scarcest. He had enough water for today.

Two force essences for now.
Two more essences.

CMP [2+1=3]
POT [2+1=3]
CMP [1]
POT [1]

CMP [3+1=4]
POT [5+1=6]
CMP [2]
POT [4]

Crimson and Jase continued meditating, oblivious to the battle raging on the other side of the portal.

Sit down and look to see if anybody is near me.

LUCK [4]

Romanticanus sat down to examine his curent options. Dealing with Malal would be... difficult. Other sorcerors on this plane were curently better prepeared. mabye a sacrifice would help in moving things along? With such thoughts Chaos sorceror observed surounding lands, taking note of huge beast in the lake, a castle to the east and severe lack of suitable sacrifices not located near a mass of tentacles. Well, at least there would be none to disturb him.

I kinda want to kill someone.

Make essences instead. I'm being bold and try making 3 of them.

LUCK [9]
CMP [1+1=2]
POT [4-1=3]
CMP [2]
POT [5-1-1=3]
CMP [3+1-2=2]
POT [6-1-2=3]

Ishin felt need for destruction, anihilaation in immediete sence. But he was not yet ready, he knew it and so he prepeared instead. Fate seemed to respect his desire, as tentales ravaged lakeshore evrywhere but where he stood, while essenses he made were of pure power.
__________________________________________________________________
Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: XXXXYYYY on January 29, 2015, 02:04:54 pm
"Heh. Another one. Care to join your friends in a moment? I guess I can start with you."
If there is time before the storm arrives, Etszu Warps roots into the earth from the Treant's legs, binding it in place.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: NAV on January 29, 2015, 02:41:19 pm
"Are you hungry for more?"

Laser off the rest of its tentacles. Try not to hit Ishin.
Make 2 healing essences.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: Crimson on January 30, 2015, 05:10:57 am
Fly up and look around once more.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: Sarrak on January 31, 2015, 10:20:59 am
It's time for grand magic! Using ALL my essences, I create an obsidian power staff (by expertly cooling some lava) to help my magic in the future.

((Not sure I will be around for the next turn; create two essence if I don't respond.))
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: Beirus on January 31, 2015, 01:31:25 pm
Create one essence and meditate.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: DreamerGhost on January 31, 2015, 07:27:31 pm
Update delayed due to two people having not posted yet. Gues sundays/wednesdays it is.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: AoshimaMichio on February 01, 2015, 05:24:11 am
Gather Light around me and release it as Large (-1) laser at the monster. Use +2 CMP and +1 POT essences.
Title: Re: Roll to Magic: Turn 53 Eating a hedgehog
Post by: DreamerGhost on February 01, 2015, 09:06:48 pm
Turn 54
__________________________________________________________________
"Heh. Another one. Care to join your friends in a moment? I guess I can start with you."
If there is time before the storm arrives, Etszu Warps roots into the earth from the Treant's legs, binding it in place.

SPD [4-1=3] vs [6-1=5]
DEX [2]
STR [1+2=3]
END [1+1=2]
CMP [2]
POT [1+1=2]

Estzu acted on knowledge of ents natural slowness to take the chance and remove mobility of this particular treeman entirely. A plan that was foiled by the fact that ent before him was the swiftest tree in this whole forest. Whatever fleshwarper had planed was quicly spoiled by a swift, yet thankfully weak right hook to the face.

"Are you hungry for more?"

Laser off the rest of its tentacles. Try not to hit Ishin.
Make 2 healing essences.


CMP [4+1=5]
POT [4+1+1=6]
CMP [6]
POT [1+1+1-1=2]


Autoaim makes short work of remaining tentacles, yet infoboard showing "Power:50%" indicates that mabye this mashine was not meant for lenghty deployments. At least it is not overheating.

Fly up and look around once more.

LUCK [1]
STR [1+1=2]
END [6]

Crimson, now feeling ready to explore unfamiliar landscape, ascended upwards. He managed to get as far as the treetops before something slaped him on the back of his head flying by. It moved too fast to see what it was, but a nearby shriek shatered hopes that it was just a branch.

It's time for grand magic! Using ALL my essences, I create an obsidian power staff (by expertly cooling some lava) to help my magic in the future.

CMP [6+2+1+1=10]
POT [6+2+1+2+1=12]

By command, lava coaleses into a form, it takes shape of a staff with a head ornated like a dragon. Powerful magic is sealed within the staff, as eyes of the dragon glimer with flames. When Kahel reached out and finaly took the staff in his hand he could feel a presense, like reassuring whisper, somehow implying certainty of success.
{Reroll all 1's}
Create one essence and meditate.

CMP [5]
POT [4]
LUCK [3]

Jase continued with his meditation. Five minutes later, he caught himself snoring.

Gather Light around me and release it as Large (-1) laser at the monster. Use +2 CMP and +1 POT essences.

CMP [2+2=4]
POT [5+1-1=5]
LUCK [7]

Ishin atempted to join in on the fight by redirecting sunbeams at monstrocity within the lake. As spell snached light from suroundings properly, but when it came to using it there was a surprising mistake. Instead of manifesting as a beam, spell instead made monstrocity shine with blinding light. Still, judging from smell of coocked meat and increase in tentacle flailing, it seems to have done something.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 28 Exploration for Exploitation
Post by: NAV on February 01, 2015, 09:47:43 pm
Why is the mech at 20% power? All I did was run a short distance, fire the laser, fire the autocannons, and fire the laser again.

Also, why am I rolling for accuracy? The mech has auto-aiming systems.

Oh wait, there is auto-aiming system here. Nevermind, relaxation ahoy!

One more thing, when I summoned this mech, I used animate, not mobile.
Quote
Animate: Same as mobile, but will be able to do some minor shape changing. (Weapons would be able to change to other weapons, golems would be able to reattach limbs, armor would become tougher when attacked and so on.
So what shape changing abilities does it have?
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: DreamerGhost on February 01, 2015, 10:11:02 pm
(I could say that I was actualy roling not for you and for the autaim but that would be a lie. I totaly forgot how overpowered that mech was. And now I get to figure out what kind of transformer it is too. I'm gonna call it a golem with swapoutable weapons. Say name, roll well, and it's yours. I now slightly regeret giving it to you and may have the monster crawl out from the lake to try and eat you.  As for energy used, I presumed that you wanted to shoot until there were no more tentacles.)
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: NAV on February 02, 2015, 12:57:44 am
((Thanks for the answers. Sorry for being so powerful. I've been fighting mostly defensively to avoid unbalancing the game too much. Send out the monster, let's have a proper monster vs robot fight!))

Go two hexes south, so if the monster attacks me it won't be near the tree. Take a few potshots at it with the autocannons. Try to make the mech form a shield and a retractable sword, for defense and melee fighting.

Perform a magical medical examination on the monster. I want to know what it looks like beneath the surface, whether it has any weakpoints that I could shoot or obstruct with a growth spell, and how serious its injuries are.

Then create a summoning essence.
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: AoshimaMichio on February 02, 2015, 02:12:05 pm
"This beast will be my dinner today."

Remove aspect of mass from the beast so it ends up being unaffected by gravity, can't hurt anything by its flailing because kinetic energy is speed multiplied by mass.
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: XXXXYYYY on February 02, 2015, 03:38:42 pm
"Fool."
Etzsu attempts to move out of the way of the next attack and Warps both of the Treant's arms and legs into the its body.
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: Crimson on February 04, 2015, 10:16:38 pm
"Damn... Oh well, I'll just deal with it!"

Change my force spear into a lance then charge towards the thing that just hit me with the lance pointed towards it.
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: Beirus on February 04, 2015, 10:30:29 pm
Two more essences. If it works, I have a plan to implement.
Title: Re: Roll to Magic: Turn 54 Staff of Bait
Post by: DreamerGhost on February 05, 2015, 05:42:17 pm
Turn 55
__________________________________________________________________
((Not sure I will be around for the next turn; create two essence if I don't respond.))

CMP [5+1=6]
POT [3+1=4]
CMP [1-->4]
POT [2]
Kahel took some time off to test his new staf by crafting a few essenses. Immedietly it proved itself usefull as whispers fixed an error in a spell.

Go two hexes south, so if the monster attacks me it won't be near the tree. Take a few potshots at it with the autocannons. Try to make the mech form a shield and a retractable sword, for defense and melee fighting.

Perform a magical medical examination on the monster. I want to know what it looks like beneath the surface, whether it has any weakpoints that I could shoot or obstruct with a growth spell, and how serious its injuries are.

Then create a summoning essence.


SPD [(2)/2+2=3]
POT [6+1+1=8]
CMP [6+1=7]
POT [2+1+1-1=3]
CMP [3]
POT [4]

James retreated away from the treehouse, as to avoid colateral damage. Autocannon potshots were blocked by tentacles, so he decided to swich into mele mode. Autocanons and part of right arm reshaped themselves into huge adamantine claymore while a shield formed on left hand, empowering itself with integrity field powered by same core as lazer cannon. Scan returned convoluted and uncertain - the creature was both huge and complex, magic just failed to penetrate deeply enough.

Whatever reature was inside the lake obiviously had enough, as a tower of flesh rose from the lake. It had a form simmilar to that of a worm, albeit over a hundredth meters tall and armed with teeth beyond count. Several eyes opened, and within seconds, pillar of flesh started fallind towards Jamees.
Spoiler (click to show/hide)

"This beast will be my dinner today."

Remove aspect of mass from the beast so it ends up being unaffected by gravity, can't hurt anything by its flailing because kinetic energy is speed multiplied by mass.

CMP [2]
POT [6]

Ishin sudenly felt heavyer by between few and a hundret pounds, as a patch of water flew away into space. Spell had both missed and burdened him.

"Fool."
Etzsu attempts to move out of the way of the next attack and Warps both of the Treant's arms and legs into the its body.

SPD [3-1=2] vs [4-1=3]
DEX [1]
STR [2+2=4]
END [4+1=5]
CMP [5]
POT [2+1=3]

Ent continued to somehow outpace Estzu and delivered another hoock, this time from the left. Punches were still fairly weak, but continiously tanking hits was not helping fleshwarper concentrate, as his spell barely removed some bark from ents limbs.

"Damn... Oh well, I'll just deal with it!"

Change my force spear into a lance then charge towards the thing that just hit me with the lance pointed towards it.

LUCK [6]
SPD [3] vs [4+1=5]
DEX [6]

Crimson prepeared his weapon and rose above treetops to lure out his attacker out in the open. Trick worked, as a wyrm - creature simmilar to a huge bat emerged from the trees and launched itself towards the mage with a screetch. Crimson just managed to dodge out o9f the way, but the move forced him back in among trees, making force mage lose track of his adversary again.

Two more essences. If it works, I have a plan to implement.

CMP [5+1=6]
POT [6+1=7]
CMP [1]
POT [2]

Jase continued his meditation.
__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
This update was suposed to come out yesterday, but only three people had posted =_=
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: XXXXYYYY on February 05, 2015, 05:57:23 pm
*Grunt* Stay still, will you? That is rather annoying.
Etszu Warps the plants and trees around the Treant into its chest and arms.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 05, 2015, 06:00:18 pm
((Is that wyrm thing magic?))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 05, 2015, 06:02:25 pm
((No, it's all muscle and bone))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 05, 2015, 06:23:32 pm
((So, we can imbue spells into objects, right? Even after they've been created?))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 05, 2015, 06:27:01 pm
((Yes, aparently. Though you risk destroying item or worse on CMP fumble.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: XXXXYYYY on February 05, 2015, 06:30:32 pm
((Oh yeah,
Spoiler (click to show/hide)
Can I keep it? Pretty please? I'll take good care of it and take it on walks and feed it and everything!
:P))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 05, 2015, 06:49:53 pm
((Technicly, yes. In practice its mass is beyond your power.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 05, 2015, 06:54:22 pm
((Is that giant worm thing magic?))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: endlessblaze on February 05, 2015, 09:28:59 pm
Let's see....I think I did this right

Name:Endlessblaze
Affinity:the four elements (fire, water, earth and air)
Description: a human with red eyes and a black cloak, while he is skilled in the elements is also known to have some skill with the sword, he is clever and fairly swift  making up for his lack of strength with speed and his magic.
STR=0
DEX=1
SPD=3
END=1
POT=3
I hope control of the four elements is not considered to op.....though it might be considered tame compared to a shapeshifting admantite mech.....say....seeing as to how it shapeshifting (from the animate modifier) couldn't it be shifted into a difrent form say....a mecha raptor?  It gives me a few ideas
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: XXXXYYYY on February 05, 2015, 11:04:41 pm
((^ reminded me that I had an idea for something, so I think I'm gonna drop it here before I forget it again.
Spoiler: Character (click to show/hide)
Not gonna lie, kinda want to try this out. If the Treant actually starts doing more than tapping at me, maybe I'll get the chance.  :P

Or the risky, RNG-trusting version:
Spoiler: Alt Stats (click to show/hide)
The overshoots and failures would be glorious.
))
((Should sleep. Will edit more later.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: NAV on February 05, 2015, 11:20:56 pm
Try to dodge any attacks the worm makes. If I can't dodge, then block with the shield.
Slash it with the sword if it gets close enough.
Be sad that the mech only has 2 "weapon slots".

Summon another bomb inside the worm, using a +2/+1 chaos essence and a +1/+1 essence. That should do some damage.
Craft another summon essence.


((XY, I need that guy to improve my mech. Imagine the potential.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: XXXXYYYY on February 05, 2015, 11:39:28 pm

((XY, I need that guy to improve my mech. Imagine the potential.))
((Just gotta wait till I fail an endurance roll. I mean really. Endurance is letting me shrug off blows like mad. It almost feels like cheating. It's really getting getting silly. I'm imagining this from the Treant's POV. "Argh! I keep hitting him but he won't DIE!"))

((But in all honesty, he's designed around that sorta thing. For example, enpowering the casting of a spell. Not to mention churning out 3-4 essences a turn to allow me to pull off something really insane. AH HAHAHAH*cough cough* ))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 06, 2015, 04:10:02 am
Let's see....I think I did this right

Name:Endlessblaze
Affinity:the four elements (fire, water, earth and air)
Description: a human with red eyes and a black cloak, while he is skilled in the elements is also known to have some skill with the sword, he is clever and fairly swift  making up for his lack of strength with speed and his magic.
STR=0
DEX=1
SPD=3
END=1
POT=3
I hope control of the four elements is not considered to op.....though it might be considered tame compared to a shapeshifting admantite mech.....say....seeing as to how it shapeshifting (from the animate modifier) couldn't it be shifted into a difrent form say....a mecha raptor?  It gives me a few ideas

You can have four elements, but then you won't be able to modify them at all. No magic fires, no controling blood, no thunderbolts, etc. Alternatively, you could take one element and kill 3-6 other mages to buy others.

Improvement/Empowerment - there may be restrictions/horenduous concequences to casting on self.

Worm is magic. So much magic that you'd have to roll well to controll it, even with essenses.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 06, 2015, 05:38:17 am
((How well? Like +23 CMP/+24 POT? Or would that mind wipe it?))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 06, 2015, 05:50:52 am
((Roll matters no matter the bonus. You can still fail even with a great bonus (see NAV's jetpack parts). The worm is powerfull enough for dice fail to screw you over even with +20/+20))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: endlessblaze on February 06, 2015, 06:52:50 am
I like the buy other elements idea, and I can still use them anyways (just with a drop) if I need to sooo....


Name:Endlessblaze
Affinity: fire
Description: a human with red eyes and a black cloak, while he is skilled with fire he is also known to have some skill with the sword, he is clever and fairly swift  making up for his lack of strength with speed and his magic.
STR=0
DEX=1
SPD=3
END=1
POT=3

My first action is to make 3 essences
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: AoshimaMichio on February 06, 2015, 09:17:17 am
((Dear GM, looks like you have mixed up me and Sarrak. I do not have the obsidian staff. Sarrak's character, Kahel, has it. And his character shouldn't be passed out as your google doc claims.))

Boost aspect of Gravity on that beast. Use all essences.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: endlessblaze on February 06, 2015, 03:15:04 pm
(What's the avrage turn delay? And there is no wait list right? Or was one added?)
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: XXXXYYYY on February 06, 2015, 03:52:11 pm
(What's the avrage turn delay? And there is no wait list right? Or was one added?)
They're every Wednesday and Sat/sun.
You'll be plopped in at the start of next turn.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 06, 2015, 04:19:19 pm
(What's the avrage turn delay? And there is no wait list right? Or was one added?)
They're every Wednesday and Sat/sun.
You'll be plopped in at the start of next turn.

What he said. As for mixup of staff ownership, fix'd.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Crimson on February 07, 2015, 09:01:31 am
Create a powerful shockwave at my current position, 'Dark Souls Wrath of the Gods' style.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 07, 2015, 09:29:35 am
((If somebody traps that worm until I can get there, I'll give you wings and not use it on you. If somebody kills it, I'll hit them with the magic death cannon I'm next to. Carrot and stick.))

Aether sense for any beings of power. Then another essence.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 07, 2015, 10:01:06 am
((If somebody traps that worm until I can get there, I'll give you wings and not use it on you. If somebody kills it, I'll hit them with the magic death cannon I'm next to. Carrot and stick.))

Aether sense for any beings of power. Then another essence.

((Metagame or I nuke you? That canon is notoriously unreliable you know.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: poketwo on February 07, 2015, 10:16:04 am
Go look for the titan
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Beirus on February 07, 2015, 05:25:02 pm
((If somebody traps that worm until I can get there, I'll give you wings and not use it on you. If somebody kills it, I'll hit them with the magic death cannon I'm next to. Carrot and stick.))

Aether sense for any beings of power. Then another essence.

((Metagame or I nuke you? That canon is notoriously unreliable you know.))
((It was a joke. I was half asleep and forgot the  :P emoticon. Besides, I have no targetting coordinates for anybody. Yet.))
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: Sarrak on February 08, 2015, 03:47:20 pm
((All 1's? Even physical ones? Neat.))

Charge three essences, preparing for another grand magic.
Title: Re: Roll to Magic: Turn 55 Tactical retreat is not cowardly
Post by: DreamerGhost on February 08, 2015, 04:36:47 pm
Turn 56
__________________________________________________________________
*Grunt* Stay still, will you? That is rather annoying.
Etszu Warps the plants and trees around the Treant into its chest and arms.

SPD [4-1=3] vs [6-1=5]
DEX [2]
STR [4+2=6]
END [5+1=6]
CMP [3]
POT [3+1=4]

Treant, bored by inefectual puncing, opted to grab Estzu instead. Thick finger-branches wraped around fleshwarpers chest as ent picked up offending mage. It was a bad day going worse for Estzu, as spell meant to immobilize his oponent merely made trees grow branches randomly.

Try to dodge any attacks the worm makes. If I can't dodge, then block with the shield.
Slash it with the sword if it gets close enough.
Be sad that the mech only has 2 "weapon slots".

Summon another bomb inside the worm, using a +2/+1 chaos essence and a +1/+1 essence. That should do some damage.
Craft another summon essence.


{I now regret not giving mech stats that would be used instead of your real ones.}

SPD [2] vs [3]
DEX [2]
STR [4+6=10]

All huge things don't seem to move all that fast to an observer. It is usualy so, because observer is realy far away. James found this out the hard way, as giant worm scooped him and several thousand tons of dirt before he could so much as react. Teeth were far more active further into the throat, bending and tearing mech. Despite myriad of warnings flashing across all screens, mashine remained working, but this would not last long.

Boost aspect of Gravity on that beast. Use all essences.

CMP [1+1+1=3]
POT [3+2-1=4]

Ishin was not the kind of mage to be intimidated by the sight of a beast eating something ten times his size in a single bite. Most certainly not. And the spell slightly increased gravity around him becouse he wanted it to. Certainly.

Create a powerful shockwave at my current position, 'Dark Souls Wrath of the Gods' style.

LUCK [8]
CMP [3+1+1=5]
POT [2+1]

Previous trashing of echos served Crimson well as he experiemented with a new spell. Strong gust of wind sent barks trashing in all directions. A shriek came from somwhere to the left, but sound of breaking barks indicated wyrm was scared into fleeing.

Aether sense for any beings of power. Then another essence.

CMP [6+1=7]
POT [6+1=7]
LUCK [7]
LUCK [2]

Jase reached out into surounding aether. It took him some time to get through power obelisks were emiting, their power acting as dampening static. Something was hiding fair distance away, but not too far to reach. Something towards... Shuders passed through aether, as the something looked back. It homed in on power of Obelisks. White one shudered and began emiting more power. It would probably be wise to leave.

Go look for the titan

SPD [(6)/2+1=4]

Romanticarnus couldn't believe his eyes. There it was, all shiny and new, no coat of grime, sooth and blood, not even painted yet. His legs caried him with great speed, he arived just in time to witness Titan being eaten by horenduosly oversized worm, probably tyranid. Warp sorceror could had sworn he heard eldar laughing somwhere nearby.

((All 1's? Even physical ones? Neat.))

Charge three essences, preparing for another grand magic.
{That's why I called it staff of bait. Evryone will want one. Possibly yours.}

CMP [3+1=4]
POT [6+1=7]
CMP [4]
POT [6]
CMP [6+1-2=5]
POT [1-->6+1-2=5]


Kahel began prepearing for his next spell, as his new staff continued fixing his mistakes. Is this how it feels to be genius?
__________________________________________________________________
Portal in the middle of the island flashed to life again, as Endlessblaze, mage known only by the epitet some had used to describe paths he used. He immedietly showed why as his first action was focusing power for future incinerations.

CMP [4+1=5]
POT [6+1=7]
POT [2]
POT [2]
CMP [4+1-2=3]
POT [4+1-2=3]
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: endlessblaze on February 08, 2015, 04:50:05 pm
so do I have all the essences yet or do I have to wait a turn? I forget...
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 05:39:47 pm
((Time for something insane. We've seen that things Warped together keep their minds separate from the Treants I combined earlier, so let's try this!))
"LET'S TRY THIS, SHALL WE?!"
Etszu Warps himself into and throughout the Treant. All Essence.
If he succeeds, he attempts to take control.
((He might be a little annoyed by the Treant continually spellblocking him.))
((His name is/was/will have been Etszu, by the way, not Estzu.))
Spoiler: Name stuff (click to show/hide)
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Sarrak on February 08, 2015, 06:07:24 pm
"My, my, this certainly exeeds initial expectations..."

Kahel smiled to himself.

"Now, a sphere is needed..."

I conjure a magical sphere from obsidian and trap immense energies of cold inside, trying to create a self-sustaining artifact supporting my freezing powers. ALL essences.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: endlessblaze on February 08, 2015, 06:32:42 pm
create 3 more essences
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 06:36:11 pm
when I have all my essences created
summon-solid-animate-fire
use all essences
You can use them now, I do believe.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: endlessblaze on February 08, 2015, 06:37:20 pm
sweet... wait....hold on let me edit something
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 06:40:15 pm
sweet... wait....hold on let me edit something
you realize that will be roughly -8 to all casting rolls, for a total of -6 cmp and -4 power, right?
You get -1/-1 for every spell you cast in a round, and forming an essence counts as a spell.
That is, if you even get to that point.
If you don't wait a turn the spell is ensured to fizzle or blow up in your face.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: endlessblaze on February 08, 2015, 06:41:57 pm
alright then I will edit again and just make 3 more essences for this turn then make another 3 next turn , repeat until I can reliably make the thing I want to make
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 08, 2015, 07:29:08 pm
((Can I join? Are affinities mandatory? If I have an affinity for a specific weapon, does that mean I get a penalty to everything that has nothing to do with weapons like throwing a fireball or punching someone?))
Quote
Solid:Summoned or affected matter or force will take up a solid form.
Ethereal Summoned or affected matter will be phased out of reality.
Ranged: Allows you to control or summon objects outside of touch range. The place still needs to be within your field of vision.
((Forgot the colon.))

EDIT: ((What's going on at the moment IC?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 08:03:20 pm
((Can I join? If I have an affinity for a specific weapon, does that mean I get a penalty to everything that has nothing to do with weapons?))
Quote
Solid:Summoned or affected matter or force will take up a solid form.
Ethereal Summoned or affected matter will be phased out of reality.
Ranged: Allows you to control or summon objects outside of touch range. The place still needs to be within your field of vision.
((Forgot the colon.))

((Currently, Nav, a healing summoner named James in a huge mechsuit, is getting eaten by a huge worm, I, a Fleshwarping mage with a dragon leg and a bone plate on my chest, am getting continually spellblocked by the weakest Treant ever, AoshimaMichio, a aspect mage named Ishin with paper hands, botched a spell and increased gravity on themselves while Crimson, a Force mage of the same name covered in bruises, scared a wyrm away, endlessblaze, the Avatar, master of all four elements, is preparing to make some movable solid fire, and Sarrak, a temperature mage named Kahel the Changer has an obsidean staff that errybody wants. Meanwhile, poketwo, a Warp (from 40k) wizard is just kinda derping around and running all over the place like a headless chicken.))

((And yes, you can join, and I do believe Affinities are mandatory, as you can only cast spells relating to 'em. You'll be plopped in at the beginning of next turn.))

((WARNING: NOT THE GM, just here and the questions have (mostly) been asked before so I'm parroting him or the first post.))

((@DreamerGhost: If you want me to stop answering questions, just say the word and I will. Don't want ta be spreading misinformation or be angerin' the GM.))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Sarrak on February 08, 2015, 08:17:57 pm
((Slight correction:
James (NAV) is getting eaten by the worm. A towering horror made from teeth, burnt tentacles and broken hopes.
Crimson chased off wyrm. A strange and fast creature prone to panic attacks.

About Affinity: you may forgo choosing one. But then you won't be able to use magic. And, as we're playing Roll to Magic... Well... You probably should not forgo it. XY already gave some great tips on choosing one.

XY, I don't think DreamerGhost would object.))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 08:24:09 pm
((Slight correction:
James (NAV) is getting eaten by the worm. A towering horror made from teeth, burnt tentacles and broken hopes.
Crimson chased off wyrm. A strange and fast creature prone to panic attacks.

About Affinity: you may forgo choosing one. But then you won't be able to use magic. And, as we're playing Roll to Magic... Well... You probably should not forgo it. XY already gave some great tips on choosing one.

XY, I don't think DreamerGhost would object.))
((Edits will be made and I really just want to make sure, because annoying the GM is always bad.))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: poketwo on February 08, 2015, 08:27:01 pm
"CORPSE EMPEROR!!!!!!"
RUN FOR COVER
((Can I join? If I have an affinity for a specific weapon, does that mean I get a penalty to everything that has nothing to do with weapons?))
Quote
Solid:Summoned or affected matter or force will take up a solid form.
Ethereal Summoned or affected matter will be phased out of reality.
Ranged: Allows you to control or summon objects outside of touch range. The place still needs to be within your field of vision.
((Forgot the colon.))

((Currently, Nav, a healing summoner named James in a huge mechsuit, is getting eaten by a huge worm, I'm getting continually spellblocked by the weakest Treant ever, AoshimaMichio, a aspect mage named Ishin with paper hands, botched a spell and increased gravity on themselves while Crimson, a Force mage of the same name covered in bruises, scared a wyrm away, endlessblaze, the Avatar, master of all four elements, is preparing to make some movable solid fire, and Sarrak, a temperature mage named Kahel the Changer has an obsidean staff that errybody wants.))

((And yes, you can join, and I do believe Affinities are mandatory, as you can only cast spells relating to 'em. You'll be plopped in at the beginning of next turn.))

((WARNING: NOT THE GM, just here and the questions have (mostly) been asked before so I'm parroting him or the first post.))

((@DreamerGhost: If you want me to stop answering questions, just say the word and I will. Don't want ta be spreading misinformation or be angerin' the GM.))
((what about me?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 08, 2015, 08:27:30 pm
((If I chose 'swords' as my affinity, would I get a -1 or a +1 to summoning a sword?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 08:36:28 pm
"CORPSE EMPEROR!!!!!!"
SEE IF THERE ARE ELDAR NEARBY OR IT IS JUST THAT IDIOTIC ELDARED LAUGHING AT ME
((Can I join? If I have an affinity for a specific weapon, does that mean I get a penalty to everything that has nothing to do with weapons?))
Quote
Solid:Summoned or affected matter or force will take up a solid form.
Ethereal Summoned or affected matter will be phased out of reality.
Ranged: Allows you to control or summon objects outside of touch range. The place still needs to be within your field of vision.
((Forgot the colon.))

((Currently, Nav, a healing summoner named James in a huge mechsuit, is getting eaten by a huge worm, I'm getting continually spellblocked by the weakest Treant ever, AoshimaMichio, a aspect mage named Ishin with paper hands, botched a spell and increased gravity on themselves while Crimson, a Force mage of the same name covered in bruises, scared a wyrm away, endlessblaze, the Avatar, master of all four elements, is preparing to make some movable solid fire, and Sarrak, a temperature mage named Kahel the Changer has an obsidean staff that errybody wants.))

((And yes, you can join, and I do believe Affinities are mandatory, as you can only cast spells relating to 'em. You'll be plopped in at the beginning of next turn.))

((WARNING: NOT THE GM, just here and the questions have (mostly) been asked before so I'm parroting him or the first post.))

((@DreamerGhost: If you want me to stop answering questions, just say the word and I will. Don't want ta be spreading misinformation or be angerin' the GM.))
((what about me?))
((Well, you're just kinda derping around and not doing much, so I didn't think that you'd be all that relevant. I'll edit ya in.))

((If I chose 'swords' as my affinity, would I get a -1 or a +1 to summoning a sword?))
((If you said 'summon a sword' (with nothing specified about the sword), you'd get no maluses for a total of +1. If you said 'summon a [material] sword', you'd get a -1 (material specified), for a total of +/- 0. I'm not sure about if you said 'summon a [material] [sword type]' if you'd get a -1(only material specified, sword type irrelevant) or -2(material specified,sword type specified) for specifying type of sword, so either +/-0 or -1 total.
These totals doesn't take into account the -1 for summoning something (because 'summon' is a basic modifier), so the final total would be +/-0, -1, and either -1 or -2, respectively.))

((NOT THE GM WARNING STILL APPLIES))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 08, 2015, 08:41:32 pm
((So if I chose 'swords' as an affinity does that mean that I'm pretty much unable to make armour? What if I enchanted a sword to be sharper? What if I enchanted a dagger or a spear or a hammer to be more sword-like? What's this CMP I keep reading about?))

EDIT: ((I got to the point where CMP's explained. Nevermind!))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: XXXXYYYY on February 08, 2015, 08:47:38 pm
((So if I chose 'swords' as an affinity does that mean that I'm pretty much unable to make armour? What if I enchanted a sword to be sharper? What if I enchanted a dagger or a spear or a hammer to be more sword-like? What's this CMP I keep reading about?))
((Again, not the GM, but you'd be virtually unable to make armor (unless you made it out of swords, which would be uncomfortable at best and not work/slice you to shreds at worst(depending on how the GM rules it)). You could enchant the sword rather easily, CMP is competence I assume, and it means how well the spell is cast, and I'm unsure about the dagger/spear/hammer, depends on the will of the GM if it counts.))

((Also, is that better poketwo?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: endlessblaze on February 08, 2015, 09:07:49 pm
I would like to point out that my four elements plan was shot down by the restrictions the gm was going to place on my power if I did that (but I intend to buy the elements when I can)
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: NAV on February 08, 2015, 09:12:14 pm
((I think you should stat the mech, if its not too late.))

"Come on, hold together."
Carve a way out of the worm with the mechs sword.
Shield is useless against this monster, so change it into a giant drill and drill my way out.
Use all non-chaos summoning essense to summon an adamantium jetpack onto my back. So I have a chance to escape if the mech is destroyed.
Then craft another summoning essense.

Check if the mech has a self-destruct button. I hope I won't have to use it, but it might be the only way.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: DreamerGhost on February 09, 2015, 01:01:37 am
@Andres Reading rules realy goes a long way  :P
@XY I don't mind, you are awesome. I couldn't answer the questions because I was asleep.
@Poketwo It's Eldrad laughing. You may want to move, the worm is still angry.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 09, 2015, 01:53:50 am
Name: Azenfar the Quick Death
Affinity: Acceleration
Description(optional): Preferring to use magic to bolster his physical abilities, Azenfar is famed for his ability to move at rapid speeds and to apply that speed to his strikes. In order to prevent tripping over rocks or smashing into trees, he trained more to manoeuvre at high speeds more than he did train to achieve them.
STR=1
DEX=3
SPD=2
END=1
POT=1
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: DreamerGhost on February 09, 2015, 02:04:33 am
Name: Azenfar the Quick Death
Affinity: Acceleration
Description(optional): Preferring to use magic to bolster his physical abilities, Azenfar is famed for his ability to move at rapid speeds and to apply that speed to his strikes. In order to prevent tripping over rocks or smashing into trees, he trained more to manoeuvre at high speeds more than he did train to achieve them.
STR=2
DEX=6
SPD=4
END=3
POT=1

((Even if you bribed me with essense, (you didin't) I wouldn't allow you to start with 2x stats ))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 09, 2015, 02:07:38 am
((Fixed. Misread and thought "max 16 stats" meant that's what I start with. Maybe I can bribe you with some...Mystic Snow? ;))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Beirus on February 09, 2015, 02:26:40 am
((I really want that worm now. Or maybe I'll investigate whatever jacked with the obelisk.))

"Crimson, one of the obelisks seems unstable. Let's get away from here. There's something I sensed that might have messed with it. I'm going to check it out."

Fly to check out the thing I sensed. Make two essences on the way.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: poketwo on February 09, 2015, 06:57:45 am
@Andres Reading rules realy goes a long way  :P
@XY I don't mind, you are awesome. I couldn't answer the questions because I was asleep.
@Poketwo It's Eldrad laughing. You may want to move, the worm is still angry.

KNEW IT
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Crimson on February 09, 2015, 09:56:37 am
"Up we go."

Now head up and check around. Find any sign of that thing that messed up the obelisk. Also, make two forces essences.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: AoshimaMichio on February 09, 2015, 11:48:28 am
"Just as *cough* planned. *cough*"

Well then, steal aspect of Strength from the beast.
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 11, 2015, 05:58:38 am
((Is it ok if I start with a small, single-edged dagger? How long does it usually take before an update?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: DreamerGhost on February 11, 2015, 07:02:17 am
((Sunday and wenesday are update days, though there may be delays sometimes. I kinda want all to start equal, on the other hand, this gives an advantage to those that started earlyer. I can allow a knife, as it is far weaker than what you could do with a rock.))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: Andres on February 11, 2015, 03:12:02 pm
((That's cool. Is my updated character ok?))
Title: Re: Roll to Magic: Turn 56 Discretion is the better part of valor
Post by: DreamerGhost on February 11, 2015, 05:38:23 pm
Turn 57
__________________________________________________________________
"LET'S TRY THIS, SHALL WE?!"
Etszu Warps himself into and throughout the Treant. All Essence.
If he succeeds, he attempts to take control.

CMP [4+2+1+2-2=7]
POT [2+2+1=5]
LUCK [7]  {From chaotic essenses}
LUCK [6]

Spell was executed without fault. haotic thoughts of magic were benevolent. And yet still, the power was not enough. Spell was just not powerfull enough to fuse the two completely. Yet spirits bent the magic, veered it away from the route that led to an lifeless abomination. After last of rampant changes subsided, what stood in the forest was a gigantic half man half ent, with a touch of dragon on human leg. Ent side proved somewhat numb to first Etszus atempts to take control, possibly because of shock.
Spoiler (click to show/hide)
{Body type - Huge. +6STR -3DEX}

"My, my, this certainly exeeds initial expectations..."

Kahel smiled to himself.

"Now, a sphere is needed..."

I conjure a magical sphere from obsidian and trap immense energies of cold inside, trying to create a self-sustaining artifact supporting my freezing powers. ALL essences.

CMP [5+2+2+1-1=9]
POT [5+2+1+1=9]

Kahel began molding another artifact, an obsidian focus for his powers. Voices were silent through the whole proces, possibly in awe. Smooth silica orb emerget from glowing molten rock, heat swirling in and out of it, power of influx easily manipulated by Kahels experienced hands.
{Orb of focus gained. +1POT.}

create 3 more essences

((Bolding your actual turn is reccomended)).

CMP [2+1=3]
POT [1+1=2]
CMP [5]
POT [6]
CMP [3+1-2=2]
POT [2+1-2=1]

Endlessblaze continued masssing power next to the entry portal. Was he, perhaps, waiting for somone?

((I think you should stat the mech, if its not too late.))

"Come on, hold together."
Carve a way out of the worm with the mechs sword.
Shield is useless against this monster, so change it into a giant drill and drill my way out.
Use all non-chaos summoning essense to summon an adamantium jetpack onto my back. So I have a chance to escape if the mech is destroyed.
Then craft another summoning essense.

Check if the mech has a self-destruct button. I hope I won't have to use it, but it might be the only way.


((Mabye for the next one))

POT [1]
STR [6]
CMP [5+2+2-1=8]
POT [6+2+1+1=10]
CMP [2]
POT [3+1+1-1=4]
LUCK [9]
STR [3+6=9]
Shield changed itself into an unrecognisable mess of open cables and adamantine scraps. Sword cut few deep gashes through teeth and flesh before hiting something particularly hard and breaking. Now, more than ever, it was time for plan B. Some deity smiled upon wise decisions of James that day, summoning portals complying and granting him a easy to use adamantine jetpack, instruction manual taped on for those who couldnt figure out two button system. Titan also proved surprisingly compliant, it's core built by an engiseer who realised the danger of such thing falling into wrong hands. There was an entire sepperate pannel dedicated for core overload controls, timer and all. Several bleeps and warnings indicated that the worm had just cheved off titans left leg.

"CORPSE EMPEROR!!!!!!"
RUN FOR COVER

Moving out of the way proved easy, as the wrm sudenly got distracted by something from inside. Good, that meant that titan was not yet lost, it was still functional enough to cut away at the beast from inside. Though one should not rely on situation remaining the same.

((I really want that worm now. Or maybe I'll investigate whatever jacked with the obelisk.))

"Crimson, one of the obelisks seems unstable. Let's get away from here. There's something I sensed that might have messed with it. I'm going to check it out."

Fly to check out the thing I sensed. Make two essences on the way.
"Up we go."

Now head up and check around. Find any sign of that thing that messed up the obelisk. Also, make two forces essences.

LUCK [6]
CMP [6+1=7]
POT [1+1=2]
CMP [1]
POT [5]

CMP [2+1=3]
POT [5+1=6]
CMP [5]
POT [4]

Direcctions in aether are uncertain, as it streches through all creation, with co convenient markers such as sun or gravity. Try as he did, Jase couldn't reliably say in which direction the being was. Duo of mages took to the air and away from obelisks. It started snowing.

"Just as *cough* planned. *cough*"

Well then, steal aspect of Strength from the beast.
(( I feel sad for you))

CMP [2]
POT [1]

Ishin tried again, and this time his spell went entirely nowhere, as eertion in physical realm obstruted mages concentration on channeling power into his magic. Which was probably for the best, seeing as threads of magic attached themselves to entirely wrong aspects in the first place.
__________________________________________________________________
Flash of light from the main portal announcedd arival of another mage. Azenfar the Quick Death entered the competition, his favorite knife nimbly moving around his fingers. Close ccombat or long range sniping, none could escape his ire.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Andres on February 11, 2015, 05:52:50 pm
((Er...where's the portal? Where am I? I'm good at long-ranged sniping? That's pretty cool. When I'm moving at high speeds, DEX is what's likely to keep me from crashing into a tree, right? What's an essence?))

EDIT: I run away from the portal as fast as I can, using magic to boost my acceleration.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: DreamerGhost on February 11, 2015, 06:35:55 pm
((Look at the map, you are marked with the same collor as your name. Yes, but there are large areas with no trees, and as such, no dex rolls. Read first post.))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Andres on February 11, 2015, 06:38:13 pm
((So SPD governs dodging. Can I change my stats to 4 SPD and 1 DEX? Has anyone actually used DEX for acrobatics?)
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: endlessblaze on February 11, 2015, 06:39:44 pm
hay dreamer can you show me my "inventory", of essences?
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: DreamerGhost on February 11, 2015, 06:43:11 pm
((Link to charsheets is in first post. Your essenses are as follow:
((
Fire essense +1/+2
2 Fire essenses +1/+1
Fire essense +1POT))

((So SPD governs dodging. Can I change my stats to 4 SPD and 1 DEX? Has anyone actually used DEX for acrobatics?)

DEX governs dodging. SPD governs traveling and chance to hit against DEX. I'll allow it, but why would you want to? I think yes, climbing a tree.))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: XXXXYYYY on February 11, 2015, 06:50:15 pm
((That went... Surprisingly well.))
((Also, I guess I had been storing up my luck for this. Thank you RNG, just this once.))
"Well that went well, all things considered."
So, can you hear this, my new form-sibling? It'd be nice to chat, you know. Keeps the mind sharp. Who are you, anyway? I don't remember you saying anything before you attacked.
Etszu attempts to take full, complete control of the body, without destroying the Treant's mind.
EDOOT:If he gains enough control to walk/run, Etszu runs in a SE direction, away from the Storm.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Beirus on February 11, 2015, 08:07:32 pm
((So the storm didn't move this turn?))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Sarrak on February 11, 2015, 08:22:08 pm
"Now, one final touch. Essences!"

Overjoyed, I craft four essences, taking intense heat from the volcano itself!

((I think we need to slightly enlarge our map to the right. Next turn exploration begins!))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Andres on February 11, 2015, 08:36:51 pm
DEX governs dodging. SPD governs traveling and chance to hit against DEX. I'll allow it, but why would you want to? I think yes, climbing a tree.))
((I'll stick to my old stats then. You might want to update the OP, then. It still says that SPD is used for dodging.))
Quote
Dexterity: Your ability to aim, and do acrobatics.
Speed: Your ability to run fast, dodge, and initiative.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: endlessblaze on February 11, 2015, 09:14:14 pm
"i think its time....."

create solid animate fire! USE ALL ESSENCES
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: XXXXYYYY on February 11, 2015, 09:25:14 pm
"i think its time....."

create solid animate fire!/b]
((Don't forget to declare if you're using essences, and if so, which.))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: NAV on February 11, 2015, 11:14:47 pm
Take one last sip of the mech's champaign. Then perform quick salute for the its service and sacrifice. Then set the core to detonate and fly out of its mouth. Summon and equip a pair of sunglassed as the worm explodes behind me.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: endlessblaze on February 12, 2015, 06:44:01 am
Ohhh sunglasses nice touch.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: DreamerGhost on February 12, 2015, 06:49:24 am
((If you pass DEX rolls to dodge teeth on your way out, and then survive the aftermach, I'll autopass sunglasses summoning rolls))
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: endlessblaze on February 12, 2015, 06:52:14 am
Even the GM likes sunglasses.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: AoshimaMichio on February 12, 2015, 07:55:53 am
Ookay, this is suddenly sounding very dangerous area. I think I will run to closest edge of world for now. And make 3 essences.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Crimson on February 12, 2015, 10:36:08 am
"Jase, I'll be going down to get myself some defenses since this might get really dangerous."

Head to the ground and using the power of all my essences (+20/+17) , change the ground around me to create a form of armor for myself with the animate modifier (-2) applied to the base materials.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: Beirus on February 12, 2015, 11:03:41 am
"Right. I'll see if I can get a better location on that thing I sensed."

Aether sense for that thing, then make an essence. Have abomination make an essence too.
Title: Re: Roll to Magic: Turn 57 Winter is comming
Post by: DreamerGhost on February 15, 2015, 09:43:08 pm
Turn 58
__________________________________________________________________

EDIT: I run away from the portal as fast as I can, using magic to boost my acceleration.

CMP [6+1=7]
POT [2]
SPD [(2+1=3)/2+1=2.5]
DEX [3+1=4]

Not wanting to be near the crazy looking smolddering guy, Azenfar moved off, bosting his speed with a well known spell. But magic was ever so slightly diferent in this place, what was suposed to boost his speed made him levitate ever so slightly. Experiementaly, mage tilted his foot slightly, and the levitation spell launched him forward. It did not take Azenfar long to get the gist of it, dodging trees with ease, even though one was covered in nasty looking spikes. Soon, he was gliding over a lake full of shipwreck. But the waves are not same as land, levitation spell reflected off a wave, threw mage upwards. Quick twist of lower body landed Azenfar on board of a shipwrech without any injury, but the spell was spent.

((That went... Surprisingly well.))
((Also, I guess I had been storing up my luck for this. Thank you RNG, just this once.))
"Well that went well, all things considered."
So, can you hear this, my new form-sibling? It'd be nice to chat, you know. Keeps the mind sharp. Who are you, anyway? I don't remember you saying anything before you attacked.
Etszu attempts to take full, complete control of the body, without destroying the Treant's mind.
EDOOT:If he gains enough control to walk/run, Etszu runs in a SE direction, away from the Storm.

LUCK [1]
STR [2+2=4]
END [4+1=5]

Etszu atempted once more to wrangle the body to his will, but this time he was met with something else than silence. His left leg sudenly stoped responding at all, soon, fleshwarper couldn't even feel that it was there. Ent side also sprung into action, making use of the fact that Etszu could hardly dodge, it began pounding fleshy parts of the body. Luckly, punches were still rather weak.

"Now, one final touch. Essences!"

Overjoyed, I craft four essences, taking intense heat from the volcano itself!

CMP [4+1+1=6]
POT [1-->4+1=5]
CMP [2+1+1-1=3]
POT [4]
CMP [5]
POT [4+1-2=3]
CMP [4+1+1-3=3]
POT [1-->6+1-3=4]

Kahel laughed feeling the ease with which he conjured essenses. To think that some would have any trouble with this. But then, they were not he.

"i think its time....."

create solid animate fire! USE ALL ESSENCES

POT [3+1+2+1+1-1-1-3=3]
CMP [6+2+2+1=11]

As Blae commanded, so did fire spring forth,coalesing itself into a ball before droping onto the ground with an audible *thud*. few surounding grasses caught fire as well, and a few thrown stones showed that indeed, the tongues of flames were solid enough for a peeble to ricochet off. Now came the dificult part of actualy transporting it.

Take one last sip of the mech's champaign. Then perform quick salute for the its service and sacrifice. Then set the core to detonate and fly out of its mouth. Summon and equip a pair of sunglassed as the worm explodes behind me.


DEX [5]
DEX [3]
CMP [2]
POT [1+1+1=3]

James set core to explode in five minutes, went back to finish champagne and pay his respects to the mech. He managed to pick up the bottle, before bone spikes tore the mech in half, reminding him that moving out was probably for the best. Dodging spikes proved surprisingly easy, as there was a large enough space between them for large prey to fit. Easily, james flew out open mav of the beast, and deided to celebrate this feat by summoning a pair of sunglasses. Some god looked upon his efforts and decided that they were not going to be. Small piece of black plastic apeared before James, as worm exploded into shower of gore and sharp bone pieces, one of which it James in his right shoulder, making him loose control of right jetpack side and forcing a landing.

Ookay, this is suddenly sounding very dangerous area. I think I will run to closest edge of world for now. And make 3 essences.

SPD [(5-1)/2+1=3]
CMP [5+1=6]
POT [3-1=2]
CMP [5]
POT [3-1-1=2]
CMP [5+1-2=4]
POT [6-1-2=3]

Ishin, tired of already explored lands, decided to move closer to islands eddge. To his surprise, several tiny islands apeared from below and merged with main one.

"Jase, I'll be going down to get myself some defenses since this might get really dangerous."

Head to the ground and using the power of all my essences (+20/+17) , change the ground around me to create a form of armor for myself with the animate modifier (-2) applied to the base materials.
"Right. I'll see if I can get a better location on that thing I sensed."

Aether sense for that thing, then make an essence. Have abomination make an essence too.

CMP [1+1+4=6]
POT [2+1+3=6]
CMP [6+1+6-1-2=10]
POT [6+1+4-1=10]
CMP [4+1+4-2=7]
POT [2+1+4-2=5]
CMP [5+1+6-3=9]
POT [6+1+6-3=8]

CMP [3]
POT [5+1]
CMP [2]
POT [5]

CMP [1]
POT [3+1=4]

Power surged through Crimson. What once was a common human was now reinforced by gifts of the earth. Steel without and withing, his rule of iron fist would be literal.

Jase continued searching throug aether for the one that activated white obelisk. He managed to find out that the being was only half a mile away, before signal disapeared entirely under a wave of aether. As mage opened his eyes, he saw the consequences of the wave. Reality twisted and bent, before straightening out in one motion. As suroundings became coherent again, two mages were in a frozen wasteland.

__________________________________________________________________
Andres, your bad luck is legendary, you shouldn't had annoyed Fortuna. That is a reroll. Your first roll was you triping over your own legs, falling face first and losing conciousnes, and also stabbing yourself with that knife. Yeah.
__________________________________________________________________
Spoiler: NotMap (click to show/hide)
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: endlessblaze on February 15, 2015, 09:53:43 pm
make the fire levitate, take it with me as I go chase that guy that flew off with super awesome speed
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: XXXXYYYY on February 15, 2015, 10:29:38 pm
((Yup. All my luck went into those two rolls.))
Etszu Warps away the 'muscles' on the treant's side, replacing them with human flesh. He continues attempts to wrangle control. While he works, he sees if any sort of mental 'bond' happened when the two of them merged.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Beirus on February 15, 2015, 10:36:58 pm
((Now I want to be a landscaper by using aether.))

"Hey Crimson, I think that white obelisk was infused with an ice or snow affinity or property. Odd, I thought they were just filled with unaligned power. But the thing that activated it is only a half mile off and...hey, did you do something with your hair? And the rest of your body?" Jase asks.

Head towards the thing. Or aether sense it again if I need to. Make another essence.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: NAV on February 15, 2015, 11:35:29 pm
Walk back home and heal my shoulder.
Then summon a summoning essence. I've got a lot of work to do.
So, is there any sort of reward for killing the worm?
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: poketwo on February 16, 2015, 01:19:21 am
AFTER PAUSING IN SHOCK FOR THE LAST TURN, ROMANTICUS BRISSUMS WITH RAGE AND RUNS OVER WHERE JAMES IS
"YOU"
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Crimson on February 16, 2015, 02:56:41 am
"Yeah, I kind of changed myself a bit."

Get a feel of the new changes then fly up once again. Follow Jase if he heads to whatever is approaching.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: NAV on February 16, 2015, 03:11:21 am
James turns to the angry mage running towards him.
"Please, don't do anything you might regret. I'm sure we can work this out."

If Romanticus attacks, then use all healing essences to fill his heart and lungs with scar tissue.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: AoshimaMichio on February 16, 2015, 01:44:05 pm
Actually, now that the worm is dead I go back into the lake. Eat one water breathing fruit and explore where the whirlpool used to be.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: poketwo on February 16, 2015, 02:00:29 pm
"DID YOU KNOW WHAT YOU JUST DESTROYED???"
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: NAV on February 16, 2015, 04:38:17 pm
"It was a fine machine and I'm sad to see it go."
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: poketwo on February 16, 2015, 04:41:46 pm
"What's the point now? I just came here to retrive the titain. Then, IT IS DESTROYED!!!"
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: NAV on February 16, 2015, 09:43:40 pm
"Came here to retrieve it? You're not the first.
I could summon a new one for you if you want. It would be quite a large project, might need some compensation. How many shards do you have?
Oh, and I don't believe I asked your name. I'm James MacKenzie."
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: poketwo on February 16, 2015, 10:26:26 pm
"Romanticarnus. And you probably couldn't teleport another one here BECAUSE THAT WAS A PROTOTYPE!!!!"
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Andres on February 17, 2015, 05:19:04 am
(Holy crap! That...that would've sucked. I'm just a bit curious but how was my SPD calculated?)

Explore the shipwreck and put the knife in its sheathe where its ability to stab me is minimal.

(Would you mind if I worshipped the Ye Gods pantheon? Also, is it possible to have a default spell in case something goes wrong? For example, if I for some reason am in the air and falling to the ground via circumstance that happened because of or after my action then can I use an emergency spell to increase my deceleration? (Deceleration is actually just acceleration in the opposite direction. See here (http://en.wikipedia.org/wiki/Acceleration).))
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: DreamerGhost on February 17, 2015, 10:14:58 am
Mini update
_____________________________________
Spoiler: Map (click to show/hide)
That inky darkness in the middle marks starting portal.

_____________________________________
Land that began rising when Ishin looked down the edge of the world finaly conected.  Sandy desert only ocasionaly marked by cacti streched forth.

Desert path has been opened!

Blood and gore mix with lakewater, coloring it various shades of red. Minor magical discharges jumped between pieces of flesh, invisible to naked eye.

Lake of blood is now availiable.
Properties:?

_____________________________________
@Andres
Gods: First prayer to a god may make it real (20%). Even if god is made real, it may dislike being disturbed and smite you instead. There are manifestations of gods hiden around the map and they are very much corporeal. They may make deals with you or try to kill you. Two such manifestations have been encountered so far.
Emergency spells: You can't have emergency spells, but you can create enchanted items that work just as well. Though those can be stolen and/or looted, possibly making you a target. Emergency essenses may help too.
SPD: Basic formula with +1 from your spell. You stoped short from reaching your maximum travel distance because you rolled 3 DEX for dodging obstacles.
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Beirus on February 17, 2015, 11:57:16 am
((Did my vortex move?))
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: DreamerGhost on February 17, 2015, 12:09:24 pm
(Knew I forgot something. Fix'd)
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Sarrak on February 17, 2015, 02:36:15 pm
"It's time!"

Be the first mage to explore lands to the east!
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: ATHATH on February 17, 2015, 06:37:34 pm
Didn't the GM say that he would make James' sunglasses-summoning spell automatically succeed if he escaped?
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: DreamerGhost on February 17, 2015, 06:42:38 pm
((If he got away unscached, yes. But he didin't.))
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: endlessblaze on February 17, 2015, 09:48:34 pm
so wait. what's the 3 red star tiles again? I forget...
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: Beirus on February 17, 2015, 10:07:08 pm
so wait. what's the 3 red star tiles again? I forget...
((The place where you totally want to go. There's cookies. That's why it seems to always go the complete opposite direction when it gets near someone.))
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: endlessblaze on February 17, 2015, 10:15:10 pm
ohhhh so its the vortex....ok

I think I will just keep my current action because THE CAKE IS A LIE!

......now then lets wait for the next turn so I can make a fullmetal alchemist reference. (for those of you that have seen that show you might be able to figure out what im planning)
Title: Re: Roll to Magic: Turn 58 Terminators and explosions
Post by: DreamerGhost on February 19, 2015, 02:40:55 am
Turn 59
__________________________________________________________________
make the fire levitate, take it with me as I go chase that guy that flew off with super awesome speed

CMP [4+1=5]
SPD [(4)/2+1=3]

Blaze went after the cowardly mage that ran away without as much as saying hello. It was not a long trip, past some plum trees, one dirt and tree hybrid with spikes, and then to a shore of a small lake with plenty of shipwreck. The cowardly mage was standing on deck of one of the schutled ships. Oh, wait, he went below the deck. A pity, he won't even see what hit him.

Etszu Warps away the 'muscles' on the treant's side, replacing them with human flesh. He continues attempts to wrangle control. While he works, he sees if any sort of mental 'bond' happened when the two of them merged.

CMP [4]
POT [3+1=4]
LUCK [4]

Estzu managed to launch his spell between punches, changing wood and bark to flesh. Right (ent) hand twiched, it's user uncertain of how exactly it worked. But each twich was more and more purposeful, more and more certain. It would not be long before the hand returned to punching. Mental bond between ent and man was a certainty, as paralysis began rising up from fleshwarpers leg slowly.

"Hey Crimson, I think that white obelisk was infused with an ice or snow affinity or property. Odd, I thought they were just filled with unaligned power. But the thing that activated it is only a half mile off and...hey, did you do something with your hair? And the rest of your body?" Jase asks.

Head towards the thing. Or aether sense it again if I need to. Make another essence.
"Yeah, I kind of changed myself a bit."

Get a feel of the new changes then fly up once again. Follow Jase if he heads to whatever is approaching.

CMP [4]
POT [3+1=4]
CMP [3]
POT [2]

LUCK [1]

Jase reached out again to find out where the being was. Knowing distance did not grant knowledge of direction. Aether could be strange like that sometimes. As he reahed out, aethermancer found no trace of whatever it was that activated the obelisk. But it found something else. Crimson was already too high up in the air to warn him, or for the warning to matter. Great shriek announced a new arival. Snow dragons were particularly nasty in that they hated anything else that could fly.

-Stuff-
Later: -Other stuff-
((I asume you still want to heal your shoulder?))
AFTER PAUSING IN SHOCK FOR THE LAST TURN, ROMANTICUS BRISSUMS WITH RAGE AND RUNS OVER WHERE JAMES IS
"YOU"

CMP [4+1=5]
POT [5+1+1=7]

Romanticanus was furious. He ran towards the ofender shouting along the way. How dare he? This biomancer (obiviously, what else could he bea, capable of healing wounds like that), did he even know how much a titan cost? And this was no ordinary titan, no, this was a gods damned prototype! Colourful discusion of shouting and trade offers followed.

Actually, now that the worm is dead I go back into the lake. Eat one water breathing fruit and explore where the whirlpool used to be.

LUCK [9]


Ishin, deciding that desert with no growth in sight save for cacti could wait, chose to explore the lake. One fruit later, he was swiming through water mixed with gore, trying to find something interesting. Gore. Gore. Bone. Gore. Plants. Gore. But what's this? Few bright red crystal shards were floating among all the blood. Could it be? It was!
{+3 shards. Half of underwater breathing time remains.}

Explore the shipwreck and put the knife in its sheathe where its ability to stab me is minimal.

LUCK [1]
STR [6]
END [6]

Azenfar stored his knife in his belt, and walked below the deck. It was quite dark, but mysteriously enough, one of the oil lamps was burning. As he walked closer to see if mabye anything was marked by the burning lamp, something hit him from behing, throwing him forward few feet. As mage turned around to face his attacker, a strange half snake creature emerged from the darkness, tip of its tail looking to be the strange mace like object he was hit with.
Spoiler (click to show/hide)

"It's time!"

Be the first mage to explore lands to the east!

SPD [(2+1)/2+1=2.5]

Kahel just could not resist seeing new islands joining the main one. He was still tourist at heart, new places intrigued him. Trip on the mountain took longer than expected, dodging gass vents was not helping the matters one bit, but he managed to reach the chared forest before stoping for a breather.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: Andres on February 19, 2015, 02:55:33 am
That thing has way too much armour armour for my itty-bitty little blade! Nope! out of there and run to the plains, using magic to run over the water. (Thank god for the naga thing giving me a good excuse to get out of the ship! Are you sure I rolled a 1 and not a 6 for LUCK?)
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: DreamerGhost on February 19, 2015, 03:07:55 am
((That naga is between you and only visible exit, so no. There are doors that lead deeper into the ship though.)) :P
((Edit: I use d10 for LUCK rolls))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: NAV on February 19, 2015, 03:53:15 am
"Take care Romanticarnus. Sorry about destroying the mech, it really was a fine machine. I didn't have any other choice, the worm already broke through when I set the core to detonate.
I'll be by the tree if you need me. The big one covered with spikes."

Head back home. Inform Grundar and Tree of what happened, if they don't already know.
Send Grundar to search the gore-filled lake for anything of value.
Try summoning a tree ornament of magic defense for the tree.
And craft a summoning essence of course.

So, did I get anything from defeating the worm, or do I have to go diving into the lake of blood for that?
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: DreamerGhost on February 19, 2015, 04:01:43 am
((You will have to dive either in water or in gore to claim your prize. I forgot to fix your status, will do so when I return to my PC))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: NAV on February 19, 2015, 04:14:38 am
((That's what minions are for.))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: AoshimaMichio on February 19, 2015, 04:37:32 am
((Did vortex disappear again?))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: DreamerGhost on February 19, 2015, 04:43:04 am
((It, um..., is invisible. Because nobody is close nearby to see it. Yeah. I certainly did not forget to add it. Now go think instead abaut that phat lewt you are swimming in.))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: Andres on February 19, 2015, 05:29:16 am
Head deeper into the ship while keep hand on my knife in case of ambush.

((Is it possible for me to accelerate the naga's heartbeat or is that outside my affinity?))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: DreamerGhost on February 19, 2015, 05:32:53 am
((It is next to your afinity, you can do it at -1POT penalty. But it is unlikely to kill in a single cast.))
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: Andres on February 19, 2015, 05:34:39 am
Head deeper into the ship while keep hand on my knife in case of ambush while accelerating the naga's heart.

((Is tactical diplomacy an option? Is tactical diplomacy even possible in this game? If it is, how does it work?)

EDIT: I shatter a soul shard.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: endlessblaze on February 19, 2015, 07:14:05 am
Will my fireball to move towards, and touch the ship. When the ship catches Fire pull my fireball back to me.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: AoshimaMichio on February 19, 2015, 09:48:32 am
Swim south while looking for treasures. Get out of water before waterbreathing wears out, and make three essences. Head to where James and Romanticus are debating.
Anything that bothers me during this process will lose their aspect of Strength.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: XXXXYYYY on February 19, 2015, 01:02:58 pm
((It, um..., is invisible. Because nobody is close nearby to see it. Yeah. I certainly did not forget to add it. Now go think instead abaut that phat lewt you are swimming in.))
((I am,I think. And was going to use it to try to get the Treant to at least cooperate for a moment to GTFO of there.))
"Okay. Listen. The Storm is approaching, so could you at least cooperate for the 5 minutes it takes to leave this area so we don't have both our souls sucked out or something? I'm pretty sure that that would be bad for you as well."
Diplomacy!
Attempt to move East, out of the path of the Storm.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: Crimson on February 20, 2015, 04:34:44 am
"Not again!"

Prepare to fight once more, turning my lance back into a spear. Use right arm to punch the air and launch an air bullet unto the incoming enemy.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: Sarrak on February 20, 2015, 11:56:57 am
Start exploration! If nothing interesting is found - two essenses.
Title: Re: Roll to Magic: Turn 59 Blood diamonds
Post by: DreamerGhost on February 23, 2015, 06:11:49 am
Turn 60
__________________________________________________________________
"Take care Romanticarnus. Sorry about destroying the mech, it really was a fine machine. I didn't have any other choice, the worm already broke through when I set the core to detonate.
I'll be by the tree if you need me. The big one covered with spikes."

Head back home. Inform Grundar and Tree of what happened, if they don't already know.
Send Grundar to search the gore-filled lake for anything of value.
Try summoning a tree ornament of magic defense for the tree.
And craft a summoning essence of course.

SPD [(3)/2+1=2.5]
LUCK [9]
CMP [5]
POT [3+1+1=5]
CMP [6]
POT [3+1+1-1=4]

Something usefull boss? I gues you aren't interested in tons upon tons of prime quality meat just floating there? Well, I shall do my best to get something interesting boss!
And with that Grundar scampered off towards the continiously redening lake. Summoning an amulet of magic resistance was almost trivial matter, a red plastic bubble with a string apeared out of nowhere. For a moment, it seemed that treehouse completely ignored it, then, a path among spikes apeared.

Head deeper into the ship while keep hand on my knife in case of ambush while accelerating the naga's heart.

EDIT: I shatter a soul shard.

{Usualy, I roll for actions in order they are writen and running would prevent you from casting. I swaped around the two this time}

SPD [2] vs [6]
STR [4]
DEX [2]
END [4]
CMP [4]
POT [5]
LUCK [9]

Naga lashed out with her tail while Azenfar was still geting into position, but mage managed to prevent the strike from hiting anything vulnerable by blocking with his arm. As he spoke words of power, naga cluched her chest with her right arm, a grimace of pain on her face. Before she could resume her compositure, Azenfar broke one of his shards, calling out a ghost of somone who died on the ship. Ghost was clothed in garb of a common seadog, armed with a cutlass and a mighty beard. While it's inorporeal form ould do no harm to the naga, it's vails and slashes were enough to distract her while Azenfar sliped away.

Will my fireball to move towards, and touch the ship. When the ship catches Fire pull my fireball back to me.

POT [3+1=4]
POT [1]

It was easy to move the fireball towards the ship, but Blaze only managed to pull it back halfway. It fell into the lake, and with a loud *hiss* it was gone. But fire that began to rage on the side of that particular ship also had same solid property, judging from how flames split the wood apart. With flames themselves breaking wood into smaller pieces, it was going to be an inferno in no time.

Swim south while looking for treasures. Get out of water before waterbreathing wears out, and make three essences. Head to where James and Romanticus are debating.
Anything that bothers me during this process will lose their aspect of Strength.


LUCK [10]
SPD [(3)/2+1=2.5]
CMP [4+1=5]
POT [2-1=1]
CMP [2]
POT [5-1-1=3]
CMP [2+1-2=1]
POT [3-1-2=0]

Search resulted in a jackpot, a massive shard worth a life found itself in possesion of Ishin. One rather tiring swim later, Ishin finaly got back on dry land, though while Romanticanus was still there, foaming in rage, James had allready left.
{+5 shards}

"Okay. Listen. The Storm is approaching, so could you at least cooperate for the 5 minutes it takes to leave this area so we don't have both our souls sucked out or something? I'm pretty sure that that would be bad for you as well."
Diplomacy!
Attempt to move East, out of the path of the Storm.


LUCK [10]
SPD [(3-1=2)/2+1=2]

Treant side still refused to comunicate, but spread of numbness and punches stoped, while legs that were no longer his carried Etszu away from the forest.

"Not again!"

Prepare to fight once more, turning my lance back into a spear. Use right arm to punch the air and launch an air bullet unto the incoming enemy.

SPD [2+1=3] vs [5+1=6]
STR [1]
DEX [6]
CMP [3+1=4]
POT [5+1=6]
DEX [3-1=2]


Dragon seemed to be focused on intimidation at first, as it did not even bother to open it's maw as it flew over Crimson causing great gust of wind. Mage responded by throwing a punch of air, which missed the dragon entirely. Great lizard started spining around for another fly-by, quite probably, not as harmless as the first.

Start exploration! If nothing interesting is found - two essenses.

LUCK [1]

Kahel managed to walk four whole steps into the burned forest before some sstrange reature apeared in his path. It had a form simmilar to that of a horse, and a horn simmilar to that of a unicorn, yet it was oposite of those creatures of light. Fire burned along it's spine and hoves, while teeth it had seemed more used to eat flesh rather than grass. Running was not an option, yet fighting was also with uncertain outcome
Spoiler (click to show/hide)
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: AoshimaMichio on February 23, 2015, 06:27:29 am
((Shouldn't I have one fruit left instead of two?))

Break 6 shards for inceased POT.
Steal Aspect of Competence from foaming rage guy here, boosted with +1 CMP and +1POT essences.
Proceed to kick him on nuts, since he is impotent incompetent.


"I need to kill you, and I'm not sorry about it."
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: endlessblaze on February 23, 2015, 06:42:15 am
"DANG IT I NEEDED THAT!"
endlessblaze looks at the ship.
"hheheheh...HAHAHAHAHAHAHAH BURNNNNN!"

see if I can control the flames on the ship, if I can break of a piece and bring it to me, if I cant craft 3 essences
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: NAV on February 23, 2015, 09:05:37 am
James hung the amulet on the tree. Then he walks up to the fire mage.
"Excuse me, I don't mind if you burn things or try to kill eachother, but could you please do it somewhere else?
Oh, and may I interest you in some everburning magma?"
((The firefox's remains are still hot, and won't stop being hot, right?))
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: Beirus on February 23, 2015, 10:11:08 am
((Huh. Thought I posted for that turn. So is the snow dragon magic?))
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: DreamerGhost on February 23, 2015, 10:31:12 am
((Firefox remains are still burning, dragon is magic.))
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: NAV on February 23, 2015, 11:55:16 am
((DG, I should mention that you have a few extra essences in my character sheet. I used the 2 +1CMP and the +1/+1 summoning essences to summon the jetpack. The sheet's also missing my +1 POT summoning essence. Yay for honesty.))
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: endlessblaze on February 23, 2015, 12:29:50 pm
"Don't worry, I won't set the forest on fire. Perhaps I should introduce myself, I am endlessblaze, I am skilled in the art of fire, known in some circles as pyromancey"
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: Beirus on February 23, 2015, 02:48:20 pm
Use 5 +1/+1 essences to control the dragon like the abomination. Try to do it without the mind wipe this time.
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: NAV on February 23, 2015, 03:15:32 pm
"Don't worry, I won't set the forest on fire. Perhaps I should introduce myself, I am endlessblaze, I am skilled in the art of fire, known in some circles as pyromancey"
"Make sure you don't. I'm James, healer and summoner."

While we talk summon an enchanted weapon, and a summoning essence.
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: endlessblaze on February 23, 2015, 07:00:45 pm
"james the healer.....ahhh yes I believe I have heard of you. you say your also good at summoning? interesting, a useful affinity no doubt. tell me what are your goals at the moment? are you going to overtake this land? battle the other mages for power? relax a bit and enjoy life? all of those ideas sound nice."

endlessblaze sits by the lake gazing at the water and the burning ship.

"the water looks so relaxing, water.....it sustains life in the beast of the world....
the fire....providing warmth and light, while also providing a powerful weapon of destruction...
the forest, a place filled with life and food, and with danger of those who would make a meal of you...."
(sigh)
"I think I will rest here a bit, don't worry about me killing you. im a nice guy most of the time"
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: Andres on February 23, 2015, 09:12:05 pm
Smelling smoke, Azenfar realised the fire mage followed him and lit the ship on fire. Returning to the Naga, he offers to turn her heart back to normal if she swears fealty to him. If she accepts, flee the ship with her help. If she declines, increase the speed of her heart and get out of the ship.
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: XXXXYYYY on February 24, 2015, 12:53:12 pm
"Umm. Hello. I'm back. I may or may not have Warped myself into this Treant here and he's none too happy about it. Trying to usurp the shared body and not communicating and such. Most annoyingly, he keeps punching me and disrupting my casting. Actually, let me try to give him a mouth. He might not be able to use mine. Sorry about that, bodykin. Lemme just give you another mouth. Let me just make a few essences so I don't mess us up further. I do hope that this will be the start of a good Union, but you're making me fear the worst.

Actually, could we try and make this body control thing a bit more democratic instead of this chaotic mad powergrab we're doing now? I actually met with a few Elders that actually settled into symbiosis with their Kin before I came here, and I hope that we could setup something like that. I'll get you a mouth in a jiffy, so we can actually discuss this like civilized beings. For now, just give me a sign on your opinion so far."
3 Warping Essences. Try to ignore the punches, if any come.
After that, attempt to regain feeling in any numb limbs. Don't necessarily try and take control, but attempt to make this a bit more democratic.

((May edit later.))
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: NAV on February 24, 2015, 02:54:25 pm
"james the healer.....ahhh yes I believe I have heard of you. you say your also good at summoning? interesting, a useful affinity no doubt. tell me what are your goals at the moment? are you going to overtake this land? battle the other mages for power? relax a bit and enjoy life? all of those ideas sound nice."

endlessblaze sits by the lake gazing at the water and the burning ship.

"the water looks so relaxing, water.....it sustains life in the beast of the world....
the fire....providing warmth and light, while also providing a powerful weapon of destruction...
the forest, a place filled with life and food, and with danger of those who would make a meal of you...."
(sigh)
"I think I will rest here a bit, don't worry about me killing you. im a nice guy most of the time"
"I've considered fighting for power, especially when I first summoned that mech. I've also heavily considered wandering off into the distance and seeing what I find. But I think I'm going to stay here, live comfortably, and help out the passers by. Maybe earn a few soul shards doing so, though people seem reluctant to part with them. It was originally my partner David's plan." James glances to where David is buried.

"What's your plan?"

"Umm. Hello. I'm back. I may or may not have Warped myself into this Treant here and he's none too happy about it. Trying to usurp the shared body and not communicating and such. Most annoyingly, he keeps punching me and disrupting my casting. Actually, let me try to give him a mouth. He might not be able to use mine. Sorry about that, bodykin. Lemme just give you another mouth. Let me just make a few essences so I don't mess us up further. I do hope that this will be the start of a good Union, but you're making me fear the worst.

Actually, could we try and make this body control thing a bit more democratic instead of this chaotic mad powergrab we're doing now? I actually met with a few Elders that actually settled into symbiosis with their Kin before I came here, and I hope that we could setup something like that. I'll get you a mouth in a jiffy, so we can actually discuss this like civilized beings. For now, just give me a sign on your opinion so far."
"Welcome back. I see you've been busy."
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: endlessblaze on February 24, 2015, 04:15:32 pm
"I don't know. I think I might explore, there might be other sources of soul shards around here, and exploring sounds nice, of course just murdering everyone would work but men are beast, and a beast takes its disires and instincts into acount, seeing as humans tend to be pack animals that make friends it can be hard to find a good target."
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: Crimson on February 24, 2015, 08:00:56 pm
Use the force generated by my wings to create a solid (-1) force field around me. Or if Jase succeeds in his task before the dragon gets to me, create two force essences.
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: DreamerGhost on February 25, 2015, 03:37:56 pm
Update will happen tomorow, partialy because I have a test to prepeare for and partialy because I want to give Romanticarnus a chance to defend himself.

Spoiler: Also, because of this (click to show/hide)
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: poketwo on February 25, 2015, 04:13:38 pm
Use pyromancery to blast a blast of fire in the shape of an x at my attacker.

After that, quickly run to cover
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: Sarrak on February 25, 2015, 05:24:18 pm
"Huh. Amazing, simply amazing...

Try to make contact with the beast via magic fireworks. If this obviously fails and "horse" shows aggression - freeze it solid.
(Two spells, three essence on freezing one)
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: ATHATH on February 26, 2015, 04:31:38 pm
Didn't the GM say earlier that the island being a duck was canon? Is the duck now assimilating new land? I am now tempted to make a character that can control ducks.
Title: Re: Roll to Magic: Turn 60 Butchers reward
Post by: DreamerGhost on February 26, 2015, 06:13:47 pm
Turn 61
__________________________________________________________________
Break 6 shards for inceased POT.
Steal Aspect of Competence from foaming rage guy here, boosted with +1 CMP and +1POT essences.
Proceed to kick him on nuts, since he is impotent incompetent.


"I need to kill you, and I'm not sorry about it."
Use pyromancery to blast a blast of fire in the shape of an x at my attacker.

After that, quickly run to cover


SPD [2] vs [1]
CMP [3+1=4]
POT [1+3+1=5]
CMP [1-1=0]
POT [6+1=7]
END [2]

Ishin was first to move, and the spell he cast was a terrible one indeed! He plundered all valuable thoughts from his oponents mind, containing them for now in form of neutral essenses.  Barely noticing aditional insanity, Romanticarnus answered with some fire, but warp was ficle even under best circumstances. With magic clouding his mind, sorcerors' fire exploded violently upon contact with materium, flinging Romanticarnus backwards. Usualy, this would had been a mere inonvenience, but here, he was entirely without armor. The only reason why he was still concious was the pain.

"DANG IT I NEEDED THAT!"
endlessblaze looks at the ship.
"hheheheh...HAHAHAHAHAHAHAH BURNNNNN!"

see if I can control the flames on the ship, if I can break of a piece and bring it to me, if I cant craft 3 essences

CMP [3+1=4]
POT [2+1=3]

A piece of wod split off from the ship as flames that were consuming it caried it towards pyromancer on the shore. It fell in the water just few meters short from reaching the shore.

James hung the amulet on the tree. Then he walks up to the fire mage.
"Excuse me, I don't mind if you burn things or try to kill eachother, but could you please do it somewhere else?
Oh, and may I interest you in some everburning magma?"
((The firefox's remains are still hot, and won't stop being hot, right?))
"Don't worry, I won't set the forest on fire. Perhaps I should introduce myself, I am endlessblaze, I am skilled in the art of fire, known in some circles as pyromancey"
"Make sure you don't. I'm James, healer and summoner."

While we talk summon an enchanted weapon, and a summoning essence.

CMP [5]
POT [4+1+1=6]
LUCK [7]
CMP [4]
POT [2+1+1-1=3]

As aether energiess let go of mysterious item, James was dissapointed at first to find what apeared to be a simple woden bow. Further inspection, however, made him pleasantly surprised. It was a bow of transference - item usualy emplyed by elven wizards. It could hold within itself up to three spells, which would manifest as arows upon drawing the string, quite usefull for using spells that would usualy require touch from a safe distance.

Use 5 +1/+1 essences to control the dragon like the abomination. Try to do it without the mind wipe this time.
Use the force generated by my wings to create a solid (-1) force field around me. Or if Jase succeeds in his task before the dragon gets to me, create two force essences.

SPD [3] vs [3-1=2] vs [5+1=6]
STR [3]
END [5+1=6]
CMP [4+5-2=7]
POT [1+5+1=7
CMP [2]
POT [6+1=7]

Dragon roared and flew by Crimson before either mage could react. This time dragon actualy struck treaspaser of airspace with his wing, but it failed to do even superficial damage to steel form. Jase finished chanting his spell just as dragon began turning for a third attack. The spell reached out to the dragon and changed... something. What exactly was uncertain, as the great beast didin't even slow down. Crimson, not wanting to test neither claws nor fangs against his steel hide, crafted a solid force field. Which promptly fell down, draging mage with it. Dragon almost looked disapointed at the sight of bubble falling down.

Smelling smoke, Azenfar realised the fire mage followed him and lit the ship on fire. Returning to the Naga, he offers to turn her heart back to normal if she swears fealty to him. If she accepts, flee the ship with her help. If she declines, increase the speed of her heart and get out of the ship.

LUCK [2]
STR [2]
END [2]
CMP [4]
POT [1]
DEX [6+1=7]
END [2]

Naga responded to the offer with a disheartened slap of her tail. Could it be her way of expresing afection? Azenfar decided to show his intolerance to such alien methods by restoring weakening spell over nagas' heart, but only by a tiny bit. He was a gentleman first and intolerant murderer second. Mage then made himself scarce, deftly dodging nagas' possibly afectionate grab with a mighty leap towards the deck. So mighty was the leap, that when one of Azenfars feet brushed a loose nail, it tore through the shoe and pierced his foot.

"Umm. Hello. I'm back. I may or may not have Warped myself into this Treant here and he's none too happy about it. Trying to usurp the shared body and not communicating and such. Most annoyingly, he keeps punching me and disrupting my casting. Actually, let me try to give him a mouth. He might not be able to use mine. Sorry about that, bodykin. Lemme just give you another mouth. Let me just make a few essences so I don't mess us up further. I do hope that this will be the start of a good Union, but you're making me fear the worst.

Actually, could we try and make this body control thing a bit more democratic instead of this chaotic mad powergrab we're doing now? I actually met with a few Elders that actually settled into symbiosis with their Kin before I came here, and I hope that we could setup something like that. I'll get you a mouth in a jiffy, so we can actually discuss this like civilized beings. For now, just give me a sign on your opinion so far."
3 Warping Essences. Try to ignore the punches, if any come.
After that, attempt to regain feeling in any numb limbs. Don't necessarily try and take control, but attempt to make this a bit more democratic.

{Did you somehow offend RNGeesus lately?}
LUCK [1]
END [6+1=7]

Treant side seemed confused at what it's fleshy parts were doing, so it decided to stop messing around. Instead of punching it went for one obvious weakness. When woden arm withdrew, Etszu was bloody. And blind. Knowlege that the tree could will do worse if allowed, helped Etszu fight through the pain, at least enough to still cast spells. Not that he had much control over anything more before losing sight.


"Huh. Amazing, simply amazing...

Try to make contact with the beast via magic fireworks. If this obviously fails and "horse" shows aggression - freeze it solid.
(Two spells, three essence on freezing one)
SPD [6] vs [3+2=5]

CMP [5+3=8]
POT [6+3=9]

The horse was actualy quite impresive. It would probably be able to ride over sand easily. As well as any other surface. It would probably be fast enough to outrun anything that other mages could create. He only needed to impress it enough to not to eat him immedietly. A little show of fireworks might sufice. It was at this point in his train of thought that Kahel remembered that he didin't actualy know how to create fireworks. Plan B it was. Flames dissapeared from the horse as it's body cooled, it's two front legs freezing beyond usefullnes. Even paniced, it shrieked horifyingly.
__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: endlessblaze on February 26, 2015, 06:23:54 pm
"DANG IT!" TRY AGIAN!

"ohhhhh is that a transference bow? can you make me one? fireproof please"
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Beirus on February 26, 2015, 06:24:26 pm
((In case it matters, my CMP should have been 7, not 6))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 26, 2015, 06:37:30 pm
((It doesn't, but fix'd))
Title: RE: Roll to Magic: Turn 61 Critical showers
Post by: XXXXYYYY on February 26, 2015, 06:41:48 pm
{Did you somehow offend RNGeesus lately?}
((I wish. I'll burn some food in sacrifice tomorrow. Maybe it might finally break my bad luck streak.))

((Told you I used up all my remaining luck on those Chaotic essences. :P))

"OW. ow. fuck. ow. Help? Someone?"
Request assistance.
"Mister Treant. I am trying to make this arrangement work. To put it in few words, I AM TRYING TO MAKE YOU A HEAD. Wait a short while and I will be ready. NOW WILL YOU PLEASE STOP FOR ONE GODDAMN SECOND."
3 Warping Essences. Try to convince the Treant to calm his sheet and his flailing appendage.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 26, 2015, 06:45:10 pm
Murder-kill endlessblaze with my knife.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 26, 2015, 06:45:39 pm
((@XXYY Now that I think back on it, I should had rolled you END for horenduos pain. Consider it a freebie for dealing with continious terrible luck.))

((@Andres You have yet to see him. Please keep the metagaming down to non-inhibitive levels by replacing "endlessblaze" with "That mage standing on the shore".))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 26, 2015, 06:47:13 pm
What were the first two strength and endurance checks for?
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 26, 2015, 06:49:27 pm
((Which ones you are refering to, exactly?))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 26, 2015, 06:52:53 pm
Quote
LUCK [2]
STR [2]
END [2]

CMP [4]
POT [1]
DEX [6+1=7]
END [2]
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: XXXXYYYY on February 26, 2015, 06:53:29 pm
((@XXYY Now that I think back on it, I should had rolled you END for horenduos pain. Consider it a freebie for dealing with continious terrible luck.))

((@Andres You have yet to see him. Please keep the metagaming down to non-inhibitive levels by replacing "endlessblaze" with "That mage standing on the shore".))
((Actually, could you edit those in, if it's not too much trouble? I kinda want to see if my END rolls keep doing their thing, and I, in a weird way, want to see just how much RNGeesus has it in for me. (Not to mention that I feel ever so slightly guilty for getting off lucky (no pun intended).)))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 26, 2015, 06:59:36 pm
((@Andres You have yet to see him. Please keep the metagaming down to non-inhibitive levels by replacing "endlessblaze" with "That mage standing on the shore".))
((Just saw this edit now. My character doesn't know him as "endlessblaze", of course. That was me (player) telling you who I wanted to attack. I'll just refer to him as the "fire mage" from now on.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 26, 2015, 07:05:12 pm
((That was not exactly my point, but one is not realy suposted to have a reason to kill somone in this game. Those rolls were naga slaping you and you enduring it with no damage.))

((@XXYY I just figured out what you are playing. Black mage from 8-bit theatre. You have worst luck in the universe, but you will not die, if only because you haven't sufered enough yet.))

ADDIT: Remembered something

Didn't the GM say earlier that the island being a duck was canon? Is the duck now assimilating new land? I am now tempted to make a character that can control ducks.

There was a qute that I now can't find, abaut ~ATH. It will kill you, and if you are good enough, evryone else too.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 26, 2015, 07:13:54 pm
((That was not exactly my point, but one is not realy suposted to have a reason to kill somone in this game. Those rolls were naga slaping you and you enduring it with no damage.))
((Wait what? Since when has the purpose of this game NOT being about killing other mages? If I'm reading this right, there's usually a ceasefire for the first 5 minutes afterwhich everyone tries to kill each-other.
Ok, got kinda confused since the same colour was being used.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: NAV on February 26, 2015, 07:14:59 pm
What about Grundar's search for loot?

"Don't worry Etszu, I'll heal you. You have no idea how stubborn trees can be."
Heal Etszu.
Then step between Endlessblaze and the knife-wielding mage.

"Break it up. Stop fighting."
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: endlessblaze on February 26, 2015, 07:18:19 pm
"awwww....but I want to steal his soul....."
CANCEL CURENT ACTION!

NEW ACTION--- wait and let james "try" to talk us down


"pleaseeeee? he ran away from me without even saying hi...."
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: poketwo on February 26, 2015, 07:18:45 pm
What about Grundar's search for loot?

"Don't worry Etszu, I'll heal you. You have no idea how stubborn trees can be."
Heal Etszu.
Then step between Endlessblaze and the knife-wielding mage.

"Break it up. Stop fighting."
"jkdflkkslfklklcklsmflkmrmcmrlrmklAlittlehelphere?ujljlgtkrjfoiimnforntongoenonronfoteoijgiotoirojmgfoir"
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: endlessblaze on February 26, 2015, 07:19:38 pm
What about Grundar's search for loot?

"Don't worry Etszu, I'll heal you. You have no idea how stubborn trees can be."
Heal Etszu.
Then step between Endlessblaze and the knife-wielding mage.

"Break it up. Stop fighting."
"jkdflkkslfklklcklsmflkmrmcmrlrmklAlittlehelphere?ujljlgtkrjfoiimnforntongoenonronfoteoijgiotoirojmgfoir"

((whats wrong with you?))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: poketwo on February 26, 2015, 07:21:52 pm
What about Grundar's search for loot?

"Don't worry Etszu, I'll heal you. You have no idea how stubborn trees can be."
Heal Etszu.
Then step between Endlessblaze and the knife-wielding mage.

"Break it up. Stop fighting."
"jkdflkkslfklklcklsmflkmrmcmrlrmklAlittlehelphere?ujljlgtkrjfoiimnforntongoenonronfoteoijgiotoirojmgfoir"

((whats wrong with you?))
((INSANITY))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: endlessblaze on February 26, 2015, 07:25:55 pm
((oh, cool, maybe if we ever meet up we can have a contest to see who is craziest))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 26, 2015, 07:27:35 pm
((@poketwo you are quite a bit away from the James. He may npt hear your insane babling.))

((@Andres it has same color because I messed up. Will fix tomorow.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Beirus on February 26, 2015, 08:23:03 pm
Continue Operation How To Train Your Dragon. 5 more +1/+1 essences.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Sarrak on February 27, 2015, 03:39:39 am
"Well, sorry about that. Creating fireworks for contacting you would be too difficult even for my present temperature powers... So, the question is: do you have intelligence for a simpler forms of contact?"

Offer the beast choice of death or life under me. If it can't comprehend or refuses - finish it off.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: AoshimaMichio on February 27, 2015, 04:46:54 am
((How do neutral essences differ from special ones?))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Andres on February 27, 2015, 05:05:45 am
((I'm still not 100% on what an essence is. I'm guessing it's basically solid.....concept, I guess? You cast a spell and make an "essence" of that spell which you can use later to buff your competency?))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 27, 2015, 05:14:12 am
((Neutral essenses can be used for any spell.))

((Quite right, essense is a buff in a can.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: AoshimaMichio on February 27, 2015, 05:24:39 am
Target 1: Romaticus's skull
Target 2: Air above him
Aspect: Solidity
Effect: Switch aspects between targets
Essences used: Aspect essense +1/+1


((It's a bit late to confirm this, but does +1/+1 essences grant bonus to both CMP and POT automatically, or do I have to specify which one should be boosted?))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 27, 2015, 05:41:03 am
((Both. The gig is that you can't use only half of it.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: Crimson on February 27, 2015, 06:47:48 am
Make force field around me disappear. If Jase still fails to fully tame the dragon, try to create the same kind of force field around the dragon using the force from its wing movement (-2 ranged and solid). Use a single +2/+1 chaotic force essence. If Jase succeeds though, then create three force essences instead.
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: poketwo on February 27, 2015, 07:04:44 am
((I HATE YOU IN BOTH GAMES))

USE TELEPATHY TO RIP OUT THE THINGS Ishin STOLE OUT OF MY MIND FROM HIS MIND, AND MAYBE A FEW THINGS FROM HIS MIND TO ME, WHILE ALSO MAYBE EXPOSING HIM TO WHAT I HEAR FROM THE WARP. USE MY ESSENCE. 
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on February 27, 2015, 07:09:28 am
((You either add esense to your spell or not. No midspell fixes. I should probably add penalties to your casts since you have so many spells available. Possibly something from messed up psychic table.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: AoshimaMichio on February 27, 2015, 07:11:10 am
((I HATE YOU IN BOTH GAMES))

USE TELEPATHY TO RIP OUT THE THINGS Ishin STOLE OUT OF MY MIND FROM HIS MIND, AND MAYBE A FEW THINGS FROM HIS MIND TO ME, WHILE ALSO MAYBE EXPOSING HIM TO WHAT I HEAR FROM THE WARP. USE MY ESSENCE, BUT ONLY IF THE ROLL IS LOW ENOUGH IN EITHER POTENCY/COMPETENCY THAT IT WOULD FAIL. 
((You are my target only because you were so conviently close. And in other game it was a overshoot, you can't blame me.))
Title: Re: Roll to Magic: Turn 61 Critical showers
Post by: DreamerGhost on March 01, 2015, 01:27:26 pm
Turn 62
__________________________________________________________________
"OW. ow. fuck. ow. Help? Someone?"
Request assistance.
"Mister Treant. I am trying to make this arrangement work. To put it in few words, I AM TRYING TO MAKE YOU A HEAD. Wait a short while and I will be ready. NOW WILL YOU PLEASE STOP FOR ONE GODDAMN SECOND."
3 Warping Essences. Try to convince the Treant to calm his sheet and his flailing appendage.


LUCK [4]
STR [4+2=6]
END [2+1=3]


Ent was not willing to wait for the mage to prepeare a spell of uncertain purpose and results. Crack of bones was unheard by Etszu, as his mind sliped into darkness of unconciousness

Murder-kill endlessblaze with my knife.

Azenfar was overcome with desire to kill the mage standing on the shore. Surely, it was he that had to be responsible for the fire that was consuming the ship! He may had even been responsible for that naga. Not that he needed the reasons, Azenfar was here to win, even if that required sacrifices. Sadly, the two were sperated by an expanse of water, possibly full of dangerous creatures and certainly full of naga. Swiming could be dangerous, but with the ship on fire, he may ot have a choice.
What about Grundar's search for loot?

"Don't worry Etszu, I'll heal you. You have no idea how stubborn trees can be."
Heal Etszu.
Then step between Endlessblaze and the knife-wielding mage.

"Break it up. Stop fighting."
"awwww....but I want to steal his soul....."
CANCEL CURENT ACTION!

NEW ACTION--- wait and let james "try" to talk us down

CMP [2+1=3]
POT [1+1+1=3]

{Grundar is still searching. You can call him back whenever.}

The request not to wory seemed less like certainty and more like unfirm reassurance. Healing spell fumbled almost entirely, fixing few bruises but nothing else. Unless something more serious was used, treant would finish beating Etszu to death very soon. Trying not to end up with more patients than he could handle, James atempted to talk two mages out of murdering eachother while his power recharged.

"Well, sorry about that. Creating fireworks for contacting you would be too difficult even for my present temperature powers... So, the question is: do you have intelligence for a simpler forms of contact?"

Offer the beast choice of death or life under me. If it can't comprehend or refuses - finish it off.

LUCK [5]

Demonic beasts, and this horse was certainly demonic, rarely had inteligent capacity beyond uncountable ways of killing and maiming, but they all obeyed strenghth. This nightmare belonged to the masses that couldn't comprehend speech, but mabye it could be trained. It probably won't risk atacking.

Continue Operation How To Train Your Dragon. 5 more +1/+1 essences.
Make force field around me disappear. If Jase still fails to fully tame the dragon, try to create the same kind of force field around the dragon using the force from its wing movement (-2 ranged and solid). Use a single +2/+1 chaotic force essence. If Jase succeeds though, then create three force essences instead.


CMP [1+5-2=4]
POT [5+5+1=11]


CMP [4+1=5]
POT [2+1=3]

As two mages cast of their newest spells, wooing a dragon and removing shield, great wyrm slowed down and began to land. As mind control once again returned uncertain results and shield thined to half strength, dragon gracefuly landed next to duo and nochalantly, almost carefuly crushed remaining force shield without making any atempt to harm the mage inside. It then proceded to move it's head right next to Crimson, wait a few moments, and then breathe out a puf of smoke in his face.

"Truly you are sent by Ancient ones to annoy me. Here I go flying, looking for something to eat, and there you are, completely ungarbed in hard to digest metals and even in the air, mening no need to land on this blasted snow. And what do you proceed to do? What is your choice? Put yourslef in a magic can and drop on the groud. Truly despicable, I even lost my apetite."


Target 1: Romaticus's skull
Target 2: Air above him
Aspect: Solidity
Effect: Switch aspects between targets
Essences used: Aspect essense +1/+1


((It's a bit late to confirm this, but does +1/+1 essences grant bonus to both CMP and POT automatically, or do I have to specify which one should be boosted?))
USE TELEPATHY TO RIP OUT THE THINGS Ishin STOLE OUT OF MY MIND FROM HIS MIND, AND MAYBE A FEW THINGS FROM HIS MIND TO ME, WHILE ALSO MAYBE EXPOSING HIM TO WHAT I HEAR FROM THE WARP. USE MY ESSENCE. 

SPD [3] vs [2]
CMP [6+1=7]
POT [1-1+1=1]

CMP [5+1-2=4]
POT [3+1=4]

Ishin was first to move, his spell weaved almost perfectly, but power behind it was missing, reulting in a solid cube of air floating away like a balloon and entirely unhurt sorceror. Romanticanus was not so gentle, tearing out bits and pieces of oposing mages' mind to restore his own.
{Ishin -1CMP next spell}

__________________________________________________________________
Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: AoshimaMichio on March 01, 2015, 01:35:55 pm
((What about the essence I used?))
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: DreamerGhost on March 01, 2015, 02:07:44 pm
((Fix'd though it doesn't change anything))
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: Andres on March 01, 2015, 05:06:18 pm
Run on the water using magic, like last time. There weren't any dangerous creatures last time so there won't be any now.

EDIT: How could a fire mage be responsible for a naga being inside a ship? That was obviously just a case of bad luck.
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: NAV on March 01, 2015, 06:41:31 pm
"GRUNDAR, WE HAVE AN EMERGENCY HERE! I NEED YOUR HELP."
Call Grundar over.

"Wake up, you'll be okay. I hope."
Heal Etszu using 3 +1/+1 healing essences.
When Grundar gets here, have him act like a bouncer and stop the two mages from fighting, while I take his mace of paralysis and use it to paralyze the ent parts of Etszu.
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: XXXXYYYY on March 01, 2015, 08:28:01 pm
((Well dang. While I wait for the Treant to finally finish me off/be saved, I might make a few more with a few ideas I had rolling around in my head.))
Spoiler: The Gambler (click to show/hide)

Spoiler: The Jail-keep (click to show/hide)

Spoiler: The Titan (click to show/hide)

Spoiler: The Seer (click to show/hide)
((I have way too much fun doing these.))


Etszu attempts to wake up, or at least gain some semblance of awareness of his surroundings.
((Also, if someone were to kill 'me' after I die to the treant, would they get my shards?))
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: ATHATH on March 02, 2015, 12:54:15 pm
Is the typo in the subject intentional?
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: poketwo on March 02, 2015, 01:10:54 pm
GET BEHIND ROCK
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: AoshimaMichio on March 02, 2015, 01:34:31 pm
Take momentum from wind and put it into Romanticus.
Title: Re: Roll to Magic: Turn 62 Back to your regular evryday murders
Post by: DreamerGhost on March 02, 2015, 01:56:58 pm
Is the typo in the subject intentional?

((It is not. I should be running everything I write through spellcheck, but I'm far too lazy.))
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: endlessblaze on March 02, 2015, 06:47:57 pm
glare at the speed mage guy, if he attacks spawn a ball of fire on him, like right on him. do this from a distance of course.(and scream MWHAHAHAHAHHA BURNNNNN!)

"come on James let me kill him"
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: NAV on March 02, 2015, 08:08:40 pm
"come on James let me kill him"
"You can kill people literally anywhere else on the island. I won't stop you. But not here."
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: Andres on March 02, 2015, 08:27:28 pm
glare at the speed mage guy, if he attacks spawn a ball of fire on him, like right on him. do this from a distance of course.(and scream MWHAHAHAHAHHA BURNNNNN!)
If he does that, I'll just decelerate the vibrations of the molecules around me. Either this will prevent the fire, put out the fire, or literally create cold fire.
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: Andres on March 04, 2015, 01:58:41 am
Changing my backup action. If he does the thing mentioned above, I'll just stop using magic and fall into the water. I'll only do it if it's an actual threat to my health, of course.
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: Sarrak on March 04, 2015, 04:06:35 am
Interested, Kahel slowly undoes the life-endangering effects of his freezing spell, giving the demon a chance to live.
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: Beirus on March 04, 2015, 02:28:32 pm
 "You could join us, dragon. I know of another plane where others run about. Most of them will probably be without armor, trusting in their magic to keep them safe. If you join us, I will show you the way once I figure out what messed with the obelisks.

Let's go with Dragon Control Part 3 with 5 more +1/+1, or however many I need to get +5 CMP if the Dragon attacks. If it doesnt, make 2 aether essences.

((So did my spells have any effect at all?))
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: DreamerGhost on March 04, 2015, 02:53:51 pm
((You aren't dinner yet, are you?))
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: endlessblaze on March 04, 2015, 03:52:53 pm
Saw dreamer had posted and since it was Wednesday I thought it was an update....
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: DreamerGhost on March 04, 2015, 05:16:05 pm
#baits

I change name of thread if I update.
Title: Re: Roll to Magic: Turn 62 Back to your regular everyday murders
Post by: DreamerGhost on March 04, 2015, 06:26:11 pm
Turn 63

Run on the water using magic, like last time. There weren't any dangerous creatures last time so there won't be any now.

CMP [2]
POT [1]

Azenfar moved to the oposite side of now blazing ship to get a running start. As he began to move, he began chanting the spell. Mage vacated the ship with a mighty leap, landing feet first in water, submerging entirely almost instantly.

"GRUNDAR, WE HAVE AN EMERGENCY HERE! I NEED YOUR HELP."
Call Grundar over.

"Wake up, you'll be okay. I hope."
Heal Etszu using 3 +1/+1 healing essences.
When Grundar gets here, have him act like a bouncer and stop the two mages from fighting, while I take his mace of paralysis and use it to paralyze the ent parts of Etszu.


Etszu attempts to wake up, or at least gain some semblance of awareness of his surroundings.

CMP [6+3+1=10]
POT [3+3+1+1=8]
LUCK [2]
DEX [5-1=4] vs [3]
STR [1+2=3] vs [1]
STR [4+2]
END [6+1=7]

James knew his job well, on second try, with a spell properly ajusted for the form in which Etszu curently was, he managed to heal all injuries fleshwarper had sustained from the treant. Grundar came quickly, and passed the paralysing mace to his master. He seemed like he had something to say, but booming voice of the treant interupted him. "You would help one that creates aberations? Then you shall perish as well." With these words, treant grabed the mace from healers' hand and smacked fleshwarpers arm, waking mage up completely and removing any meaningfull control he had below neck.

GET BEHIND ROCK
Take momentum from wind and put it into Romanticus.

LUCK [10]

CMP [1-1=0]
POT [3]

Romanticanus moved behind an increadibly conveniently placed stone, meter and a half in height, three meeters wide, with a head sized hole in it that allowed one to see right through. Ishin somehow managed to trip on even ground without actualy even taking a step while atempting to obstruct warp sorceror.

glare at the speed mage guy, if he attacks spawn a ball of fire on him, like right on him. do this from a distance of course.(and scream MWHAHAHAHAHHA BURNNNNN!)

"come on James let me kill him"

Seeing as James was somewhat preocupied, Blaze began discusing with horenduously mutated troll. Posibly mutated, surely nothing natural could look that ugly? Nevertheless, he was usefull when discusing wether or not flinging a fireball at a target some distance away would constitiute as killing "here". Shame that troll (Named Grundar, as he introduced himself) constantly atempted to weer the conversation towards finer points of picled brain taste.

Interested, Kahel slowly undoes the life-endangering effects of his freezing spell, giving the demon a chance to live.

CMP [3]
POT [6]
LUCK [2]
STR [3]

As soon as Nightmare thawed out enough to move it charged at Kahel, cuting his left arm with its horn. It could be mad with hate, or it could be just testing if that first spell wasn't a fluke. Demons are usualy kept under wards and threatened with horenduous punishments for not looking straighth for a reason.

"You could join us, dragon. I know of another plane where others run about. Most of them will probably be without armor, trusting in their magic to keep them safe. If you join us, I will show you the way once I figure out what messed with the obelisks.

Let's go with Dragon Control Part 3 with 5 more +1/+1, or however many I need to get +5 CMP if the Dragon attacks. If it doesnt, make 2 aether essences.

LUCK [8]
CMP [4+1=5]
POT [1+1=2]
CMP [4]
POT [1]


"A place of other creatures, who are running around defencles? That does sound nice. One can get tired of all the snow. And bears. If you get me there I may consider forgiving you for that nasty joke you pulled on me. Let's move."

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Sarrak on March 04, 2015, 06:49:25 pm
"Well, damn."

Finish it with a good freeze. Essence.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Andres on March 04, 2015, 07:31:44 pm
Use the spell now to get to him. If that fails, just start swimming to him.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: endlessblaze on March 04, 2015, 08:21:23 pm
Spawn a fireball right on the speed mage, at range
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Crimson on March 04, 2015, 08:57:21 pm
((Whoops, I forgot to post my turn. Sorry about that. Also, thanks Beirus for handling the situation.))

Three force essences. After that, follow Jase and the Dragon once they start heading towards the portal.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: XXXXYYYY on March 04, 2015, 10:23:43 pm
((Have I awoken, or am I still unconscious?))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: NAV on March 04, 2015, 10:25:28 pm
"Etszu, maybe you should warp the tree back to its original form. Then mr Tree can return to his forest and we forget all this happened. That's the only way I can see this working. Agreed?"

3 more healing essences, and stay out of melee range from the Treant.

Grundar will try to knock out Endlessblaze before he can cast the spell. Or after. I told him not to fight.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: XXXXYYYY on March 04, 2015, 10:32:10 pm
"Etszu, maybe you should warp the tree back to its original form. Then mr Tree can return to his forest and we forget all this happened. That's the only way I can see this working. Agreed?"

3 more healing essences, and stay out of melee range from the Treant.

Grundar will try to knock out Endlessblaze before he can cast the spell. Or after. I told him not to fight.
If I'm awake:
"Absolutely. Though I'm not sure if he'll actually forgive due to the fact that all this started when some of his compatriots attacked me due to my Elders' actions in the old wars. This'll be a bit risky due to lack of essences, but we'd had better hope the hands of Fate roll in our favor just this once."
Etszu attempts to unMeld himself and the Treant.

Else:
*Unconscious babbling*
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Andres on March 05, 2015, 01:07:01 am
Spawn a fireball right on the speed mage, at range
If he does this, I'll just duck into the water.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: AoshimaMichio on March 05, 2015, 01:52:21 pm
"Please die already, this is dragging too long!"

Switch State aspect between Romanticus's bones and blood. Use all essenses!

Edit: ((Oh hey, I just noticed, but I used 6 shards to increase my POT score here (http://www.bay12forums.com/smf/index.php?topic=139646.msg6056722#msg6056722). Shards are reduced from my inventory, but my POT score is still zero...))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: endlessblaze on March 05, 2015, 01:54:25 pm
"Please die already, this is dragging too long!"

Switch State aspect between Romanticus's bones and blood. Use all essenses!

(Very clever, remind me not to tick you off)
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Beirus on March 05, 2015, 01:54:56 pm
Back to the portal. Aether sense it if I need to, then 1 essence. Or two essences if I don't need to sense.
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: endlessblaze on March 05, 2015, 02:45:12 pm
((Hold on my char sheet says I have a cut on my arm, were did that come from))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: Beirus on March 05, 2015, 03:08:39 pm
((Does the dragon get a sheet too?))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: DreamerGhost on March 05, 2015, 04:18:23 pm
((My internet is so crap righ now. Ok, answers:

@XXXXYYYY: You are concious, but completely paralysed from neck downwards.

@Aoshima: I kinda got confused there. Also forgetfull. Instead of giving you 1 POT I added +3POT to that spell. Which should had been +6 since I changed prices some thirty ticks ago. Since it's too late and it didint mean much, consider geting +3 to that spell for free. Also, that spell you are atempting, is very unlikely to succeed without any sort of boost. Not after first cast at least.

@endless It came from my need to stop doing updates in the evening. I.e a mistake.

@Beirus It is not your minion yet, so no.))

Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: XXXXYYYY on March 05, 2015, 06:43:17 pm
((My internet is so crap righ now. Ok, answers:

@XXXXYYYY: You are concious, but completely paralysed from neck downwards.

@Aoshima: I kinda got confused there. Also forgetfull. Instead of giving you 1 POT I added +3POT to that spell. Which should had been +6 since I changed prices some thirty ticks ago. Since it's too late and it didint mean much, consider geting +3 to that spell for free. Also, that spell you are atempting, is very unlikely to succeed without any sort of boost. Not after first cast at least.

@endless It came from my need to stop doing updates in the evening. I.e a mistake.

@Beirus It is not your minion yet, so no.))
((Can I cast while paralyzed? How much motion is needed for casting spells?))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: DreamerGhost on March 05, 2015, 06:47:59 pm
((You need to be able to either speak or move in order to cast, so you are still fine in that regard.))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: poketwo on March 05, 2015, 06:51:32 pm
USE TELEKINESIS TO THROW A LARGE ROCK OR SIMILARLY BIG OBJECT AT AoshimaMichio
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: AoshimaMichio on March 06, 2015, 01:07:36 am
((My internet is so crap righ now. Ok, answers:

@XXXXYYYY: You are concious, but completely paralysed from neck downwards.

@Aoshima: I kinda got confused there. Also forgetfull. Instead of giving you 1 POT I added +3POT to that spell. Which should had been +6 since I changed prices some thirty ticks ago. Since it's too late and it didint mean much, consider geting +3 to that spell for free. Also, that spell you are atempting, is very unlikely to succeed without any sort of boost. Not after first cast at least.

@endless It came from my need to stop doing updates in the evening. I.e a mistake.

@Beirus It is not your minion yet, so no.))

((That's why I'm using all my essences for it.))
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: endlessblaze on March 07, 2015, 07:41:22 pm
Grundar will try to knock out Endlessblaze before he can cast the spell. Or after. I told him not to fight.

(you do know the speed mages is after me now right? this was doomed to happen the moment the ship was alight)
Title: Re: Roll to Magic: Turn 63 No good deed goes unpunished
Post by: DreamerGhost on March 09, 2015, 05:48:02 am
Turn 64

"Well, damn."

Finish it with a good freeze. Essence.

SPD [3+1=4] vs [6+1=7]
STR [2]
CMP [3+1=4]
POT [6+1+1=8]

Nightmare stabed Kahel desperatly, trying to finish the mage off before another spell. It knew it had failed as explosion of frost was unveiled right before it. Kahel was triumphant, as while explosion severly chiled him, demonic horse could not withstand it.
{-1 to DEX rolls until warming up}

Use the spell now to get to him. If that fails, just start swimming to him.
Spawn a fireball right on the speed mage, at range

SPD [6] vs [5+1=6]
CMP [5]
POT [4]
CMP [4]
POT [2+1=3]
DEX [5+1=6]

DEX [1]
STR [5]
END [1]

Azenfar and Blaze reacted at the same second, if this was a shootout, both would had perished. Azenfars magic propeled him to shore at great speed, and while Blaze conjured a fireball right around his head, it failed to do more than singe Accelerators eyebrows. Now, two opponents were within spiting distance from one another, both waiting for the other to show even a hint of weakness. This was interupted by Grundar, who sneaked up on Blaze and knocked him out with a hearty punch to the head.

Three force essences. After that, follow Jase and the Dragon once they start heading towards the portal.
Back to the portal. Aether sense it if I need to, then 1 essence. Or two essences if I don't need to sense.

CMP [5+1=6]
POT [3+1=4]
CMP [4]
POT [2]
CMP [3+1-2=2]
POT [4+1-2=3]

CMP [2]
POT [5+1]
LUCK [10]
CMP [2]
POT [1]

It did not take long for two mages (and a dragon) to find out that portal was not where they left it. Or that they were not where they were. In either case, neither wanted to freeze to death, so Jase reached out to aether to search for the portal. Aftershock of their relatively violent arival had messed up aether curents so, that Jase could only feel that the portal was "close".

"Etszu, maybe you should warp the tree back to its original form. Then mr Tree can return to his forest and we forget all this happened. That's the only way I can see this working. Agreed?"

3 more healing essences, and stay out of melee range from the Treant.

Grundar will try to knock out Endlessblaze before he can cast the spell. Or after. I told him not to fight.
"Absolutely. Though I'm not sure if he'll actually forgive due to the fact that all this started when some of his compatriots attacked me due to my Elders' actions in the old wars. This'll be a bit risky due to lack of essences, but we'd had better hope the hands of Fate roll in our favor just this once."
Etszu attempts to unMeld himself and the Treant.

SPD [3] vs [6-1=5] vs [6-1=5]
CMP [4]
POT [2]
STR [2]
END [5]

CMP [6+1=7]
POT [3+1+1=5]
CMP [3]
POT [2+1+1-1=3]
CMP [3+1-2=2]
POT [4]

Rather than chasing unimpeeded James, treant continued to pummel on Etszu. It's punches were as fleshwarpers atempt to seperate himself, well aimed, but lacking in power. Grundar, as comanded by James endded battle between other two mages by knocking one out cold.

"Please die already, this is dragging too long!"

Switch State aspect between Romanticus's bones and blood. Use all essenses!
USE TELEKINESIS TO THROW A LARGE ROCK OR SIMILARLY BIG OBJECT AT AoshimaMichio

SPD [1] vs [4]
CMP [3]
POT [3+1=4]
END [6]
CMP [5+1+1+1=8]
POT [6+1+2=9]
END [6]

Romanticarnus was first to move, his reflexes gained from combat on several worlds serving him well. But Ishin was using too much power, the stone meant to knock him out just bounced away, unable to interupt mighty streams of magic. Sorcerors right leg was wracked with pain as various veins and arteries in it ruptured from suden solidification of blood. Sorceror colapsed on the ground, and with horor noticed that his right hand was entirely transformed in blood red crystal, bloody carapace covering soft center of bone. It was as if he had angered Khorne again. But it was not the worst he had to endure, through willpower and madness sorceror managed to keep himself from blacking out.

Magical storm that had disapeared for a while, reapeared above forest and decended, blowing through forest at great speed yet mysteriously, inflicting no harm to the trees.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 09, 2015, 06:37:58 am
((Dang it nav! Now the accelerator is going to kill me!))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: AoshimaMichio on March 09, 2015, 07:44:55 am
Ishin was dissapointed. So much power and such paltry results. Hmph, this calls for alternative solution: Stomp his throat flat.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 09, 2015, 08:09:39 am
((Nav you had better protect me, if I die I swear I will sacrifice you to armok.  I will tear out your eyes and force them down your throat. I will tear out your guts and strangle you with them. I will bathe in your blood and slowly cut you apart! SO IF YOU KNOW WHATS GOOD FOR YOU PROTECT ME!))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: DreamerGhost on March 09, 2015, 09:57:11 am
((Nav you had better protect me, if I die I swear I will sacrifice you to armok.  I will tear out your eyes and force them down your throat. I will tear out your guts and strangle you with them. I will bathe in your blood and slowly cut you apart! SO IF YOU KNOW WHATS GOOD FOR YOU PROTECT ME!))

This almost looks like mixing OCC and IC
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 09, 2015, 09:59:59 am
(Yha I might change it to be my thoughts while I'm knocked out, like a sort of dream state but I'm not sure))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: NAV on March 09, 2015, 10:08:10 am
"Things will go better for you if you JUST STOP ATTACKING!"
Summon handcuffs directly onto the treant.

Grundar will defend Blaze from harm, and if necessary knock out Azenfar too.

((Nav you had better protect me, if I die I swear I will sacrifice you to armok.  I will tear out your eyes and force them down your throat. I will tear out your guts and strangle you with them. I will bathe in your blood and slowly cut you apart! SO IF YOU KNOW WHATS GOOD FOR YOU PROTECT ME!))
:)
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: poketwo on March 09, 2015, 01:19:21 pm
QUICKLY TELEKINECKLY PUSH AoshimaMichio AWAY FROM ME
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 09, 2015, 01:43:53 pm
Ishin was dissapointed. So much power and such paltry results. Hmph, this calls for alternative solution: Stomp his throat flat.
QUICKLY TELEKINECKLY PUSH AoshimaMichio AWAY FROM ME

I would bet 3 shards that regardless of the outcome of this turn that ishin will win the battle.

Anyone want to bet against me?
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Andres on March 10, 2015, 03:49:06 am
((Can someone tell me what Grundar is? I kinda skipped through a few pages of this game because it was hard to follow. Is he an ogre or something? Is he armoured? Stuff like that.))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: AoshimaMichio on March 10, 2015, 04:40:17 am
((Can someone tell me what Grundar is? I kinda skipped through a few pages of this game because it was hard to follow. Is he an ogre or something? Is he armoured? Stuff like that.))
((A troll NAV summoned. No armor, but regeneration. Eats humans.)
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Andres on March 10, 2015, 04:48:08 am
"I don't know who you are but that flaming piece of shit lying on the ground tried killing me twice already. You'd better give me a damn good reason why I shouldn't end him right now."
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Sarrak on March 10, 2015, 05:18:08 am
As Kahel was close to volcano and heading towards the desert, warming up wasn't thtat much of a problem.

Search for soul shards, make two essences and continue onwards!
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: DreamerGhost on March 10, 2015, 01:26:08 pm
"I don't know who you are but that flaming piece of shit lying on the ground tried killing me twice already. You'd better give me a damn good reason why I shouldn't end him right now."

Spoiler: Reason (click to show/hide)

Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: XXXXYYYY on March 10, 2015, 01:29:37 pm
"Sigh. Here we go again."
Once more, same as before.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Beirus on March 10, 2015, 01:53:21 pm
Aether sense portal again using the info from previous spell. Use a +1/+1 essence. Then make another essence.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Andres on March 10, 2015, 04:01:27 pm
Azenfar runs off and tries to find the naga. He didn't knock her unconscious so she probably escaped the ship.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: Crimson on March 10, 2015, 07:11:29 pm
Two more force essences.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 12, 2015, 12:26:27 pm
((Looks like the update is late, life problems GM?))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: DreamerGhost on March 12, 2015, 01:11:05 pm
((You know when you can't remember something and decide to go sleep and see if you remember it in the morning? Yeah. Update in 5 mins.))
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: endlessblaze on March 12, 2015, 01:21:40 pm
Heh, almost reminds me of how I don't do home work. I can't remember it at all.
Title: Re: Roll to Magic: Turn 64 Mind over matter
Post by: DreamerGhost on March 12, 2015, 01:28:13 pm
Turn 65

Ishin was dissapointed. So much power and such paltry results. Hmph, this calls for alternative solution: Stomp his throat flat.
QUICKLY TELEKINECKLY PUSH AoshimaMichio AWAY FROM ME

SPD [4] vs [4]
CMP [6]
POT [1+1=2]
STR [4]
DEX [3]
END [4]

Romanticarnus noticed Ishin closing in for mele attack, and sorceror was in no condition to mele. In a rush, he crafted a spell to blast murderous mage away, but he couln't channel power as fast as he used to, injuries caused were grave indeed. Although it may had been for the best, as the spel instead of blasting away Ishin moved sorcceror instead, which was just as good, since between the spell and his own weak dodge Romanticarnus moved out of the way enough that kick meant for his throat hit him in solidified hand, causing no damage greater than tearing away some scraps of cloth.

"Things will go better for you if you JUST STOP ATTACKING!"
Summon handcuffs directly onto the treant.

Grundar will defend Blaze from harm, and if necessary knock out Azenfar too.
"Sigh. Here we go again."
Once more, same as before.

SPD [5] vs [3-1=2] vs [2-1]
CMP [1]
POT [2+1+1=4]
LUCK [9]
CMP [1]
POT [4]
END [5+1=6]
STR [2]
END [6]

Jaames was first, but in his rush he missed an important part of enchantment and what was suposed to be handcufs scatered around the area in form of small steel cubes. Etszu once more atempted to seperate away from the angry ent, but suceeded in only reating a large wound on his chest near the line where flesh and wood met. He had to keep calm and not panic, keep pain from owerwhelming him. It could be worse. A wooden hand slaped fleshwarper acros his face. No, it realy couldn't.
{Bleedout, 5 turns}

As Kahel was close to volcano and heading towards the desert, warming up wasn't thtat much of a problem.

Search for soul shards, make two essences and continue onwards!

SPD [(5+1)/2+1=4]
CMP [3+1=4]
POT [5+1=6]
CMP [4]
POT [5]

There were no shards on the shore, magical energies of destroyed worm seemed to only cling to water.  Leaving demoni horse corpse behind Kahel continued on with his exploration quest. New wonders awaited him! Excited, he traveled all the way to the edge of mini desert before stopping for a breather. Path onwards was still asembling from pieces rising from below anyways.

Aether sense portal again using the info from previous spell. Use a +1/+1 essence. Then make another essence.
Two more force essences.

CMP [3+1=4]
POT [4+1+1=6]
CMP [1]
POT [3]

CMP [5+1=6]
POT [4+1=5]
CMP [2]
POT [3]

There! No wonder they didin't see where the portal was, Jase thought. It was not that large of a structure, no wonder it had snowed all over. it was buried few feet below them. Though they would likely still need to dig it up somehow before making use of it.
Azenfar runs off and tries to find the naga. He didn't knock her unconscious so she probably escaped the ship.

LUCK [8]

Azenfar did not need to travel far in his search, for better or for worse, as it kept the troll somewhat nearby. Mermaid that atempted to kill him moved between the waves between several non-burning ships.

END [3]

Meanwhile, Blaze continued his fist-induced nap.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: XXXXYYYY on March 12, 2015, 03:35:00 pm
"You know, this really is the worst."
Can Etszu at least Warp close the huge gaping hole in his chest?
((Also, broken map.))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: DreamerGhost on March 12, 2015, 03:50:40 pm
((Does it work now?))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: XXXXYYYY on March 12, 2015, 03:52:05 pm
((Does it work now?))
((Nerp))
EDIT:
((huh. link is good & I can see it if i open it in a new tab, so IDK why it's not working here))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: DreamerGhost on March 12, 2015, 03:57:10 pm
((Third time's the charm))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: XXXXYYYY on March 12, 2015, 03:59:07 pm
((Third time's the charm))
((Looks good, if a bit big. Also, the vortex is gone again? Did I miss something?))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: Andres on March 12, 2015, 04:13:56 pm
Call out the naga and try to convince her to join my side again. Tell her that the guy on the ground was the one who lit the ship on fire in an attempt to kill us both.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: DreamerGhost on March 12, 2015, 04:28:36 pm
((Vortex fused with the forest))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: XXXXYYYY on March 12, 2015, 04:32:53 pm
((Vortex fused with the forest))
((Ah.))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: endlessblaze on March 12, 2015, 04:53:44 pm
((Vortex fused with the forest))

when? is it a magic draining forest now?
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: Sarrak on March 12, 2015, 05:35:40 pm
((I thought about getting shards from a daemon-horse, but okay.))

Kahel paused and questioned himself. Was it right just to rush ahead, not really looking around to er... Find something? Preferably not as murderous intended as the horse was... The mage shook his head. It would probably do him no good. So, moving forward it is.

Time to reach the newly-formed plains. And to test my luck searching for something interesting there. If nothing occurs - prepare some more, crafting two essences.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: DreamerGhost on March 12, 2015, 05:52:58 pm
((That's the nasty thing abaut demons - They have already used up their souls))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: Beirus on March 12, 2015, 06:13:44 pm
((Wait, my vortex did what now? How? Why?))

"The portal is underneath us, buried in the snow. We'll have to dig it out."

Two aether essences.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: NAV on March 12, 2015, 09:14:20 pm
((The castle disappeared from the map. Not sure if that's intentional.))

"You know, this really is the worst."
""Yep. Can't say I envy you."

Try again to summon handcuffs onto the treant.
For the next spell, either heal Etszu using a +1/+1 essence or craft a summoning essence, depending on how Etszu's healing spell goes.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: Sarrak on March 13, 2015, 03:17:54 am
((I think that our "island" finally starts to show its true colors. Soon, the landscape would dramatically change.))
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: Crimson on March 13, 2015, 10:23:09 am
"Alright. Maybe something non-magical first."

Create one essence then try to remove as much snow by flapping my force wings.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: AoshimaMichio on March 13, 2015, 10:39:39 am
Pull Temperature out of Romaticus.
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: poketwo on March 13, 2015, 01:24:05 pm
USE CRUSH ON AoshimaMichio
Title: Re: Roll to Magic: Turn 65 How to know if universe hates you
Post by: DreamerGhost on March 15, 2015, 03:47:13 pm
Turn 66

"You know, this really is the worst."
Can Etszu at least Warp close the huge gaping hole in his chest?
"You know, this really is the worst."
""Yep. Can't say I envy you."

Try again to summon handcuffs onto the treant.
For the next spell, either heal Etszu using a +1/+1 essence or craft a summoning essence, depending on how Etszu's healing spell goes.


SPD [1-1=0] vs [4] vs [2-1=1]
STR [1+2=3]
END [6+1=7]
CMP [3]
POT [2+1=3]
CMP [1]
POT [2+1+1=4]
LUCK [1]
CMP [1]
POT [6+1+1-1=7]
END [3]

Treant seemed almost cruel in his puncches, intentionaly pulling punches to prolong fleshwarpers suffering. They inflicted no real damage, but it mattered little to bleeding mage. His own atempts to heal himself fell short - wound twiched and twisted healing on one end and opening in the other. James first spell meant to prevent treant from cotinuing the torture fuzzed out entirely as instead of shacles aether threw out a cloud of mist. Not taking the hint, he atempted to heal Etszu. The spell fumbled away specctacularly this time, cancerous growths exploding around the wound, tearing up skin and muscle.
{Bleedout, 3 turns}

Call out the naga and try to convince her to join my side again. Tell her that the guy on the ground was the one who lit the ship on fire in an attempt to kill us both.

LUCK [2]
STR [6]
DEX [2]
END [1]

It could had been another mermaid. It could be that he was somehow infinitely hatable among their kin. Maybe it was the face. maybe it was the nasty spells he used. No mater the reason, steel trident flew fast and true, hiting mage right in the stomach and puncturing guts in three criplingly painfull wounds.
{Bleedout, 6 turns}

((I thought about getting shards from a daemon-horse, but okay.))

Kahel paused and questioned himself. Was it right just to rush ahead, not really looking around to er... Find something? Preferably not as murderous intended as the horse was... The mage shook his head. It would probably do him no good. So, moving forward it is.

Time to reach the newly-formed plains. And to test my luck searching for something interesting there. If nothing occurs - prepare some more, crafting two essences.

SPD [(1->3+1)/2+1=3]
LUCK [5]
CMP [4+1=5]
POT [6+1=7]
CMP [1->1]
POT [4]

There was hardly anything of interesst in the newly formed lands aside from the way they formed. Same gravel, same sand, same dirt, same grass. Kahel did not need much time to become bored and venture almost to to the edge of the island.

"The portal is underneath us, buried in the snow. We'll have to dig it out."

Two aether essences.
"Alright. Maybe something non-magical first."

Create one essence then try to remove as much snow by flapping my force wings.

CMP [2+1=3]
POT [6+1=7]
CMP [3]
POT [3]

CMP [1+1=2]
POT [1+1=2]
STR [5-1=4]

Crimson took to the air just above the portal and allowed himself to fall almost all the way to the snow before blasting air to the ground with his wings and throwing himself upwards. Few more repeats of this stratedy uncovered portal enough to be used.  "Well done. Mabye you are worthy of flight."

Pull Temperature out of Romaticus.
USE CRUSH ON AoshimaMichio

SPD [6] vs [4]
CMP [1]
POT [2]
CMP [6-1=5]
POT [4+2=6]
END [4]

Ishin was first to strike once more, but in his hury he fumbled a few lines and spell meant to finish off his oponent whifed out. Romanticarnus responded with arcane bindings that constricted Ishin, burning red marks in his flesh, yet aspect mage endured, bindings disipating before they managed to do more damage than few crushed capillaries.

END [5]

On the lakeshore, Endlessblaze woke up with a head hurting as if he had drank a whole tavern yesterday.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 15, 2015, 04:21:05 pm
Throw the trident at endlessblaze and run away.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: DreamerGhost on March 15, 2015, 05:02:51 pm
((Is map working for you guys?))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 15, 2015, 05:24:14 pm
((Nope.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: DreamerGhost on March 15, 2015, 05:27:09 pm
((Hopefuly fix'd))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 15, 2015, 05:35:17 pm
((It's fixed.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: endlessblaze on March 15, 2015, 07:10:42 pm
DODGE THE ATTACK! REATLIATE BY REPEATING MY LAST ATTACK!
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 15, 2015, 07:54:51 pm
Wait, why am I using a trident when I'm a mage? Speed up endlessblaze's heart. Use 1 shard to increase potency and 2 shards to increase CMP. Use 6 shards to increase SPD.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: XXXXYYYY on March 15, 2015, 09:06:09 pm
"Gods Damn it. Just kill me and take my items, because this is gonna kill me one way or another. Either this asshole finally beats my head in, I bleed to death from the fucking gaping wound in my chest, or one of us ends up accidentally gibbing me with a spell. Might as well not let my shards go to waste, and spare me a slow oblivion. May the Flesh Tree grant you and your kin strength, friend."
Use the cancerous growths to make a quick patch for the gaping chest wound.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: endlessblaze on March 15, 2015, 09:15:00 pm
"if we go that route can we split the shards?"
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: XXXXYYYY on March 15, 2015, 09:25:01 pm
"if we go that route can we split the shards?"
"Heh. Don't make me laugh. He's earned it. You most definitely haven't. So no. He gets them all. Just don't bother him when he gets them."
Actually, no. Give all shards to James(?), then Warp treant into oblivion, including self if necessary.

((Is it alright to do a character restart because I've forgotten who the hell he even is, what is really going on, etc etc? (possibly due to my habit of posting at 4AM when I'm running on 1 or less hours of sleep. I really should stop that. Tends to make my memory go to shit.)))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: NAV on March 16, 2015, 12:19:43 am
"I didn't spend all this time healing you just to have you die now. Let me try one last spell before you give up, alright?"

If Etszu agrees to one last try, cast a healing spell to completely restore Etszu to his original form before all the mutations, using all non-chaos healing essences.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Crimson on March 16, 2015, 05:32:01 am
"Thank you for the compliment. Now, shall we head out?"

Create another essence then go through the portal.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: AoshimaMichio on March 16, 2015, 06:49:53 am
"This is getting ridiculous..."

Flashbang or accidental laser; gather Light and release it at my opponent's direction in single pulse. Shield my eyes just before release.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: endlessblaze on March 16, 2015, 07:38:58 am
"I didn't spend all this time healing you just to have you die now. Let me try one last spell before you give up, alright?"

If Etszu agrees to one last try, cast a healing spell to completely restore Etszu to his original form before all the mutations, using all non-chaos healing essences.

"AND IF THAT DOES NOT WORK I WILL SEAL THE WOUND WITH FIREEEE"

"Ahem....but first I need to handle this foolish mage of speed"
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: DreamerGhost on March 16, 2015, 07:52:59 am
((Poor Etszu. Sometimes you have fun, sometimes you are the fun. Yeah, you can roll up a new char if you so desire, I'll just have Etszu lose control to treant completly if you do))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Beirus on March 16, 2015, 10:55:11 am
((So how did my vortex wind up part of the forest?))

Two aether essences, then through the portal.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: endlessblaze on March 16, 2015, 11:06:58 am
((Is it a magic draining forest now?))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Sarrak on March 16, 2015, 11:41:35 am
Maybe, searching for something in newly-emerged land was not very bright idea... But after a moment of hesistation a sudden surge of inspiration struck temperature mage:

"The edge of the world!"

Hurry to the edge! I simply MUST see what's there, down below.

((It's funny how actively searching for trouble brings nothing, while a simple walk in the forest/near the lake can end in fighting for your life...))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: DreamerGhost on March 16, 2015, 01:49:01 pm
((Forest has secrets. And ents. Lots of ents. Ents and secrets. And an ocasional bear, but you are not looking for those.))

Addit:It seems that vote for attacks/round has finaly passed. 1 attack + 1 spell it is.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: XXXXYYYY on March 16, 2015, 02:09:43 pm
((Poor Etszu. Sometimes you have fun, sometimes you are the fun. Yeah, you can roll up a new char if you so desire, I'll just have Etszu lose control to treant completly if you do))
((Ah, thank you. I think I have a short char thing to remind me about WTH the Gambler is lying around here, so I think I'll run him after I watch this to the grisly end.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Beirus on March 16, 2015, 04:05:43 pm
((Forest has secrets. And ents. Lots of ents. Ents and secrets. And an ocasional bear, but you are not looking for those.))

Addit:It seems that vote for attacks/round has finaly passed. 1 attack + 1 spell it is.
((I thought my vortex was supposed to drain those secrets, and preferably ents.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: poketwo on March 16, 2015, 04:54:16 pm
USE BIOMANCY ON AoshimaMichio AND TURN HIS ARM INTO TYRANID GAUNT
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: DreamerGhost on March 18, 2015, 03:37:01 pm
Turn 67

DODGE THE ATTACK! REATLIATE BY REPEATING MY LAST ATTACK!
Wait, why am I using a trident when I'm a mage? Speed up endlessblaze's heart. Use 1 shard to increase potency and 2 shards to increase CMP. Use 6 shards to increase SPD.

{What 6 shards?}

SPD [6+1=7] vs [1]
CMP [4]
POT [2+1=3]
CMP [2+1=3]
POT [2+1=3]
STR [6+1=7]
END [5]

Blaze fired off first, creating a fireball over Azenfar, burning through his clothes and coocking upper layers of skin in places. Acceleratoratempted to respond with a spell of his own, quickening heartbeat of his opponent. Grundar punched Blaze again while he was distracted by something that felt a lot like adrenalin surge, who this time managed to stay concious enough to see troll rushing off toward his adversary.
Azenfar: Bleedout, 5 turns}

"if we go that route can we split the shards?"
"Heh. Don't make me laugh. He's earned it. You most definitely haven't. So no. He gets them all. Just don't bother him when he gets them."
Actually, no. Give all shards to James(?), then Warp treant into oblivion, including self if necessary.

{RNG giveth, and RNG taketh away. It aproves your death.}

LUCK [9]
CMP [6+1=7]
POT [6+1=7]
LUCK [1]

Estzu decided to go test theories of afterlife instead of living in what gradualy swiched to hell. A lump apeared in the wound, continiusly growing, sucking resources from both treant and fleshwarper. After reaching size of two fists pushed together, biobomb explodes violently, tearing flesh and wood apart, flinging bits of organic matter evrywhere and flinging enchanted mace far into the shipwreck lake.
{Total of 10 shards is left on remains of a corpse}

"Thank you for the compliment. Now, shall we head out?"

Create another essence then go through the portal.
Two aether essences, then through the portal.

LUCK [4]
LUCK [10]
CMP [4+1=5]
POT [6+1=7]

CMP [1+1=2]
POT [1+1=2
CMP [1]
POT [2]
{I don't even}

Besides few random fizles of energy discharges, the portal apears to be not working at the moment. before either mage atempts to do something, dragon steps forward. "It apears to have ran out of power. I can help, stand back a bit." It the proceeds to breathe something akin to a jet of gass onto it. When it stops, the portal is covered in rime, and a window back to the mountainside where two had originaly entered apears. "It had ran out of power, you probably had overstayed a bit. No matter, let's move." Two mages and a great beast passed through, into now somewhat unomfortably tight tunnel.

"This is getting ridiculous..."

Flashbang or accidental laser; gather Light and release it at my opponent's direction in single pulse. Shield my eyes just before release.

USE BIOMANCY ON AoshimaMichio AND TURN HIS ARM INTO TYRANID GAUNT

SPD [3] vs [4]
CMP [2-2=0]
POT [1+1=2]
CMP [3]
POT [1+1=2]

Romanticarnus and Ishin stare at each other, for full five minutes, their magic failing in almost every possible way. Crickets pop into existence for the express purpose of signyfying how little is going on.

Maybe, searching for something in newly-emerged land was not very bright idea... But after a moment of hesistation a sudden surge of inspiration struck temperature mage:

"The edge of the world!"

Hurry to the edge! I simply MUST see what's there, down below.


Search for what is under the world returns curious results. few chunks of land float some distance below. Whenever such chunk floats right below the edge, it rises a bit, before falling back down and continuing to drift. What is more interesing, is that there is another island, below the floating bits of land, just like this one. And there is somone there looking surprisingly like Kahel. It is in fact Kahel, as established by wawing a hand to see if the double repeats the action. It does. Strangely enough, nothing but blue sky can be seen above.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: NAV on March 18, 2015, 04:24:07 pm
"No! Dammit! Rest in piece Etszu."
Why must all of James's friends commit suicide?
"You two back off. These shards are mine. Grundar, stop holding back if they attack."

Get the 10 shards. Then immediately use all 12 for a permanent +1 CMP bonus.
Morph the weapon into crossbow-mode. I remember how to do it, shouldn't need to roll.
Anyone who attacks me or tries to steal the shards gets shot in the face with my crossbow, then their lungs and heart sealed with scar tissue, then crushed by my troll.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: endlessblaze on March 18, 2015, 04:43:03 pm
"BUT I NEED TO DEFEND MYSELF!"

"also sorry I could not help save your pal....NOW LET ME KILL THIS GUY!"
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: NAV on March 18, 2015, 04:48:43 pm
"Take. Your. Fight. Somewhere. Else. Both of you. I'm tired of dealing with you."
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: endlessblaze on March 18, 2015, 05:24:04 pm
"fine.....what do you want me to pay you for a fire proof transference bow?"

looks at speed mage-

"i will deal with you later, perhaps if you would be so kind to go back to the portal and wait for me there"
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: XXXXYYYY on March 18, 2015, 05:46:22 pm
LUCK [9]
CMP [6+1=7]
POT [6+1=7]
LUCK [1]

Estzu decided to go test theories of afterlife instead of living in what gradualy swiched to hell. A lump apeared in the wound, continiusly growing, sucking resources from both treant and fleshwarper. After reaching size of two fists pushed together, biobomb explodes violently, tearing flesh and wood apart, flinging bits of organic matter evrywhere and flinging enchanted mace far into the shipwreck lake.
{Total of 10 shards is left on remains of a corpse}
((OF ALL THE TIMES - NOW YOU ROLL A 9 ON LUCK- Bah hah hah hah hah that was amazing.))
((Sorry bout the mace. I most certainly did not intend to make a biobomb, but I think it is a fitting end.))
((I think I'm gonna wait a few more turns before re-entering as the Gambler while I get my sleeping cycle back to a healthy amount.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 18, 2015, 06:06:47 pm
{What 6 shards?}
((Everyone starts with 10 shards. I broke 1 in the ship, I used 1 to increase potency, and 2 to increase CMP. 10-1-1-2=6.))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Sarrak on March 18, 2015, 06:57:06 pm
((Everyone starts with 10 shards.))
((Actually, 5))
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 18, 2015, 07:38:54 pm
((Everyone starts with 10 shards.))
((Actually, 5))
((I don't know how I failed to notice that. Excuse me while I commit sudoku.))
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Crimson on March 19, 2015, 06:31:23 am
"Let's get out of this crowded place."

Get out of the cave while creating two force essences at the same time.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: AoshimaMichio on March 19, 2015, 09:05:41 am
Damn magic, always failing when needed most... Let's go all physical and SNAP HIS NECK!
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: endlessblaze on March 19, 2015, 09:17:35 am
(Also..PRIASE THE RNG! When I get home I think I will build an alter in terraria, something to thank them....the matrial must be somewhat rare or hard to get for a low level char and I should use my new char an worlds....those rolls of mine were great)
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: poketwo on March 19, 2015, 01:14:12 pm
PUMP AoshimaMichio's HEART WITH HEAVILY MUTAGIOUS(think what happens with tzeench's 'blessings' to devout followers, on the scale of a heart, and only attempting to do what my character can do with psyker power) WARP ENERGIES, NOT THROUGH THE BLOOD STREAM THOUGH
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Beirus on March 19, 2015, 02:28:02 pm
((I think Crimson stole my luck.))

Out of the cave. Two more essences.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Andres on March 19, 2015, 04:38:34 pm
Go to the water and extinguish whatever flames I have on me. Leave before a naga decides to hurt me and bandage myself up. Move to the dense forest.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: ATHATH on March 19, 2015, 06:44:08 pm
((Everyone starts with 10 shards.))
((Actually, 5))
((I don't know how I failed to notice that. Excuse me while I commit sudoku.))
I assume that you meant seppuku instead of soduku and that you misspelled it for comedic effect?
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: Andres on March 19, 2015, 06:50:36 pm
((Everyone starts with 10 shards.))
((Actually, 5))
((I don't know how I failed to notice that. Excuse me while I commit sudoku.))
I assume that you meant seppuku instead of soduku and that you misspelled it for comedic effect?
That's a correct assumption.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: NAV on March 19, 2015, 07:25:18 pm
"fine.....what do you want me to pay you for a fire proof transference bow?"

looks at speed mage-

"i will deal with you later, perhaps if you would be so kind to go back to the portal and wait for me there"
"2 or 3 shards should do it."
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: endlessblaze on March 19, 2015, 08:15:20 pm
"I was never good at math....let me think for a moment....ok. It's a deal."

buy bow.

Glare at speed mage. "we finish this out side of james's domain. Our conflict vexes him."

"James, if you wish to hold a serivce for the fleshwarper I could help burry him or something,...though we need to gather the pieces"

after buying the bow help James if he wants, if not go out of the forest with the speed mage, if said Mage attacks before we are out of the forest.  shove a ball of fire down his throat while laughing maniacally
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Andres on March 19, 2015, 08:53:57 pm
Move to the plains.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: DreamerGhost on March 20, 2015, 04:50:45 am
((Plains as in northeast?))
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Andres on March 20, 2015, 04:55:51 am
((North-west))
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: DreamerGhost on March 20, 2015, 06:38:48 am
((That's... what I had intended to write.))
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Andres on March 20, 2015, 07:01:15 am
((Oh wow. There are actually plains in the NE. It's pretty tiny, though.))
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: Sarrak on March 21, 2015, 07:02:37 pm
"So, that's how it is, huh?"

Craft four essences while observing my other self.
Title: Re: Roll to Magic: Turn 67 Innovations in suicide bombing
Post by: DreamerGhost on March 22, 2015, 01:05:15 pm
Turn 68

"No! Dammit! Rest in piece Etszu."
Why must all of James's friends commit suicide?
"You two back off. These shards are mine. Grundar, stop holding back if they attack."

Get the 10 shards. Then immediately use all 12 for a permanent +1 CMP bonus.
Morph the weapon into crossbow-mode. I remember how to do it, shouldn't need to roll.
Anyone who attacks me or tries to steal the shards gets shot in the face with my crossbow, then their lungs and heart sealed with scar tissue, then crushed by my troll.

James wached as two other mages retreated away from his forest, unwiling to risk his wrath. When they moved out of sight, he retrieved soul shards from Estzus corpse, combined them with two he had before and whispered an enchantment that liquidised them in his palms. He drank the liquid shards and knowledge of those before coursed through him. There were uncountable diferences betwen heir work and his, but there were simmilarities too. After surge of memories passed, the knowledge was gone, but several secrets of essense of magic were revealed. Noticing that James was now not bussy and no immediete threat was present, Grundar took the oportunity to hand over five shards he had found in the lake.
"Let's get out of this crowded place."

Get out of the cave while creating two force essences at the same time.
Out of the cave. Two more essences.

CMP [3+1=4]
POT [2+1=3]
CMP [1]
POT [4]

CMP [4+1=5]
POT [3+1=4]
CMP [4]
POT [6]

LUCK [4]
STR [4+1=5]

Walking out of the cave was seemingle neither complicated nor dificult, but one can't apply same standarts for men and house sized reptiles. It took almost ten minutes for the dragon to squeze and wrigle itslef out. Hard scales grated against ancient stone, smoothing them to almost visible sheen.
"Well that is an experience I do not want to repeat. I belong to the skies, not underground like some worm. The air is also somewhat too warm for my liking. Hmf. Let's see if rest of my new domain is just as dissapointing."

Damn magic, always failing when needed most... Let's go all physical and SNAP HIS NECK!
PUMP AoshimaMichio's HEART WITH HEAVILY MUTAGIOUS(think what happens with tzeench's 'blessings' to devout followers, on the scale of a heart, and only attempting to do what my character can do with psyker power) WARP ENERGIES, NOT THROUGH THE BLOOD STREAM THOUGH

SPD [6] vs [3]
STR [3]
DEX [2]
END [3]
CMP [4-1=3]
POT [1+2=3]

As it turns out, snaping necks is a fair bit harder than the assassins make it look like. Though to be fair, they do work out for those sweet abs, and they usualy don't try this on chaos sorcerors. Between Ishins weak atempt and Romanticarnus tough physicue, it was dubious that sorrceror even realy felt anything. But retaliation strike also fell short, as Tzeenech is all but unpredictable, and seemingly amused by the strugle of two spellcasters caused spell to fizzle out.

Go to the water and extinguish whatever flames I have on me. Leave before a naga decides to hurt me and bandage myself up. Move to the plains.
"I was never good at math....let me think for a moment....ok. It's a deal."

buy bow.

Glare at speed mage. "we finish this out side of james's domain. Our conflict vexes him."

"James, if you wish to hold a serivce for the fleshwarper I could help burry him or something,...though we need to gather the pieces"

after buying the bow help James if he wants, if not go out of the forest with the speed mage, if said Mage attacks before we are out of the forest.  shove a ball of fire down his throat while laughing maniacally

SPD [(2)/2+1=2]
SPD [(3+1)/2+1=3]

After buying Bow of transference from James, Blaze followed after Azenfar. They moved slowly, neither trusting another not to stab them in the back if they moved ahead. They walked almost to the other side of shipwreck lake before their nerves could no loger take the strain and duo turned to eachother and took two steps back. Standoff waiting to be broken by action.

"So, that's how it is, huh?"


Craft four essences while observing my other self.

CMP [3+1=4]
POT [6+1=7]
CMP [4]
POT [6]
CMP [4+1-2=3]
POT [5+1-2=4
CMP [2+1-3=0]
LUCK [10] {Power}
LUCK [10] {Area}
LUCK [3] {Temperature}

For the first time since he had forged his staff Kahel tasted failure. He had overextended. He tried to do too much at once. Essense he atempted to create exploded with unparaleld power, chiling air and land for great lenght around him.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Sarrak on March 22, 2015, 01:57:59 pm
"Ah, chilly air. Fresh and frosty. Perhaps I need to limit my ambitions a bit..."

((Map isn't loaded, as always. And what happened to the other me, down below?))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Beirus on March 22, 2015, 03:37:28 pm
((Frosty and chilly? Looks like we know where the dragon is going.))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 22, 2015, 04:55:30 pm
{{It may be time to stop uploading to postimage  :-\ ))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Andres on March 22, 2015, 05:05:57 pm
Heal my bleeding wound.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 22, 2015, 05:19:00 pm
Heal my bleeding wound.

And how exactly do you intend to do that?
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Andres on March 22, 2015, 05:20:09 pm
Heal my bleeding wound.

And how exactly do you intend to do that?
Shirt, pants, rip, bandages, etc.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 22, 2015, 05:22:30 pm
Not exactly "Heal" then. But good luck with that while Blaze stands within 5 steps from you.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: endlessblaze on March 22, 2015, 05:29:33 pm
(are we out of the forest yet? if so)

REPEAT MY LAST ATTACK BECASUE ITS SIMPLE AND EFECTIVE
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: NAV on March 23, 2015, 11:55:42 am
Heal my bleeding wound.
((Need some heeeeeaaaaaaling?))

Push buttons to try to turn my weapon into a sword. Because I still don't have a good melee form for it.
Summon an enchanted shield.
Craft 2 summoning essences.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: AoshimaMichio on March 23, 2015, 12:21:38 pm
Strangle him.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: endlessblaze on March 23, 2015, 12:54:43 pm
Heal my bleeding wound.
((Need some heeeeeaaaaaaling?))

Push buttons to try to turn my weapon into a sword. Because I still don't have a good melee form for it.
Summon an enchanted shield.
Craft 2 summoning essences.


((I swear if you heal him I will incinerate you, the fact I consider us on friendly terms will not stop me from doing so))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: NAV on March 23, 2015, 01:22:54 pm
((I swear if you heal him I will incinerate you, the fact I consider us on friendly terms will not stop me from doing so))
((You mean you will try to incinerate me. Then I will kill you. Please don't try, I don't want to kill you.
Relax, I'm only healing him if he comes to me. I'm not going to go break up your fight.))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: endlessblaze on March 23, 2015, 01:35:01 pm
((I swear if you heal him I will incinerate you, the fact I consider us on friendly terms will not stop me from doing so))
((You mean you will try to incinerate me. Then I will kill you. Please don't try, I don't want to kill you.
Relax, I'm only healing him if he comes to me. I'm not going to go break up your fight.))

((Good point, you would just shoot me with instant cancer....and I'm glad you don't want yo kill me, I like having a good pal in a death match. Of course I will just have to keep my foe from runing to you))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: poketwo on March 23, 2015, 01:56:03 pm
TELKINETICALY PUSH AoshimaMichio ONTO THAT ROCK THAT I USED TO TAKE COVER IN ONCE, AWAY FROM ME
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: AoshimaMichio on March 23, 2015, 02:06:37 pm
TELKINETICALY PUSH AoshimaMichio ONTO A TREE, AWAY FROM ME
((What tree?))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 23, 2015, 04:10:52 pm
((I'm also interested in this newfound tree))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: NAV on March 23, 2015, 07:33:00 pm
((You need a tree? I could grow you a tree.))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Crimson on March 24, 2015, 04:07:34 am
((Beirus, I just hope you can keep the lizard leashed.))

Now for something that is long overdue, reapply the animate modifier once more into the force sword stuck on my right hand so that its easier to control and not dependent on emotions. Do this with the help of 4 essences (+4/+5).
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Andres on March 24, 2015, 04:25:50 am
Not exactly "Heal" then. But good luck with that while Blaze stands within 5 steps from you.
((Really!? That close!? Perfect! I am so glad I brought that knife with me!))

Slash him in the eyes with my knife.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: endlessblaze on March 24, 2015, 05:46:12 am
dodge and continue with my curent attack
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Andres on March 24, 2015, 05:54:51 am
Use my magic to give myself a speed boost. This can only go wrong if my CMP hits 1, so why not? Just in case it wasn't clear, though, I cancel my heal action.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: Beirus on March 24, 2015, 01:13:52 pm
((That's why I'm still making essences. Also, DG, where is my abomination?))

"There is a lake to the northeast. There will probably be some folks there." Jase comments to the dragon.

Two more essences, and fly towards the lake if the Dragon comes along. Otherwise, two more essences and follow dragon. If dragon attacks, then use How To Train Your Dragon 3: Aether harder. 10 +1/+1 essences. Or at least the rest of them if I don't have that many.
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: endlessblaze on March 24, 2015, 01:24:38 pm
Use my magic to give myself a speed boost. This can only go wrong if my CMP hits 1, so why not? Just in case it wasn't clear, though, I cancel my heal action.

((I think that is a variant of tempting fate (http://tvtropes.org/pmwiki/pmwiki.php/Main/TemptingFate) my friend))
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 24, 2015, 01:33:27 pm
(http://suptg.thisisnotatrueending.com/archive/17531839/images/1326493728830.jpg)
Title: Re: Roll to Magic: Turn 68 Drinking secrets past
Post by: DreamerGhost on March 25, 2015, 04:36:19 pm
Turn 69

"Ah, chilly air. Fresh and frosty. Perhaps I need to limit my ambitions a bit..."

Kahel looked down and noticed that his twin was still there, and still in exact same position as he. islands continued their drift. It seemed that universe was not impressed enough by the chill to act.

REPEAT MY LAST ATTACK BECASUE ITS SIMPLE AND EFECTIVE
dodge and continue with my curent attack
Slash him in the eyes with my knife.
Use my magic to give myself a speed boost. This can only go wrong if my CMP hits 1, so why not? Just in case it wasn't clear, though, I cancel my heal action.

SPD [3+1=4] vs [5]
CMP [6]
POT [4]
DEX [4+1=5]
DEX [2]
END [5]
CMP [4]
POT [1+1=2]

Azenfar was first to move and first to draw blood, his magic threw him forward at great speed, his experience with such movement allowing him to remain upright instead of triping and crashing. Although his move was much too fast for Blaze to react, he missed the eyes and left a cut on oponnents' forehead instead. Wound did not bleed to a dangerous degree, but Blaze was left far too surprised and intended fireball barely conjured sparks.
{Azenfar bleedout, 3 turns}


Push buttons to try to turn my weapon into a sword. Because I still don't have a good melee form for it.
Summon an enchanted shield.
Craft 2 summoning essences.


LUCK [8]
CMP [4+1+1-2=4]
POT [4+1+1=6]
LUCK [3]
CMP [5+1+1-1=6]
POT [2+1+1-1=3]
CMP [4]
POT [1]

It did not take long for James to find a combination that reshaped glass cube into
a rather brittle sword. Shield comes out wooden, but with an enchantment to deflecct ranged attacks (-1 power to ranged attacks). Magitech knights order would consider accepting James as a squire if they knew.

Strangle him.
TELKINETICALY PUSH AoshimaMichio ONTO THAT ROCK THAT I USED TO TAKE COVER IN ONCE, AWAY FROM ME

SPD [3] vs [3]
CMP [1-1=0]
POT [2+2=4]
STR [3]
STR [1]
END [3]

Romanticarnus felt a sneaking suspicion that Tzennech might be hating him for some reason (as if a Chaos god would need one) as telekinetic burst meant to throw away his oponent instead manifested as an explosion of force, throwing both of them away. But while Ishin was knocked down on the ground Romanticarnus managed to stay upright, so it was not a total loss, even if his oponent sufered no damage whatsoever.
((That's why I'm still making essences. Also, DG, where is my abomination?))

"There is a lake to the northeast. There will probably be some folks there." Jase comments to the dragon.

Two more essences, and fly towards the lake if the Dragon comes along. Otherwise, two more essences and follow dragon. If dragon attacks, then use How To Train Your Dragon 3: Aether harder. 10 +1/+1 essences. Or at least the rest of them if I don't have that many.
Now for something that is long overdue, reapply the animate modifier once more into the force sword stuck on my right hand so that its easier to control and not dependent on emotions. Do this with the help of 4 essences (+4/+5).

{Your abomination is with you, still folowing}

CMP [2+1=3]
POT [2+1=3]
CMP [4]
POT [6]

CMP [4+4+1=9]
POT [1+5+1=7]

SPD [(4+1)/2+1+1=4.5]
SPD [(6-1)/2+1+1=4.5]
SPD [(3+2)/2+1+1=4.5]

Crimson decided that he had put of fixing his armblades long enough, and set to improving them. With his mastery over annimation, it was a simple enough task. Now a blade of solid force extended all the way over his arm up to the elbow, changing lenghth on comand to extend over kand or leave it free. With that done, now a trio flew off northeast. Even though Crimson had to do his best to keep up, they managed to fly for increadible distance and land between two lakes, not far from two squabling mages. "Oh, it seems that somone prepeared a celebratory feast for my arrival. They even surounded it with some ice, how thoughtfull. Well, it would be very rude to just ignore such effort, so I will go try it out." It would seem that lake full of meat chunks with an island of flesh in the middle caught Dragons attention for now.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 25, 2015, 04:45:28 pm
STAB INTO HIS CHEST AND GIVE MY ARM A SPEED BOOST SO I CAN BASICALLY SMASH THROUGH IT.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: endlessblaze on March 25, 2015, 04:47:04 pm
"GHA CURSE YOU! PREPARE TO BURN!"
EVADE! AND REPEAT THE ATTACK
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 25, 2015, 05:05:02 pm
"BLOOD FOR THE BLOOD GOD!" ((Yes, that's an action.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: poketwo on March 25, 2015, 05:50:36 pm
"BLOOD FOR THE BLOOD GOD!" ((Yes, that's an action.))
I'll go attack you next Khornite, what is the blood god thinking of recruiting psykers? Oh well, at least I may get favor back from Tzeentch, kinda need somewhat reasonable enough reliability to conduct experiments on Sorcery."
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Beirus on March 25, 2015, 05:51:54 pm
((Hey Crimson, you thinking what I'm thinking?))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 25, 2015, 06:14:24 pm
"BLOOD FOR THE BLOOD GOD!" ((Yes, that's an action.))
I'll go attack you next Khornite, what is the blood god thinking of recruiting psykers? Oh well, at least I may get favor back from Tzeentch, kinda need somewhat reasonable enough reliability to conduct experiments on Sorcery."
"What the hell is a Khornite? I'm invoking Armok, God of Blood." ((Yup, rolling out the big guns.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: NAV on March 25, 2015, 06:26:51 pm
Give the shield to Grundar.
Summoning enchanted items sure is working well. Try summoning a ring of luck.
Then summon 3 healing pills. I haven't summoned any of those in a while.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: poketwo on March 25, 2015, 08:42:25 pm
"BLOOD FOR THE BLOOD GOD!" ((Yes, that's an action.))
I'll go attack you next Khornite, what is the blood god thinking of recruiting psykers? Oh well, at least I may get favor back from Tzeentch, kinda need somewhat reasonable enough reliability to conduct experiments on Sorcery."
"What the hell is a Khornite? I'm invoking Armok, God of Blood." ((Yup, rolling out the big guns.))
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 25, 2015, 08:50:34 pm
"BLOOD FOR THE BLOOD GOD!" ((Yes, that's an action.))
I'll go attack you next Khornite, what is the blood god thinking of recruiting psykers? Oh well, at least I may get favor back from Tzeentch, kinda need somewhat reasonable enough reliability to conduct experiments on Sorcery."
"What the hell is a Khornite? I'm invoking Armok, God of Blood." ((Yup, rolling out the big guns.))
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
"Fool! Armok takes no persona for he is Armok, transcending all other gods!"
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: AoshimaMichio on March 26, 2015, 12:48:14 pm
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
"Fool! Armok takes no persona for he is Armok, transcending all other gods!"

((That's some really long range shouting you two are doing here.))


Drag him into lake and drown him. Additionally offer him as a snacks for the dragon.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: DreamerGhost on March 26, 2015, 12:54:54 pm
And from where do you plan drawing the dreams? Your concious mind may not be enough, while your unconcious mind may be difficult to reach?
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: AoshimaMichio on March 26, 2015, 12:56:32 pm
((Ain't the world itself a dream of God?))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: DreamerGhost on March 26, 2015, 01:05:21 pm
Spoiler: Stealing from a god? (click to show/hide)
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: poketwo on March 26, 2015, 01:22:12 pm
((Also, what is about being a psyker for a long time requires?))

just blast him with fire
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: AoshimaMichio on March 26, 2015, 01:55:25 pm
((Right, let's be sensible.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: DreamerGhost on March 26, 2015, 02:41:31 pm
((It is probably for the best. My initial idea was to either decrese CMP (subconciusnes) or POT (conciousness). You basicly wanted to turn part of the world incorporeal immage. All variants had a chance to cause you mental damage on 1.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 26, 2015, 04:17:29 pm
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
"Fool! Armok takes no persona for he is Armok, transcending all other gods!"

((That's some really long range shouting you two are doing here.))
((He started it. >:())
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Crimson on March 26, 2015, 06:47:25 pm
((Hey Crimson, you thinking what I'm thinking?))

((Well, I'm not sure if I'm thinking of the same thing but I can say that things could get messy from this point onwards.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: endlessblaze on March 26, 2015, 07:56:00 pm
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
"Fool! Armok takes no persona for he is Armok, transcending all other gods!"

((That's some really long range shouting you two are doing here.))
((He started it. >:())

((Well we could explain it as "whatshisname" the speed mage providing sped and momentum to the air particles carrying sound waves to reach eachother and then slowing them down before they enter the ear so that the sound is not distorted or absurdly high pitched))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: poketwo on March 26, 2015, 07:58:58 pm
"Follower of the god Khorne. This 'Armok' of yours is likely just another persona he takes on."
"Fool! Armok takes no persona for he is Armok, transcending all other gods!"

((That's some really long range shouting you two are doing here.))
((He started it. >:())

((Well we could explain it as "whatshisname" the speed mage providing sped and momentum to the air particles carrying sound waves to reach eachother and then slowing them down before they enter the ear so that the sound is not distorted or absurdly high pitched))
((ISN'T MY CHARACTER PSYKER? THERE IS THE TELEPATHY DISIPLINE))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Beirus on March 26, 2015, 08:36:41 pm
((Hey Crimson, you thinking what I'm thinking?))

((Well, I'm not sure if I'm thinking of the same thing but I can say that things could get messy from this point onwards.))
((Sounds like we're on roughly the same page.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Crimson on March 27, 2015, 11:32:04 pm
((Still, I'm not 100% sure so do what you must.))

Create three force essences.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Sarrak on March 29, 2015, 12:39:54 am
Deep in thought, Kahel created a few more essences, careful not to do the previous mistake again. Soon, it would be a time to move on...

Three essences.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 29, 2015, 01:43:57 am
((Hey, uh, do you take criticisms for your game? Like, if I didn't like something about the game could I voice those complaints out loud?))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Pencil_Art on March 29, 2015, 01:51:15 am
((Is there a waitlist?))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Andres on March 29, 2015, 01:56:07 am
((Is there a waitlist?))
((There wasn't a waitlist when I joined up. I think you just have to write in a sheet and you'll get to play next round if you get accepted.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: Pencil_Art on March 29, 2015, 01:58:11 am
((Thanks.))
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: DreamerGhost on March 29, 2015, 11:32:10 am
((Hey, uh, do you take criticisms for your game? Like, if I didn't like something about the game could I voice those complaints out loud?))
This is my first time being GM to a RTD, so if you have any sugestions, questions or balance issues, post them, and I'll answer.

((Is there a waitlist?))
((There wasn't a waitlist when I joined up. I think you just have to write in a sheet and you'll get to play next round if you get accepted.))

That is correct, post a charsheet and you're in.
Title: Re: Roll to Magic: Turn 69 The magical number
Post by: DreamerGhost on March 30, 2015, 04:50:08 am
Turn 70

STAB INTO HIS CHEST AND GIVE MY ARM A SPEED BOOST SO I CAN BASICALLY SMASH THROUGH IT.
"BLOOD FOR THE BLOOD GOD!"
"GHA CURSE YOU! PREPARE TO BURN!"
EVADE! AND REPEAT THE ATTACK

SPD [6] vs [4+1=5]
CMP [5]
POT [6]
STR [5]
END [1]
LUCK [6]

Azenfar knew that he did not have much time before bleeding out. His vision already began swiming a bit, breathing beame a bit harder and having a nap seemed like a much better idea than it did mere minutes ago. No! No sleeping yet. Azenfar charged at blaze, his desperate rush empowered by magic. Blaze scrambled to get away, but combined speed of Azenfars charge and magic was too much. With a deafening blast of air, Azenfars fist impactedd upon Blazes' chest, completely pulverizing entire ribcage. Pyromancer fell, never to rise again. Blood god is unimpresed by the sacrifice. Or was he?
{Azenfar bleedout, 2 turns}

Give the shield to Grundar.
Summoning enchanted items sure is working well. Try summoning a ring of luck.
Then summon 3 healing pills. I haven't summoned any of those in a while.


CMP [3]
POT [3+1+1=5]
LUCK [10]
CMP [1]
POT [3+1+1-1=4]
CMP [3+1+1-2-1=2]
POT [3]
CMP [5+1+1-3-1=3]
POT [1+1+1-3=0]

Luck is somewhat hard to quantify and even identify, making creation of lucky objects difficult. While ornamented solid gold ring deorated with an emerald looked realy nice, it had no measurable enchantment on it. Summoning healing pils went no better. First pill was actualy a cube. Made of lead. Second was plain jello with no notable properties whatsoever and third semed to be some sort of soft stone. Had James lost his touch?

Drag him into lake and drown him. Additionally offer him as a snacks for the dragon.
just blast him with fire

SPD [4] vs [2]
STR [2] vs [2]
CMP [1-1=0]
POT [5+2=7]
END [6]
END [1]

Ishin was up and bareling down on Romanticarnus in no time, wanting to quickly finish this he atempted to grab sorceror with intent on drowning him. It proved a mistake, as Romanticarnus knew enough abaut hand to hand fighting to resist Ishins' rather feeble atempt. Yet there was an oportunity here, and sorceror did not hesitate to take it. As he chanted the spell, he placed his left hand upon Ishins' chest. Just as aspect maages' eyes glisened with understanding, his chest glimered with fire, as both oponents were thrown away by ensuing fireball. Romanticarnus left hand had burned to charcoal almost too fast for him to feel pain, but Ishin was far less lucky. His entire chest and stomach alternated between paches of black and crispy brown, torn in places by vaporized water and fat. Something akin to a meteor fell between Ishin and Romanticarnus.

No essences. Instead, take to the skies. Head northwest, towards the place where Romanticus and Ishin are at. Since I can assume that they would probably be wrestling with each other by the time I arrive, attack them both at once with my force spear and force sword by diving from the sky. If the two are too distant from each other for me to get them both in one attack, then I'd strike Ishin first.
Use 6 +1/+1 essences, 1 +1/+2 essence, 4 +1 CMP essences, and 4 +1 POT essences for my anti-magic zone targetting the Hex that Isshin and Romanticus are on.

CMP [2+6+1+4=13]
POT [5+6+2+4+1=18]

LUCK [4]
END [5+1=6]

Unnatural silence surounded area where Romanticarnus and Ishin dueled, it was still as loud as it ever was, but now it felt like some sound was missing. Aether retreated from the area, preventing any magic to be used. Crimson took to the air, and charged forth, weapon in each hand, ready to strike. Only when he entered the zone of silence did he realize a flaw in this plan. As his spear and blade were reduced to a tiny crystal and a tatoo respetively, and gravity caught hold of him, Crimson thanked the fates he thought to turn himself metalised before. With great speed force mage crashed into the ground as a meteor, raising a small loud of dust.

Dragon was too preocupied with meat to notice any of this.

Deep in thought, Kahel created a few more essences, careful not to do the previous mistake again. Soon, it would be a time to move on...

Three essences.

CMP [5+1=6]
POT [3+1=4]
CMP [4]
POT [2]
CMP [6+1-2=5]
POT [4+1-2=3]

Kahel, oblivious to battle in the mainland contined pooling his power.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 05:59:56 am
(Wait I died?.......YOU HAVE GOT TO BE KIDDING ME! The others fight for several turns and it only takes one hit on me(I'm not even counting the cut) to kill me!? And what about my speed roll or dex roll, why is there not one of those)
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: AoshimaMichio on March 30, 2015, 06:02:52 am
"You dare to interrupt us?! We are already running out of time!"

Crimson, or whoever it was who fell in between us, can have aspect of my Wounds.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 06:11:52 am
((Good game. Really really good game.))

Initiate breathing techniques that every martial artist knows from beginner classes to slow my heart rate down while I bandage myself. Thank Armok for my victory.

What kind of loot did I get?
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Yourmaster on March 30, 2015, 06:13:43 am
Name:Alex Raman
Affinity: Demon summoning
Description(optional): Wears a cat suit up until the head, where he wears a fedora.
STR=0
DEX=0
SPD=0
END=0
POT=12
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: poketwo on March 30, 2015, 06:14:29 am
"I am finally wining this, and someone else turns up to kill me? Truly there is a warp-god of luck, and it fucking hates me."
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 06:20:58 am
(Wait I died?.......YOU HAVE GOT TO BE KIDDING ME! The others fight for several turns and it only takes one hit on me(I'm not even counting the cut) to kill me!? And what about my speed roll or dex roll, why is there not one of those)
((My natural SPD roll of 6 beat your 4+1=5. This natural roll was then further empowered by my perfect magic roll which probably cancelled whatever chance you would've had at launching an attack before I got to you. This is just my guess, though.))

EDIT: ((Maybe you had the 6 on the SPD roll? I don't know - they're both the same colour. Either way my magic roll would've cancelled what small advantage you got from the SPD roll. Again, though, this is just a guess.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 06:38:22 am
(Wait I died?.......YOU HAVE GOT TO BE KIDDING ME! The others fight for several turns and it only takes one hit on me(I'm not even counting the cut) to kill me!? And what about my speed roll or dex roll, why is there not one of those)
((You got no dodge because Azenfar got 6 on SPD and then a perfect spell roll. That punch was jet powered. Then as a bonus you rolled 1 on END. It was Falcon Punch against jello.))

Name:Alex Raman
Affinity: Demon summoning
Description(optional): Wears a cat suit up until the head, where he wears a fedora.
STR=0
DEX=0
SPD=0
END=0
POT=12

You have 8 points to spread around, not 12. Demon summoning is ok, but keep in mind that anything you summon will be temporary, possibly 1 turn or less.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 06:51:41 am
(Wait I died?.......YOU HAVE GOT TO BE KIDDING ME! The others fight for several turns and it only takes one hit on me(I'm not even counting the cut) to kill me!? And what about my speed roll or dex roll, why is there not one of those)
((You got no dodge because Azenfar got 6 on SPD and then a perfect spell roll. That punch was jet powered. Then as a bonus you rolled 1 on END. It was Falcon Punch against jello.))

Name:Alex Raman
Affinity: Demon summoning
Description(optional): Wears a cat suit up until the head, where he wears a fedora.
STR=0
DEX=0
SPD=0
END=0
POT=12

You have 8 points to spread around, not 12. Demon summoning is ok, but keep in mind that anything you summon will be temporary, possibly 1 turn or less.

...wow....just....wow.....azenfar I may have underestimated you....or maybe the random number gods just like to mess with me. BUT BY THE POWER OF META I WILL HAVE REVENGE!

Excuse me while I formuate a new character
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 07:14:09 am
((His chances to do this were 20/46656, to do this and live 10/46656. Thats ~0.04% and ~0.02% respectively. RNG looked upon you and decided that you were not worthy.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 07:20:00 am
((....I seriously had a 99.98% chance of dying from doing that!? How could Armok not be pleased by that display!? Yes I know it was from a LUCK roll but shhh.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 07:22:37 am
(Sweet mother of truth)
 :o
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 07:30:46 am
((....I seriously had a 99.98% chance of dying from doing that!? How could Armok not be pleased by that display!? Yes I know it was from a LUCK roll but shhh.))

((...Kinda. Rolling 6 STR instead of 5 would had taken a turn off your bleedout timer, making you as good as dead. If you rolled anything but perfect, Blaze would still be alive, and either kill you or stall you enough for blood loss to finish you off.

10/36 chance to win innitiative, 1/36 chance to get spell perfectly, 1/6 chance to gain enough str without killing himself and 1/6 chance for blaze to get 1 END.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 07:37:39 am
((....I seriously had a 99.98% chance of dying from doing that!? How could Armok not be pleased by that display!? Yes I know it was from a LUCK roll but shhh.))

((...Kinda. Rolling 6 STR instead of 5 would had taken a turn off your bleedout timer, making you as good as dead. If you rolled anything but perfect, Blaze would still be alive, and either kill you or stall you enough for blood loss to finish you off.

10/36 chance to win innitiative, 1/36 chance to get spell perfectly, 1/6 chance to gain enough str without killing himself and 1/6 chance for blaze to get 1 END.))

You know at this point I'm thinking you should make exception for the prayer roll and just have armok grant him a boon. This was insanely lucky but also the kinda thing armok would love.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: poketwo on March 30, 2015, 07:43:24 am
((....I seriously had a 99.98% chance of dying from doing that!? How could Armok not be pleased by that display!? Yes I know it was from a LUCK roll but shhh.))

((...Kinda. Rolling 6 STR instead of 5 would had taken a turn off your bleedout timer, making you as good as dead. If you rolled anything but perfect, Blaze would still be alive, and either kill you or stall you enough for blood loss to finish you off.

10/36 chance to win innitiative, 1/36 chance to get spell perfectly, 1/6 chance to gain enough str without killing himself and 1/6 chance for blaze to get 1 END.))

You know at this point I'm thinking you should make exception for the prayer roll and just have armok grant him a boon. This was insanely lucky but also the kinda thing armok would love.
Maybe make a roll of who go the prayer. There are many who call themselves "God of blood"

Have a 6 be Khorne
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 07:50:35 am
((....I seriously had a 99.98% chance of dying from doing that!? How could Armok not be pleased by that display!? Yes I know it was from a LUCK roll but shhh.))

((...Kinda. Rolling 6 STR instead of 5 would had taken a turn off your bleedout timer, making you as good as dead. If you rolled anything but perfect, Blaze would still be alive, and either kill you or stall you enough for blood loss to finish you off.

10/36 chance to win innitiative, 1/36 chance to get spell perfectly, 1/6 chance to gain enough str without killing himself and 1/6 chance for blaze to get 1 END.))

You know at this point I'm thinking you should make exception for the prayer roll and just have armok grant him a boon. This was insanely lucky but also the kinda thing armok would love.
Maybe make a roll of who go the prayer. There are many who call themselves "God of blood"

Have a 6 be Khorne
((Please not this. I already had an extremely small chance of survival, I'd hate to get a 1 on this d6. Just take the 6 I got from the LUCK roll and consider it a prayer to Armok, yes? Then add whatever boon you might give me.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 08:05:35 am
For some, surviving when chance to die is 99.98% would be enough. But whatever.

YOU ARE NOW A FOLLOWER OF GOD OF BLOOD

You now gain 2 +1 essenses of physical stat(s) of your choice with each kill.
Armok thirsts for blood! Kill somone to advance your worhip rank further.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 08:10:04 am
Ohhhh....he gets a very nice boon, it will make his death all the more challenging, and all the more satisfying....if he can stop his bleeding, (nav don't help him, I want to see what he comes up with to save himself)

Of course if he dies from blood loss it's also a satisfying death becasue
A.im the resaon he is bleeding to death

B. I will get to laugh about how he got a boon from armok God of blood, only to die to his wounds in the next seconed,

Whatever happens it will be fun.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 08:51:49 am
Of course if he dies from blood loss it's also a satisfying death becasue
A.im the resaon he is bleeding to death

B. I will get to laugh about how he got a boon from armok God of blood, only to die to his wounds in the next seconed,

Whatever happens it will be fun.
A. A naga with a trident is the reason I'm bleeding to death. B. Armok giveth and Armok taketh away. Whatever happens will certainly be !FUN!
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 08:55:47 am
Of course if he dies from blood loss it's also a satisfying death becasue
A.im the resaon he is bleeding to death

B. I will get to laugh about how he got a boon from armok God of blood, only to die to his wounds in the next seconed,

Whatever happens it will be fun.
A. A naga with a trident is the reason I'm bleeding to death. B. Armok giveth and Armok taketh away. Whatever happens will certainly be !FUN!

Oh...I thought it was from burning you and makeing you bleed from that....

I will still be satisfyed that my combat with you kept you from bandaging or asking nav for help...
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 08:59:25 am
Of course if he dies from blood loss it's also a satisfying death becasue
A.im the resaon he is bleeding to death

B. I will get to laugh about how he got a boon from armok God of blood, only to die to his wounds in the next seconed,

Whatever happens it will be fun.
A. A naga with a trident is the reason I'm bleeding to death. B. Armok giveth and Armok taketh away. Whatever happens will certainly be !FUN!

Oh...I thought it was from burning you and makeing you bleed from that....
With a high enough POT you probably would've ended up cauterising my wound.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 09:02:10 am
Of course if he dies from blood loss it's also a satisfying death becasue
A.im the resaon he is bleeding to death

B. I will get to laugh about how he got a boon from armok God of blood, only to die to his wounds in the next seconed,

Whatever happens it will be fun.
A. A naga with a trident is the reason I'm bleeding to death. B. Armok giveth and Armok taketh away. Whatever happens will certainly be !FUN!

Oh...I thought it was from burning you and makeing you bleed from that....
With a high enough POT you probably would've ended up cauterising my wound.

Good point....hey wait. How long does it take someone to burn to death anyways? And how exactly does that kill them.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: NAV on March 30, 2015, 09:08:26 am
Summon enchanted adamantine armour of aether defense. Use all non-chaos summoning essences.
Then 2 healing essences.
Make sure my weapon is shifted to crossbow mode.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 09:17:30 am
Try again for a ring of luck.
Try again for 3 healing pills.


Please find my body and mourn me....please?
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 09:20:21 am
((Would you mind if I drank your corpse? I'm hoping I can get fire powers that way.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 09:34:48 am
((Kinda the point of the game, but by the power of meta my next char will be a friend of endlessblaze a hunt you down, and I will take back my shards))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 09:43:28 am
((Would you mind if I drank your corpse? I'm hoping I can get fire powers that way.))

Hahaha. No.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 09:44:40 am
You need to use my shards.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 10:31:52 am
Anyways...new char!

Name:flare
Affinity: metal
Description:a friend of the Mage known as endlessblaze. He sensed the death of his friend through a magic bond, And so he entered portal. His ways of thinking and personality are quite similar to blaze. His blue eyes seem to pierce the darkness. He and and blaze often forged things together.
STR=2
DEX=0
SPD=2
END=1
POT=3
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Sarrak on March 30, 2015, 10:40:53 am
((Really, interesting things happen all around, mages pledge themselves to the ancient gods and talk with dragons... And Kahel sits on the edge of the world, lasily trying to find the meaning behind this island existance. But - no more!))

"Well, it was an interesting observation. Yet, I lack means to further my knowledge here. Hm... What to do, what to do..."

Kahel turned his gaze back to the newly-formed lands and main island body that laid behind. It was time to return.

Walk back to the lake. Observe surroundings.

((Can I create an item that would passively chill surroundings? I'm thinking about some kind of a mantle (from the hide of some beast?) that would make my presence quite uncomfortable for others.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 11:15:54 am
((Sure thing Mr. Arthas))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: XXXXYYYY on March 30, 2015, 01:45:17 pm
((
@endlessblaze: Just saying, using the power of meta for any purpose, especially revenge, is generally seen as poor form. It blurs the line between character and player, and in an environment like this one, it's almost to be expected that you'll lose one or two mages- possibly to another person, like you did. You give off the feel of being personally insulted by them killing your character, which is not really a good thing. ))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 02:00:19 pm
((
@endlessblaze: Just saying, using the power of meta for any purpose, especially revenge, is generally seen as poor form. It blurs the line between character and player, and in an environment like this one, it's almost to be expected that you'll lose one or two mages- possibly to another person, like you did. You give off the feel of being personally insulted by them killing your character, which is not really a good thing. ))

Nhaaaa I don't feal insulted I just like to be dramatic and it gives me something to do, rather than just wander the map randomly. And I give in-character reasons for my knowlage or why I do what I do.

In this case my new character was a pal of my old one and sensed his death via magical bond.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Yourmaster on March 30, 2015, 02:07:31 pm
Change my 12 to an 8.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: NAV on March 30, 2015, 03:49:46 pm
((DreamerGhost, maybe you should consider giving people penalties to major injuries. Give them a -1 to each roll that uses the injured part. Because right now people can just ignore most injuries. It would make my healing services in higher demand.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 30, 2015, 04:06:10 pm
((
@endlessblaze: Just saying, using the power of meta for any purpose, especially revenge, is generally seen as poor form. It blurs the line between character and player, and in an environment like this one, it's almost to be expected that you'll lose one or two mages- possibly to another person, like you did. You give off the feel of being personally insulted by them killing your character, which is not really a good thing. ))

And I give in-character reasons for my knowlage or why I do what I do.
((Are you Stirk? He used the word 'knowlage' instead of 'knowledge' just like you do.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 05:19:59 pm
((I considered that option and rejected it, as he did not chose guns affinity.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Crimson on March 30, 2015, 06:05:36 pm
"Sorry for the interruption but its time to brawl!"

Charge and strike Ishin first with a punch.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Beirus on March 30, 2015, 06:08:53 pm
Send Abomination to attack the other guy. Also, make 2 essences.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: poketwo on March 30, 2015, 06:21:48 pm
((I considered that option and rejected it, as he did not chose guns affinity.))
((He still likes anime, and probaly would hide his liking of guns if He wanted to use another account)) 
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 07:29:31 pm
((How abaut we don't question alternative names of Lovecraftian lunch and focus on good things instead?))

Alex and flare have been added to main charsheet! If you post your actions, they will be done in next tick. And since I somehow forgot to mark the spawn point, it is hex of grass directly west from red collored lake.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Yourmaster on March 30, 2015, 07:48:14 pm
Summon a demon and let it possess me, first of all. Gotta get dem stat points.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 30, 2015, 07:54:24 pm
Summon a demon and let it possess me, first of all. Gotta get dem stat points.
Err... Last guy who atempted possession went around for ten ticks being bichslaped with no control over his body before an explosive suicide. Also, you may summon something incompatible with material body, resulting in decreased stats. It's risky is what I'm saying. You might still succed, but you can also fail in many hillarious ways. I reccomend reading on Essenses and doing this with a massive boost.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 07:56:18 pm
"mmmm.....so then what should I do first. maybe I will take vengeance for blaze? ha. he probably started a fight he could not handle, he may be cautious most of the time but the prospect of more magic power is just to much for him.  hehehe....rest in peace friend."

"it might be better to......well whatever I do I need to be armed""

create a steal short sword

Summon a demon and let it possess me, first of all. Gotta get dem stat points.

((this is going to be hilarious, the least you could do is specify that you want to summon a good, or neutral demon. have fun going crazy.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Yourmaster on March 30, 2015, 08:25:45 pm
I'm doing it anyway, because high risk high reward.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 30, 2015, 11:28:59 pm
((
@endlessblaze: Just saying, using the power of meta for any purpose, especially revenge, is generally seen as poor form. It blurs the line between character and player, and in an environment like this one, it's almost to be expected that you'll lose one or two mages- possibly to another person, like you did. You give off the feel of being personally insulted by them killing your character, which is not really a good thing. ))

And I give in-character reasons for my knowlage or why I do what I do.
((Are you Stirk? He used the word 'knowlage' instead of 'knowledge' just like you do.))

Just have seen this question.

My response. Who is stirk?
Dreamers comment  about afinity makes me think he was in this game but I just can't recall seeing that name..
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Beirus on March 30, 2015, 11:32:05 pm
((Stirk  has a rotating avatar with all pictures involving guns. That's all I know, though.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Andres on March 31, 2015, 12:22:10 am
((Stirk is a guy on the forums that DreamerGhost and I played Ye Gods with. At one point, he made a typo by writing 'obviose' instead of 'obvious' and my god called him out on it. After that, he always said 'obviose' and it became his god's thing.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 31, 2015, 08:39:02 am
((Stirk is a guy on the forums that DreamerGhost and I played Ye Gods with. At one point, he made a typo by writing 'obviose' instead of 'obvious' and my god called him out on it. After that, he always said 'obviose' and it became his god's thing.))

((Lol you know, gun affinity does sound cool, but it's a bit to limited for me....but with metal.....))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Sarrak on March 31, 2015, 10:53:27 am
((Stirk is a guy on the forums that DreamerGhost and I played Ye Gods with. At one point, he made a typo by writing 'obviose' instead of 'obvious' and my god called him out on it. After that, he always said 'obviose' and it became his god's thing.))

((Lol you know, gun affinity does sound cool, but it's a bit to limited for me....but with metal.....))
((Metal affinity will end horribly for you. Most affinities do, in fact, but still, metal is too broad. And if it's broad - specifics cost dearly...
As for gun affinity, it has one major flaw - ammo. I don't think it would be an easy task to acquire some that fit into previously-created gun. You can probably create a stockpile of guns to choose from, but still.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: NAV on March 31, 2015, 10:58:53 am
((Ammo wouldn't be too bad. Just summon a loaded gun.))
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 31, 2015, 11:03:37 am
((Stirk is a guy on the forums that DreamerGhost and I played Ye Gods with. At one point, he made a typo by writing 'obviose' instead of 'obvious' and my god called him out on it. After that, he always said 'obviose' and it became his god's thing.))

((Lol you know, gun affinity does sound cool, but it's a bit to limited for me....but with metal.....))
((Metal affinity will end horribly for you. Most affinities do, in fact, but still, metal is too broad. And if it's broad - specifics cost dearly...
As for gun affinity, it has one major flaw - ammo. I don't think it would be an easy task to acquire some that fit into previously-created gun. You can probably create a stockpile of guns to choose from, but still))
Are you so sure about that?

What's to stop me from throwing a small peace of metal in the air and....let's say....send it flying at you?
(Move -1 at player -1 fast -1 useing affinity +1) my metal affinity makes it so that I only get a minus 2.

Or maybe gathering all the metal in your body to a single point and then yanking it out? Oh sure I might get maluses for saying your body or single point. But i don't think its that bad.

So tell me. What affinity can you come up with that would be better?

((Ammo wouldn't be too bad. Just summon a loaded gun.))

Or....
"Create ammo for gun"

i would analyze the maluses for that but I got stuff to do.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 31, 2015, 11:52:55 am
No ammo. It involves stuff that is not technicly metal. However, crosbows would work, and throwing an iron bolt would take no malus, unless you decided to improve it in some way.

Pulling out all metal from a body is a 20/20 spell as there are no saves that would allow anyone to survive such instagib worthy damage to all organs.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 31, 2015, 12:10:13 pm
What do you mean by saying its 20/20?

Are you talking about chances of killing or chances of casting or some other chance?
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on March 31, 2015, 12:29:42 pm
You need total 20CMP and 20POT for spell to work. The steep price is because if the spell suceeds, the opponent dies, no saves, no healing, no second chances.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on March 31, 2015, 01:23:34 pm
Ahhhhh......
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on April 01, 2015, 11:06:54 am
I have found an accurate video representation of Azenfar killing Blaze (https://www.youtube.com/watch?v=m7RosIoQisA)
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on April 01, 2015, 11:29:12 am
funny.

I cast threat to upadte!
Useing threats on the gm, I attempt to Increase the rate of updates for one turn!

(-sarcasm--- What could possibly go wrong right? /sarcasm)
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on April 01, 2015, 12:27:15 pm
(http://s9.postimg.org/v925666vj/Untitled.png)
I wonder what

Technicly I could, but I find that it is better to keep a schedule more or less.

Do you mean more updates or just "next update nao"?
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: endlessblaze on April 01, 2015, 01:09:50 pm
More like, today is the day you normally update so could we get it quickly becasue the wait is killing me. Knowing it's so close.....yet so far.....
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: Sarrak on April 01, 2015, 02:18:56 pm
I have found an accurate video representation of Azenfar killing Blaze (https://www.youtube.com/watch?v=m7RosIoQisA)
Heh, quite accurate in my opinion.
Title: Re: Roll to Magic: Turn 70 Hand cannon
Post by: DreamerGhost on April 01, 2015, 03:08:14 pm
Turn 71

"You dare to interrupt us?! We are already running out of time!"

Crimson, or whoever it was who fell in between us, can have aspect of my Wounds.
Calmly force much nearby warp energies into Crimson's heart to achieve an effect

then right after that find some cover to hide myself behind

"Sorry for the interruption but its time to brawl!"

Charge and strike Ishin first with a punch.
Send Abomination to attack the other guy. Also, make 2 essences.

SPD [4] vs [6] vs [3-1=2] vs [2]
LUCK [2]
STR [5-1=4]
END [5+1=6]
STR [2]
END [1]
CMP [5+1=6]
POT [6+1=7]
CMP [2]
POT [2]


Romanticarnus was first to move and first to be dissapointed and surprised. No matter how hard he tried, the power that almost won him the fight was gone. Not entirely gone, but it was now just out of his reach. Same as cover, since with only one working leg and no usable arms, sorceror was all but unable to move anywhere. A strange creature emerged from behind the stone Romanticarnus had used as cover, as if any more fear needed to be added to a man who was left powerless and immobile. but the figure did emerge and it looked like a nightmare made real, a barely humanoid figure seemingly molded from molten flesh. It was as if somone had reworked lower part of a human into a ball of flesh while melting evrything else until skin began revealing flesh beneath. Worse of all, it did not seem intending to outright kill, it wanted to prolong his suffering, as it shown by begining it's work by breaking off a few crystalised blood fingers.

Ishin was second to find out that his clever plan to heal and kill at the same time was foiled by complete disipation of magical energies. That taunt now sounded rather hollow, especialy when he saw his opponent. A figure emerged from the dustcloud, humanoid in form but seemingly made entirely out of iron. The figure leaped over to aspect mage and punched him in the chest, seeking to crush the ribcage. Miraculously, bones did not break with this first hit, but a new wave of pain rolled over hellples mage.

Jase casualy stood outside antimagic field, amazed by incompetence of evryone inside.

Initiate breathing techniques that every martial artist knows from beginner classes to slow my heart rate down while I bandage myself. Thank Armok for my victory.

What kind of loot did I get?

END [2]

The most common problem with using martial arts techniques is same as with using magic. You first need to know how. It worked out more or less okay, as wound was bleeding less, but it was still bleeding. Azenfar grabed the bow off Blazes' corpse and began wondering where to go next.
{Bleedout, 3 turns}

Summon enchanted adamantine armour of aether defense. Use all non-chaos summoning essences.
Then 2 healing essences.
Make sure my weapon is shifted to crossbow mode.


CMP [4+1+1-3+1+2=6]
POT [5+1+1+2+1=10]
CMP [4+1+1-1=5]
POT [6+1+1-1=7]
CMP [2]
POT [6]

James was woried by return of Jase and Crimson. The two had gained great power while they were gone, as shown by the fact they returned with a dragon. This could get realy ugly realy fast, and so he had to prepeare.  From relative safety of his forest, he conjured an ornate adamantine armor to repell Aether magic. Knowing that even best defence isin't infallible, he prepeared some essenses for healing as well.

"Well, it was an interesting observation. Yet, I lack means to further my knowledge here. Hm... What to do, what to do..."

Kahel turned his gaze back to the newly-formed lands and main island body that laid behind. It was time to return.

Walk back to the lake. Observe surroundings.

SPD [(3+1)/2+1=3]
LUCK [4]

Moving back to the mainland proved unevenful for Kahel, despite dry desert sands he found himself in middle of. Nothing but dunes of yellow sand and strange heat, yet Kahel knew he was not far from his curent goal.


With new death, new chalengers apear.  {As always, collor can be changed if you want}

Alex Raman the demonologist, Master of pits and tamer of hellhounds entered the battlefield. Known broker of dark powers beyond mortal realms, he would call upon all to win this day.

Flare, known far and wide for his power over metals, desired by many for his talent to outfit armies within a day. Today he brings darker and more direct methods, for nothing is too underhanded for a prise as one that awaits.

Summon a demon and let it possess me, first of all. Gotta get dem stat points.

CMP [3]
POT [2+2=4]

It would seem that first demon summoned by Alex was too weak to stay within this realm. No matter, creatures of the dark were plentifull, and waters had to be tested first.

"mmmm.....so then what should I do first. maybe I will take vengeance for blaze? ha. he probably started a fight he could not handle, he may be cautious most of the time but the prospect of more magic power is just to much for him.  hehehe....rest in peace friend."

"it might be better to......well whatever I do I need to be armed""

create a steal short sword

CMP [2-1=1]
POT [3+1=4]

You create a steal shortsword. It steals limbs from oponents.

Flares' first try was a dud, well mostly. That steel cube had some sharp edges, but was in no way shortsword. It would seem that proper weapon would take a few tries, though there was a guy relatively nearby with a realynice steel greatsword.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Yourmaster on April 01, 2015, 03:14:41 pm
 "How unfortunate. At least there's more slaves to be had." Try again.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: endlessblaze on April 01, 2015, 03:15:29 pm
shape the cube into a short sword.

HEY YOU WITH THE BIG SWORD! WHATS YOUR NAME?!
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: DreamerGhost on April 01, 2015, 03:20:48 pm
(Sword guy is Alexander, marked pink)
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: AoshimaMichio on April 01, 2015, 03:25:23 pm
Time to run. Away from the iron man. Once I can feel magic again and if the iron man is still near me then steal Density from his armor and apply it into my arms. (( HEY HEY! HIDDEN ACTION HERE!! ))
((Anti-magic? Is the damned vortex here?))
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: poketwo on April 01, 2015, 04:23:03 pm
(Sword guy is Alexander, marked pink)
((Do warp portals still work? as in, subcoming to what a psyker would eventually become without being astronoiconed'?))
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: NAV on April 01, 2015, 04:45:07 pm
First James uses 6 shards to increase his endurance stat.
Then he walks up to Azenfar and says

"Hi. I'm James, sorry about our introduction. You look like you could use some healing."
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Andres on April 01, 2015, 05:02:42 pm
"I'm Azenfar, and I really could."

((No karate lessons when he was a kid? ;)))
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: DreamerGhost on April 01, 2015, 05:21:41 pm
((No, you were learning how to use magic to fly))
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: NAV on April 01, 2015, 05:22:58 pm
"Alright. If you're willing to offer anything in exchange, that would be great. Maybe one shard?
I'll heal you either way."
Fully heal Azenfar.
Then craft 2 more healing essences.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Andres on April 01, 2015, 05:50:39 pm
((No, you were learning how to use magic to fly))
((And here I thought he was learning to flash step! Shame magic works differently in this world. ;D))

"Alright. If you're willing to offer anything in exchange, that would be great. Maybe one shard?
I'll heal you either way."
Fully heal Azenfar.
Then craft 2 more healing essences.

"Deal."
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Crimson on April 01, 2015, 07:23:24 pm
Don't let him get away! One more strike and since he's running away, aim it at his back.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Sarrak on April 03, 2015, 02:18:15 pm
Continue the travel. May the luck be with me this time!
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Beirus on April 03, 2015, 02:46:17 pm
Abomination needs to quit playing around and end him. Two more aether essences.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: DreamerGhost on April 03, 2015, 04:33:31 pm
Minor warning: Don't panic.

I will be away from computer during the weekend, update will come monday.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: Sarrak on April 03, 2015, 05:18:21 pm
Start running around in panic. Screaming gibberish.
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: FallacyofUrist on April 04, 2015, 01:30:09 pm
FallacyofUrist cancels lurk on forums: interrupted by Roll to Magic!

Name: No (that actually is his name, yes, No is his name)
Affinity: The Evil Eye (causing physical or mental harm by glaring or staring at target)
Description: He defies description, but his black cloak with many pockets is very obviously his defining feature.
STR:0
DEX:1
SPD:2
END:2
POT:3

(I would like to mention that I am new to these forums and I would appreciate any guidance I can get.)
Title: Re: Roll to Magic: Turn 71 Mocking the (half)dead
Post by: DreamerGhost on April 06, 2015, 04:59:48 pm
Turn 72

"How unfortunate. At least there's more slaves to be had." Try again.

CMP [6]
POT [2+2=4]
LUCK [3]

Raman refused to venture forth without at least some demonic enchantment, calling again for a general deamon to be used as a boost. This time, results were more impresive, but not by much. One that he summoned was traped within daemonollogists right leg, coloring it sicly purple, yet resulting in absolutely no other changed properties.

shape the cube into a short sword.

HEY YOU WITH THE BIG SWORD! WHATS YOUR NAME?!

CMP [6+1=7]
POT [2+1=3]
Spoiler (click to show/hide)

Despite Flares' atempts, steel refused to take up a shape of a proper weapon. It changed form into a hexagon, which was kinda closer to a shape of a sword, but still not realy usefull and still with razor sharp edges. Could it be that fate prefers maces? The guy with proper sword did not react to ferromancers shouting, maybe he was lost in thought, maybe he was just too far to hear.

First James uses 6 shards to increase his endurance stat.
Then he walks up to Azenfar and says

"Hi. I'm James, sorry about our introduction. You look like you could use some healing."
"Alright. If you're willing to offer anything in exchange, that would be great. Maybe one shard?
I'll heal you either way."
Fully heal Azenfar.
Then craft 2 more healing essences.


CMP [4+1+1=6]
POT [2+1+1=4]
CMP [2+1+1-1=3]
POT [6+1+1-1=7]
CMP [6]
POT [1]
CMP [5+1+1-3=4]
POT [4+1+1-3=3]

Deal made, James got to work. It was surprisingly rarely that he had a chance to practice benevolent side of his skills in this place. He began by fixing gaping wounds in Azenfars' chest, as he was close to bleeding out from these. The spell was almost enough to fix the damage, but not quite. Second spell had a bit too much power and slight lack of control, resulting in any wounds Azenfar had being quickly closed off by cancerous cells. Oh well, if he wins and acends, then he won't need to worry abaut such things as cancer. Neither will he wory if he get's killed, but James remained positive.

Don't let him get away! One more strike and since he's running away, aim it at his back.
Abomination needs to quit playing around and end him. Two more aether essences.
BECOME A PORTAL TO THE WARP, ALL SHARDS USED TO DO SO
Time to run. Away from the iron man.Once I can feel magic again and if the iron man is still near me then steal Density from his armor and apply it into my arms.

SPD [5-1=4] vs [6] vs [2] vs [5]
STR [2]
END [2]
END [2+1=3]
STR [2-1=1]
END [4]
CMP [3]
POT [5+2+10+5=22]
LUCK [1]

CMP [4+1=5]
POT [6+1=7]
CMP [3]
POT [4]

Crimson struck again, and once more Ishin shruged off the punch with no damage. Was it because he now moved slower and couldn't get the momentum? Was the null field affecting his metalized body? Even though his opponent was in too much pain to move, Crimson could not inflict any reasonable damage.

Despite Jases' encouragment, abomination continued smacking sorceror just hard enough to hurt. It would prove to be it's undoing, as Romanticarnus realised something. Even it this damned silence, there was still a source of power. Even with his body mangled, it still had a use. Sacrifice. He began by igniting shards he had with magical flame, shaped the purpose of the spell, and then threw his own soul into the mythical flames. Dormant chaos energies of essense he had once coaxed from warp portal burned too, but they were diferent. Crafted from power that once belonged to Malal they rebeled, distrupting purpose of the spell and transforming it all into raw destructive power. Burning power instantly burned both abomination and Romanticarnus to ash, but as it spread outwards, null field took efect. Two spells of great power fought violently before both dissipated, destroying eachother uterly. Unnatural silence dissapeared, as Crimson regained his wings and tools.
{!Null field gone!}

Continue the travel. May the luck be with me this time!
SPD [(3+1)/2+1=3]
LUCK [4]

Kahel continued his trip back, once more fairly uneventfull all the way to the end. As he stood next to the shore of blood filled lake, he noticed that something huge and invisible was burned away by a pale flame. Few mages were located near this anomaly, and likely would be able to tell more.

No, the warlock of Untherkan entered the arena. Some would make jokes abaut is name. They would usualy soon notice that somone was looking at them, a cold unblinking gaze. Few would survive five minutes after noticing. Rest would actualy have time to feel regret.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: endlessblaze on April 06, 2015, 05:08:26 pm
((hehehehe remind me to never take a healing affinity, and to always make sure anyone that heals me uses essences))

"........ok now im starting to get angry...."
TRY AGIAN! CHANNEL MY RAGEEEEEEEEEE
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: poketwo on April 06, 2015, 05:34:16 pm
Respawn
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 06, 2015, 05:35:27 pm
Respawn

As what would you like to respawn?
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: Andres on April 06, 2015, 05:39:59 pm
((Concerning endlessblaze's turn, he got a 7 in CMP and a 3 in POT. Wouldn't it make more sense that he got a perfectly-shaped sword but it was smaller than intended (i.e. dagger-sized) or not made of good metal?))

".....Did you seriously just give me cancer?"
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 06, 2015, 05:41:55 pm
((If he was summoning, yes, but he was trying to reshape a cube.))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: FallacyofUrist on April 06, 2015, 05:49:00 pm
No appeared on the surface of the world. Looking around, he noticed two other mages in his general vicinity. (Correct me if I'm wrong.) Two at once was a bad idea, but an alliance could bring many benefits, including the death of the other mage. "Excuse me, mr. purple leg, would you like to team up and kill that other guy?", he said, indicating the other mage who seemed to be getting angry.  "As for the terms, we split all shards 50/50 and loot is subject to negotiation."

If yes, then glare out non-ally mage's Achilles' tendons using the Evil Eye, causing them to be rather torn.

If no, head off in a random direction while making three Evil Eye essences.

Otherwise... continue talking with purple leg mage.

Edit: If purple leg mage doesn't respond, create three Evil Eye essences, and meditate a bit, trying to focus on the secrets of this world.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: poketwo on April 06, 2015, 07:41:13 pm
((my previous character))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: XXXXYYYY on April 06, 2015, 07:44:21 pm
((Okay, considering that I managed to both wake up and go to sleep at a reasonable hour the past few days, I think my sleep's good enough to rejoin as the Gambler. Sheet, with slight edits:
Spoiler: The Gambler (click to show/hide)
))
Examine area, distance self from dangers, 2 essence.
((Also, lotsa people blowing themselves up these days.))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: NAV on April 06, 2015, 11:12:08 pm
".....Did you seriously just give me cancer?"
"Sorry. Shouldn't cause you any real problems. Here's your shard back anyway."
Give Azenfar his shard back.

Then bring Endlessblaze's body to the forest and bury it.
Make 3 healing essences.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: Crimson on April 07, 2015, 12:32:12 am
"..."

Stab Ishin with my force spear.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: AoshimaMichio on April 07, 2015, 03:56:36 am
How about reverse healing and giving Crimson my Wounds.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 07, 2015, 09:16:28 am
((my previous character))

((I'd preffer you wouldn't. While characters are pretty non-existant as they are, I'd preffer people to keep some investment in them, instead of just returning them from death. Kinda woried that it may be the first step to suicidal spite bombing.))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: poketwo on April 07, 2015, 01:10:21 pm
((my previous character))

((I'd preffer you wouldn't. While characters are pretty non-existant as they are, I'd preffer people to keep some investment in them, instead of just returning them from death. Kinda woried that it may be the first step to suicidal spite bombing.))
((I promiss I'll only do those things when I'm at a loss on other ways to creatively fuck up others when I'm certin I'll die

And I also have a reason why I respawned))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 07, 2015, 01:22:10 pm
((Eh, if somone decides to abuse suicide bombing, I'll just have them roll 1's for erything. Though I would still prefer you to roll a new mage. Tell you what, you do a write up of your revival, and I'll have your character sheet added back. Keep in mind that your soul has been used up as fuel.))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: poketwo on April 07, 2015, 01:56:19 pm
((k, will do so when home))
Sadly for Malal, even though the soul died, the conscious did. Romanicarnus had a Old Ones device that can snatch up his conscious (and soul in good scenarios) right before he dies and then be able to make a new soul(if necessary) and body. Until then, he would be totally blank to the warp until his minions snatch enough humans to basically turn into some kind of weird soul thing that the machine to meld into an exact copy of Romanticarnus's soul. Also, If the user is in an far off alternate dimension/universe(any alternate universe), they forget all the experiences they had in the time between last entry and death .The reason why Romanticarnus's doesn't use it for many more dastardly schemes? Well, he is more interested in the sorcery aspect of Tzeentch than petty plots. 

"Now after that long recovery time, why don't I see what had killed me, and then get that damned titan prototype back."
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 08, 2015, 04:12:39 pm
Three people (Beirus/Jase, Sarrak/Kahel, and Yourmaster/Alex) haven't posted an action yet. As such, I will move update to tomorow this one time, as we had a shorter time period since Turn 72. Afterwards, those who haven't posted an action will be left idle.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: Sarrak on April 08, 2015, 04:42:39 pm
Move to the other side of the lake (closer to warring mages) while crafting three essences. Use northern shore.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 08, 2015, 04:54:17 pm
The waring mages would be?
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: Sarrak on April 08, 2015, 07:23:56 pm
((Oh, I suddenly realized that I couldn't see that they battle from the other shore. Thanks.))

Walk around the lake anti-clockwise and greet the first mage I'll meet. Make three essences.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 08, 2015, 07:27:00 pm
(( I somehow mistok you for Beirus. You kinda can see other side of the lake, though it is obstructed a bit by a flesh island and a dragon.))
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: endlessblaze on April 08, 2015, 07:41:23 pm
island? since when I thought it was a lake full of blood?
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: Beirus on April 08, 2015, 10:18:05 pm
Thought I had done something.
Title: Re: Roll to Magic: Turn 72 Artistic suicide contest
Post by: DreamerGhost on April 09, 2015, 05:41:33 pm
Turn 73

"........ok now im starting to get angry...."
TRY AGIAN! CHANNEL MY RAGEEEEEEEEEE


CMP [4+1=5]
POT [3+1=4]

Hexagon of steel reshapes itself, becoming thinner, one side becoming rounder while other becomes flatter. After spell finaly loses its power, Flare can finaly consider himself armed. The steel sword is well balanced, nicely ornamented and properly sharp.

No appeared on the surface of the world. Looking around, he noticed two other mages in his general vicinity. (Correct me if I'm wrong.) Two at once was a bad idea, but an alliance could bring many benefits, including the death of the other mage. "Excuse me, mr. purple leg, would you like to team up and kill that other guy?", he said, indicating the other mage who seemed to be getting angry.  "As for the terms, we split all shards 50/50 and loot is subject to negotiation."

Edit: If purple leg mage doesn't respond, create three Evil Eye essences, and meditate a bit, trying to focus on the secrets of this world.

CMP [3+1=4]
POT [2+1=3]
CMP [3]
POT [1]
CMP [6+1-2=5]
POT [3+1-2=2]

Purple mage seemed to be lost in thought, possibly arguing with inner demons, quite likely, literaly. As such, No too focused inwards, colecting power for later use.

".....Did you seriously just give me cancer?"
"Sorry. Shouldn't cause you any real problems. Here's your shard back anyway."
Give Azenfar his shard back.

Then bring Endlessblaze's body to the forest and bury it.
Make 3 healing essences.


SPD [(4)/2+1=3]
CMP [5+1+1=7]
POT [5+1+1=7]
CMP [5+1+1-1=6]
POT [3+1+1-1=4]
CMP [2]
POT [1]

James gave Azenfar his shard back, and tw mages parted ways, each going off to a diferent forest. Azenfar went off to the west as James draged Endlessblazes' corpse back to treehouse forest for burial. Another passing mage dead, another pit and another body returned to land. How many more would reach same fate? Possibly enough to break the rusted shovel James used, but it did not stop the healer from doing what's right.

"..."

Stab Ishin with my force spear.
How about reverse healing and giving Crimson my Wounds.
Manipulate the aether to disrupt or suppress Isshin's ability to cast. 3 +1/+1 essences
And make another aether essence.

SPD [1-1=0] vs [5] vs [5+1=6]
CMP [1+3=4]
POT [6+3+1=10]
STR [2-1=1]
END [6]
{I was giving you a hiden bonus of +2 to STR rolls this entire time as it is metal against bone. Dice gods hate you.}

Jase quicly understood the ramifications of silence field dissipating. Even with an insurmountable physical advantage that Crimson had, all that Ishin needed was one well placed spell to turn this around. restoring whole field would be wasteful, so aether mage opted for more personal silencing spell. Spell was successful, but in his haste he allowed power run wild a tad too long, and suffered from same inability to cast as Ishin.
{Ishin and Jase silenced, 2 turns}

Crimson meanwhile, renewed his assault on Ishin, now that his weapons were working again, there was no reason not to use them. Force spear struck straight into sternum, magic weapon clashing against bone, yet against all odds, bone emerged victorious, as force spear slid away leaving only a scrach. Sufering from yet another strike upon burned flesh ishin wondered if some gods were feeling particularly nasty today and just towards whom exactly.

((Oh, I suddenly realized that I couldn't see that they battle from the other shore. Thanks.))

Walk around the lake anti-clockwise and greet the first mage I'll meet. Make three essences.

SPD [(4+1)/2+1=3.5]
CMP [4+1=5]
POT [2+1=3]
CMP [4]
POT [5]
CMP [1->1+1-2=0]
LUCK [6] {Power}
LUCK [1] {Temperature}

Kahel moved out towards other side of the lake. Somone had to know what that dragon was doing here. It felt nice to walk over lush grass after the desert sands, brief as that experience was. The first mage that Kahel met did not seem to be in the mood for questions though. ke seemed to be screaming and cursing, and even though Thermomancer could had sworn that at least half of the curses were actual spellwords, not even a spark of magic apeared. Leaving the angry mage alone for a while, kahel opted to craft a few more essenses. But this time his obsidian staff failed to save him from backlash of a failed spell. Frost colected around thermomancers' left leg, chiling to the bone and freezing even some of the blood solid.

A new chalenger entered the arena... and another returned.
Mysterious mage known only as The Gambler steped through the portal, so certain of his victory, dressed in clothes of fashion and toying with his favored dice in one hand. But truthfully, why would a man capable of twisting fate itself feel fear?

Chrisicus Romanticarnus returned to the arena, seemingly with no knowledge of what had happened to him before. Would this fresh copy be more favored by fate? Time would tell.
{You get one copy, after this one any other new Romanticarnus will consider dying again not worth it}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Crimson on April 09, 2015, 06:25:31 pm
"I don't get this at all..."
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: XXXXYYYY on April 09, 2015, 06:32:52 pm
"Hmm. This seems like a rather dangerous place to be, what with the mage density bein' so high an' all. Even if nobody's tryin' to kill yah, a fumbled spell most certainly will, if ya not lucky, of course."
The Gambler heads northwest, trying to find a nice peaceful, flat spot on the plains, hopefully on top of a small hill. He makes 2 essences as he walks.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 09, 2015, 06:34:25 pm
"I'm not sure his sanity is focused... or existent, really. Hmpph." No noticed another mage step through. "Another one."

Head off to the south. Create three more Evil Eye essences. In the event I am followed by a hostile, use my chaotic essence and my +1cmp essence in a Glare in their direction which will cause rapid atrophy of their muscles.

(funny how you can see nos in many words if you look.)

Edit: If YourMaster tries punching my face, use chaotic essence and +1 cmp essence to atrophy his arms rapidly.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: NAV on April 09, 2015, 07:15:05 pm
Fly to the flesh island in the middle of the blood lake. Loot!
Make 3 more healing essences.

While I'm away, ask Grundar to clean up the gory mess left behind by Etszu.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Yourmaster on April 09, 2015, 07:53:27 pm
Punch nearest face in anger.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 09, 2015, 09:18:46 pm
"ahhhhh finally it wo-ploting to kill me while standing so close? fool. wait......is that....the mage of the evil eye!? as inclined as i am to see if the rumours of his power are true i had best not risk it...."

while no is distracted attack with my sword slashing his eyes. if i miss then follow it up by moveing my sword through the air at him (my sword is metal after all)


((just how many of us have angered the random number gods))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 09, 2015, 09:28:50 pm
Does anyone know any magical affinities that'll help me flash step?

EDIT: Can 'kamehameha' be counted as a magical affinity?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 04:45:02 am
Andres, you thrice damned fanboy...

Teleportation and force.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Beirus on April 10, 2015, 05:05:37 am
Jase notices the mage next to him, turning to face him. "Ah, hello there. Come to watch the fight as well? It looks to be an interesting one. And I suppose your leg is like that from magical backlash?" He greets Kahel.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 05:07:14 am
Andres, you thrice damned fanboy...

Teleportation and force.
:P

Ok, so I googled the definition of 'force' to see how it might help with flash-stepping in a way that acceleration can't. At first it seemed to be the same thing as acceleration but then I realised the difference is that force is the enacter of acceleration. So...while having acceleration lets me freely change the acceleration of things that already have it, force will let me create acceleration in the first place, leading to the conclusion that it's....totally useless. Everything already has acceleration - I don't need to create it on my own.

Teleportation could work, but I'm not sure if it would be any safer than using only acceleration. On a 1CMP:6POT for acceleration, my internal organs liquefy. On a 1CMP:?POT for teleportation, I'll appear missing almost-certainly useful parts of my body, up to and including my head.

EDIT: Acceleration-based flash step might even be safer because on a bad magic roll I can still roll END to see if I survive or remain unharmed.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 06:57:34 am
The force was for your kamehameha. Chi is term too broad for me to alow it, but you can roleplay Goku with force.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 07:25:57 am
A concentrated ball of force would make for a very powerful weapon, plus it's something I can't do with acceleration without getting a -1 or two in there. Not only that, but I can also increase the power of my physical/unarmed attacks without the chance of self-damage, unlike with acceleration. Ok, DreamerGhost, you've convinced me. If I can't find a magical affinity that'll make flash-stepping safer for me, I'll get force instead. Either that or I'll play a force character if Azenfar dies.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 07:28:08 am
Inb4 Crimson goes supersayan.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 07:31:12 am
OH! IS FINAL FORMS A MAGICAL AFFINITY?

EDIT: Sorry, it's just I've been meaning to ask this for weeks but I kept on forgetting the question. Also, how does enchanting work in this game?

EDIT2: Oh crap. I just looked at the character sheet to confirm a suspicion I had about your comment, and apparently I just gave Crimson more ideas of how to use his affinity to kill people. Scite!
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 08:20:46 am
No, final forms are not a legit afinity. You have to craft yours first.

Enchantment basicly means ataching a spell that does something when something happens. Ex. explodes when hit. If you try to flat out "make it better" you get to roll luck, and if you roll low enough  clockwork SCP agents apear and beat you up with 910 mm long brass rods.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: ATHATH on April 10, 2015, 09:23:41 am
"Hmm. This seems like a rather dangerous place to be, what with the mage density bein' so high an' all. Even if nobody's tryin' to kill yah, a fumbled spell most certainly will, if ya not lucky, of course."
The Gambler heads northwest, trying to find a nice peaceful, flat spot on the plains, hopefully on top of a small hill. He makes 2 essences as he walks.
Have you considered making your character's God the RNG (allows a reroll on anyone's roll once per x turns, perhaps)?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: AoshimaMichio on April 10, 2015, 10:08:10 am
"Iron man. Explain your reason to interrupt our fight!"
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Sarrak on April 10, 2015, 10:31:08 am
"Dammit. Backlash, again? Seems like heating up is in order..."

Kahel turns to other mage and respectfully nods to him:

"Greetings. It's good to see the mage population of this island blooming and youths fighting... Still, could you explain me why this man is trying to kill my teammate?"
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Beirus on April 10, 2015, 02:46:03 pm
"Is your teammate that burned, crispy one? He was fighting somebody else, I guess metal man thought it was a free for all when we showed up with that dragon over there. The other guy blew himself up, though. And the metal man doesn't seem to be trying very hard to kill your teammate. He's just been poking him a bit. Maybe they're just playing tag or something."
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: XXXXYYYY on April 10, 2015, 02:56:44 pm
"Hmm. This seems like a rather dangerous place to be, what with the mage density bein' so high an' all. Even if nobody's tryin' to kill yah, a fumbled spell most certainly will, if ya not lucky, of course."
The Gambler heads northwest, trying to find a nice peaceful, flat spot on the plains, hopefully on top of a small hill. He makes 2 essences as he walks.
Have you considered making your character's God the RNG (allows a reroll on anyone's roll once per x turns, perhaps)?
((I was gonna have him pray to Fortuna (after creating enough luck) actually, but I might do that instead. A god of luck for sure though.))

((He's totally gonna have a bunch of luck-based gear though. Most of it probably to stop the RNG from smiting him/me as per usual. Vriska bow anyone? :P))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 10, 2015, 04:15:03 pm
At a certain level of power, luck ceases to matter. Just wait till I stop your heart using 15 Evil Eye essences. Or Jason (is that his name?) summons a nuke. Jacob?

Edit: James. That guy.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 04:46:08 pm
James seems to be happy by simply showin that he can powergame harder than anyone else, but not actualy do it. He created a 20 meters tall blinged out adamantine mech, used it to kill a(n avatar of a) god, and then left without even looting the corpse.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 10, 2015, 04:48:29 pm
((ima make me a mech later. metal affinity should help.....but I would love some others to go with it...))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Beirus on April 10, 2015, 04:50:19 pm
((Avatar of a god? Now I really wish I had been around to tame that worm. A dragon is a decent consolation prize though.))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 04:57:41 pm
So I can spend 7 shards to buy a non-magical minion. To what extent does that apply? Can I summon a space marine? They're non-magical, after all. What about a Bear Titan?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 10, 2015, 05:16:56 pm
I roll a d10 and you get something based on result. Space marine, even at their dying-to-gaunts worst are top rolls tier.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: poketwo on April 10, 2015, 05:24:40 pm
Go towards the lake
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Sarrak on April 10, 2015, 05:40:15 pm
"Eh, simply playing? Then, surely, you wouldn't mind if I join them? Atmosphere here is surely in dire need of heating..."
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Beirus on April 10, 2015, 06:16:44 pm
"That dragon came from a land of snow and ice. I don't think it would appreciate a rise in temperatures."
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 10, 2015, 07:02:51 pm
((ima make me a mech later. metal affinity should help.....but I would love some others to go with it...))

That is, presuming you can survive me. It occurs to me that whoever wins this duel and kills the other will have enough shards for one more affinity. A good start for either of us. Wish I made more essences first.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 07:17:46 pm
((ima make me a mech later. metal affinity should help.....but I would love some others to go with it...))
You'd probably need more than an affinity for metal to make a mech. Electronics, fuel, engineering, weapons, etc.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 10, 2015, 07:23:10 pm
((James got a mech with just one affinity. I also said that more affinities would help. and I never said I would not need a lot of essences))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 07:33:03 pm
"Build" and "summon" are two different things. How did James get his mech? You need a lot of technical expertise to build a mech, something you probably don't have considering I apparently don't even get white-belt martial arts training.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 10, 2015, 07:41:02 pm
"im attacking no right now. I can kill him and use the shards to gain summoning affinity."
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 10, 2015, 07:49:43 pm
Just to be clear, DreamerGhost, I'm not complaining that I didn't get martial arts training. I think it's a good way to keep everyone balanced and to prevent people from getting super-OP starting skills and steamroll everyone with them.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 10, 2015, 07:50:25 pm
Disregard earlier action post.

"Well, good sir, your aggressiveness may get you one of the best rewards- or let you pay the ultimate price. Shall we find out? You no, wait, you know I would have left you be if you had decided against attacking me and the good purple-legged sir had decided not to join me. Do not jest about my name. But anyway... your death cometh, good sir. I will share the shards given by this fool's death with anyone who aids me substantially with his death."

Use all three of my essences to hit the sword-wielding mage with a Glare of Withering, causing his body to rapidly wither away. Just to be clear, the sword wielding mage who is trying to kill me, not any of the other sword-wielding mages. If he survives that conscious, dodge his attacks. If he survives that in any other state, crush his throat with my boot.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 10, 2015, 07:56:03 pm
Disregard earlier action post.

"Well, good sir, your aggressiveness may get you one of the best rewards- or let you pay the ultimate price. Shall we find out? You no, wait, you know I would have left you be if you had decided against attacking me and the good purple-legged sir had decided not to join me. Do not jest about my name. But anyway... your death cometh, good sir. I will share the shards given by this fool's death with anyone who aids me substantially with his death."

Use all three of my essences to hit the sword-wielding mage with a Glare of Withering, causing his body to rapidly wither away. Just to be clear, the sword wielding mage who is trying to kill me, not any of the other sword-wielding mages. If he survives that conscious, dodge his attacks. If he survives that in any other state, crush his throat with my boot.

((should have made that secret action so you would not know I was taking advantage of your inattention.....))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Sarrak on April 10, 2015, 07:59:05 pm
"Really? Then, should we appease him a little bit?"

Ignoring his frostbitten leg for a while, Kahel freezes the iron man, using ALL his essences.

((Let's find what will happen.))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 10, 2015, 08:07:38 pm
Disregard earlier action post.

"Well, good sir, your aggressiveness may get you one of the best rewards- or let you pay the ultimate price. Shall we find out? You no, wait, you know I would have left you be if you had decided against attacking me and the good purple-legged sir had decided not to join me. Do not jest about my name. But anyway... your death cometh, good sir. I will share the shards given by this fool's death with anyone who aids me substantially with his death."

Use all three of my essences to hit the sword-wielding mage with a Glare of Withering, causing his body to rapidly wither away. Just to be clear, the sword wielding mage who is trying to kill me, not any of the other sword-wielding mages. If he survives that conscious, dodge his attacks. If he survives that in any other state, crush his throat with my boot.

((should have made that secret action so you would not know I was taking advantage of your inattention.....))

Well I had a contingency in my first action post that would have resulted in your being very atrophied anyway. So mini-poll here: which do you think is worse, having your character be very atrophied or very withered?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 10, 2015, 08:08:32 pm
((idk, they both sound Fun!))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 01:18:41 am
Is there a penalty when you roll more than one spell in a turn?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: NAV on April 11, 2015, 01:19:36 am
Yes. -1 to CMP and POT for each spell you cast.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 01:21:46 am
So if you cast two spells, will only the second spell have the penalty or will both?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: NAV on April 11, 2015, 01:23:02 am
Only the second.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 01:25:16 am
-snip-
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 07:22:51 am
A concentrated ball of force would make for a very powerful weapon, plus it's something I can't do with acceleration without getting a -1 or two in there. Not only that, but I can also increase the power of my physical/unarmed attacks without the chance of self-damage, unlike with acceleration. Ok, DreamerGhost, you've convinced me. If I can't find a magical affinity that'll make flash-stepping safer for me, I'll get force instead. Either that or I'll play a force character if Azenfar dies.

A little suggestion for you: if you really want to flash step, just get the kido affinity.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 07:34:55 am
A little suggestion for you: if you really want to flash step, just get the kido affinity.
A shunpo affinity would be better, especially since it translates to "flash step". Actually, can I get that affinity?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 08:16:49 am
You can't shoot energy blasts using only shunpo affinity. I feel the kido affinity would be more versatile. But it's your choice.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 08:25:37 am
I looked up kido on the Bleach wiki and flash step isn't mentioned there.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 08:27:28 am
Okay then, go with soul reaper powers affinity. The roleplay possibilities here are endless-think about it.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Andres on April 11, 2015, 08:38:03 am
Hollow powers affinity would be better, I think. I get final forms, giant lasers, Spanish-named techniques, and I get stronger whenever I eat my enemies.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 08:41:40 am
I don't think James or Jase, either of them, could survive just one ordinary cero. Much less the Cero Obscuras.

Edit:

DreamerGhost, would you mind if I nominate this for the hall of fame? I think it's worth it.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 11, 2015, 10:41:06 am
*Hall of fame

Don't realy feel for or against it. On one hand, why the heck not, on the other, I saw Einsteinian Roulette and Roll to Magic realy doesn't seem worthy to be in the same place.
Do as you wish, it is decided by votes of those interested anyways.

*Hollow/Shinigami powers

Remember all those mooks that get rekt every time a battle breaks out? You'd hardly be any better than that. If I allowed those. And I won't, since neither are particularly magical, incorporating great physical strenghth/speed. They are not magic enough is what I'm saying.

*Mechs and starting abilities

All mages start with general knowledge of all universes. But no technical knowledge. So you know how to play alien trombone, but not play it well or how it works. Yeah, summoning can be rather OP. Then again, NAV has been unabusively powergaming, and he's not terminator with a dragonmancer. What i'm saying is, you people should powergame more. Seriously, Whaz and Worm lie (mostly) unlooted. I roll every tick to see is something horibly wrong happens via some random animmal trying to eat those shards.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: NAV on April 11, 2015, 11:11:29 am
Y'know what? I'm gonna go loot the worm. Changed my action.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: AoshimaMichio on April 11, 2015, 11:15:13 am
"No answer, huh? Fine."

Pray god of healing to heal me a bit.
Run away from the iron man. Towards Kahel.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Sarrak on April 11, 2015, 01:19:15 pm
((I feel deeply sorry for anyone to loot a corpse of shadow wizard. Really, which mage would pass that awesome weapon he has? Normally, no one without proper knowledge. All in all, a potent deathtrap.

By the way, what happened to the castle on the map? I think no one goes there because there are no objects of interest. If you would re-add it - some players would go and explore. Maybe myself included.))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 11, 2015, 01:21:12 pm
yha.....and whatever happened to that throne?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 01:27:08 pm
I think that vector mage might have destroyed, or at least devastated, the castle. Poof goes the throne.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 11, 2015, 01:31:39 pm
By the way, what happened to the castle on the map?

Spoiler (click to show/hide)

I never notticed it dissapeared. It will be back next tick.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 01:32:51 pm
((Avatar of a god? Now I really wish I had been around to tame that worm. A dragon is a decent consolation prize though.))

Mind if I sig this? I need something or other to go in my sig-slot.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 11, 2015, 01:44:54 pm
By the way, what happened to the castle on the map?

Spoiler (click to show/hide)

I never notticed it dissapeared. It will be back next tick.


lol, this is not the first time we have told you it vanished you know.....its been gone since like.....a few turns after the secret portal changed the world around us.

at first we assumed the changes had removed it.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 11, 2015, 01:58:36 pm
I haven't noticed that it was missing because nothing happened there. It turns out nothing happened there because i didin't notice it was missing.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Beirus on April 11, 2015, 02:19:11 pm
((Avatar of a god? Now I really wish I had been around to tame that worm. A dragon is a decent consolation prize though.))

Mind if I sig this? I need something or other to go in my sig-slot.
It's fine with me.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 02:35:52 pm
By the way, is there something which means you can't see your own sig? Because I can't see mine.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: BlitzDungeoneer on April 11, 2015, 02:36:55 pm
Perhaps you didn't save your profile?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 02:46:02 pm
Saved it... now I have a semi-sig. Blast it.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: NAV on April 11, 2015, 02:54:48 pm
Blitz! Have you returned?
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 11, 2015, 02:55:24 pm
Amazingly enough, your character Alexander is still alive.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 11, 2015, 03:00:57 pm
Saved it... now I have a semi-sig. Blast it.

quote it in a post then copy what shows up, paste that to your profile.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 11, 2015, 03:09:09 pm
Ah. Thank you. Your death will be humane as a result.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: ATHATH on April 12, 2015, 12:39:22 pm
I am tempted to be a character with an armageddon affinity, sit in a corner making essences (auto-ed so that everyone forgets about me), then unleash a 20/20 game-map destroying event, but this game is too good for me to want to destroy.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: Sarrak on April 12, 2015, 01:16:40 pm
I am tempted to be a character with an armageddon affinity, sit in a corner making essences (auto-ed so that everyone forgets about me), then unleash a 20/20 game-map destroying event, but this game is too good for me to want to destroy.
((Heheh... Affinity of 'the end' would be a great one. Still, trying to call armageddon is very difficult. Actually, it's much easier to cause it accidentally.))
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 12, 2015, 01:42:30 pm
I am tempted to be a character with an armageddon affinity, sit in a corner making essences (auto-ed so that everyone forgets about me), then unleash a 20/20 game-map destroying event, but this game is too good for me to want to destroy.
I had an idea of somone picking mountains as an afinity and basicly being unable to cast anything with safe range smaller than half a mile, but armagedon also works.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 12, 2015, 02:17:01 pm
you could go with power of the void.

some fiction has power of the void as power of creations becasue creation comes from nothingness....

you could unmake the world but i would rather go with void blades and blast an-ok ihave convinced myself, if i die agian my next affinity is void.....

Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 12, 2015, 03:58:47 pm
Turn 74


SPD [1+1=2] vs [2] vs [6-1=5] vs [3+1=4]

CMP [3+1+2+6+1-2=11]
POT [4+1+2+3+1+4=15]
LUCK [7]
END [3+1=4]
LUCK [6]
CMP [1->4+2+3+1+1+1-1=11]
POT [3+1+4+1+3+1=13]
LUCK [7]
END [6]

Crimson decided that enough was enough. If some bastard above was so determined to foil clean and simple kill, they would get something larger to deal with. Using power collected during the trip through the portal he unleashed one of more destructive spells that were still intended for single targets. Powers of gravity shifted and distorted, forming a tight ball around Ishin. Sprites of thought lingering within essensess added a bit extra of their own, decorating incide of said ball with menacing spikes. As soon as his creation was solid enough to hold Crimson gave the command and jail of solid force contracted, crushing his annoying adversary into a ball of gore.

Kahel braced himself. The strange looking mage had just finished dealing with his adversary, and would certainly come for him next. Or eventualy. But even no reason is reason enough in such battle, and so, just as Jase turned around to uselessly shout something at the dragon, thermomancecr began his spell. After Jase turne back looking dissapointed at apathy of dragon, it was too late. Even though Crimsons morphed biology resisted the attack relatively unharmed, his metal body became brittle and unwieldy. It surely wouldn't take much effort to damage or destroy him outright.
{Jase: Silenced, 1 Turn. Crimson: Slowed,5 turns (-1 to all speed rolls), Brittle,3 Turns (Failing END rolls will result in cripling damage).}

Fly to the flesh island in the middle of the blood lake. Loot!
Make 3 more healing essences.

While I'm away, ask Grundar to clean up the gory mess left behind by Etszu.


SPD [(2)/2+1=2]

After instructing Grundar to deal with the reamaining mess, James took to the air, casualy flying towards the island of flesh, created by his own effort. Not rushing proved to be an error, as mass of flesh exploded again, throwing gore evrywhere.

"Hmm. This seems like a rather dangerous place to be, what with the mage density bein' so high an' all. Even if nobody's tryin' to kill yah, a fumbled spell most certainly will, if ya not lucky, of course."
The Gambler heads northwest, trying to find a nice peaceful, flat spot on the plains, hopefully on top of a small hill. He makes 2 essences as he walks.

SPD [(6-1=5)/2+1=3.5]
LUCK [5]
CMP [2+1=3]
POT [4+1=5]
CMP [6]
POT [3]

Gambler, not wanting to have anything to do with brewing conflict, left for some camping in the plains. Sadly, plains were aptly called and were flat as a mirror, yet covered with lush grass, making for a pleasant walk.

Go towards the lake

SPD [(6)/2+1=4] {You are in a quantum state of movement. You will stabilize near one of the lakes after you tell me which one you ment}

There were quite a few people around Romanticarnus, yet his experienced eye immedietly detected that they were poor information sources. They likely were here for same reason as he - they simply were placed here upon entering. No, if he wanted to find that titan, he needed to go eswhere. That lake might be a nice start.

SPD [2] vs [5-1=4] vs [2]
Target D2 [2]
STR [6]
DEX [6]
CMP [4+1+1+1=7]
POT [3+1+1=5]
LUCK [9]
STR [6]
DEX [2-1=1]
END [1]
END [5]

Raman was angry to no end over his bad luck. Usualy, he would have some minion to blame by now, yet shouting at his own leg seemed rather senseles. Thankfuly, two witless mages stood within range of his fists, with faces that had certain punchable quality.

No managed to notice a fist flying towards him moment before it was too late. Quick roll managed to move him out of harms way, but demonologist put too much force in his move, tumbling and falling down on No, pinning them both to the ground. A fact that Flare was quick to exploit with an overhead strike.

While being pined down did not give No any chance to dodge, same could not be said abaut counteratack. Wither struck both of Flares' legs as his sword flew through the air, felling feromage and adding even more mess to the pile of now three battling mages.  Yet it was too late to change arc of falling sword by much, and it bit deep into Nos' right shoulder. While Flare managed to stay coherent after having his legs weakened, No was rather everwhelmed by pain, screaming in pain and shouting curses.
{No gets END rol next turn. Upon failure, turn is skiped}

LUCK [10]

All (most) mages turned their heads towards bloody lake, their atention caught by sensation of great power. Dragon that was feasting upon remains of giant worm reeled its head upwards, tearing an object as large as a mans torso out of gore. As soon as the object left worms carcass, worm remains exploded, covering lake in gore entirely. It was a gigantic soul shard, radiating with power, yet it was only visible for a moment before dragon swalowed it whole. Almost immedietly, remains of a corpse around the dragon froze solid as spaces between its scales began glowing faint pink.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: NAV on April 12, 2015, 05:31:46 pm
What about those 3 essences I said to summon?
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: FallacyofUrist on April 12, 2015, 05:33:05 pm
"Argghh! What in blazes just-"

No's anger flowed, and he used all 5 of his shards, 3 for potency, 2 for competency. He then proceeded to blast the sword mage atop him with a spell that- PM sent.

Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: poketwo on April 12, 2015, 05:35:34 pm
GO TO WHERE NAV IS
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: endlessblaze on April 12, 2015, 06:57:46 pm
Shape my sword into various spikes that snakes thrugh no.

Basicly send pointy lines all throughout his body
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: XXXXYYYY on April 12, 2015, 08:04:27 pm
"Wha' was that? Ah dear, that's goin' to en' badly."
The Gambler sits and meditates, making 3 essences.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Yourmaster on April 12, 2015, 10:14:59 pm
I apologize, but I needed to punch something. You just happened to be near. Sleep.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Sarrak on April 13, 2015, 06:50:46 am
"So, that's the dragon you were talking about... Impressive, impressive. Still, I have more urgent things on my mind now..."
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Crimson on April 13, 2015, 06:55:31 am
"This is way too darn cold."
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Sarrak on April 13, 2015, 03:42:00 pm
"Your body mustn't be able to feel this, no? Or you're talking about my greeting in general?"
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: FallacyofUrist on April 13, 2015, 05:32:21 pm
I haven't noticed that it was missing because nothing happened there. It turns out nothing happened there because i didin't notice it was missing.

Mind if I sig this? Catch 22.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Crimson on April 13, 2015, 07:50:23 pm
"Both."

Retaliate!
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Beirus on April 13, 2015, 09:32:21 pm
"It's a shame you probably wont be amenable to joining up with my friend and I, but I'll let you two settle it. I think I'm just going to step over here and watch for the moment, incase that dragon decides we look like snacks."

Don't want to be in the splash zone.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: NAV on April 13, 2015, 10:24:05 pm
James says to the Dragon:
"Congratulations on reaching godhood. What are your intentions?"

Then James shouts to everyone with his microphone:
"I know you're busy killing each other, but it would be in all our best interests to band together right now. We are stronger together. Join me in the forest by the lake if you're willing to ally."
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Sarrak on April 13, 2015, 11:23:57 pm
"Well, time to conduct some experiments..."

Heat up one small area of Crimson's body - elbow of the right hand, for example. See what happens and dodge consequences.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: DreamerGhost on April 13, 2015, 11:43:38 pm
I haven't noticed that it was missing because nothing happened there. It turns out nothing happened there because i didin't notice it was missing.

Mind if I sig this? Catch 22.

Go ahead.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Beirus on April 14, 2015, 04:18:08 am
"Excuse me, Dragon? I hope you enjoyed your meal. If you happen to want any high priests or prophets, I'd like to ask you to remember the two mages that brought you here." Jase shouts to the dragon.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: Andres on April 14, 2015, 05:21:09 am
"What is this dragon, what is it doing, what did it just do, who is involved, and should I be worried about it?"
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: ATHATH on April 14, 2015, 02:59:47 pm
James says to the Dragon:
"Congratulations on reaching godhood. What are your intentions?"
If its intentions are not desirable, you should conjure a helm of opposite alignment (scaled for a dragon).

I wonder how many shards the dragon would drop when it is killed?
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: endlessblaze on April 14, 2015, 03:04:27 pm
James says to the Dragon:
"Congratulations on reaching godhood. What are your intentions?"
If its intentions are not desirable, you should conjure a helm of opposite alignment (scaled for a dragon).

I wonder how many shards the dragon would drop when it is killed?

a mind control thing might be better.... opsite alignment might turn evil into knight templar.

we no want knight templar godlike dragon.


as for shards? alot....
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: DreamerGhost on April 14, 2015, 03:17:51 pm
Dragons in my opinion are neutral. They simply think that all creatures that are not immune to aging are ultimately inconsequential and delicious.

Thought they think the same abaut quite a few of ageless races too.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: NAV on April 15, 2015, 12:02:46 pm
Land in the forest, pick a few seeds from the tree.
Let it know that if it dies, I will plant its seeds and let them grow as completely natural trees.
Also craft 3 summoning essences.
Title: Re: Roll to Magic: Turn 74 Crystal Dragon Jesus?
Post by: DreamerGhost on April 15, 2015, 03:00:57 pm
Turn 75

James says to the Dragon:
"Congratulations on reaching godhood. What are your intentions?"

Then James shouts to everyone with his microphone:
"I know you're busy killing each other, but it would be in all our best interests to band together right now. We are stronger together. Join me in the forest by the lake if you're willing to ally."
Land in the forest, pick a few seeds from the tree.
Let it know that if it dies, I will plant its seeds and let them grow as completely natural trees.
Also craft 3 summoning essences.

{You crafted no essenses as you were distracted by what was happening in the lake. It was a bet you unknowingly made by listing essense making after movement. If you rolled higher, you would had snatched the shard from Dragon, something I wouldn't had given you the chance to if you posted essenses first.}

SPD [(4)/2+1=3]
LUCK [5]
CMP [3+1+1=5]
POT [1+1+1=3]
CMP [5+1+1-1=6]
POT [6+1+1-1=7]
CMP [5]
POT [1]


The dragon was a threat, one that was hard to get rid of. James knew that dragons were not passive beings, rather viewing all life as beneath them. Even a normal dragon would be a difficult opponent, but this was entirely new. It seemed to react favorably to the greeting, spreading its wings and striking a pose, yet in time it would surely bring destruction. And so James went back to the tree, which ignored him entirely, probably rightfully assuming that this new threat was also something caused by mages.

"Argghh! What in blazes just-"

No's anger flowed, and he used all 5 of his shards, 3 for potency, 2 for competency. He then proceeded to blast the sword mage atop him with a spell that- PM sent.
The spell I am using my shards for: causing the sword mage to see everybody as me.
Shape my sword into various spikes that snakes thrugh no.

Basicly send pointy lines all throughout his body

I apologize, but I needed to punch something. You just happened to be near. Sleep.

SPD [2] vs [3] vs [6-1=5]
END [6]
LUCK [8]
CMP [2]
POT [5]
CMP [6+1+1-1=7]
POT [5+1+3=8]

Alex, noting that he was already lying down and that everyone else were occupied at the moment decided to take a nap. Demon summoning was not going too well, punching people was not going too well, maybe a bit of rest would improve his chances. He fell asleep immediately, completely ignoring sounds of two mages trying to kill each other literally within his arms reach. Dreams soon followed. Or were they truly dreams? A strange figure emerged from swirling darkness, a man dressed in white pajamas, holding a vase with a tulip in his right hand and a string of a hanging helium balloon in his left. "How brave to sleep in a battlefield. Or is it lazy? Hmm? Maybe it is foolish. Possibly through luck you managed to place yourself in a favorable position here. But I do not believe in luck. You may have talent, would you like to test for it?"

Meanwhile, two other mages continued fighting for advantage. Flare hefted shortsword upwards, willing metal to strike out in dozens of blades, but alas. Due to rather loud snoring of Alex it was hard to focus, the chant was slightly off and the blades never detached from the sword. Spikes extended away in great numbers, overtaking any space in between each other, transforming once sword into a mace. Even worse, it seemed that whatever spell No was concocting succeeded, as where No was before, now there were two, both lying on the ground and one snoring obnoxiously.
{Alex, Cursed 4 turns}

GO TO WHERE NAV IS

Romanticarnus looked around the rare forest of plum trees, strange spiked dirt and root house standing in the middle. A mage wearing armor of adamantine was there, seemingly waiting for something or someone. Now that seemed like someone who would know a thing or two about his task, or at the very least, where one could get proper armor.

"Wha' was that? Ah dear, that's goin' to en' badly."
The Gambler sits and meditates, making 3 essences.

CMP [3+1=4]
POT [6+1=7]
CMP [1]
POT [2]
CMP [5+1-2=4]
POT [6+1-2=5]

To play a game of risk one needs to have something to bet. In a game such as this, when his own life is among the stakes, gambler felt the need to get a few tricks up his sleeve before venturing out.

"Both."

Retaliate!
"It's a shame you probably wont be amenable to joining up with my friend and I, but I'll let you two settle it. I think I'm just going to step over here and watch for the moment, incase that dragon decides we look like snacks."

Don't want to be in the splash zone.
"Well, time to conduct some experiments..."

Heat up one small area of Crimson's body - elbow of the right hand, for example. See what happens and dodge consequences.

SPD [1-1-1=-1] vs [4] vs [5]
CMP [1->6]
POT [5+1+1=7]
LUCK [1]
CMP [6-1=5]
POT [2+1=3]
DEX [2]
END [3]

Kahel was quick to make use of curse he inflicted on Crimson, heating up a thin layer of right hands' elbow, creating an imbalance of heat, causing expanding metal to tear entire right arm below the elbow off. Loss of a limb did not faze most metal mage of them all, Crimson let a bolt of power lose from his spear, striking Kahel in his chest, though Temperature mage was no worse off for it. The bolt itself exhibited a curious quality - it did not stop attempting to move forward, forcing Kahel to throw the bolt to the side, where it flew off into the distance.

Dragon laughed at Jases' offer, it was a deep and rumbling laugh, joyous, yet menacing with unhidden threat. "I am first and foremost a Dragon. A being with no burdens nor flaws. What uses have I for prophets or worshipers? But you have pleased me, I shall devour you last." Jase decided to move away, and not test the patience  of this destructive overlord-to-be.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: FallacyofUrist on April 15, 2015, 03:38:49 pm
"Odd. How odd."

PM action, do so.

Edit: It seems odd that flare still has his short sword... perhaps you forgot about that in the charsheet?

Edit 2: Also, give Flare a Glare that disrupts his aim.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: endlessblaze on April 15, 2015, 05:42:22 pm
((I did not want to lift it, it was already in him, but i guess you know that and i would have failed)!
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: XXXXYYYY on April 15, 2015, 06:16:40 pm
The Gambler waited, amassing luck and watching his surroundings.
Make 3 more essences.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Yourmaster on April 15, 2015, 07:05:13 pm
Wake up.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Sarrak on April 15, 2015, 07:29:44 pm
SPD [1-1-1=-1]
((That speed...))

Noticing that movements of the opponent were quite delayed by his main spell, Kahel took time to assess surroundings. And he certainly did not like what he saw and heard...

"Seems like I've chosen wrong time for confrontation... Jase, may you answer just two questions? Where did you uncover this ancient scaly doom? And what are you going to do about it now?"
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Beirus on April 15, 2015, 09:25:46 pm
"From a different plane. It is a long story. But for now, I think it would be a waste to not use it. I will tame it, and then decide what to do with it afterwards. If that fails, I suppose a few of us could try to kill it and split the shards. I will need time to prepare the spell though. I would appreciate it if you would stop trying to kill Crimson for the moment, I may need his help."
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: endlessblaze on April 15, 2015, 09:35:35 pm
considering nethier him nor the sleeping guy has moved, i should be able to hit the right one.....

try agian.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Sarrak on April 15, 2015, 09:47:19 pm
"I don't mind ending our duel here. Any more - and one of us would surely die... Which is not good in these circumstances."

Kahel turned back to his opponent:

"Crimson. I'm even ready to forget that you killed my ally a moment ago, so, no hard feelings about your hand, right? Or do you wish to continue the fight?"
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Crimson on April 16, 2015, 02:53:31 am
"Alright... Then let's stop the duel for now and deal with the current situation."

Calm myself then create two essences. Also, move back to the same square hex where Beirus and Kahel are in.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 16, 2015, 08:00:45 pm
Waitlist, please (unless there is an open spot, in which case I would like immediate entry).

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: FallacyofUrist on April 16, 2015, 08:29:10 pm
There doth be no waitlist. You get to jump right in once the GM notices you. And it may be difficult to use that affinity in a versatile manner. Mythological Creatures may be a more useful affinity in the long run. And I'm not sure how you could kill Jase or Kahel or Jason with the Dragons affinity. Dragon Powers maybe. "If you give that metal controlling sword-wielding mage a few whacks an alliance between you, me, and the demonologist may be in order."
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 16, 2015, 08:47:12 pm
There doth be no waitlist. You get to jump right in once the GM notices you. And it may be difficult to use that affinity in a versatile manner. Mythological Creatures may be a more useful affinity in the long run. And I'm not sure how you could kill Jase or Kahel or Jason with the Dragons affinity. Dragon Powers maybe. "If you give that metal controlling sword-wielding mage a few whacks an alliance between you, me, and the demonologist may be in order."
Assumedly, his affinity includes breathing fire, ice, electricity, etc., and he can pick up new affinities later.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Beirus on April 16, 2015, 08:48:27 pm
((Guys, use double parentheses for OOC. And he obviously wants that affinity to steal my dragon. Try it and Jase will rip your character's soul out, ATHATH. And you only get one affinity to start. You don't get breath and other affinities unless you pick something broad like the Elements, and then you have huge penalties to casting.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 16, 2015, 08:51:30 pm
((Well, he could use his affinity to breathe draconic-themed elements out of his mouth if he wanted to, possibly with a -1 modifier.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Beirus on April 16, 2015, 08:58:29 pm
((It might end up as type of dragon (-1) breath attack (-1) shape of attack(-1) though. Or worse depending on how lenient DG is or is not.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 16, 2015, 09:04:58 pm
((OP says that the less complicated you make it out to be, the less complicated it actually is, meaning it's better not to make it more complex like you just did.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Beirus on April 16, 2015, 09:16:10 pm
((What I just did was add a shape so you could specify cone for wide area or line for better range instead of a possible short range exhale due to not having dragon-sized lungs. Be like one of those circus performers. Or specify trapezoidal pyramid for funsies. Although it would be funny to see someone get over-exerted, try a breath spell, and end up panting fire for a turn. He could always try to build up essences first and turn into a dragon.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 17, 2015, 09:40:07 am
((Guys, use double parentheses for OOC. And he obviously wants that affinity to steal my dragon. Try it and Jase will rip your character's soul out, ATHATH. And you only get one affinity to start. You don't get breath and other affinities unless you pick something broad like the Elements, and then you have huge penalties to casting.))
Maybe I could help you tame the dragon and share it? Sharing is caring, after all.

On the only one affinity thing: Yes, I know, but you can buy new ones later with shards after you kill some people.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 17, 2015, 04:28:37 pm
((I have absolutely no idea how dragon afinity would work. Think up 3 relevant spells that I won't call variations of same spell and you're in.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Sarrak on April 17, 2015, 05:02:45 pm
Carefully warm up my leg to escape worst frostbite effects. If successful - craft two essences. If not - try again.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: endlessblaze on April 17, 2015, 05:20:46 pm
((I have absolutely no idea how dragon afinity would work. Think up 3 relevant spells that I won't call variations of same spell and you're in.))

I don't know about him but I can.
Control dragon
Summon dragon
Become dragon
Calm dragom(not as good as control but easier)

He could also be spacfic on the type of dragon on size he wanted to summon.

A good 20/20 spell might be kill dragon

Also he might be able to mimic dragon powers depending on how you allow the affinity to be applied.

Dragon fire breath
Frost breath
Thunder breath
Ect.

It's a very limiting afinty though. Mythical creatures might be a better choice.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 17, 2015, 05:42:56 pm
-Breath
-Flight(wings)
-Damage reduction(scales)
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: FallacyofUrist on April 17, 2015, 06:21:22 pm
((It seems to be a valid affinity... but I still think Mythical Creatures would be more useful. Double parentheses for the win.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Beirus on April 17, 2015, 07:19:22 pm
((It seems to be a valid affinity... but I still think Mythical Creatures would be more useful. Double parentheses for the win.))
((This guy understands OOC.))

((Wings and scales sound like weaker variations of become dragon, breath might be as well depending on how it's worded, but control/calm sounds like it isn't a variation. Seems like control dragon and become dragon are two, but I dunno that summon would work. DG mentioned something to me about not being able to summon intelligent things when I asked about summoning minions immediately after getting the summoning affinity. That still leaves a third spell, though. A Control Affinity might work better for you. It'd be broader, but more versatile.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: FallacyofUrist on April 17, 2015, 07:48:44 pm
((A few affinity freebies I came up with:

Rotation: Rotate gravity, send enemy into sky. Rotate projectile direction or vector, turn projectile back. Rotate organs inside other body, cause much injury.
Potion-Brewing: Brew potions for just about anything.
Contingencies: If death of caster, then massive magic explosion.

I have a few others, but I'll save those for my characters.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 17, 2015, 08:52:17 pm
((How about:
-Become dragon
-Control dragon
-Summon dragon))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: endlessblaze on April 17, 2015, 08:55:06 pm
((How about:
-Become dragon
-Control dragon
-Summon dragon))

((I already said that))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 17, 2015, 09:42:32 pm
((How about:
-Become dragon
-Control dragon
-Summon dragon))

((I already said that))
((Yes but, you see, I'm an idiot.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: NAV on April 17, 2015, 10:41:05 pm
Keep watch on the dragon. If it tries to attack me or anyone near me (in the same hex) use all summoning essences to summon a stasis field around it.
Otherwise make 4 more summoning essences.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 18, 2015, 01:35:08 pm
You all make a good point. I'm changing my affinity to control.

Character concept: someone with affinity: deities or worship.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 18, 2015, 02:06:57 pm
As in, Mind control? Because no way I'm givin you pure Control, being able to change reality around you at will with only -1 is bit OP.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: FallacyofUrist on April 18, 2015, 02:15:46 pm
By the way: a quick suggestion: maybe we should be able to use shards for healing instead of having to get 10 for healing affinity or something similar.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: NAV on April 18, 2015, 02:36:07 pm
Give me 1 shard. I will heal you. No it won't give you cancer who told you that?
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: endlessblaze on April 18, 2015, 03:58:27 pm
it happens almost every time....
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: XXXXYYYY on April 18, 2015, 03:59:18 pm
it happens almost every time....
((Lies.))
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 18, 2015, 04:05:16 pm
As in, Mind control? Because no way I'm givin you pure Control, being able to change reality around you at will with only -1 is bit OP.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 19, 2015, 12:16:50 am
If I had the Air affinity, would I be able to accelerate air at +2 or +1?
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 19, 2015, 11:16:19 am
+1, they don't stack like that.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 19, 2015, 04:36:30 pm
If there was a -1 modifier somewhere in there for some reason, would it be a +0 or a +1?
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 19, 2015, 04:42:55 pm
Update has been delayed. Expect it in ~12 hours.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 20, 2015, 05:40:47 am
Turn 76

"Odd. How odd."

PM action, do so.

Edit 2: Also, give Flare a Glare that disrupts his aim.
Wake up.
considering nethier him nor the sleeping guy has moved, i should be able to hit the right one.....

try agian.


SPD [5] vs [2-1=1] vs [6]
STR [6]
DEX [3]
END [3]
CMP [1]
POT [6+1]
END [2-1=1]
Flare was not amused by his weapons' transformation, yet nevertheless did not delay putting it to use. No was still on the ground, making it difficult for him to dodge, so feromancer made use of this chance, striking as hard as he could. With a sickening crunch, mace landed on Nos' left knee, crushing bone beneath, crippling any chance of his opponents escape. Yet it would seem that the spell which resulted in the mace made the structure somewhat brittle and porous, as upon impact head of the mace broke apart into small metal shards. It was somewhat too late for No to dodge this strike of Flare, but he may still be able to dodge the next. Sadly, as he looked at feromancer, sun shone upon them, momentarily blinding No. Usually this would be a trifle, yet magical energy collected in the eyes for a spell extended this blindness to a far greater length.
{Blind, 1turn}

Alex knew well that there were curious demonologists and old demonologists. As he desired to become the latter, Alex did not even bother speaking to clearly absurdly insane spirit, concentrating on waking up instead. The effort was made easier as someone rolled over him and fell to his right. As demonologist opened his eyes, he saw that it was No, rather more injured and seemingly also trying to go to sleep, yet failing from pain that came with having been kneecapped.

The Gambler waited, amassing luck and watching his surroundings.
Make 3 more essences.

CMP [3+1=4]
POT [3+1=4]
CMP [5]
POT [3]
CMP [4+1-2=3]
POT [3+1-2=2]

Gambler continued meditating in the fields of grass. There was no need to hurry. Any gambler worth his dice knew this, and he was best of them all. Come at the table late, when the bets are largest and collect them all with a single hand. That was the way it worked.

"Alright... Then let's stop the duel for now and deal with the current situation."

Calm myself then create two essences. Also, move back to the same square hex where Beirus and Kahel are in.
Carefully warm up my leg to escape worst frostbite effects. If successful - craft two essences. If not - try again.

CMP [5+1=6]
POT [3+1=4]
CMP [1]
POT [3]

CMP [2]
POT [5+1=6]
END [2]

Crimson and Kahel decided that at least a temporary cease fire was in order, as they now had a rather large problem to deal with. Large, scaly, cold and winged problem. Crimson calmly walked over to where other two mages stood, muttering chants to seal more power. Kahel, meanwhile, attempted to heat some of his frostbitten leg. A momentary waver in concentration from felling nerves becoming capable of transmitting pain signals again was enough. All frost evaporated immediately as flesh on Kahels' left leg began to boil. He managed to stop the spell while he still had the leg, but experience proved far too painful to continue.

Keep watch on the dragon. If it tries to attack me or anyone near me (in the same hex) use all summoning essences to summon a stasis field around it.
Otherwise make 4 more summoning essences.


CMP [6+1+1=8]
POT [1+1+1=3]
CMP [6+1+1-1=7]
POT [3+1+1-1=4]
CMP [4]
POT [1]
CMP [2+1+1-3=1]
POT [6+1+1-3=5]

James continued focusing on building up his powers for upcoming battle. The strange man who had screamed at him for destroying the mech was back again, yet he seemed surprisingly calm. How strange.

Marcus entered the arena, led here by a prophecy of an oracle. He did not look extraordinary in any way as so many other mages tended to, yet that suited him just fine. Ruling from the shadows was his greatest strength and favorite hobby. Many nobles and peasants alike had danced in game of life for his amusement, now it was time for a few colleagues to show their moves.

D13 for dargon target:8 {No, user of The Evil Eye}

DEX [4]
DEX [6]
DEX [5]

Dragon took to the air, it's senses pointing it to one particular mage. There was one with cursed cursing eyes, a snack to begin the feast. What's this? There were two more mages with this particular snack. No matter, that just means it's more expendable. Dragon landed on dry earth, grass withering and freezing all around it, as white fire emerged from dragon's maw, coliding with earth where jsut a moment ago there were a trio of mages. Even No had the mind to roll away when something huge impacted the ground so close.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: endlessblaze on April 20, 2015, 06:13:30 am
ahhhhh....a dragon, such a majestic creature. so then dragon.....want to team up? im sure you would find im quite helpfull.

oh give me a moment.

bash no's head in.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 20, 2015, 07:54:39 am
As in, Mind control? Because no way I'm givin you pure Control, being able to change reality around you at will with only -1 is bit OP.
Yes that will be fine.

Create two essences. Ensure that I am not near the dragon yet.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: DreamerGhost on April 20, 2015, 08:01:22 am
Create two essences. Ensure that I am not near the dragon yet.

As in, run away? Since you are close enough to the dragon to touch it.
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: ATHATH on April 20, 2015, 08:47:19 am
Create two essences. Ensure that I am not near the dragon yet.

Since you are close enough to the dragon to touch it.
:o

RUN AWAY!

Edit: New Action: Calmly and confidently walk to NAV's hex.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: FallacyofUrist on April 20, 2015, 04:42:56 pm
"AGGGGHHH!!!"

Dodge like crazy! Dodge everything! If necessary kick Flare. In the withered legs.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: NAV on April 20, 2015, 07:42:21 pm
"Might have to kill another god."

If the dragon attack me or anyone in the same hex, summon solid(-1) heat(-1) around it using my +2/+2 chaos essence.
Otherwise craft 4 more summoning essences.

By the way, what rolls are required to get a +3 essence? +4?
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Crimson on April 21, 2015, 06:46:40 am
"Need more essences."

Two more essences but in case the dragon also decides to attack one of us in our current hex, then focus instead in generating heat around the dragon (-1 ranged) through friction using my powers.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Sarrak on April 21, 2015, 07:36:48 am
"Argh. Seriously, after we're finished, I'm seeking healer. Magic miscasts... Ugh... Get very annoying..."

Endure. Craft three essences. If dragon attacks - support Crimson in creating heat aura.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: DreamerGhost on April 21, 2015, 08:39:10 am
"Might have to kill another god."

If the dragon attack me or anyone in the same hex, summon solid(-1) heat(-1) around it using my +2/+2 chaos essence.
Otherwise craft 4 more summoning essences.

By the way, what rolls are required to get a +3 essence? +4?


I'm thinking about another nerf to summoning. Say, allowing it to summon things that exist and things that don't, but not anything that shouldn't exist, or can't exist.

You need to get a total of 10/13 POT or CMP for a  +3/+4 respectively.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: poketwo on April 21, 2015, 01:06:59 pm
HIDE MYSELF
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Beirus on April 21, 2015, 01:36:58 pm
Jase remains silent, focused on hoarding his power.

Two more aether essences.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: ATHATH on April 21, 2015, 02:39:09 pm
"Might have to kill another god."

If the dragon attack me or anyone in the same hex, summon solid(-1) heat(-1) around it using my +2/+2 chaos essence.
Otherwise craft 4 more summoning essences.

By the way, what rolls are required to get a +3 essence? +4?


I'm thinking about another nerf to summoning.
If we're voting on that, I vote no to the nerf will accept a bribe of one shard from NAV to vote no for the nerf.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: XXXXYYYY on April 21, 2015, 03:46:09 pm
Three more essences, please.
Title: Re: Roll to Magic: Turn 73 Equal divine hate
Post by: endlessblaze on April 22, 2015, 10:45:52 am
Ah. Thank you. Your death will be humane as a result.

((Oh I should have responded to this sooner

My death? No, it shall be yours.))
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Beirus on April 22, 2015, 12:18:10 pm
((As the only other player who actually has the summoning affinity, I'm okay with the nerf. It doesn't seem like it will lose the ability to summon enchanted items, it'll just prevent stupid shenanigans like summoning solid death and stuff.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: NAV on April 22, 2015, 01:36:02 pm
((I'm fine with the nerf. Summoning is overpowered.))
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: ATHATH on April 22, 2015, 03:11:30 pm
Can you summon things from the elemental planes (solid fire from the plane of fire, death from the plane of negative energy, etc.)?
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: DreamerGhost on April 22, 2015, 04:21:32 pm
((I'm fine with the nerf. Summoning is overpowered.))
((As the only other player who actually has the summoning affinity, I'm okay with the nerf. It doesn't seem like it will lose the ability to summon enchanted items, it'll just prevent stupid shenanigans like summoning solid death and stuff.

And so, summoning was nerfed. You can now only summon things that exist and established phlebotinum. Some further restrictions on phlebotinum may apply.

Can you summon things from the elemental planes (solid fire from the plane of fire, death from the plane of negative energy, etc.)?

No, you will have to summon thermite and weapons grade plutonium like normal people. Or, if you want to combine the two, antimatter. But no solid murder.


Update is in progress.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: FallacyofUrist on April 22, 2015, 05:01:05 pm
((By the way I have a whole plan as to what to do if No dies.

Sadly I'll have to keep that from you. None, Null, Yes, Yveru.))
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: DreamerGhost on April 22, 2015, 05:36:02 pm
Turn 77

ahhhhh....a dragon, such a majestic creature. so then dragon.....want to team up? im sure you would find im quite helpfull.

oh give me a moment.

bash no's head in.

"AGGGGHHH!!!"

Dodge like crazy! Dodge everything! If necessary kick Flare. In the withered legs.

SPD [3] vs [4]
DEX [6] vs [5-1=4]
STR [6]
DEX [5-1=4]


No was unable to see through his eyes, but it did not mean that he was entirely without senses. He could still sense magical power, same method that helped all others to always keep track of where their opponents were, now helped No to tackle Flare. The two fell on the ground in a pile again, and though feromancer managed to throw No off him before Dragon incinerated them both, No was smirking, as he pocketed three of Flares' shards. Flare charged like a mad bull, roaring with anger, an attack No managed to roll out of the way from, if barely.  Feromancer, not faced with resistance he expected, collapsed on the ground right next to user of The Evil Eye.


Edit: New Action: Calmly and confidently walk to NAV's hex.

Marcus was faced with something entirely outside his sphere. One would assume that any fair competition would had prevented one from being killed immediately upon entering, chessmaster found himself standing close enough to a rather menacing looking dragon, which was seemingly trying to kill a trio of others, to admire shine of its scales. This was entirely unsuitably dangerous. Unsuitably cold too. Oh, who's there? A mage in a forest, seemingly rather calm. He wouldn't be so calm if he was in danger? And if he were murderous, he wouldn't be just waiting there? It was worth a try. Anything that included going away from this beast was worth a try.

"Might have to kill another god."

If the dragon attack me or anyone in the same hex, summon solid(-1) heat(-1) around it using my +2/+2 chaos essence.
Otherwise craft 4 more summoning essences.

By the way, what rolls are required to get a +3 essence? +4?


CMP [6+1+1=8]
POT [4+1+1=6]
CMP [4+1+1-1=5]
POT [3+1+1-1=4]
CMP [1]
POT [4]
CMP [3+1+1-3=2]
POT [4+1+1-3=3]

James was considering his options. Another giant beast was in the lands, yet he had not obtained another mech with power to level cities. Then again, something smaller but nimbler may prove useful as Dragon would most likely chose to fight in air. Summoning another creature so that the two would battle was on one hand both interesting and potentially profitable, but it left the chance that one of two creatures would survive relatively unharmed. Decisions, decisions.

"Need more essences."

Two more essences but in case the dragon also decides to attack one of us in our current hex, then focus instead in generating heat around the dragon (-1 ranged) through friction using my powers.
"Argh. Seriously, after we're finished, I'm seeking healer. Magic miscasts... Ugh... Get very annoying..."

Endure. Craft three essences. If dragon attacks - support Crimson in creating heat aura.
Jase remains silent, focused on hoarding his power.

Two more aether essences.

CMP [1+1=2]
POT [2+1=3]
CMP [1]
POT [2]
{How}


CMP [3+1=4]
POT [3+1=4]
CMP [3]
POT [6]
CMP [2+1-2=1]
POT [2+1-2=1]

CMP [3+1=4]
POT [1+1=2]
CMP [1]
POT [5]


Jase, Crimson and Kahel continued observing the dragon, as it dealt with nearby bunch of mages. Even faced with greater threat, they still continued to fight among themselves. So strange. Even though Crimson lost an arm and Kahel a friend, they knew how to work entirely for themselves, ignoring both losses and gains of everyone else. After all, if one wanted to enjoy their wealth, they usually needed a body to do so. The priest haunting Hrunzwic chapel wine cellars was only one known exception to the rule, and trio did not like the chances one bit. Plans were being formed, spell bindings drawn, power collected and stored. Thank spirits above or disposable distractions.

HIDE MYSELF

LUCK [10]

A dragon, strangely white and only barely bloody landed no more than thirty meters away and attempted to fry few mages gathered there. This was both a bad time and a bad place to search for lost anything, let alone something that may atomize you on sight. Romanticarnus felt that he needed to hide, and in a rare moment of clarity among insanity, he understood exactly what to do. Hiding physically was useless, either dragon had some advanced senses for sensing mages or he was hidden well enough anyways. What he needed to do was to hide his power for the time being. How lucky for Romanticarnus, that he had found some ancient lore just on that quite recently. Short litany rendered sorceror invisible for those searching for either magic or warp.
{Invisible to dragon and (if you want to) invisible on map until next spellcast}

Three more essences, please.

CMP [2+1=3]
POT [6+1=7]
CMP [4]
POT [4]
CMP [1-1=0]
LUCK [1]

Gambler focused his powers once, twice, but third time something felt instinctively off. It was the same bad feeling that comes just before roulette wheel stops on zero, exactly like looking in a smug crack within your opponents otherwise emotionless visage as they show you a royal flush. Mage felt something sharp within his left pocket, where he kept his mirrors for times when he needed to see what happened behind him, and indeed, one had shattered in exactly seven parts. As being capable of manipulating luck, Gambler would be able to dodge seven years of misfortune, but it would be a drawback that may prove fatal this day.
{-1 to next seven rolls}


DEX [4]
DEX [2]
 END [6]

Noticing that his breath failed to hit both the main target and those around, dragon opted for a swifter attack, striking at No with his claws. Yet that pesky cursed mage with cursing eyes managed to dodge again! The strike did hit another, the mace using mage who wanted to kill his prey, throwing him far away from the battle. Good, now he'll know not to interfere when dragons hunt.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 75 Brawls and shootouts
Post by: Andres on April 22, 2015, 05:37:44 pm
If I had Air and Acceleration affinity, I'd have a total of +1 when accelerating air (though Air isn't really needed). If I was accelerating air from ~50 metres away, would the modifier be a +0 or a +1?
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: endlessblaze on April 22, 2015, 05:41:23 pm
"HAY DRAGON! Did you not hear me!? I even planed to give you him after I smashed his head!"

If I have any wounds, bandage them with a piece of cloth from what I am wearing.


If not create 3 metal essences
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: FallacyofUrist on April 22, 2015, 05:50:36 pm
"I'm fighting a losing battle. Hey dragon, are you certain you want to kill me? My abilities might be useful to you, I could aid you until I am the only one left."

If the dragon speaks to me and allows me to become his chief minion, high priest, second in command mook, whatnot, then sit down and make 3 Evil Eye essences.
If anything else... use 1 shard for Potency and 2 for Competency and cast a curse on the dragon that causes him to take any damage I would take. ((It's worth a shot.))


((I sent a private message to DreamerGhost last turn. The action I posted here for last turn was a fake action.))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: ATHATH on April 22, 2015, 07:58:19 pm
At this rate, everyone's going to be the dragon's minion and nobody who is hostile to the dragon will be left on the map.

Also, either that dragon is an albino, or this world does not correlate scale color to breath type.

Sit against a tree near NAV. Make two more control essences.

"So, you're the mage in the forest the oracle was talking about?"
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: XXXXYYYY on April 22, 2015, 11:02:59 pm
Debuff=0
While True:
        if in_danger or character_interaction:
                react_accordingly()
        else:
                If Debuff<7:
                         Make_one_essence()
                         Debuff=Debuff+1
                else:
                         Make_two_essences()


((Aka, make 1 essence per turn until the debuff wears off, then make 2. If I get in danger, I'll post a proper reaction, ranging from "run away" to "blast it with enough unluckiness that it simultaneously develops every illness known to man, while being informed that everyone it knew and loved just died, as a bird defecates on its head. In addition to it getting struck by both lightning and a meteor at the same time etc etc"))

((mostly doing this to prevent me from clogging up the tread with boring "make one essence" posts. If this is too much of a hassle, I'll post normally))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: Andres on April 22, 2015, 11:08:59 pm
NEEEEEERRRD!
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: XXXXYYYY on April 22, 2015, 11:13:41 pm
NEEEEEERRRD!
((I was really tempted to make it far more versatile and declare everything, but I decided that would generally not work out that well. make_one_essence and make_two_essences should really be one function with an argument, for example, but that wouldn't look as nice.))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: NAV on April 23, 2015, 12:49:01 am
Sit against a tree near NAV. Make two more control essences.

"So, you're the mage in the forest the oracle was talking about?"
James sits next to Marcus.
"Yep, I'm the mage in the forest. Helped grow it, some even say I can speak to the trees. Don't know about any oracles though. The name's James, healer and summoner."
James shakes Marcus' hand.
"You need anything?"

3 more summoning essences.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Crimson on April 23, 2015, 05:00:25 am
CMP [1+1=2]
POT [2+1=3]
CMP [1]
POT [2]
{How}
((This is harsh.))

Push creating force essences to the limit. Try to create five at once. And again, in case the dragon does attack us, perform my previous emergency action instead of creating essences.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: FallacyofUrist on April 23, 2015, 07:17:58 am
Debuff=0
While True:
        if in_danger or character_interaction:
                react_accordingly()
        else:
                If Debuff<7:
                         Make_one_essence()
                         Debuff=Debuff+1
                else:
                         Make_two_essences()


((Aka, make 1 essence per turn until the debuff wears off, then make 2. If I get in danger, I'll post a proper reaction, ranging from "run away" to "blast it with enough unluckiness that it simultaneously develops every illness known to man, while being informed that everyone it knew and loved just died, as a bird defecates on its head. In addition to it getting struck by both lightning and a meteor at the same time etc etc"))

((mostly doing this to prevent me from clogging up the tread with boring "make one essence" posts. If this is too much of a hassle, I'll post normally))

((Nice pseudocode. I could probably translate that into JavaScript. By the way, No has a plan for dealing with you as well... presuming he survives the dragon.))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: XXXXYYYY on April 23, 2015, 08:20:11 am
Debuff=0
While True:
        if in_danger or character_interaction:
                react_accordingly()
        else:
                If Debuff<7:
                         Make_one_essence()
                         Debuff=Debuff+1
                else:
                         Make_two_essences()


((Aka, make 1 essence per turn until the debuff wears off, then make 2. If I get in danger, I'll post a proper reaction, ranging from "run away" to "blast it with enough unluckiness that it simultaneously develops every illness known to man, while being informed that everyone it knew and loved just died, as a bird defecates on its head. In addition to it getting struck by both lightning and a meteor at the same time etc etc"))

((mostly doing this to prevent me from clogging up the tread with boring "make one essence" posts. If this is too much of a hassle, I'll post normally))

((Nice pseudocode. I could probably translate that into JavaScript. By the way, No has a plan for dealing with you as well... presuming he survives the dragon.))
((It's actually working Python code, if I wrote the various functions needed. Gotta love dat Python, all lookin like pseudocode an' such. That's why I wanted to write it better, but didn't for casual readability.))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: endlessblaze on April 23, 2015, 08:49:40 am
Debuff=0
While True:
        if in_danger or character_interaction:
                react_accordingly()
        else:
                If Debuff<7:
                         Make_one_essence()
                         Debuff=Debuff+1
                else:
                         Make_two_essences()


((Aka, make 1 essence per turn until the debuff wears off, then make 2. If I get in danger, I'll post a proper reaction, ranging from "run away" to "blast it with enough unluckiness that it simultaneously develops every illness known to man, while being informed that everyone it knew and loved just died, as a bird defecates on its head. In addition to it getting struck by both lightning and a meteor at the same time etc etc"))

((mostly doing this to prevent me from clogging up the tread with boring "make one essence" posts. If this is too much of a hassle, I'll post normally))

((Nice pseudocode. I could probably translate that into JavaScript. By the way, No has a plan for dealing with you as well... presuming he survives the dragon.))
((It's actually working Python code, if I wrote the various functions needed. Gotta love dat Python, all lookin like pseudocode an' such. That's why I wanted to write it better, but didn't for casual readability.))
Cool.

I can do some basic Javascript
One of my fave things to mess around with when useing it is

X=random(5)
{if (x=="1") show ("you are killed by a dragon")}


And set up difrent actions for all possibility's

Maybe I will do one later based on things that have happend in the game so far.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: ATHATH on April 23, 2015, 09:31:30 am
Sit against a tree near NAV. Make two more control essences.

"So, you're the mage in the forest the oracle was talking about?"
James sits next to Marcus.
"Yep, I'm the mage in the forest. Helped grow it, some even say I can speak to the trees. Don't know about any oracles though. The name's James, healer and summoner."
James shakes Marcus' hand.
"You need anything?"

3 more summoning essences.
"Just protection. I think if I create enough essences, I can stop the dragon from killing everyone."
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: Beirus on April 23, 2015, 11:53:33 am
Maybe get a bit of distance from Crimson. Or more than a bit. Actually, I'm headed to the hex James is on. Make two essences on the way.
Title: Re: Roll to Magic: Turn 76 Winter is comming
Post by: Sarrak on April 23, 2015, 12:30:23 pm
Try to create five at once.
((Gods help us!))

Create three essences.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: ATHATH on April 23, 2015, 12:47:37 pm
"HAY DRAGON! Did you not hear me!? I even planed to give you him after I smashed his head!"
Try to create five at once.
Does anyone have a bugle or a trumpet? I think I may need to play "Taps" soon.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: poketwo on April 23, 2015, 01:32:44 pm
PREPARE TO USE LIGHTNING ON DRAGON
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: ATHATH on April 23, 2015, 08:08:04 pm
PREPARE TO USE LIGHTNING ON DRAGON
Wow, I think this turn might be a triple kill!
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: Beirus on April 23, 2015, 10:10:06 pm
"Crimson, might I suggest not overextending your focus? If you lose focus while making one of those essences, you might make another explosion. You may be metal, but I and Kahel are still fleshy. If you two will follow me, I'm going to head to that small forest. I think I know of someone else who might be able to help us."

((I'm headed to James' hex. You guys should hopefully come with.))
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: Sarrak on April 24, 2015, 07:55:27 am
"Crimson, might I suggest not overextending your focus? If you lose focus while making one of those essences, you might make another explosion. You may be metal, but I and Kahel are still fleshy. If you two will follow me, I'm going to head to that small forest. I think I know of someone else who might be able to help us."
"Alright, I'll follow."

Follow Jase. Two essences.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: ATHATH on April 24, 2015, 09:16:17 am
"NAV, I have an idea. It's a crazy idea, but if it works I might be able to get you back the mech and destroy the dragon. I need you to summon an omnisound device (allows any sound to be played from it, allowing a musician to play an entire song with one instrument) that is enchanted to causes songs played on it to affect the world based on what they are about (ie. playing "Let It Go" would disarm someone)."
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: NAV on April 24, 2015, 12:46:41 pm
"I'm sorry, what was your name again? And who's Nav?
You're going to have to explain your plan a lot better than that. Because it sounds like you want me to summon a powerful magical artifact for a mage I don't even know, with just the vague promise that it will all work out. How do you expect this "omnisound device" to kill the dragon or get my mech back?"
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: Crimson on April 24, 2015, 07:55:53 pm
"Crimson, might I suggest not overextending your focus? If you lose focus while making one of those essences, you might make another explosion. You may be metal, but I and Kahel are still fleshy. If you two will follow me, I'm going to head to that small forest. I think I know of someone else who might be able to help us."

((I'm headed to James' hex. You guys should hopefully come with.))
"Okay. Guess I'll decrease the number by one.

Follow Jase and create four essences instead.
Title: Re: Roll to Magic: Turn 77 Cold war
Post by: DreamerGhost on April 26, 2015, 04:18:24 pm
Turn 78

"HAY DRAGON! Did you not hear me!? I even planed to give you him after I smashed his head!"

If I have any wounds, bandage them with a piece of cloth from what I am wearing.


If not create 3 metal essences

CMP [4+1=5]
POT [1+1=2]
CMP [4]
POT [3]
CMP [4+1-2=3]
POT [2+1-2=1]

Dragons care little for others, a fact that Flare experienced firsthand as after that swipe that sent him flying dragon completely ignored his presence. But Flare did not want to go back in just now; after all, with his weapon broken he had lesser chance to kill No before dragon attacks again. This flight left feromancer with no more than bruises, and he did not want to test his own aerodynamics again.

"I'm fighting a losing battle. Hey dragon, are you certain you want to kill me? My abilities might be useful to you, I could aid you until I am the only one left."

If the dragon speaks to me and allows me to become his chief minion, high priest, second in command mook, whatnot, then sit down and make 3 Evil Eye essences.
If anything else... use 1 shard for Potency and 2 for Competency and cast a curse on the dragon that causes him to take any damage I would take. ((It's worth a shot.))

PREPARE TO USE LIGHTNING ON DRAGON

LUCK [10]
CMP [6+1=7]
POT [4+1=5]
CMP [2]
POT [6]
CMP [1+1-2=0]
LUCK [8]

CMP [2]
POT [3+2=5]


Dragon leaned in carefully towards pleading mage. It carefully positioned its head right next to No and did something seemingly impossible. It whispered something to No, who was almost too surprised by being larger than a house whispering to listen, yet anyone else would had had hard time discerning that anything was even said, let alone what exactly. As dragon proudly raised its head towards the sky once more, something seemingly exploded just to the right. Dragon turned its head to see Romanticarnus, seemingly leaking lightning from his hands into the ground. Dragon moved its head towards No again. "Is this some sort of local greeting or welcoming ritual? Because I honestly can't tell." No did not answer immediately, partially because he too was surprised by Sorceror appearing out of nowhere and partially because he was too busy experiencing sight of magical auras from failed essense.
{No, Can see magic 3,turns}

At this rate, everyone's going to be the dragon's minion and nobody who is hostile to the dragon will be left on the map.

Also, either that dragon is an albino, or this world does not correlate scale color to breath type.

Sit against a tree near NAV. Make two more control essences.

"So, you're the mage in the forest the oracle was talking about?"

James sits next to Marcus.
"Yep, I'm the mage in the forest. Helped grow it, some even say I can speak to the trees. Don't know about any oracles though. The name's James, healer and summoner."
James shakes Marcus' hand.
"You need anything?"

3 more summoning essences.


CMP [6+1=7]
POT [4+2=6]
CMP [2]
POT [5+2-1=6]

CMP [1+1+1=3]
POT [1+1+1=3]
CMP [3+1+1-1=4]
POT [1+1+1-1=2]
CMP [6]
POT [4]

James and Marcus watched as the strange sorceror wandered off towards the dragon, before deciding that it was not for them to judge his actions and returning to discussing strange weapons and tools.

Debuff=0
While True:
        if in_danger or character_interaction:
                react_accordingly()
        else:
                If Debuff<7:
                         Make_one_essence()
                         Debuff=Debuff+1
                else:
                         Make_two_essences()


(http://i.imgur.com/qsjml5Z.png)

Gambler began the ritual of purging, one specifically attuned to such occasions. He had learned it well over the years, he had to. Toying with luck was far more art than science, it was only a matter of time before the tide turned and winds changed. Speaking in a specific code was the hardest part to learn, it allowed one to cast even while suffering such a disadvantage, yet it was not foolproof either. Gambler sighed, as essense evaporated into nothingness.

Maybe get a bit of distance from Crimson. Or more than a bit. Actually, I'm headed to the hex James is on. Make two essences on the way.
"Alright, I'll follow."

Follow Jase. Two essences.
"Okay. Guess I'll decrease the number by one.

Follow Jase and create four essences instead.

SPD [(3+1)/2+1=3]
CMP [1+1=2]
POT [3+1=4]
CMP [2]
POT [5]

SPD [(1->2+1)/2+1=2.5]
CMP [1->1+1=2]
POT [6+1=7]
CMP [1->5]
POT [4]

SPD [(5-1-1=3)/2+1=2.5]
CMP [3+1=4]
POT [2+1=3]
CMP [5]
POT [2]
CMP [3+1-2=2]
POT [4+1-2=3]
CMP [1+1-3=-2]
LUCK [10] {Power}
LUCK [10] {Chaos}

Jase went on first, as three agreed on not going all at once to minimize the chance of dragon noticing them sneaking behind it. The beast had its head near No, possibly pondering which hand to eat first, allowing Jase to sneak by undetected. Kahel was next, and he managed to go almost the whole way before dragon turned, distracted by Romanticarnus escapades. Thermomancer was forced to dive to the ground and hide to avoid detection.

Crimson was last, his metallic body and remnants of frost slowing him down, yet not impeding his mind, something he was making full use of, focusing and storing his power. He chose to get as close as he could without dragon noticing, to be able to beat the distance in short sprint over next distraction, yet it was not to be. Just as he began looking for a place to hide and was finishing his last essense, it collapsed with great fury and power. Magic blasted away dirt and stones in all directions, pushing even weighty body of force mage around. Wind howled being pushed away with great speed; it seemed as if a hurricane had manifested itself from nothingness. When magic finally ceased, Crimson noticed a very confused dragon looking right at him.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 26, 2015, 04:47:04 pm
"Well then. Whenever you're ready. That is definitely not normal, by the way. He probably wants you dead. If you were human I would say 'be careful'. Excuse me..."

Make three more Evil Eye essences. Meditate on life and magic. Unless the dragon tries to kill me, in which case I will dodge. If anybody attacks me or the dragon, Wither Glare that someone using my chaotic essence.

((By the way, I'm apparently still blind and Flare still has all five shards. And I can see magic. I don't think that's a negative thing... but I'll take it!))

Edit: ((So disregard that action. Sending P.M!))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: ATHATH on April 26, 2015, 05:12:40 pm
By the way, DreamerGhost, how many player souls was the shard that the dragon ate worth?
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: DreamerGhost on April 26, 2015, 05:28:16 pm
Five.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 26, 2015, 07:07:00 pm
((So... one weak Evil Eye warlock and one powerful 25-shard frost dragon vs. three mages who could be called the most powerful in the game. I'd put my odds of survivng at about 50/50. The dragon's odds are more like 99/1.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Sarrak on April 26, 2015, 07:19:52 pm
((So... one weak Evil Eye warlock and one powerful 25-shard frost dragon vs. three mages who could be called the most powerful in the game. I'd put my odds of survivng at about 50/50. The dragon's odds are more like 99/1.))
((I'd correct this to 40/60 and 100/0,0001. Still, quite accurate.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 26, 2015, 07:29:42 pm
((Yeah, since they won't be able to kill the dragon, they're going to take it out on me. In that case... how about some preemptive action... considering evil plans... considering mind magic... considering illusions...))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Sarrak on April 26, 2015, 07:36:25 pm
((Yeah, since they won't be able to kill the dragon, they're going to take it out on me. In that case... how about some preemptive action... considering evil plans... considering mind magic... considering illusions...))
((You may try if you want. But your chances for survival were lower in my opinion not because of players. Most dangerous are AoE spells and dragon. The sooner you put some distance from the lake - the better.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 26, 2015, 07:39:36 pm
((I've got an idea for an AoE that will basically ruin all three of you. With all my shards in and my essences also used I might be able to pull it off.))

Edit: ((I think if I got anything other than a 10 for luck... possibly even a nine... chomp.))

Edit 2:

Ultimate threat assessment:

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Sarrak on April 26, 2015, 08:32:06 pm
((I've got an idea for an AoE that will basically ruin all three of you. With all my shards in and my essences also used I might be able to pull it off.))
((Heh. I want to see you succeeding. Or failing. Badly. The latter is more than just a 'little' possible. You can grant yourself (as of now) +4 CMP max. Considering spell adjustments, you have low chance to succeed while living on. The game/RNG actually favors dying with your enemy.

As for ranking... I think that Jase could be even more dangerous compared to the dragon. So:

Dragon/Jase
Everyone else))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 27, 2015, 07:01:39 am
((Those draconic whispers were very interesting by the way- that dragon is more intelligent than it looks.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Beirus on April 27, 2015, 02:44:53 pm
((Oh how I do love being severely underestimated.))

Jase looks back towards Crimson and Kahel after seeing the Dragon notice Crimson. "Damn it, I warned him about spreading his focus like that." He muttered to himself before looking towards James.

"Hello, James. Good to see you're still alive. Jase moves to shake James' hand before continuing. "You were a healer when we got here, but by the look of that fancy equipment, It would seem you picked up a Summoning affinity at some point. That's good, because that's the kind of help I need. I have a plan to deal with that dragon. Would you be interested in hearing it?" He lowers his voice for the last few sentences, lest anyone overhear.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: ATHATH on April 27, 2015, 02:57:20 pm
"I would."
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: poketwo on April 27, 2015, 03:23:37 pm
Prepare a good force-field spell, since I had discovered it on my many experiments into warp phenomena and the abilities of psykers. 
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 27, 2015, 03:42:07 pm
"Excuse me, why is it necessary for the dragon to die? He only wants everybody but me dead, possibly including me. There's nothing wrong with that, it's just like another mage going homicidal or whatnot."
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: NAV on April 27, 2015, 04:23:36 pm
"Hi Jase, long time no see. What's your plan?
Looks like some of your group needs healing, I'll get working on that."

Heal Kahel completely. He's looking rather battered.
Then 2 summoning essences.


(I hope I can cast multiple spells this turn, cause I'm not fighting, just providing support.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Beirus on April 27, 2015, 04:28:21 pm
"I'm sure they would appreciate the healing. As for my plan, it would be be better if we weren't overheard. I'm not sure how good that Dragon's hearing is." Jase responds to James before lowering his voice to a whisper.

((PM conversation okay with you, NAV?))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: NAV on April 27, 2015, 04:43:59 pm
((Yep, PMs are okay.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 27, 2015, 04:45:36 pm
"Hm... they're plotting something... I'll have to change my plan..."
Sending Private Message!
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: ATHATH on April 27, 2015, 06:27:59 pm
"I'm sure they would appreciate the healing. As for my plan, it would be be better if we weren't overheard. I'm not sure how good that Dragon's hearing is." Jase responds to James before lowering his voice to a whisper.

((PM conversation okay with you, NAV?))
May I join the operation? I could probably take care of No.

Make two essences.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 27, 2015, 06:30:52 pm
((Our magics are similar. And you might be surprised...))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Crimson on April 28, 2015, 02:39:07 am
((I guess I can say that I'm not surprised that happened. No explosions though. Just pure chaos.))

"Ahhh... Sorry. Nothing to see here. Move along."
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 28, 2015, 07:29:55 am
"OI! You dare try to sneak up on me and the good master?"
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Crimson on April 28, 2015, 10:26:48 pm
"Well, um... Sorry."

Run to Jase's hex.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Beirus on April 28, 2015, 10:52:26 pm
((Psst, NAV. PM conversations don't work if you don't reply. Was hoping to get something figured out in time for the turn tomorrow. You wanna just assume we covered the general plan?))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: NAV on April 28, 2015, 11:04:16 pm
((Sorry. Reply sent. I was busy all day.))

((So, DreamerGhost, what happens if multiple chaos essences are used on the same spell?
Would the all the good and bad luck sorta balance out, would there only be a single luck roll, or would it be ULTRA MEGA CHAOS?))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Beirus on April 28, 2015, 11:55:57 pm
((Sorry. Reply sent. I was busy all day.))

((So, DreamerGhost, what happens if multiple chaos essences are used on the same spell?
Would the all the good and bad luck sorta balance out, would there only be a single luck roll, or would it be ULTRA MEGA CHAOS?))
((Sorry if I rushed you, NAV. Also, DG, I too am interested in knowing this. Will be important for stuff next turn.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: DreamerGhost on April 29, 2015, 12:35:26 am
((Fairly certain it has happened allready at least once and I did only one LUCK roll so I'll go with that.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Sarrak on April 29, 2015, 05:27:25 am
Retreat after Jase. Receive treatement from James & create three essences. else, if dragon attacks Crimson: Shield him with heating spell while retreating.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 29, 2015, 01:18:56 pm
((ooh, nearly page 100!))

((Since I can't post without breaching a hundred, I'm going to edit my earlier posts to communicate if I have to. Whoo, hope my special attack worked!))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: XXXXYYYY on April 29, 2015, 02:00:38 pm
((ooh, nearly page 100!))
((HYYYYPE))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: poketwo on April 29, 2015, 02:37:18 pm
I CLAIM 100TH PAGE
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: endlessblaze on April 29, 2015, 03:40:31 pm
You fools! Stop posting! Clearly we must measure how many post are needed to reach 100 And save the last for the update!

That way the first post of page 100 will be a turn!(hopefully a good one)
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: DreamerGhost on April 29, 2015, 04:12:26 pm
Me: Brain, I got enough free time to read Hive queen quest, right?
Brain: Ye bro, now continue reading, I want to see more of the cheeky queen.
Me: Oh, it's already past midnight, time to sleep.
Brain: Oh ye, while I have your attention, you have to write that code for tomorrow and you should do an update for your RtD.
Me: ... Well I always wondered what effect substituting sleep with caffeine would have.

Next post will be the first one on 100th page, and if none of you post within next 90 mins, that post will be an update.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: NAV on April 29, 2015, 04:19:53 pm
15 posts per page.
This is post # 11.
We need 4 more before the update.

Changed my action a bit btw.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: DreamerGhost on April 29, 2015, 04:21:56 pm
Changed my action a bit btw.

*Quotes the action*
*Notices extra 3 lines apearing out of nowhere*
*Extremely confused and entirely certain that NAV is some sort of code mage*

And yes you can. Cast multiple times that is.
Not heal Crimson though, whenever I am uncertain of should something be possible or not, I roll a d10 and you rolled a 1.
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 29, 2015, 04:25:28 pm
((I suppose this is post 13. There is one more slot now I guess. Wait, 15 posts per page... so there should actually be two slots left.))

Edit: ((NOOOOO! don't you dare get page 100 until the turn is posted.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: NAV on April 29, 2015, 04:26:39 pm
((Okay then, replace healing Crimson with crafting another summoning essence.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Andres on April 29, 2015, 04:45:59 pm
((Someone get 100 now.))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: DreamerGhost on April 29, 2015, 04:55:20 pm
Turn 78

SPD [4] vs [4] vs [5] vs [3] vs [5] vs [6-1=5]

Prepare a good force-field spell, since I had discovered it on my many experiments into warp phenomena and the abilities of psykers. 

CMP [5]
POT [4+1=5]

Romanticarnus thanked his lucky stars for the metal fool that distracted the dragon. It was enough time to prepare for proper combat despite the failed preemptive strike. Air flickered as a thick shell of warp surrounded the sorceror. Immediately, the shield proved its usefulness as a curse coming from No burned down in warpfire.

"Well, um... Sorry."

Run to Jase's hex.

DEX [5]


"Come here you, and explain what you are doing, winged metal mage." Dragon attempted to grab Crimson, yet as dragon moved its claws slowly with intent to capture instead of kill, Crimson managed to evade them with ease. It would have been an incredibly awkward conversation, and force mage wanted no part in it. A chance to have his head torn off for disloyalty also put some extra spring in his step, before world suddenly jumped and he caught himself looking at some strangely familiar moving metal sculpture, with right arm missing for some reason. Strange, he didn’t think that metal could itch.


"Hi Jase, long time no see. What's your plan?
Looks like some of your group needs healing, I'll get working on that."

Heal Kahel completely. He's looking rather battered.
Then 2 summoning essences.


CMP [3+1+1=5]
POT [1+1+1=3]
CMP [2+1+1-1=3]
POT [2+1+1-1=3]
CMP [6]
POT [2]

James took to doing what he wanted to do since when he took up healing magic courses: actually healing people. Even with dragon popping up, things were looking up. First it was the guy with torn open stomach, now this thermomancer. Maybe he could actually once more return to healing the wounded. It was a nice prospect. Then the word shifted and both his right shoulder and left knee flared up with pain. Turning his head to look around in an attempt to figure out what happened James turned his head to look around, only to be further horrified by Dragon standing not five meters away from him.


May I join the operation? I could probably take care of No.

Make two essences.

CMP [2+1=3]
POT [2+2=4]
CMP [4]
POT [3+2-1=4]

Marcus felt something incredibly familiar. One moment he was trying to con healer into making him a superweapon, and the other he was looking at a mirror reflection of himself. A gash on right arm appeared seemingly out of nowhere when he wasn't looking, and that dull pain on the left foot did not feel very promising either. Something still clouded his mind, and further inspection of his own mental state revealed that it was a large amount of aether and summoning energy clouding his brain. Except that this brain wasn't his. Marcus remembered what this felt like. It was not a reflection standing there. It was him. Body trade was something he had experience with, but it was entirely another thing to be on the receiving end.


Stuff

The plan was becoming more and more clear, with this (possibly temporary) alliance established, they had a decent chance to deal with the dragon in one way or another. Ideally, this would result in himself becoming the #1 military power among those gathered here, and even if dragon did die, he would likely be capable of gaining majority of profit from it. It was just a matter of waiting and preparing now, if the dragon toyed with others for some half hour more, dominance was assured. Jase exhaled as he always did before beginning to meditate, suddenly beginning to cough as shards of bone pressed against muscle in his chest.

"Hm... they're plotting something... I'll have to change my plan..."
Sending Private Message!

CMP [6+1+2=9]
POT [6+1+1+1+1=10]
LUCK [7]
No suddenly felt cold. Although was this really how cold felt? It was better described as a lack of warmth rather than feeling chill. He opened his eyes and noticed several mages standing around him. One was coughing and another seemed amazed by his skin.  All were looking confused. As he looked down, No noticed that his right arm was missing, yet he did not feel pain. Being made of iron probably why it was so painless. Wait what? This was not part of the plan at all!

Spoiler: What happened? (click to show/hide)

make three essences

CMP [2+1=3]
POT [5+1=6]
CMP [1]
POT [5]
CMP [2+1-2=1]
POT [4+1-2=3]

There seemed to be some sort of confusion among treehouse mage company. Such things happen when dragons hunt your colleagues within spitting distance of yourself. Being further away Flare had no idea what he had dodged, and spent his time focusing power by focusing on plans of revenge.



Gambler continued his chants, yet as usual, it seemed that bad luck brought worse luck.

CMP [1]
POT [2]

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: FallacyofUrist on April 29, 2015, 04:56:57 pm
((Please don't tell me someone got that armor.))

Edit: ((I overdid it. Two sixes? Really? Well it worked... thing is, it wears off in two turns. After that, say, if somebody's body is gone, someone's mind dies. So basically any combat against the person who has your body becomes a very very bad idea. I need to analyze the situation. Oh crud, the dragon doesn't no what happened. Which means... Jason... in my body... oh crud. I need to analyze the situation. But hey, it worked! Clarification: you can't use the essences of the person you swapped into, but is the affinity part of the body or mind? As in, can I use force magic? That is Crimson's affinity, right?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Crimson on April 29, 2015, 06:02:16 pm
((Wait... What the heck! This is gonna be confusing.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: endlessblaze on April 29, 2015, 06:09:13 pm
((where is my action?

and why did this happen?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 29, 2015, 06:10:14 pm
((I said I had an idea for an AoE that would ruin all of you. It's your fault for underestimating me and not attacking as a result. I think he forgot blaze's action... but at least he doesn't get mind switched.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: endlessblaze on April 29, 2015, 06:11:50 pm
((what da? what were you even trying to do!?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on April 29, 2015, 06:12:49 pm
((where is my action?))
((I am also interested in that. Can't seem to find it.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 29, 2015, 06:12:55 pm
((switch all the enemies' minds around... I didn't think it would include me. Score 100 for the Evil Eye!))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on April 29, 2015, 06:16:24 pm
((I didn't think it would include me.))

((Welcome to the land of rolling sixes))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 29, 2015, 06:17:32 pm
((I have a question: Are affinities part of the body or mind? As in, is the affinity I can use force while in Crimson's body, or do I still have the Evil Eye?
Oh, and Crimson: I have 9 shards now. I feel quite ready to spend them. ))
Title: Re: Roll to Magic: Turn 77 Fails parade
Post by: Sarrak on April 29, 2015, 06:28:46 pm
((My action was excluded because of insufficient speed, I suppose?

Interesting results, by the way...))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: endlessblaze on April 29, 2015, 06:31:09 pm
((where is my action?))
((I am also interested in that. Can't seem to find it.))

wasn't it back at......

oh.....it seems I forgot to take one....

whats the procedure for this?
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on April 29, 2015, 06:35:52 pm
((First and foremost question, opinions needed.

What will happen if original body dies? As your spirit have nowhere to return to, it must fight for the body with it's original owner? Or does it simply leaves?

I'd rather not take risks, but first variant seems more likely.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on April 29, 2015, 06:40:18 pm
((where is my action?))
((I am also interested in that. Can't seem to find it.))

wasn't it back at......

oh.....it seems I forgot to take one....

whats the procedure for this?

I'm feeling amused, and thus nice. Post an action, and as long as it does not interfere with what is allready happening at I will add it to turn 78.

((My action was excluded because of insufficient speed, I suppose?

Interesting results, by the way...))

((Yeah, you got mindswaped before you managet to magic anything up.))
((I have a question: Are affinities part of the body or mind? As in, is the affinity I can use force while in Crimson's body, or do I still have the Evil Eye?
Oh, and Crimson: I have 9 shards now. I feel quite ready to spend them. ))

((Mind. But essences are bound to the body. While you can't use essences of afinities you don't have, their original owner can't reach them either.))

((First and foremost question, opinions needed.

What will happen if original body dies? As your spirit have nowhere to return to, it must fight for the body with it's original owner? Or does it simply leaves?

I'd rather not take risks, but first variant seems more likely.))

((If body dies, so does the spirit that is within at the time. At the end of the spell, spirits whose original bodies are still alive will return to them, while those whose original body is dead will take what's available.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 29, 2015, 06:41:45 pm
((It seems more likely to me, that once the spell turns off, the minds will attempt to return to their original bodies. If said original body happens to no longer exist, then mind goes away. You know, people could exploit this to get rid of enemies that are too hard to get rid of in their own bodies. Also, yeah that was a good spell. No fighting dragon, instead must run around screaming.))

Edit: ((Facepalm))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on April 29, 2015, 06:48:52 pm
((It seems more likely to me, that once the spell turns off, the minds will attempt to return to their original bodies. If said original body happens to no longer exist, then mind goes away. You know, people could exploit this to get rid of enemies that are too hard to get rid of in their own bodies. Also, yeah that was a good spell. No fighting dragon, instead must run around screaming.))

((I'd say they will fight for control out of desperation - with ties to original body severed while being in other suitable body, soul would undoubtably form some sort of anchor. So, for the soul to leave entirely, you must kill the body the moment soul leaves the body it now inhabits.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: endlessblaze on April 29, 2015, 06:49:39 pm
((where is my action?))
((I am also interested in that. Can't seem to find it.))

wasn't it back at......

oh.....it seems I forgot to take one....

whats the procedure for this?

I'm feeling amused, and thus nice. Post an action, and as long as it does not interfere with what is allready happening at I will add it to turn 78.


((ok))

make three essences
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on April 29, 2015, 06:54:49 pm
"Argh! What the..."

No staff. No orb. No...pain? Noticing that landscape has changed, Kahel saw other mages, as stupefied as he was, looking at their new bodies. Seeing the healer mage standing beside him, Kahel tried to ask, his voice weird and totally alien:

"James?"
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Beirus on April 29, 2015, 08:50:30 pm
Jase takes a moment to look at himself. He wasn't this injured a few seconds ago. And his skin wasn't this shade. It seems he swapped bodies. Not unheard of for an aether mage, but he was sure he didn't do it this time.

"Damn it, this is like my 20th birthday all over again. Alright people, sound off so we can figure out who got swapped where. And this is Jase, to clarify."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on April 29, 2015, 09:33:26 pm
Despite the weirdness of the whole situation, Kahel couldn't help but smile:

"Well, I'll entrust my body to you for now... Do you have any idea about what happened?"
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Crimson on April 30, 2015, 01:10:34 am
"Crimson here. This is weird."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: NAV on April 30, 2015, 01:23:36 am
"James here, in a rather bad spot."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 30, 2015, 07:00:26 am
"MWAHAHAHA!!! IT WORKED! It just... affected me also. Oh wait, this body has 9 shards... Hey, mister dragon, don't trust whoever's in my body! Whoever it is, he's likely hostile towards you!"

((Plotting intensifies!))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: AoshimaMichio on April 30, 2015, 07:05:30 am
"MWAHAHAHA!!! IT WORKED! It just... affected me also. Oh wait, this body has 9 shards... Hey, mister dragon, don't trust whoever's in my body! Whoever it is, he's likely hostile towards you!"

((Plotting intensifies!))
((You better hope POT and CMP are considered as part of your mind.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 30, 2015, 07:10:08 am
((I imagine the physical stats are part of the body and the magic stats are part of the mind... by the way, I've got 9 shards to spend. So many options... one more shard and I can get force affinity... everybody dies but me. Or just spend them all to mind roulette again, or just remove Crimson's connection to the body I'm in, then kill my original body... so many possibilities! By the way, what were the negative modifiers for mind roulette?))

Edit: ((Never underestimate an affinity I design.))
((I've got an idea for an AoE that will basically ruin all three of you. With all my shards in and my essences also used I might be able to pull it off.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on April 30, 2015, 12:11:02 pm
((Never underestimate an affinity I design.))
((I've got an idea for an AoE that will basically ruin all three of you. With all my shards in and my essences also used I might be able to pull it off.))
((Actually, you gave the game a pretty interesting twist, but 'ruin' us? You did not.

And bodyswapping (?) affinity would be a great one. Swap, kill, use shards, swap again.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: poketwo on April 30, 2015, 02:31:05 pm
"This is what happens when you do not have a proper force-field up at all times."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 30, 2015, 02:58:34 pm
((Actually... nobody has their own essences. Basically nobody can use really potent magic without sacrificing shards. Crimson probably could have dealt serious damage by using his essences, to say nothing of Jase or Jason, but now they're a tad bit weaker. TAD TAD TAD bit weaker. I'm devising a plan using the shards Crimson's body has to do more ruining though... And yeah, I'm surprised POT 9 CMP 10 failed to get through a POT 5 CMP 5 shield.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on April 30, 2015, 03:51:15 pm
You
By the way, what were the negative modifiers for mind roulette?))

You should had gained- 1 for picking exact curse and possibly another -1 for range, but that did not matter as much and you were running a bit on rule of coll there. As for the shield protecting Romanticarnus, your spell was AOE, and thus actualy far weaker than your rolled POT.
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on April 30, 2015, 04:01:06 pm
((... only -2? For a spell of that power? Wot. Just, wot. How much of a bonus does rule of cool give when used in a spell? And I can accept that the spell bounced off that shield, but the shield should at least be weakened... at most it should fragment his mind and create a spin-off: You Are the Voices in Romanticarnus' Head. You know what would be fun? Create a suggestion game where mages in this game that go insane can be controlled by the players in that game.))

Edit: ((I just realized I literally changed the name of the game.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on May 01, 2015, 02:49:21 am
((Darn. I don't even have my reroll staff...))

Freeze Crimson's body again. Only the remaining hand this time, though.
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on May 01, 2015, 05:13:03 pm
((Now you see the power of the Evil Eye.))

Secrecy! Action sent!
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: endlessblaze on May 01, 2015, 05:50:12 pm
wait a sec......oh wow....I think that guy scrambled there bodies. HA that's a fun twist.
more essences. 3
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Beirus on May 01, 2015, 06:31:10 pm
((Darn. I don't even have my reroll staff...))

((It's all good, I've got it for the moment. I feel like I might have slightly more need for it at the moment.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on May 01, 2015, 06:34:09 pm
((yep! scrambled everybody in that area, except that blasted warp mage and the dragon... could that have affected the dragon?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: ATHATH on May 01, 2015, 11:12:50 pm
"Marcus here."

Prevent No from using his current body's shards, using control magic. Then run away to a close by location, and hide all of this body's shards and essences. Then come back.

(Beirus, you have no idea how tempting it is to have my character be possessed by the Manipulator and commit suicide to kill you. Fortunately for you, circumstance are currently keeping me from exploiting this turn of events properly, and I must merely settle for stealing all of your shards and essences.)
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Beirus on May 01, 2015, 11:20:59 pm
((That's pretty damn meta. It works in perplexicon, around here it isn't exactly okay. Also, try to use the voice colors. It's blue with purple glow.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: ATHATH on May 01, 2015, 11:22:44 pm
((That's pretty damn meta. It works in perplexicon, around here it isn't exactly okay.))
Which is the majority of the reason why I didn't do it.

Also, NAV, don't forget about Grundar (why wasn't he or the dragon affected?).
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Beirus on May 01, 2015, 11:24:02 pm
((ATHATH, (()) denotes OOC conversation. Otherwise, we might think your character is trying to say it.))

"Well Kahel, I can only assume somebody thought swapping our souls around would hamper us. And luckily he seems to have decided to make it known which body he is in. No need to waste time searching for him. Also you, the one in my body. It better be in good shape when I get it back, and if my things are missing I will destroy your soul."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on May 02, 2015, 05:55:02 am
"Heh, yeah. Changing bodies is not that much of an obstacle. Jase, enjoy my staff while you can, it's pretty damn awesome. Not that I'm proud or anything... Actually, I am. Anyway, let's show this psycho our power."
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on May 02, 2015, 06:53:31 am
((... hee hee hee hee...))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: poketwo on May 02, 2015, 07:16:55 am
PREPARE TO OPEN WARP PORTAL NEAR THE DRAGON
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on May 02, 2015, 07:19:38 am
((ho ho ho ho... the next turn is going to be fun... I predict bad rolls for everybody trying to kill me. Also... if you kill me, you kill Crimson's body...))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on May 03, 2015, 05:47:45 pm
Turn 79


Freeze Crimson's body again. Only the remaining hand this time, though.

Secrecy! Action sent!

"Marcus here."

Prevent No from using his current body's shards, using control magic. Then run away to a close by location, and hide all of this body's shards and essences. Then come back.

"Undo what you did!"
Stuff
Stuff
Stuff

SPD [3+1=4] vs [5-1=4] vs [2+1=3] vs [6] vs [5] vs [2]
CMP [2+1+1=4]
POT [6+1=7]
CMP [2]
POT [2]
STR [6]
STR [1-1=0]
CMP [6]
POT [1+1=2]
CMP [5+1=6]
POT [1+1=2]
CMP [4]
POT [6+2=8]
CMP [3]
POT [5+1=6]

The body James now occupied was injured and near the dragon. Either would had been trouble enough alone, but a mix of two was dangerous. James fixed up both the busted knee and shoulder, before deciding to go further. Remembering the spell he somehow managed to accidentally cast on the techpriests, healer attempted to replicate it. Choosing to cast weakened version saved James problems, as he felt some muscles move unnaturally and a bit painfully. No matter, it was good enough to move, and so he charged metal man now inhabited by the soul of his adversary. No did not manage to put much of resistance with one hand missing and was quickly forced down on the ground by James.

Next came restraining spells from Crimson and Kahel, though the two did not want to use too much power on a body that would soon return to rightfull owner and it showed. Neither forced a spell that lasted beyond a minute, although for that minute Nos' only hand became entirely paralyzed, allowing James to pin offending mage down harder.

While all this comotion was going down, Marcus took his part in securing what was important - soul shards. Allowing this mad bodyswaping mage to spend them all on silly goals, like killing chessmaster himself, would not be allowed! Simple one command geass spells were easy to create, even on such a short notice as this and Marcus used his full power to force one simple command into the mind of No: "DO NOT USE THE SHARDS". Future treasure thusly secured, Marcus took care of what he had allready, tossing what shards this body had up into a thicket of branches in one of plum trees. Nobody would find them unnless they knew where to look.

Beirus was last, as his spell took a while to charge up. With mighty commands, Nos' soul was pulled out of Crimsons' body, yet curse No had cast previously came into effect. Amulet of magic protection began shining brightly on James body, as the soul within was torn out by disintegration of that particular part of the spell. As curse partially disintegrated, James' soul was returned back to his original body, Crimson found himself completely pinned in his old metallic self and No blinked as his sight revealed Crimson in a chokehold beneath him.

wait a sec......oh wow....I think that guy scrambled there bodies. HA that's a fun twist.
more essences. 3
CMP [3+1=4]
POT [1+1=2]
CMP [2]
POT [5]
CMP [6+1-2=5]
POT [3+1-2=2]

Flare looked at mages dogpiling one of their own, snickering at the silliness of it all. Dragon flew off somewhere northeast, but a battle would occur sooner or later, and he would not be caught unprepared again.

PREPARE TO OPEN WARP PORTAL NEAR THE DRAGON

CMP [4]
POT [1]

Something went wrong. This though somehow managed to occupy entirety of Romanticcarnus' mind as warp portal size of a poppy seed sizzled between his hands. Snort from the dragon reminded him in what kind of situation he was however, and sorceror reflexively moved in a defensive posture. But the strike never came. Instead, dragon extended its wings and flew off northeast.


{I would like a confirmation that XXXXYYYY is still playing}
CMP [5]
POT [6]
Finaly, he was getting somwhere, Gambler thought as his powers returned fully. The curse was nearing the end, and then he'd be able to return to forging the pillars that would support his master plan.


TARGET d12{9}-> Azenfar

Dragon took off again. What was happening here was simply too confusing. Curse wielding mage said that he'd take care of this, did something, and then they all began doing something to his last servant. The only person remaining continued his overly elaborate greeting. It seemed cruel to kill someone so dedicated to tradition. That meant that the closest suitable target was... speedy mage. Who had just killed armed mage and stole his sword. That little pest. Dragon had wanted to fight the arms mage properly, like a knight of old. Such insolence would not stand.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Andres on May 03, 2015, 05:57:16 pm
((Is the dragon in the tile south-west of me or on the same tile as me?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Sarrak on May 03, 2015, 05:57:52 pm
((Gods. What a clusterfuck...))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Andres on May 03, 2015, 06:00:14 pm
((When I kill the dragon, will I get the soul shard inside it automatically like when killing a mage or will I have to loot it?))

EDIT: Just to be absolutely certain, the two Acceleration essences will EACH give me +1 to CMP and +1 to POT?
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on May 03, 2015, 06:08:54 pm
((Same tile, loot and yes.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Andres on May 03, 2015, 06:31:17 pm
"Let's see if you're perfect enough to withstand this!"

Fire the ornate arrow at the dragon's head. Use my two Dexterity essences to improve my DEX roll by 2 points. I'll use my magic to increase the up/down/left/right/forward acceleration of the arrow to increase its accuracy and speed. In order to improve this spell, I'm putting both my Acceleration essences into it, breaking 2 shards to increase its POT by 2, and breaking 10 shards to increase its CMP by 5.

Loot the corpse after it inevitably dies.
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: FallacyofUrist on May 03, 2015, 06:31:38 pm
((What just happened? Excuse me while I bore my eyes into the turn.))

Edit: "Well... this is a predicament... I suppose you are going to try to kill me now... well I suppose I don't have much choice now... I would like to inform you that I have placed a hidden curse onto the strongest of you and if you do not let me escape I will trigger it and render your mind useless."

If they don't let me leave, detonate the curse. If they let me leave, make 3 Evil Eye essences while heading south-east rapidly.
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: NAV on May 03, 2015, 06:59:38 pm
((Roll to Magic was added to the RTD hall of fame! Congratulations DreamerGhost.))

"He's Bluffing. Even if he isn't I will heal whatever the curse does.
Grundar, please kill No."

Order Grundar to kill No.

Cast a spell to give No cancer. Don't stop at the lungs, block his major arteries with cancerous tissue killing him near-instantly. Use 2 +1/+2 essences.
Then shift my weapon to crossbow mode and shoot him.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: endlessblaze on May 03, 2015, 07:14:48 pm
((this should be fun to watch.....))

use all essences to make animate steel
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: XXXXYYYY on May 03, 2015, 07:22:30 pm
((Yep. I'm here, reading and watching for things that need a reaction. I'm just not posting for the reasons I said earlier - My bloke doesn't want anything to do with the whole "god-like dragon attacking anyone in the near vicinity" thing, and I don't want to flood the thread. Speaking of actions...))
The Gambler picks up and moves further NE, forging a few (2) more essences as he walked. He looks around for anything of interest, keeping a keen eye.
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Beirus on May 03, 2015, 08:32:17 pm
((What just happened? Excuse me while I bore my eyes into the turn.))
((You underestimated me. That's what happened.))

"Funny thing about soul swapping. The souls aren't as anchored to the new bodies, and it's rather easy to pull them back out. As for that curse, I only have one thing to say. SILENCE, THEY KILL YOU!"

Make with the silencing of No.

((Anybody get the reference?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: Andres on May 03, 2015, 08:36:10 pm
Edit: "Well... this is a predicament... I suppose you are going to try to kill me now... well I suppose I don't have much choice now... I would like to inform you that I have placed a hidden curse onto the strongest of you and if you do not let me escape I will trigger it and render your mind useless."
((You just gave everyone in front of you a very good reason to kill you as quickly as possible. :P))

EDIT:
((What just happened? Excuse me while I bore my eyes into the turn.))
((You underestimated me. That's what happened.))

"Funny thing about soul swapping. The souls aren't as anchored to the new bodies, and it's rather easy to pull them back out. As for that curse, I only have one thing to say. SILENCE, THEY KILL YOU!"

Make with the silencing of No.

((Anybody get the reference?))
((Achmed the dead terrorist))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 03, 2015, 08:42:07 pm
((Andres gets an Internet cookie. Also, Jase will probably try to kill Azenfar if you do kill that dragon.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 03, 2015, 08:46:09 pm
((Sure, save the world and get punished for it. >:( Can I trade my life for an Internet cookie? :P))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 03, 2015, 08:50:23 pm
((Sure, save the world and get punished for it. >:( Can I trade my life for an Internet cookie? :P))
((Seeing as how Jase already has a plan to deal with the dragon, and has been working towards it for a while, he would be a bit pissed off. Cookies can't quell the rage of an aether mage.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 03, 2015, 08:51:21 pm
((What about a Bow of Transference with three free spells put into it?))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on May 03, 2015, 11:49:44 pm
((Roll to Magic was added to the RTD hall of fame! Congratulations DreamerGhost.))
Yes (https://youtu.be/l8AioTlq4dc?t=1m6s)
Cast a healing spell to give No cancer. Don't stop at the lungs, block his major arteries with cancerous tissue killing him near-instantly. Use 2 +1/+2 essences.
Then shift my weapon to crossbow mode and shoot him.


That arteries cloging seems like instakill. 20/20?

Loot the corpse after it inevitably dies.
Bomb-proof optimism right here.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: NAV on May 04, 2015, 12:32:08 am
That arteries cloging seems like instakill. 20/20?
It's the exact same lung cancer spell I used to kill Leo early in the game, except targeted at a different area of the body. The lung cancer spell only gave a -1 to CMP. I admit the mechanics have changed since then, but 20/20 is just insane

For balance reasons, you could probably give No an endurance roll to survive the spell.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 04, 2015, 12:53:32 am
Yeah, 20/20 applying to all instakill spells is just insane. Why be creative in spell-use when the only thing that matters in the roll is the end result?
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: FallacyofUrist on May 04, 2015, 06:58:57 am
"Okay. You're right, I was bluffing. But here's one thing I'm not bluffing about: I successfully allied... well... became the minion of the dragon. If you kill me the dragon won't be very happy with you."
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Sarrak on May 04, 2015, 07:47:30 am
"Who cares about dragon wraith? We won't be able to co-exist anyway. And although I'm quite indifferent about ending you - soulswapping was quite ingenious in my opinion - allowing you to simply walk off while dragon is breathing is a very dumb move."
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: DreamerGhost on May 04, 2015, 08:04:45 am
Yeah, 20/20 applying to all instakill spells is just insane. Why be creative in spell-use when the only thing that matters in the roll is the end result?

It is a valid point. How abaut this: No enforced cost on instakill spells, but no targeting anything you can't see and target get's an END roll to survive Would such be acceptable?
Reason why I made instakill spells so absurdly hard to pull off is that I didin't want people running around using only a single spell. Then again, you can do so anyways but are not, so I gues it's okay.
 

@ATHATH

Beirus pointed out that he had no shards for you to hide, and essenses are not physical bjects and as such couldn't be hidden. Just so that you wouldn't come looking for something that is not there.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Sarrak on May 04, 2015, 08:39:35 am
@Sarrak

Beirus pointed out that he had no shards for you to hide, and essenses are not physical bjects and as such couldn't be hidden. Just so that you wouldn't come looking for something that is not there.
((I think you mistook me for ATHATH because of the color used as I'm in his body now.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: DreamerGhost on May 04, 2015, 08:52:40 am
((Yes. Yes I did.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: FallacyofUrist on May 04, 2015, 12:45:21 pm
"I see. The way I see it, you people have three options: kill me, risking the wrath of the dragon as well as my family, or let me leave alive, risking my own wrath and the chance that I will get enough essences for another powerful spell like mind roulette, however the third option is in between: I believe that one of your number is a mind mage, correct? A geas could minimize the risk for both of us. I am most assuredly not an expert in getting out of geases."
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 04, 2015, 01:01:09 pm
"Or we kill you, deal with the dragon if it even gives a shit, and then deal with any family members you had if they decide to show up for revenge. You have no bargaining chips. You should be asking for us to kill you quickly, instead of rendering you helpless and slowly tearing you apart piece by piece for interfering in what is a time-sensitive operation.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: FallacyofUrist on May 04, 2015, 05:07:47 pm
"It is in your best interest to kill me quickly. If you don't, I might get off a spell. And you know what my magic is capable of. And I warn you, do not underestimate my family, especially None."
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 05, 2015, 03:08:49 am
Yeah, 20/20 applying to all instakill spells is just insane. Why be creative in spell-use when the only thing that matters in the roll is the end result?

It is a valid point. How abaut this: No enforced cost on instakill spells, but no targeting anything you can't see and target get's an END roll to survive Would such be acceptable?
Reason why I made instakill spells so absurdly hard to pull off is that I didin't want people running around using only a single spell. Then again, you can do so anyways but are not, so I gues it's okay.
An END roll is fine.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 05, 2015, 03:53:57 am
((I think the instakill spells should be considered on a case-by-case basis. An END roll, or really any other roll, wouldn't make any sense for my instakill, since it targets something the target has no concious control over. I'm fine with a higher requirement for mine.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: DreamerGhost on May 05, 2015, 10:48:51 am
((I think the instakill spells should be considered on a case-by-case basis. An END roll, or really any other roll, wouldn't make any sense for my instakill, since it targets something the target has no concious control over. I'm fine with a higher requirement for mine.))

((It partialy does, as I also use END rolls for pain, but I see what you mean. I gues I'll have to work a bit on a pseudo-HP system.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 05, 2015, 11:07:10 am
((Could call it chunky soulsa. Or not. Kinda defeats the purpose of an instakill if it doesn't instantly kill them. Then it's just highly lethal. Although it would take less essences since I just need to beat their roll+modifiers, and I don't think anybody has more than +1 END. Just need 7 essences for an instakill.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: ATHATH on May 05, 2015, 05:10:56 pm
Wait, did I hide Beirus's stuff, or did he not have any?

Also, PM.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 05, 2015, 10:41:52 pm
((Just to be clear, I'm increasing the up/down/left/right acceleration of the arrow only when it requires it to be accurate.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Beirus on May 05, 2015, 11:34:12 pm
((Just to be clear, I'm increasing the up/down/left/right acceleration of the arrow only when it requires it to be accurate.))
((Like the Homing modifier?))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: Andres on May 05, 2015, 11:41:40 pm
((Just to be clear, I'm increasing the up/down/left/right acceleration of the arrow only when it requires it to be accurate.))
((Like the Homing modifier?))
((Kind of. This version lets me get a +1 for using acceleration and it also compensates for how bad my DEX roll is. If the DEX roll was good, it'll cost less. If it was bad, it'll cost more.))
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: DreamerGhost on May 06, 2015, 03:07:27 pm
Sadly, there will be no update today.
Globalization in Germany is a subject more complex than I first thought.
Expect update sometime tomorow.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: poketwo on May 06, 2015, 03:57:39 pm
Huh. Doing some geography????? The non-general stuff usually is real complex.
Title: Re: Roll to Magic: Turn 79 Confusius maximus
Post by: FallacyofUrist on May 06, 2015, 05:54:34 pm
((I expect my death in the next turn. And no, it's not geography. More likely economics or sociology.))
Title: Re: Roll to Magic: Turn 78 Theft of the century
Post by: DreamerGhost on May 07, 2015, 05:14:08 pm
Turn 80

"Let's see if you're perfect enough to withstand this!"

Fire the ornate arrow at the dragon's head. Use my two Dexterity essences to improve my DEX roll by 2 points. I'll use my magic to increase the up/down/left/right/forward acceleration of the arrow to increase its accuracy and speed. In order to improve this spell, I'm putting both my Acceleration essences into it, breaking 2 shards to increase its POT by 2, and breaking 10 shards to increase its CMP by 5.

Loot the corpse after it inevitably dies.

DEX [4+2+1=7]
CMP [3+2+5=10]
POT [5+2+2=9]
DEX [2] vs SPD [1]

With a single movement, Azenfar drew back the bowstring as far as he could before immediately releasing after arrow formed from stored magic. Spell that took upon physical form flew gracefully through the air, guided by both Azenfars' talent as archer and his talent as a mage. Arrow flew with great speed, spending mere moment in air before lodging itself deep in the right eye of the dragon. With a great shriek dragon began trashing around in the air in pain. It more fell than landed before Azenfar, droplets of dark blue blood falling freely from its head, freezing land where they fell and painting plants white with frost. One remaining eye was looking intensely at Azenfar, hate burning within, with clear knowledge of who was responsible for its current pain. It opened its great maw and roared at Azenfar, who was mere meters away. The roar was a promise of great suffering, a thousandfold return for what he had caused. But it was this roar that saved accelerator, for Azenfar dodged away as soon as dragon opened its mouth, not waiting to see if it wanted to threaten or swallow him whole. It was a timely dodge, as just after Azenfar moved out of the way, dragon unleashed his frozen breath again. Accelerator felt that somehow strangely wind turned towards him, no, towards the area which dragon had just blasted. As he turned to sneak a look he noticed that there were droplets of clear liquid on otherwise entirely frozen plants. That, was most certainly not water.
Spoiler: 200% MAD (click to show/hide)

((What just happened? Excuse me while I bore my eyes into the turn.))

Edit: "Well... this is a predicament... I suppose you are going to try to kill me now... well I suppose I don't have much choice now... I would like to inform you that I have placed a hidden curse onto the strongest of you and if you do not let me escape I will trigger it and render your mind useless."

If they don't let me leave, detonate the curse. If they let me leave, make 3 Evil Eye essences while heading south-east rapidly.
"He's Bluffing. Even if he isn't I will heal whatever the curse does.
Grundar, please kill No."

Order Grundar to kill No.

Cast a spell to give No cancer. Don't stop at the lungs, block his major arteries with cancerous tissue killing him near-instantly. Use 2 +1/+2 essences.
Then shift my weapon to crossbow mode and shoot him.

"Funny thing about soul swapping. The souls aren't as anchored to the new bodies, and it's rather easy to pull them back out. As for that curse, I only have one thing to say. SILENCE, THEY KILL YOU!"

Make with the silencing of No.

Stuff
Hillarious stuff

SPD [6] vs [1] vs [3+1=4] vs [6-1=5] vs [1+1=2]
DEX [4] vs [3]
LUCK [2] {Something happened out of sight}
STR [2-1=1]
END [1]
CMP [4]
POT [3+1=4]
CMP [5]
POT [4+2=6]
CMP [2+2=4]
POT [5+4+1=10]
END [1-1=0]
STR [6]
END [1-2=-1]


It was five mages against one, not counting possibility of allies. It was a situation where even stalling for time in hopes of dragon wandering over was futile. There was one thing that could had saved No, or at least taken his enemies with him. Making use of his current position No quickly found and grabbed all soul shards Crimson had on himself. If he had wanted to use them, he would had needed to deal with man of steel trashing under him for a while, but his was a plan that took hardly any time at all. He crushed the shards, allowing magic and thought within mix with landscape of aether, in hopes of something powerful emerging. No such thing happened, though, and Crimson snatched the opportunity to fling astonished mage away from him with his spear.

Jase and Marcus clearly did not want to extend nor renew the episode of body swap, as both cast a spell of their own to prevent No from acting. James whipped up his battlefield tested silence spell to prevent curse eyed mage from using magic again, or maybe possibly to simply shut him up, as his lies were getting him both bored and paranoid. Marcus however, opted to use something unseen, as No suddenly stood up straight as an obelisk with a blank look in his eyes, before bending his body in a stance vaguely resembling form of a chicken.

What his further actions would had been remains unknown, as James used his magic, and as it was now becoming annoyingly common for him, with intent to kill. Nos' skin warped and tore spilling blood all over and where skin did not break red spots revealing internal bleeding appeared. But his suffering was cut short, as Grundar by command of his master used his great strength to tear offending mage in half. As if to mark the death of one that cursed them, Jase, Marcus and Kahel once more experienced sudden shift in their sight as trio of mages returned to their bodies.


use all essences to make animate steel

CMP [2+1+2+1-3-1=2]
POT [2+1+3+1=7]

Realizing the numerous flaws of a common weapon, Flare decided to create something befitting himself. With a complex command, space parted and spat out a cube of steel. Of course, Flare knew better than to expect perfection, memories of sword making still haunting his memory. He commanded the cube to change into a pyramid. Then into a sphere. Steel followed commands flawlessly, changing its shape with a loud bending noise each time. But when Flare attempted to form an inconspicuous looking weapon, flaws began to emerge. What should have been a sword was a cylinder. What should have been a bow, a circle. Mace resulted in another pyramid while spear was another cylinder, although slightly thinner than the "sword” cylinder.  It was not a good day.

The Gambler picks up and moves further NE, forging a few (2) more essences as he walked. He looks around for anything of interest, keeping a keen eye.

CMP [4]
POT [1+1=2]
CMP [4]
POT [2]
LUCK [3]

Creating another essence gambler felt remnants of shattered mirror curse leaving him. The ritual to mitigate the effect required him to stay perfectly still, so Gambler decided to celebrate end of the curse with a walk. It felt good to move legs again after a while. His keen eyes darted over the plains, searching for anything out of order, but everything was calm. No it was not, Gambler thought, looking at a small green hairless humanoid peering at him out of a hole, holding a knife in his muscular left hand while holding up a camouflaged hatch with his right. Goblin stared back at the gambler with his beady eyes, seemingly unsure of what to do now that he was discovered.
Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 07, 2015, 05:21:23 pm
((Techincly, it was history subject.))

Also, a new poll is up.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: XXXXYYYY on May 07, 2015, 05:27:20 pm
"Greetins, my good sir. How are you doing this fine day?"
If the goblin attacks, the Gambler steals his luck (2 essences, +1/+1), then punches him.
Else, he chats a bit, making an essence.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 07, 2015, 05:28:27 pm
"Even if you best me, dragon, you will never recover your eye! Thousands of years may you reign but you shall always bear the scars I've dealt you!"

"Armok give me power!"

Run up to the dragon and kick the arrow further in into its brain. Use magic to boost my jump if necessary. Slash with my sword if I don't make it to the eye.

((Why can't we vote in the poll?))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 07, 2015, 05:29:21 pm
A crystal flies out from a pocket in No's cape and flies off into the air, vanishing into the dimensions!

Far, far, away, in another realm entirely...
A crystal clattered to the floor. None looked up, puzzled. Then he saw it. "No's crystal? My nephew, dead? I warned him..." As the crystal projected onto the wall the grisly happenings of No's death, None raged internally. "This... angers... me..."

A few hours later, a letter was left in Null's room, and one mage set off towards a realm full of death.

Name: None
Affinity: ??? If you don't mind, I'm going to PM you this one.
Description: A man with golden eyes, wearing a red cloak with blue lightning bolt patterns all over it. The cloak is the standard garb of the Nevermore clan, however the designs vary.
STR:2
DEX:0
SPD:1
END: 4
POT: 1

"That mage has no idea of what he started..."


Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 07, 2015, 05:38:48 pm
Run up to the dragon and kick the arrow further in into its brain. Use magic to boost my jump if necessary. Slash with my sword if I don't make it to the eye.

Dragon is quite huge, to reach its head you will need a boost of some sort or some exceptional dexterity and luck to have dragon lower its head and be able to maneuver around those sharp teeth.

((Why can't we vote in the poll?))

((Because I am silly))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 07, 2015, 05:47:55 pm
Run up to the dragon and kick the arrow further in into its brain. Use magic to boost my jump if necessary. Slash with my sword if I don't make it to the eye.

Dragon is quite huge, to reach its head you will need a boost of some sort or some exception dexterity and luck to have dragon lower its head and be able to maneuver around those sharp teeth.
Thought it was closer to the ground from the picture. Can I feasibly reach its neck? Does the lost eye mean it has decreased DEX? Would I be slightly safer if I attacked from its right? I'm fighting a dragon (alone) so I need as much info as I can get.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 07, 2015, 05:59:15 pm

Yes, for all the good it would do to you. Its claws are nimble.
No.
Yes.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: XXXXYYYY on May 07, 2015, 06:05:19 pm
Run up to the dragon and kick the arrow further in into its brain. Use magic to boost my jump if necessary. Slash with my sword if I don't make it to the eye.

Dragon is quite huge, to reach its head you will need a boost of some sort or some exception dexterity and luck to have dragon lower its head and be able to maneuver around those sharp teeth.
Thought it was closer to the ground from the picture. Can I feasibly reach its neck? Does the lost eye mean it has decreased DEX? Would I be slightly safer if I attacked from its right? I'm fighting a dragon (alone) so I need as much info as I can get.
((If you pull this off, I will personally make you a luck-based equipment of your choice. Because you will have earned it.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: poketwo on May 07, 2015, 06:08:12 pm
Continue to stay, watching the fights going on
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 07, 2015, 06:49:11 pm
((I hope I can survive spawning into a battleground. At least my affinity is good.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 07, 2015, 07:01:58 pm
"Even if you best me, dragon, you will never recover your eye! Thousands of years may you reign but you shall always bear the scars I've dealt you!"
Hey, have you heard about this thing called "healing magic"? It's really cool. You should check it out.

Pm'd action.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 07, 2015, 07:05:28 pm
((Considering all the blood, is the dragon bleeding out? It's not like the wound can clot, considering the arrow's properties.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 07, 2015, 07:30:41 pm
((I hope I can survive spawning into a battleground. At least my affinity is good.))
Is your affinity "revenge"?
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 07, 2015, 07:39:39 pm
((thanks for the idea. But no.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 07, 2015, 07:53:07 pm
((thanks for the idea. But no.))
Dang.

Wait.

Why the @$!#& would someone name their child "No" (or "Null", or "None")?
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Crimson on May 07, 2015, 08:04:05 pm
((I'm not sure if I should be sad that my shards are gone or be glad that they didn't do anything at all. Or both.))

Alright, two essences. And can I request someone to help heal my missing arm?
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Beirus on May 07, 2015, 08:52:47 pm
"It's nice to be back in my own body. We should probably put the plan into action before the dragon comes back, but Crimson could also use a new arm. James, it's your call. And nice spell."

If James agrees, do the plan with all my essences and draw in some of the surrounding aether to enhance it further. Otherwise, 2 more aether essences.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Sarrak on May 08, 2015, 02:13:57 am
"Hey, James. Do you have some time to heal me? Many thanks."

Create three essences.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 08, 2015, 05:15:36 am
((Considering all the blood, is the dragon bleeding out? It's not like the wound can clot, considering the arrow's properties.))

((It is, but rather slowly, since it is so large. It will lose stats continiously until it either heals or dies.))

((I'm not sure if I should be sad that my shards are gone or be glad that they didn't do anything at all. Or both.))

((It did something. It might  even be helpful))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 08, 2015, 05:36:53 am
Leap over the dragon onto its back, boosting myself with magic. Aim for its spine with the serrated edge. If it looks like it's going to eat me, aim my sword relative to its mouth so it can't help but getting sword cutting through its mouth if it tried. I don't think I explained that last bit very well. Do you get what I mean?

EDIT: If it looks like it's going to eat me, I also take a deep breath.

EDIT2: If I don't make it to the spine, I'll be glad with slashing its other eye.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 07:02:04 am
((thanks for the idea. But no.))
Dang.

Wait.

Why the @$!#& would someone name their child "No" (or "Null", or "None")?
Family tradition.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 08, 2015, 07:06:49 am
((thanks for the idea. But no.))
Dang.

Wait.

Why the @$!#& would someone name their child "No" (or "Null", or "None")?
Family tradition.
((Since when? You'd think the first name they took would've been No.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 07:10:21 am
((They are the children of a legendary mage named Null. The current Null leads the family but thankfully is not -that- Null.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 08, 2015, 07:10:42 am
((Ever heard of name "Yu"?))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 08, 2015, 07:24:46 am
((That's a Chinese name, right?))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 07:26:22 am
((Ever heard of name "Yu"?))
((Never heard of it.))

Edit: ((By the way- that goblin- I hope it doesn't have Self-Replication affinity.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 08, 2015, 09:08:36 am
((They are the children of a legendary mage named Null. The current Null leads the family but thankfully is not -that- Null.))
But why would someone name their child "Null"?
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: endlessblaze on May 08, 2015, 09:10:36 am
((Maybe the first null had power of the void?))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 09:15:58 am
((Maybe the first Null named himself that after obtaining a sword of magic nullification. And maybe you should read the first Perplexicon. That's the reference.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 08, 2015, 12:47:00 pm
((Maybe the first Null named himself that after obtaining a sword of magic nullification. And maybe you should read the first Perplexicon. That's the reference.))
Oh... that guy. Sorry.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: endlessblaze on May 08, 2015, 12:50:39 pm
3 more essence
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: NAV on May 08, 2015, 01:26:17 pm
Did I get the 5 shards from killing No, or did Grundar?

"Shame it had to come to that, but he left us no choice.
How about we spend one more round making essences, then let's go ahead with the plan. Oh, and here's some healing pills."

Get the shards from No's corpse.
Give Kahel and Jase each a minor healing pill.
Make 4 summoning essences.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 01:41:32 pm
((... left us No choice? None will get you for that.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 08, 2015, 02:01:47 pm
Did I get the 5 shards from killing No, or did Grundar?


They are still on the corpse.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 02:51:03 pm
No: Haunt my shards. Try to hang on just in case one of my relatives has spirit control powers.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 08, 2015, 03:13:21 pm
No: Haunt my shards. Try to hang on just in case one of my relatives has spirit control powers.
Aha!
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 08, 2015, 03:51:10 pm
((None could possibly do that, but that's not his affinity.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 08, 2015, 09:53:53 pm
((None could possibly do that, but that's not his affinity.))
Dang it. Is his affinity possession,  metamagic, shards, or essences?
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 09, 2015, 07:25:16 am
((Brilliant ideas, but No.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: ATHATH on May 09, 2015, 09:27:40 am
((Brilliant ideas, but No.))
I see what you did there.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 09, 2015, 03:39:09 pm
((Ha ha ha. The affinity I have chosen has at least three letters. Just one clue.))

((Also, who needs to post actions for the turn?))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: Andres on May 09, 2015, 04:49:44 pm
((Could be No One. Could be the GM has stuff to do before updating the game.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 09, 2015, 05:17:45 pm
((Nobody is a good name I might use, as is Jemais.))
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: DreamerGhost on May 10, 2015, 04:58:30 pm
Turn 81

3 more essence
CMP [2+1=3]
POT [2+1=3]
CMP [2]
POT [1]
CMP [6+1-2=5]
POT [5+1-2=4]

Flare was annoyed, but not too much. Even though the last attempt was a fail, this pathetic excuse for a weapon could still be used as materials for something greater. But feromancer had no patience for another go of absurdity that was making of the sword. This time he wanted to be certain.

Did I get the 5 shards from killing No, or did Grundar?

"Shame it had to come to that, but he left us no choice.
How about we spend one more round making essences, then let's go ahead with the plan. Oh, and here's some healing pills."

Get the shards from No's corpse.
Give Kahel and Jase each a minor healing pill.
Make 4 summoning essences.

CMP [3+1+1=5]
POT [3+1+1=5]
CMP [3+1+1-1=4]
POT [2+1+1-1=3]
CMP [2]
POT [6]
CMP [1+1+1-3=0]
LUCK [10] {Usefulnes}
LUCK [1] {Material}
LUCK [6] {Power}

Preparations were closing to an end, and James retrieved a pair of minor healing pills from Grundar and handed them off to his lightly injured allies. Kahel recovered from gash on his shoulder, although pain in the chest gave not so subtle hints that his ribs were still broken. Jase was injured lightly enough to recover completely. With healing done, James began focusing power once more. But this time he reached too far. One would think that James would be familiar with the sensation of essence exploding between his hands. One would be wrong, as there were far too many posibilities of summoning for an single person to experience, something James did not actually want to experience, as accentuated by his swears. But this time James go off lightly, as the portal to unknown realities spat out a flamethrower made entirely out of sand. Which crumbled to a small pile of dust upon touch. Not all that useful, but it was not anything dangerous.

"It's nice to be back in my own body. We should probably put the plan into action before the dragon comes back, but Crimson could also use a new arm. James, it's your call. And nice spell."

If James agrees, do the plan with all my essences and draw in some of the surrounding aether to enhance it further. Otherwise, 2 more aether essences.

CMP [3+1=4]
POT [2+1=2]
CMP [1]
POT [1]

Jase took the pill James gave him and ate it. Strange tingle could be felt where he was wounded, quick inspection revealing that wounds had closed. It felt good to be uninjured again. With that matter setled, Jase continued meditating, yet was quicly interupted by strange magic curent moving nearby and James suden curses.


Alright, two essences. And can I request someone to help heal my missing arm?

CMP [2+1=3]
POT [6+1=7]
CMP [3]
POT [1]


With the fight over and dragon being busy elsewhere, Crimson made use of this peace to focus some power and think on some things. Dragon was certainly very dangerous even in against such form that he now possessed. Having that arm back could prove crucial in this fight. Whom he should address though? Would James be capable of healing his metal form or would he need to find someone capable of controlling metals? Well, there was still some time left.

"Hey, James. Do you have some time to heal me? Many thanks."

Create three essences.

CMP [6+1=7]
POT [1->4+1=5]
CMP [4]
POT [4]
CMP [1->3+1-2=2]
POT [4+1-2=3]


It was nice to have a healer around, thought Kahel, feeling his shoulder wound close up. Ribs still hurt like hell, but that could be resolved later. He had power to gain, and a staff power to abuse. It was great having the staff back, even though he had only spent minutes without it, Kahel had already missed it. He was making good progress with essences when his concentration was disturbed by curses. Maybe James would feel like taking a break from summoning and would help out a comrade.


Leap over the dragon onto its back, boosting myself with magic. Aim for its spine with the serrated edge. If it looks like it's going to eat me, aim my sword relative to its mouth so it can't help but getting sword cutting through its mouth if it tried. I don't think I explained that last bit very well. Do you get what I mean?

EDIT: If it looks like it's going to eat me, I also take a deep breath.

EDIT2: If I don't make it to the spine, I'll be glad with slashing its other eye.
SPD [4+1=5] vs [4+2=6]
STR [6+1=7]
DEX [3+1=4]
END [1]
Dragon made use of Azenfar looking back towards breath impact site to charge him. Yet three tons of reptile are hard to miss, and Azenfar managed to dodge both dragons teeth and claws as great beast dashed past him. But as Azenfar turned to observe and prepare for dragons next move, he was blindsided by dragons’ tail. It struck like a mace, colliding with Azenfars head with great force, knocking out accelerator instantly.
{Azenfar: Unconscious}

"Greetins, my good sir. How are you doing this fine day?"
If the goblin attacks, the Gambler steals his luck (2 essences, +1/+1), then punches him.
Else, he chats a bit, making an essence.

LUCK [6]
CMP [3+1=4]
POT [5+1=6]
Gambler, attempting to appear as non-hostile as he could, greeted greenskin with wave and a smile. This attempt at communication seemed to go poorly, as goblin yelped and disappeared underground, hatch closing with an audible *bang*. Not knowing what to make of this Gambler resumed his meditation, but it did not last for long, as hatch soon opened again, but this time there were three goblins looking at him, with one of them being slightly larger, greener and wearing a helmet.

Continue to stay, watching the fights going on

It seemed like not much more would happen with those collected within the forest, amusing as their previous brawl was. Yet there was another fight gaining speed to entertain Romanticarnus. Some strange guy with bow and sword was trying to fight the dragon. How archaic. Did he think himself as some sort of noble knight? But it seemed that he would not be rescuing any princes anytime soon, as he was knocked out by dragons' tail. Oh well, this likely meant that there would be a bow and sword to grab.


From the portal None, mystic of the Nevermore clan entered. A truly ancient wizard, few were still alive who remembered his powers, and none of them were within the arena this day. Yet soon they would know, for None was after a goal, namely after killers of his nephew.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 10, 2015, 05:01:48 pm
Wake up.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: NAV on May 10, 2015, 05:25:31 pm
Okay, I am never summoning too many essences again.
I was making summoning essences, so why did it explode into a botched healing spell?
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 10, 2015, 05:34:11 pm
Okay, I am never summoning too many essences again.
I was making summoning essences, so why did it explode into a botched healing spell?
Because I went full derp there because you summoned a bunch of cancer inducing nanites, and not at all because I wasn't paying enough atention.

I will roll a third dice and rewrite what happened tomorow.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: XXXXYYYY on May 10, 2015, 08:00:36 pm
"Ello there! Anythin' I can do for ya?"
If any of the goblins try to attack, the Gambler steals all their luck (3 essences, +1/+1), then punches the main goblin in the snout.
Else, he chats a bit, making another essence.
Title: Re: Roll to Magic: Turn 80 Darwin awards
Post by: FallacyofUrist on May 10, 2015, 08:12:38 pm
"Greetings, mages who killed my nephew. I would like to inform you that I intend to kill you all later as revenge. Good day."

Jog off to the castle, make 2 ??? essences while I travel.

((Also, do you realize that on a ten for power but a one for luck with summoning, you might get a nuke about to explode?))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 10, 2015, 08:32:42 pm
"I see No's family knows nothing of subtlety. Perhaps we should kill you now, and save ourselves some annoyance later down the road. Crimson, what do you say?"
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 10, 2015, 08:39:16 pm
"Oh dear. I suppose you could make the attempt..."

Never mind jog, dash off to the castle instead. Still make 2 ??? essences as I travel.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 10, 2015, 08:40:57 pm
"I see No's family knows nothing of subtlety. Perhaps we should kill you now, and save ourselves some annoyance later down the road. Crimson, what do you say?"
"I'm in."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 10, 2015, 08:43:48 pm
"Well... I don't suppose I could convince you to become my second in command? No?"
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 10, 2015, 08:48:31 pm
"I see No's family knows nothing of subtlety. Perhaps we should kill you now, and save ourselves some annoyance later down the road. Crimson, what do you say?"
"I'm in."
"Fantastic. If this goes well and Crimson is okay with it, perhaps you can travel with us."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Crimson on May 10, 2015, 09:59:49 pm
"Good idea. After all, I do wonder why you, No's family member, would suddenly just show up out of nowhere."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: NAV on May 10, 2015, 10:05:20 pm
"I don't suppose we can find a peaceful way to resolve this? I Really don't want a blood feud on our hands."



((The bone cancer spikes are being retconned, so I think I'm capable of talking.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Crimson on May 10, 2015, 10:18:13 pm
"Well, we could solve this peacefully. That however depends on what No's family member intends to do in the long run."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 10, 2015, 10:51:05 pm
"No did start the fight, and we finished it. A blood feud is quite uncalled for, but if he wants one then we should end it as quickly as possible. Even if he decides to back off, how do we know he won't just attack us later? He did say that was his original plan."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: NAV on May 10, 2015, 11:55:41 pm
"Hmm. It would be very stupid to let him go off on his own, and it would be wrong to kill him. Another family member would probably spawn in seeking revenge if we did. Maybe we should take him as a prisoner of war..."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 11, 2015, 12:28:59 am
((Anybody interested in helping a guy out with his dragon problem?))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 11, 2015, 01:52:11 am
((Anybody interested in helping a guy out with his dragon problem?))
((Didn't I say not to mess with the dragon? My plan is taking longer than I would have hoped.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 11, 2015, 02:00:58 am
((Anybody interested in helping a guy out with his dragon problem?))
((Didn't I say not to mess with the dragon? My plan is taking longer than I would have hoped.))
((Hey man, it's not like I went out to face it or anything - the damn thing flew to my tile and attacked ME, not the other way around.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 11, 2015, 02:07:14 am
((Can't you use magic to run fast? Could have used it to run around while the dragon chases you, like a boss level in one of the 3d sonic games. Would have been hilarious.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 11, 2015, 02:09:04 am
((Can't you use magic to run fast? Could have used it to run around while the dragon chases you, like a boss level in one of the 3d sonic games. Would have been hilarious.))
((Then it would've flown and killed me with freeze breath. I'm hoping now the blood-loss would prevent it from flying and I might be able to run away but unfortunately I am unconscious.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 11, 2015, 02:14:52 am
((Can't you use magic to run fast? Could have used it to run around while the dragon chases you, like a boss level in one of the 3d sonic games. Would have been hilarious.))
((Then it would've flown and killed me with freeze breath. I'm hoping now the blood-loss would prevent it from flying and I might be able to run away but unfortunately I am unconscious.))
((At least you possibly weakened it, might make my plan a bit easier to pull off. So thanks for that.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 11, 2015, 02:21:16 am
((Can't you use magic to run fast? Could have used it to run around while the dragon chases you, like a boss level in one of the 3d sonic games. Would have been hilarious.))
((Then it would've flown and killed me with freeze breath. I'm hoping now the blood-loss would prevent it from flying and I might be able to run away but unfortunately I am unconscious.))
((At least you possibly weakened it, might make my plan a bit easier to pull off. So thanks for that.))
((You're welcome. Maybe you can show your appreciation by helping me get not-killed by the dragon?))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 11, 2015, 06:46:56 am
"... I don't like where this is going. And as for why I appeared: the crystal. All of our family members have a soulbound crystal that records the events of their death and then returns to the designated mage. In No's case, that was me. Let me assure you that your deaths will be as painful as possible, as painful as my nephew's death."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Sarrak on May 11, 2015, 07:55:25 am
Kahel just smiled at this exchange. Nothing good comes out of blood feuds and he was happy he didn't start this one. Though None may think otherwise. Well, that's probably okay.

"You should be wary of this castle, newcomer. Many went there, but one has yet to return."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 11, 2015, 08:45:44 am
"... I don't like where this is going. And as for why I appeared: the crystal. All of our family members have a soulbound crystal that records the events of their death and then returns to the designated mage. In No's case, that was me. Let me assure you that your deaths will be as painful as possible, as painful as my nephew's death."
You really shouldn't have told everyone that you were out to kill us. I learned that lesson recently.

"Hmm. It would be very stupid to let him go off on his own, and it would be wrong to kill him. Another family member would probably spawn in seeking revenge if we did. Maybe we should take him as a prisoner of war..."
"I could put him under a geas."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 11, 2015, 10:21:26 am
Dice were rolled, and decided that James summoned a bunch of sand, and swore only out of surprise.

Since poll results seemed rather one-sided, there is a new poll now.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 11, 2015, 01:23:28 pm
((Suffice it to say that his affinity would pretty much let him ignore such a geas.))

"It is understandable. I have great powers however, and I think it is manageable."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Beirus on May 11, 2015, 02:35:43 pm
"A second threat? This man clearly harbors a hate for us that will only fester if he is allowed to live. We should kill him. I do understand if you do not wish ro participate in such an act, James. As for the soul bound crystal calling for another of his family, I believe I can stop that."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 11, 2015, 04:30:14 pm
"Trying that will likely get you killed. Besides, I left a letter in Null's room just in case my crystal somehow failed."
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 11, 2015, 04:58:28 pm
*Meanwhile, within the tower of Nevermore clan.*

Great fire raged, burning through stacks of ancient tomes, only to be extinguished by a stream of acid. A man of pure energy was dueling against Null, loosing badly but refusing to give up. Giving up on physical attacks, he attempted to attack Nulls' mind directly. The attempt failed, and Null responded with a strike of lightning. It whirred around the energy man, deflected by invisible shield, and struck Nulls favorite table within which he kept all important documents concerning the clan. Paper and wood were incinerated instantly. "Oh well", Null thought," I learned to keep anything important away from places where duels happen". Even though it was the table which he used almost every day to deal with all manner of bureaucracy, sometimes even important things, like new forms of magic, anything he kept there had backups elsewhere. That 'copy writing' spell was incredibly helpful. Still, he kept the table here because it was convenient, and making him to go through the trouble of hauling another table here was an insult he would not forgive. With new ferocity, Null charged at energy mage, his enchanted sword in hand, completely ignorant to a letter one of his clan now burning to ashes on the remains of the table.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 11, 2015, 05:18:02 pm
((I think that means no more legacy characters for you. :P))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 11, 2015, 07:30:09 pm
((Dude. The letter was at Null's bedroom, not his office/library. When you see a letter with the name of your third-in-command on it on your pillow, you typically read it immediately. Null isn't devoid of common sense. Nor is None.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: XXXXYYYY on May 11, 2015, 07:32:29 pm
((Dude. The letter was at Null's bedroom, not his office/library. When you see a letter with the name of your third-in-command on it on your pillow, you typically read it immediately. Null isn't devoid of common sense.))
((That was the GM. That was not a player making up a story about why you should stop this. That was a polite request for you to stop dressed up in a fancy way of saying it, and it is backed up by an implicit threat. Do not displease the GM, for he will screw you over. He can and will force you out of the game if he has to.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 11, 2015, 07:33:49 pm
((I suppose so. After None dies, I'm probably going to wait ten turns or so before sending in another Nevermore, likely because his crystal will be destroyed by some unknown force and it would take a while for the others to realize he's gone and attempt to track him.))

Edit: ((If None dies, that is. Although it's likely, who knows? Perhaps my imaginative affinity will be enough to let me win.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 11, 2015, 08:24:39 pm
my imaginative affinity
Aha!

If that isn't it, is your affinity crystals?
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: XXXXYYYY on May 11, 2015, 08:49:42 pm
my imaginative affinity
Aha!

If that isn't it, is your affinity crystals?
I think he was referring to how he was imaginative in coming up with it, not that his affinity was "imagination".
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: endlessblaze on May 12, 2015, 06:50:51 am
another three essences
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 12, 2015, 06:52:15 am
((Good ideas, both, but No.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 12, 2015, 12:32:00 pm
((Good ideas, both, but No.))
Wait.

Is your affinity anti-magic?
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 12, 2015, 01:16:30 pm
((That would be Null's affinity. No.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 12, 2015, 03:27:43 pm
((That would be Null's affinity. No.))
Um... "Breakage"? "Removal"?
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 12, 2015, 03:48:35 pm
((Nope, nada.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: XXXXYYYY on May 12, 2015, 07:21:15 pm
((Nope, nada.))
((Prevention? Void?(That would of been a p. cool aspect for Null actually) Endings? Inertia? - I really should stop asking. It will come when it comes.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 12, 2015, 07:29:21 pm
((No, No, No, No. It will come when it comes. Hint: part of it is related to an incredibly popular suggestion game.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 12, 2015, 07:33:53 pm
((Necromancy? Evil? Souls?))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 12, 2015, 07:53:36 pm
((No cubed.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: ATHATH on May 13, 2015, 10:10:47 am
((No, No, No, No. It will come when it comes. Hint: part of it is related to an incredibly popular suggestion game.))
Does it have anything to do with The Warrens of Oric the Awesome or Homestuck?
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 13, 2015, 10:36:18 am
((I'm reading all of this thread through Gizoogle right now. I can't stop laughing.))
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 13, 2015, 02:16:32 pm
((No, No, No, No. It will come when it comes. Hint: part of it is related to an incredibly popular suggestion game.))
Does it have anything to do with The Warrens of Oric the Awesome or Homestuck?
((One or the other. DreamerGhost. That-... that... you have got to be kidding me.))

((Also... just in case None dies: this one won't be a Nevermore, that would be taking it too far.

Name: Jonas the Beekeeper
Affinity: Bees
Description: A short man wearing a yellow striped jacket. Wears a technologically advanced visor that was a gift from a powerful electric guardian who looked rather bee-ish.
STR: 0
DEX: 1
SPD: 1
END: 0
POT: 6

I'll use this one next if None dies. ))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: Andres on May 13, 2015, 03:58:02 pm
((Not the bees!))

((It had to be said.))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 13, 2015, 04:19:26 pm
Turn 82

"Ello there! Anythin' I can do for ya?"
If any of the goblins try to attack, the Gambler steals all their luck (3 essences, +1/+1), then punches the main goblin in the snout.
Else, he chats a bit, making another essence.

LUCK [5]
CMP [3+1=4]
POT [6+1=7]

Tall helmeted goblin looked intensely at the Gambler for a minute, creating an uncomfortable silence, seemingly completely ignoring the extended greetings. Then he backhanded smaller goblin to his left, before turning to the right one. "He's a mage you bag of hammers. I have told you many times about mages. Have you forgotten?" helmeted goblin shouted at now cowering subordinate. "N-no sir. Mages never carry anything worth fighting a mage over, sir." "Whatever did you called me here for then, you toadface?" "Well, I just thought that..." "You are not supposed to do "thinking", you are far too stupid for that!" Helmeted goblin did not linger any longer, diving beneath the earth and releasing hatch to fall freely, on the heads of two other goblins who failed to dive fast enough and both got smacked. Soon, grassland returned to its usual undivided greenery.

Wake up.

END [4]
DEX [1]
LUCK [5]
END [6]

As Azenfar regained his ability to think, he noticed something absolutely terrifying. His sword was about a meter away from his reach. Bow was just as far, although in a completely opposite direction. But there was something much worse happening. Dragon was close enough to feel its chilly breath, opening its maw to devour acceleration whole. Fear paralyzed Azenfar, as dragon bit deep into his legs, flipped him in the air and swallowed him whole without even bothering to chew. Did it think that he was dead? The alternative was so much crueler, felt Azenfar, as acid began eating through his clothes. Mage could barely feel his legs bleeding - there were enough adrenaline in his system to suppress such pain.

"Oh dear. I suppose you could make the attempt..."

Never mind jog, dash off to the castle instead. Still make 2 ??? essences as I travel.
Stuff
Stuff
Stuff

SPD [4] vs [6+1=7] vs [2] vs [4-1=3] vs [2-1=1]
CMP [2+1+1-1=3]
POT [3+1=4]
LUCK [6]
CMP [3+1=4]
POT [2]
CMP [5]
POT [4-1=3]
CMP [4+1+1=6]
POT [4+1+1=6]
CMP [3+1+1-1=4]
POT [5+1+1-1=6]
CMP [5]
POT [3]

It was as if a curse fell upon all mages wishing to capture or kill None, their movements and thoughts turned sluggish, as arrogant mage ran speedily away. Only Jase managed to cast a spell, rushed and flawed as it was, it was still a surprise when silence curse dissipated into nothingness upon moving in the same general area as the gate. Crimson stopped just before committing to a spell of his own, realizing futility of such action. There was a powerful defensive enchantment protecting the portal, even if the slash punched through, there was no guarantee that it would remain any stronger than a breeze.

After running away a fair distance, None stopped to focus a bit of his energies. Currently, he was far ahead of any expected progress, not only he had found those who were responsible for his nephews death, but he also had a chance to see a glimpse of their powers and their exact numbers. He even managed to move relatively safe distance away, as he did not want them to find out about his magic just yet. Later, when he returned with overwhelming force they would, but not now. For now, he still wanted to reach that castle.

another three essences

CMP [5+1=6]
POT [6+1=7]
CMP [5]
POT [2]
CMP [2+1-2=1]
POT [4+1-2=3]

Flare continued planning and preparing. Next time, the overgrown lizard will not be able to just ignore him!

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: DreamerGhost on May 13, 2015, 04:19:58 pm
((Not the bees!))

((It had to be said.))

((If not for you, I would had done it.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: NAV on May 13, 2015, 04:31:45 pm
"Well that's a problem. Should we follow him?"
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: FallacyofUrist on May 13, 2015, 04:47:56 pm
"They're probably going to go after me, unless they have other problems of some sort. I need to be ready."

Two more ??? essences, continue my trek to the castle door. Hurry, dangit.
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Andres on May 13, 2015, 05:09:57 pm
((I'm not sure if I'm enormously lucky I didn't get frozen while asleep or enormously unlucky from being eaten.))

Prayer inside head: Armok! Almighty lord! Please give me power so I can kill this dragon in your name!

Take out my knife. Full acceleration boost out the mouth while cutting everywhere around me.
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: endlessblaze on May 13, 2015, 05:31:46 pm
((andres. I really hope the rng helps you through this. because one, rule of cool, and two, the more powerful/awesome you are, the more enjoyable my revenge))


((hey dreamer, what's a chaotic essense again))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: DreamerGhost on May 13, 2015, 05:35:35 pm
((You get them when you roll a 6 in CMP while crafting essenses. If you use them, I roll LUCK and improve/screw up spell depending on the roll.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Beirus on May 13, 2015, 05:42:17 pm
((Didn't my vortex suck up the portal enchantments like forever ago?))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: endlessblaze on May 13, 2015, 05:46:31 pm
-flashback-

(endlessblaze is reading a book on alteration of the body, flare is forging a sword)

"mmmmm......I would love to try this but dang it. it says its painful and easy to screw up"

"what? body alteration? your not a fleshwarper. or a healer."

"yha but it can be done with more than just flesh. a properly worked cast, could alow me to give myself functional wings of flame."

"....mmmmm....yes.....to fly like that would be amazing...but im not sure I would risk it"

"heh. maybe one day eh?"

"maybe, toss me some more flame"

------------------------------------------------------------------------------------------------------------------------------------------------------

"heh. maybe one day, eh old pal? alright then. i guess for me thats today"


uitlize all essences to give myself,   "functional steal wings"
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Andres on May 13, 2015, 05:50:09 pm
((andres. I really hope the rng helps you through this. because one, rule of cool, and two, the more powerful/awesome you are, the more enjoyable my revenge))
((Flattered and grateful, though I'm not sure you're even allowed to have revenge considering you're the one who picked the fight with me. :P))

uitlize all essences to give myself,   "functional steal wings"
((I'm almost certain you mean 'steel' wings, unless this wings are sentient and have a problem with kleptomania.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: DreamerGhost on May 13, 2015, 05:53:03 pm
((Didn't my vortex suck up the portal enchantments like forever ago?))

((If you remember, Vortex was teleported quitte a bit away after contact with the portal))
uitlize all essences to give myself,   "functional steal wings"
((I'm almost certain you mean 'steel' wings, unless this wings are sentient and have a problem with kleptomania.))

((Once again, you beat me to the joke. Both wing types are possible though.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: endlessblaze on May 13, 2015, 05:58:12 pm
((if the wings stole things that means there was no material or material type in that spell. so it would fail. its steel. I just cant spell))

((you still killed me, and it was rude to run off without saying hi))

((dreamer......just...how would you even handle that?))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: XXXXYYYY on May 13, 2015, 06:15:13 pm
"Huh. How strange. Farewell, I guess!"
He travels a bit NW making another couple (2) essences.
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: DreamerGhost on May 13, 2015, 06:16:54 pm
((Remember Ishin? Like that.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: endlessblaze on May 13, 2015, 06:22:00 pm
((I was afraid of that.....I will be sure to avoid such a thing....although friendly, childlike, mischievous wings might give a similar but less risk effect.....they could steal stuff but then I could scold them and get them to drop it......but nha, to risky right now....though if I had a test subject....))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Crimson on May 13, 2015, 07:11:56 pm
"Well... It's either we follow him or we deal with the dragon first."
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Andres on May 13, 2015, 07:59:06 pm
((you still killed me, and it was rude to run off without saying hi))
((It was a fight to the death that you initiated and I was running away from the guy with a giant fireball above his head that looked like he was gonna hit me with. :P))
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on May 14, 2015, 06:57:41 am
((Not the bees!))

((It had to be said.))

((With a few essences, a few incredibly aggressive acid-shooting soul-burning man-sized bees might not be out of the question. Not to mention bee mines and healing honey.))

((It's occurred to me that there are three real types of mages here:

High Mages
Potent Mages
Noobish Mages

And unfortunately I am part of the weakest group while the three mages who are likely going to go after me are High Mages. This might be a pain. Of course, with enough essences... the mind roulette spell will look like a dandelion's fluff just blew in your face in comparison.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: Sarrak on May 16, 2015, 06:25:20 pm
Three essences.
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: FallacyofUrist on May 17, 2015, 09:39:05 am
((By the way... Alex Raman still looks like No. Is it within possibility... that No isn't dead? Seems unlikely, but... eh.))

"Wait... did I see No back there?"
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: DreamerGhost on May 17, 2015, 09:45:19 am
(( Fairly certain that that was a cuurse that only afected how flare saw people and not how they actualy looked. Either way, it has timed out by now))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: FallacyofUrist on May 17, 2015, 09:52:54 am
((Actually, the wording was- make Alex Raman look like me, as in everybody sees him as me. And apparently it's still in the status last time I checked.))
Title: Re: Roll to Magic: Turn 82 Secrets and delicasies
Post by: DreamerGhost on May 17, 2015, 04:44:26 pm
Turn 83

"They're probably going to go after me, unless they have other problems of some sort. I need to be ready."

Two more ??? essences, continue my trek to the castle door. Hurry, dangit.

SPD [(6)/2+1=4]
CMP [3+1=4]
POT [4+1=5]
CMP [1]
POT [2]

A very interesting sight greeted None as he reached the castle gates. First he noticed half dissolved corpse of a naga trapped within great mass of spiked vines, they were not moving, but one plants had no trouble being patient. Next he noticed something far more useful - four steel swords strewn around the place. But None knew that he needed to proceed carefully, despite mages certainly following him, for there may still had been some dangers nearby.

Stuff
Stuff
Stuff

SPD [(4+1)/2+2=4.5]
SPD [(6)/2+2=5]
SPD [(6-1)/2+2=4.5]
SPD [(3-1)/2+1=2]
CMP [4+1+1=6]
POT [6+1+1=8]
CMP [2+1+1-1=3]
POT [4+1+1-1=5]
CMP [2]
POT [3]
CMP [1+1=2]
POT [5+1=6]
CMP [4]
POT [5]

Three mages took to the air, as three hunter hawks flying after their prey. Grundar, having to follow on foot quickly fell behind. Yet speed given by wings (and jetpack) was not quite enough. They were gaining, and None was closer and closer with each minute, but it was clear that with the head start he had, None would reach the castle before they came close enough to hit him.

((I'm not sure if I'm enormously lucky I didn't get frozen while asleep or enormously unlucky from being eaten.))

Prayer inside head: Armok! Almighty lord! Please give me power so I can kill this dragon in your name!

Take out my knife. Full acceleration boost out the mouth while cutting everywhere around me.

CMP [5]
POT [1]
LUCK [4]
END [6]


Stomach of a dragon, as spacious as this one was, isn’t quite large enough for a man to move around easily. Azenfar attempted a spell to get himself out, yet he forgot to compensate for the fact that his legs were somewhat damaged. The boost he used resulted in him barely budging. Armok helps those that help themselves, Azenfar remembered. It seemed that for the big guy upstairs this was not enough of self-help to be worth bothering. Stomach acid was mostly stopped by clothes, seemingly not entirely able to digest them. Yet burning feeling around Accelerators neck and hands did not allow to relax.

uitlize all essences to give myself,   "functional steal wings"

CMP [6+1+1+1+1+1-1-1=9]
POT [6+1+1+2+1+1=12]
LUCK [6]
END [1]

Just as Flare finished chanting his spell, he collapsed on the ground in pain, losing consciousness. If one had watched from nearby, they would had seen how steel barbs sprouted from feromancers back, piercing through his clothes, still slick with blood from where they penetrated flesh and skin. The barbs grew long stalks away from the body, creating a steel skeleton, which was then covered in sheets of steel which grew sharp steel feathers. Then, primary barbs expanded near the base, covering up wounds they had caused when growing out, and stopping blood from flowing out. Thusly, Flare unknowingly continued the tradition of going down in pain while gaining wings for this battle.

"Huh. How strange. Farewell, I guess!"
He travels a bit NW making another couple (2) essences.

CMP [2+1=3]
POT [4+1=5]
CMP [3]
POT [3]

Not wanting to stay so close to an entrance to a tunnel with unknown number of goblins, Gambler took a brief hike northwest. Grass was just the same, and there were no known goblin caves nearby. There might had not been any goblin caves nearby at all!

Three essences.

CMP [6+1=7]
POT [4+1=5]
CMP [1]
POT [6]
CMP [2-1=1]
POT [1-1=0]

Kahel had no wings of his own to follow the trio. He had no cause to either. There was a dragon to hunt, a dragon that already ate one of them. It seemed to have a taste for mage flesh, and with one eye lost, chances of it feeling forgiving were slim to none.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: Andres on May 17, 2015, 05:06:22 pm
((The dragon is still bleeding to death/losing stats, right?))

Stab the stomach lining so the acid can leak out/make him throw up. Try the spell again.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: XXXXYYYY on May 17, 2015, 05:29:52 pm
((What is the +1/2 essence I have?))
2 more essences.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: FallacyofUrist on May 17, 2015, 05:49:50 pm
((What is it with wings? If I decide to fly, my method will be a tad bit more interesting.))

"My only hope of surviving would be to divide and conquer, using the castle to do so."

Head inside the castle, grab one of the swords while I'm at it. Get deep inside, the enemy will be coming after me. After all that, if I won't receive any penalties, make two ??? essences. If I will receive penalties for the actions, make only one ??? essence.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: endlessblaze on May 17, 2015, 05:57:58 pm
((wings are awesome))

wake up

"owwww.......wait...."

test wings
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: ATHATH on May 17, 2015, 05:59:10 pm
"JAMES! SUMMON ME TO THE TOWER WHEN YOU GET THERE!"

PM.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: FallacyofUrist on May 18, 2015, 06:17:42 pm
((So... odds of me winning a fight against these three mages is (1+luck+innovation)/(kh*ka*kc)))
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: Crimson on May 19, 2015, 05:30:43 pm
Continue flying towards the castle. Create two force essences.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: NAV on May 19, 2015, 06:46:05 pm
Continue flying towards the castle. Check my jetpack's fuel.
If I get withing range, then summon stun/knockout/tear gas at his location. Something to incapacitate him.
Create three summoning essences if I can't get within range.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: FallacyofUrist on May 19, 2015, 07:43:59 pm
((Ha! I'm already at the castle door. I'll be inside before your tear gas grenade reaches me.))
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: NAV on May 19, 2015, 08:04:33 pm
((Did I say anything about a grenade? I see no reason why I can't fill the castle with gas.))
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: FallacyofUrist on May 19, 2015, 08:06:11 pm
((Four hexes. That's how large the castle is. And I have no idea what withing range means. You probably meant within.))
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: Sarrak on May 20, 2015, 01:13:58 pm
"Hm... Seems like I'm the only one left to oppose the dragon. Well, more essences, then."

Three essences.
Title: Re: Roll to Magic: Turn 83 Chase and memories
Post by: DreamerGhost on May 20, 2015, 04:37:57 pm
Turn 84

Stab the stomach lining so the acid can leak out/make him throw up. Try the spell again.

STR [6]
END [3]
END [1]
DEX [1]

Azenfar knew he had only one way out alive, and it wasn't going to be pretty. With as much strength as he could, accelerator stabbed stomach wall with his trusty knife. Blood sprayed from cut blood vessels, and Azenfar suddenly lost all feeling in his left arm while his chest burned with pain. Yet he did not have the time to investigate what happened, as muscles surrounding him twitched and convulsed, pushing Azenfar out through the very same scarily sharp teeth that bit through his legs. With a wet thud, Azenfar was on the ground again, albeit a whole lot wetter. Now he had a few moments to look at what happened. His entire chest was covered in ice, and his left hand ended with a red icicle right below shoulder. With one of its front claws, dragon broke the arrow stuck in his eye, turning it into mist and ending the spell. It was injured, but far from dying, something Azenfar was unable to say about himself.

((What is the +1/2 essence I have?))
2 more essences.

CMP [3+1=4]
POT [3+1=4]
CMP [3]
POT [1]

It seemed that this new spot was without any goblinways, as nothing disturbed Gamblers meditation. Either that, or the news of him being a mage spread quickly enough to forewarn greedier goblins.

"My only hope of surviving would be to divide and conquer, using the castle to do so."

Head inside the castle, grab one of the swords while I'm at it. Get deep inside, the enemy will be coming after me. After all that, if I won't receive any penalties, make two ??? essences. If I will receive penalties for the actions, make only one ??? essence.

LUCK [6]
CMP [1+1=2]
POT [6]
CMP [5]
POT [4]

His pursuers were getting closer; None knew that with each passing second, distance between them and him decreased. Deciding to risk the spiky vines, he grabbed one of steel swords, and seeing plants remain stationary, moved inside the castle. Keep was undamaged enough, and winding corridors would provide an advantage. They might even be enough.


wake up

"owwww.......wait...."

test wings

END [6]
LUCK [2]

Consciousness returned to Flare and he got up with a sudden jolt, as if he had dreamt a nightmare. Yet in his mind the situation was absolutely terrifying. Pain from suddenly sprouting wings that cut through him as well as sharpest swords mixed with terror of not knowing for how long he was out mixed well. It took a while until feromancer noticed that his wings felt far too light. Looking behind he noticed that his wings were bare rods of steel, while land around him was covered in feathers, each embedded into the ground and as sharp as a dagger. Slowly, new feathers began growing out of the rods behind his back, and Flare understood that while he wouldn't be able to fly for now, if ever, yet now he had a proper weapon.
{Wings size: 20%}

Continue flying towards the castle. Create two force essences.
Continue flying towards the castle. Check my jetpack's fuel.
If I get withing range, then summon stun/knockout/tear gas at his location. Something to incapacitate him.
Create three summoning essences if I can't get within range.

Stuff

CMP [1+1=2]
POT [4+1=5]
CMP [4]
POT [2]

CMP [1+2+1-1=3]
POT [4+2+1=7]
CMP [1]
POT [6]

LUCK [5]
CMP [6+1+1=8]
POT [1+1+1=3]
CMP [1+1+1-1=2]
POT [1+1+1-1=2]
CMP [1]
POT [5]

Trio of mages landed at the front gates of the castle, their adversary somewhere within. Jase checked, yet scan of aether returned only that None was somewhere inside. Too many mages had died here to find out anything more precise easily. As Jase finished his spell, James and crimson finished their preparations. Crimson focused a bit more power in case the chase became too tiresome, while James inspected his jetpack. Valve on the back showed 60%, yet there was no guarantee that it started full. Either way, there was still a good deal of flight left in it. Mouse was in the trap, now it was only the matter of caching it.

"Hm... Seems like I'm the only one left to oppose the dragon. Well, more essences, then."

Three essences.

CMP [3+1=4]
POT [1->3+1=4]
CMP [5]
POT [5]
CMP [2+1-2=1]
POT [3+1-2=2]

Kahel was left alone. That Marcus guy was doing something among the trees, but that was of no consequence. Unless he wanted to help out with the dragon, that is. The great wyrm that others thought harmless. It would kill them one by one, but he would not allow it. Wait, what is this? It seems that dragon just spat out another guy? Was he too spicy?

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: endlessblaze on May 20, 2015, 04:52:12 pm
"owwww........."

"ok deep breaths.....the feathers are growing.....just wait"

estimate time until wings are functional. and make a "magic metal item"
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: XXXXYYYY on May 20, 2015, 05:15:47 pm
"Hmm. I daresay that's enough essences! 'Ere it goes!"
The Gambler enchants his garments to improve the wearer's luck. All non-chaotic essences.
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Beirus on May 20, 2015, 05:22:28 pm
"He's definitely inside, and this looks like the only exit."

Doing stuff.
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 20, 2015, 05:26:03 pm
"I fail to see how this is a fair fight..."

Go deeper into the castle, try to find loot or extremely powerful entities. Make 2 more ??? essences. If I am spotted by the triad chasing me, RUN LIKE EVERY MEMBER OF THRAKOR'S CLAN ARE RUNNING AFTER ME!!!
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 20, 2015, 05:29:13 pm
"Hmm. I daresay that's enough essences! 'Ere it goes!"
The Gamber summons a ring to improve the wearer's luck. All non-chaotic essences.

((You don't have the summon afinity, and your afinity is not a physical. There are several ways around it, some of which include you geting an actual ring))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 20, 2015, 05:40:48 pm
((Shenanigans: solid luck.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: endlessblaze on May 20, 2015, 05:51:03 pm
((Shenanigans: solid luck.))

((clever. i think these bay12 forum games are slowly turning us players into rule lawers))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 20, 2015, 06:10:13 pm
((Hah. Solid luck is nothing in shenanigans level compared to my affinity.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: endlessblaze on May 20, 2015, 06:11:38 pm
((well thats not ominous at all))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: XXXXYYYY on May 20, 2015, 07:01:20 pm
"Hmm. I daresay that's enough essences! 'Ere it goes!"
The Gamber summons a ring to improve the wearer's luck. All non-chaotic essences.

((You don't have the summon afinity, and your afinity is not a physical. There are several ways around it, some of which include you geting an actual ring))
((Fixing))
((EDIT: Better?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Andres on May 20, 2015, 09:45:56 pm
((Oh god damn it. Well, at least now the dragon's got internal bleeding and I've got a free ranged weapon.))

Accelerate the icicle forward so that it pierces through the dragon's other eye. Sheathe the knife and pick up the bow of transference.

"Healer! Can I have your assistance? I seem to be seriously wounded!"
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 20, 2015, 10:03:59 pm
"Healer! Can I have your assistance? I seem to be seriously wounded!"
((I would, but I'm on the other side of the map right now. Not even sure I can hear you. Sorry.
remember folks, healing pills and potions are always for sale. You don't want to get caught without one like this guy.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: ATHATH on May 20, 2015, 10:42:22 pm
"Healer! Can I have your assistance? I seem to be seriously wounded!"
((I would, but I'm on the other side of the map right now. Not even sure I can hear you. Sorry.
remember folks, healing pills and potions are always for sale. You don't want to get caught without one like this guy.))
I'm waiting, I'm waiting. Waiting, for NAV to teleport me.

If I am not teleported: make two more essences.
If I am teleported: use two normal essences to force None to tell us his affinity.


Is Null's affinity Void or Nothing? Pumpkins, perhaps?
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 21, 2015, 06:51:13 am
((Good luck with casting a spell on me whence I am not in your sight. One of those choices is further away than the others.))

Edit: ((Null's affinity is magic nullification. None's affinity is different.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 21, 2015, 02:49:32 pm
"Hmm. I daresay that's enough essences! 'Ere it goes!"
The Gambler enchants his garments to improve the wearer's luck. All non-chaotic essences.

((The phrase I was fishing for was "Improves his luck of finding lucky rings". Your way works too.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 21, 2015, 02:52:04 pm
((I just now realized that my affinity can [REDACTED]. Maybe I should stop discussing my affinity, lest the Triad smite me more than they already are.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 06:57:42 pm
((I want to join this. But at the same time I don't. What do you guys think I should do?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 21, 2015, 07:02:05 pm
Join us! Got any cool ideas for an affinity?
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 07:08:39 pm
((Traps))

((Also I haven't read all 115 pages so if someone has already used this affinity, I still like it.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 21, 2015, 07:20:26 pm
((I had that idea first! But if you really need a good affinity idea... I could PM you a few Bay 12 worthy affinities.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 07:25:24 pm
((If you wish, I have some other ideas too that might be useable.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Crimson on May 21, 2015, 07:27:14 pm
((I'll leave the ideas to you guys.))

"In that case, let me prepare a bit."

Do stuff.
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 07:40:06 pm
((Wait is this still the same game or what, if it is when do you think it will be over?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Crimson on May 21, 2015, 07:44:09 pm
((That's probably until all of us dies from a world ending event. After all, I doubt anyone would last long enough to get 100 shards. :P))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 08:02:05 pm
((So do you recommend I create and join now? (And then join a faction and not die) or just wait it out?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 21, 2015, 08:19:51 pm
((So long as you don't anger one of the two great forces (the Triad and the Frost Dragon) it should be fine. World destruction- if I get enough essences, I could do that- or make that impossible.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 21, 2015, 08:42:05 pm
James shouts through his leafy megaphone, even though he knows None won't listen.
"Leave the castle now, surrender, don't try anything stupid."

I'm waiting, I'm waiting. Waiting, for NAV to teleport me.
((Sorry man, teleporting people is very expensive. We'll bring him to you.

@Fillipk
Choose alcohol as an affinity. Be a true !!Dorf!!))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 09:01:59 pm
((okay you convinced me.))

Spoiler (click to show/hide)

((On a completely unrelated note is the shop still open, and accepting applications?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Beirus on May 21, 2015, 09:51:53 pm
((So do you recommend I create and join now? (And then join a faction and not die) or just wait it out?))
((I don't know if this game will end any time soon. It's evolved from a deathmatch into shenanigans and PvE with occasional PVP, and I think DG has done a great job rolling with that. Also, welcome to the game.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: ATHATH on May 21, 2015, 11:20:06 pm
Wait, is None's affinity Forbiddance? That would actually be a pretty cool and thematic affinity.

I doubt the utility of a Booze affinity.
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 21, 2015, 11:55:27 pm
YOU DOUBT IT!!!

Wait who are you?
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 22, 2015, 01:12:04 am
((okay you convinced me.))

Spoiler (click to show/hide)

((On a completely unrelated note is the shop still open, and accepting applications?))
((Nice character, I like him. He has the exact same stats James started with.

The shop's still open, and accepting applications. I'd like to make it more of an open trading post type place where anyone can come to ply their trade and sell their goods, as long as they don't threaten the peace.))

I doubt the utility of a Booze affinity.
((BoozeFlamethrower (http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeFlamethrower)
MolotovCocktail (http://tvtropes.org/pmwiki/pmwiki.php/Main/MolotovCocktail)
BoozeBasedBuff (http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeBasedBuff)
DrunkenMaster (http://tvtropes.org/pmwiki/pmwiki.php/Main/DrunkenMaster)
HealItWithBooze (http://tvtropes.org/pmwiki/pmwiki.php/Main/HealItWithBooze)
Intoxication, Alcohol poisoning, hangovers, addiction, blindness, death.

Maybe not munchkin-tier, but it's a good affinity.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 22, 2015, 04:38:24 am
Replace Zzotgotzz with NAV, dakka with spells,  (http://gannadene.deviantart.com/art/Ork-How-To-109143472)and you will see what I see whenever sombody picks a new afinity.
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 22, 2015, 07:29:46 am
((Forbiddance? Why would I use an affinity made by X4Y4? And dangit, I was going to make Tea affinity.))

Edit: ((Proposed rule change: when a mage dies, the shards created by their dying breaths are equal to the number of affinities they have times five, this makes killing mages with large numbers of affinities more worthwhile, and encourages specialization.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 22, 2015, 09:34:44 am
((I was going for Drunken Master, also give me a color I can use.))

Ah a shop, I should head over and see if I can peddle my wares there. 

Head over to the shop and try to get a job.

Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 22, 2015, 11:24:46 am
((Feel free to pick any color you want, there is no obivious shop though. Only a forest of plum trees, with a very spiky house shaped tree among them.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 22, 2015, 11:36:01 am
((Yeah, that, house shop thingy.))

Head over to the tree house shop thingy
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 22, 2015, 11:49:10 am
((Unfortunately for the alcohol mage, None is currently thinking of a plan to kill the Triad using their own teenage awkwardness.))

None shouts loudly, counting on the echo to deliver his message.
"... there are two answers to this. One, not by the hair of my chinny chin chin! Two, and a bit more logical at that, why should I, given you're just going to kill me as soon as I do so?"
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: poketwo on May 22, 2015, 01:24:36 pm
MAKE AN ESSENCE
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: ATHATH on May 22, 2015, 05:43:33 pm
((Unfortunately for the alcohol mage, None is currently thinking of a plan to kill the Triad using their own teenage awkwardness.))

None shouts loudly, counting on the echo to deliver his message.
"... there are two answers to this. One, not by the hair of my chinny chin chin! Two, and a bit more logical at that, why should I, given you're just going to kill me as soon as I do so?"
Emotion!

Age?
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 22, 2015, 06:35:23 pm
((Something I was considering doing later, age: a good idea, but not my affinity. So who are we missing for actions?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 23, 2015, 12:06:35 pm
None shouts loudly, counting on the echo to deliver his message.
"... there are two answers to this. One, not by the hair of my chinny chin chin! Two, and a bit more logical at that, why should I, given you're just going to kill me as soon as I do so?"
"I promise if you surrender now and don't cause any more trouble, absolutely no harm will come to you. Come on, please don't make us do this."

((I think I have your affinity figured out. It's something like the astral influx, lets you mess with the link between player and character.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 23, 2015, 12:18:50 pm
((More people should keep their afinities secret. So many good ideas floating around.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 23, 2015, 12:37:28 pm
((Metagame/Meta affinity? Brilliant, I'll take it later.))

"Um... really? Considering I didn't do a thing to you... any more trouble? What trouble did I cause before?"
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 23, 2015, 01:02:34 pm
"Seriously? You threatened to kill us multiple times, and then led us on this chase. While there's a rogue dragon terrorizing the countryside! That's quite a bit of trouble."
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 23, 2015, 01:30:07 pm
"I didn't threaten to kill you. That's done as a warning. I said I was going to kill you, for certain, not as a possibility. And really... dragon? You could have dealt with that before attacking me! And really... I made no aggressive move towards you! Couldn't it wait? Couldn't we do a bunch of preparations and whatnot and then fight one versus one like true mages? How could I possibly kill you with your blasted henchmen at either side of you, on top of which you three have so many essences and weapons that I don't have a chance of fighting you successfully! Of course I was going to run! So no, I'm not coming out."

Edit: ((I just realized nobody in the Triad has any shards.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 23, 2015, 01:53:34 pm
((Why does it say I have 0 shards? I'm supposed to have 7.))

"You're insane and deluded."
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 23, 2015, 03:25:20 pm
((Why does it say I have 0 shards? I'm supposed to have 7.))

((There is a reason for that. No, the reason is not a mistake.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: NAV on May 23, 2015, 03:36:39 pm
((Oh it was a mistake alright. Just not yours.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 23, 2015, 03:37:47 pm
((The face on the toaster does not look like one of mercy.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 23, 2015, 05:11:27 pm
((If you haven't figured it out... Marcus was in your body. No's revenge seems to be continuing.))

"It's in the job description. So, no, I'm not coming out. Have a horrible day."
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 23, 2015, 05:30:01 pm
((Marcus was in Jases' body. Crimson was in James'))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 23, 2015, 06:12:12 pm
((In which case... well. Crimson took James' shards?))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: fillipk on May 24, 2015, 01:30:28 am
((So confused now))

*bangs in the door of the tree house* Heyo anyone home?  Well if you are this looks like a mighty fine establishment for which to sell ones wares.  Well I was a wondering if I could join you in a merchant alliance, my specialty?  Alcoholic potions and items, for instance the alcoholic potion of sobering

((I'm assuming there's a sign.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: Andres on May 24, 2015, 01:47:51 am
((I remember someone hiding someone else's shard when they were in someone else's body. Don't remember who, though.))
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: FallacyofUrist on May 24, 2015, 07:29:43 am
((So confused now))

*bangs in the door of the tree house* Heyo anyone home?  Well if you are this looks like a mighty fine establishment for which to sell ones wares.  Well I was a wondering if I could join you in a merchant alliance, my specialty?  Alcoholic potions and items, for instance the alcoholic potion of sobering

((I'm assuming there's a sign.))
The booze mage is not yet in the game! This never happened!
Title: Re: Roll to Magic: Turn 84 Hunters and traps
Post by: DreamerGhost on May 24, 2015, 04:38:05 pm
Turn 85

"owwww........."

"ok deep breaths.....the feathers are growing.....just wait"

estimate time until wings are functional. and make a "magic metal item"

CMP [2+1-2=1]
POT [6+1=7]
LUCK [10]

Flare, waiting to see how fast his wings repaired themselves, decided to play a game of chance. Feromancer released his power, creating a bit of metal in front of him, and letting his power run free. Several gears formed and stuck themselves into a clockwork device of indiscernible purpose. One of the gears stuck out from the device, and was spinning with great speed, as if it had an engine attached to it. As he looked behind to see how fast the wings were regenerating he noticed that they were almost half grown back.

"Hmm. I daresay that's enough essences! 'Ere it goes!"
The Gambler enchants his garments to improve the wearer's luck. All non-chaotic essences.

CMP [2+1+8+1+2+1=15]
POT [2+1+8+2+2=15]

Gambler finally reached the point where he thought that he had waited enough.  Using his powers, he enchanted his fancy robes. It was the same enchantment he had so commonly used before visiting casinos, or making bets, but far more powerful, and unlike usually, permanent. This was not an adventure where he could take chances, not with his own equipment. There were enough unknowns within the land and the opponents.
{+2LUCK}

"I fail to see how this is a fair fight..."

Go deeper into the castle, try to find loot or extremely powerful entities. Make 2 more ??? essences. If I am spotted by the triad chasing me, RUN LIKE EVERY MEMBER OF THRAKOR'S CLAN ARE RUNNING AFTER ME!!!
((I'll leave the ideas to you guys.))

"In that case, let me prepare a bit."

Do stuff.
"He's definitely inside, and this looks like the only exit."

Doing stuff.

Stuff

SPD [4] vs [1-1=0] vs [5+1=6] vs [6]

CMP [6+3+1=10]
POT [5+3+1=9]
CMP [2+2+1+1-1=5]
POT [2+1+1+1-1=4]
LUCK [6]
CMP [6+1+1-3=5]
POT [3+1+1=5]
END [1+1=2]
CMP [3+3+1+1-2=6]
POT [5+7+2+1=15
END [5]

Outside the castle, three mages stood, two waiting and third scanning the castle for their prey. This third had his eyes closed, for he was not using them. They would have been useless against thick stone walls that separated them and None. Instead, Jace was searching with his mind. Suddenly, he opened his eyes to the physical world again, muttering "I found him". With as much details as he could cram in a single sentence he told his companions abut whereabouts of the opposing mage, and three began their attack.

Within the castle, None was wandering the halls, searching for something useful, and constantly moving in hopes to keeping his pursuers far enough away to avoid conflict for now. His hopes were dashed, as his voice disappeared, mid-chant. Panicking, None began hyperventilating, and only realized his mistake when his consciousness began slipping. There was a faint smell, hard to recognize, but he knew. It was sleeping gas. None knew to move away, but his legs betrayed him, and he fell on poosh carpet that covered the floor of this particular room. Last thing his foggy mind saw was ceiling crashing down on him.
{Unconscious, pinned, bleedout, 1 Turn remaining}


((Oh god damn it. Well, at least now the dragon's got internal bleeding and I've got a free ranged weapon.))

Accelerate the icicle forward so that it pierces through the dragon's other eye. Sheathe the knife and pick up the bow of transference.

"Healer! Can I have your assistance? I seem to be seriously wounded!"

SPD [3+1=4] vs [4+1=5]
STR [5+1=6]
DEX [1]
END [4]

Not waiting for Azenfar to figure out which way the sky was, a doubt that many of those that were swallowed and regurgitated experience, dragon charged forward, and struck at the puny mage with mighty claw. Azenfar, still split between orienting himself and dealing with the sudden lack of hand, failed to notice until the last second. The claw strike sent him to the ground and pinned him down, leaving only his head poking between a pair of huge talons.

MAKE AN ESSENCE

CMP [3+1=4]
POT [5+1=6]

The shield surrounding Romanticarnus completely dissipated, but that did not matter much. Dragon flew away, mages split up and each went off somewhere, there was nothing left to threaten him. The speedy mage was fighting the dragon, so there was at least a show for entertainment.


From the portal emerged a new contestant - Drew the brewmaster. Lord of ale and prince of wine, known for his talent among commoners and Kings, and for his fists among bar thugs and professional soldiers.

His sharp eyes immediately identified unnatural looking house shaped tree and his sharp mind immediately registered it as a mage made craft. There were many uses for alcohol, so he was certain that he would be welcome. Yet upon coming closer, he noticed that the tree house was all covered in spikes, inside included, and thus unsurprisingly empty. There was another mage seemingly waiting for something among the trees, yet it was unclear what he was waiting for.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: endlessblaze on May 24, 2015, 04:46:57 pm
(dannngggggg.......none got reckt)

keep waiting for wings to get ready, figure out what i made.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 24, 2015, 04:51:40 pm
((Crikey.))

NERD RAEG!!!
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Andres on May 24, 2015, 05:24:30 pm
((So it says that None is pinned by the ceiling. That makes sense. I'm under a dragon's talon with my head sticking out. Is it just a clerical error or am I somehow not pinned?))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: DreamerGhost on May 24, 2015, 05:26:42 pm
((You are totaly pinned))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Andres on May 24, 2015, 05:33:02 pm
Aim for his other eye and spit at it. Increase the acceleration so it hits. Hoping here that it'll make the dragon flinch and unpin me.

If successful, run west.

EDIT: Try to wriggle out if the spit doesn't work.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 24, 2015, 05:44:09 pm
((I'm probably going to die... but there's no reason I can't try to survive.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: fillipk on May 24, 2015, 06:44:47 pm
Ho there Mage, who are you and what is your area of specialty, myself, I work with the wonders of alcohol and I look for a friend in this dangerous land, and perhaps a way to sell my wares.  You could join me you know.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 24, 2015, 08:24:16 pm
((Who are you talking to?))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: DreamerGhost on May 24, 2015, 11:37:33 pm
((Marcus))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: XXXXYYYY on May 24, 2015, 11:47:54 pm
"Ah-hah! 'ere we go! Just need a few more..."
Make 2 more essences.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: ATHATH on May 25, 2015, 12:49:34 am
Ho there Mage, who are you and what is your area of specialty, myself, I work with the wonders of alcohol and I look for a friend in this dangerous land, and perhaps a way to sell my wares.  You could join me you know.
"Hello. I'm Marcus, and my affinity is mind control. Speaking of which, summon for me an almost completely alcoholic, non-harmful, non-unappetizing drink that increases the competence of spells and has no unappetizing (for me) ingredients."

(Force the booze mage to do the bolded action. Don't use essences on this. If I am summoned, the pms that I sent last turn apply. Where are the two essences that I made last turn?)

After compelling Drew (only if I attempt to compel Drew), make an essence.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 25, 2015, 06:36:22 am
May I join the game? I've read the thread, so I should have a good grasp on current events.

Spoiler: Character (click to show/hide)
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 25, 2015, 07:09:06 am
((For a character like that- well that affinity, you'll probably need to make some example spells to show DreamerGhost that it's valid- I had to do that for my affinity.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 25, 2015, 08:10:18 am
((For a character like that- well that affinity, you'll probably need to make some example spells to show DreamerGhost that it's valid- I had to do that for my affinity.))

Easy enough.

-Arcane Research: Search the Aether for information on a specific person, place, or object.

-Infuse Knowledge: Some people (Crimson, specifically), have had revelations about performing certain types of magic. If Crimson allowed me to do some work on him, I could probably duplicate and transfer his knowledge of explosions or animation.

-Extract knowledge: Exactly what it sounds like. Not always useful, but might be interesting with enough essences.

-Dispel Illusions: Again, pretty obvious. I suppose the same process could be used to reveal lies or hidden intentions. (Read: PM'd actions.)

-Impart Delusions: Basically, Infuse Knowledge with false information. It can't affect your senses, but it could convince you that a monster-infested lake is perfectly safe.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 25, 2015, 08:24:27 am
((I'd call that good enough. Although you'd have a hard time killing anybody...))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 25, 2015, 09:38:01 am
((I'd call that good enough. Although you'd have a hard time killing anybody...))

Killing people isn't really my character's goal. I plan to set up shop near James' treehouse, then sell knowledge I acquire through the Arcane Research spell. There's a good chance people will be interested in buying information related to the Obelisks or hidden gods.

In short, I'm a noncombatant.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 25, 2015, 09:55:48 am
((Huh. Whatever happened to magic deathmatch- oh wait, the deathmatch comes from people like None and No who try to resist the Triad's power.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: poketwo on May 25, 2015, 10:19:28 am
CONTINUE TO MEDITATE AND BUILD UP ESSENCES
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: fillipk on May 25, 2015, 11:23:09 am
((Hey then join me then let's be traveling merchants, just help me take care of this mind control wizard.))

If I resist the mind control I'll pop him an alcoholic drink with a deadly poison in it without making any movements to show I resisted the mind control.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: ATHATH on May 25, 2015, 06:15:44 pm
((Hey then join me then let's be traveling merchants, just help me take care of this mind control wizard.))

If I resist the mind control I'll pop him an alcoholic drink with a deadly poison in it without making any movements to show I resisted the mind control.
Oi, I was gonna give it back to you. I just wanted to show off my affinity.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: fillipk on May 25, 2015, 06:34:12 pm
((One can never be too careful in such a hostile enviornment.  A little warning would be appreciated.))

Instead I'll look around the store to see if theirs a cart or something, and I'll summon various alcoholic drinks in barrels, and summon mugs.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 25, 2015, 07:28:11 pm
((Hey then join me then let's be traveling merchants))

((I would be happy to travel with you, for the time being. Just be aware that my character can't cause direct, physical damage, so he's more suited to a support role.))

((You were talking to me, right? I'm just assuming so because of the context.))

((On a side note, you may want to edit a strikethrough into your former action. It would help avoid GM confusion.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: DreamerGhost on May 26, 2015, 03:57:13 pm
On one hand, you realy shouldn't be able to summon containers. On the other, It would be realy annoying for you if you had nothing to put all that alcohol in. I'm just gonna say that you always had five shapeshifting cups and a barrel in hammerspace.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 26, 2015, 04:04:28 pm
((Remember that alchemist you had make bottles? Perhaps you should give a similar challenge to mister alcohol.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 26, 2015, 04:34:38 pm
((Remember that alchemist you had make bottles? Perhaps you should give a similar challenge to mister alcohol.))

If all else failed, he could just make bottles from solid alcohol.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 26, 2015, 04:39:22 pm
((He could, couldn't he. I wonder how it would taste?))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: fillipk on May 26, 2015, 04:46:43 pm
((Remember that alchemist you had make bottles? Perhaps you should give a similar challenge to mister alcohol.))

If all else failed, he could just make bottles from solid alcohol.

((I applaud your ingenuity and now move to steal that idea.))

((Also, sigged.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 26, 2015, 04:59:09 pm
((... not sigged?))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: NAV on May 26, 2015, 09:54:56 pm
"Well he was all talk. Now to get my shards back."
Begin flying back to the treehouse.

James shouts through his megaphone, sounding extremely annoyed. "Marcus, I know you have my shards. I'm giving you one chance to fix your mistake. Hand them over to the troll and don't try anything."
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: fillipk on May 26, 2015, 10:12:56 pm
Hey mister mind control wizard, if I help you survive will you help me de-spike the tree house?
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 27, 2015, 06:58:06 am
((oh, you think he's dead. Right now I'm listening to a song called Invasion of the Not Quite Dead. Just wait until bolts of [NO_CHANCE_I'M_TELLING_YOU] are coming down around your ears.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: XXXXYYYY on May 27, 2015, 07:49:03 am
((oh, you think he's dead. Right now I'm listening to a song called Invasion of the Not Quite Dead. Just wait until bolts of [NO_CHANCE_I'M_TELLING_YOU] are coming down around your ears.))
Quote
{Unconscious, pinned, bleedout, 1 Turn remaining}
((Dude, you are dead. So dead. You have 1 turn left to live, are unconscious, and even if you did wake up, would be pinned under a pile of rubble.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Andres on May 27, 2015, 07:55:19 am
((oh, you think he's dead. Right now I'm listening to a song called Invasion of the Not Quite Dead. Just wait until bolts of [NO_CHANCE_I'M_TELLING_YOU] are coming down around your ears.))
Quote
{Unconscious, pinned, bleedout, 1 Turn remaining}
((Dude, you are dead. So dead. You have 1 turn left to live, are unconscious, and even if you did wake up, would be pinned under a pile of rubble.))
((I was literally inside a dragon's stomach for two full turns. His survival is not entirely outside of the question.))

((Speaking of dragons, does the dragon have to pass any END rolls yet? I hit him through the eye with a near-perfect [EXPUNGED] arrow and its speed was boosted by acceleration magic so it should've had some decent penetration. Considering the internal bleeding I've now given it, it might start coughing up blood now as well.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: FallacyofUrist on May 27, 2015, 02:14:48 pm
((Talk about that after I cast my first spell with my affinity. Might as well reveal my affinity, since None's likely dead anyway...))

None's crystal vibrates, the dimensions not being kind to it. With a puff of smoke, it shatters, and a thought flies through the air, into everybody's mind.

"Awesome. Pure, undefiled, Awesome."
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 27, 2015, 02:43:03 pm
((He could, couldn't he. I wonder how it would taste?))

Exactly like normal alcohol, but chewable.

((I applaud your ingenuity and now move to steal that idea.))

((Also, sigged.))

((Feel free.))

((Whoo, my first sig!))

Also, first action:

Make three knowledge essences, then head towards the treehouse. May as well visit the most obvious sign of civilization.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Beirus on May 27, 2015, 03:02:32 pm
Two aether essences. After None expires, head back to the treehouse, but grab None's shards before leaving if Crimson doesn't.
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Andres on May 27, 2015, 03:08:31 pm
((How does Awesome let you do anything?))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: Whisperling on May 27, 2015, 03:43:04 pm
((How does Awesome let you do anything?))

((For a character like that- well that affinity, you'll probably need to make some example spells to show DreamerGhost that it's valid- I had to do that for my affinity.))

((He can do something with it. Unfortunately, knowing the affinity doesn't help much in terms of figuring out what that is.))

((I do have an idea or two, but saying them publicly may not be the best idea. They mostly have to do with his past statements.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: DreamerGhost on May 27, 2015, 04:21:56 pm
((I am treating Awesome afinity as something that would be named "Holy" in your average rpg/jrpg, except without healing part. Turn incoming in 5 mins.))
Title: Re: Roll to Magic: Turn 85 Arcane antiterrorist squad
Post by: DreamerGhost on May 27, 2015, 04:29:54 pm
Turn 86

keep waiting for wings to get ready, figure out what i made.

LUCK [5]

Flare inspected the twirling gizmo in his hand. Whatever initiated motion was somewhere within the box. It wasn't too difficult to remove one wall of the box for someone who could shape metals with his mind. Within, among various clockwork pieces, there were three interlocked gears, that were somehow still spinning. Trying to trail the edges of the gears was nauseating. Of course, the basics of perpetual motion mechanism. This was one of the simpler designs, but it made the mechanism light enough to hold. Flare resealed the box, and engraved appropriate warning on a side. Such things were covered up for a reason; looking at perpetual motion enabling geometries was harmful to ones sanity.
{Wings: 60%}

"Well he was all talk. Now to get my shards back."
Begin flying back to the treehouse.

James shouts through his megaphone, sounding extremely annoyed. "Marcus, I know you have my shards. I'm giving you one chance to fix your mistake. Hand them over to the troll and don't try anything."

SPD [(5+1)/2+2=5]
CMP [3+1+1-1-1=3]
POT [2+1+1=4]
CMP [1+1+1-1=2]
POT [5+1+1-1=6]
CMP [1]
POT [4]

James began flying towards his treehouse. The battle was over, if one would call this a battle. There were shards to recover and a mischievous mage to shout at. James pulled out a tinfoil hat from the ether and sighed. From above, It was easy to see the entire battlefield. Grundar had finally reached the castle, and stood around seemingly confused. Dragon was scratching its jaw with a claw while Azenfar was running somewhere. And judging from the brownish looking cloud in the plum forest, someone was messing around near his treehouse.  Wait, what is this melody?


NERD RAEG!!!

This makes no sense. (https://youtu.be/88tNh76Iz-8?t=9s)
Spoiler: None at all (click to show/hide)
END [4+1=5]
CMP [5+3+1=9]
POT [6+3+1+5=15]

None awoke among, surrounded by rubble from all sides. Everything was in pain, and what wasn't, likely was not a thing anymore. But he would not die just yet. No was still unavenged. The honorless scum outside would not be able to get away so easily. None spat out mass of shattered teeth and blood, and began chanting. His three still working fingers found their ways to a particular pocket creating a link for spell to the soul shards. One chance. One chance was all he needed.

The world turned dark. It was not due to lack of light, but rather because excess of it. Shimmering bright liquid defying all physics emerged from cracks of rubble. It shone with brightness that eclipsed the sun, all colors prevalent among its surface, yet merging into single infinite brilliance. Strange melody could be heard by all four mages that converged near the castle, and then the luminescent liquid crashed back into ruins, converging into one place.

From beneath the ruins, a figure emerged, its features completely concealed by radiant liquid surrounding it. The figure was that of an elemental spirit, humanoid, featureless, embodiment of an idea. There was no question as to what was the power of None. Ancient and forgotten art, power that disappeared long before any still living mortal was born. This was true for all but one. None still possessed the knowledge and power of magic of Awesome.
{Elemental form, 2 turns}


Two aether essences. After None expires, head back to the treehouse, but grab None's shards before leaving if Crimson doesn't.

Stuff

CMP [4+1=5]
POT [2+1=3]
CMP [4]
POT [1]

CMP [5+1+1-1=6]
POT [1+1=2]

Jase casually focused an additional drop of power to replenish what he had lost here. Crimson raised his spear to begin working on his damaged arm. Explosion among the ruins caught them both completely off-guard. Crimson angled his spear towards whatever was happening there and attempted to create an explosion, but he was not prepared to handle the sensory input. What was supposed to be a violent wave that crushed what still stood, a *pop* sound could be heard near the castle. This was not something that was supposed to happen.

Aim for his other eye and spit at it. Increase the acceleration so it hits. Hoping here that it'll make the dragon flinch and unpin me.

If successful, run west.

EDIT: Try to wriggle out if the spit doesn't work.

SPD [4+1=5] vs [2+1=3]
CMP [5]
POT [3]
LUCK [10]
SPD [(3)/2=1.5]

Azenfar was completely pinned. Only his head could move. In one last act of defiance, mage spat at huge beast before him. Magic did not quite carry this physical insult quite far enough to reach the eye, impacting instead on the jaw and immediately freezing into an icicle. Dragon growled in annoyance ad scratched the icicle away with a claw. When dragon noticed which claw exactly it had used, Azenfar was running through the plum forest.

"Ah-hah! 'ere we go! Just need a few more..."
Make 2 more essences.

CMP [2+1=3]
POT [6+1=7]
CMP [4]
POT [2]

It felt good knowing that you had enough luck to fill seven golden horseshoes. But Gambler felt like staying here for a while longer. The center of the Island involved angry mages, an even angrier dragon and not a single gambling house of any repute. This was as fine a place to be as any for now.

"Hello. I'm Marcus, and my affinity is mind control. Speaking of which, summon for me an almost completely alcoholic, non-harmful, non-unappetizing drink that increases the competence of spells and has no unappetizing (for me) ingredients."

After compelling Drew (only if I attempt to compel Drew), make an essence.

Instead I'll look around the store to see if theirs a cart or something, and I'll summon various alcoholic drinks in barrels, and summon mugs.

CMP [4]
POT [3+1=4]
CMP [3]
POT [6+2=8]
CMP [1]
POT [3+2-1=4]
CMP [1+1-1-1=0]
POT [5]


Without much hurry, Dwen placed his barrel and several cups that transformed into large mugs, all quickly filled with different kinds of beer and mead. The barrel was filled with wine. Now only to get some customers.

Behind Dwen, Marcus was implementing his idea of obtaining a perfect drink. Without bothering to hide his actions in any way, he enforced control on Dwen. Alcohol mage yelped in surprise, as his hands moved into a position that formed a magical rune, while his lips moved to spell a chant. It was a horrid feeling, seeing your body move with no input from him. Yet he reached only halfway through the chant before deciding that he would have no part in this and forcibly shutting his mouth right then and there. The spell collapsed, turning all drinks he had just summoned into gas, forming a cloud of alcohol that engulfed both him and Marcus.

CONTINUE TO MEDITATE AND BUILD UP ESSENCES

CMP [4+1=5]
POT [1+1=2]
CMP [1]
POT [4]

Romanticarnus continued enjoying the sights. The guy fighting the dragon had somehow escaped from underneath the claw. A cloud smelling like beer emerged from the plum forest. This was like the time he had seen a theater show by some particularly insane and incompetent cultist. Only a bag of fried eyeballs was between this and perfection.

Viznor the seer entered the arena at the moment when all potential opponents were busy with various squabbles and battles, just as he planned. This would give him enough time and chances to befriend those collected here, just as he wanted. Viznor had no wish to participate within the battles, but such an event had to be recorded. It would be a sin to leave such even to be lost in the annals of history.  The treehouse did not look too menacing for a mage made structure. It would be a fine starting point.
Make three knowledge essences, then head towards the treehouse. May as well visit the most obvious sign of civilization.

CMP [6+1=7]
POT [5+1=6]
CMP [6]
POT [6]
CMP [3+1-2=2]
POT [2+1-2=1]

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 27, 2015, 04:37:49 pm
Now before you start (righteously) screaming at me, I shall explain how elemental form works (In this case at least).

None gets a haelthy body with same stats, but extra +1 to CMP and POT rolls for the duration of the spell. After the spell ends, None will be back to his old mincemeat self.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Beirus on May 27, 2015, 04:39:45 pm
((This should be fun. But I guess that means DG didn't get my PM turn addendum.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 27, 2015, 04:43:59 pm
((This should be fun. But I guess that means DG didn't get my PM turn addendum.))

((Latest message from you in my inbox apeared on sunday, and it did not contain an action. It seems that your message was indeed lost.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Beirus on May 27, 2015, 04:45:34 pm
((Damn, probably would have stopped all this. It replaced the first essence with a Silence spell to prevent this exact thing happening, with a couple of essences to power it.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 27, 2015, 04:47:31 pm
Now before you start (righteously) screaming at me, I shall explain how elemental form works (In this case at least).

None gets a haelthy body with same stats, but extra +1 to CMP and POT rolls for the duration of the spell. After the spell ends, None will be back to his old mincemeat self.
((I'm surprised it's only a +1 bonus. On the plus side, I imagine I'm nearly indestructible by the mages I'm about to reck.))

"HAHAHAHA!!! Prepare to die, evil mages, for my spell is the one that will pierce the heavens and may your bodies will be wracked by various phages!"

Grab my sword(I assume it's nearby), and go and attack the mages outside the castle. WRECK THEM COMPLETELY AND UTTERLY AWESOMELY!!! Use magic to amplify the Awesomeness of my attack. If I have extra time, make 2 Awesome essences.

If possible, Awesome nerdcore tunes play while I attack.

Edit:

((Damn, probably would have stopped all this. It replaced the first essence with a Silence spell to prevent this exact thing happening, with a couple of essences to power it.))

((I theorize that Awesome is outside the realm of normal magic, that is, magic using aether, and thus your spell wouldn't have worked anyway... but that's up to DG's interpretation.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 27, 2015, 05:11:29 pm
((While you would be more cleric than mage in D&D, it would totaly had worked.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 05:16:42 pm
((shenanigans intensify, I like it))

"mmmmm......its been too long sense I let my power roam so freely. I wonder what I should do with you......wait she has a book on golems right?  I left that communication orb at home but maybe I can make another..."

wait a bit more for my wings, while doing so make a communication orb and contact "ice" asking her if she can lend me that book on golems, tell her to send it through the portal

((ice is going to be my next character if flare falls, the last of the trio of friends, I don't know what her affinity will be though...))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 27, 2015, 05:24:36 pm
((You are going to need to figure out how such an orb would work, how is Ice going to send you a book through a portal that only sends through people, why it wouldn't be easier to simply assume that you know how to make golems, being feromancer and all, and why should I break "no more than one related character to prevent revenge plays" rule.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 27, 2015, 05:28:36 pm
((DG, would it be possible for you to PM me the results of magical research? I wouldn't ask, but keeping sensitive information out of the wrong hands is probably vital for my future well-being.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Beirus on May 27, 2015, 05:29:23 pm
((I have an idea.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 27, 2015, 05:30:47 pm
((DG, would it be possible for you to PM me the results of magical research? I wouldn't ask, but keeping sensitive information out of the wrong hands is probably going be vital for my future well-being.))

((Send me the action in PM (or just write in action that you want to recieve results by PM) and I will do so.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 05:42:44 pm
((<logical argument> <smug face> clothes come through the portal don't they? </smug face> and what's his name did get to come in through a dagger. as for not knowing how to make golems, its to add flavor, also you could make golems out of more or less anything. air, metal, rocks, ect. so it makes sense that its something most mages know a bit about, but don't always get into. im basically going for "knows a bit about golems but not enough to make a useful one so I contact my friend and have her toss a book through the portal".</logical argument>))

"mmmmm....lets see how do those things work again....ahhh yes.

((the magical energy inside the orb flows in such a way as to travel space, and universes.  connecting to the orb associated with whatever person you are thinking of at the time. then allowing communication associating the orb with yourself is as simple as holding it and connecting to it with your magic, in the case of non mages, having a mage do it for somehow. making an orb is quite general, and can be done by most mages, providing they can make solid objects, and get the energy right. ))

"i might need essences for this but oh well....if I fail I can do it later"
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 27, 2015, 05:43:09 pm
((Send me the action in PM (or just write in action that you want to recieve results by PM) and I will do so.))

((Thanks! That will be making my life a lot easier.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: fillipk on May 27, 2015, 06:45:26 pm
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 06:57:31 pm
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.

((james will not be happy with the))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: fillipk on May 27, 2015, 06:58:44 pm
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.

((james will not be happy with the))
((With the what man, with the what?))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 07:03:13 pm
((no no, "the" as in "you".))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 27, 2015, 07:10:47 pm
((no no, "the" as in "you".))

((Pretty sure you mean "thee."))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 07:12:42 pm
((no no, "the" as in "you".))

Pretty sure you mean "thee."
(( (shrug)) same deference))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 27, 2015, 07:14:53 pm
((no no, "the" as in "you".))

Pretty sure you mean "thee."
(( (shrug)) same deference))

((I'll assume you didn't mean "submission and respect."))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Andres on May 27, 2015, 07:29:43 pm
((That Awesome affinity is freaking awesome! Oh man I am SO getting a final form ASAP!))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 27, 2015, 08:06:47 pm
((an acceleration elemental actually......that sounds lethal. just shove your hand of kinetic energy into someones chest and accelerate there in heart all directions, ripping it apart))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 27, 2015, 08:07:51 pm
((That is not a final form. With a few more essences... Awesome Fiery Vulpine Death Rapper With Scimitar Arms more likely. But yeah. I'm going to be depressed if I don't at least kill Jase.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: XXXXYYYY on May 27, 2015, 08:15:48 pm
"Oh dear. At's gonna be a problem. Makin' some back-up essences might be a good idea. Too many 'a us mages. Ne'er a good sign, that."
Make 2 more essences.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Andres on May 27, 2015, 08:39:59 pm
((an acceleration elemental actually......that sounds lethal. just shove your hand of kinetic energy into someones chest and accelerate there in heart all directions, ripping it apart))
((Not only would I have to roll at least double 6's for that, but failing the roll would likely destroy my own hand.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: NAV on May 28, 2015, 12:14:22 am
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.

((james will not be happy with the))
((James is happy with thee. Welcome to the shop. Keep doing what you're doing.
It's the tree that won't be happy.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: fillipk on May 28, 2015, 01:00:12 am
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.

((james will not be happy with the))
((James is happy with thee. Welcome to the shop. Keep doing what you're doing.
It's the tree that won't be happy.))
((Now I'm really starting to regret not reading all of this.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 28, 2015, 05:47:30 am
((an acceleration elemental actually......that sounds lethal. just shove your hand of kinetic energy into someones chest and accelerate there in heart all directions, ripping it apart))
((Not only would I have to roll at least double 6's for that, but failing the roll would likely destroy my own hand.))
((I said lethal, not safe))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 28, 2015, 07:08:07 am
((DreamerGhost, mind setting up a new poll for "what will happen in the fight between None and Jase+Crimson?"))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 28, 2015, 09:17:55 am
((If you think up the options for the poll, sure. I'd do it but it might be a little spoilerish or somone may put too much thought in an option.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 28, 2015, 02:25:34 pm
((<logical argument> <smug face> clothes come through the portal don't they? </smug face> ))

((Ahh, but they do not come on their own now, do they? They come carried by a mage, same goes for knife and barrels and all else you carried over. If any mage could just send whatever they wanted, arena would turn into irradiated soul shard harvesting facility staffed by robots in two turns.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 28, 2015, 02:50:54 pm
((So just have Ice come through the portal and join the deathmatch as a partner. SHENANIGANS INTENSIFY!!! Of course, this may be a hilariously bad idea...))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 28, 2015, 03:04:13 pm
((James is happy with thee. Welcome to the shop. Keep doing what you're doing.
It's the tree that won't be happy.))

((I think it would be possible for a mind mage to fix that, given enough time and essences. The thing has a consciousness, even if your grovesense will be necessary to access it.))

((Come to think of it, I could probably do the job, in a sort of roundabout way. Wouldn't vouch for the reliability of my solutions, though.))


((On a side note, what's the price tag for that stone of eldritch choir? I have a few ideas on how to make use of it, hopefully without driving myself insane.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 28, 2015, 03:09:43 pm
((So just have Ice come through the portal and join the deathmatch as a partner. SHENANIGANS INTENSIFY!!! Of course, this may be a hilariously bad idea...))
(http://i.imgur.com/8oQTrlR.png)
Go ahead. It's not like it would be in any way imbalanced to have two characters running around.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 28, 2015, 03:38:49 pm
((Speaking of which... I was going to have None attempt to bring No into his body...))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 28, 2015, 04:04:30 pm
((Speaking of which... I was going to have None attempt to bring No into his body...))

((I am treating Awesome afinity as something that would be named "Holy" in your average rpg/jrpg, except without healing part. Turn incoming in 5 mins.))

I don't think that would work, regardless of GM rulings. None may be capable of delaying death via elemental form, but by no means is he proficient enough to bring back the dead.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: NAV on May 28, 2015, 05:00:23 pm
Fly over to Azenfar and heal him and regrow his arm using 2 +1/+1 essences. Try to not give him cancer this time.
Summon 3 healing pills after.


((On a side note, what's the price tag for that stone of eldritch choir? I have a few ideas on how to make use of it, hopefully without driving myself insane.))
((You can have it for free, but one shard or some information or something else would be appreciated.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 28, 2015, 05:02:52 pm
((Ahem. Become so Awesome that minds of my clan cannot resist entering my body. That's just one option.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Andres on May 28, 2015, 05:04:50 pm
Fly over to Azenfar and heal him. Try to not give him cancer this time.
Summon 3 healing pills after.

((Thank god, finally! I wonder if you can regrow lost limbs, too. My guy will pay you back pretty well if you put some essences in and do so, just as soon as he finds a way to kill the dragon.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 28, 2015, 06:10:26 pm
((So just have Ice come through the portal and join the deathmatch as a partner. SHENANIGANS INTENSIFY!!! Of course, this may be a hilariously bad idea...))
(http://i.imgur.com/8oQTrlR.png)
Go ahead. It's not like it would be in any way imbalanced to have two characters running around.

I considered that posiblty , and the gm can balance it if desired ((ice gets less stats at entrance?)) but I'm thinking she can just walk through the portal,drop the book, and leave.

If my trio all get killed I might try two characters at once, would make for some interesting play.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 28, 2015, 06:55:31 pm
((... that might result in smite.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 28, 2015, 07:10:52 pm
((... that might result in smite.))

((the gm can balance it to be fair, there would be tradeoffs. my idea being that having to characters is like having to affinities, but they get less stat points, and that if they were  to be split up somehow they become much more venerable. most powerful attacks would probly come from using the affinities together (with the characters hands together for dramatic effect) in other words. your giving up stat points for too affinities AND and an extra weakness, (being split up is bad news) for an extra affinity))

((if they get to powerful the gm can always nerf it))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: XXXXYYYY on May 28, 2015, 07:15:11 pm
((Wait. Does my +2 luck also affect the actions of NPCs I talk with? I remember that being a luck roll.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 29, 2015, 06:15:51 am
((You can have it for free, but one shard or some information or something else would be appreciated.))

((Hmmm... what would you say to some info on the dragon?))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: ATHATH on May 30, 2015, 01:08:41 am
((James is happy with thee. Welcome to the shop. Keep doing what you're doing.
It's the tree that won't be happy.))

((I think it would be possible for a mind mage to fix that, given enough time and essences. The thing has a consciousness, even if your grovesense will be necessary to access it.))
That was just what I was thinking.

Give James his shards. Soothe the tree. Inquire about the function of the "Eldrich Choir". Make an essence.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Beirus on May 30, 2015, 03:02:25 am
"Evil? He threatened us first. Crimson, I think he's gone senile in his old age."

Angel motif intensifies.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Crimson on May 30, 2015, 04:31:02 am
"Agreed. 100%."

We need more angels.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 07:12:59 am
"I'm only four hundred and seventy three! How dare you threaten me!"
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 30, 2015, 07:35:24 am
Viznor raises an eyebrow at the cloud. Weren't these mages supposed to be a bit more competent than your average spellcaster?

No matter.


The seer makes three more essences, then sits down in preparation for a long session of wizardry. If there is a reasonably-sized stone in the surrounding area, he will place it in front of himself.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 07:38:39 am
((If you haven't already, you should read the entire thread. It's entertaining, plus it gives you a list of the way James has failed healing. Cancer, mostly.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Whisperling on May 30, 2015, 07:41:06 am
((If you haven't already, you should read the entire thread. It's entertaining, plus it gives you a list of the way James has failed healing. Cancer, mostly.))

((I have. That's usually my first course of action when I want to join a game, since it gives you some background and an idea of what's going on.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 07:45:15 am
((Well that's nice. Of course, sometimes large bits like The Warrens of Oric the Awesome... yeah. I've read that. That was a pain. This is a manageable 100 pages, thankfully- well, a small bit over a hundred pages.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: NAV on May 30, 2015, 10:31:02 am
((I dare you to try reading all of Einsteinian Roulette.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: poketwo on May 30, 2015, 10:32:30 am
ESSANCES AND CONTINUE TO WATCH THE CRAZYNESS UNFOLD.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 10:33:56 am
((I dare you to try reading all of Einsteinian Roulette.))
((Is reading the entire original Perplexicon good enough? And yeah, I've taken a look at Einsteinian Roulette... someone's going to stab me for this, but I found it boring.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 30, 2015, 11:15:51 am
((I dare you to try reading all of Einsteinian Roulette.))
((Is reading the entire original Perplexicon good enough? And yeah, I've taken a look at Einsteinian Roulette... someone's going to stab me for this, but I found it boring.))
((I once thought abaut joining and exploiting high mortality rates with an onboard gamble. Before leaving for mission, leave all tokens with me. If you survive, you get them all back and one extra. If you die, well, you wont care abaut tokens. But never got around to doing so.))

EDIT: The current poll for the longest time was 2 yes and 4 no. Now it is 5/4. So I guess I will be spoilering rolls.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 04:04:42 pm
((Meh doesn't necessarily mean yes... I believe it would mean not using my vote on yes or no. But it's your choice.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: Andres on May 30, 2015, 04:19:37 pm
((Will we still be able to know what modifiers are applying to us?))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 30, 2015, 04:50:39 pm
5 "yes" 4 "no" and 3 "meh". That is the reason why I posted abaut it.

It would look like this:

Spoiler (click to show/hide)

Mage A beats mage B to the punch with a strike to the head. The impact shakes Mages B brains and B goes into coma.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on May 30, 2015, 04:51:43 pm
((Cripes, but yeah. I understand.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: ATHATH on May 31, 2015, 12:36:25 am
What's even harder about reading through ER, is that it's split up into multiple threads that each contain casual talk about what is going on in other threads, forcing you to switch back and forth between them to avoid receiving spoilers. I think I made it to the supernova on the dam before giving up.

Someone should make a document that contains the entirety of the ER subforum in order, in one place. I know that is a monumental task, but hey, a guy can dream.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on May 31, 2015, 02:00:11 pm
The turn shall be delayed until monday, as I have a important math test to write tomorow.
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: AoshimaMichio on May 31, 2015, 02:40:18 pm
What's even harder about reading through ER, is that it's split up into multiple threads that each contain casual talk about what is going on in other threads, forcing you to switch back and forth between them to avoid receiving spoilers. I think I made it to the supernova on the dam before giving up.

Someone should make a document that contains the entirety of the ER subforum in order, in one place. I know that is a monumental task, but hey, a guy can dream.
((*cough* (http://sirlancelot.pp.fi/ER/index.html) Is this what you are looking for?))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: fillipk on May 31, 2015, 03:15:05 pm
Dwen heard the explosion and looked, in its direction, and promptly decided to avoid it, what these people need is a proper tavern, too bad there is no wood worker to help me whip the tree shop into shape.

create a solid alcohol sign on the tree shop saying- "New Tavern/Shop, Help Wanted". Also sell alcohol to anyone who wants it, one trinket/essence/minion for an equal value of drinks/alcohol related item, summon an alcohol element to clear all the spikes.

((I'm reading the thread right now and have decided to change my action also, I sent a pm with a question.))

You know what, who cares about a tavern, apparently nothing stays permanent here, and that tree freaks me out.

Take some of my alcohol, control it to cost the treehouse and turn it into methonal((2 spells?)) Use 5 shards to give a 1 camp bonus to both spells and a 1 pot bonus to the second spell. If the answer to the question is yes I will get drunk first
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: endlessblaze on May 31, 2015, 06:39:26 pm
((your going to burn the tree? James will be very angry...............

hey dreamer what's the estimated time turn completion?))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: ATHATH on May 31, 2015, 11:00:26 pm
What's even harder about reading through ER, is that it's split up into multiple threads that each contain casual talk about what is going on in other threads, forcing you to switch back and forth between them to avoid receiving spoilers. I think I made it to the supernova on the dam before giving up.

Someone should make a document that contains the entirety of the ER subforum in order, in one place. I know that is a monumental task, but hey, a guy can dream.
((*cough* (http://sirlancelot.pp.fi/ER/index.html) Is this what you are looking for?))
Does that include the ship threads and such too?
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: FallacyofUrist on June 01, 2015, 06:59:40 am
((5 missions in that montage. Nice, but not 20 missions.))
Title: Re: Roll to Magic: Turn 86 My spell is the one that will pierce the heavens
Post by: DreamerGhost on June 01, 2015, 06:34:11 pm
Turn 87


"HAHAHAHA!!! Prepare to die, evil mages, for my spell is the one that will pierce the heavens and may your bodies will be wracked by various phages!"

Grab my sword(I assume it's nearby), and go and attack the mages outside the castle. WRECK THEM COMPLETELY AND UTTERLY AWESOMELY!!! Use magic to amplify the Awesomeness of my attack. If I have extra time, make 2 Awesome essences.

If possible, Awesome nerdcore tunes play while I attack.
"Agreed. 100%."

We need more angels.
"Evil? He threatened us first. Crimson, I think he's gone senile in his old age."

Angel motif intensifies.

Spoiler (click to show/hide)

Youtube search compells you! (https://www.youtube.com/watch?v=rUzmUmcJZoI&list=PL07DFC8A250D09F07)

Crimson readied his spear, Jace prepared to act at moment’s notice. None surprised them once, It was possible that he would try to do this again. The element of surprise, its power increased orders of magnitude in wizardly battles. Yet it was an advantage that None won once again. With no regard for his safety, Awesome mage jumped from ruined keep onto duo of mages below. Even though being reduced to rubble reduced keeps' height considerably, it was still at least ten meters from the ground.

The leap was suicidal. Jace and crimson froze, their minds grinding to stop for few precious seconds, unable to comprehend such absurd. With impact of a falling meteor, None descended on the mages below, his right fist colliding with Jace while his left knocked down Crimson. Impact of one mage landing and two hitting against the courtyard with great speed knocked up a cloud of dust, forming a ring that would usually mark an explosion. Whatever plans the duo had would were knocked straight out of them, replaced by pain and shock.
{Forcible action ending/interruption. No other effects.}
Spoiler: Just so you know (click to show/hide)

"mmmmm......its been too long sense I let my power roam so freely. I wonder what I should do with you......wait she has a book on golems right?  I left that communication orb at home but maybe I can make another..."

wait a bit more for my wings, while doing so make a communication orb and contact "ice" asking her if she can lend me that book on golems, tell her to send it through the portal
Spoiler (click to show/hide)


Communication orbs weren't that hard. It was as simple as creating a quantum entanglement between an object you had and another object. Usually, another object somewhere else, without any precise coordinates. Object that had to be identical to yours. It was only slightly more difficult to do between dimensions. Then it was as simple as writing a message and hoping Ice would notice. "I shall send you the tome through main portal in {2 turns worth of time}. For your sake, I hope that you have decided to abandon this foolish ordeal and want a golem to fake your death and escape." Easy as pie, Flare thought pocketing his orb.

"Oh dear. At's gonna be a problem. Makin' some back-up essences might be a good idea. Too many 'a us mages. Ne'er a good sign, that."
Make 2 more essences.
Spoiler (click to show/hide)

Gambler waited and observed. Not with his eyes of course, what he examined was too far to see. His magical senses, attuned by many years of use, looked over battles that were fought by his competition. None were moving towards him yet, and that was good enough for now.
Spoiler (click to show/hide)

Fly over to Azenfar and heal him and regrow his arm using 2 +1/+1 essences. Try to not give him cancer this time.
Summon 3 healing pills after.

Stuff

Spoiler (click to show/hide)

Azenfar was running. He ran through the plum forest, even though his legs were in great pain. With each movement, blood seeped from the wounds dragons teeth had caused. But not only his legs were in pain, ice on his hand and chest was thawing, unclogging wounds and allowing blood to get through. But he dared not to stop. Roar of the dragon was just behind him. And Azenfar did not want to try his luck again.

But it was not meant for Azenfar to escape. He was crippled and the one chasing had wings. The beating of wings was getting closer. It came too close. Azenfar waited until he could almost feel frozen breath of the dragon at his back and the dived left. Just to the right of him, maw of the dragon closed. Had he not moved, accelerator knew he'd be a whole head shorter. But he jumped too far, the mage slid over muddy shore and into the lake. But the reason of this mighty leap was not just fear of very certain death at his heels. Azenfar looked at his legs with amazement - they were fine again. Ice from his arm dropped and wounds over it closed and it regenerated up to elbow. Accelerator did not need to think long about what happened, for his sharp eyes caught James hovering over lake, his hand extended forwards, fingers forming a holy symbol. Dragon looked at James once, before focusing back on Azenfar.

((James is happy with thee. Welcome to the shop. Keep doing what you're doing.
It's the tree that won't be happy.))

((I think it would be possible for a mind mage to fix that, given enough time and essences. The thing has a consciousness, even if your grovesense will be necessary to access it.))
That was just what I was thinking.

Give James his shards. Soothe the tree. Inquire about the function of the "Eldrich Choir". Make an essence.
Spoiler (click to show/hide)

Marcus focused his magic on the treehouse. It was intelligent, that much was known, but this intelligence was strange, so greatly different from that of a human. The only reason why he could communicate as such was the magic which created the tree. But as Marcus explored, he felt mind of treehouse shift, its attention focused on where he was. It was time to get out, if tree found what happened it would conjure enough spikes to turn this whole forest into a rose bush. But now he had a path, and next try would be far easier.
{This is James familiar speaking. James is preoccupied, and cannot answer your call. Please send a message through aetherlines later.}


You know what, who cares about a tavern, apparently nothing stays permanent here, and that tree freaks me out.

Take some of my alcohol, control it to cost the treehouse and turn it into methonal((2 spells?)) Use 5 shards to give a 1 camp bonus to both spells and a 1 pot bonus to the second spell. If the answer to the question is yes I will get drunk first

Spoiler (click to show/hide)

The treehouse was spiked and intelligent. For some reason, this unnerved Dwen. Trees were not supposed to think, they were supposed to be used to make wood alcohol. Maybe if he showed an example of what the tree was supposed to strive to be? By his command, cloud of alcoholic beverages moved slightly towards the treehouse. Well that was disappointing, Dwen though, before remembering that he was entirely sober, which may had interfered. Well while he was at it he could had made some methanol, and coat the tree afterwards. This time the spell went much better, and what was once ale, was now entirely undrinkable pool of liquid at the base of the treehouse. Did those spikes grow longer?
Viznor raises an eyebrow at the cloud. Weren't these mages supposed to be a bit more competent than your average spellcaster?

No matter.


The seer makes three more essences, then sits down in preparation for a long session of wizardry. If there is a reasonably-sized stone in the surrounding area, he will place it in front of himself.
Spoiler (click to show/hide)

Viznor looked around, seeking a stone for purposes beyond understanding of common men. Yet trees aside, the ground was flat like a mirror, with not even a pebble in sight, and the purpose would remain unclear. Instead, Viznor found a soft patch of grass, untainted by beer smelling clouds, and began meditating.

ESSANCES AND CONTINUE TO WATCH THE CRAZYNESS UNFOLD.
Spoiler (click to show/hide)
Romanticarnus was having difficulty to choose one of the options presented. On one hand, another mage joined the battle against dragon, which would make things far more interesting. On another hand and side of the island, mage had transformed into strange creature and began fighting two others. Such a pity he had never mutated an eye on the back of his head.

I was rather busy past few days (as you can probably guess from turn delay) and I think I have missed some PMs. If I haven't answered your question, then I missed it, so please ask again. Also, I'd like to know how spoilering rolls is working out for you.

Spoiler: Map (click to show/hide)

Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: endlessblaze on June 01, 2015, 06:44:24 pm
"heheheh you know me better than that ice, and I know you would stay and fight if it was you..."

check wings, if ready for use test them out and get a feel for them, then fly to the portal. if they are not ready, walk to the portal.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 01, 2015, 06:48:54 pm
Move the cloud of alcohol around to coat the tree house then turn it into Methonal, a different kind of alcohol, use shards as stated above

((In response to the pm question, because my character is an alcohol wizard does he get bonuses when drunk?))

((Oh and I hope your okay with the quote I added to my sig.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 01, 2015, 07:22:38 pm


"Resistance is futile, give up now,
    perhaps now you see the wisdom of my kapow!
Now wrath incarnate, before you see,
    the endless power of my inner me!"



Secret action this time.

Edit:((I think on a six for str you would both be unconscious or dead.))

Edit 2:((I didn't even realize I would be jumping from the keep...))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 01, 2015, 07:28:34 pm
Move the cloud of alcohol around to coat the tree house then turn it into Methonal, a different kind of alcohol, use shards as stated above

((In response to the pm question, because my character is an alcohol wizard does he get bonuses when drunk?))

((Oh and I hope your okay with the quote I added to my sig.))

((I sent the answer with pm. And it's mostly flatering to have sigs of my posts. It also serves as a gateway to ths thread, and more people playing. Win/Win/Win.

EDIT: Wait, are you trying to turn alcohol into methanol or treehouse in methanol?))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 01, 2015, 08:21:30 pm
((Also... something that needs saying... Jase Evilmage cancels magic: interrupted by None Nevermore. Alternatively, Crimson Evilmage cancels magic: interrupted by None Nevermore. Or just... Evilmage 1 and Evilmage 2 cancel magic: interrupted by fists.))

((Carry on.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 01, 2015, 09:03:51 pm
((That's great, I sent you a pm.

Also I was tempted to take Nav's Well I guess I need to kill another god but decided not to))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: Beirus on June 01, 2015, 09:36:22 pm
((Except that None is the evil one here, what with the threats and what not, avenging someone who attacked us first with no provocation. We were just cutting off the villain before he could prepare for his plan. We're anti-heroes at worst.))

((Also, DG, how do combat and movement interact? Because it seems like None would have just moved a hex without a movement roll. And what courtyard? We (or at least Jase) never entered the castle grounds as far as I know. Thought it was just an open plain outside. What are the surroundings like? I'm confused as to what the battlefield looks like.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: ATHATH on June 01, 2015, 10:19:57 pm
Pm sent.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: Andres on June 02, 2015, 03:50:18 am
"I owe you greatly, healer mage!"
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 02, 2015, 06:51:49 am
((Except that None is the evil one here, what with the threats and what not, avenging someone who attacked us first with no provocation. We were just cutting off the villain before he could prepare for his plan. We're anti-heroes at worst.))

((Also, DG, how do combat and movement interact? Because it seems like None would have just moved a hex without a movement roll. And what courtyard? We (or at least Jase) never entered the castle grounds as far as I know. Thought it was just an open plain outside. What are the surroundings like? I'm confused as to what the battlefield looks like.))

((Things like that happen when you roll 6/6 on Awesome. Usually, you would had moved first, since there was enough distance between you and None, and your plans were ranged. But between max roll and Nones inheritant lightness as a spirit, he leapt twenty meters forwards, landing on you two.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 02, 2015, 06:59:04 am
((That attack... was... awesome... or Awesome, for that matter. I wish I got a higher roll for strength.))

((Except that None is the evil one here, what with the threats and what not, avenging someone who attacked us first with no provocation. We were just cutting off the villain before he could prepare for his plan. We're anti-heroes at worst.))

((Also, DG, how do combat and movement interact? Because it seems like None would have just moved a hex without a movement roll. And what courtyard? We (or at least Jase) never entered the castle grounds as far as I know. Thought it was just an open plain outside. What are the surroundings like? I'm confused as to what the battlefield looks like.))

((Plan? What plan, I don't have time for a plan, I'm just trying to kill you both before my time expires. To the rest of your statement... Awesome.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 02, 2015, 10:56:12 am
Since the turn was on Monday due to delay, should I post the next turn on Thursday instead of Wednesday? The turn afterwards would be on Sunday and we'd return to usual turn times.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 02, 2015, 11:29:25 am
Gah that tree is crazy, maybe I need a stronger spell

Create 3 essences
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: NAV on June 02, 2015, 02:03:43 pm
"I owe you greatly, healer mage!"
"You're welcome. Now let's take down that dragon!"
Summon an anti-dragon bolt, using 3 +1/+1 essences. Load it into my crossbow and shoot the dragon.

((Remind GM that the treehouse is wearing an amulet of magic resistance, just in case someone is trying to cause harm to it.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 02, 2015, 03:06:57 pm
((First off I was burning it so magic resistance wouldn't have helped.))

((Second off, can I give up this character, without killing him, I don't really have any plans that don't involve burning down a tree and angering the deadly healer, maybe Dwen can just wander around and share drinks with anyone who wants to.  I'm not quitting the RTD just this character.))

((If not...))

This land is too crazy I should have never come here, THE TREE WANTS TO KILL ME, well I won't give it the pleasure

turn my blood into alcohol, suiciding by drinking too much and sacrificing myself to the alcohol god to become one of its eternal brewers
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 02, 2015, 03:46:06 pm
((You can, though I am somewhat saddened by it. You could had done some fun stuff with Alcohol.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 02, 2015, 04:04:33 pm
((You can, though I am somewhat saddened by it. You could had done some fun stuff with Alcohol.))

((I know but my mind got on something else and alcohol just feels tame compared to how much I could wreck everyone, I'll commit suicide because it seems funnier maybe my god likes it and smites the tree for me who knows.  Maybe someone else could pick alcohol and wreck everyone through drinks, but it's not going to be me.))

((Did I mention methonal burns in contact with oxygen.))

((My next character:))
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: ATHATH on June 03, 2015, 12:10:15 am
If you're going for batman, why have you dumped STR and END and pumped POT. If you want an authentic batman, your POT should be zero, and your physical stats should be at least ones, with two threes in either END, DEX, or STR.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 03, 2015, 12:22:45 am
If you're going for batman, why have you dumped STR and END and pumped POT. If you want an authentic batman, your POT should be zero, and your physical stats should be at least ones, with two threes in either END, DEX, or STR.

((I'm not per say going for remaking batman but taking on qualities of batman that don't include physical stats, and because batman.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 03, 2015, 07:09:55 am
((Oh, ho.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: XXXXYYYY on June 03, 2015, 01:35:12 pm
Look around a bit, making [2] essences.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: magmaholic on June 03, 2015, 01:39:21 pm
i want to join tho.
Quote
Name:Harden
Affinity:spatial dimensions (bigger on the inside,smaller on the outside,the spooky scary forest magic where you get lost but keep ending up in the same place again)
Description: Someone who would look devilishly handsome,if it werent for his overly large,floppy ears.And no,he is no doctor poo.He is wearing a white trenchcoat-robe His eyes are green. His hair is black.
STR=1
DEX=1
SPD=1
END=1
POT=4
If i can join immediately,Move for blackened trees near the volcano,and get a random +1 from shards
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 03, 2015, 01:43:39 pm
((Yeah, you've got a problem. Everybody starts with 5 shards, and that's only enough to get a random stat boost- you can't choose your stat point with only 5 shards. And with an affinity like that... you might need to come up with some example spells.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: magmaholic on June 03, 2015, 01:47:31 pm
((Yeah, you've got a problem. Everybody starts with 5 shards, and that's only enough to get a random stat boost- you can't choose your stat point with only 5 shards. And with an affinity like that... you might need to come up with some example spells.))
Fixed my post then.
EDIT:fixed again. too many ideases.
EDITEDIT: again edited.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 03, 2015, 02:30:38 pm
So yeah, between my internet being a bit crap right now and half(?) of players having not posted yet, next turn will be tomorow.

@Magmaholic, I will still probably want you to think up some example spells. Partialy so that I would know what to expect and so that you wouldn't go in expecting things to work one way before I declare that they won't.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: magmaholic on June 03, 2015, 02:33:33 pm
@Magmaholic, I will still probably want you to think up some example spells.
Loop-Moving leads to starting point

Distance-Increase/shorten distance between destination.

Bigger/smaller inside--Increase/Decrease volume of container

Bigger/smaller outside-Shrink/Expand target
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 03, 2015, 02:37:21 pm
Ohh I can see some hillarious failed spell results allready. You are in, and will apear next turn.
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 03, 2015, 02:58:13 pm
((My mansion is smaller on the inside! None could probably do some of that with his affinity.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 03, 2015, 03:02:50 pm
((I could too, if I thought about it.  I'm going to assume that if I die, the affinity I pm'd is okay?))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 03, 2015, 03:06:33 pm
((I had an interesting realization. You could determine the power of a character by how many times a turn title was named for something they did. For No, that was once, and None, twice(three times?) so far.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: magmaholic on June 03, 2015, 04:02:42 pm
((i can start creating bags of holding then,yay! Or jars of holding.Or stuff.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: Whisperling on June 03, 2015, 05:39:47 pm
Viznor concentrates on the dragon, attempting to coax knowledge from the Aether. He puts special emphasis on its abilities and possible weaknesses, in addition to using a single +1,+1 essence to augment the spell.

((Could you PM me the results?))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: FallacyofUrist on June 03, 2015, 06:21:28 pm
((Interesting realization 2: I'm fighting 2 of the 3 remaining mages who appeared at the start of the game. This won't go well. For them.))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: fillipk on June 03, 2015, 08:49:52 pm
((I've come to the realization that suiciding, even though it is to appease the booze god, does not make a good story.))

Find the dragon and summon it drinks so it gets drunk

((I will quote my next character when if this one dies and re pm the affinity until then drinks for everyone, they may or may not be transformed into methonal when they are in your body  ;D ))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: endlessblaze on June 03, 2015, 08:52:08 pm
((I've come to the realization that suiciding, even though it is to appease the booze god, does not make a good story.))

Find the dragon and summon it drinks so it gets drunk

((I like this plan))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: NAV on June 03, 2015, 09:41:26 pm
((The booze mage lives on! Go make that dragon drunk, I believe in you!))
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: magmaholic on June 04, 2015, 08:48:06 am
((i should seduce a naga and make some mutant naga wizard babies)) waiting for turn pls.
Harden starts YODELING because reasons
Title: Re: Roll to Magic: Turn 87 Impact punch and desperate restoration
Post by: DreamerGhost on June 04, 2015, 03:22:07 pm
Turn 88

Look around a bit, making [2] essences.
Spoiler (click to show/hide)

Hatch in pretending to be the very tip of a hill opened up. It was of more complex construction than the simple trapdoor Gambler had seen before, this one was raised by four rods of iron, allowing sight to all directions. Not that it seemed to be needed, as the goblin peeking outside seemed to know exactly what he was looking for. Gambler recognized the goblin as one of bossy goblins underlings that were with him when the first hatch opened. "Um, excuse me, mister mage, if you don't mind me asking, what exactly are you doing here?"



"Resistance is futile, give up now,
    perhaps now you see the wisdom of my kapow!
Now wrath incarnate, before you see,
    the endless power of my inner me!"



Secret action this time.
Stuff
Stuff

Spoiler (click to show/hide)

Before either Jace or Crimson could get up from the ground and counterattack, None was already upon them. None was ferocious, his movements quick and efficient, but there was a reason for this rush, for awesome mage new his time was running out. In fact, what he did was a move of desperation more than a true attempt to eliminate an opponent. He grabbed Crimsons head with both hands, lifting up entire metal body, meeting force mage at the eye level. Then Crimson began to scream. It was a inhuman sound produced by lungs of iron and shaped by throat of metal. But with this spell, None had signed his death warrant. Light collapsed around three mages, knocking rising Jace back into the dirt. After aether mage dared to open his eyes again, he noticed that all three of them were sprawled on the ground. Himself, fine, if a bit roughed up, Crimson unconscious and decorated with various colored ornamentations, and None dead, corpse leaking fresh blood.
{None has been killed, Crimson is recovering from what felt like being flayed alive}

"I owe you greatly, healer mage!"
"You're welcome. Now let's take down that dragon!"
Summon an anti-dragon bolt, using 3 +1/+1 essences. Load it into my crossbow and shoot the dragon.
Stuff

Spoiler (click to show/hide)

It was two mages against a mighty dragon. James, held up by his jetpack, was hanging overhead, as if some divine judge pondering dramatically before declaring the sentence. Dragon was on the ground beneath, its chilled body causing nearby plant life to freeze and whiten. And Azenfar, who surprised both his ally and his opponent by making good use of his restored legs and running away towards the forest. Dragon was surprised far less by this action than James, it was hardly a rare event for people to run away from a dragon. Azenfar barrel got a ten meters head start before Dragon returned to the chace.

Azenfar ran with a direction in mind, there was a part of the forest that was different from others. he had left something there, something that may had allowed him to win this fight still. Yet the dragon was frightfully close, accelerator tried to deter dragon with magic, but he was hardly in best condition to cast. The spell merely caused a strong gust of wind towards the mage, allowing for dragon burn distance between them with an additional step. The two had already raced through where he had wanted to go, Azenfar realized. The fact that nothing happened meant that he was not lucky enough. Then any further thoughts he had were interrupted, as Dragons claw slammed him against a nearby tree, crushing bones and drowning consciousness in the dark.
{Unconscious, chest crushed, bleedout 1 turn left}

James cursed under his breath. It would be harder to hit from afar with all the branches in the way, and he had no desire to fight against dragon in melee. From aether he pulled out a thick spiked bolt, placed it within glass crossbow and flew off towards where dragon had ran away. It seemed he was slightly late, judging from Azenfar lying down and the amount of blood that was splattered on the tree he was leaning on. The dragon was still a problem and James knew there was nobody else around to deal with it. He aimed the crosshair, and fired. Sadly, life of an average mage does not include archery lessons, which combined with fact that most spells were not affected by wind in the slightest, combined into bolt hitting dirt good three meters away from the dragon. Great reptile spun its head towards the bolt, snorted dismissively, and turned its head towards James. For some reason, dragon was covered in a thin sheet of ice.


((I've come to the realization that suiciding, even though it is to appease the booze god, does not make a good story.))

Find the dragon and summon it drinks so it gets drunk

((I will quote my next character when if this one dies and re pm the affinity until then drinks for everyone, they may or may not be transformed into methonal when they are in your body  ;D ))
Spoiler (click to show/hide)

When Dwen saw dragon fly overhead chasing some mage, he did not see danger. He did not see a colleague in need of some help either. What he saw was an opportunity of a lifetime. Since the times of Urist the great, there was not a single instance in history of dragon getting drunk. If he could manage it, there would be no one who would dare to question his craft, he would become famous, maybe even a legend! Consumed by thoughts and ideas of how to better make use of such chance, Dwen hardly noticed when he had reached edge of a forest. Tracks led within, and alcohol mage followed diligently. There was a loud *thwack* with a few crunches mixed in and without a doubt Dwen followed. It could only be the sound of dragon crushing an enemy. Blinking, alcohol mage emerged from the thicket, slightly blinded by reflections of sun from snow white scales. He was overcome with choices, there were so many drinks he could offer, whichever to take first? But dragons were not known for patience, and after shouting something along the lines of "Tribute for great white" Dwen got to working his spell. But it seemed that his excitement got the better of him, as roughly a barrel worth of pure alcohol appeared above the dragon. Such an embarrassment, Gwen thought, as dragon turned to him, licked freezing liquid off one of its claws, and turned upwards, as if seeking something.

"heheheh you know me better than that ice, and I know you would stay and fight if it was you..."

check wings, if ready for use test them out and get a feel for them, then fly to the portal. if they are not ready, walk to the portal.

Flare inspected his wings. They gleamed in the sun, not a feather missing or out of place. With a mighty swing of his wings he took to the air. It seemed that no feathers were dropped this time. Like a hawk diving for prey, Flare reached the portal after a flight that ended all too soon.

Harden, the mage of space had entered the arena. Portal bent around him in strange ways, as if recognizing one who had mastery over it. Yet Harden had no time to investigate such small scale magic, he had a battle to win. And the first part of his battle plan was to head northeast.
{Gained +1STR from shards}
Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Beirus on June 04, 2015, 03:32:33 pm
((I'm disappointed I didn't get to do my thing.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: poketwo on June 04, 2015, 03:51:12 pm
More essanses, see what is happening with giant barrel of alcohol
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 04, 2015, 03:51:43 pm
CRISPY TREES,WEEEEEEEEE!!
Finish travelling to the burnt trees,and make two essences. He also flexes his floppy earlobes seductively towards any unfortunate evildoer on his way.

((None died. Saw that coming tho.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 04, 2015, 03:53:00 pm
((Crimson's lucky. I was trying to merge with him. I can only imagine what would happen on a 5 for cmp. Now then... beekeeper, ho!))

First action as apiarist: survey the area, make three bees essences.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: endlessblaze on June 04, 2015, 03:56:41 pm
make to esences
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: XXXXYYYY on June 04, 2015, 04:02:19 pm
"Ello there! I'm jus' Workin a bit o' magic away from alla the commotion ova' near th' portal. Too many mages. 'At's never good news. I'ma luck mage ya see - I need a bit o' preparation to get ready to meet 'em. Load th' dice, ya see? I 'ope I'm not botherin' y'all. I 'an move if you want. Anyway, is there anythin' I can do for ya?"
Make 2 more essences. Chat with the friendly goblin.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Andres on June 04, 2015, 04:19:02 pm
(The thing that I was after was not in the forest. It was on the tile I was on last turn.)
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 04, 2015, 04:20:23 pm
((We are in the vortex forest aren't we?))

More drinks for the dragon
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Crimson on June 04, 2015, 04:33:57 pm
((Crimson's lucky. I was trying to merge with him. I can only imagine what would happen on a 5 for cmp. Now then... beekeeper, ho!))

((I certainly did not expect you to try and do that. Yeah, I got lucky.))

Wake up first. Then two essences while I try to recover.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: NAV on June 04, 2015, 04:41:48 pm
Heal Azenfar again. That mage needs to stop getting almost killed. Heal him a second time if he's still dying. Craft one or two healing essences for a total of 3 spells.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Whisperling on June 04, 2015, 05:17:28 pm
((We are in the vortex forest aren't we?))

More drinks for the dragon

Heal Azenfar again. That mage needs to stop getting almost killed.

Though the threat was far removed, Viznor held no illusions regarding the dragon's true intentions or disposition. His voice was heard faintly by those across the lake, but it carried a plan by which their prideful, icy foe might be slain.

"Flame is the beast's Achilles heel... this shower of alcohol is no failure, but a most fortunate opportunity.

((Apparently, this will work even if the dragon is otherwise immune to magic.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 04, 2015, 05:30:32 pm
((Crimson's lucky. I was trying to merge with him. I can only imagine what would happen on a 5 for cmp. Now then... beekeeper, ho!))

((I certainly did not expect you to try and do that. Yeah, I got lucky.))

Two essences while I try to recover.

((You are unconscious. Other side effects? Only time will tell.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Beirus on June 04, 2015, 06:16:18 pm
((What's up with everyone ruining my stuff? First the dragon, now the vortex area. Geez, can't have nice things around y'all.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 12:11:53 am
((I'm not going to help you guys kill this dragon, if you want fire have James summon something or go to  the burning tree house))

~snip~

 Well while he was at it he could had made some methanol, and coat the tree afterwards. This time the spell went much better, and what was once ale, was now entirely undrinkable pool of liquid at the base of the treehouse. Did those spikes grow longer?

~snip~

((Did I mention methonal burns in contact with oxygen.))

((Did I mention methonal burns in contact with oxygen.))

((Did I mention methonal burns in contact with oxygen.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: NAV on June 05, 2015, 12:32:05 am
((I think you mean methanol. Yes it burns in oxygen, but it requires an ignition source.
Please don't burn my tree.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 07:15:09 am
((Another reason not to be going after mages who did nothing to you: your stuff gets wrecked while you're gone.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Andres on June 05, 2015, 07:16:44 am
Wake up. Increase the backwards acceleration of the dragon's claw.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 07:20:29 am
((Something seems wrong with that. Oh right, if there's no backwards acceleration in the first place, how can you increase it? You could say you're adding to it, but backwards acceleration? I think that seems... odd. But hey, magic.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Andres on June 05, 2015, 07:23:00 am
((Something seems wrong with that. Oh right, if there's no backwards acceleration in the first place, how can you increase it? You could say you're adding to it, but backwards acceleration? I think that seems... odd. But hey, magic.))
(Unless there is literally no matter in front of that claw, it most certainly has backwards acceleration. If you jump off the empire state building, both your downwards and your upwards acceleration increase. At some point, your upwards and downwards acceleration will be equal and that's when you'll hit terminal velocity. Newton's third law.)
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 07:24:52 am
((Air resistance. Oh.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 09:12:19 am
((I think you mean methanol. Yes it burns in oxygen, but it requires an ignition source.
Please don't burn my tree.))

((Yes I did and oops, well I'll go light it on fire after the dragon gets drunk.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 10:27:07 am
((I would like to join with this character, though I'd like a little explanation on how things such as power level and super saiyan status would function. You don't have to if it's too much work or too OP, but seeing as there's this giant dragon that has been causing terror for half the game I couldn't resist))
Spoiler (click to show/hide)
((I'm thinking he could be a sort of self-buff mage, relying on temporary improvements to his own stats and the occasional super blast. I wonder, how would a Spirit Bomb act on this duck?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 05, 2015, 10:40:44 am
((I would like to join with this character, though I'd like a little explanation on how things such as power level and super saiyan status would function. You don't have to if it's too much work or too OP, but seeing as there's this giant dragon that has been causing terror for half the game I couldn't resist))
Spoiler (click to show/hide)
((I'm thinking he could be a sort of self-buff mage, relying on temporary improvements to his own stats and the occasional super blast. I wonder, how would a Spirit Bomb act on this duck?))
u wot m8. just noe.
and then the bomb fails and you and everyone else is dieded. the edn.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 11:00:34 am
((I would like to join with this character, though I'd like a little explanation on how things such as power level and super saiyan status would function. You don't have to if it's too much work or too OP, but seeing as there's this giant dragon that has been causing terror for half the game I couldn't resist))
Spoiler (click to show/hide)
((I'm thinking he could be a sort of self-buff mage, relying on temporary improvements to his own stats and the occasional super blast. I wonder, how would a Spirit Bomb act on this duck?))
u wot m8. just noe.
and then the bomb fails and you and everyone else is dieded. the edn.
Ok, ok, no spirit bombs... lol
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 05, 2015, 11:06:45 am
((I would like to join with this character, though I'd like a little explanation on how things such as power level and super saiyan status would function. You don't have to if it's too much work or too OP, but seeing as there's this giant dragon that has been causing terror for half the game I couldn't resist))
Spoiler (click to show/hide)
((I'm thinking he could be a sort of self-buff mage, relying on temporary improvements to his own stats and the occasional super blast. I wonder, how would a Spirit Bomb act on this duck?))
u wot m8. just noe.
and then the bomb fails and you and everyone else is dieded. the edn.
Ok, ok, no spirit bombs... lol
And None DID go supersand for a while.Basically. Two turns. Then ded.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 11:33:43 am
u wot m8. just noe.
and then the bomb fails and you and everyone else is dieded. the edn.
Ok, ok, no spirit bombs... lol
And None DID go supersand for a while.Basically. Two turns. Then ded.
Well, None's super-complicated mind merge failed, so that's what happened. If you're saying that my character's ineptibility to control his own power will kill him, thanks for the warning. I might decide on something a bit more original than DBZ in the end though, since we already have one character using a force from a liscensed universe.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 05, 2015, 11:50:07 am
@thegamemaster1234
The usual aplication challenge then. Figure yourself three spells.

@FalacyOfUrist
Could you post beekeepers charsheet again?

@fillipk
((Not quite, you are in the forrest but not in the vortex affected area.))

(The thing that I was after was not in the forest. It was on the tile I was on last turn.)

((Oh damn. Messed up a bit then. Was fairly certain all of those were made in the forest. But a bit too much uses this to easily retcon, so I'll just say that your current position is there because you did not want to stop running with dragon on your hells and went to the forrest. Since you rolled 6 SPD. ))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 11:54:06 am
Alright, I've decided not to go for DBZ character, and instead go for something else. May need power restrictions, namely when working together with Harden to control space-time, obviously.
Spoiler (click to show/hide)
Example spells:
-Time acceleration field
-Time deceleration field
-Time rewind on object
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 05, 2015, 01:02:31 pm
Alright, I've decided not to go for DBZ character, and instead go for something else. May need power restrictions, namely when working together with Harden to control space-time, obviously.
Spoiler (click to show/hide)
Example spells:
-Time acceleration field
-Time deceleration field
-Time rewind on object
ZWOUNDS! A TIME WHIZBANGER??!! THEE SHALL SUFFER MY WRATH,MISTER TIMEY-WIMEY! *tosses gasoline and matches towards your general direction*
((But seriously,a time traveller who takes other peeps women as sidekicks? Impregnentates one? DOES INCEST WITH THE RESULT? FECK THIS SHOW! My similarity to Doc. Poo was completely unintentional.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 05, 2015, 01:13:14 pm
Alright, I've decided not to go for DBZ character, and instead go for something else. May need power restrictions, namely when working together with Harden to control space-time, obviously.
Spoiler (click to show/hide)
Example spells:
-Time acceleration field
-Time deceleration field
-Time rewind on object
ZWOUNDS! A TIME WHIZBANGER??!! THEE SHALL SUFFER MY WRATH,MISTER TIMEY-WIMEY! *tosses gasoline and matches towards your general direction*
((But seriously,a time traveller who takes other peeps women as sidekicks? Impregnentates one? DOES INCEST WITH THE RESULT? FECK THIS SHOW!))

((I am having a hard time figuring out which of you should "just happen" to spontaneously combust. I'll allow the character, not certain though how should I handle possible time travel scenarios. Case by case basis I guess))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 01:20:38 pm
((Dang, one of my affinity ideas was Time Speed- that eliminates some versatility, but deals with the problem of time travel. About time travel- nothing can travel against time's flow. The flow can be stopped, slowed, quickened, or split, but it cannot be reversed. So you can time travel into the future... in which case you're out for a certain number of turns... but not into the past.))

((Idea: when a player dies, the shards generated by their death is the number of affinities they have times 5.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 01:51:42 pm
My idea was that though true time travel could not be achieved (except for perhaps phasing something a turn or two into the future) but that objects could be shifted to an earlier (or later) state on the time line, potentially allowing for "time healing" or "time aging." The farther you go the more power you need, so it's impractical to try to kill people with it, but you can potentially remove enchantments, grow plants, that kind of thing. And no, you can't revive creatures with that, the body will reverse back to its original state but with no soul, which means it just "dies" again.

Also, I'll take Harden's reaction to The Doctor's appearance as a joke, since characters aren't able to talk to those outside of the arena, as far as I've seen (and because you were bashing Doctor Who). Unless some interesting backstory is going to come in that makes him inherently hate time users.

New color, this good?

First action as time mage: create two time essences. If anything of a dragon is seen, run in the EXACT OPPOSITE DIRECTION.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 05, 2015, 02:06:55 pm
My idea was that though true time travel could not be achieved (except for perhaps phasing something a turn or two into the future) but that objects could be shifted to an earlier (or later) state on the time line, potentially allowing for "time healing" or "time aging." So it ends up being kinda like life/death, but time based, not life/death based, and requiring a significant amount of power, with more power required the farther back you need to go.

Also, I'll take Harden's reaction to The Doctor's appearance as a joke, since characters aren't able to talk to those outside of the arena, as far as I've seen (and because you were bashing Doctor Who). Unless some interesting backstory is going to come in that makes him inherently hate time users.

Oh, and here's my color (beige on navy glow) if that's not too similar to someone else's.
The forgotten beast Harden has come! A great-eared humanoid monstrosity.Its disgusting ears squirm and fidget. Beware its deady spatial powers!
((getting real bored here.Luckboys color is similar.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: endlessblaze on June 05, 2015, 02:28:16 pm
My idea was that though true time travel could not be achieved (except for perhaps phasing something a turn or two into the future) but that objects could be shifted to an earlier (or later) state on the time line, potentially allowing for "time healing" or "time aging." The farther you go the more power you need, so it's impractical to try to kill people with it, but you can potentially remove enchantments, grow plants, that kind of thing. And no, you can't revive creatures with that, the body will reverse back to its original state but with no soul, which means it just "dies" again.

Also, I'll take Harden's reaction to The Doctor's appearance as a joke, since characters aren't able to talk to those outside of the arena, as far as I've seen (and because you were bashing Doctor Who). Unless some interesting backstory is going to come in that makes him inherently hate time users.

New color, this good?

First action as time mage: create two time essences. If anything of a dragon is seen, run in the EXACT OPPOSITE DIRECTION.

((So basically your affinity is not time, it's casueing the effects OF time, or reversing those effects.

I believe a good name for this may be faux-time))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 02:48:14 pm
((So basically your affinity is not time, it's casueing the effects OF time, or reversing those effects.

I believe a good name for this may be faux-time))
Well, according to that definition, I cannot accelerate or decelerate the flow of time, I can only make things move faster or slower as if effected by time magic. Basically I'm casting magic that, whatever it is, looks like time magic.

My explanation of this is that I am manipulating something's current status in the timestream, taking its state from the past/future and overwriting the one in the present (future is undetermined so that can be quite versatile). (Note that this is time, not space, so the object does not move to its previous position. Otherwise I could simply will someone's head right off.) But if the general consensus is against this kind of move then I'm fine with that.
Title: Re: Roll to Magic: Turn 81 Greed and fall
Post by: FallacyofUrist on June 05, 2015, 03:03:45 pm

((Also... just in case None dies: this one won't be a Nevermore, that would be taking it too far.

Name: Jonas the Beekeeper
Affinity: Bees
Description: A short man wearing a yellow striped jacket. Wears a technologically advanced visor that was a gift from a powerful electric guardian who looked rather bee-ish.
STR: 0
DEX: 1
SPD: 1
END: 0
POT: 6

I'll use this one next if None dies. ))

((If you're wondering, I have plenty of nasty ideas for what to do with bees. And you know how well my nasty ideas work.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Andres on June 05, 2015, 04:10:56 pm
(The thing that I was after was not in the forest. It was on the tile I was on last turn.)

((Oh damn. Messed up a bit then. Was fairly certain all of those were made in the forest. But a bit too much uses this to easily retcon, so I'll just say that your current position is there because you did not want to stop running with dragon on your hells and went to the forrest. Since you rolled 6 SPD. ))
((Maybe you can make it so that I won't immediately die next turn and I actually have a chance to go back to the tile?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 05, 2015, 04:16:20 pm
(The thing that I was after was not in the forest. It was on the tile I was on last turn.)

((Oh damn. Messed up a bit then. Was fairly certain all of those were made in the forest. But a bit too much uses this to easily retcon, so I'll just say that your current position is there because you did not want to stop running with dragon on your hells and went to the forrest. Since you rolled 6 SPD. ))
((Maybe you can make it so that I won't immediately die next turn and I actually have a chance to go back to the tile?))

((Your survival is in NAVs hands. Well, his and RNGs. Your position within the forest is basicly flavor text, it hardly influences anything.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 05:03:13 pm
((I just realized my attack destroyed Crimson's essences. I guess for now he's pretty much useless against the dragon- or anyone with a few essences, really.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 05, 2015, 05:04:47 pm
((He lost them when he brought down the roof on you, so kinda yes.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 05:05:37 pm
((Oh. Ha.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 05:44:31 pm
((I looked at the character sheet, first I used my shards, second, are you taking one shard away from a dead person each turn they are dead and they still have shards?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 06:13:53 pm
((Read back a few(dozen) turns and you'll see the Aether Vortex, a monstrosity that needs to be destroyed, takes those shards.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 06:15:22 pm
((Read back a few(dozen) turns and you'll see the Aether Vortex, a monstrosity that needs to be destroyed, takes those shards.))

((I know that but if they are not in the hex it works too?  Because Sarek still has like 16 shards and is in the castle.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 06:16:35 pm
((Maybe. Or maybe None's spirit is pulling something. And by Sarek do you mean the Gloomy Whaz?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 06:17:09 pm
((Maybe. Or maybe None's spirit is pulling something. And by Sarek do you mean the Gloomy Whaz?))

((yes))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 06:18:39 pm
((Well, I'm surprised nobody's gone after Whaz's body, considering he has a large amount of shards and a magic aging sword on his body.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 06:22:18 pm
((I was planning on doing that with my next character to grab a couple more affinities))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 05, 2015, 06:32:39 pm
((Pro-tip: affinities aren't the key- what you can do with them is. You can power up on that regard by getting permanent cmp or pot bonuses, or by thinking of effective ideas.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 05, 2015, 06:36:56 pm
((It was all part of a plan to become the terminator))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 05, 2015, 09:43:14 pm
((Do new mages get a turn right as they appear if they decide on one? I noticed that Harden crushed his shards for a stat point right when he came in.))

"I have heard tell of vast treasure to be found in the castle to the southeast. Allons-y!"
Change previously stated action: still create the two time essences, this time going to the castle. Because there's clearly nothing bad happening at spawn. Yet.

((I also noticed that one of the first 8 mages (Wizard Wizardton the Wizard), which went inactive, mysteriously disappeared with no further mentions of his existence. I assume he's lying there right outside the spawn area, where he was last seen before his removal from the map after Jase summoned the alien landscape on round 6. Apparently inactive users just sit there until someone comes to claim their shards now, so maybe he can be called back into existence for people to do with as they like?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: XXXXYYYY on June 05, 2015, 09:45:21 pm
((Do new mages get a turn right as they appear if they decide on one? I noticed that Harden crushed his shards for a stat point right when he came in.))
((Yup. I went NW and made an essence or two, for example.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: magmaholic on June 06, 2015, 01:39:35 am
((update?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 06, 2015, 03:55:52 am
((update?))
I update by schedule - on Wednesdays and Sundays.

((I looked at the character sheet, first I used my shards, second, are you taking one shard away from a dead person each turn they are dead and they still have shards?))

Fixed and no.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 06, 2015, 10:11:06 pm
((Anything about Wizard Wizardton the Wizard who disappeared near the beginning of the game? I'd like to know if you'd prefer that he was "deleted" or "just forgotten about." (or if he was removed behind-the-scenes via PM from player) If it's decided for him to come out of "hiding," what will happen?))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: ATHATH on June 06, 2015, 11:17:00 pm

((Also... just in case None dies: this one won't be a Nevermore, that would be taking it too far.

Name: Jonas the Beekeeper
Affinity: Bees
Description: A short man wearing a yellow striped jacket. Wears a technologically advanced visor that was a gift from a powerful electric guardian who looked rather bee-ish.
STR: 0
DEX: 1
SPD: 1
END: 0
POT: 6

I'll use this one next if None dies. ))

((If you're wondering, I have plenty of nasty ideas for what to do with bees. And you know how well my nasty ideas work.))
'Tis a shame that bees are so weak-willed. In fact, if someone with a control affinity happened to inexplicably decide that you needed to die as soon as you stepped outside of spawn, he could probably redirect an entire swarm. You wouldn't even be able to kill him with the bees that would remain after your death, for they would die after stinging you. Even a summoner who hated you could summon pheromones.

New action: Head to the castle and retrieve the sixteen shards from that wizard's corpse that died a while ago. If someone retrieves them before me or steals them from me, force them to give me the shards (two essences) and use them to gain the affinity of extension. Have them drop the sword, walk outside, and forget why they came to my general vicinity (4 essences). After doing the above, shatter the four remaining shards if I am still threatened.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Beirus on June 06, 2015, 11:54:30 pm
((Crimson and I are by the castle. That's a warning to anyone trying to come over here, because I still have my essences.))

If there are shards around this area of the castle, like near a corpse, grab them. If I have enough, crush 12 for a permanent CMP boost. Make two aether essences. If anybody shows up wanting a fight, I'll PM some stuff.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 07, 2015, 06:53:21 am
((Theoretically, you could just mind control Jase and have him kill Crimson, then himself. That would make me happy, rather happy.))

((I could just transform you into a bee, then stop its heart. That's one option.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Whisperling on June 07, 2015, 09:01:44 am
((*Sighs*))

((Guys, can we please stop with the blood feuds? This is getting kind of annoying to watch.))

Viznor creates three essences.
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: FallacyofUrist on June 07, 2015, 10:23:53 am
((Oh, this isn't a blood feud. Null's secretary is coming later. Jonas isn't going to start hostile to anyone- well... save the dragon.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: thegamemaster1234 on June 07, 2015, 11:08:12 am
((I think he was talking about the constant threats about what people are going to do to other people regarding the shards left on Whaz's corpse.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: fillipk on June 07, 2015, 11:48:13 am
((I think he was just talking about the OOC threats which I think should be pm'd more ;) ))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: Beirus on June 07, 2015, 12:19:16 pm
((It's a shame, really. Jase was considering asking the Mind Control guy to join us at some point. Or the Luck Mage. You could always go after the Plague Mage guy. He has that neat glove.))

((Also, it's not a blood feud or threats. It's a "Kindly stay away from me so I can get back to what I was doing before somebody decided to stick his No(se) in and hamper things without provocation or any reason beyond 'Oh, I see a group of mages over there. They must be trying to interfere with my dragon overlord'."))

((Hey DG, I have a suggestion. Affinities only add extra shards on death if they were bought with shards. Because otherwise you just paint a giant target on someone's back for exploring and gaining affinities that way.))
Title: Re: Roll to Magic: Turn 88 Crushing defeats
Post by: DreamerGhost on June 07, 2015, 01:07:56 pm
Turn 89

New action: Head to the castle and retrieve the sixteen shards from that wizard's corpse that died a while ago. If someone retrieves them before me or steals them from me, force them to give me the shards (two essences) and use them to gain the affinity of extension. Have them drop the sword, walk outside, and forget why they came to my general vicinity (4 essences). After doing the above, shatter the four remaining shards if I am still threatened.
Spoiler (click to show/hide)

Marcus moved out towards the castle. It was no longer safe here, between dragon flying around and that methanol pool next to increasingly spiky treehouse, it was time to go. But Marcus moved not only away from danger, but also towards an opportunity. None was killed, and the castle was now once again empty. There was a treasure there, treasure of magic, Marcus could feel that. He had some great plans on how to use that treasure. Yes, it would give him many nice options.

Meanwhile...

If there are shards around this area of the castle, like near a corpse, grab them. If I have enough, crush 12 for a permanent CMP boost. Make two aether essences. If anybody shows up wanting a fight, I'll PM some stuff.
Wake up first. Then two essences while I try to recover.

Spoiler (click to show/hide)

Jace was digging through the rubble. Part of the castle had collapsed, not a very large part, but it was enough to inhibit passage to some portions of the castle. Portions where he felt there was a treasure of magic. Crimson had recovered and claimed shards that were forged from Nones' death. He chose to stay back for a while, which suited Jace just fine - it would had been annoying to be attacked from behind just because there was no one to stay watch. Yet the search was going poorly - Jace cursed and jumped back as a stone he pulled out let a whole avalanche of rubble loose on him. Aethermage managed to jump back in time, but an unlucky step on a round pebble and Jace fell flat on his butt.

CRISPY TREES,WEEEEEEEEE!!
Finish travelling to the burnt trees,and make two essences. He also flexes his floppy earlobes seductively towards any unfortunate evildoer on his way.


Spoiler (click to show/hide)

Harden could hardly contain his excitement, for the ashen forest was beneath his feet. Charred trees stood tall, as if they had grown already burned. Volcano and magma fields were still far enough away to not cause any discomfort. Truly, this was a place to be. Harden almost entirely forgot his disappointment that there were no evildoers to taunt with his expert ear wiggling on the way.

Viznor creates three essences.
Spoiler (click to show/hide)

Viznor casually relaxed in the shade and began to meditate. Shifty looking mage had left and the brewer had left even before him. For now, this forest was his alone.

More essanses, see what is happening with giant barrel of alcohol
Spoiler (click to show/hide)
Romanticarnus was slightly annoyed. Castle fight had ended abruptly, and the fight against dragon had moved to the forest. Trees were not thick enough to obscure the view completely, but they were pesky nonetheless. One of the mages had doused the dragon in a liquid of some sort, yet managed to remain uneaten. How strange.

make to esences
Spoiler (click to show/hide)

Flare looked around. There were several mages within the main portal area, and they all were weird. The magic they used was obscure and strange. Some of it seemed to be impossible to use for anything that would help them here. Another entered, and just behind him, a book appeared along with the mage.
 
"Ello there! I'm jus' Workin a bit o' magic away from alla the commotion ova' near th' portal. Too many mages. 'At's never good news. I'ma luck mage ya see - I need a bit o' preparation to get ready to meet 'em. Load th' dice, ya see? I 'ope I'm not botherin' y'all. I 'an move if you want. Anyway, is there anythin' I can do for ya?"
Make 2 more essences. Chat with the friendly goblin.
Spoiler (click to show/hide)

"Load the dice? So you are a cheater then. No wonder boss says not to deal with mages. Do all mages cheat?" Goblin eyed Gambler suspiciously. It would seem that goblins take their dice very seriously. It would also seem that goblins did not understand comparisons. Gambler sighed, noticing that goblin looked a bit less friendly than when it first emerged.

More drinks for the dragon
Heal Azenfar again. That mage needs to stop getting almost killed. Heal him a second time if he's still dying. Craft one or two healing essences for a total of 3 spells.
Wake up. Increase the backwards acceleration of the dragon's claw.

Spoiler (click to show/hide)

James rushed to help Azenfar, to heal his wounds, to save him from many ways in which he was dying right now. Yet he knew it was too late, the damage was too extensive and he still had a dragon to deal with. It seemed that both Azenfar and James knew this, as healing spell was rather weak, only dealing with few of the wounds, while Azenfar embraced the darkness and painless rest that came with it. When Dwen sent pure ethanol clouds rolling through the woods, Accelerator was gone, his spark of life extinguished.

Yet the dragon did not pause to appreciate moment of death of the one who had injured it so. There was another, who attempted to help the now dead offender, and even tried to shoot him. His death was nigh, and dragon launched itself through scarce branches upwards, straight at James. It was not the same mad rush as when it chased Azenfar, yet for those wanting to live there was little difference. James managed to scramble out of the way, and battle took to the air.

A strange mage entered through the portal, widely known as Jonas the beekeeper. There were some mages who managed to twist even the simplest things into bizzare contraptions of battle and Jonas was one of them. What he would bring remained to be seen.
First action as apiarist: survey the area, make three bees essences.
Spoiler (click to show/hide)

Jonas found himself surrounded by quite a few strange people, certainly mages, yet they seemed to be doing nothing of consequence. A trap maybe? Or did he somehow manage to end up in a wrong place? Yet the runes on the portal were right. This was the place, and if this was a trap, it would show soon.

Another mage entered, known as The Doctor.He was a strange mage, but not merely strange to common people but also strange to other mages. Some even talked behind his back that he was not a mage at all. Yet he was here, portal accepted him, and so a lord of time joined the battle.
"I have heard tell of vast treasure to be found in the castle to the southeast. Allons-y!"
Change previously stated action: still create the two time essences, this time going to the castle. Because there's clearly nothing bad happening at spawn. Yet.
Spoiler (click to show/hide)

Doctor was an adventurer at hearth, and any adventurer was drawn to danger like a fly to honey. It did not take him long to find he direction of most desired treasure which guaranteed danger. It took even less for him to begin moving there, leaving uneventful group of mages behind.


Spoiler: Map (click to show/hide)

Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 01:13:42 pm
"Um... hello? Is anyone around here beeing murderous or evil?"

Notice guy with purple leg, standing stock-still. Realize he's suffering from spirit sickness, so take his shards off his body. Then head south, making three bees essences.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: magmaholic on June 07, 2015, 01:40:55 pm
((Did i fail or not in creating essences?))
Search the spooky scary charred tree forest for spatial disturbances (They are THE place for them!) and use them to fuel essence creation. Two essences. Even if i dont find any. Spatial disturbances,that is.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 07, 2015, 02:02:18 pm
((You succeded. You got a +1/+2 essence and a +1/+1 essence.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 02:13:38 pm
"*sigh* No, no. Not tha literal dice. It wassa metaphor. Ya see, the worl' is kinda like a big game of chance bein played by the gods. An' we're jus' tha pieces. I'm meanin that I just gotta make sure 'at circumstances turn out 'ell. 'En I'm ready, Coincidence 'erself shall grace mah shield, and misfortun' mah sword. Till 'en, I'm justa little lucky man sittin' in tha plains.

As for tha boss, 'e pro'bly tells ya ta leave us alone because most 'a us are a wee bit mad, in both senses o' the word. Summa us get angry easily, an' anger and pow'a ova the workins o' tha world don' mix well, 'specially not here. 'Ell, I've heard a entire families gettin 'emselves killed over a minor misunderstandin'! 'T be l'most funny if it wern't so sad.

Ya know 'at 'ey say, " 'en all ya got issa hammer, errythin' looks like a nail"? Kinda like that wit' mages. 'En ya given tha powa of the cosmos, ya neva think ta jus' sit down an talk insteada jus' smitin erryone who gets in ya' way.

Guess it 'elps to 'have an affinity tha' doesn't cater to murder directly. I mean, I could jus' strait up take ya luck till ya killed by a 'coincidence', but 't'd be hard,  unneeded, an' kinda a 'orrible thin' ta do. Somethin' like lifewarpin or death? Seems like murder's tha first resort there."
Make 2 more essences. Chatin' with the comparison-blind goblin.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: magmaholic on June 07, 2015, 02:44:04 pm
((AWWFOOKYISSS THIS CHARSHEET IS SO USEFULS!))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: fillipk on June 07, 2015, 02:45:15 pm
((So my alcohol cloud killed a Mage on Death's door?  Awesome, sorry Andres.))

Loot the body of the dead Mage for its shards, create moar drinks for the dragon

whoops got a bit carried away there
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: thegamemaster1234 on June 07, 2015, 02:53:43 pm
"This is turning out to be quite a good start! Onwards!"
Create two more time essences, and continue towards the castle, being mindful of surroundings or other mages.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 07, 2015, 03:00:29 pm
((AWWFOOKYISSS THIS CHARSHEET IS SO USEFULS!))

((I am... confused. Is this sarcasm?))

((So my alcohol cloud killed a Mage on Death's door?  Awesome, sorry Andres.))

Loot the body of the dead Mage for its shards, create moar drinks for the dragon

whoops got a bit carried away there

((Err, no he just bled out. The shards are there for looting though.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: magmaholic on June 07, 2015, 03:04:13 pm
((no sarcasms. What happened to the obsidian staff fellow,i cant see him in this turn?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 07, 2015, 03:10:32 pm
((He hasn't posted for several turns now, I think he has abandoned the game))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 03:33:04 pm
((Also, I am so happy that the +2 luck works during conversations.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 03:53:18 pm
((It's occurred to me that Bees affinity is near useless against most everybody.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 07, 2015, 03:55:44 pm
((It's occurred to me that Bees affinity is near useless against most everybody.))

((The game rules are so easy to break and abuse. Why is NAV the only one who realises an uses this?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 03:55:57 pm
((It's occurred to me that Bees affinity is near useless against most everybody.))
((Not if you make the bees hardcore enough.))

((It's occurred to me that Bees affinity is near useless against most everybody.))

((The game rules are so easy to break and abuse. Why is NAV the only one who realises an uses this?))
((There is a reason I chose the luck affinity.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 03:56:38 pm
-snip-
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 03:57:21 pm
((Beecause nobody else can get enough essences before being gibbed by Nav or his lackeys.))

((Considering bees die after stinging...))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: endlessblaze on June 07, 2015, 03:58:48 pm
ahhh...it seems my order has arrived"

pick up book, fly off to somewhere nice and quiet, read book.

((Beecause nobody else can get enough essences before being gibbed by Nav or his lackeys.))

((Considering bees die after stinging...))
"

((queen bees can sting as many times as they like.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 04:00:35 pm
((Queen bees can't fly after beecoming fertile and whatnot. It's a pity I didn't choose Wasps affinity. It doesn't have the same ring of funniness though.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: fillipk on June 07, 2015, 04:04:17 pm
((Yeah but it is much more fun to have a single use swarm, and use that to wreck somebody.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Andres on June 07, 2015, 04:10:12 pm
((gg))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 04:11:25 pm
((Ha. Bees versus: alchohol cloud, metal body, pheromones aura, mind control, insect repellent, basic apiarists outfit: fail. Goodness, my character's personality is rubbing off on me.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: NAV on June 07, 2015, 04:11:34 pm
((I said to cast a second healing spell if Azenfar was still dying. That might have saved him. Did the system change from only one attack per turn, to only one spell per turn regardless of if it's an attack?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Whisperling on June 07, 2015, 04:23:00 pm
((Ha. Bees versus: alchohol cloud, metal body, pheromones aura, mind control, insect repellent, basic apiarists outfit: fail. Goodness, my character's personality is rubbing off on me.))

((So make a swarm of bees with deadly venom, the ability to regenerate stingers, and ridiculously strong will. Nothing says you can't augment the original design.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 04:26:16 pm
((Pi, vw. Q ewctl rcab uism i jcvkp wn nqzmkziksmz jmma (jmma bpib mfxtwlm epmv bpmg abqvo) qvabmil. Q lwv'b eivb bw jm jiaqk.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Beirus on June 07, 2015, 04:27:17 pm
((It's occurred to me that Bees affinity is near useless against most everybody.))

((The game rules are so easy to break and abuse. Why is NAV the only one who realises an uses this?))
((Because you tell me no every time I try to do things. Haven't even got to abuse my summoning affinity yet.  :P))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: thegamemaster1234 on June 07, 2015, 04:55:34 pm
((I decoded Fallacy's message... this is bad. Real bad.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 07, 2015, 05:10:43 pm
((I said to cast a second healing spell if Azenfar was still dying. That might have saved him. Did the system change from only one attack per turn, to only one spell per turn regardless of if it's an attack?))

((One spell per turn if in combat was decided at the same time when one physical attack per turn was decided. But the truth is that I did not notice your second healing spell, possibly because I had been rewaching calculus lectures for a while before writing up the turn.))

((I decoded Fallacy's message... this is bad. Real bad.))

((One day I will learn how to decode those.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 05:16:47 pm
((Kxteer? T vtxlxk vbiaxk bl dxxibgz fr fxlltzxl fhlmer lxvkxm? B'f lnkikblxw, unm B znxll B phg'm gxxw mh nlx fr fhkx bgzxgbhnl xgvkrimbhg bwxtl. (B atox iexgmr.)))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: thegamemaster1234 on June 07, 2015, 05:39:00 pm
((Hs'r pthsd onrrhakd sgzs rnld odnokd zqd cdbnchmf hs ats mns sdkkhmf zmxnmd. Lzxad xnt rgntkc to sgd rdbtqhsx enq z khsskd lnqd bgzkkdmfd? :P))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 05:51:39 pm
((Jpls, T estyv T lrcpp. Ypie xpddlrp htww mp l elo mte xzcp nzxawtnlepo. ;)))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Whisperling on June 07, 2015, 05:56:41 pm
((Code will be the end of me.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 06:16:08 pm
((Now, let's try something different.))

((Uvwh cjehaab I'e. Nadley naoawy w oqhl hwonaran w uhjk dpes, dcqkja ahlieo ax zhqkdo oedp.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 06:18:07 pm
((U yustf faee yk tmf uz ftq duzs, qzodkbfuaz-iueq me iqxx.))

((r??- 4k.t57kg5,,g.j2?!b.l=cj_lqt5g.jg-r_'ji.k.t.lq+,_lr!=g4l?!_jg.k?_lq5.wj_k_ -q.k,t =:.wj8q4jg.lq5hg51mk,.k,t-1.j_j_!tk5_?hh7ja?wk.t='.))
((Have fun.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 06:29:06 pm
((ouch. So much for a caeser cipher. Let's try some Frequency Analysis!))

((Lack of spaces and punctuation makes this very difficult. But I'll make the attempt. To start, the most used letter in the english alphabet(please don't tell me you're not using english) is e.))

((Count of characters:

r: 3
?: 7
-: 4
4: 3
k: 10
.: 15

Okay, I can't get through counting all this, but I think the period is a vowel. Fmu emcq cbeyp Yjjcl nmc?

Of course, my count might be horribly off...))

Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 06:39:39 pm
((ouch. So much for a caeser cipher. Let's try some Frequency Analysis!))

((Lack of spaces and punctuation makes this very difficult. But I'll make the attempt. To start, the most used letter in the english alphabet(please don't tell me you're not using english) is e.))

((Count of characters:

r: 3
?: 7
-: 4
4: 3
k: 10
.: 15

Okay, I can't get through counting all this, but I think the period is a vowel. Fmu emcq cbeyp Yjjcl nmc?

Of course, my count might be horribly off...))
((You're a bit off.
Tip: It's involves a conversion, a shift, a caesar, and a 'failed' decryption. I was gonna have it have a rolling cipher as well, but decided against it.
Here's the 'key', so to speak: "abcdefghijklmnopqrstuvwxyz1234567890 ?!.,:'-=+_"
I am using english though.
))

((It's a bit of a nightmare.))

((Edit: The 'failed' decryption was going a bit far. Here it is without: '2242420141346291718284621182929211446132424353446302546104632171821144611101220494611344629171446321034504632243021134634243046111446242046321829174610462514101214462927141029344746185213461114463218212118231646292446292710131446104615143246282514212128461524274629171029491'))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 07:43:02 pm
((In other words, you used density over quality.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 08:11:48 pm
((In other words, you used density over quality.))
(That was the end result, though not the original idea. It's more of me having an idea and slapping something together to make it happen before I forget about it. The core idea was to translate each letter/core symbol into a 2-digit number, combine , then move the first digit to the last spot, then convert back. I honestly don't remember where all the extraneous bullshit (Caesar +FD) came from or what I was thinking. This is why I shouldn't do things while tired, because I forget things and am impulsive as fuck.))

((Ok, Let's try that again. Now with substantially less bullshit and substantially more actual thought:
'mld drgs hfyhgzmgrzoob ovhh yfooxizk. r kilklhvw z kzxg lu mlm-ztivhhrlm rm vcxszmtv uli nv xzhgrmt hlnv hkvooh uli blf zh dvoo.'
))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 08:14:05 pm
((I'm starting to wonder if this thread is the right place for amateur crypto challenges. Perhaps we could do something in the Forum Games section, or somewhere else, like in General Discussion?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 08:20:56 pm
((I'm starting to wonder if this thread is the right place for amateur crypto challenges. Perhaps we could do something in the Forum Games section, or somewhere else, like in General Discussion?))
((That'd probably be a good idea. We've kinda derailed this thread. :/ Don't know where it'd go, though.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 07, 2015, 09:00:22 pm
((Forum Games, then. Would you like to create the thread?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: XXXXYYYY on June 07, 2015, 09:07:02 pm
((Forum Games, then. Would you like to create the thread?))
((You can do it.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: fillipk on June 07, 2015, 10:00:37 pm
((And back to Magic and the dragon which I have a feeling is Magic immune except fire.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Beirus on June 07, 2015, 10:40:00 pm
((And back to Magic and the dragon which I have a feeling is Magic immune except fire.))
((The Dragon can be affected by magic.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Whisperling on June 08, 2015, 06:18:05 am
((And back to Magic and the dragon which I have a feeling is Magic immune except fire.))
((The Dragon can be affected by magic.))

((So far, I believe the dragon's only real injury has been the arrow Afenzar shot at its eye. That was guided by acceleration magic, but was technically a normal object.

Your attempts at controlling it had an effect, but there hasn't been any noticeable difference since it ate the worm's shards.

In short, we really don't know what using a solely magic-based attack would do. Either DreamerGhost thought it was important enough to include in my research spell, or it was just a kind of emphasis/pointless exposition.

The fact does remain that fire is the thing's weakness, so we should use that regardless or its invulnerability))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: thegamemaster1234 on June 08, 2015, 01:48:43 pm
((If that dragon is affected normally by spells (being magical does not mean it necessarily gains inherent magic resistance) that gives me quite the opportunity to really test out my time magic... if I can survive being close enough to see it. That is, after I'm done adventuring near the castle area which may or may not become death by other treasure hunters.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: fillipk on June 08, 2015, 07:03:25 pm
((Hey Whisperling, I've got a favor to ask of you.))

Still loot the corpse of all its shards, and items but then head to the tree house and get rid of the methanol
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: ATHATH on June 09, 2015, 12:55:28 am
May somebody please tell me the decoded version of that whole code conversation?

Walk back to the tree. Second action pm'd.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Crimson on June 09, 2015, 05:44:02 am
Continue my recovery. Another two essences.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: magmaholic on June 09, 2015, 10:30:54 am
May somebody please tell me the decoded version of that whole code conversation?
"git gud."
*flops his earlobes tauntingly*
"Fucking firecrackers tho."
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: ATHATH on June 09, 2015, 12:44:04 pm
May somebody please tell me the decoded version of that whole code conversation?
"git gud."
*flops his earlobes tauntingly*
"Fucking firecrackers tho."
Thank you.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: NAV on June 09, 2015, 09:43:36 pm
"No! Azenfar!"

Dragon's going to pay. Summon a homing thermite bolt. Use 6 +1/+1 essences.
Homing: Your targeted spell is guaranteed to hit. -3 CMP.
Fire this bolt from my crossbow at the dragon's remaining eye, blinding it and hopefully killing it.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: Whisperling on June 10, 2015, 05:13:41 am
((Hey Whisperling, I've got a favor to ask of you.))

((What is it?))

Make three more essences, then stand up when I see Dwen.
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: fillipk on June 10, 2015, 07:34:13 pm
((I'll pm you, hey wasn't there suppose to be an update today?))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: FallacyofUrist on June 10, 2015, 07:48:48 pm
((Correct. Maybe DreamerGhost's got RL issues. Or maybe he's working on it right now.))
Title: Re: Roll to Magic: Turn 89 Influx of new blood
Post by: DreamerGhost on June 10, 2015, 08:12:44 pm
Turn 90

ahhh...it seems my order has arrived"

pick up book, fly off to somewhere nice and quiet, read book.

Spoiler (click to show/hide)

Not feeling like having four mages peeking over his shoulder and asking annoying questions, like "what are you reading", Flare took to the air. But where to go? Where he was previously seemed like a nice enough choice. And there were mages in every other direction. It hardly took any time at all to get to the hills with the new wings. For safety, Flare flew a bit further, so that hills would block direct vision from other mages. Feeling safe enough, feromancer opened up the book. Oh there were even some notes here from Ice.
{Knowledge of Golems gained}


Loot the body of the dead Mage for its shards, create moar drinks for the dragon

whoops got a bit carried away there
Still loot the corpse of all its shards, and items but then head to the tree house and get rid of the methanol

{Next time, when you change your action cross out the previous one.}
Spoiler (click to show/hide)

Dwen moved over to where Azenfar laid crumpled in a pile. Brewer shattered his soul in five shards and put them in his pouch. Surely, dragon would not mind this. Besides, he could make alcohol to repay it. If it ever landed. Oh well, he had things to do. Namely returning to the treehouse and removing that fire hazard. Hmm, the hazard did not seem to be affected in any way. How strange. Did alcohol react to something here that would make it different?


"*sigh* No, no. Not tha literal dice. It wassa metaphor. Ya see, the worl' is kinda like a big game of chance bein played by the gods. An' we're jus' tha pieces. I'm meanin that I just gotta make sure 'at circumstances turn out 'ell. 'En I'm ready, Coincidence 'erself shall grace mah shield, and misfortun' mah sword. Till 'en, I'm justa little lucky man sittin' in tha plains.

As for tha boss, 'e pro'bly tells ya ta leave us alone because most 'a us are a wee bit mad, in both senses o' the word. Summa us get angry easily, an' anger and pow'a ova the workins o' tha world don' mix well, 'specially not here. 'Ell, I've heard a entire families gettin 'emselves killed over a minor misunderstandin'! 'T be l'most funny if it wern't so sad.

Ya know 'at 'ey say, " 'en all ya got issa hammer, errythin' looks like a nail"? Kinda like that wit' mages. 'En ya given tha powa of the cosmos, ya neva think ta jus' sit down an talk insteada jus' smitin erryone who gets in ya' way.

Guess it 'elps to 'have an affinity tha' doesn't cater to murder directly. I mean, I could jus' strait up take ya luck till ya killed by a 'coincidence', but 't'd be hard,  unneeded, an' kinda a 'orrible thin' ta do. Somethin' like lifewarpin or death? Seems like murder's tha first resort there."
Make 2 more essences. Chatin' with the comparison-blind goblin.
Spoiler (click to show/hide)

"Ohhhhh... So it's like putting poison on your blade. I get it now. Or would you be more of like poison in food guy? Late captain said never to go with only poison or only blade. Sometimes poison is bad, sometimes the dagger doesn't cut all the way through fat. Was a clever goblin, really liked bombs. Current captain constantly complains that he had to dig the command helmet out of rubble."

Search the spooky scary charred tree forest for spatial disturbances (They are THE place for them!) and use them to fuel essence creation. Two essences. Even if i dont find any. Spatial disturbances,that is.

LUCK [2]
CMP [4+1=5]
POT [6+1=7]
CMP [5]
POT [3]

Harden looked around. Sometimes, the spatial disturbances could be visible because they would bend light in a same way a lens would. No luck this time it seemed, so Harden reached out with his magical senses. There was something in front of him, but also behind him? Above and to the sides? Just as Harden figured out that he had happened upon a wormhole, the feeling passed, and as Harden opened his eyes, he saw a field of white powder.

"Um... hello? Is anyone around here beeing murderous or evil?"

Notice guy with purple leg, standing stock-still. Realize he's suffering from spirit sickness, so take his shards off his body. Then head south, making three bees essences.

Spoiler (click to show/hide)

The guy with a purple leg takes surprisingly little offense while Jonas snatched a few shards from him. The purple on his leg seemed like it was spreading, but that was of no importance to the beekeeper, who was moving towards southern hills.


Make three more essences, then stand up when I see Dwen.
Spoiler (click to show/hide)

The Dwen did not take long to appear, just as Viznor expected. But as Viznor stood up for a greeting, Dwen whizzed past him to the methanol pool and attempted to cast something. Was he sampling his own products?


"No! Azenfar!"

Dragon's going to pay. Summon a homing thermite bolt. Use 6 +1/+1 essences.
Homing: Your targeted spell is guaranteed to hit. -3 CMP.
Fire this bolt from my crossbow at the dragon's remaining eye, blinding it and hopefully killing it.
Spoiler (click to show/hide)

Dragon charged at James with great fury, its pride being unable to handle something flying without its express permission. Before, killing the gnat that took its eye had taken priority, but now it had time to throw this gnat out of the skies. The dragon was so much faster in air, James did not have the time to get out of the way when dragon traded altitude for speed and suddenly was half a second away from him. In desperation, healer turned around hoping that thick adamantine jetpack would defend him from worst of the blow. Indeed, the device had cushioned the strike, but James became aware of some lose pipes and wires almost as quickly as he noticed that he was falling.

Continue my recovery. Another two essences.
Stuff

Spoiler (click to show/hide)

Crimson sank deep in meditation once more. There was something among his memories, a common piece, or rather a puzzle that coalesced into something. Crimson reached out to that something, examined it and understood. He understood now. The great blast that had brought the castle down was just the finishing point. The power of harbingers of destruction, affinity for explosions was now his.
{Explosions affinity gained}

Jase meanwhile, was busy with digging. Digging and magic, but mostly digging. The trap was set, and Jase returned to throwing stones away. So many stones. Yet the labor finally brought fruit! As Jace turned over one of larger stones, a metal handle peeked out from under a rock. To joyous to notice that stone around the sword had began to crumble to dust aethermancer pulled the sword from the stone. Blade of shadows slid out easily, yet Jace realized with horror, that his right hand with which he pulled out the sword had withered as if it belonged to a mummy. He could still move it and use it, yet that could change if he released the sword.

Walk back to the tree. Second action pm'd.
Spoiler (click to show/hide)

Marcus went towards the treehouse again. It hadn't burned down yet, meaning that it was relatively safe. He would tolerate no distractions in preparing for the great plan.


"This is turning out to be quite a good start! Onwards!"
Create two more time essences, and continue towards the castle, being mindful of surroundings or other mages.
Spoiler (click to show/hide)
Doctor continued moving towards irresistible source of adventure. Why, he could see the walls already. Even better, he could touch them! Doctor did touch them; they felt rough, built for practicality and not bling. It was a good castle.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: endlessblaze on June 10, 2015, 08:21:46 pm
keep reading
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: fillipk on June 10, 2015, 08:28:19 pm
((Sorry I totally forgot, but should I have taken the Magic bow too?))

try removing the methonal again, then a pm'd action then make 3 essences
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 11, 2015, 07:39:37 am
"Well, this is a good start. I'm going to bee needing some protection."

Okay then. Crush 7 shards for a non-magical minion, then make 2 bees essences.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: magmaholic on June 11, 2015, 08:35:37 am
"Ah,well,at least i have not been ear-raped by purple tentacles that shoot lewd,viscous liquid."
Go to the edge of the map,and use the spatial difference between the cosmic void and reality to fuel essence creation. Three essences this time.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: DreamerGhost on June 11, 2015, 08:40:59 am
((Sorry I totally forgot, but should I have taken the Magic bow too?))

try removing the methonal again, then a pm'd action

((You took the bow and the sword and the knfe too.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: thegamemaster1234 on June 11, 2015, 10:25:59 am
"Alright, time for a little experiment..."
Find the castle gate, then PM action.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: magmaholic on June 11, 2015, 10:28:41 am
((Dreamerghostie,you almost freaked my butt off.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: DreamerGhost on June 11, 2015, 12:38:58 pm
((Dreamerghostie,you almost freaked my butt off.))

((Wait what? How?))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: XXXXYYYY on June 11, 2015, 06:33:12 pm
"Yeah! 'Xactly like that. I'm more of tha former, ta be honest. Killin someone without even lookin' 'em in tha eye doesn't sit all tha well with me. 'Nless, o'course, they're posin a huge problem n' I'm liable to get killed. Tha' dragon over there, for example? 'E strikes me as a bit too dangerous to live and let live. I think 'e's gonna try and kill us all, and 'e's succeedin so far.

Ya old cap'in sounds like a good one. Smart, wise, 'n clever. Ya new one's complainin' 'bout havin' to dig up the helm, of all things? I could get maybe once or twice, but constantly? 'Aybe I'm a bit too 'onorable, but 'at seems in bad taste. 'T's bad luck to insult the dead, e'en indirectly."
Make 2 more essences. Chatin' with the goblin.
((And inspiration strikes. Just need a few more essences.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: ATHATH on June 11, 2015, 07:38:49 pm
Spectate the fight between NAV and the dragon. Make popcorn two essences.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: magmaholic on June 11, 2015, 10:57:14 pm
((Wait what? How?))
((FIELD OF COCAIN AHAAAHAAHUEHUE))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: fillipk on June 12, 2015, 12:26:28 am
((Actually it's powdered glass and salt.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: magmaholic on June 12, 2015, 08:38:45 am
((Actually it's powdered glass and salt.))
((Eh,same thing.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 12, 2015, 03:42:03 pm
((affinity idea get: Salt Affinity!

Spell ideas:
Control the salt in that area, slam foes.
Flay people alive, dehydrating them in the process.
High-velocity salt pellets: now bullets.

))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: endlessblaze on June 12, 2015, 03:44:49 pm
((affinity idea get: Salt Affinity!

Spell ideas:
Control the salt in that area, slam foes.
Flay people alive, dehydrating them in the process.
High-velocity salt pellets: now bullets.

))

((you are good at coming up with affinities))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: AoshimaMichio on June 12, 2015, 04:00:57 pm
((I almost want to jump back in with alchemy affinity.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: endlessblaze on June 12, 2015, 04:07:13 pm
((what style of alchemy? I ask because I was just now watching fullmetal alchemist.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 12, 2015, 04:13:18 pm
((I almost want to jump back in with alchemy affinity.))
((There are two types of alchemy, from what I know(unless you count feruchemy, which I don't think counts). The first is transmutation and whatnot, philosopher's stone, acids, gases, crazy. The other is Potions and Elixers, like the elixir of life, fire resist potion, health tonic... etc.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: AoshimaMichio on June 12, 2015, 04:38:51 pm
((what style of alchemy? I ask because I was just now watching fullmetal alchemist.))

((The kind that produces poisons, bombs, potions and elixirs of various effects.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: Crimson on June 12, 2015, 06:14:50 pm
Now, try to create a replacement right arm. Start with just the base. Use spear to create the necessary force.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: poketwo on June 12, 2015, 06:18:36 pm
STILL SIT THE MUCK AROUND AND MAKE ESSENCES WHILE WATCHING THE CHAOS!!!
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: ATHATH on June 12, 2015, 06:25:55 pm
((what style of alchemy? I ask because I was just now watching fullmetal alchemist.))

((The kind that produces poisons, bombs, potions and elixirs of various effects.))
Maybe Froggy can rewaitlist as well, so that I can have more crafting slaves and you can create a magic shop, like what NAV tried to do (maybe one of you could pick up or start with the essence affinity, enabling you to create universal essences that are usable by your master anybody).
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: Beirus on June 12, 2015, 09:40:56 pm
Keep on digging.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: NAV on June 13, 2015, 12:02:10 pm
Summon around me a flying vehicle designed to fight dragons, armed with a flamethrower, and immune to cold using all non-chaos summoning essences.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 13, 2015, 04:11:45 pm
((DG might have fun interpreting that- I don't think there are any 'fragons' on this world.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: Whisperling on June 13, 2015, 06:56:29 pm
Summon around me a flying vehicle designed to fight fragons and immune to cold using all non-chaos summoning essences.

Might want to give it a flamethrower, too.

EDIT: ((I don't want to double post, so I'll just add my action here.))

Make three more essences. They might be needed in interactions with this alcohol mage.
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: fillipk on June 14, 2015, 10:41:06 am
((I edited my action))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 14, 2015, 12:15:11 pm
Spoiler (click to show/hide)
((True enough. I'll do some affinity idea trading after I get back to Bay 12(I'm going to be gone for a while). Here's another freebie: String.

Spell ideas:
Hog tie someone using steel strings.
Use razor sharp and thin strings to remove limbs.
Use a web of magic resistant strings to block projectile spells.
A high-velocity string could be used as a piercing projectile.

))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: thegamemaster1234 on June 14, 2015, 03:00:48 pm
((Or even weave things with string to make wearable items, like flexible steel/mythril/etc armor.

In the meantime, I have a couple ideas of my own:
Spoiler: Electricity (click to show/hide)
))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 14, 2015, 05:02:03 pm
Spoiler: Gases (click to show/hide)
Spoiler: Perceptions (click to show/hide)
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: Whisperling on June 14, 2015, 05:53:26 pm
Cause the gods to perceive my enemy as their enemy. With expected results.

((I could only imagine that trying to mess with a god's mind would end badly.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: FallacyofUrist on June 14, 2015, 05:57:04 pm
((In which case, cause the enemy to be perceived as an enemy by everybody.))
Title: Re: Roll to Magic: Turn 90 Meanwhile, at 4 in the morning
Post by: DreamerGhost on June 14, 2015, 06:38:52 pm
Turn 91

keep reading
{Did I forgot to tell you that you finished the book?  Aparently I did.}
Spoiler (click to show/hide)

Flare had finished reading what was in the book. The notes from Ice were very helpful in clarifying few things that the writer had "forgotten to mention". It was no secret that most spell books were written "Incomplete". The rest was hidden between the lines, written in a code that required a lot of guesswork from the reader. This allowed mages to be sure that their greater spells were only ever learned by those that were alike in their thinking. Flare sought such secrets, yet what he had found was nothing more than that which he had already read in Ices' notes.

try removing the methonal again, then a pm'd action then make 3 essences
Spoiler (click to show/hide)

Dwen decided to try a diferent aproach this time, instead of unmaking he would simply change methanol into something harmless. By his command, the pool of methanol turned into a pool of sugar syrup. An ant wandered over the pool, sampled it with its mandibles and quickly scuried away. Within moments, there was an entire chain of ants going towards the sugary treat and back.

"Well, this is a good start. I'm going to bee needing some protection."

Okay then. Crush 7 shards for a non-magical minion, then make 2 bees essences.

Spoiler (click to show/hide)

Jonas shattered seven shards and watched, as remnants of the shards formed a ring. The bits and pieces were connected by purple streaks of power, then the purple light spread, turning into a purple disk. From within the purple disk, a jovial looking elf emerged, wielding a cutlass. "Ahh, it is so nice to see a magician that is one with the nature, man. To appreciate the cute little critters of nature, to see the beauty of cuddliness. Ahh, to see a new land, untouched by cruelty. I wonder what cute animals I would find. Maybe a nice little bunny, maybe a..." He keeps on speaking and speaking. A thought forms within the mind of Jonas, did this knifear knew that he had a particular focus on bees?

Spoiler: Your elf (click to show/hide)

"Ah,well,at least i have not been ear-raped by purple tentacles that shoot lewd,viscous liquid."
Go to the edge of the map,and use the spatial difference between the cosmic void and reality to fuel essence creation. Three essences this time.
Spoiler (click to show/hide)

Just as Harden had suspected, the whole island was kept in balance with spatial magic. The space that separated void from air of the island was kept both very thin and very wide. There were greater intricacies of the spell, but Harden did not care for them. What he cared for was that the magic was strong enough for him to leech some off without damaging the enchantment that kept the island livable.

"Alright, time for a little experiment..."
Find the castle gate, then PM action.
Now, try to create a replacement right arm. Start with just the base. Use spear to create the necessary force.
Keep on digging.

Spoiler (click to show/hide)

Doctor jogged towards the castle gates. He suspected from his great experience with castles that the gate would be to the opposite side of keep and was right. Yet just as he turned the corner to bring the gates in sight, he was struck with an annoying realization - he had triggered a trap. Runes and figures of enchantment became apparent as an entire wall of magical enchantment shimmered into existence. Then the wall collapsed, freeing the runes, which descended upon Doctor. They attached themselves to his arms and throat, burning brightly with magical light. As he tried to form the symbols for magic with his hands they somehow jumbled, unable to reach the symbols. As temporal mage tried to speak the words of magic they left his mouth garbled and twisted. The runes faded quickly, it was only a few minutes before Doctor regained his ability to cast magic. Yet there could be more terrible traps ahead, and he had to be careful.

Meanwhile...

"AHA" exclaimed Jace, and he certainly had a reason to be happy. From the rocks from which he had pulled the sword he had pulled out a reassure throve of shards. Strangely enough, he had found no corpse, yet one shouldn't look gifted horse in the teeth. Jace certainly didn’t, losing one hand to wielding the blade made further excavation considerably more difficult and he was grateful for not needing to dig up and search a corpse. Crimson too busy fixing up his own arm to be of any help, yet aethermancer had to admit, he did a good job of it. Where metal ended the strange color of solid force began, forming what was missing and ending in a fearsome claw.

"Yeah! 'Xactly like that. I'm more of tha former, ta be honest. Killin someone without even lookin' 'em in tha eye doesn't sit all tha well with me. 'Nless, o'course, they're posin a huge problem n' I'm liable to get killed. Tha' dragon over there, for example? 'E strikes me as a bit too dangerous to live and let live. I think 'e's gonna try and kill us all, and 'e's succeedin so far.

Ya old cap'in sounds like a good one. Smart, wise, 'n clever. Ya new one's complainin' 'bout havin' to dig up the helm, of all things? I could get maybe once or twice, but constantly? 'Aybe I'm a bit too 'onorable, but 'at seems in bad taste. 'T's bad luck to insult the dead, e'en indirectly."
Make 2 more essences. Chatin' with the goblin.
Spoiler (click to show/hide)

"Capt'n always said that you have to make an example sometimes before stabbing someone in the stomach. Pretty much the only time we ever saw him attacking from the front. He holds the record for staying in charge the longest for this whole century you know. Could had gone for best ever, but.. well. I should probably go though. Can't let sergeant think I'm slacking off now. Bye" And so the goblin hurried off. Yet from how the goblin held his hand on the blade handle the whole way back, Gambler could not help but wonder if he had offended the goblin in some way.

Spectate the fight between NAV and the dragon. Make popcorn two essences.
Spoiler (click to show/hide)

Marcus turned his gaze towards the lake over which James and Dragon had fought. It was very nice of them to take to the air, this way even those who knew where the safe distance was could enjoy the battle.

STILL SIT THE MUCK AROUND AND MAKE ESSENCES WHILE WATCHING THE CHAOS!!!
Spoiler (click to show/hide)

Romanticarnus continued with his preparations. It seemed like there was a crowd gathering to watch the battle from near the portal. Did he attract this whole company of creeps?

Summon around me a flying vehicle designed to fight dragons, armed with a flamethrower, and immune to cold using all non-chaos summoning essences.

Spoiler (click to show/hide)

James fell, his mind locked in place by fear, unable to act. Just as he finally proceed the need to regain flight and capability to fight the Dragon, the very same beast in question slammed in falling mage with its head, adding to the speed of the fall. To a sideline observer it would had seemed that James' fall was cushioned by falling into water, but this could not had been further away from the truth. At such speed, at the point of impact the water could have as well been solid rock for all that mattered to James. The collision had knocked air out of his lungs and shoved adamantine backpack into him. The armor protected from sharp pieces that escaped the contraption, yet the blunt force was still enough to crush flesh enough to draw blood. Yet the extremely light armor and jetpack acted as floaters, allowing James to stay above water while he recovered from dazing pain.

Make three more essences. They might be needed in interactions with this alcohol mage.

Spoiler (click to show/hide)

Viznor observed the alcohol mage with great curiosity, as he had returned and turned methanol near the curious treehouse into syrup. All while still completely ignoring him. Certainly had been sampling his products, this was a man currently incapable to focus on more than one thing.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: FallacyofUrist on June 14, 2015, 07:26:34 pm
"Ah... greetings? What is your name and what would you bee thinking about the power of bees, which I wield?"

Four bees essences. Speak with the elf.

((I'm going to be temporarily leaving the forums in a few days, so I'll try to get a flowchart up before then.))

((I don't think that I am James.))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: endlessblaze on June 14, 2015, 08:01:41 pm
send message to ice asking if she wants her book back, if so, take it to the portal for her. afterwards, fly back here.

excellent...hehehehhe soon....

if she does not want it back, or if I have time make 3 essences
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: Beirus on June 14, 2015, 09:28:05 pm
((Hey DG, what happened to the two thirds of my action I PMed?))

"We can't catch a break. Looks like we have company, Crimson."

If not attacked, make 2 essences. If attacked, do a thing.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: thegamemaster1234 on June 14, 2015, 10:13:55 pm
"Bloody hell, what was that?! Whoever wants the treasure here means business and probably has it by now, not to mention he likely heard that! I gotta get out of here!"
Run away back the way I came, then go north after clearing the castle. Cast a ranged time slow field around any pursuer's leg/dominant moving apparatus if any are seen. If spell is not cast create two time essences.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: fillipk on June 14, 2015, 10:37:46 pm
So do you think you can do it?

Make 2 essences

Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: DreamerGhost on June 15, 2015, 03:30:23 am
((Hey DG, what happened to the two thirds of my action I PMed?))

"We can't catch a break. Looks like we have company, Crimson."

((Two thirds of it happened, I just missed the essences.))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: magmaholic on June 15, 2015, 11:00:02 am
MOAR POWAH
Three more essences,still leeching.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: Crimson on June 15, 2015, 05:39:34 pm
"Well, whoever our company is, I can clearly hear him here."

In case someone tries to attack us, retaliate with a force spear attack enhanced with magic. Or if no one does, then create more essences.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: ATHATH on June 15, 2015, 11:29:45 pm
Make the dragon believe that NAV is dead (two essences). Make another essence.

I expect to be paid handsomely for my help, NAV. Unless, of course, you wish for me to aid the dragon.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: H4zardZ1 on June 15, 2015, 11:55:22 pm
((I think that if min POT to instakill anyone is 20, you should have also add min POT to insta-incapicate anyone too. Don't want people make someone can't dodge and then smack their heads to death(which is ALMOST like instakill)))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: FallacyofUrist on June 16, 2015, 10:44:07 am
((Welcome to the forums! And that may be a good idea, though the cost may vary(incapacitating a metal man should be more difficult than a normal human... but less so than a dragon.))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: NAV on June 16, 2015, 10:50:10 am
Summon around me a flying vehicle designed to fight dragons, armed with a flamethrower, and immune to cold using all non-chaos summoning essences.
Try again.

Oh, and even if that doesn't work get out of the water. Being in water is bad when I'm fighting an ice dragon.
If I get even more injured before I can summon the dragonfightercraft, then heal myself instead with my +2/+2 healing essence. Don't die.
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: Whisperling on June 17, 2015, 05:49:32 am
PM'd action.

((Also, please PM me the results.))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: FallacyofUrist on June 17, 2015, 07:57:39 am
Also, once the turn today is done: here are the auto procedures.

Spoiler: Flowchart (click to show/hide)
((So...))
Spoiler: Emergency Char Sheet: (click to show/hide)
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: H4zardZ1 on June 17, 2015, 09:57:20 am
Char(coal)Sheet
Spoiler (click to show/hide)
-snip-
I'm guessing yes, that "danger" you put here includes player attacks?
This is my color
((Here's one that i liked:Update Music. If you don't know what it is, look at the turns at The Aetherworld Prison(RTD).))
Edit: Stats
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: fillipk on June 17, 2015, 11:33:01 am
Char(coal)Sheet
Spoiler (click to show/hide)
-snip-
I'm guessing yes, that "danger" you put here includes player attacks?
This is my color
((Here's one that i liked:Update Music. If you don't know what it is, look at the turns at The Aetherworld Prison(RTD).))

((You have one more stat point available to spend.))
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: XXXXYYYY on June 17, 2015, 02:12:55 pm
2 Essences
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: poketwo on June 17, 2015, 02:46:44 pm
MOAR ESSENSES!!!!!!
Title: Re: Roll to Magic: Turn 91 Of traps and summons
Post by: DreamerGhost on June 17, 2015, 07:44:22 pm
Turn 92

"Ah... greetings? What is your name and what would you bee thinking about the power of bees, which I wield?"

Four bees essences. Speak with the elf.
Spoiler (click to show/hide)

Jonas felt that if he had to listen to the elf any longer he would stab the bastard with his own sword. This had to stop. Shutting up the elf by closing his mouth with a hand, Jonas informed the elf about his magic with as few words as he could. Even thoughts about extending his own sentences sent foul taste in his mouth. Only after the elf began turning blue did Jonas remove his hand, and true to his hopes, elf decided to spend next few second breathing instead of speaking. Then he starts speaking again "Bees are nice of course. They make more beautiful flowers for creatures of nature to enjoy. They also make delicious honey. Oh, how many ways do I know how to use their products. Mixing delightful flowers and honey to make delightful teas, delicious honneycackes, and candy, can't forget candy. Also..." Well, on the plus side, he likes bees.


send message to ice asking if she wants her book back, if so, take it to the portal for her. afterwards, fly back here.

excellent...hehehehhe soon....

if she does not want it back, or if I have time make 3 essences
Spoiler (click to show/hide)

It seems that Ice had already read the book and did not need it anymore. Flare put away the communicator. That would save him the time of going back to the portal and figuring out how to undo enchantments that lasted millennia’s. How convenient.

((Hey DG, what happened to the two thirds of my action I PMed?))

"We can't catch a break. Looks like we have company, Crimson."

If not attacked, make 2 essences. If attacked, do a thing.
"Well, whoever our company is, I can clearly hear him here."

In case someone tries to attack us, retaliate with a force spear attack enhanced with magic. Or if no one does, then create more essences.

Spoiler (click to show/hide)


Crimson and Jace listened in, waiting for the one that had set off the trap to come in. Yet the attacker never did, so the due returned to what they had been doing. Jace began meditating while Crimson attempted to craft some sort of armor for himself. Much to his disappointment however, the result was a large plate of solid force. Using his solid force arm he could manipulate it like a shield, yet this was not what he had been looking for.

Meanwhile...

"Bloody hell, what was that?! Whoever wants the treasure here means business and probably has it by now, not to mention he likely heard that! I gotta get out of here!"
Run away back the way I came, then go north after clearing the castle. Cast a ranged time slow field around any pursuer's leg/dominant moving apparatus if any are seen. If spell is not cast create two time essences.
Spoiler (click to show/hide)

Doctor was tacticly retreating away from the castle gate. The guys inside seemed to be prepared. the fractures and scatered stones seemed fresh too. Discretion was the better part of valor anyways.

So do you think you can do it?

Make 2 essences

Spoiler (click to show/hide)

Dwen had finished conversing with Viznor, an alliance, at least a temporary one, had been forged. Of course, in conditions such as these an alliance meant nothing more than an agreement not to kill each other right now. Yet Dwens' question would remain unanswered for now, as Viznor was far too busy casting.

MOAR POWAH
Three more essences,still leeching.
Spoiler (click to show/hide)

Harden was having a good time, the power he had managed to drain would give him enough of an advantage to defeat other mages that had entered the island. Yet just as he finished his last essence, Harden realized his folly. Line between space outside and air inside began fluctuating, bending and collapsing. It had all the marks of something going real bad real soon.

Make the dragon believe that NAV is dead (two essences). Make another essence.

I expect to be paid handsomely for my help, NAV. Unless, of course, you wish for me to aid the dragon.

{You do know that essences may differ from one another?}

Spoiler (click to show/hide)

Helping those who are in power to stay in power is rarely a bad idea on a personal level. Oh sure, there might be an evil regime that you sustain, but it was rarely bad for the helper. Marcus operated on two assumptions, second already mentioned and second being that James had great power. He was not wrong, yet gratitude was unpredictable. For all intents and purposes mindshaper was operating on a chance. Time would tell if it was worth it.

Summon around me a flying vehicle designed to fight dragons, armed with a flamethrower, and immune to cold using all non-chaos summoning essences.
Try again.

Oh, and even if that doesn't work get out of the water. Being in water is bad when I'm fighting an ice dragon.
If I get even more injured before I can summon the dragonfightercraft, then heal myself instead with my +2/+2 healing essence. Don't die.


CMP [2+8+2+3+1+1-5=12]
POT [6+8+4+8+1+1=28]

James noticed that dragon, circling overhead and diving for a finishing blow, suddenly stopped and looked towards the forest he had grown. It only lasted a moment but it was enough for James to recover enough to cast spells of his own. A jet fighter formed around him with complex set of hybridized wheels to make it able to lift of from anywhere. Not quite as sophisticated as the mech, but it was no worse armed. Some of the information tags on the rockets seemed too absurd to believe.
{Jet stats STR - DEX 1 SPD 9 END 1}

2 Essences
Spoiler (click to show/hide)

Gambler waited a minute to see if goblin would return with a few friends. He didn’t. Paranoia sated, Gambler returned to his meditation.

MOAR ESSENSES!!!!!!

CMP [3+1=4]
POT [1+1=2]
CMP [3]
POT [5]

The mage fighting the dragon summoned a winged machine Romanticarnus barely recognized. It had wings like atmosphere craft, yet it had strange shape and hardly any armor. Did he really intend to battle in that?

Spoiler: Map (click to show/hide)



@H4zardZ1 you indeed have another statpoint. Assign it, and I'll add you. As for instakil, it was voted to remove it, thus no real autoincapacitate is needed.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: ATHATH on June 17, 2015, 08:03:16 pm
NAV, you're welcome. Also, yes, I do know that essences have different types. By default, I'd like to use 1/1 essences.

Make two more essences.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 17, 2015, 08:35:32 pm
((I edited my sheet, assigning one stat point for 4 POT.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: endlessblaze on June 17, 2015, 09:48:44 pm
Now then, make a small ball with a dip in one side. Dip should create a stream of fire from it when mana is applied. Use 3 essences
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: thegamemaster1234 on June 17, 2015, 09:52:13 pm
((Oh goody, some crazy spacial madness! And a fighter jet!))

"Well, that sure didn't work out. Hmm. Perhaps I could prepare for the future?"
Search around for an orb- or rod-shaped object, preferably of decent quality. Attempting to draw power from the ambient passage of time, 3 essences. If no malign events occur, end turn by meditating thinking about timey-whimey stuff.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: magmaholic on June 17, 2015, 11:27:02 pm
"By merlins bloody BOLLOCKS!"
Time to go to the dragon then
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: NAV on June 18, 2015, 12:19:18 am
"Thank you whoever caused that distraction! Now it's time to bring down that dragon."

Get this fighter in the air and intercept that dragon. Incinerate it with the flamethrower.
Oh, and heal myself if I can find the time.

((Does the ship's 9 speed also add +2 dexterity like it would for a character?))


NAV, you're welcome. Also, yes, I do know that essences have different types. By default, I'd like to use 1/1 essences.

Make two more essences.
Thanks, you really saved my butt there. I'll make sure it was well worth it.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 18, 2015, 04:55:41 am
((Could i still change my Affinity? If yes, make my Affinity electricity instead.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: DreamerGhost on June 18, 2015, 10:21:25 am
"Thank you whoever caused that distraction! Now it's time to bring down that dragon."
((Does the ship's 9 speed also add +2 dexterity like it would for a character?))[/b]

((No. Jet is very fast, but if you try to pull some sharp turns it will be torn apart by g forces.))

((Could i still change my Affinity? If yes, make my Affinity electricity instead.))

((You will enter the island on next turn with electricity as your afinity. You may post an action and it will be done on the turn of your entering.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 18, 2015, 10:23:03 am
Go South, make 2 electric essences.
((Is the grey hexes some unexplored lands?))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: DreamerGhost on June 18, 2015, 11:06:32 am
Go South, make 2 electric essences.
((Is the grey hexes some unexplored lands?))

((Due to using demo version of hexographer, I need to redraw the map every time I use it. So I created a map and them modified it with Paint for evry turn that does not involve geographical changes. At one point, I had to redraw map quite offten, made a mistake ant then was too lazy to fix it ever since. The gray hexes are more space.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 18, 2015, 10:24:58 pm
((So it is some rocky high flatlands.. Heh.
Are ppl PMing their turns, people can't post here or it's just me?))
((Edit: Electricity + Weather(*Turn being used)= Mayhem))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: Crimson on June 18, 2015, 11:12:38 pm
"... One more time."

Leave the shield be. Try to create new body armor using force created from my force spear (-1 solid). Create Explosion essence after attempt.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: XXXXYYYY on June 19, 2015, 03:01:20 pm
The Gambler uses all non-chaotic essences to make himself permanently have better luck in regards to spellcasting.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: thegamemaster1234 on June 19, 2015, 09:42:10 pm
The Gambler uses all essences to make himself permanently have better luck in regards to spellcasting.
((Is this supposed to be "more likely to roll 5 on CMP" or "+ to LUCK roll when applicable"?))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: XXXXYYYY on June 19, 2015, 09:57:43 pm
The Gambler uses all essences to make himself permanently have better luck in regards to spellcasting.
((Is this supposed to be "more likely to roll 5 on CMP" or "+ to LUCK roll when applicable"?))
((Well, you don't use LUCK for casting spells, do ya? :P))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: Beirus on June 19, 2015, 09:58:00 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: Whisperling on June 19, 2015, 10:26:37 pm
The Gambler uses all essences to make himself permanently have better luck in regards to spellcasting.
((Is this supposed to be "more likely to roll 5 on CMP" or "+ to LUCK roll when applicable"?))

I'm guessing it's the first. Spellcasting rarely involves a d10 luck roll.

EDIT: Ninja'd.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 20, 2015, 01:21:39 am
((Should i do the map? :P))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: ATHATH on June 20, 2015, 01:22:14 am
The Gambler uses all essences to make himself permanently have better luck in regards to spellcasting.
((Is this supposed to be "more likely to roll 5 on CMP" or "+ to LUCK roll when applicable"?))

I'm guessing it's the first. Spellcasting rarely involves a d10 luck roll.

EDIT: Ninja'd.
Well, except my spells when used on players, but I think that that's a luck roll on their part, not mine.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: NAV on June 20, 2015, 09:24:12 am
((Quite a few of my summoning spells have used luck.)))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: XXXXYYYY on June 20, 2015, 09:52:36 am
((Either way, it's going to be a benefit considering my affinity. I foresee all my offensive spells having a luck roll, so if it only benefits that, that'd be fine.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: fillipk on June 20, 2015, 05:22:37 pm
So knoweledge Mage, do you have a name because I don't think I asked you it, what do you know

Make 3 essences

((I will be unable to connect to the Internet for a week starting Sunday afternoon so I will continue making 2 essences per update till I get back, Whisperling, I will give you the items I promised when I get back or when I get the info whichever comes later))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: FallacyofUrist on June 20, 2015, 05:39:57 pm
((is my flowchart valid for game?))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: DreamerGhost on June 20, 2015, 06:40:00 pm
((is my flowchart valid for game?))

((It is less flowchart and more a set of instructions, but yes.))
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: Whisperling on June 20, 2015, 10:05:49 pm
"My name is Viznor."

With that said, the mage resumed his meditation, creating three more essences.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: H4zardZ1 on June 20, 2015, 10:24:16 pm
(Cyan with black glow)
"Hi, my name is Dest Eterna."
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: DreamerGhost on June 21, 2015, 07:47:09 pm
Turn 93

NAV, you're welcome. Also, yes, I do know that essences have different types. By default, I'd like to use 1/1 essences.

Make two more essences.
Spoiler (click to show/hide)

And that was enough, thought Marcus. James was powerful, he only needed a chance. Yet that chance was as valuable as a philosopher’s stone to James. And Marcus was planning to milk that favor for all he could. Simple rule of merchants of favors - help those in need and take when they can give. A time consuming craft, yet nothing else could yield such profits.

Now then, make a small ball with a dip in one side. Dip should create a stream of fire from it when mana is applied. Use 3 essences

Spoiler (click to show/hide)

Flare decided to experiment a bit. With no real method thought out he chose a goal and moved towards it. The first attempt did not go too well, air fizzled yet nothing else happened

"Well, that sure didn't work out. Hmm. Perhaps I could prepare for the future?"
Search around for an orb- or rod-shaped object, preferably of decent quality. Attempting to draw power from the ambient passage of time, 3 essences. If no malign events occur, end turn by meditating thinking about timey-whimey stuff.

Spoiler (click to show/hide)

Doctor looked around for a nondescript orb, and soon found that he was lucky. A gold sphere, possibly thrown here by the blast that turned the keep to rubble. The time currents were peaceful around here, easily yielding to manipulations by the time mage. It seemed almost strange to be so lucky, so Doctor spent a bit of time thinking if this could be due to him from the future manipulating the past. If it was, future doctor had gotten really good at not agitating the time currents..

"By merlins bloody BOLLOCKS!"
Time to go to the dragon then

Spoiler (click to show/hide)

Harden left the increasingly dangerous looking schism in the magic that kept the island habitable and moved out towards the dragon. From the two it seemed like the less dangerous options. Yet Harden did not travel far before beginning to think if he wanted to try going through the forest or not. With a frightful shredding noise, the glass and salt field he had just left was being powderized to the point of floating in heavy white clouds. Time to decide how to go.

"Thank you whoever caused that distraction! Now it's time to bring down that dragon."

Get this fighter in the air and intercept that dragon. Incinerate it with the flamethrower.
Oh, and heal myself if I can find the time.


Spoiler (click to show/hide)

Dragon did not like the newly apeared object in the lake one bit. While James tried to figure out the buttons the dragon began diving. While James dealt with system lock for not puting on the seatbelt dragon opened its maw. Just as James was finaly ready to move, breath of frost impacted the jet, freezing outer armor layers and turning nearby water to ice. Yet automatic systems registered the lockup, ejected stuck parts, and sent the plane flying forwards. The speed was too great for Dragon to react, allowing James to rise to proper height. Finaly, the "shit, damn, work you acursed thing" hadd passed, and James was now in position to counter attack. While he made a wide turn as not to strain the plane too much, he healed some of the wounds on his back. Damn, did that fall hurt.
{Landing gear lost}

"... One more time."

Leave the shield be. Try to create new body armor using force created from my force spear (-1 solid). Create Explosion essence after attempt.
Two more aether essences.
Spoiler (click to show/hide)

Jace was peacefully meditating, but Crimson was too busy to join his friend just yet. From his spear he coaxed a bit of solid force, and from that force he formed a helmet. The plan was to create a breastplate, yet he saw from the start that force summoned was not enough for that. Yet it was still a success, albeit a minor one.
 
The Gambler uses all non-chaotic essences to make himself permanently have better luck in regards to spellcasting.
Spoiler (click to show/hide)

Another enchantment left Gamblers hands, binding strands of fate to the mage. Another step towards dominating destiny to a favorable path. Even though he was left with barely any collected power, yet now he would be able to avoid any annoying consequences of risks when casting.
{Additional +1 LUCK when casting}

So knoweledge Mage, do you have a name because I don't think I asked you it, what do you know

Make 3 essences
Spoiler (click to show/hide)

Dwen had pushed his power a bit further, and mere blink of distraction collapsed essence he was creating. The magic exploded around him, yet it was weak. Within seconds, Dwen felt a bit dizzy, as if he had downed a pint of beer. Not a problem just yet, although it could compound later into a problem.

"My name is Viznor."

With that said, the mage resumed his meditation, creating three more essences.
Spoiler (click to show/hide)

Viznor resumed meditation; the alcohol mage was beyond the scope of his goals now. There was a flash from somewhere towards Dwen which felt somewhat like smell of beer, but that was irrelevant.

Quote from: FalacyOfUrist
Chart

Spoiler (click to show/hide)

Jonas continued his meditations. Yet one of his essences, collapsed, releasing a single angry bee. It stung Jonas, yet he was quite used to this from the days he had only begun learning his art. Deep in his meditation, Jonas barely noticed the event.


Go South, make 2 electric essences.

Spoiler (click to show/hide)

"Another one into the meat grinder" chanted mages surrounding the portal as it flared up again. From it, Dest Eterna, mage of shocking power and electric personality. Giving a greeting to the surrounding mages, he headed southwards, reaching as far as the edge of barren hills that marked the edge of the wall.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: ATHATH on June 21, 2015, 08:03:28 pm
Use two essences to make the dragon believe that NAV had jumped out of the plane. Make another essence.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: endlessblaze on June 21, 2015, 08:09:12 pm
try again, I need it for my...project
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: NAV on June 21, 2015, 08:45:28 pm
Gain altitude, try to get a height advantage on the dragon. Fly in front of the sun as a trick to blind my opponent, then swoop down from above and incinerate it with the flamethrower.

((Where were all the rolls for that fight? There has to be more than just a speed roll, like accuracy vs dodge, and then power vs durability.
And where were my bonuses for that healing spell?))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: ATHATH on June 21, 2015, 10:46:11 pm
Gain altitude, try to get a height advantage on the dragon. Fly in front of the sun as a trick to blind my opponent, then swoop down from above and incinerate it with the flamethrower.

Try healing myself again if I have the time.


((Where were all the rolls for that fight? There has to be more than just a speed roll, like accuracy vs dodge, and then power vs durability.
And where were my bonuses for that healing spell?))
It thinks that you jumped out. You're welcome.

Also, why didn't endless' s device recieve essence bonuses?
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: H4zardZ1 on June 22, 2015, 04:34:47 am
((How did i walk through water? 8)))
Go east, to the Castle. 2 Electric Essences.
Edit: ((I want some swamps))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: DreamerGhost on June 22, 2015, 07:43:48 am
((Where were all the rolls for that fight? There has to be more than just a speed roll, like accuracy vs dodge, and then power vs durability.
And where were my bonuses for that healing spell?))

((I probably should had made it more clear. The dragon blasted you with frosst breath, but the plane is rather immune to frost due to how its armor is layers upon layers of flexible aloys seperated by vacuum. Yet you lost time due to being anchored into a block of ice created by cold blast powerfull enough to turn oxygen into liquid and could not do much offensively. As for healing bonuses, I missed them, will fix.))

((How did i walk through water? 8)))

((By walking around it))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: XXXXYYYY on June 22, 2015, 11:04:23 am
Meditate. 3 Essences.
((Slowly... Slowly.))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: thegamemaster1234 on June 22, 2015, 04:43:50 pm
"Interesting indeed! The power of time is immeasurable yet malleable..."
Again drawing from the ambient passage of time 3 essences. Meditate thinking on the relationship between time and space.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: FallacyofUrist on June 22, 2015, 11:07:45 pm
enough. Tap the life force of the Eternal Swarm to boost my essence making power. Make 3 essences.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: endlessblaze on June 23, 2015, 06:49:55 am
(why did my device not et essnces bonus)
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: Crimson on June 23, 2015, 07:50:42 am
"... Last try."

Again. Another attempt with my force spear (-1 solid). After the attempt, try and create two force essences.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: DreamerGhost on June 23, 2015, 09:12:23 am
(why did my device not et essnces bonus)
((I keep telling myself that I will stop updating at 2 am. Yet I keep doing it.))

Addit: ((Actualy, you have 3 +1POT essences and 1 +1/+1 essence. Which ones will you use?))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: H4zardZ1 on June 23, 2015, 11:03:21 pm
((When you will start update? 9pm-2am?))
((Edit: Going to my sigs))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: Beirus on June 23, 2015, 11:31:25 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: Whisperling on June 24, 2015, 08:31:52 am
Viznor whispers something in Dwen's ear, then takes the alcohol mage's five shards and magic bow.

Afterwards, he heads for the salt fields, making three essences as he walks.
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: H4zardZ1 on June 24, 2015, 08:38:42 am
((Where did my essences go?))
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: magmaholic on June 24, 2015, 02:14:40 pm
Make 3 essences while going to dragonboi/gurl
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: endlessblaze on June 24, 2015, 05:16:00 pm
(why did my device not et essnces bonus)
((I keep telling myself that I will stop updating at 2 am. Yet I keep doing it.))

Addit: ((Actualy, you have 3 +1POT essences and 1 +1/+1 essence. Which ones will you use?))

2 +1 pot and 1 +1/+1
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: DreamerGhost on June 24, 2015, 05:18:51 pm
(why did my device not et essnces bonus)
((I keep telling myself that I will stop updating at 2 am. Yet I keep doing it.))

Addit: ((Actualy, you have 3 +1POT essences and 1 +1/+1 essence. Which ones will you use?))

2 +1 pot and 1 +1/+1

It fails horribly due to having whole 3 CMP. You create ball that becomes hotter as you pour power into it. I am wrriting a turn right now, what will your action be?
Title: Re: Roll to Magic: Turn 93 Of thunder and fortune
Post by: DreamerGhost on June 24, 2015, 08:01:32 pm
Turn 94

Gain altitude, try to get a height advantage on the dragon. Fly in front of the sun as a trick to blind my opponent, then swoop down from above and incinerate it with the flamethrower.

Spoiler (click to show/hide)

For all its lack of maneuverability, jet was fiendishly fast. James left dragon far behind according to the radar, both in raw distance and altitude. Positioning between dragon and sun proved a bit more difficult, but nothing he couldn't handle. With full speed, James moved forwards, seeing dragon move towards him. Yet as distance decreased, Dragon did not change his movements. James smiled, realizing that dragon was blinded by the sun and was relying more on chance than anything to hit him. This suited healer just fine, as he activated and aimed the flamethrower.  It was not the best weapon moving at such speed, but sticky napalm would be perfect if only he could hit it. Just before the two reached attack distance, however, dragon suddenly dived for seemingly no reason. Napalm spilled across its back, especially over its wings, and it was now dragon’s time to fall down uncontrollably.
{Dragon flight disabled}

Use two essences to make the dragon believe that NAV had jumped out of the plane. Make another essence.
Spoiler (click to show/hide)

Marcus was looking from a safe distance at the falling dragon. The spell had worked, his magic only held out seconds within the dragons mind, but that was enough in such combat. The dragon had little hope to succeed now, yet James did not look like he was getting down anytime soon. Would dragon attempt his futile battle, or would it go after someone else? Maybe this was not a safe distance after all...

try again, I need it for my...project
Spoiler (click to show/hide)

Flare had learned from his previous mistake. Now he forged onwards with purpose and a plan. Between his hands formed a ball of iron with a hole on one side. Flare tested it out and a little flame extended from the hole. All seemed to be working.

Go east, to the Castle. 2 Electric Essences.
Spoiler (click to show/hide)

Eterna, taking an indirect route, moved on towards the castle. He seemed to be in a rush for some reason, jogging towards the castle gates at great speed. Soon, castle gates emerged before him. Inside there were two mages, meditating.

Meditate. 3 Essences.

Spoiler (click to show/hide)

There were none to worry him. Even dragon was too far to come to harm gambler unnoticed. Especially now, as it had lost its wings, and with them, a great deal of mobility. There was only Gambler, his plans and all the time in the universe.

"Interesting indeed! The power of time is immeasurable yet malleable..."
Again drawing from the ambient passage of time 3 essences. Meditate thinking on the relationship between time and space.

Spoiler (click to show/hide)


Doctor was having a great time exploring the streams of time. It was rare to find a time stream so free of meddling, with not a single paradox nor loop. It was so easy to draw upon the power, to bend temporal currents to his will. If this continued, he was certain to come out on top. Why, it would even be triv...
Rewind.
Doctor could feel he was in the "future". Just as people who navigate the land with no devices offend become capable of instinctively sensing north, so did Doctor instinctively feel "when" he was. And this was not right. The currents had pushed him forwards, yet the power he had gained was sent backwards to the point when time began. Temporal mage shuddered thinking what would had happened if there wasn't a convenient split between his essences and himself.

enough. Tap the life force of the Eternal Swarm to boost my essence making power. Make 3 essences.
Spoiler (click to show/hide)

Jonas decided that it was time to see if the Great Swarm existed on this world. It would had only made sense for it to do, as Great Swarm was one of the embodiments of life, and the world was plenty alive, at least judging from all the plants. To his relief, Jonas' call was answered, and his magic empowered. After Jonas had finished casting he could still feel the sweet smell of honey.

"... Last try."
Again. Another attempt with my force spear (-1 solid). After the attempt, try and create two force essences.
Two more aether essences.
Spoiler (click to show/hide)

Crimson decided to go for one last try before stopping. The reality seemed to think that helmet should had been the stopping point, as when Crimson conjured a large ball of force from his spear; it exploded violently, sending dust flying everywhere. Yet it was only dust that was moved, as Force mages heavy metallic body kept him in place. Giving up on armor for now, Crimson joined Jace in meditation.

Viznor whispers something in Dwen's ear, then takes the alcohol mage's five shards and magic bow.

Afterwards, he heads for the salt fields, making three essences as he walks.


Spoiler (click to show/hide)

With his newfound profits in hand, Wiznor moved off onwards the salt fields in the far southwest. He moved cautiously, for the battle in the skies seemed rather dangerous, and unpredictable. Even if neither combatant attacked him directly, there could be some fallout from their strikes, and dragons breath was fearsome weapon enough to not want to try it out on own skin. Yet the reason for slow travel quickly changed from caution to amazement, as dragon fell near the lake, its wings torn and burned into uselessness.

Make 3 essences while going to dragonboi/gurl

Spoiler (click to show/hide)

Harden felt that he did not have much time to think about this. He rushed forwards, caring not whether he ran through thicket of trees of shrubby grassland. He reached the edge of a lake just in time to see dragon falling on the other shore. This seemed like a chance to score big if he had ever seen one, thought spatial mage while grinning.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: endlessblaze on June 24, 2015, 08:47:59 pm
that should do it..............

create 3 essences
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: Whisperling on June 24, 2015, 08:48:37 pm
((Yep. I probably should have waited until he returned, but it seemed to be a bit of a waste to stand there doing nothing.))

((On a side note, what happened to my movement and essences?))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: Beirus on June 24, 2015, 09:49:18 pm
"It seems we have more company, Crimson." Jase notes, cracking an eye open and breaking his meditation for the moment.

"What is your purpose here, mage?" Jase calls out to the new arrival (Eterna).

Two more essences.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: H4zardZ1 on June 25, 2015, 12:32:05 am
"I'm going here because i want to do something inside the castle. Don't worry, i won't hurt both of you."
Go inside (explore if already inside) the castle, 2 Essences. Unless someone wants help.
"If any of you want my help, just tell me."
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: ATHATH on June 25, 2015, 12:52:33 am
Magmaholic, this is your first and final warning. Do not get any closer to the dragon, or NAV and I will destroy you on sight. We will not tolerate kill-stealers.

Pm'd action.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: NAV on June 25, 2015, 01:35:07 am
"This is for Azenfar!"

Wait for the dragon to hit the ground, then spray more napalm at it.

Magmaholic, this is your first and final warning. Do not get any closer to the dragon, or NAV and I will destroy you on sight. We will not tolerate kill-stealers.

Pm'd action.
((Not true, I won't attack people for helping against the dragon.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: XXXXYYYY on June 25, 2015, 05:08:07 am
Little chuckle. 2 essences.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: magmaholic on June 25, 2015, 06:05:23 am
Pm`d action.
" .  n  . "
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: DreamerGhost on June 25, 2015, 07:27:19 am
((Yep. I probably should have waited until he returned, but it seemed to be a bit of a waste to stand there doing nothing.))

((On a side note, what happened to my movement and essences?))

((Well, on the offchance that Dwen objects, neither of those will happen. Same if he does not return and goes into auto.))

Pm`d action.
" .  n  . "

((Stilln waiting for the PM

Nevermind, you apparently sent it via email.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: FallacyofUrist on June 25, 2015, 03:20:58 pm
"Very good... I have plans now... I just hope..."

Preparations.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: ATHATH on June 26, 2015, 02:22:44 am
Magmaholic, this is your first and final warning. Do not get any closer to the dragon, or NAV and I will destroy you on sight. We will not tolerate kill-stealers.

Pm'd action.
((Not true, I won't attack people for helping against the dragon.))
He's not here to help. I know a kill-stealer when I see one. I might have let him "help" if he had a different affinity, but the teleportation affinity is made for this kind of thing.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: Crimson on June 26, 2015, 05:25:45 am
"Well... Do as you wish."

Create two force essences.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: H4zardZ1 on June 27, 2015, 12:42:05 am
((Bump))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: XXXXYYYY on June 27, 2015, 10:22:57 am
((Bump))
((No need to bump, it updates fairly regularly on Wednesday and Sunday))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: thegamemaster1234 on June 27, 2015, 03:34:09 pm
((Did my journey into the "future" do anything? What about the power that went "to the beginning of time?" There wasn't any affect on essence creation as far as I can tell.))

"Maybe I should be more careful when manipulating the timestream. This time, a neat toy!"
Enchant the gold orb with a double-speed time enhancement (holder moves twice as fast through time, physically and mentally). Use one +1POT, two +2CMP, and one non-chaotic +1/+2 essence. If successful, create an essence, then recuperate from casting and create two more essences.
Title: Re: Roll to Magic: Turn 92 Of shatered space and birds of steel
Post by: fillipk on June 27, 2015, 05:22:50 pm
So knoweledge Mage, do you have a name because I don't think I asked you it, what do you know

Make 3 essences

((I will be unable to connect to the Internet for a week starting Sunday afternoon so I will continue making 2 essences per update till I get back, Whisperling, I will give you the items I promised when I get back or when I get the info whichever comes later))

((First this so I should have auto'd 2 essences on the turn I didn't post, or maybe I should have bolded it. Oh well.  Yes I did agree on those items for information.))

pm'd action
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: XXXXYYYY on June 27, 2015, 06:26:35 pm
((Did my journey into the "future" do anything? What about the power that went "to the beginning of time?" There wasn't any affect on essence creation as far as I can tell.))

"Maybe I should be more careful when manipulating the timestream. This time, a neat toy!"
Enchant the gold orb with a double-speed time enhancement (holder moves twice as fast through time, physically and mentally). Use one +1POT, two +2CMP, and one non-chaotic +1/+2 essence. If successful, create an essence, then recuperate from casting and create two more essences.
((I presume you realize that that's going to make you take actions 2x slower, not faster.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: thegamemaster1234 on June 27, 2015, 09:03:39 pm
((I presume you realize that that's going to make you take actions 2x slower, not faster.))
((I think that's something for Dreamerghost to answer. It's a little difficult to tell whether time is entirely relative or entirely equal, or somewhere in between. By your logic my turns would last twice as slow alone but twice as fast whenever anyone else was near me, because time spent needs to be equal for all characters present. Otherwise I'd just oddly stop while the other guy(s) finish the second half of their actions.))

((The idea was for the orb to double my turns, but if it won't work that way, I'll change my action to something else.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: ATHATH on June 28, 2015, 12:14:57 am
((I presume you realize that that's going to make you take actions 2x slower, not faster.))
((I think that's something for Dreamerghost to answer. It's a little difficult to tell whether time is entirely relative or entirely equal, or somewhere in between. By your logic my turns would last twice as slow alone but twice as fast whenever anyone else was near me, because time spent needs to be equal for all characters present. Otherwise I'd just oddly stop while the other guy(s) finish the second half of their actions.))

((The idea was for the orb to double my turns, but if it won't work that way, I'll change my action to something else.))
Just make it halve your speed through time instead, and it'll work fine.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: thegamemaster1234 on June 28, 2015, 08:40:44 am
Just make it halve your speed through time instead, and it'll work fine.
((Seems like we have different viewpoints on what the timestream does exactly. The orb is doubling MY time speed, which from my perspective HALVES the time speed of everything else. Think of it like bullet time, except half the speed of sound is still too fast to dodge bullets easily at close range.

Whether or not the orb presents the ability to take two turns in one is DreamerGhost's decision, but through common sense it SHOULD:
--Make me twice as fast relative to other people
--Make everything else twice as slow relative to myself))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: DreamerGhost on June 28, 2015, 09:11:39 am
((And all of this could be so easily solved by "Make an orb which would change my time so that I'd get an extra turn." And then I would say "Hell no, that would be absurdly OP" and it would end there.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: thegamemaster1234 on June 28, 2015, 10:45:43 am
((Edited my turn. Orb still has same enchantment, just no extra essence creation.

I kinda knew double turns would be asking for too much, heh.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: Whisperling on June 28, 2015, 03:30:13 pm
Viznor continues walking towards the salt fields, creating three more essences as he goes.
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: XXXXYYYY on June 28, 2015, 04:00:17 pm
Just make it halve your speed through time instead, and it'll work fine.
((Seems like we have different viewpoints on what the timestream does exactly. The orb is doubling MY time speed, which from my perspective HALVES the time speed of everything else. Think of it like bullet time, except half the speed of sound is still too fast to dodge bullets easily at close range.

Whether or not the orb presents the ability to take two turns in one is DreamerGhost's decision, but through common sense it SHOULD:
--Make me twice as fast relative to other people
--Make everything else twice as slow relative to myself))
((The way I see it, a good physical analogue for this situation would be something akin to two cars (characters) heading for a cliff (the end of the turn). Both are going to go over -nothing can be done about that- , and both drivers can take a couple actions before they go over the edge. If one were to be going twice as fast, the driver in that car would only be able to take half as many actions as the person driving more slowly. Hence, in order to get more actions, you'd want to slow down your movement through time, not speed it up.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: thegamemaster1234 on June 28, 2015, 06:34:14 pm
((Time and physics work differently. Say we have the two cars again, only this time one is at normal time speed and the other at double time speed. Both cars are initially at the same physical speed - only their movement through time is affected.

Therefore both drivers get the same amount of time to react relative to themselves, although the "slower" driver will percieve that the other is acting faster - though heading towards the cliff faster as well.

Change the situation to a game of chicken (battle), and the driver with a faster time speed will be able to dodge the incoming driver (attack) easier than the slower one, who perceives the other as arriving incredibly fast.

Note however that if the cars crashed the damage done would be odd because both cars are physically moving at the same speed relative to themselves; theoretically, damage would end up roughly equal on both sides because of speed relativity: the double-time car would slow down twice as fast.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: XXXXYYYY on June 28, 2015, 08:24:51 pm
((Time and physics work differently. Say we have the two cars again, only this time one is at normal time speed and the other at double time speed. Both cars are initially at the same physical speed - only their movement through time is affected.

Therefore both drivers get the same amount of time to react relative to themselves, although the "slower" driver will percieve that the other is acting faster - though heading towards the cliff faster as well.

Change the situation to a game of chicken (battle), and the driver with a faster time speed will be able to dodge the incoming driver (attack) easier than the slower one, who perceives the other as arriving incredibly fast.

Note however that if the cars crashed the damage done would be odd because both cars are physically moving at the same speed relative to themselves; theoretically, damage would end up roughly equal on both sides because of speed relativity: the double-time car would slow down twice as fast.))
((The point remains, however. If you're moving twice as fast through time, you're going to reach future event X twice as quickly than if you were moving at a normal rate -There's still the exact same amount of 'timestuff' between you and your destination, so to speak- , which would manifest as your movements appearing twice as slowly as they normally would for those outside of the increased speed. I do agree about the collision, however. Your actions would carry the same impact as if you were moving at a normal rate, but they'd be slower.))
Spoiler: ((Example Timeline)) (click to show/hide)
((But perhaps I'm just failing at explaining my opinion.))
Title: Re: Roll to Magic: Turn 94 The bigger they are...
Post by: DreamerGhost on June 28, 2015, 08:35:21 pm
Turn 95

that should do it..............

create 3 essences
Spoiler (click to show/hide)

Flare was recuperating after making his portable flamethrower, yet it would seem that he had reached too far whilst grabbing power. Essence exploded within his hands, draining metal from surrounding dirt into something more intricate. Within moment, the friction between particles of iron caused the metal cloud to melt into a glob, which then extended and reformed. Just as Flares reflexes kicked in telling that this absurdly fast process may be dangerous, the spell finished, leaving still glowing hot chainsaw.

"It seems we have more company, Crimson." Jase notes, cracking an eye open and breaking his meditation for the moment.

"What is your purpose here, mage?" Jase calls out to the new arrival (Eterna).

Two more essences.
"I'm going here because i want to do something inside the castle. Don't worry, i won't hurt both of you."
Go inside (explore if already inside) the castle, 2 Essences. Unless someone wants help.
"If any of you want my help, just tell me."
"Well... Do as you wish."

Create two force essences.
Spoiler (click to show/hide)

Trio of mages exchanged glances and greetings, yet neither Crimson nor Jace had any desire to stop the new arrival from exploring the ruined castle. They had the treasure they came here for, and if the newcomer did come upon some grand artefact, there was only one exit and it led through them. Though at the time it seemed that they did not need to guard the entrance too much, as Eterna was having a hard time finding a way in that did not open up to a dead-end of rubble.

Little chuckle. 2 essences.

Spoiler (click to show/hide)

Gambler continued casually watching the situation unfold near the lake. It would seem that the dragon problem was in the process of being taken care of. Jet flew over the dragon, still convulsing on the ground. Yet after the napalm hit, the dragon convulsed only a while longer before becoming completely still. Was it dead?


pm'd action

Spoiler (click to show/hide)

Dwen left the forest, not all too worried about items he had given away. His path was different form Viznors, the two seemingly after different goals. His path was shorter, yet he too stopped to gaze at the dragon. It seemed somewhat strangely still.

"This is for Azenfar!"

Wait for the dragon to hit the ground, then spray more napalm at it.
Spoiler (click to show/hide)

James took once again spun the jet around in a wide circle. Just as he had finished turning, the massive body of the dragon fell near the lake. It raised its head, in a vain attempt to defend from flamethrower with its own breath, yet it was futile. As dragon breathed the withe mist that could freeze oxygen, the plane was already good hundredth meters away, and flames were spreading over the dragon, melting scales and burning flesh underneath. Yet as James was halfway turned to make another turn, he noticed that dragon was not moving all too much. The flames had subsided, extinguished by absurdly cold blood, with only darkened patches left to show their passing. Something was off.

((Did my journey into the "future" do anything? What about the power that went "to the beginning of time?" There wasn't any affect on essence creation as far as I can tell.))

"Maybe I should be more careful when manipulating the timestream. This time, a neat toy!"
Enchant the gold orb with a double-speed time enhancement (holder moves twice as fast through time, physically and mentally). Use one +1POT, two +2CMP, and one non-chaotic +1/+2 essence. If successful, create an essence, then recuperate from casting and create two more essences.
Spoiler (click to show/hide)

Doctor, inspired by his recent experiments with time, attempted to enchant the recently acquired golden orb. Yet the magic he chose was an extremely complex spell, far from something even a mage of his caliber could attempt unprepared. The result was rather amusing; the golden orb he had enchanted began moving, falling and rolling twice as fast. Not quite the desired effect, while amusing, it had little to no use.

Viznor continues walking towards the salt fields, creating three more essences as he goes.

Spoiler (click to show/hide)

Viznor rushed onwards. His goal was not yet even in sight, there was still a long path to cover. The dragon seemed to be taken care of at the moment which meant that any trouble he would meet would stem from colleagues. Other mages could be predictable. The dragons, were dangerous even in most favorable of circumstances.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: endlessblaze on June 28, 2015, 08:44:47 pm
WHAAA! ........ahem yes well..... that was unexpected.....

while waiting for the saw to cool make three essences.....hopefully correctly this time.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: XXXXYYYY on June 28, 2015, 08:46:41 pm
2 More.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on June 28, 2015, 10:44:47 pm
"Guess i have nothing to do but to get out from here. This rubble."
Go Northwest, to spawn. 2 Essences.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: DAPARROT on June 29, 2015, 09:47:32 am
I would like to join,here is my character
Spoiler (click to show/hide)

Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: DreamerGhost on June 29, 2015, 10:02:33 am
I would like to join,here is my character
Spoiler (click to show/hide)

Thats 9 skill points you've got there. It should be 8. Other than that, it's ok.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: magmaholic on June 29, 2015, 10:10:43 am
Pm`d action
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on June 29, 2015, 10:21:18 am
((He's missing another thing.
Colo(u)r.))
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: DAPARROT on June 29, 2015, 11:51:21 am
I would like to join,here is my character
Spoiler (click to show/hide)

Thats 9 skill points you've got there. It should be 8. Other than that, it's ok.
I have 4 DEX doesn't that give me +1 Speed? If that's no how it works,then I'll fix it
Fixed it
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: fillipk on June 29, 2015, 11:56:33 am
pm'd action
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: DreamerGhost on June 29, 2015, 01:04:51 pm
I would like to join,here is my character
Spoiler (click to show/hide)

Thats 9 skill points you've got there. It should be 8. Other than that, it's ok.
I have 4 DEX doesn't that give me +1 Speed? If that's no how it works,then I'll fix it

It does, but I add that to the actual charsheet. Ok, you will enter the arena on next turn.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: magmaholic on June 30, 2015, 11:00:47 am
Timelord-sama,want to teamkill the surely-existing volcano creature titan god thing?

Lake-giant worm titan kil
Hill- dragon dude freezaboi
Forest-Entboiz
Warplands-Tentacle horror chtulhus
Volcano - ? (is altar there,so surely something there tho. Mister Dragon tried to fly there,but he was an ice element dragon. Only reason is cwistals,weee)
De kastel-?(has dungeon?)
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: NAV on June 30, 2015, 05:31:14 pm
Watch the dragon carefully, keep the plane a safe distance away.
If this doesn't count as a combat turn then 3 summoning essences.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: Crimson on June 30, 2015, 05:47:19 pm
Create three force essences.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: thegamemaster1234 on June 30, 2015, 10:30:16 pm
Sounds like an interesting prospect, fellow Spacial Mage. Just don't accidentally wormhole either of us into the magma, eh?
((Altar was activated near the beginning of time by a fire-affinity dude. I don't recall if the altar can be powered by shards again or not, though.))

Meet up with Harden at the lava fields, due north. Create three essences along the way. Study the enchantment on the orb and how to potentially improve its effects.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: Beirus on June 30, 2015, 10:35:48 pm
Create 2 aether essences
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on June 30, 2015, 11:54:44 pm
I will change my turn into this:
Stay at castle gate, 3 Electric essences.
I want to create a solid electric chainmail. When should i do it? Also, you may find my electricity affinity useful.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: ATHATH on July 01, 2015, 02:10:52 am
Watch the dragon carefully, keep the plane a safe distance away.
If this doesn't count as a combat turn then 3 summoning essences.

If you're idling, you might want to fix your landing gear (or summon new landing gear).

Also, you may find my electricity affinity useful.
That's a bad thing to say around someone with the "control" affinity (or anyone else who can easily control you). Luckily for you, electricity is only an average affinity, so you are not really worth the effort to control (yet).
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on July 01, 2015, 02:16:27 am
Also, you may find my electricity affinity useful.
That's a bad thing to say around someone with the "control" affinity (or anyone else who can easily control you). Luckily for you, electricity is only an average affinity, so you are not really worth the effort to control (yet).
Should i tell you (and everyone here) something about electricity?
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: Beirus on July 01, 2015, 02:19:30 am
Also, you may find my electricity affinity useful.
That's a bad thing to say around someone with the "control" affinity (or anyone else who can easily control you). Luckily for you, electricity is only an average affinity, so you are not really worth the effort to control (yet).
Should i tell you (and everyone here) something about electricity?
((You mean besides how you presumably want to eventually try and control somebody through manipulating the electrical impulses in their brain?))
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on July 01, 2015, 02:39:02 am
Also, you may find my electricity affinity useful.
That's a bad thing to say around someone with the "control" affinity (or anyone else who can easily control you). Luckily for you, electricity is only an average affinity, so you are not really worth the effort to control (yet).
Should i tell you (and everyone here) something about electricity?
((You mean besides how you presumably want to eventually try and control somebody through manipulating the electrical impulses in their brain?))
((Some others are electric pillar (lightning), and fire-electric weapons, through controlling is also correct(that's why i want to tell ATHATH something). Like fire, it's specific and vague at the same time, but it's beneficial to who know how to both use the "Vague" part and "Specific" part and use it accordingly. I could enchant things with electricity too, it's mostly a boon to choose something like electricity as they can be used to a LOT of things.))
I won't be hostile to anyone as long as they don't attack me.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: magmaholic on July 01, 2015, 08:44:24 am
Also, you may find my electricity affinity useful.
That's a bad thing to say around someone with the "control" affinity (or anyone else who can easily control you). Luckily for you, electricity is only an average affinity, so you are not really worth the effort to control (yet).
Should i tell you (and everyone here) something about electricity?
((You mean besides how you presumably want to eventually try and control somebody through manipulating the electrical impulses in their brain?))
((Some others are electric pillar (lightning), and fire-electric weapons, through controlling is also correct(that's why i want to tell ATHATH something). Like fire, it's specific and vague at the same time, but it's beneficial to who know how to both use the "Vague" part and "Specific" part and use it accordingly. I could enchant things with electricity too, it's mostly a boon to choose something like electricity as they can be used to a LOT of things.))
I won't be hostile to anyone as long as they don't attack me.
And then you are fekd when your enemy is properly insulated and grounded.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: H4zardZ1 on July 01, 2015, 10:06:41 am
((Almost all kind of insulators are flammable(some are not, like vaccum)so i can just burn it with electric fire(it's ampere). As for the grounding, same solution:Fire.))
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: Whisperling on July 01, 2015, 01:58:24 pm
Viznor continues his walk to the salt fields, making three more essences as he goes.


((I'm probably going to sound nasty here, but I'm getting fed up with the claims being made, and I think this needs to be said.))

Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: magmaholic on July 01, 2015, 02:09:32 pm
I second that.
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: fillipk on July 01, 2015, 03:29:28 pm
((Third))
Title: Re: Roll to Magic: Turn 95 ...The harder they fall
Post by: DreamerGhost on July 01, 2015, 09:28:04 pm
Turn 96

WHAAA! ........ahem yes well..... that was unexpected.....

while waiting for the saw to cool make three essences.....hopefully correctly this time.

Spoiler (click to show/hide)

Chainsaw cooled, as the grass around it withered from heat. Flare was meditating nearby, waiting and collecting power. The chainsaw could be useful, yet for now it would be plan B. The main idea was still very much in action.

2 More.

Spoiler (click to show/hide)

Gambler was still waiting, for a chance to act. He was also still observing the dragon, which still wasn't moving. This seemed entirely absurd, but had it died from wounds?

I will change my turn into this:
Stay at castle gate, 3 Electric essences.
I want to create a solid electric chainmail. When should i do it? Also, you may find my electricity affinity useful.
Spoiler (click to show/hide)

Annoyed by constant dead ends, Eterna did not even bother checking for alternative ways and sat down in an attempt to meditate. Yet he was so angry, that his magic capabilities were rendered almost useless which led to a meditation that was constantly interrupted by periods of kicking dirt furiously.

Pm`d action

Harden drained the power, drank of the mana that coursed through it, devouring it whole. Land around him froze as leftovers leaked, yet he was not concerned. The power was now his, it would not harm him. Those dwelling within the volcano, now that was another matter entirely. Whatever dwelled there was angry at being denied a meal, the whole moutain rumbled as whatever that was within raged.

pm'd action

Spoiler (click to show/hide)

Dwen continued on his path, searching for the power that should had been hidden here, It was not too long of a search, as numbers of various treant had been consistently increasing as brewer went further. Then, after getting through a few particularly thickly bound branches, he saw it. A pedestal of wood formed as a huge lotus with green orb hovering just a bit above the center. Several treants were nearby, seemingly guarding the place.

Watch the dragon carefully, keep the plane a safe distance away.
If this doesn't count as a combat turn then 3 summoning essences.

Spoiler (click to show/hide)

James flew another wide and careful circle around the dragon. It seemed that the beast was truly dead, yet there were several other theories of what could have been happening through healers head. he knew many methods of repairing a body, and few of them required semi-hibernation. Yet James train of thought was led astray as a blast of white and blue froze part of magma fields near the volcano.

Create three force essences.
Create 2 aether essences

Spoiler (click to show/hide)

Crimson and James watched as Eterna was kicking dirt, disappointed by lack of easy access. As electric mage finaly calmed down, eyes of mage duo met, and there was unspoken understanding between the two. Within their minds, there was the same word. "Amateurs".

Sounds like an interesting prospect, fellow Spacial Mage. Just don't accidentally wormhole either of us into the magma, eh?

Meet up with Harden at the lava fields, due north. Create three essences along the way. Study the enchantment on the orb and how to potentially improve its effects.

Spoiler (click to show/hide)

Doctor was no new guy to beings that would call themselves gods. Most of the time, they were rather unsympathetic individuals. All the sacrifices, smiting and general lack of decent manners. If there were any here, it would be his pleasure, nay, his duty to see if it needs to be punched in the face.

Viznor continues his walk to the salt fields, making three more essences as he goes.
Spoiler (click to show/hide)

The travel went well for Viznor, as he was able to clear both the distance and his quota of magic preserving. It was not too long before land beneath his feet changed from grass into powder of salt and glass which in turn changed to leathery grass. Yet just as Viznor stepped firmly on the alien landscape, essence he was crafting exploded, enveloping his mind in haze of information. A world of plants and animals, same as any other. Then came a horrible virus, which devoured and replaced, turning fields of land into fields of flesh. Then the Gardeners came, and set the entire field ablaze, pouring out endless streams of napalm. The land screamed in pain, and as Viznor came back to his senses, he realized that the scream was echoed by his. The field of flesh was here. It probably would be wise not to wait until the visit of Gardeners.
{Terror, 1/10 - Sane}

From the portal entered a new mage, a free soul that had found itself among those that were free to travel the skies - birds of all types and sizes. Known better as Sedna, he was favored among many druids and hunters for his skills, although many had difficulty reaching her favorite peaks where only the mightyest rulers of the skies gathered.

Spoiler (click to show/hide)
I'm catching myself doing updates later and later. So this sunday, I may post update four hours earlier than usual. As for the whole "Muh uber majiks", The one who can (eventualy) cast the most powerfull offencive spell that won't kill its user (maybe) is Dest Eterna.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: fillipk on July 01, 2015, 09:49:02 pm
((Oh my gosh I am so lucky that the treants aren't hostile, yet.))

Greetings ancient protectors of this forest and the Fountain of Magic it holds, I bear you, nor this forest no ill will but I require the use of this fountain.  I Myself bear you no ill will but they're other mages out there that could and would do this forest harm.  I am just an alcohol Mage and I would not benefit from destroying this forest, not when I can use the land's bounty to brew delicious drinks for those like minded.  With your permission, o mighty ent, I would harness the power that lies withen the well and drive back all the mages that seek to do you and this forest harm.

talkity talk
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: XXXXYYYY on July 01, 2015, 11:08:24 pm
"No... couldn't be."
Make 2 more essences.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 01, 2015, 11:10:43 pm
Didnt i use up all my essences?
Quote
LUCK [5]
CMP [6+1+6-1-2-1=9]
POT [2+1+7=10]
LUCK [10]
CMP [6+1+7-1-2-1-1=9]
POT [6+1+7-1=13]

The voices from chaotic essence still as in disbelief of what you are about to do. You start running towards the edge of the lake, towards the dragon, knowing full well that you would need to do this fast. Too long, and the frozen innards of the dragon would surely end you. That was the strategic assessment of the situation. The sane assessment screamed at you about all the possibilities it could go wrong. If you hit into something inside. If it is worse in there than you thought. If you fail to escape. If you waste this all for nothing. The edge of the lake is mere meters away as you finish your spell. The space bends, shortening the distance between you and dragon, twisting reality to let you through the scaled flesh.
Step
The air around you freezes to absurd levels. Droplets of sweat freeze into icicles instantly. Only darkness surrounds you.
Thu-dunk
Something large contracts near you. You reach out and grab it, you hand touching it at the same time you put your other leg down.
Step
The air is feels blazing hot on your chilled skin. Smoke is in the air, and land is decorated by pools of molten rock. In your left hand rests a large muscular organ dotted with veins of pure mana. The heart of the dragon. You could consume it, and gain the dragons power for yourself. Alternatively, you could drain the magic from it into pure soul shards. Yet something beckons to you from the peak of the volcano. You can feel it huger, begging for the treasure you carry. It is a risk, yet the rewards could be even greater.

GG HeHEHEHEHEHEHEHEHEHEH
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: DAPARROT on July 01, 2015, 11:31:33 pm
Go into the forest,look for birds
If no birds are found,make 2 bird essences



{also,my character is male,and his name is Seva}
{edit:just found out how to set color,I don't think this is taken}
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: H4zardZ1 on July 02, 2015, 12:47:07 am
"Let's get a look around the castle."
Go around the castle, look for any kind of opening on the sides. 1 Electric Essence.
((I agree with Whisperling. The onlyone of the reason i won't go around rampage to everyone is THAT sentence.
And heck, i just want to go help people.))
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: ATHATH on July 02, 2015, 01:02:32 am
Didnt i use up all my essences?
Quote
LUCK [5]
CMP [6+1+6-1-2-1=9]
POT [2+1+7=10]
LUCK [10]
CMP [6+1+7-1-2-1-1=9]
POT [6+1+7-1=13]

The voices from chaotic essence still as in disbelief of what you are about to do. You start running towards the edge of the lake, towards the dragon, knowing full well that you would need to do this fast. Too long, and the frozen innards of the dragon would surely end you. That was the strategic assessment of the situation. The sane assessment screamed at you about all the possibilities it could go wrong. If you hit into something inside. If it is worse in there than you thought. If you fail to escape. If you waste this all for nothing. The edge of the lake is mere meters away as you finish your spell. The space bends, shortening the distance between you and dragon, twisting reality to let you through the scaled flesh.
Step
The air around you freezes to absurd levels. Droplets of sweat freeze into icicles instantly. Only darkness surrounds you.
Thu-dunk
Something large contracts near you. You reach out and grab it, you hand touching it at the same time you put your other leg down.
Step
The air is feels blazing hot on your chilled skin. Smoke is in the air, and land is decorated by pools of molten rock. In your left hand rests a large muscular organ dotted with veins of pure mana. The heart of the dragon. You could consume it, and gain the dragons power for yourself. Alternatively, you could drain the magic from it into pure soul shards. Yet something beckons to you from the peak of the volcano. You can feel it huger, begging for the treasure you carry. It is a risk, yet the rewards could be even greater.

GG HeHEHEHEHEHEHEHEHEHEH
You, sir, are a dead man. Or rather, a tortured and possibly sacrificed man. I might decide to not even give you the privilege of being a man. Care to join me, NAV?
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 02, 2015, 03:43:42 am
You, sir, are a dead man. Or rather, a tortured and possibly sacrificed man. I might decide to not even give you the privilege of being a man. Care to join me, NAV?
It is not killstealing if it is only me doing the killing,which you,dear fellow,were quite bad at.
Now truly,this makes me think if you wanted to steal it yourself. Mind control is such a nifty ability,after all.
EDIT:oh yaisus ,I accidentally froze an entire hex
EDITEDIT: You misspelled dieded
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: thegamemaster1234 on July 02, 2015, 04:22:23 pm
"What do you plan to do with that immense power, sir? Please don't use it to kill me. No, really. Er, volcano god stuff, right? Surely you've angered it enough for something awesome and terrible to happen."
Continue walking to Harden, creating 3 more essences.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: NAV on July 02, 2015, 04:55:14 pm
Hey Magmaholic, how much of the dragon's bounty are you willing to share?
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: endlessblaze on July 02, 2015, 10:11:27 pm
yessss....power......but I need more. I cannot allow the project to go awry. hehehahahahahhaha....-AHEM- yes. i should probly stop talking to myself, entertaining as it is, and get back to work.


make 3 more essences
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 02, 2015, 10:53:22 pm
Hey Magmaholic, how much of the dragon's bounty are you willing to share?
I already ate the heart. Not much need for anything else.You can take it all.
"What do you plan to do with that immense power, sir? Please don't use it to kill me. No, really. Er, volcano god stuff, right? Surely you've angered it enough for something awesome and terrible to happen."
Continue walking to Harden, creating 3 more essences.
Gunna kick the volcanic godbutt,hueheh
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: ATHATH on July 03, 2015, 12:23:35 am
You, sir, are a dead man. Or rather, a tortured and possibly sacrificed man. I might decide to not even give you the privilege of being a man. Care to join me, NAV?
It is not killstealing if it is only me doing the killing,which you,dear fellow,were quite bad at.
Now truly,this makes me think if you wanted to steal it yourself. Mind control is such a nifty ability,after all.
EDIT:oh yaisus ,I accidentally froze an entire hex
EDITEDIT: You misspelled dieded
Unlike you, I helped and saved NAV's life (I haven't forgotten that yet, and I will collect on that debt). You did nothing but waltz in and steal its heart.

Does the heart contain all of the dragon's shards? If not, how many are left on the corpse?
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 03, 2015, 12:33:21 am
You, sir, are a dead man. Or rather, a tortured and possibly sacrificed man. I might decide to not even give you the privilege of being a man. Care to join me, NAV?
It is not killstealing if it is only me doing the killing,which you,dear fellow,were quite bad at.
Now truly,this makes me think if you wanted to steal it yourself. Mind control is such a nifty ability,after all.
EDIT:oh yaisus ,I accidentally froze an entire hex
EDITEDIT: You misspelled dieded
Unlike you, I helped and saved NAV's life (I haven't forgotten that yet, and I will collect on that debt). You did nothing but waltz in and steal its heart.

Does the heart contain all of the dragon's shards? If not, how many are left on the corpse?
The amount of shards from the heart was not worth it,though.Which is why i ate it. Body SHOULD have more than that.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: ATHATH on July 03, 2015, 01:17:54 am
You, sir, are a dead man. Or rather, a tortured and possibly sacrificed man. I might decide to not even give you the privilege of being a man. Care to join me, NAV?
It is not killstealing if it is only me doing the killing,which you,dear fellow,were quite bad at.
Now truly,this makes me think if you wanted to steal it yourself. Mind control is such a nifty ability,after all.
EDIT:oh yaisus ,I accidentally froze an entire hex
EDITEDIT: You misspelled dieded
Unlike you, I helped and saved NAV's life (I haven't forgotten that yet, and I will collect on that debt). You did nothing but waltz in and steal its heart.

Does the heart contain all of the dragon's shards? If not, how many are left on the corpse?
The amount of shards from the heart was not worth it,though.Which is why i ate it. Body SHOULD have more than that.
I still do not believe that you deserve that power. I will, however, reconsider killing you.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 03, 2015, 10:29:37 am
You did nothing but waltz in and steal its heart.
There is a joke in there somewhere. I do approve of dragonic fornication ,huehue.

Scalies are love. Scalies are life
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: H4zardZ1 on July 03, 2015, 10:33:45 am
Should i do something about this?
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 03, 2015, 10:45:11 am
Should i do something about this?
Well,you could go full lich-king,and resurrect the ice dragon with some zappy Frankenstein shit.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: H4zardZ1 on July 03, 2015, 10:47:12 am
Nah, no rampages. I'd prefer massive pseudo(?)collatreal damage.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 03, 2015, 11:36:13 am
Nah, no rampages. I'd prefer massive pseudo(?)collatreal damage.
A dragon IS collateral damage.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: H4zardZ1 on July 03, 2015, 11:49:16 am
Pseudo.
I will "terraform" the land.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: Whisperling on July 03, 2015, 11:57:12 am
If you do the lightning-necromancy, I'd be like to tweak its brain beforehand and try to implant something along the lines of Asimov's three laws of robotics.

Partly to see if I can, and partly to ensure it doesn't kill people without explicit orders.  (I support reviving it as long as we know it won't go on a rampage again)
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 03, 2015, 12:53:11 pm
Pseudo.
I will "terraform" the land.
You could make the dragon meat golem build you a castle.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: FallacyofUrist on July 03, 2015, 02:53:43 pm
"... I think I'm ready now... of course not. This is a deathmatch between MAGES! How am I possibly going to win?"

"Success probability 0%. Recommended action: acquire shards, crush 10 shards for a special affinity. See options in appendix 2 of the pamphlet."

"Wait, did I turn you on? I think not."

No response.

Make three bees essences. Then head north. I've got fighting to do. Have my minions follow me.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: NAV on July 03, 2015, 08:39:49 pm
"I think it's dead! But something seems off."

Summon landing gear onto my plane. Make 2 summoning essences. Keep circling the dragon.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: thegamemaster1234 on July 03, 2015, 09:00:09 pm
If you do the lightning-necromancy, I'd be like to tweak its brain beforehand and try to implant something along the lines of Asimov's three laws of robotics.

Partly to see if I can, and partly to ensure it doesn't kill people without explicit orders.  (I support reviving it as long as we know it won't go on a rampage again)

Without a heart to pump blood and oxygen around, everything is going to start failing. Muscles can only function for so long until the lactic acid from anaerobic respiration becomes too prevalent, and the brain can't survive without air. Liquids, too, would be an issue; the dragon's death likely unbalanced the delicate temperature balances that prevented its frigid outside from freezing the inside (which would probably be only temporary or even nonexistent, but it's worth taking notice of). You could start up the respiratory system, but since the circulatory system actually delivers the air, nothing will happen. Good luck with this one.

TL;DR: You got a spare dragon heart implant?
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: Whisperling on July 03, 2015, 09:35:42 pm
TL;DR: You got a spare dragon heart implant?

((I don't, but if somebody with a material or summoning affinity is willing to pitch in, we could easily make a working substitute. Given enough mages, you can do pretty much anything.))

((On a side note, I wonder whether a properly constructed solid-lightening heart would be function as both a typical heart and a method of revival.))
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: thegamemaster1234 on July 03, 2015, 10:27:00 pm
((On a side note, I wonder whether a properly constructed solid-lightening heart would be function as both a typical heart and a method of revival.))
((I think I recall DreamerGhost commenting on preventing the solidification of things that really shouldn't be, like fire. I doubt the flow of electrons, otherwise known as electricity, could be considered something with enough tangibility to be made "solid." Lightning is just electricity flowing through the air. Besides, if the result was a heart made of solid electrons, you'd likely create a rather large explosion/discharge. Or not, if the magic is powerful enough that the electrons don't decide to go anywhere, which would be a very interesting material, indeed... functioning properly as a heart though? Who knows!))
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: fillipk on July 03, 2015, 10:32:10 pm
((or you could summon some other dragon's heart and use that.))
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: ATHATH on July 04, 2015, 12:38:22 am
((or you could summon some other dragon's heart and use that.))
Meanwhile, in Middle-Earth...

"Oh my gosh! Smaug is attacking! Run!"
*Smaug clutches his heart and plummets to the ground*
"Oh. Never mind!"
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: H4zardZ1 on July 04, 2015, 12:41:35 am
I have some ideas.
Quick Modifier: Can only work in projectiles. Damage is multiplied by one and half, rounded down. Reduces dodge roll by POT(or CMP, you choose)/4, rounded down, but 1 reduction on the dodge roll always exists.
Cluster Modifier: Allows summoning of multiple objects at the same time, but individually smaller.
Trigger Modifier: Triggers an Modifier when certain condition is achieved(eg. Ethereal when touched something 5 times).
Sense-Extension Modifier: Allows you to sense from an object(Normally can only be used to extend touch, but the more POT you use at this modifier you can smell, hear and even see from the object).
That's okay if you reject this. Of course, yes.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 04, 2015, 12:07:04 pm
If i have essences left,use all of them to teleport the contents of the volcano into the blood lake.
if not,make 3 essences.
Hip-thrust towards the volcano for good measure. What kind of god acts like a beggar? Get your own damn shards.

Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: Beirus on July 04, 2015, 12:40:36 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: Crimson on July 04, 2015, 06:30:54 pm
Two force essences then one explosion essence.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: magmaholic on July 05, 2015, 12:36:05 pm
(le bump)
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: NAV on July 05, 2015, 12:41:22 pm
No need to bump.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: DreamerGhost on July 05, 2015, 12:45:30 pm
((I said that I would update four hours earlier, not eight))
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: Whisperling on July 05, 2015, 12:51:59 pm
PM'd action.
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: DreamerGhost on July 05, 2015, 05:35:30 pm
Turn 97

"Let's get a look around the castle."
Go around the castle, look for any kind of opening on the sides. 1 Electric Essence.
Spoiler (click to show/hide)

Eternas mood quickly turned, as he spied a window over a pile of rubble that was just high enough to reach the window above. After getting up and inside, Eternas smiled, as before him he saw a corridor barely touched by the collapse.

"What do you plan to do with that immense power, sir? Please don't use it to kill me. No, really. Er, volcano god stuff, right? Surely you've angered it enough for something awesome and terrible to happen."
Continue walking to Harden, creating 3 more essences.
Spoiler (click to show/hide)

Doctor moved off to meet the mage of space. Truly, a most interesting meeteing. Time and space together, what could stand against such duo that wields reality itself? Overjoyed, Doctor barely noticed that one of his essences went critical. Suddenly, he was standing next to Harden with no memory of how he got there. Time magic shouldnt had erased his memories, this was something different. Did it move him forward in time until he arrived at the destination?
{Paradox 1/10}

yessss....power......but I need more. I cannot allow the project to go awry. hehehahahahahhaha....-AHEM- yes. i should probly stop talking to myself, entertaining as it is, and get back to work.

make 3 more essences

Spoiler (click to show/hide)

Flare was meditating, gathering more power. Also, practicing his mad scientist impression and waiting for the chainsaw to finish cooling. A bit of multitasking that resulted in at least one task being completed, as the chainsaw was now cold enough to use.

"... I think I'm ready now... of course not. This is a deathmatch between MAGES! How am I possibly going to win?"

"Success probability 0%. Recommended action: acquire shards, crush 10 shards for a special affinity. See options in appendix 2 of the pamphlet."

"Wait, did I turn you on? I think not."

No response.

Make three bees essences. Then head north. I've got fighting to do. Have my minions follow me.
Spoiler (click to show/hide)

Jonas felt ready; he now had weapons enough to face even strongest of enemies.  He went northwards, reaching one of the smaller lakes, elf following after and bees trailing after him as a single cloud. Who would be first?

"I think it's dead! But something seems off."

Summon landing gear onto my plane. Make 2 summoning essences. Keep circling the dragon.
Spoiler (click to show/hide)

Ability to repair any damage plane sustained without interrupting flight - a dream off every pilot. For now, those wanting included James, as landing gear materialized slightly below where it should had, and unsupported, disappeared within the water below. The only good news was that dragon was still unmoving.

If i have essences left,use all of them to teleport the contents of the volcano into the blood lake.
if not,make 3 essences.
Hip-thrust towards the volcano for good measure. What kind of god acts like a beggar? Get your own damn shards.

Spoiler (click to show/hide)

The time mage was, ironically, taking his sweet time to get here, so harden decided to use this pause productively by taunting the creature inside the volcano out where he could see it. Mere three hi trusts later, the effort was rewarded. Tip of the volcano began to crack, and a singular magma rock flew out and with a loud screech sailed through the air towards the offending mage. Harden had just enough time to move away before it fell to the ground, melting a bit of ice where he had just stood.

Two more aether essences.
Two force essences then one explosion essence.

Spoiler (click to show/hide)

Crimson and Jase were splitting their time between meditating and sneaking a peek at Eterna, clumsily climbing a pile of rocks. It was a experience they would not need to have, as they both were able to fly. It was the same smug superiority that most elven races felt permanently, but the duo had the justification that it hurt like hell to get those wings.


Greetings ancient protectors of this forest and the Fountain of Magic it holds, I bear you, nor this forest no ill will but I require the use of this fountain.  I Myself bear you no ill will but they're other mages out there that could and would do this forest harm.  I am just an alcohol Mage and I would not benefit from destroying this forest, not when I can use the land's bounty to brew delicious drinks for those like minded.  With your permission, o mighty ent, I would harness the power that lies withen the well and drive back all the mages that seek to do you and this forest harm.

talkity talk

Spoiler (click to show/hide)


The treants listen to Dwen speak before largest of them, decorated with leaves of purple and red speaks. You think to trick us? We know full well what would happen if you took over the Fountain of Life, wizard. You shall not be allowed to destroy this. Brothers, remove the intruder! At these words, two green treats and one with purple leaves start to close in on the brewer.

"No... couldn't be."
Make 2 more essences.
Spoiler (click to show/hide)

Gambler dismissed the absurd thought and sank back into his meditations. Yet when he opened his eyes again, the dragon was still there, not a scale out of place, as if it had been frozen solid.

Go into the forest,look for birds
If no birds are found,make 2 bird essences



{Color accepted}
Spoiler (click to show/hide)

Seva moved off to the forest, seeking to find some birds which he liked so much. There was a strange creature lying on the other side of the lake, a lizard like in appearance. Only when he saw the head did Seva understand that he had seen a dragon. Destroying wings like that was rather cruel, yet dragons were dangerous and harmful creatures who loved hunting birds so he did not feel too angry about it. Soon, Seva had reached the forest and proper search for flying creatures could begin. Seva could already hear some songs of the flying ones in the distance.

Spoiler: Map (click to show/hide)

{One and a half hour late behind desired schedule, but two and a half hour ahead of usual one. Improvement I guess?}
Title: Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
Post by: DreamerGhost on July 05, 2015, 05:50:25 pm
I have some ideas.
Quick Modifier: Can only work in projectiles. Damage is multiplied by one and half, rounded down. Reduces dodge roll by POT(or CMP, you choose)/4, rounded down, but 1 reduction on the dodge roll always exists.
Cluster Modifier: Allows summoning of multiple objects at the same time, but individually smaller.
Trigger Modifier: Triggers an Modifier when certain condition is achieved(eg. Ethereal when touched something 5 times).
Sense-Extension Modifier: Allows you to sense from an object(Normally can only be used to extend touch, but the more POT you use at this modifier you can smell, hear and even see from the object).
That's okay if you reject this. Of course, yes.

Added to spell modifier list.

((On a side note, I wonder whether a properly constructed solid-lightening heart would be function as both a typical heart and a method of revival.))
((I think I recall DreamerGhost commenting on preventing the solidification of things that really shouldn't be, like fire. I doubt the flow of electrons, otherwise known as electricity, could be considered something with enough tangibility to be made "solid." Lightning is just electricity flowing through the air. Besides, if the result was a heart made of solid electrons, you'd likely create a rather large explosion/discharge. Or not, if the magic is powerful enough that the electrons don't decide to go anywhere, which would be a very interesting material, indeed... functioning properly as a heart though? Who knows!))

This only applied to summoning.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: XXXXYYYY on July 05, 2015, 06:26:41 pm
"Oh no. Oh no no no no. 'Ey actually killed it. Not good. Not good at all. A dragon is predicable. 'ese people arn't"
The Gambler heads off to the forest making an essence as he travels.
If he gets there, he tries to find a suitable branch to serve as a weapon/wand-like item, making an essence as he does so.
Else, he makes another essence.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: fillipk on July 05, 2015, 06:26:56 pm
No tricks, no tricks at all because I honestly don't know what would happen if I took used part of the fountain of life's power, so tell me o'mighty ents, please tell me what would happen if I harnessed the power of this pool, hopefully before you crush me.

talk with the ents calm them down, if they still advance back away
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: DAPARROT on July 05, 2015, 07:21:50 pm
make 2 bird essences
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: FallacyofUrist on July 05, 2015, 09:33:46 pm
"Well. Thus the battle... eh I'm outnumbered."

"Outnumbered is relative. All you have to do is be a good enough mage."

"But I'm certainly not good enough!"

"Bah. Your perceptions are skewed. It is time to access the competitive side of your affinity."

Spasms of electricity expand from the visor, wracking the poor apiarist.

"AGHHHH!!!"

A few moments later, Jonas stood again, with a new perspective taken.

"Come. We will destroy the enemies of the Swarm, and of me by extension."

Jonas walks up to the purple legged man and applies a salvo of kicks. Anyone who interferes is hit with a PM spell. The elf minion will aid me in killing him, but his first priority will be defending me from anyone who would interfere. My bees will hang back and not act, unless I am attacked(not by the purple legged man, by another mage), in which case they will devote themselves to the purpose of stinging the offender's(not mine!) neck.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: magmaholic on July 05, 2015, 11:12:26 pm
MOAR POWAH. 3 more spatial essences.
"lolN00b,sw3gm8 l3rn 2 21m"
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: H4zardZ1 on July 06, 2015, 01:36:46 am
"That's a good entrance. Now for things, let's look at the throne room first. But where is the throne room? Better i look for it."
Look for the throne room.
((EDIT: Blitzdungeonner's (EEDIT: And some other) corpse never exists in the charsheet. What?))
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: DreamerGhost on July 06, 2015, 11:37:59 am
"That's a good entrance. Now for things, let's look at the throne room first. But where is the throne room? Better i look for it."
Look for the throne room.
((EDIT: Blitzdungeonner's (EEDIT: And some other) corpse never exists in the charsheet. What?))

((Some mages died before charsheet was created, and thus, are not in it.))
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: Crimson on July 07, 2015, 05:53:28 am
Due to my previous attempts in body armor being a failure, this time, I will use force created with my spear to try and create a cloak made of solid (-1) force. Then one force essence after the attempt.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: NAV on July 07, 2015, 04:39:11 pm
Try again for landing gear, use all non-chaos essences. Then 3 more summoning essences.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: thegamemaster1234 on July 08, 2015, 06:52:37 am
Okay, erm, I'm here now. Huh.
Create two essences. Study recent warpings in the timestream, particularly that which brought me here.
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: Whisperling on July 08, 2015, 07:33:27 am
Three essences.

((DG, I sent you another question PM, but I'm not entirely sure it went through. (My internet was acting strangely at the time.)))
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: Beirus on July 08, 2015, 02:19:26 pm
Two more aether essences
Title: Re: Roll to Magic: Turn 97 Exploring castles and volcanoes
Post by: DreamerGhost on July 08, 2015, 07:48:42 pm
Turn 98

"Oh no. Oh no no no no. 'Ey actually killed it. Not good. Not good at all. A dragon is predicable. 'ese people arn't"
The Gambler heads off to the forest making an essence as he travels.
If he gets there, he tries to find a suitable branch to serve as a weapon/wand-like item, making an essence as he does so.
Else, he makes another essence.


Spoiler (click to show/hide)

Gambler wasted no time getting up and moving towards the forest. Even though James did not seem too hostile, and forest would catch fire eventually, he had no desire to see if he could withstand a direct hit. Within the forest, it did not take long for Gambler to find a suitable branch to act as a club.

No tricks, no tricks at all because I honestly don't know what would happen if I took used part of the fountain of life's power, so tell me o'mighty ents, please tell me what would happen if I harnessed the power of this pool, hopefully before you crush me.

talk with the ents calm them down, if they still advance back away
Spoiler (click to show/hide)

Still you attempt to trick us. We know you are not that foolish. Ents closing in left precious little choice for Dwen. Negotiations failed and he was uncertain if it was even physically possible for ents to drink alcohol. But the trees were slow, even this close to the font. Dwen ran and ents were soon left behind. Brewer managed to clear forest easily, but this left him back near the lake with nothing to show for it.

make 2 bird essences
Spoiler (click to show/hide)

Seva was enjoying himself, fresh air, songs of birds, and no one to disturb him. It was quite nice. Although the nature of this event would ensure that it would not last, it was quiet enough for now.

"Well. Thus the battle... eh I'm outnumbered."

"Outnumbered is relative. All you have to do is be a good enough mage."

"But I'm certainly not good enough!"

"Bah. Your perceptions are skewed. It is time to access the competitive side of your affinity."

Spasms of electricity expand from the visor, wracking the poor apiarist.

"AGHHHH!!!"

A few moments later, Jonas stood again, with a new perspective taken.

"Come. We will destroy the enemies of the Swarm, and of me by extension."

Jonas walks up to the purple legged man and applies a salvo of kicks. Anyone who interferes is hit with a PM spell. The elf minion will aid me in killing him, but his first priority will be defending me from anyone who would interfere. My bees will hang back and not act, unless I am attacked(not by the purple legged man, by another mage), in which case they will devote themselves to the purpose of stinging the offender's(not mine!) neck.


Spoiler (click to show/hide)

Jonas charged in, not giving Alex a moment to unnderstand what was happening. With a mighty leap Jonas flew at Alex, boot first, in an arc that finished when beekeepers boot impacted demonologists head. But dealing with demons was dangerous, and Alex would not be the mage he was if he couldnt take a few hits. He stood up and charged forward, his right hand outstreched. Jonas was still regaining his balance after that jumpkick, which left only Alerim to stand between Jonas and harm. And stand he certainly did, punching the outstreched hand of Alex away. But demonologist quickly changed targets, and the spell meant for Jonas was now used on Alerim. Elf cried out in pain as his left arm bubled up from heat released by a minor fire deamon sealed within. But the seal was done exceptionaly well, and after moments, wounds began glowing like embers, as fire demon fused with flesh.

MOAR POWAH. 3 more spatial essences.
"lolN00b,sw3gm8 l3rn 2 21m"
Okay, erm, I'm here now. Huh.
Create two essences. Study recent warpings in the timestream, particularly that which brought me here.

CMP [1+1=2]
POT [3+1=4]
CMP [6]
POT [3]
CMP [6+1-2=5]
POT [5+1-2=4]
DEX [6]
DEX [4-1=3]
END [4-1=3]

CMP [2+1=3]
POT [1+2=3]
CMP [4]
POT [2+2-1=3]
DEX [1]
END [5]

Harden and Doctor continued focusing their power, yet it seemed that the volcano had quite enough of their presence. Dozens of magma rocks flew from the volcano towards the two mages. Soon, it became apparent that the majority of the rocks were flying towards Harden. It took some slick moves, but Harden managed to dodge the first wave of rocks entirely and second to the point where only injuries were bruises from some exceptionally close calls. Doctor on the other hand, while benefiting from not being the main target failed to dodge at all. One of the rocks crashed into Doctors shoulder, somehow knocking him falling backwards, yet inflicting only minor burns.

"That's a good entrance. Now for things, let's look at the throne room first. But where is the throne room? Better i look for it."
Look for the throne room.
Spoiler (click to show/hide)

It took Eterna a while to find what he was looking for. Eventually, after few dead ends, empty rooms and other nonsense involving a dark cabinet in which there was nothing but a rake, the strategy of following the most luxurious looking carpet worked out. Eterna saw the throne, beautifully crafted out of solid gold. On the throne he saw a misshapen corpse, chained to the throne, its limbs turned to gold and misshapen into mechanical forms.

Due to my previous attempts in body armor being a failure, this time, I will use force created with my spear to try and create a cloak made of solid (-1) force. Then one force essence after the attempt.
Two more aether essences

Spoiler (click to show/hide)

With Eterna gone inside the castle, duo paused their smugness and returned to meditation. Crimson attempted to forge another type of armor this time, a cloak to be precise. Yet, as if he was cursed to armorlesness, once more his effort returned a flat plate of force.

Try again for landing gear, use all non-chaos essences. Then 3 more summoning essences.
Spoiler (click to show/hide)

It would seem that James desire to land and not crash was now one step closer, as inbuilt computer confirmed that it indeed now had a usable landing gear. If any pilot would ever find out about this, there would certainly be some jealousy.

Three essences.

Spoiler (click to show/hide)

Viznor stood on the edge of the fleshy plain, the nightmare still clinging to his mind, causing him to doubt and rethink the choice. Yet would Gardeners wait too?

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: endlessblaze on July 08, 2015, 08:04:31 pm
(((I have got to stop forgetting to take actions, oh well.))

make 3 more essences
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: fillipk on July 08, 2015, 08:33:57 pm
(I thought I was a goner for sure, good thing there weren't any of those fast ents like the other guy had to deal with.)

Well those ents sure weren't helpful, oh well 1 down, 1 under lava, 1 scares me, off to the lake.

head towards the lake, look for something to help me breathe under water
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: FallacyofUrist on July 08, 2015, 09:44:04 pm
"Blast. I'll have to figure out how to fix that later."

Punch the demon summoner's kidneys. Alerim should strike at his neck. We need to take this guy down. My bees will hang back. If any mage intervenes in the fight, against me, the bees will attack that mage.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: DAPARROT on July 08, 2015, 11:39:14 pm
summon dark blue parrot wings,using all of my essences
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: H4zardZ1 on July 09, 2015, 01:23:29 am
"Looks messy. It seems it either allows me to control gold or turn things into gold. Or both. Either way, I'll clean the mess."
Clean the throne.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: Crimson on July 09, 2015, 03:48:45 am
Pray to the God of Creation for help. Then, maybe two force essences.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: thegamemaster1234 on July 09, 2015, 07:55:37 am
"I think that volcano doesn't like you. What do you want to do about it? I'll help if I can."
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: FallacyofUrist on July 09, 2015, 04:19:40 pm
summon dark blue parrot wings,using all of my essences
((Note those wings are going to be parrot sized(most likely) and not attached to you.))
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: DreamerGhost on July 09, 2015, 04:26:56 pm
summon dark blue parrot wings,using all of my essences
((Note those wings are going to be parrot sized(most likely) and not attached to you.))

((I'm not that evil))
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: XXXXYYYY on July 09, 2015, 05:04:57 pm
2 more essences. Sit in a tree if possible. Keep stick.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: fillipk on July 10, 2015, 12:55:51 am
((Did it occur to anyone, that the only reason the dragon ever became a threat was because no one looted the giant worm.   Loot Da Bodies guys.))
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: ATHATH on July 10, 2015, 01:07:43 am
((Did it occur to anyone, that the only reason the dragon ever became a threat was because no one looted the giant worm.   Loot Da Bodies guys.))
I'm leaving the shards still on the corpse for NAV. My payment will come later, and not in shard form (well, actually just partially in shard form, but "not in shard form" sounds cooler). Saving your life will come at a price, NAV, and it will be a steep one.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: NAV on July 10, 2015, 08:39:25 am
Land my fighter near the dragon. Lock it and take the key with me, don't want anyone to steal it.
Go investigate the dragon corpse.

3 summoning essences if I have time.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: thegamemaster1234 on July 11, 2015, 10:50:55 pm
"Are you sure you want to stay here, Harden? That god can keep throwing rocks at us/you all day. Maybe there's something better we could be doing."
Create 3 essences. Back away a bit from Harden and the oncoming volcano rocks.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: magmaholic on July 12, 2015, 09:17:45 am
LEL FAK801, MISSED LEL
make 3 more essences.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: Beirus on July 12, 2015, 01:42:46 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: Whisperling on July 12, 2015, 05:33:39 pm
PM'd action.
Title: Re: Roll to Magic: Turn 98 Poking the magmahill
Post by: DreamerGhost on July 12, 2015, 08:33:17 pm
Turn 99


make 3 more essences

Spoiler (click to show/hide)

Flare continued to meditate; blissfully unaware of what was happening in the northern parts of the island. It was quiet and peaceful, around him, as if flare was alone on the whole island. but he was not, and he knew,  waiting for his plans to reach maturity.


Well those ents sure weren't helpful, oh well 1 down, 1 under lava, 1 scares me, off to the lake.

head towards the lake, look for something to help me breathe under water

Spoiler (click to show/hide)

It was a battle lost for Dwen, yet the war was still ongoing. The sprint through the forest left him a bit out of breath, rendering the beginning of his new path somewhat slow paced. Slower pace was also partially because he was looking for something useful for the next task, yet there was nothing but grass around him.

"Blast. I'll have to figure out how to fix that later."

Punch the demon summoner's kidneys. Alerim should strike at his neck. We need to take this guy down. My bees will hang back. If any mage intervenes in the fight, against me, the bees will attack that mage.

Spoiler (click to show/hide)

Jonas evaluated the situation before him. The demonologist was capable of causing wounds that he was uncertain if they were even possible to deal with, let alone possible for him to do so. He had to end this quick. Beekeeper moved to the left and opened with a flurry of punches. They were not too strong, meant not to hurt but distract. Distract from Alerim who was rising up behind Alex, brimming with rage. Puting all the strenght he could muster in a strike, he slashed at Demonologists neck. As metal clashed against bone it shock, making Alerim let go of the sword, but the strike was so swift that by the time sword left elfs' hand, Alexs' head flew off along with it.

summon dark blue parrot wings,using all of my essences
Spoiler (click to show/hide)

Seva called forth power from deep within himself. Clothes on his back gave way as a pair of elegant dark blue wings formed behind him. yet after flexing them  bit, Seva frowned. Wings were good enough to glide, but they could not gain enough upwards thrust to actually properly fly. Unbeknownst to Seva, he had also managed something no other mage on the island had done before - gain wings without doubling over in pain.
{Increased travel speed but no flight}

"Looks messy. It seems it either allows me to control gold or turn things into gold. Or both. Either way, I'll clean the mess."
Clean the throne.

LUCK [3]
END [3]

The throne was mysterious, precious and dangerous, but above all, magical. It seemed to be something that could qualify as decent loot. Yet the corpse on it was keeping it inert, making it useless. That would not be! Eterna moved in to remove the bindings that kept carcass in place. Yet the chains did not give so easily, and after some dedicated pulling, Eternas fingers slipped and he fell ass backwards next to another corpse, this one well charred. Not much more was bruised than his pride, but another corpse gave rise to a set of new implications.

Pray to the God of Creation for help. Then, maybe two force essences.
Two more aether essences.

Spoiler (click to show/hide)

While Jace was meditating, Crimson was at the bargaining phase of dealing with bad luck. He shouted out to heavens, since all else did not seem to work. Almost uniquely though, heavens answered. Suddenly, Crimson knew that he had a task. The architect of worlds had given him a task, taking pity on a mage whose power laid in destruction. "Create something of your own to mark the island, and I shall lend you some of my power"

2 more essences. Sit in a tree if possible. Keep stick.
Spoiler (click to show/hide)

Gambler grabbed his newfound makeshift club and looked above. Interestingly, there were several trees that had branches with vivid green leaves even far below the main thicket that created a shade covering every part of the forest. Climbing one of these strange trees proved to be quite easy, and it took Gambler hardly any time at all to find a position hidden both from above and below.

Land my fighter near the dragon. Lock it and take the key with me, don't want anyone to steal it.
Go investigate the dragon corpse.

3 summoning essences if I have time.


Spoiler (click to show/hide)

James landed and sneaked off towards the dragon. His legs were a bit wobbly from landing using gear that may or may not had actually been there, and approaching beast that could swallow him whole and had temperature of the dark side of Pluto did not help matters. Yet the dragon was dead. Truly and certainly dead. Wings had burned off and some blood mixed with ground producing flowers seemingly made of ice, but the corpse had not deteriorated at all. And judging from the icy flowers, there was still plenty of power within it.

"Are you sure you want to stay here, Harden? That god can keep throwing rocks at us/you all day. Maybe there's something better we could be doing."
Create 3 essences. Back away a bit from Harden and the oncoming volcano rocks.
Spoiler (click to show/hide)

Doctor was a man capable of recognizing patterns even when next wave did not make their coming known with ear piercing screech. Right now it was far safer a bit away from his new friend. Say, fifteen meters away.

LEL FAK801, MISSED LEL
make 3 more essences.

CMP [4+1=5]
POT [6+1+1=8]
DEX [6]
CMP [6]
POT [4+1+1-1=5]
DEX [1-1=0]
END [2+1=3]
DEX [5-2=3]
END [1]

Doctors' movement proved to be wise, as Harden seemed to be pissing off the volcano beings to no end. Even greater amounts of rocks flew towards him, enough to make one wonder where they were being dragged from. Harden masterfully danced around impact locations at first, but then one of the rocks fell with explosive impact a bit too close, throwing the mage off balance in an increasingly heating area. He had neither the time nor space to dodge the rest, and they fell onto him like storm, burning and bludgeoning. When Harden had finally passed out from pain, it was like a blessing.

Quote from: ATHATH
PM'd action.
Spoiler (click to show/hide)

Meanwhile, whle one mage was moving away andd another was barraged by rocks, third one watched from away. Making use of Doctors inatention and Hardens criplement, he moved in. It was almost too wastefull to use such magic on opponent that was allready unconcious, but at the time, Marcus did not care. Chaos of magic within the essenses he called forth seemed to be against the spell, but with such power it did not matter. Two minds were bound, Spatial mage was rendered an empty shell, devoid of thought, while Marcus' mind was invaded by pain that should not be. A nasty side effect, but he was experienced enough to know that it would end as soon as he had rid of Harden. marcus rushed in and stomped down on Hardens' throath, cuting off whatever air was still making into his lungs. He stomped down harder, but draconic scales made it hard to do much more.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: DreamerGhost on July 12, 2015, 08:42:27 pm
Brain: I think you might be forgeting something boss.
Me: Yeah, I should had activated that skill to get a zombiee after I kill his dudes.
Brain: No, like, something important.
Me: No wories, I totaly am going to the gym tomorow.
Brain: No, something more immediete.
Me: Right, they are making their turns so slow, Imma go read some Ciaphas Cain I downloaded.
--2AM--
Brain: Right! I remember now! You were suposed to update RtM!
Me: Well fuck.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 12, 2015, 08:46:53 pm
((something else by the way:.. note that Whisperling's character is not, in fact, Marcus. ATHATH's character is Marcus, Whisperling's character is Viznor.))

"Very good, Alerim. Now, I believe you have a wound to treat. Judging by what happened to your hand, I believe submerging it in water would have good effects."

Make three bees essences. Send Alerim to soak his damaged hand for a little bit in a lake. Tell him to bring me back any loot he finds. My magic bees do nothing but buzz happily.

((Do you have anything to say on turn 100, DG?))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: NAV on July 12, 2015, 09:03:53 pm
Absorb the Dragon's soul. (https://www.youtube.com/watch?v=QQ1MeECbm5E)
Also 3 make more summoning essences if I have the time.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: fillipk on July 12, 2015, 09:17:09 pm
Keep searching for something to help me breath underwater
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Whisperling on July 12, 2015, 09:43:56 pm
((something else by the way:.. note that Whisperling's character is not, in fact, Marcus. ATHATH's character is Marcus, Whisperling's character is Viznor.))

((I'm pretty sure it's just the quote that's wrong (I got my results via PM).))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 12, 2015, 10:03:44 pm
((Possibly.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: endlessblaze on July 12, 2015, 10:27:52 pm
((yawnnnn.....remind me to take action in the morning.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 12, 2015, 10:48:45 pm
((yawnnnn.....remind me to take action in the morning.))
((I'll be quite happy to do that unless your character happens to be in Jonas' way.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 12, 2015, 11:07:20 pm
Murder. Loot the corpse and use the shards as dictated in my previous actions. Make two essences. Then walk back towards the dragon. I have a (non-violent) debt to collect.

"I have no quarrel with you, time mage. Go along and do whatever you were doing before you met this person."
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: thegamemaster1234 on July 13, 2015, 12:07:13 am
"Ok, I get it, I'll stay back."
PM action (will arrive later) sent.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: poketwo on July 13, 2015, 12:41:07 am
MOAR ESSANSES
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: H4zardZ1 on July 13, 2015, 12:43:08 am
"Let's try something else then."
Form electricity between two fingers, and use the heat to weaken the gold.
((Who's the most hated mage?))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Beirus on July 13, 2015, 12:48:56 am
"Let's try something else then."
Form electricity between two fingers, and use the heat to weaken the gold.
((Who's the most hated mage?))
((The one who got his ass kicked by the volcano and then had another mage show up to kill him.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: H4zardZ1 on July 13, 2015, 01:46:19 am
((That one who had his throat crushed?))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: DAPARROT on July 13, 2015, 07:14:29 am
Well,that could have gone worse,at least they work.
travel to the edge of the forest and climb a tree to look for anything interesting,using my wings to help with the first two things.
If I can,make two bird essences.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: endlessblaze on July 13, 2015, 10:44:45 am
create the golem's body. a shoulder sized dragon of steel! use 3 +1/+1 essences

(this is just the body, it should not have eyes in its sockets and no core or power supply.)
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 13, 2015, 01:36:49 pm
((yawnnnn.....remind me to take action in the morning.))
((Now perhaps... oh wait. There we go, action. Welp.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: magmaholic on July 13, 2015, 02:01:06 pm
.n .
oh well. Diks will be dix.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: XXXXYYYY on July 13, 2015, 03:24:18 pm
Watch out for any activity. 2 essences.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 13, 2015, 11:44:39 pm
"Ok, I get it, I'll stay back."
PM action (will arrive later).
Actions where I can see 'em. I'm not that gullible.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: fillipk on July 14, 2015, 01:42:36 am
turn the liquid in the lake to alcohol use all my essences and sacrifice my iron claymore for good luck.


Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: conein on July 14, 2015, 04:42:15 am
Can this still be joined? I wanted to join long ago, but the game looked hard, so i did read a few of pages to understand the mechanics better. I reached a part where a fire mage was trying to kill a dude on a ship, so i have no idea what happened. If i can still join, i will edit this with a charsheet OH WOULD YOU LOOK AT THAT.

Spoiler: Charsheet (click to show/hide)
Let me know if that's ok, and what i can do with heat affinity since i forgot.
Go north ovest. Craft as many heat essences as i can

i dont know whteal is, but i hope its good
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: H4zardZ1 on July 14, 2015, 04:50:53 am
You can still join anytime AND still join the game in one turn.
The Waitlist never exists
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: H4zardZ1 on July 14, 2015, 06:49:44 am
Make heat orbs, melting and burning things with heat, move someone's everywhere heat to one point, Melting the ground below someone....
Try everything. There's a plethora of things you can do.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: endlessblaze on July 14, 2015, 09:13:10 am
((if I were crimson I would make a large tower of solid, visible, force. orbited by orbs of force (of varying sizes) containing materials like water, gold, leaves, ect.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: magmaholic on July 14, 2015, 10:25:33 am
Transcend into another dimension(ragequit)
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Crimson on July 14, 2015, 05:12:57 pm
((if I were crimson I would make a large tower of solid, visible, force. orbited by orbs of force (of varying sizes) containing materials like water, gold, leaves, ect.))

((For now, I don't even know what to make, and I need more essences to make something big.))

"As you command."

Three force essences.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 14, 2015, 05:23:11 pm
Transcend into another dimension(ragequit)

(((LUCK: 10)

You awaken in a throne. Legions of gold swordsmen kneel before you.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 15, 2015, 01:16:56 am
Transcend into another dimension(ragequit)
You're not going to escape my wrath (and deny me my soul shards) that easily.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Beirus on July 15, 2015, 01:29:00 am
Two more aether essences.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Sarrak on July 15, 2015, 03:50:44 am
I'm still alive. Great!

Time to relearn what has happened and start gathering shards...
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: magmaholic on July 15, 2015, 04:00:07 am
Transcend into another dimension(ragequit)
You're not going to escape my wrath (and deny me my soul shards) that easily.
Who said anything about keeping the shards from you? I quit. I have no time for it because I am moving. The job i have is absolute murder. The end.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Sarrak on July 15, 2015, 05:00:37 am
"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: DreamerGhost on July 15, 2015, 10:13:46 am
"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.

Oh wow. That timing. I was about to hint the new guy that you were AFK and held an item that would be useful to him and noone else.
Can this still be joined? I wanted to join long ago, but the game looked hard, so i did read a few of pages to understand the mechanics better. I reached a part where a fire mage was trying to kill a dude on a ship, so i have no idea what happened. If i can still join, i will edit this with a charsheet OH WOULD YOU LOOK AT THAT.

Spoiler: Charsheet (click to show/hide)
Let me know if that's ok, and what i can do with heat affinity since i forgot.
Go north ovest. Craft as many heat essences as i can

this colour good?

Do I spy 9 distributed stat points instead of 8?
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: H4zardZ1 on July 15, 2015, 10:19:00 am
Can this still be joined? I wanted to join long ago, but the game looked hard, so i did read a few of pages to understand the mechanics better. I reached a part where a fire mage was trying to kill a dude on a ship, so i have no idea what happened. If i can still join, i will edit this with a charsheet OH WOULD YOU LOOK AT THAT.

Spoiler: Charsheet (click to show/hide)
Let me know if that's ok, and what i can do with heat affinity since i forgot.
Do I spy 9 distributed stat points instead of 8?
1+1+2+2+3=9
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: conein on July 15, 2015, 10:50:05 am
Didnt do that on purpose, they looked like they were eight when i did it.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: fillipk on July 15, 2015, 11:08:30 am
Also the color is already taken
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Sarrak on July 15, 2015, 12:18:12 pm
"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.

Oh wow. That timing. I was about to hint the new guy that you were AFK and held an item that would be useful to him and noone else.
Heh. Proper timing is everything! The duck island is really populated by now. And I feel like an ancient necron, awakened to reap the abundant life...
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: thegamemaster1234 on July 15, 2015, 01:31:02 pm
Transcend into another dimension(ragequit)
You're not going to escape my wrath (and deny me my soul shards) that easily.
With a PM turn on my side, who knows what will happen next! Will I cause total time-space pandemonium? Will I just run away screaming? Will Harden, despite being unconscious and devoid of thought, actually be able to exit this dimension before being brutally murdered? Stay tuned to find out!
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: conein on July 15, 2015, 01:38:49 pm
"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.

Oh wow. That timing. I was about to hint the new guy that you were AFK and held an item that would be useful to him and noone else.
Heh. Proper timing is everything! The duck island is really populated by now. And I feel like an ancient necron, awakened to reap the abundant life...
Not that i would've been able to do anything, since i'll probably die by stepping on a poop and falling
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Whisperling on July 15, 2015, 02:36:45 pm
PM'd turn.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 15, 2015, 03:35:29 pm
"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.

Oh wow. That timing. I was about to hint the new guy that you were AFK and held an item that would be useful to him and noone else.
Heh. Proper timing is everything! The duck island is really populated by now. And I feel like an ancient necron, awakened to reap the abundant life...
((Temperature vs. bees... not enough data to predict result.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 15, 2015, 05:02:51 pm
Transcend into another dimension(ragequit)
You're not going to escape my wrath (and deny me my soul shards) that easily.
With a PM turn on my side, who knows what will happen next! Will I cause total time-space pandemonium? Will I just run away screaming? Will Harden, despite being unconscious and devoid of thought, actually be able to exit this dimension before being brutally murdered? Stay tuned to find out!
Tell me, or my contingency will activate.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: Whisperling on July 15, 2015, 05:50:25 pm
Tell me, or my contingency will activate.

((Please take the time to reread my rant on threats and blustering.))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 15, 2015, 06:06:58 pm
Tell me, or my contingency will activate.

((Please take the time to reread my rant on threats and blustering.))
Fine, he's off the hook.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: FallacyofUrist on July 15, 2015, 06:16:41 pm
((Turn 100: HYPE!))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: DreamerGhost on July 15, 2015, 08:55:54 pm
Turn 100

"Very good, Alerim. Now, I believe you have a wound to treat. Judging by what happened to your hand, I believe submerging it in water would have good effects."

Make three bees essences. Send Alerim to soak his damaged hand for a little bit in a lake. Tell him to bring me back any loot he finds. My magic bees do nothing but buzz happily.
Spoiler (click to show/hide)

Jonas looked around, attempting to seem uninterested in other mages that were here. They were also looking around, attempting to seem uninterested in him. Of course, killing someone in an unfair fight is something that anyone coming here would expect, though the unknown reason made all the difference. Whether Jonas came here for a personal vendetta or to just simply kill anyone who happened to be here would be decided by his next action. The response would be determined by the same. Just a bit later, beemancer was actually distracted, by a faint hissing sound and Alerim crying out in pain. As elf pulled his arm out of water Jonas could see that wounds were entirely gone, leaving only pale red spots where they were. Had the demon not actually injured the elf?

Absorb the Dragon's soul. (https://www.youtube.com/watch?v=QQ1MeECbm5E)
Also 3 make more summoning essences if I have the time.


The power drain ritual, known by most mages it allowed moving magic power from one object to another. It did not necessarily had to be the caster, which made some people think that the name was somewhat misleading, yet majority of mages did not have the knowledge to change target from themselves to something else making the name as truthful as it had to be. It was magic mostly used by lesser mages who could not create essences without some physical medium to store them. James had little use for the ritual, his early career aside, but it was exactly the thing he would need now. Corpse of dragon practically radiated power, but was too huge to efficiently use it for alchemical ingredients. James placed his hands on dragons head, but almost immediately retracted them. It was a reflexive reaction to extreme cold the corpse radiated and James cursed a bit for not expecting it. He then moved his hands close to the head, yet not exactly touching the scales, and drained the power within. It took a little while, but when it was over James was not feeling the cold anymore and the dragon that was in front of him was now reduced to skeleton that seemed hundreds of years old.
{Dragon soul x1 obtained! It can be exchanged for 7 shards/ Ice affinity/kept as an object for further use}

Murder. Loot the corpse and use the shards as dictated in my previous actions. Make two essences. Then walk back towards the dragon. I have a (non-violent) debt to collect.

"I have no quarrel with you, time mage. Go along and do whatever you were doing before you met this person."
"Ok, I get it, I'll stay back."
PM action (will arrive later) sent.

Spoiler (click to show/hide)


Marcus was suspicious of the time mage, he seemed rather friendly towards the spatial mage, there was no way he would just walk away, right? Right. As soon as Doctor began casting Marcus chanted out his own spell. Both mages finished their magic simultaneously. Doctors’ eyes became blank for a moment and he added an extra line to his spell.  But before Doctor had finished his extra line, Marcus felt that something went missing, something important. He looked around, searching for what could be missing when he noticed that few bit of flesh appeared where his head used to be just moments ago. At the same time, he could feel something warm trickle down his neck. Then the pain hit, it seemed that entire left side of his head was in on fire.

As Marcus touched an area where he felt the pain he felt something extremely strange. It was hard as stone and some parts held an edge lust like shards of stone. Then he looked upon Doctor who was lying face down on the ground, seemingly fainted, and understood. The spell was not fast enough for him to avoid damage, but it was good enough to make them both suffer. And it seemed that Doctor suffered far worse than he did. Most of the skin that was on Doctors head was now missing, as if he had been scalped by someone incredibly dedicated to getting the job done properly. White bone shone where flesh and hair should have been. In fact, most of the skull had been revealed, leaving only the face intact. So that was the hard surface he felt. Bone.

MOAR ESSANSES
Spoiler (click to show/hide)

Romanticarnus was somewhat distracted by the whole dragon fighting that was going on, but snapped back into reality when he noticed that the demonologist not too far from him lost his head. Literally. The killers seemed not too eager to continue the killing spree, but you could never know, maybe this Jonas fellow was just good at bluffing.

"Let's try something else then."
Form electricity between two fingers, and use the heat to weaken the gold.
Spoiler (click to show/hide)

Eterna came up with an idea. Lightning was hot enough to turn dirt into glass, surely if he crafted a small thunderstorm in his hand he'd be able to tear through gold? The idea was good enough, yet where Eterna missed was the execution. Discharges of lighting arched from his arms to all surrounding surfaces, tough they favored the throne and the charred corpse. When the spell finally ended, the only result was that the charred corpse was slightly more charred.

Well,that could have gone worse,at least they work.
travel to the edge of the forest and climb a tree to look for anything interesting,using my wings to help with the first two things.
If I can,make two bird essences.

{You... are allready are there? Anyways...}

Spoiler (click to show/hide)

Seva climbed nearest tall looking tree, using his newly gained wings to make a few jumps and reached the top in almost no time. The view from above the roof of branches was majestic. To the east, where trees ended, a clear lake shone with reflections of light. to both north and south there were mainly more trees but westwards path revealed something interesting. Several trees rose significantly above the otherwise more or less even roof of the forest. It was hard to say for certain but the trees in the center of the forest could have been as much as twenty meters taller than their neighbors. Seva then looked closer around him and discovered that tree had some strange and delicious fruits, similar in appearance to cherries, basking in the sun, there were even a few birds sampling some of the ripe fruits.

create the golem's body. a shoulder sized dragon of steel! use 3 +1/+1 essences
Spoiler (click to show/hide)

The construction came easy for Flare. He knew exactly what he wanted and how he wanted and it did not take long before a perfectly shaped steel statue of a miniature dragon stood before him. Now it was only a matter of activating the golem.

Watch out for any activity. 2 essences.
Spoiler (click to show/hide)
.

Gambler listened in to the sounds of the forest. The singing of birds, the sound of branches clashing against each other in the wind. Nothing seemed out of place. It was this exact search from intruders within the forest sounds that led Gamble to not noticing danger until it was too late. A weight on his left leg announced the appearance of a unexpected guest and when mage looked at it he discovered that a snake had landed on his leg. It seemed very similar to one of non-venomous species he had seen some of his opponents at the tables of chips keep as pets but it was slightly different. The snake continued crawling up his leg seemingly interested in heat his body was radiating.

turn the liquid in the lake to alcohol use all my essences and sacrifice my iron claymore for good luck.
Spoiler (click to show/hide)

Dwen touched the water at the very shore of the huge lake and magic spread through the water from the touch. The water turned to pure alcohol and when it seemed that the magic would completely change the lake, the spell broke and normal water began mixing with the newly created alcohol. Near the shore where Dwen was the water still was more like vodka than actual water, yet it would not last.

"As you command."

Three force essences.
Two more aether essences.
Spoiler (click to show/hide)

"I think I dozed off a little... And the world has already changed"

Three essences. Also, observe my surroundings.
Spoiler (click to show/hide)

Sarrak had also been distracted by the battle between the jet and dragon, yet he too snapped back when he heard the unmistakable sound of decapitation. Nearby demonologist, now corpse fell to the ground at the hands of bee mage and his pet elf. They seemed not to be too intent on continuing the killings, yet one could never know.


Spoiler: Charsheet (click to show/hide)
Let me know if that's ok, and what i can do with heat affinity since i forgot.
Go north ovest. Craft as many heat essences as i can

i dont know whteal is, but i hope its good
Spoiler (click to show/hide)

Ancano, a mage of noble elven descend, wielding the unmatched powers of heat, entered the arena. Upon entering he looked around and sneered He was surrounded by humans. The inferior race. the barbaric monkey kind. This would not stand. Surely, he'd murder them all for daring to be in the same dimension as his noble self, but not right now. Right now Ancano left this community of plebeians and went for the northwest plains. Elf of his power required space to think clearly and these ...primitives were all around him, too stupid to move away. Hmpf. He would show them their place but Ancano had no desire to remain in their company one moment longer!

Spoiler: Map (click to show/hide)


Spoiler: 100 Turns (click to show/hide)
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: fillipk on July 15, 2015, 09:10:32 pm
Great, Alcohol in the water perfect.

Jump into the water and control the alcohol to surround me completely with alcohol then expand the bubble as to not let hydrogen or solid objects through it and create a pocket of air

((Fillipk celebrates 100 turns of Roll to Magic and prays to RNG Jesus for luck in his action.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: endlessblaze on July 15, 2015, 09:14:33 pm
((so what does the golem have? did the body include eyes? I hope not I wanted to make them separately, becasue {redacted}.

what about its thought center/logic core))
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: ATHATH on July 15, 2015, 10:32:23 pm
Who needs abjuration?

Murder. Loot the corpse and use the shards as dictated in my previous actions. Make two essences. Then walk back towards the dragon. I have a (non-violent) debt to collect.
Change corpse to corpses.

Is the wound in my head going to become fatal without aid? What about the space mage's wounds?

NAV, you should use that soul to learn Fus. If you don't I will be sad.



This turn (conveniently) marks the beginning of my rise towards becoming an arena power. Don't worry (Beirus and NAV), this character isn't another psychopath (yet).
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 15, 2015, 10:45:02 pm
((Fus? Fus roh dah is much better shout.))

"Blast- the spirit sickness is wearing off! Strike the temperature mage now while he's still dizzy!"

"What? No-that would be AGGHHH!!!"

Spasms of electricity wrack Jonas' body.

"Destroy. All. Foes."

Send my magic bees against the temperature mage. Have Alerim attack from beehind once he gets back. Or now if he's already here. While my minions cause him pain, charge him and smash his head into the ground, grabbing his staff in the process.

Edit: If for some reason the "warp" mage intervenes, crush seven shards for another non-magical minion and have it protect me.
Title: Re: Roll to Magic: Turn 99 The most hated mage
Post by: fillipk on July 15, 2015, 10:51:06 pm
Murder. Loot the corpse and use the shards as dictated in my previous actions. Make two essences. Then walk back towards the dragon. I have a (non-violent) debt to collect.
Change corpse to corpses.

Is the wound in my head going to become fatal without aid? What about the space mage's wounds?

NAV, you should use that soul to learn Fus. If you don't I will be sad.



This turn (conveniently) marks the beginning of my rise towards becoming an arena power. Don't worry (Beirus and NAV), this character isn't another psychopath (yet).

I have no illusions of ever being an arena combatant but I can make it a whole lot more fun.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 15, 2015, 10:52:47 pm
((Look. My character has the affinity of bees. If I can weaponize bees, you can weaponize alcohol. PM me for ideas that will end all your foes.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Whisperling on July 15, 2015, 11:10:32 pm
((You could kill people via alchohol poisoning, douse things with methonol, transform opponents and/or yourself into methonol, forcibly intoxicate things, ferment things, make flamethrowers, brew unusual drinks, cause flash floods, induce hangovers, produce bombs, and commit murder by transforming the booze already inside your victim's body into a solid, ever-burning sword.

Who said you're not a combatant?))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 15, 2015, 11:12:39 pm
((Not to mention take a malus or two and you've got the potions affinity, effectively.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 15, 2015, 11:41:53 pm
I put a witty remark on my action.

((You could kill people via alchohol poisoning, douse things with methonol, transform opponents and/or yourself into methonol, forcibly intoxicate things, ferment things, make flamethrowers, brew unusual drinks, cause flash floods, induce hangovers, produce bombs, and commit murder by transforming the booze already inside your victim's body into a solid, ever-burning sword.

Who said you're not a combatant?))
An affinity over fluids would be more optimal, but FoU does make a good point.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DAPARROT on July 16, 2015, 12:11:23 am
((I meant edge of forest as in the border between the forest and the plains))
Examine the fruit to see if I kno what it is,and try some if it is safe to eat.
Make two bird essences.
Talk to the birds(I'm assuming I can,is that correct?):Hello,is there anything you can tell me about this forest?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: conein on July 16, 2015, 02:47:00 am
Move north while searching  for leaves i could heat, just to see if they actually light on fire later. Two essences if i can


((Coongratulations... and... congratulations! You got a lot of turns in your game!


Where is ancano in the charlist?))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: H4zardZ1 on July 16, 2015, 03:03:19 am
Eterna looks at the more charred body, again.
"((Hmmm.. I got to use something else as fuel. Books, torches, whatever that is, i could use it to melt the gold.))"
Look around for something that can be burned other than bodies, put it near the chain and then use electricity to burn it. If none is found, use the more charred body to use as fuel.
(("((Monologue.))"))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Sarrak on July 16, 2015, 03:39:04 am
"And here I thought of walking away..."

Kahel looks at bee mage dissapointedly, then takes a bite of Hlamodysa fruit and jumps into lake, moving eastwards. There, he creates three more essences when sufficiently underwater.

((Aaand... Thank you very much fillipk, for alcoholic lake. I dare hope that water to the north is still not toxic enough to make me drunk before reaching calmer waters))


One hundred turns of strife have passed...
All hail DreamerGhost, creator of the Duck Island! Historian of murders! Assistant of Random!
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Crimson on July 16, 2015, 09:59:56 am
((Can't believe that its been more than a year now since the start. Anyway, congratulations as well for the 100th turn, DG)).

Move one hex south while creating two force essences.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 16, 2015, 04:39:57 pm
"Oh no you don't. Alerim! Intercept him!"
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: XXXXYYYY on July 16, 2015, 04:58:58 pm
"Oh. Uh. Didn't see ya there, lil' fella."
Softly, move the snake away. 2 more essences.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: thegamemaster1234 on July 17, 2015, 12:27:13 am
((That... backfired tremendously! I was actually trying to throw Marcus's entire head into the future and decapitate him. So neither of us are bleeding, just in a lot of pain? Huh.))
Bear the pain, then throw the gold orb at Marcus's head as hard as I can, getting a little closer first.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 17, 2015, 01:07:08 pm
((That... backfired tremendously! I was actually trying to throw Marcus's entire head into the future and decapitate him. So neither of us are bleeding, just in a lot of pain? Huh.))
Bear the pain, then throw the gold orb at Marcus's head as hard as I can, getting a little closer first.
Actually, I think you might be unconscious or dead.

Make him bash his own face in with that orb (any available essences).
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DreamerGhost on July 17, 2015, 01:32:45 pm
Thanks guys. May it go for a hundredth more. Unless, you know, someone actually wins. In which case, I might decide to make proper rule set for this so that anyone could run it.

Talk to the birds(I'm assuming I can,is that correct?):Hello,is there anything you can tell me about this forest?[/b]

((You can. Wether they will reply is another matter. But since you are a bird mage I will roll LUCK for taming them.))

((That... backfired tremendously! I was actually trying to throw Marcus's entire head into the future and decapitate him. So neither of us are bleeding, just in a lot of pain? Huh.))
Bear the pain, then throw the gold orb at Marcus's head as hard as I can, getting a little closer first.

((Mostly true. Marcus has less skull integrity but you are in more pain. As in, I shall roll END to see if you do anything or just stay down.))

((so what does the golem have? did the body include eyes? I hope not I wanted to make them separately, becasue {redacted}.

what about its thought center/logic core))

((It is a statue with retroactively made slots for whatever you want to add into it.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: NAV on July 17, 2015, 01:56:42 pm
The dragon's dead, the island saved, I have a shiny new dragon soul. Now its time to get back to my shop.

Get back in my plane and fly around looking for my troll.
Oh, and could I use the dragon soul to gain Fus-Ro-Dah?

Also a bit of PMed stuff.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: endlessblaze on July 17, 2015, 02:20:32 pm
lets see now.....check....check.....
ok then.

3 essences
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Whisperling on July 17, 2015, 03:01:32 pm
An affinity over fluids would be more optimal, but FoU does make a good point.

With fluids, you would have an extremely broad range of spells, but would take a -1 CMP to almost everything. It would be a "jack of all trades, master of none" type thing.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 17, 2015, 04:33:00 pm
((I've considered gases affinity before.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Whisperling on July 17, 2015, 04:42:24 pm
((It would be interesting to see what happens on the other end of the spectrum- I don't think anyone's gone to a level of specificity where their character becomes a 1-spell wonder before.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 17, 2015, 04:50:01 pm
((My next character's affinity will be [REDACTED].))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: conein on July 17, 2015, 04:51:53 pm
What is the most op affinity we had? I think the aspect affinity, cause you just apply the dead aspect to the brain and done.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DreamerGhost on July 17, 2015, 04:55:18 pm
What is the most op affinity we had? I think the aspect affinity, cause you just apply the dead aspect to the brain and done.
((You'd need to draw the aspect of dead from something first which may result in all kinds of shenenigans))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 17, 2015, 05:35:20 pm
What is the most op affinity we had? I think the aspect affinity, cause you just apply the dead aspect to the brain and done.
((You'd need to draw the aspect of dead from something first which may result in all kinds of shenenigans))
That's still incredibly overpowered.

The dragon's dead, the island saved, I have a shiny new dragon soul. Now its time to get back to my shop.

Get back in my plane and fly around looking for my troll.
Make 3 summoning essences while I do so.

Not yet. You have a debt to pay.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: H4zardZ1 on July 18, 2015, 11:27:37 am
What is the most op affinity we had? I think the aspect affinity, cause you just remove the living aspect in the brain and done.
Or you can just place the Controlling aspect of his brain into yours. Either way, symptoms of both is plausible with Electricity. FIFY
Quote from: ATHATH
Not yet. You have a debt to pay.
What debt NAV have to pay?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 18, 2015, 12:58:24 pm
What is the most op affinity we had? I think the aspect affinity, cause you just remove the living aspect in the brain and done.
Or you can just place the Controlling aspect of his brain into yours. Either way, symptoms of both is plausible with Electricity. FIFY
Quote from: ATHATH
Not yet. You have a debt to pay.
What debt NAV have to pay?
I saved his life.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: NAV on July 18, 2015, 01:11:11 pm
He distracted the dragon for a turn, which probably saved my life.

You're not getting anything unless we discuss it and come to an agreement about what I owe you.
I'll let you keep those 7 shards you stole from me and forgive you for stealing them, maybe summon some equipment for you, and heal you for free if you're ever in need. That is a really good offer for what you did.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 18, 2015, 11:48:46 pm
He distracted the dragon for a turn, which probably saved my life.

You're not getting anything unless we discuss it and come to an agreement about what I owe you.
I'll let you keep those 7 shards you stole from me and forgive you for stealing them, maybe summon some equipment for you, and heal you for free if you're ever in need. That is a really good offer for what you did.
Well, I have something... different in mind. I guess I'm not benefiting from delaying this, so I'll get straight to the point: scrap the healing and the equipment, I want the jet. Now, before we continue negotiations, I'd like you to know that I've been going around planting what I like to call "seeds" in people. These "seeds" are mental contingencies that activate at my command. I have several that are set to kill a designated target or to attack unapproved aggressors when they attack me, whether I know it or not. You are off of the "non-approved" list. You might believe that I am lying. I am not. I have pledged myself to a god of truth, and he punishes lying followers. DreamerGhost can confirm this. Think about the decision that you are about to make.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: H4zardZ1 on July 18, 2015, 11:55:39 pm
Post the quote about you pledging to that god of truth, ATHATH.
Edit: And i won't smite you if you did.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: fillipk on July 19, 2015, 12:18:42 am
((I really hope you didn't touch me but I think you did when we first met, so don't activate it please, I have a plan and won't touch you with it.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DreamerGhost on July 19, 2015, 05:55:42 am
DreamerGhost can confirm this. Think about the decision that you are about to make.

This is meta as fuck.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Beirus on July 19, 2015, 08:26:13 am
Go two spaces SW. Aether sense surroundings for anything interesting. Make an aether essence.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: FallacyofUrist on July 19, 2015, 09:28:41 am
He distracted the dragon for a turn, which probably saved my life.

You're not getting anything unless we discuss it and come to an agreement about what I owe you.
I'll let you keep those 7 shards you stole from me and forgive you for stealing them, maybe summon some equipment for you, and heal you for free if you're ever in need. That is a really good offer for what you did.
Well, I have something... different in mind. I guess I'm not benefiting from delaying this, so I'll get straight to the point: scrap the healing and the equipment, I want the jet. Now, before we continue negotiations, I'd like you to know that I've been going around planting what I like to call "seeds" in people. These "seeds" are mental contingencies that activate at my command. I have several that are set to kill a designated target or to attack unapproved aggressors when they attack me, whether I know it or not. You are off of the "non-approved" list. You might believe that I am lying. I am not. I have pledged myself to a god of truth, and he punishes lying followers. DreamerGhost can confirm this. Think about the decision that you are about to make.
((I think you've actually pledged yourself to a god of lies. But it's possible we can prove that you've placed your "seeds" by looking in the turns and looking for unaccounted essence loss in the status at the end of each new turn.))

Edit: ((For some reason Plot affinity isn't valid. I wonder why?  ;)))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Whisperling on July 19, 2015, 11:06:17 am
He distracted the dragon for a turn, which probably saved my life.

You're not getting anything unless we discuss it and come to an agreement about what I owe you.
I'll let you keep those 7 shards you stole from me and forgive you for stealing them, maybe summon some equipment for you, and heal you for free if you're ever in need. That is a really good offer for what you did.
Well, I have something... different in mind. I guess I'm not benefiting from delaying this, so I'll get straight to the point: scrap the healing and the equipment, I want the jet. Now, before we continue negotiations, I'd like you to know that I've been going around planting what I like to call "seeds" in people. These "seeds" are mental contingencies that activate at my command. I have several that are set to kill a designated target or to attack unapproved aggressors when they attack me, whether I know it or not. You are off of the "non-approved" list. You might believe that I am lying. I am not. I have pledged myself to a god of truth, and he punishes lying followers. DreamerGhost can confirm this. Think about the decision that you are about to make.
((I think you've actually pledged yourself to a god of lies. But it's possible we can prove that you've placed your "seeds" by looking in the turns and looking for unaccounted essence loss in the status at the end of each new turn.))

Edit: ((For some reason Plot affinity isn't valid. I wonder why?  ;)))

*Coughs*

This is exactly what my knowledge affinity was made for.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 19, 2015, 01:03:40 pm
Post the quote about you pledging to that god of truth, ATHATH.
Edit: And i won't smite you if you did.
I don't know how to see my own pms. Could you post the pm, DG?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: fillipk on July 19, 2015, 01:31:19 pm
Post the quote about you pledging to that god of truth, ATHATH.
Edit: And i won't smite you if you did.
I don't know how to see my own pms. Could you post the pm, DG?
((when you send it you have to hit the save a copy in my inbox button.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: NAV on July 19, 2015, 03:03:12 pm
Nice try ATHATH. You're assuming that I don't have ways to deal with mind control and contingencies set up in case of mind control.
And you never actually said you implanted a seed in my mind. You said you've implanted seeds in some people, and that I'm off the non-approved list, but its entirely possible that I have no seed in my mind and you're still telling the truth.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Whisperling on July 19, 2015, 03:21:40 pm
PM'd action.

((Sorry guys, just realized my PM adventure in research magic turned up something urgent. Your human lie detector will be back online next turn.))


((On a side note, I'm thinking that with a few other mages helping out, we could make a facility/magical object to resolve situations like these. If a few people are interested in helping out, I'll put the plan in writing and post it here.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: fillipk on July 19, 2015, 04:20:48 pm
((I will just mind my own business for now and not interfere in your politics okay?))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Sarrak on July 19, 2015, 04:56:36 pm
((On a side note, I'm thinking that with a few other mages helping out, we could make a facility/magical object to resolve situations like these. If a few people are interested in helping out, I'll put the plan in writing and post it here.))
((It would be interesting. A bit later, though. I need to reawaken fully and get some extra shards, so as to properly succeed Whaz the Gloomy.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DreamerGhost on July 19, 2015, 07:04:17 pm
Due to some poor time managment on my part, next turn will be delayed. Expect it in next ~12 hours.

(http://new4.fjcdn.com/thumbnails/comments/Well+i+up+my+apologies+_18fd81fd89b25398ff556273cd54badc.jpg)
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 19, 2015, 09:19:14 pm
Nice try ATHATH. You're assuming that I don't have ways to deal with mind control and contingencies set up in case of mind control.
And you never actually said you implanted a seed in my mind. You said you've implanted seeds in some people, and that I'm off the non-approved list, but its entirely possible that I have no seed in my mind and you're still telling the truth.
I did not intend to imply that you had the seed.

What defence do you have against mind control? Tin foil hats? The seeds do not cause the infected to go into a blind rage. The infected will wait and plot before attacking. Unless you can kill everyone on this island, I doubt that you will be able to secure your safety. Need I remind you that many of the mages here can kill someone a mile away?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: Beirus on July 19, 2015, 09:28:50 pm
Nice try ATHATH. You're assuming that I don't have ways to deal with mind control and contingencies set up in case of mind control.
And you never actually said you implanted a seed in my mind. You said you've implanted seeds in some people, and that I'm off the non-approved list, but its entirely possible that I have no seed in my mind and you're still telling the truth.
I did not intend to imply that you had the seed.

What defence do you have against mind control? Tin foil hats? The seeds do not cause the infected to go into a blind rage. The infected will wait and plot before attacking. Unless you can kill everyone on this island, I doubt that you will be able to secure your safety. Need I remind you that many of the mages here can kill someone a mile away?
((You realize that includes the mages who could kill you from a mile away for being a perceived threat so that you could never activate your contingencies? You aren't help yourself without the passive agressive non-threats. You're just painting a huge target in your back. Probably best not to do that. Just some advice.))
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: H4zardZ1 on July 19, 2015, 09:33:27 pm
Also, someone could just drop a meteor from a mile and then do a suicide, ATHATH(through i think it is more meta than your argument). Could you mind control someone back to life?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 19, 2015, 09:55:57 pm
Also, someone could just drop a meteor from a mile and then do a suicide, ATHATH(through i think it is more meta than your argument). Could you mind control someone back to life?
I've already asked that, and was told no.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: H4zardZ1 on July 19, 2015, 10:20:22 pm
Also, someone could just drop a meteor from a mile and then do a suicide, ATHATH(through i think it is more meta than your argument). Could you mind control someone back to life?
I've already asked that, and was told no.
That's exactly the point. Second question is Franken-the-Now-NPC-Playerchar. And if you know about dormand mind control and then do a suicide after doing a spell to the mind controller is meta, no?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 19, 2015, 10:33:05 pm
Nice try ATHATH. You're assuming that I don't have ways to deal with mind control and contingencies set up in case of mind control.
And you never actually said you implanted a seed in my mind. You said you've implanted seeds in some people, and that I'm off the non-approved list, but its entirely possible that I have no seed in my mind and you're still telling the truth.
I did not intend to imply that you had the seed.

What defence do you have against mind control? Tin foil hats? The seeds do not cause the infected to go into a blind rage. The infected will wait and plot before attacking. Unless you can kill everyone on this island, I doubt that you will be able to secure your safety. Need I remind you that many of the mages here can kill someone a mile away?
((You realize that includes the mages who could kill you from a mile away for being a perceived threat so that you could never activate your contingencies? You aren't help yourself without the passive agressive non-threats. You're just painting a huge target in your back. Probably best not to do that. Just some advice.))
They activate when I'm damaged by someone who I have not blacklisted.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: thegamemaster1234 on July 20, 2015, 10:47:47 am
So I'm in the "everyone kill me now" list because I hurt your skull? Ouch.
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: DreamerGhost on July 20, 2015, 10:49:46 am
Turn 101

Great, Alcohol in the water perfect.

Jump into the water and control the alcohol to surround me completely with alcohol then expand the bubble as to not let hydrogen or solid objects through it and create a pocket of air
Spoiler (click to show/hide)

A difficult task awaited Dwen, forcing alcohol to act as an advanced force field was a task most mages would consider ludicrous. There was a reason why those mages were known as "lesser". With his chant complete, Dwen dived into the waters. Nothing happened. Few weak currents moved Dwens hair about, yet there was no other effect. Soon, Dwen was forced to surface for air and rethink his spell.


"Blast- the spirit sickness is wearing off! Strike the temperature mage now while he's still dizzy!"

"What? No-that would be AGGHHH!!!"

Spasms of electricity wrack Jonas' body.

"Destroy. All. Foes."

Send my magic bees against the temperature mage. Have Alerim attack from beehind once he gets back. Or now if he's already here. While my minions cause him pain, charge him and smash his head into the ground, grabbing his staff in the process.

Edit: If for some reason the "warp" mage intervenes, crush seven shards for another non-magical minion and have it protect me.

"And here I thought of walking away..."

Kahel looks at bee mage dissapointedly, then takes a bite of Hlamodysa fruit and jumps into lake, moving eastwards. There, he creates three more essences when sufficiently underwater.

Spoiler (click to show/hide)

Kahel began moving as soon as Jonas began convulsing. By the time Jonas had given the orders to attack, Kahel was already m id jump into the water. It was not even close.  Jonas looked back to the secondary target, Romanticarnus the warp mage, who seemed to be greatly amused by Jonas' mood swings.
{Kahel, water breath, 2 turns left}

Examine the fruit to see if I kno what it is,and try some if it is safe to eat.
Make two bird essences.
Talk to the birds(I'm assuming I can,is that correct?):Hello,is there anything you can tell me about this forest?


Spoiler (click to show/hide)

Seva carefully examined the berries before him. They were as large as grapes, but shaped like beans, bright pink and spread out all over rather than hanging in bunches. The birds seemed to be eating them with no ill effects, so Seva decided that trying one couldn’t have too terrible of an effect. The berry tasted sweet, then bitter, then sour, then some strange taste mage could not describe. Before him, trees grew to the skies and dragged down clouds that were made of cotton candy. Then perspective shifted, as ground jumped up good twenty meters burying the forest. The few remaining leaves above ground turned into beautiful emeralds which grew upwards in towers of jade to drink of the red sky above.

Meanwhile, back in the forest, a crow was trying to pry off a button from passed out Sevas’ robes.

Move north while searching  for leaves i could heat, just to see if they actually light on fire later. Two essences if i can

{Ancano is fifth from the top. Whenever somone clears a space by dying, I just use that space to inser new players. Less editing that way.}
Spoiler (click to show/hide)

Ancano moved further north, away from other mages. Surely, even though they were all inferior in too many ways to count, they would had managed to make some sort of device to deal with his inevitable arrival? Ancano took a few blades of grass and spiked their temperature upwards. Grass withered, caught fire, burned down to smoke and then the smoke turned to plasma as heat increased to absurd degree. It would appear that they did not, in fact, prepare. How did such fools ever make it to the levels of power required to enter this place was a mystery, but their ineptitude would only serve to reach his goals faster. Just as Ancano reached the edge of the island, plates of ground rose from below to allow further passage. For the first time since entering, Ancano smiled. At least the land knew what it was dealing with.

Eterna looks at the more charred body, again.
"((Hmmm.. I got to use something else as fuel. Books, torches, whatever that is, i could use it to melt the gold.))"
Look around for something that can be burned other than bodies, put it near the chain and then use electricity to burn it. If none is found, use the more charred body to use as fuel.
Spoiler (click to show/hide)

Quick look around affirmed Eterna that there were no fuel sources nearby that would be useful. The carpet would probably burn, but there was a matter of either cutting off a piece or moving everything to roll it up. Torches were firmly affixed into place, and simply not worth the bother. The plan to burn bodies also failed, as it turned out that they did not burn all that well. All out of options, Eterna had to return to the slow plan of just cutting off the chains, and managed to clear half of them before last sparks of the spell winked out.


Move one hex south while creating two force essences.
Go two spaces SW. Aether sense surroundings for anything interesting. Make an aether essence.
Spoiler (click to show/hide)

The duo that had been a team for the longest time would separate, for now at least. Jace went out to continue exploring while Crimson had a divine task to do. Yet during his exploration, Jace was faced with a strange problem - his aether sense failed to get anything of value. It was as if some sort of magical invisible fog was surrounding him.

"Oh. Uh. Didn't see ya there, lil' fella."
Softly, move the snake away. 2 more essences.

Spoiler (click to show/hide)

The snake did not seem to react at all to being picked up, something that Gambler had been worried about previously. Venomous snakes were rather difficult to deal with if angered. Without too much fuss the snake was moved away onto a different branch where it was distracted by a few small birds. Good enough riddance for now.


Bear the pain, then throw the gold orb at Marcus's head as hard as I can, getting a little closer first.
Bear the pain, then throw the gold orb at Marcus's head as hard as I can, getting a little closer first.
Actually, I think you might be unconscious or dead.

Make him bash his own face in with that orb (any available essences).
Spoiler (click to show/hide)

Adrenaline pumping through his veins allowed doctor to get up from the ground and throw the only loot he had found - the golden orb. It sailed through the air seemingly at least twice as fast as it should had been, hitting Marcus right in the jaw, but not before he could finish the incantation to cloud Doctors' mind. Yet time mage, having already faced it, was better prepared this time, the intended punch was reduced to merely a slap which was mostly harmless to bone of bare skull.
{Marcus, stunned, 1 turn. Always moves last in combat.}

The dragon's dead, the island saved, I have a shiny new dragon soul. Now its time to get back to my shop.

Get back in my plane and fly around looking for my troll.
Oh, and could I use the dragon soul to gain Fus-Ro-Dah?

Also a bit of PMed stuff.


Spoiler (click to show/hide)


"Damn boss, I was looking all over for you" A voice says from behind James. "Saw the downed dragon and thought that I could grab a bite to keep me up on the search, but you ate all of it. Quite the stomach boss." It would seem that there won't be any need to actually search for Grundar. With his mind eased, James thought back on the dragon soul. Dragons were mighty beings with many great powers and the soul would not be enough to gain them all. But one specific power, or rather one specific breath? Shouldn't be too difficult. There were some difficulties changing breath from frost to wind, but the result of being able to wield such power was well worth it.
{Gained Dragonbreath of wind. Cooldown of 3 turns, can conjure mighty winds (strength determined by POT roll)}

lets see now.....check....check.....
ok then.

3 essences

Spoiler (click to show/hide)

Flare was busying himself with the construction of his golem. There were still many parts to build, and he had to focus for that. The world here was not all that friendly, so he had to be prepared for it.

Spoiler: Map (click to show/hide)

Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: conein on July 20, 2015, 11:05:21 am
"Fantastic. Now, there MUST be something in these plains that can increase my already high power! "
Gather some grass and put it in my pockets, then explore the grassy plains. And two essences.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: fillipk on July 20, 2015, 11:07:32 am
Create 3 essences

hmm perhaps I need more power?
Title: Re: Roll to Magic: Turn 100 Reunion of the centturn
Post by: ATHATH on July 20, 2015, 11:23:13 am
So I'm in the "everyone kill me now" list because I hurt your skull? Ouch.
When I engaged you in combat before, I put you on the whitelist so as not to reveal my plan early.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: Sarrak on July 20, 2015, 11:29:05 am
((Kahel the Speedy. Jumps into water even before the danger he escapes from occurres!))
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: DAPARROT on July 20, 2015, 11:30:37 am
try to wake up,if I do then attempt to tame the crow
Then make 2 bird essences
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: XXXXYYYY on July 20, 2015, 11:33:42 am
The gambler moves discreetly SSE, attempting to stick to the treetops(though he will go to the forest floor if needed), making two essences as he travels.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: ATHATH on July 20, 2015, 11:34:32 am
*laughs evilly*
"My friend, you have much bigger problems than me. Look behind you (his back is away from the volcano, right?), and remember that I am a control mage."
Pm'd action.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: FallacyofUrist on July 20, 2015, 01:13:40 pm
((Kahel the Speedy. Jumps into water even before the danger he escapes from occurres!))

"Oh no you don't. Do you really think I would let you get away?"

PM apiurgy.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: Sarrak on July 20, 2015, 01:23:31 pm
Letting air bubbles fly upwards, Kahel thought about this predicament. Why does it starts anew like this? Why do mages need to kill each other in never-ending cycle? Then, he looks upwards through the water and calms himself a little. Such is the way of things and nothing could be done to it.

("Oh well. It seems like I need to visit volcano once more. A staff and an orb of power is not enough for the stakes that are so high")

Volcano awaits! As well as three essences

If something hostile interrupts my peaceful journey - simply cook it with steamed air and five normal essences*
*depending on the danger, number can be adjusted
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: thegamemaster1234 on July 20, 2015, 01:27:37 pm
"You would attempt to coerce the mind of a god? I have never seen such foolery!"
Pick up the orb and smash it into the damaged portion of Marcus's head.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: ATHATH on July 21, 2015, 01:14:23 am
"You would attempt to coerce the mind of a god? I have never seen such foolery!"
Pick up the orb and smash it into the damaged portion of Marcus's head.
"He owes me a favor for killing your friend."
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: endlessblaze on July 21, 2015, 01:16:44 am
lets see...for scouting and control purposes....

create a small rectangle box that will fit into my hand
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: Crimson on July 21, 2015, 09:12:04 am
Use that echolocation spell I tried a long time ago and see if there is anything of interest in my area. Then one force essence.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: thegamemaster1234 on July 21, 2015, 10:02:53 pm
"You would attempt to coerce the mind of a god? I have never seen such foolery!"
Pick up the orb and smash it into the damaged portion of Marcus's head.
"He owes me a favor for killing your friend."
Technically, you didn't kill him, he gave up while you were distracted trying to stop ME. Though you seem to have picked up the shards anyway, so perhaps that counts...
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: H4zardZ1 on July 22, 2015, 08:59:51 am
*Eterna looks at the chain
((Could i sit at the throne if i remove the corpse and is the corpse stuck with the chain? I forgot.))
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: DreamerGhost on July 22, 2015, 09:33:24 am
*Eterna looks at the chain
((Could i sit at the throne if i remove the corpse and is the corpse stuck with the chain? I forgot.))


((Yes and yes))
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: H4zardZ1 on July 22, 2015, 09:41:50 am
"(Torches... That will do when i need to do something else... But those chains first)"
Melt the remaining link with electricity.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: NAV on July 22, 2015, 11:16:23 am
"Yep, and it sure tasted good! Now hop in, we're going back to the shop."

This jet does have room for a passenger, right? Fly back to the shop while making 3 healing essences.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: Whisperling on July 22, 2015, 11:30:20 am
Three essences.
Title: Re: Roll to Magic: Turn 101 Web of plots
Post by: DreamerGhost on July 22, 2015, 07:03:15 pm
Turn 102

"Fantastic. Now, there MUST be something in these plains that can increase my already high power! "
Gather some grass and put it in my pockets, then explore the grassy plains. And two essences.

Spoiler (click to show/hide)

Ancano looked around the plains. It was strange in a way, this huge field of untouched ground. No charred areas, no frozen parts, not even a piece turned over. It's like mages avoided this place for some reason. A rather absurd idea, considering that the plains were entirely devoid of mobile life larger than a ladybug. Yet that was what seemingly happened here. Could be lack of cover, yet the thought of mage diving for cover instead of creating a shield was just as silly as previous theory.

Create 3 essences

hmm perhaps I need more power?

Spoiler (click to show/hide)

Dwen focused on reasons why his magic had failed, examining the web of magic that was his spell. There were pieces that did not work, others that were contradictory. But the core was correct. There was a way forward there.

try to wake up,if I do then attempt to tame the crow
Then make 2 bird essences

Spoiler (click to show/hide)

Seva came back to, still feeling fuzzy. Limbs were unresponsive at first, but the first twitch of fingers was enough to send wary crow flying to the treetops. First attempt to get up failed, second one, using a lean tree for help fared slightly better.  Whatever those berries were, they were certainly not meant for stomach of humans.

The gambler moves discreetly SSE, attempting to stick to the treetops(though he will go to the forest floor if needed), making two essences as he travels.

Spoiler (click to show/hide)

Gambler looked over intertwined branches and an idea was born in his head. There was a path above the forest floor, path made by trees. A jump to there, grabbing to there and Gambler was soon traveling far above, scarring small animals below with his mighty leaps. It was somewhat slow moving this way, but not too bad for a first go.

Letting air bubbles fly upwards, Kahel thought about this predicament. Why does it starts anew like this? Why do mages need to kill each other in never-ending cycle? Then, he looks upwards through the water and calms himself a little. Such is the way of things and nothing could be done to it.

("Oh well. It seems like I need to visit volcano once more. A staff and an orb of power is not enough for the stakes that are so high")

Volcano awaits! As well as three essences

If something hostile interrupts my peaceful journey - simply cook it with steamed air and five normal essences*
*depending on the danger, number can be adjusted

Spoiler (click to show/hide)

Kahel swam through the waters towards the shore and moved off towards the place where he had forged the mightiest artifact. Voice of the staff murmured approvingly. Warm lava fields warmed and dried Kahel, allowing him travel far even with wet clothes. Yet soon temperature mage noticed something incredibly strange. Snow. A plain of snow among lava fields. And two mages with flayed heads standing among smoking boulders.

"You would attempt to coerce the mind of a god? I have never seen such foolery!"
Pick up the orb and smash it into the damaged portion of Marcus's head.
Stuff

Spoiler (click to show/hide)

Doctor looked at Marcus. Was he saying the truth? The mountain did hit him before, but that was just splash damage. If there was a stone flying for him, there's no way he'd tell truth, right? Right. Doctor dived towards the heaviest and bluntest object on the ground - his golden orb - and charged at Marcus. Yet the blow was a miss, as Marcus seemingly did not truly have faith in his feint and was preparing to dodge.

lets see...for scouting and control purposes....

create a small rectangle box that will fit into my hand
Spoiler (click to show/hide)

A tiny hexahedron of iron appeared within Flares hand, as small as a thumb. Flare grunted, the winds of magic were being uncooperative again. A memory of a steel hexagon that was supposed to be a sword appeared within his mind.

Use that echolocation spell I tried a long time ago and see if there is anything of interest in my area. Then one force essence.

Spoiler (click to show/hide)

Crimson attempted to mark out his surroundings by echoes of force, conjuring a bubble of power that expanded away. Yet strangely, the power never returned, as if it was devoured by something. How unusual.


"(Torches... That will do when i need to do something else... But those chains first)"
Melt the remaining link with electricity.
Spoiler (click to show/hide)

Eterna was cursing again. Plasma arched between his fingers in a calm and useful line, but it was tiny. When magic expired only one chain remained, chaining the corpse to the side of the throne. It was enough to move the unlucky sod out of it, but should the throne move he would be dragged along with it.

"Yep, and it sure tasted good! Now hop in, we're going back to the shop."

This jet does have room for a passenger, right? Fly back to the shop while making 3 healing essences.

Spoiler (click to show/hide)
Had somone looked at what was happening near a small lake they would had seen a most amusing scene. A jet was moving over the grass, iritated pilot sitting in front and a troll squezed in second pilot's seat, with lims wrapped around absolutely evrything. It  was a herculean effort for a creature so large to squee in if the discomfortable face pressed to glass said anything. James was meanwhile pondering the flaws of his veicles great speed. Any short range movement was practicly impossible, forcing him to just drive the jet back to the treehouse.

Three essences.

Spoiler (click to show/hide)

{Terror 2/10}
Wiznor was waiting, thinking, pondering if this was the right choice. The more he thought the worse it seemed. The time to choose was now.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: fillipk on July 22, 2015, 07:08:33 pm
3 More Essences

((I thought of a simpler way to do the spell and I will reword it when I'm ready.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: endlessblaze on July 22, 2015, 07:19:49 pm
-eye twitch- so that's the way its going to be.....

TRY AGIAN

Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 22, 2015, 08:28:30 pm
"Hello, Kahel. You wouldn't mind helping me out here, would you? I'll give you the orb if you do."

Pm'd action.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DAPARROT on July 22, 2015, 08:30:46 pm
make 2 bird essences
i really should have learned by now to not eat strange fruit.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Beirus on July 22, 2015, 09:10:32 pm
((Damn, thought I posted an action for the turn. Oh well.))

Another aether sense with 2 +1/+1 essences. Then make an aether essence.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: H4zardZ1 on July 22, 2015, 09:29:19 pm
((I freaking need to comment a sig. Also: Could the corpse removed from where you sit on it?))

Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: conein on July 23, 2015, 05:09:44 am
"Meh, this stupid place. Better leave."
Go southwest towards the trees, keep looking around. Two essences.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DreamerGhost on July 23, 2015, 05:36:47 am
((I freaking need to comment a sig. Also: Could the corpse removed from where you sit on it?))

Quote
It was enough to move the unlucky sod out of it, but should the throne move he would be dragged along with it.

((Yes))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: H4zardZ1 on July 23, 2015, 08:16:35 am
Remove the corpse from the throne.
EDIT: And then sit on it.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: XXXXYYYY on July 23, 2015, 11:05:37 am
Approach the nearby mage(Remaining in the trees, unless it would seriously hamper communication). 2 Essences.
"'Ello there. I hope ya not gonna try and kill me. Ya don't seem very steady on ya feet. What's ya name?"
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: FallacyofUrist on July 23, 2015, 01:53:23 pm
“So that’s the way it’s gonna be, eh? Well, I’m going after him.”

Go after the tempature mage, make three bees essences. Be sure to hum a happy tune as I go. Alerim will follow me, naturally.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: NAV on July 23, 2015, 03:59:32 pm
Taxi the jet back to the shop and get out before I'm smushed to death. Look around, see how everything's doing, who's in the area? Seems like there's a huge influx of new mages these days. Ask the tree what's up.
3 more healing essences.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 23, 2015, 04:02:37 pm
"Sorry to interrupt the killing, fellows, but can you answer me what has happened to this place? It intrigues me greatly, as I'm a temperature mage."

Kahel said so while being ignorant of the horrifying wounds both mages suffered. In fact, he considered such injures quite mild, as he moved around casually with several broken ribs and felt perfectly fine. Others must have at least as much pain tolerance, right?

Noticing that one of the disfigured figures adressed him, Kahel raised his brow in disbelief:

"Marcus? Is it you or am I hearing something wrong? Anyway, why should I help you? You seemed more than capable in the past. And you fight against, if I remember correctly, a newcomer to those lands... Really, mages these times..."

((Seeing bee essences gave me a pointer in the direction of animalshifting magic. It could be quite an interesting prospect to turn into new species every second turn, until you find the one best suited for casting and move onwards to higher planes of magic.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Crimson on July 23, 2015, 05:07:51 pm
"That's strange. I should search around."

Fly around and look for anything unusual. While doing so, two force essences.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 23, 2015, 05:12:12 pm
"Sorry to interrupt the killing, fellows, but can you answer me what has happened to this place? It intrigues me greatly, as I'm a temperature mage."

Kahel said so while being ignorant of the horrifying wounds both mages suffered. In fact, he considered such injures quite mild, as he moved around casually with several broken ribs and felt perfectly fine. Others must have at least as much pain tolerance, right?

Noticing that one of the disfigured figures adressed him, Kahel raised his brow in disbelief:

"Marcus? Is it you or am I hearing something wrong? Anyway, why should I help you? You seemed more than capable in the past. And you fight against, if I remember correctly, a newcomer to those lands... Really, mages these times..."

((Seeing bee essences gave me a pointer in the direction of animalshifting magic. It could be quite an interesting prospect to turn into new species every second turn, until you find the one best suited for casting and move onwards to higher planes of magic.))
"Yes, it is me. This mage's friend stole something that was rightfully mine, and I... retrieved it. I then told this mage that I did not desire his death, and he attacked me. You can have the orb if you kill him."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 23, 2015, 05:33:51 pm
"Surely, with your affinity and power you'd have an easy time dealing with him?"

Kahel gestured towards other mage to wait a bit while he and Marcus discussed an important topic of helping or not helping an already potent mage in killing a presumably weak opponent.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 23, 2015, 05:44:24 pm
"Surely, with your affinity and power you'd have an easy time dealing with him?"

Kahel gestured towards other mage to wait a bit while he and Marcus discussed an important topic of helping or not helping an already potent mage in killing a presumably weak opponent.
"Why do you think our scalps are flayed? I can't do much without essences.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: thegamemaster1234 on July 23, 2015, 06:06:55 pm
"He didn't steal anything, nobody had a claim to the dragon's loot besides those who got it first! And now I'm mad because he killed my friend! And he controls minds, everyone knows how dangerous those Jedi mind tricks are."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 23, 2015, 06:49:20 pm
"He didn't steal anything, nobody had a claim to the dragon's loot besides those who got it first! And now I'm mad because he killed my friend! And he controls minds, everyone knows how dangerous those Jedi mind tricks are."
"Exactly! I could be a great ally if you help me!"
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 23, 2015, 08:31:08 pm
"Hm... Fighting without essences is trivial. Use environment and your head, perhaps?"

Kahel paused for a moment to think about situation he got himself into. While helping one side in this argument was really tempting... It could lead to a set of dangerous consequences.

"Returning to the other problem... Neither of you have a solid argument to pesuade myself... But I think I have a solution for this. Place your bids - and I'll help the mage with the one I like the most. This way you'll end your lengthy duel in one moment and I'll gain something from it, too."

((Seriously, I simply wanted to know about the snow field...

If mages agree to this preposition, bid once. Bids can include anything related to the current situation (enemy's/yours shards/items/enchants/etc), or help in the future turns. Be reasonable. Bidding is optional and you can always try to cooperate and kill me, as well. Have fun.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DAPARROT on July 23, 2015, 09:11:41 pm
Approach the nearby mage(Remaining in the trees, unless it would seriously hamper communication). 2 Essences.
"'Ello there. I hope ya not gonna try and kill me. Ya don't seem very steady on ya feet. What's ya name?"
Hello,I'm Seva,I'm not trying to kill anyone right now.
Also,DO NOT eat the pink berries.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: FallacyofUrist on July 24, 2015, 11:36:41 am
"Hm... Fighting without essences is trivial. Use environment and your head, perhaps?"

Kahel paused for a moment to think about situation he got himself into. While helping one side in this argument was really tempting... It could lead to a set of dangerous consequences.

"Returning to the other problem... Neither of you have a solid argument to pesuade myself... But I think I have a solution for this. Place your bids - and I'll help the mage with the one I like the most. This way you'll end your lengthy duel in one moment and I'll gain something from it, too."

((Seriously, I simply wanted to know about the snow field...

If mages agree to this preposition, bid once. Bids can include anything related to the current situation (enemy's/yours shards/items/enchants/etc), or help in the future turns. Be reasonable. Bidding is optional and you can always try to cooperate and kill me, as well. Have fun.))
(([REDACTED]))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: XXXXYYYY on July 24, 2015, 03:17:38 pm
Approach the nearby mage(Remaining in the trees, unless it would seriously hamper communication). 2 Essences.
"'Ello there. I hope ya not gonna try and kill me. Ya don't seem very steady on ya feet. What's ya name?"
Hello,I'm Seva,I'm not trying to kill anyone right now.
Also,DO NOT eat the pink berries.
"Good ta know! People call me tha' Gambler myself. 'T's a little keepsake from my life before here. What're ya doin'?"
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: thegamemaster1234 on July 24, 2015, 04:48:01 pm
"Interesting proposition. With the power of the Time Vortex at our command, anything is possible. And, depending on the situation here, I may attempt to show you all the true power of Time. Which may or may not result in anything at all. Chaotic essences are not known for their predictability, after all."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 24, 2015, 05:00:21 pm
"So, you're a Time mage? Quite an interesting speciality... Your bid sounds promising."

Kahel paused, as if listening to someone.

"Good. So, these are your final proposals?"
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 24, 2015, 05:03:32 pm
"Is he offering you eternal youth or something? I can match that, and give you some cool immunities, too. But yes, that is my bid."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: thegamemaster1234 on July 24, 2015, 08:09:04 pm
"Is he offering you eternal youth or something? I can match that, and give you some cool immunities, too. But yes, that is my bid."
"Eternal youth is useless here; I know better than that, and you should too! As for your 'immunities', maybe that's protection from paralyzing or unconsciousness. Meh."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 25, 2015, 03:55:48 am
"Perfect. You both offered great bids, but, knowing patterns of the human mind, Marcus had emerged victorious. Time mage, may I hear your name before we finish the fight?"

Kahel gestured at his new adversary, preparing to freeze his head solid. (Homing, Ranged. Essences used: 5 +1/+1, 2 +1 POT, +1/+2)

((thegamemaster1234, ATHATH offered me two out of free: a favor, your shards or the orb. Compared to your proposal, it wins by being concrete and easy to follow, as well as offering a choice. Your offer seemed a bit exaggerated and Kahel went for an easy catch. Good luck with survival.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DAPARROT on July 25, 2015, 11:08:15 am
"Good ta know! People call me tha' Gambler myself. 'T's a little keepsake from my life before here. What're ya doin'?"
Right now,trying to stay away from the guys out there,some of them looked dangerous and were fighting when I came in.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: FallacyofUrist on July 25, 2015, 11:09:06 am
((He has more of a chance than you think. I launched an attack against Sarrak last turn, one which hasn't arrived yet.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: thegamemaster1234 on July 25, 2015, 12:53:51 pm
"I felt like I was going to lose that battle anyway. I am, or perhaps was, The Doctor, Destroyer of Worlds, Savior of Universes, and Lord of Time. You have followed the words of one who cares only for himself, and for that, you shall pay!"
((Looks like I'm pretty doomed here. Time to go nova, maybe.))

The Doctor begins a mystical chant as he calls upon powers greater than himself to provide him with the means to destroy those that threaten his life force... or whatever opportunity comes his way.

PM turn. Expect something either crazy, stupid, self-destructive, or useless.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Whisperling on July 25, 2015, 12:54:47 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: fillipk on July 25, 2015, 12:58:51 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I think some people are but they have done it secretly or people aren't paying them lots of attention.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: FallacyofUrist on July 25, 2015, 01:04:31 pm
((What's more noticeable is that a non-magical minion costs only 7 shards. Only 7. After a few kills, Jonas is going to summon a mini-army in addition to his other plans.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 25, 2015, 02:01:53 pm
((What's more noticeable is that a non-magical minion costs only 7 shards. Only 7. After a few kills, Jonas is going to summon a mini-army in addition to his other plans.))
((This. I was going to research the feasibility of elite minions with Whaz, but he perished before leaving the castle, swarmed by mages. Now I'm thinking about giving it a second try.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 25, 2015, 07:13:36 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I'm already working on that.

"Is he offering you eternal youth or something? I can match that, and give you some cool immunities, too. But yes, that is my bid."
"Eternal youth is useless here; I know better than that, and you should too! As for your 'immunities', maybe that's protection from paralyzing or unconsciousness. Meh."
"Well, immunity to pain, poison, negative energy, organ damage, and drowning is pretty nice. By the way, this time I do genuinely mean this orb, but you should check things like that first before making a deal in the future."
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: H4zardZ1 on July 25, 2015, 07:50:06 pm
((Anyone want a golden throne of gold affinity for 5(or lower) shards? Wait, through, i'm making stuff with gold. Also, questions:
Could the golden throne give gold affinity to some non-magical people?
Anyone ever think of "Modifier" affinity other than Froggy Ninja?(Runes have a flavor of modifier)
Anyone looted Whaz?))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: thegamemaster1234 on July 25, 2015, 07:59:25 pm
"Well, immunity to pain, poison, negative energy, organ damage, and drowning is pretty nice. By the way, this time I do genuinely mean this orb, but you should check things like that first before making a deal in the future."
((I don't see how mind control can give immunity to poison, organ damage, or drowning - those affect the body, not the mind (though immunity to the pain involved is possible). Remember how you thought of rezzing the dragon with mind powers? Same thing. And as for drowning, even perfectly holding your breath won't keep you alive forever.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 25, 2015, 09:03:55 pm
"Well, immunity to pain, poison, negative energy, organ damage, and drowning is pretty nice. By the way, this time I do genuinely mean this orb, but you should check things like that first before making a deal in the future."
((I don't see how mind control can give immunity to poison, organ damage, or drowning - those affect the body, not the mind (though immunity to the pain involved is possible). Remember how you thought of rezzing the dragon with mind powers? Same thing. And as for drowning, even perfectly holding your breath won't keep you alive forever.))
I never said that I'd do it with control magic.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Whisperling on July 25, 2015, 09:50:33 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I'm already working on that.

((I have to say, mind control would be...difficult... to use as an army-building tactic. Unless you've found a whole bunch of NPC's we know nothing about, I doubt DG would allow you to completely/permanently take anyone over without extreme difficulty or strings attached.))

((Not to say it isn't possible. Difficult, but anything is possible with enough essences.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on July 25, 2015, 09:56:54 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I'm already working on that.

((I have to say, mind control would be...difficult... to use as an army-building tactic. Unless you've found a whole bunch of NPC's we know nothing about, I doubt DG would allow you to completely/permanently take anyone over without extreme difficulty or strings attached.))

((Not to say it isn't possible. Difficult, but anything is possible with enough essences.))
Oh, there's a large group of NPC's tnear a certain fountain of life...
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Whisperling on July 25, 2015, 10:48:55 pm
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I'm already working on that.

((I have to say, mind control would be...difficult... to use as an army-building tactic. Unless you've found a whole bunch of NPC's we know nothing about, I doubt DG would allow you to completely/permanently take anyone over without extreme difficulty or strings attached.))

((Not to say it isn't possible. Difficult, but anything is possible with enough essences.))
Oh, there's a large group of NPC's tnear a certain fountain of life...

((You have a good point. I thought of the possibility myself, but eventually decided it was unlikely. If I remember correctly, you've never been to the forest- enslaving ents would be awfully hard to do without some blanket spell mind-controlling every non-mage Dwen meets.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 26, 2015, 12:57:21 am
((Anyone want a golden throne of gold affinity for 5(or lower) shards? Wait, through, i'm making stuff with gold. Also, questions:
Could the golden throne give gold affinity to some non-magical people?
Anyone ever think of "Modifier" affinity other than Froggy Ninja?(Runes have a flavor of modifier)
Anyone looted Whaz?))
((Good luck with this throne...
Modifier affinities are not quite as battle-ready as others. They are good for second affinity, I think.
Looting done by Beirus not long ago, he got an aging sword from it. Not the brightest idea, by the way...))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Whisperling on July 26, 2015, 08:37:30 am
((Anyone want a golden throne of gold affinity for 5(or lower) shards? Wait, through, i'm making stuff with gold. Also, questions:
Could the golden throne give gold affinity to some non-magical people?
Anyone ever think of "Modifier" affinity other than Froggy Ninja?(Runes have a flavor of modifier)
Anyone looted Whaz?))
((Good luck with this throne...

((The throne isn't an issue in and of itself. Its former occupant lived before the age of essences, when people were always vulnerable to horrible magic rolls. Now that magic isn't nearly so risky, I would imagine it is much more of a reliable tool.))

((Well, it does have a tendency to turn random things into gold. Hazard's affinity shouldn't make that much of an issue though.))

Anyway, PM'd action.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: H4zardZ1 on July 26, 2015, 07:40:26 pm
((It have a tendency to turn random things into gold))
Nah. Goes perfectly with midas-gloves.
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: FallacyofUrist on July 26, 2015, 11:30:06 pm
((I imagine the turn title for 103 will be something like "Deadly Interception".))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: H4zardZ1 on July 26, 2015, 11:34:13 pm
Ah... I forgot....
2 hours left
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Sarrak on July 27, 2015, 01:11:12 am
((I imagine the turn title for 103 will be something like "Deadly Interception".))
((More like "Deaths, deaths all around!". I'd congrat you if killing succeeds...))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DreamerGhost on July 27, 2015, 08:46:53 am
Turn 103

3 More Essences

Spoiler (click to show/hide)

Suddenly Dwen was struck by an idea. There was no need to forge a shield of alcohol as useful as it would be, there was a simpler way! But that way would still require power.

-eye twitch- so that's the way its going to be.....

TRY AGIAN

Spoiler (click to show/hide)

Flare put on his most intimidating face. He looked intently at his hand where the cube would appear. It seemed that intimidation method worked, as a cubic decimeter of steel appeared before him. Was it luck or are spirits of magic seriously spineless?

"Hello, Kahel. You wouldn't mind helping me out here, would you? I'll give you the orb if you do."

Pm'd action.
"Perfect. You both offered great bids, but, knowing patterns of the human mind, Marcus had emerged victorious. Time mage, may I hear your name before we finish the fight?"

Kahel gestured at his new adversary, preparing to freeze his head solid. (Homing, Ranged. Essences used: 5 +1/+1, 2 +1 POT, +1/+2)
"I felt like I was going to lose that battle anyway. I am, or perhaps was, The Doctor, Destroyer of Worlds, Savior of Universes, and Lord of Time. You have followed the words of one who cares only for himself, and for that, you shall pay!"

The Doctor begins a mystical chant as he calls upon powers greater than himself to provide him with the means to destroy those that threaten his life force... or whatever opportunity comes his way.

PM turn. Expect something either crazy, stupid, self-destructive, or useless.

Spoiler (click to show/hide)

There was something both amusing and profitable to see two people standing few steps away from each other trying to bribe you into killing the other one. The deadliest auction, also known as term end of goblin democracy. But the bets were over and Kahel reached his decision. His target was the Doctor. Conjuring a sure kill spell in his hand, Kahel unleashed it against the one who offered less. The shining projectile flew at great speed towards Doctor who managed to roll out of the way, and though the spell turned around after mere moments, it was enough time for Time mage to use his own spell. Time shattered and rebuilt itself only to shatter and rebuild again. The magic within essences raged, dragging Kahels spell across timestreams and after Doctor. As spell finally burned out, Doctor heard familiar screech for a moment before Kahels magic thoroughly froze his head.
{Crystals of both Doctor and Harden are still on corpses FYI}

make 2 bird essences
i really should have learned by now to not eat strange fruit.
Approach the nearby mage(Remaining in the trees, unless it would seriously hamper communication). 2 Essences.
"'Ello there. I hope ya not gonna try and kill me. Ya don't seem very steady on ya feet. What's ya name?"
Spoiler (click to show/hide)

It was a strange situation, especially so when one knew who the two mages were. Seva, magician of birds, dazed and on the ground, while Gambler, mage of luck, was standing in the treetops, his suit none less dapper for his trip above the roof of the forest. Yet the two seemed friendly for now, would it lead to another team?


Another aether sense with 2 +1/+1 essences. Then make an aether essence.

Spoiler (click to show/hide)

Jase reached out with his power once more, this time strengthening the spell to deal with whatever clouded his magic before. And then he saw it. The great construct of magic that held up the whole island. Just after this mountain there was the wall of magic keeping the atmosphere inside. It was this magic that overrode whatever any other magic that Jase could have sensed.

"Meh, this stupid place. Better leave."
Go southwest towards the trees, keep looking around. Two essences.
Spoiler (click to show/hide)

Ancano was pondering. The lands that were raised, could they be an elaborate trap? Would they just fall when he walked sufficiently far over them? The opposition were fools, but it could be that they were smarter than they appeared. It did not matter though. The forest was and its mysteries were far more interesting than another field of grass. Yet the fields of grass were not entirely without merit. Ancanos' sharp eyes noticed a curious plant with three golden berries hanging off it.

Remove the corpse from the throne.
EDIT: And then sit on it.

The corpse with all the golden parts was surprisingly heavy but not so much as to become entirely immovable. It took some effort to roll it off the throne but Electra finally did it. It turned out to be a surprisingly comfortable throne, there were several cushions which had not lost any of their softness from the time the unlucky sod had rested upon them. Yet searching for a way as to how this thing worked Electra heard a suspicious sound of chains being dragged. Immediately, several of them emerged from sides of the throne and pinned Electra just the same as the corpse before was pinned. Was this thing a trap all along?

“So that’s the way it’s gonna be, eh? Well, I’m going after him.”

Go after the tempature mage, make three bees essences. Be sure to hum a happy tune as I go. Alerim will follow me, naturally.

Spoiler (click to show/hide)

Jonas moved off after his bee-hounds, seeking to catch Kahel. Temperature mage could become a serious problem unless he took care of this now. But it was no time for gloomy thoughts like that. He had at least three plans which all resulted in Kahles death, all of which would not obstruct each other in the slightest. Caught by optimism Jonas barely even noticed that he was whistling a melody. Victory awaited him.

Taxi the jet back to the shop and get out before I'm smushed to death. Look around, see how everything's doing, who's in the area? Seems like there's a huge influx of new mages these days. Ask the tree what's up.
3 more healing essences.


Spoiler (click to show/hide)

James finally got out of the cramped Jet and looked around. There were no mages nearby the treehouse, was it a coincidence or were people actually respecting his property was a question left unanswered. The treehouse however was covered in bright orange blossoms. That weren't here twenty minutes ago. Treehouse was now also silent, seemingly unwilling to speak. James shrugged and went to meditating instead.

"That's strange. I should search around."

Fly around and look for anything unusual. While doing so, two force essences.
Spoiler (click to show/hide)

It takes something special to be unusual when literal end of the world is mere fifty meters away, but a tree seemingly carved out of crystal somehow managed to fit the bill. Crimson landed nearby to inspect it and found out from a few stone throws that whatever the tree was it wasn't brittle. Although it did made a nice wind chime like sound.


Spoiler: Map (click to show/hide)
Sorry guys, some unexpected stuff came up.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: conein on July 27, 2015, 08:57:17 am
"Hmm, i have seen so many fruits in my life, remembering what THIS is will be an hard task. looks pretty shiny though :3 "

Grab the berries, attempt to identify. Two essences because why not
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: XXXXYYYY on July 27, 2015, 08:58:35 am
2 Essences.
Right now,trying to stay away from the guys out there,some of them looked dangerous and were fighting when I came in.
"Heh. Same."
((Map is broke, I think, BTW))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: fillipk on July 27, 2015, 09:25:46 am
Almost there

Create 3 more essences
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: endlessblaze on July 27, 2015, 09:31:17 am
make 3 essences
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Sarrak on July 27, 2015, 11:06:11 am
"Rest well, Doctor, the Shaper of Time. So, Marcus, now that I have fulfilled my end of an agreement, I expect to get his shards and a short explanation on the sphere and strange snow field... As for the second part of the bargain, we'll see to it in the future, then you'll recuperate."
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: FallacyofUrist on July 27, 2015, 11:09:32 am
Sarrak and Marcus hear a rather loud shout off in the distance:

"BWAHAHAHA! HERE I COME!"

Accelerate the pace, Alerim follows. Make 3 more bees essences until I arrive at the location of my newly named nemesis, the temperature mage.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Sarrak on July 27, 2015, 11:27:21 am
"...Seems like explanation will have to wait. The Universe itself doesn't want me to hear it. Oh well."

Kahel signed and shouted back to the insane bee mage:

"Come closer, if you dare confront me!"

Kahel started conjuring overheated air cloud to deter incoming danger... Summon, Ranged + Moving and one of volume modifiers. All essences (they were not updated, btw).
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: thegamemaster1234 on July 27, 2015, 12:33:17 pm
((Hoo boy, that sad luck roll. Though I don't think I actually had that many essences after the attempted head warp, and my intention was to shatter my shards... Maybe I typed essences instead? Whatever. Out with a hilariously useless bang. Yes.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: DAPARROT on July 27, 2015, 03:21:13 pm
make 3 essences
(oops,couldn't see map,thought someone came into forest)
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: Crimson on July 27, 2015, 06:24:11 pm
((DG, you forgot my action.))

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: DreamerGhost on July 27, 2015, 06:35:44 pm
((DG, you forgot my action.))

Spoiler (click to show/hide)
((First map movement then an entire turn. This isin't intentional I swear.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: FallacyofUrist on July 27, 2015, 06:36:53 pm
((The map's missing. I can't see it.))

((Also: what do you think will happen in the upcoming fights? (or possibly just one fight)))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: DreamerGhost on July 27, 2015, 07:01:40 pm
((The map's missing. I can't see it.))

((Also: what do you think will happen in the upcoming fights? (or possibly just one fight)))

((Any better now? And murders.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: FallacyofUrist on July 27, 2015, 10:16:36 pm
((I can see the map now, thank you. Murders indeed. Although I think Sarrak is a tad bit more prepared than I am, and thus more likely to win. Eh, if I die, I've got plans for new characters. This game will never stop being fun for me.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: H4zardZ1 on July 27, 2015, 10:29:00 pm
"Chains? Oh no."
Try to do something with the gold around me.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Whisperling on July 27, 2015, 11:24:33 pm
((I can see the map now, thank you. Murders indeed. Although I think Sarrak is a tad bit more prepared than I am, and thus more likely to win. Eh, if I die, I've got plans for new characters. This game will never stop being fun for me.))

((Same. I hope my characters live nice, long lives, but I have plenty of affinities I'm eager to try out should they die. That said, I do want to keep Viznor alive- uncovering the game's secrets via spellcraft is something I'd like to do a lot more of.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: thegamemaster1234 on July 27, 2015, 11:48:43 pm
((New character! Can't just give up on the first death, eh?))
Spoiler: Character (click to show/hide)
Spoiler: Spell examples (click to show/hide)

Maniacal laughter upon entry. Scan immediate environment for threats (not good for mad science you see) and inconspicuously move away from it if any; if none found, find a nice clear area away from any... unenlightened ones. 3 machines essences.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: H4zardZ1 on July 28, 2015, 02:59:20 am
((So yeah... Anyone want help?))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Crimson on July 28, 2015, 03:42:13 am
Touch the crystal tree with my force arm. If nothing bad happens to me, then two force essences.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Whisperling on July 28, 2015, 09:46:01 am
((So yeah... Anyone want help?))

((I'm assuming that you accidentally left out "to." Sorry if that's wrong.))

((The last guy who got trapped in that chair managed to push it around a bit with his new gold affinity. Since spells cast from the throne can also affect it, I would assume it would be a simple matter to add the modifier "mobile" to it. Combine that with "weightless," and I imagine the end result would be a hover chair. Applying "ethereal" to the chains is also an option, but you'd probably need to make your escape quickly, before others take their place.))

((It would take some gold essences to balance out the cost of the modifiers, but it would work given time.))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: XXXXYYYY on July 28, 2015, 03:12:03 pm
((I just realized that I might be in a place without Wi-Fi for 6-7 or so days starting tomorrow.))
(For Saturday, the 25): 2 more essences, if anyone seems dangerous, flee.

((Woo wifi))
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: NAV on July 29, 2015, 12:33:01 pm
Try again to talk to tree.
Make of the 3 essences of healing.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: DreamerGhost on July 29, 2015, 05:48:04 pm
I accidentialy watched too much politics and was overcome with depression too strong to write a turn.

Then this happened. Praise Jibbers. (https://www.youtube.com/watch?v=ZZ_BtZ-5O60)

Beirus, update is comming in two hours, if you want your action in it, you have that much time to post it.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Beirus on July 29, 2015, 06:14:00 pm
Two aether essences.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: Whisperling on July 29, 2015, 07:13:27 pm
PM'd action.
Title: Re: Roll to Magic: Turn 103 And life goes to the highest bidder
Post by: DreamerGhost on July 29, 2015, 08:14:12 pm
Turn 104

"Hmm, i have seen so many fruits in my life, remembering what THIS is will be an hard task. looks pretty shiny though :3 "

Grab the berries, attempt to identify. Two essences because why not

Spoiler (click to show/hide)

Ancano spent a good while trying to find a match for both plant and berries but in the end was forced to give up. It was possible that these were unique to this island, or that they were artificially created for some reason. They did not seem poisonous, but then again one could never know.

2 Essences.
Right now,trying to stay away from the guys out there,some of them looked dangerous and were fighting when I came in.
"Heh. Same."
make 3 essences
Spoiler (click to show/hide)

Seva and Gambler continued their pleasant chat, as the chance of them forming a team grew ever higher. It seemed that both had a few second thoughts about coming here, yet were not about to try to run away. Not permanently at least.

Almost there

Create 3 more essences

Spoiler (click to show/hide)

Dwen was waiting and charging his spells. Alcohol content seemed to have finished spreading around the lake, making water only about as alcoholic as weak beer. What impact this could have to Brewmasters plans remains unknown.

make 3 essences
Spoiler (click to show/hide)

Flare breathed out and sat down. This anger was not doing good for him. And unfortunately there was no one to vent that anger on nearby. Flare shock his head in an attempt to chase away stray angry thoughts and sank back into meditation. The cube would still need to be prepared.

Sarrak and Marcus hear a rather loud shout off in the distance:

"BWAHAHAHA! HERE I COME!"

Accelerate the pace, Alerim follows. Make 3 more bees essences until I arrive at the location of my newly named nemesis, the temperature mage.
"...Seems like explanation will have to wait. The Universe itself doesn't want me to hear it. Oh well."

Kahel signed and shouted back to the insane bee mage:

"Come closer, if you dare confront me!"

Kahel started conjuring overheated air cloud to deter incoming danger... Summon, Ranged + Moving and one of volume modifiers. All essences (they were not updated, btw).
Quote from: ATHATH
stuff
Quote from: To ATHATH
One spell per turn while in combat. Yes, initiating turn also counts as combat turn.
Spoiler (click to show/hide)

Jonas arrived at the edge of a frozen field, already recovering from casting on the way. In the field stood two men - one with half of head flayed and another, who had drawn Jonas here. Kahel the thermomancer. Yet immediately upon arrival strange things began happening. First, a third of his bee swarm split away and flew off to circle around the mage with flayed head. Next, bees that emerged from the side and flew off towards Kahel suddenly fell to the ground not to rise again. Yet the worst had yet to come.

Kahel was silently swearing. The cloud had formed, both large and hotter than any sauna, supporting itself by hot air from nearby lava fields. Yet that was where "Just as planned" part of current conditions ended. The cloud refused to respond to any of his mental commands, seemingly having a life of its own. Yet it seemed still intent on protecting him, as it fell on a small swarm of bees that were aiming for him. Marcus seemed to have gained some bees of his own, and the swarm around Jonas was somewhat smaller. That was good. But what was that damned high pitched whine?

A massive boulder, several times greater than any of the barrage that brought down Harden fell behind Kahel and Marcus. It was glowing red from heat, marking it clearly as one of Volcanos'. Yet the most distressing part was that it shattered losing almost a third of its mass into sharp, fast moving and searing hot cloud of shrapnel. Yet the stones never reached either mage. Instead they stopped midway and moved back towards the main mass. The magma stones that were resting around Harden also began flying towards the fresh rock. The main rock rose slightly into the air, supported by a pair of short but thick legs. A pair of arms formed capped off with sets of sharp claws. Once the creature finished forming it seemed as a mix of magma, man and bear. It did not look happy.

Spoiler: Magma bear (click to show/hide)

"Chains? Oh no."
Try to do something with the gold around me.

CMP [6+1=7]
POT [4+1=5]

Eterna carefully attempted to think the chains away. That is, if you consider "carefully" and "Franticly" to be synonymous and "think" to be same as "magic"
The chains were torn away and firmly embed into nearby walls. That only applied to part of the chains though, as several still remained affixed firmly to the throne, creating links to the surrounding walls and floor. Eterna was free, but the throne would be harder to move than ever before.

Touch the crystal tree with my force arm. If nothing bad happens to me, then two force essences.

Spoiler (click to show/hide)

Crimson carefully walked next to the crystalline tree. If the strange thing noticed, it showed no signs of it. Then Crimson touched the tree with his artificial arm, not willing to risk a fleshy one. Crystalline tree reacted in no way whatsoever to this touch. But at that point, a strong gust of wind came from around the mountain, sending branches and leaves clashing against each other. Several leaves were torn off and sent flying. Crimson did not wait to test the properties of the leaves and took to the air immediately. Seeing the crystalline leaves embed into mountainside, some buried more than halfway into the stone, force mage felt rather justified in his hasty retreat.

Try again to talk to tree.
Make of the 3 essences of healing.


Spoiler (click to show/hide)

It took a few tries, but James had finaly heard the tree respond to his calls. "Knew that dealing with mages would lead to no good. Drained a fire spirit from the ground. Will not burn now."  Fire spirit? Could it be the firefox?

Two aether essences.
Spoiler (click to show/hide)
Jace was still thinking. The magic could be of great use if tapped, but there was no way that the magic that held the whole island together would be left just as it is. There had to be some safeguard spells to prevent oportunistic mages from tering the whole thing apart.

((New character! Can't just give up on the first death, eh?))
Spoiler: Character (click to show/hide)
Spoiler: Spell examples (click to show/hide)

Maniacal laughter upon entry. Scan immediate environment for threats (not good for mad science you see) and inconspicuously move away from it if any; if none found, find a nice clear area away from any... unenlightened ones. 3 machines essences.

Spoiler (click to show/hide)

Portal shone with life once more and Professor Jiksap entered the island. Known far and wide for both his madness and genius, Jiksap was a master of all things mechanical, capable of creating machines for basically any use, alongside with many wondrous contraptions that seemed entirely without purpose. Upon entering he looked around, finding one guy who was most certainly insane and another who smelt faintly of alcohol. It seemed that there were no immediate threats, so Jiksap sunk into his mind, overcome by ideas of what to do with this untouched land.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: ATHATH on July 29, 2015, 10:19:29 pm
"You attacked a man who specializes in mind control with creatures as weak-minded as bees, and didn't expect this to happen?"

Pm'd stuff.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: fillipk on July 29, 2015, 11:38:51 pm
Now for phase 2

Turn part of the lake into alcohol, no essences
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: DAPARROT on July 29, 2015, 11:41:29 pm
pm'd action
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: endlessblaze on July 30, 2015, 12:39:24 am
more essence
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: conein on July 30, 2015, 12:47:04 am
three essences then eat the things
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: thegamemaster1234 on July 30, 2015, 01:29:29 am
"HeheEheHehEHehe... What a fine view! Though I think it's missing something..."

Summon random clockwork pieces. Create 2 essences
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: XXXXYYYY on July 30, 2015, 03:43:00 am
2 more essences.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: NAV on July 31, 2015, 09:22:01 pm
To Tree: "That's good, you can never have too much protection around here. Anything interesting happened while I was gone?"

James could barely remember the last time he could relax, where there wasn't some pressing issue or fight going on. So it's time to relax.
Sit down and summon a tea set. Get some water from the lake and boil it. Check to make sure the magma pit we use for cooking is staying hot, it might be cooling now that the Tree seemingly absorbed its power. Make two cups of the green tea that I accidentally summoned a long time ago, one for James and one for Grundar.
2 healing essences.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Crimson on July 31, 2015, 11:52:32 pm
For now, keep observing the thing while I try and make two more force essences.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Sarrak on August 01, 2015, 09:59:35 am
"Oh..."

Kahel gazed at the magnificient beast with a healthy doze of fear. If he could not start an understanding between them, it must be somehow used against Jonas... Which poses its own problems.

Try both normal and temperature means of conversation with magmatic bear.
If beast is not overly hostile - time to gather my resources (shards) under air protection. And do it fast. As well as two essences if I have spare time. Prepare a spell to overheat the air, just in case.
If it is... Well, hopefully, it does not make difference between different mages. Or elves. Or bees. RUN!
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: ATHATH on August 01, 2015, 12:21:41 pm
"Oh..."

Kahel gazed at the magnificient beast with a healthy doze of fear. If he could not start an understanding between them, it must be somehow used against Jonas... Which poses its own problems.

Try both normal and temperature means of conversation with magmatic bear.
If beast is not overly hostile - time to gather my resources under air protection. And do it fast. As well as two essences if I have spare time. Prepare a spell to overheat the air, just in case.
If it is... Well, hopefully, it does not make difference between different mages. Or elves. Or bees. RUN!
Help him control the bear, if necessary.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Beirus on August 01, 2015, 01:01:38 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: DreamerGhost on August 02, 2015, 05:22:08 pm
Whisperling, H4zardZ1 and FalcyOfUrist haven't posted an action yet. Since I have just recently returned home after a trip, I'm gonna call this an oportunity for both sides and move the update of the turn to tomorrow.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Whisperling on August 02, 2015, 05:39:07 pm
Whisperling, H4zardZ1 and FalcyOfUrist haven't posted an action yet. Since I have just recently returned home after a trip, I'm gonna call this an oportunity for both sides and move the update of the turn to tomorrow.

Ugh... I've got to break this habit of posting at the last minute. PM'd action.

Looking at Fallacy's sig, I don't think he'll be posting again.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: fillipk on August 02, 2015, 06:19:39 pm
((I think the magma bear has a target for this turn.))
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Sarrak on August 02, 2015, 06:22:59 pm
((Damn. He was a great adversary and had plans for almost everything... Hopefully, he'll return to wreak havok again. Someday.

DG, I'll be fine with any resolution to our battle you may think of.))
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: ATHATH on August 02, 2015, 11:10:33 pm
((Damn. He was a great adversary and had plans for almost everything... Hopefully, he'll return to wreak havok again. Someday.

DG, I'll be fine with any resolution to our battle you may think of.))
Ditto.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: fillipk on August 03, 2015, 12:00:39 am
I never faced him but he seemed like he was a good opponent, one worthy of an goner able death.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: H4zardZ1 on August 03, 2015, 03:05:23 am
Make 2 golden(electricity if i can't) essences.
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: FallacyofUrist on August 03, 2015, 01:33:09 pm
((Life is working out better than I expected, which means I'm back for the moment and should be for a while. I hope. Now excuse me, I have some turns to read. Magma bear?))
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: ATHATH on August 03, 2015, 01:47:57 pm
"Thank you, volcano god thing, for giving us this bear."
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Sarrak on August 03, 2015, 02:39:45 pm
((As the dwarven saying goes: "Praise magma!"))
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: Whisperling on August 03, 2015, 02:53:50 pm
((Life is working out better than I expected, which means I'm back for the moment and should be for a while. I hope. Now excuse me, I have some turns to read. Magma bear?))

((I'm glad to hear you won't be leaving anytime soon. I wish you luck in resolving whatever situation prompted the absence.))
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: FallacyofUrist on August 03, 2015, 06:53:58 pm
To Marcus:

"Actually, I didn't tell them to attack you. Chaotic essences aren't always the best to use for magic. Your death will be quite nice anyway, though."

To Sarrak:

"You dare doth dare strike down my beessss?? How dare doth dare you strike down my beesssss!"

Let's send a PM.

((I'm glad to hear you won't be leaving anytime soon. I wish you luck in resolving whatever situation prompted the absence.))
((Thank you.))

Edit: ((I looked at the charsheet. I think this might be an easy fight. Although I'm curious why Marcus has Necromancy.))
Title: Re: Roll to Magic: Turn 102 Tarzan, yer' a wizzard.
Post by: ATHATH on August 03, 2015, 08:32:27 pm
Edit: ((I looked at the charsheet. I think this might be an easy fight. Although I'm curious why Marcus has Necromancy.))
Random thought- why hasn't anyone tried creating minions rather than summoning them with shards? Constructing a personal army would probably be a feasible tactic, given time, essences, and the right affinity.
I'm already working on that.

"Is he offering you eternal youth or something? I can match that, and give you some cool immunities, too. But yes, that is my bid."
"Eternal youth is useless here; I know better than that, and you should too! As for your 'immunities', maybe that's protection from paralyzing or unconsciousness. Meh."
"Well, immunity to pain, poison, negative energy, organ damage, and drowning is pretty nice.
Suddenly, it all becomes clear...
Title: Re: Roll to Magic: Turn 104 Luck rolls revealed
Post by: DreamerGhost on August 03, 2015, 08:33:49 pm
Turn 105

Now for phase 2

Turn part of the lake into alcohol, no essences
Spoiler (click to show/hide)

Dwen prepared to initiate the plan again. The Lake was now not as alcoholic as he'd had wanted, so the first step would be to get the water to become properly poisonous again. Yet this time the poison turned out to be surprisingly vaporous, and the water turned into alcohol gas which formed a cloud just above the water.  At least it's not... It's totally getting blown away by the wind. Great. Whatever plan Dwen had, unless he wanted another try at making lake into vodka, would need to be implemented fast.

pm'd action
2 more essences.
Spoiler (click to show/hide)

Gambler continued on with his meditations while his newfound friend decided to do something more ambitious. Seva called from aether a bird of ancient times, one of the first creatures to don feathers. A velociraptor of unusually large size appeared before him. A beast large enough to ride upon. The beast looked around with curiosity, before noticing Seva and wooking in excitement.


more essence

Spoiler (click to show/hide)

Flare was sunk in thought. There were so many options to choose from, yet the same applied to his enemies. They were growing stronger as well. Eventually he'd need to kill them, and if he waited until any clash resulted in significant drain of resources for the winner, to choose battle would be to grant victory to bystanders. There was only so long he'd be able to wait.

three essences then eat the things

Spoiler (click to show/hide)

Ancano sat down in case the berries made him dizzy and swallowed all three of them. Immediately, he understood what they were. Mana berries. An incredibly rare plant that only grew in places with high ambient magic concentration, so usually only near mage academies practice grounds. When eaten in their raw form, they allowed one to cast spells far faster than normal, with extra power and stability. The speed won't be too useful in this case, but power and stability are easy to make use of.
{Next turn, either one spell at +5/+5 or three spells at +1/+1 without penalties for consecutive casting}

"HeheEheHehEHehe... What a fine view! Though I think it's missing something..."

Summon random clockwork pieces. Create 2 essences
Spoiler (click to show/hide)

Whatever he would eventually decide to build, Jiksap knew he'd first need to build something small. Some automated multi-tool or maybe an automated harvester of some kind. Maybe some augmentations or an entirely too elaborate clock, just for the noise. Not knowing where to start, Jiksap decided to let his subconsciousness chose, which meant, conjuring some parts and putting them together. It was like a puzzle. A rather large box filled to the brim with various pieces of clockwork, aetherlamps and other assorted pieces of magitech appeared before Jiksap. Ooh, a large puzzle.

To Tree: "That's good, you can never have too much protection around here. Anything interesting happened while I was gone?"

James could barely remember the last time he could relax, where there wasn't some pressing issue or fight going on. So it's time to relax.
Sit down and summon a tea set. Get some water from the lake and boil it. Check to make sure the magma pit we use for cooking is staying hot, it might be cooling now that the Tree seemingly absorbed its power. Make two cups of the green tea that I accidentally summoned a long time ago, one for James and one for Grundar.
2 healing essences.


{DG: Here's an arena, here's magic powers, now go murder eachother
*Noises of NAV having a tea party with mutant cannibal troll*
DG:I don't even anymore}

Spoiler (click to show/hide)

After tree reported nothing too unusual, James thought about what he needed to do next and the list came up empty. Now that dragon was dealt with, there were no more pressing matters, not even a wizard to chase away from the lawn. With this unexpected turn of events, James decided to take the chance to dare fate by relaxing in a small island filled with people who wanted him dead and had power to level cities. Summoning a porcelain tea set proved to be rather trivial, to the point where James began wondering how he ever lived without this ability. The ever burning embers of the fox were still there, still as warm. It took mere minutes to prepare the tea, although Grundar had some difficulties at first picking up the small cup. Only one question still bothered James: Should he summon cake or cookies?

For now, keep observing the thing while I try and make two more force essences.

Spoiler (click to show/hide)

The crystal tree regrows lost leaves surprisingly quickly, restoring what was lost in matter of minutes. Crimson was deep in thought about this phenomena. Crystaline structure of any kind should grow slowly, let alone one as complex as this, but it did explain why the tree did not look damaged when he encountered it. Wind gusts were not uncommon this high up in the mountains.

"You attacked a man who specializes in mind control with creatures as weak-minded as bees, and didn't expect this to happen?"

Pm'd stuff.
"Oh..."

Kahel gazed at the magnificient beast with a healthy doze of fear. If he could not start an understanding between them, it must be somehow used against Jonas... Which poses its own problems.

Try both normal and temperature means of conversation with magmatic bear.
If beast is not overly hostile - time to gather my resources (shards) under air protection. And do it fast. As well as two essences if I have spare time. Prepare a spell to overheat the air, just in case.
If it is... Well, hopefully, it does not make difference between different mages. Or elves. Or bees. RUN!
To Marcus:

"Actually, I didn't tell them to attack you. Chaotic essences aren't always the best to use for magic. Your death will be quite nice anyway, though."

To Sarrak:

"You dare doth dare strike down my beessss?? How dare doth dare you strike down my beesssss!"

Let's send a PM.
{Goddarn clusterfucks}
Spoiler (click to show/hide)

Kahel looked at the bear. It did not look friendly at all. In fact, it was running at him, in an entirely unfriendly manner. Diplomacy failed, he decided to use more forceful approach. The bear froze in place for a moment, its outer shell freeing solid, but soon the shell broke apart and bear began moving towards Kahel again. The results were clear, it was time to go. Temperature mage turned around and ran, leaving other, more stubborn mages to have fun with the creature.

Meanwhile, Marcus was trying to swat away multiple bees that were still controlled by Jonas. Yet there were too many and they were too persistent. Five of them stung Marcus' neck, their poison draining his magical power. Alerim approached Marcus from the side, although even beset by bees Marcus noticed his aproach. Yet between the poison and pain the spell meant to take over elfs' mind filed out, lending Alerim an opening to stab Marcus in the stomach. One of the least harmful possible wounds, it was dangerous nonetheless.
{Marcus, bleedout, 10 turns}

Meanwhile, Jonas was dealing with his own insect problems. Bees that were taken away from him returned, each trying to sting him in the face somewhere. While faring slightly better than Marcus, he still let through a few stings, impairing both his magic reserves and his ability to see. Meanwhile, magma bear turned away from running Kahel, and began moving towards Alerim.

Two more aether essences.

Spoiler (click to show/hide)

Jace continued meditating. It was surprisingly peaceful here, considering that spaceworthy void was barely fifty meters away. There weren't any life here, not even birds for some strange reason. Not even a shrub or some mountain goat. The mountain was not even that high. Well, some strangeness was to be expected in place such as this.

Make 2 golden(electricity if i can't) essences.
Spoiler (click to show/hide)

Eterna was busy exploring possibilities of his new toy. Chains moved as he commanded, although the ones stuck in walls would require actual effort to dislodge. Yet when he attempted to focus and store power, he met with unexpected obstacle. It seemed that just as he attempted to seal the power, it slipped through his grasp. It seemed that the throne granted power, but not knowledge.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DreamerGhost on August 03, 2015, 08:47:12 pm
I'm probably going to take a day off and make the next update on sunday. This is partialy because it's geting hard to think up what to write as random events without repeating myself, partialy because I'm geting bit lay due to vacation and partialy because I want to hear some opinions.

1)Should I be more strict with the rules?

I did not care too much about rules since it became obivious that this is less of arena battle and more of PvE/treasure search/etc., making PvP fairness somewhat less relevant, but i could make a proper ruleset and enforce it. Should I?

2)Should I add a chance of random encounters to every turn?

While wandering, you may chose to look for random events. But they could just *happen* from time to time. say when you are running away with your guts hanging out, or when you just travel somwhere, or mid meditation.

3) Should I add some more stratgic objectives/extra rules for terain?

Curently, all terain is kinda identical, serving only flavor. That could be changed, making lava actualy dangerous and hills actualy slow to move through. Something like random encounters could be added for forest.

4)Should I throw in some ubercreatures to be hunted for great rewards?

A.K.A, Do you want more dragons flying around. Of course, they would not be just dragons, and not all would be that powerfull. They could be diplomanced to help you out, or killed to grant bonuses.

5)Do you feel that something should be added/removed?

Just whatever you'd like to (not) see.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: FallacyofUrist on August 03, 2015, 08:57:58 pm
((...

1. Rule Strictness: the rules seem nearly completely nice as they are. In fact, I'd pretty much say they're perfect for what you're trying to do here.
2. Chance of random encounters: perhaps, perhaps random events should happen more often to longer-lived/more powerful mages, and fewer to weaker ones.
3. Small terrain bonuses and maluses might be a good idea if it won't slow your turn-making down too much.
4. Some? One or two might be nice(and they should be mostly optional(easy to run from)).
5a: never mind.
5b: I personally think a permanent +1 to potency rolls should cost 12 shards and not 18.

))

"Oh no you don't, get back here!"

Use all my non-chaotic bees essences to make all the bees in the area hostile to the mind control mage(one shard for potency), then take Alerim and go after the temperature mage.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DreamerGhost on August 03, 2015, 09:03:28 pm
((It does cost 12))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: FallacyofUrist on August 03, 2015, 09:05:06 pm
((Potency. Each point in the Potency stat costs 6 shards. 3 points equals a +1. 6 times 3 equals 18. Unless I'm misinterpreting the OP.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: fillipk on August 03, 2015, 09:12:55 pm
((You can make the game as finicky as you want personally I think you are doing a good job of always having a god to kill))

Use all my essence to create a bubble around me out of the alcohol in the air and the water, the bubble should only let in Oxygen, then enter the water and search for a fountain of Magic

 
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Beirus on August 03, 2015, 09:36:06 pm
((I am in favor of more magical ubercreatures.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: ATHATH on August 03, 2015, 10:30:36 pm
*chuckles evily*

"The magical poison was a nice touch. There is something(s) you (probably) didn't consider, though."

Pm'd stuff.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DAPARROT on August 03, 2015, 11:43:15 pm
3 more essences
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Sarrak on August 04, 2015, 01:48:58 am
((For 1-3, I share FallacyofUrist's opinion.

Following options add complexity to the game and might not be easily implemented...

4. I'd say not only monsters. A few groups, like tribe of goblins - to trade or to war with - are in order. We may not know them, but they should have some ideas of how to deal with mage infestation.
5. Quests. Or clearer goals (stated by the player?). As of now, most mages simply do things for their own amusement. Which is fine, yet...
5+. Several mage NPCs? They can serve as questgivers or use players to achieve their goals more subtly. It is also possible to trade. And, of course, to battle.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: conein on August 04, 2015, 03:52:19 am
Hey, if i wanted to make a permanent magical shield, how much would i have to roll? And i could only make it with fire?
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Whisperling on August 04, 2015, 07:59:44 am
1). I think the current rules are probably best. This game's spells are rather creative and freeform, so I imagine it would be counterintuitive to say that something ordinarily quick and simple is difficult and drawn out or nerfed in battle because it would immediately cripple your opponent. That discourages creativity and removes the "battle of wits" aspect from wizard duels.

2). Definitely. Honestly, it seems a little strange that players are running around on a giant, magically created island without any unusual inhabitants. That said, try to give them some variety- not every random encounter should be out for your blood. Also, maybe make them less likely to appear when players are injured and trying to get themselves back in one piece.

3) That sounds good, but judging by the current movement speeds it could make travel painfully slow. Maybe add some bonuses for "normal" travel and flat/ easily navigated terrain such as grassland?

4) Of course! That serves to add a goal and make the game more interesting. Just let us run away if we don't want to get involved.

5) Honestly, I always thought the system of modifiers was a bit strange. When your range of spells is freeform, limited only by the scope of your affinities, one-size-fits-all shortcuts seem a little out of place. Giving a -3 to someone with the "stealth" affinity for making something invisible doesn't make much sense, nor does it make sense for the "animated" modifier to be as difficult for someone using "change."

As I see it, when you put a modifier on something, you're actually enchanting it or granting it some additional property. Why not allow players to enchant and modify properties without restricting them to a small group of adjectives? You could apply control penalties which reflect the degree of separation between their affinities and the new properties, rather than using a rigid system.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DreamerGhost on August 04, 2015, 11:40:11 am
((Potency. Each point in the Potency stat costs 6 shards. 3 points equals a +1. 6 times 3 equals 18. Unless I'm misinterpreting the OP.))

((Oh. Yeah, that would kinda make sense. POT gets to be worth as much as other stats because it can be used to create buff items, but that could be changed.))

Hey, if i wanted to make a permanent magical shield, how much would i have to roll? And i could only make it with fire?

((Depends on the shield you want. It can be either invulnerable or permanent but not both. It is unlikely to be either with normal casting, though you'd be able to create a specialized shield with your boost. You can't create shield out of fire but you can make it look like it's on fire, making it all but the handle out of solid 500C.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: NAV on August 04, 2015, 03:04:23 pm
Take off my tinfoil hat and broken jetpack, into the box they go.

Try to turn my glass cube into some sort of gauntlet or armguard. It would be awesome if it had powered joints to increase my strength, but a non-powered armguard would be okay. This is mostly for aesthetic reasons, I don't want to be carrying around a big weapon or cube all the time.

Summon some scuba gear to hunt for treasure underwater.
Also 2 healing pills.

Ask the tree:
Hey, do you mind growing some furniture? Up to you of course, it's your body."

((It's good to be able to multitask again now that I'm no longer fighting.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: FallacyofUrist on August 04, 2015, 04:56:26 pm
"The magical poison was a nice touch. There is something(s) you (probably) didn't consider, though."

"Oh? Poison? I used no poison in my bees! Only essence drain and explosions! Unless- blast those chaotic essences. That's it, you're dead."

Never mind my previous action. Alerim will keep backstabbing the mind control mage, my bees will sting him, and I'll use all my bees essences to make him feel the pain of any dying bees who stung him(let's throw in a shard for potency).
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: ATHATH on August 04, 2015, 05:29:06 pm
"The magical poison was a nice touch. There is something(s) you (probably) didn't consider, though."

"Oh? Poison? I used no poison in my bees! Only essence drain and explosions! Unless- blast those chaotic essences. That's it, you're dead."

Never mind my previous action. Alerim will keep backstabbing the mind control mage, my bees will sting him, and I'll use all my bees essences to make him feel the pain of any dying bees who stung him(let's throw in a shard for potency).
*cackles even louder*
"Ah, soon you will realize your mistake."
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: endlessblaze on August 04, 2015, 09:02:22 pm
moar essences
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Sarrak on August 05, 2015, 01:28:19 am
"I think you forget your main targets a bit too soon, beekeeper!"

Kahel observed the battlefield from afar. Magmatic animal acted just as he wanted, so it was a good time to do some damage to the opposing forces.

"Time for a second round..."

Do not anger the bear. If it goes aggro on me - run. As far as I can to the north, to prepare better.
If the bear can't follow elf - help it. Freeze Roast elf's leg to make him trip. Summon, Ranged.
Otherwise - heat-strike Jonas. Ranged.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: conein on August 05, 2015, 02:56:15 am
Guess i'll summon a flaming shield with my +5/+5 bonus and 3 heat essences +1/+1
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: XXXXYYYY on August 05, 2015, 06:02:21 am
"Aww, 'E's adorable."
Feel for any major sources of luck in the area, then make an essence.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: H4zardZ1 on August 05, 2015, 06:30:46 am
Break the chain.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: thegamemaster1234 on August 05, 2015, 07:18:22 am
"Oooh, toys!! Now, what to do with them..."
Start tinkering around figuring out what the more complicated pieces do. 3 more essences.

((H4zardZ1: as stated in previous turn, you can't make gold essences. Only unpowered gold control allowed, apparently.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Beirus on August 05, 2015, 02:03:51 pm
Two more aether essences.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Whisperling on August 05, 2015, 04:02:09 pm
PM'd action.

Three essences.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: Crimson on August 05, 2015, 08:16:22 pm
Check if those leaves that got embedded in the rocks are still present. Then two more force essences.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: H4zardZ1 on August 07, 2015, 02:42:38 am
Duuuude (https://www.youtube.com/watch?v=yrUnek6c3Zs)
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: fillipk on August 09, 2015, 07:55:24 pm
((It is now Sunday DG))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DreamerGhost on August 10, 2015, 04:40:05 am
Turn 106

Use all my essence to create a bubble around me out of the alcohol in the air and the water, the bubble should only let in Oxygen, then enter the water and search for a fountain of Magic
Spoiler (click to show/hide)
Clouds of alcohol converged upon Dwen, splashing themselves against an invisible barrier, covering it in a mist of intoxication. Brewmaster then stepped into the water and observed with satisfaction that liquid failed to penetrate the shield. Few more steps left Dwen entirely submerged, and it seemed that shield also filtered oxygen as he wanted it to. Checking how fast it was weakening Dwen calculated that it should last for at least {6 turn worth of time}. Of course, if there were any extra stress to the shield, say, someone attacked, the strength could dissipate far more quickly. Thus, with caution, brewmaster walked forth over the bottom of the lake, eyeing various bits and pieces of meat still floating around with suspicion. And it turned out that his paranoia was justified, as red mist of blood coalesced into vaguely humanoid shape. A blood elemental. It would seem that magic power within slain beast remained within its blood and manifested in a malevolent spirit.

*chuckles evily*

"The magical poison was a nice touch. There is something(s) you (probably) didn't consider, though."

Pm'd stuff.
"The magical poison was a nice touch. There is something(s) you (probably) didn't consider, though."

"Oh? Poison? I used no poison in my bees! Only essence drain and explosions! Unless- blast those chaotic essences. That's it, you're dead."

Never mind my previous action. Alerim will keep backstabbing the mind control mage, my bees will sting him, and I'll use all my bees essences to make him feel the pain of any dying bees who stung him(let's throw in a shard for potency).
"I think you forget your main targets a bit too soon, beekeeper!"

Kahel observed the battlefield from afar. Magmatic animal acted just as he wanted, so it was a good time to do some damage to the opposing forces.

"Time for a second round..."

Do not anger the bear. If it goes aggro on me - run. As far as I can to the north, to prepare better.
If the bear can't follow elf - help it. Freeze Roast elf's leg to make him trip. Summon, Ranged.
Otherwise - heat-strike Jonas. Ranged.

Spoiler (click to show/hide)

Alerim and Jonas moved in a coordinated accord against Marcus, magic and blade striking at the same time. Yet for all the effort, a result was not to bee. Alerims strike resulted in a minor cut across Marcus left leg, and Jonas magic, while successful, only momentarily distracted their enemy. It would seem that somewhere along the way Marcus had developed some sort of resistance to pain transferred from elsewhere.

Marcus himself meanwhile, noticed that magma bear was getting increasingly close, something he was somewhat averse to, being allergic to bear fur. Not wanting to deal with it, he ran towards Jonas, something that bee mage confused for a charge and was very surprised to see Marcus run past him. Then he noticed that magma bear was not trying to eat Alerim, who skilfully dodged attempted mauling, only catching occasional magma droplet from the bear with his flesh. Suddenly, the snow around Jonas melted, and air temperature jumped good fifty degrees, from cold winter to midsummer midday in a matter of few seconds. Looking back Jonas could see Kahel swearing in the distance.
{Marcus, Bleedout 9 turns}

3 more essences
"Aww, 'E's adorable."
Feel for any major sources of luck in the area, then make an essence.

Spoiler (click to show/hide)

After summoning the velociraptor, Sevas' magical powers were drained, so he returned to meditating for now. Gambler, meanwhile, was planning a treasure hunt. There should be something lucky within the woods. Maybe some charm left over from adventurers who got into a situation where luck wasn't enough? Gambler spread out his spell, not too strong as not to wake anything nasty, and he felt a resounding ping from a treetop just slightly above him. Did a bird grab a lucky shiny for its nest?

Take off my tinfoil hat and broken jetpack, into the box they go.

Try to turn my glass cube into some sort of gauntlet or armguard. It would be awesome if it had powered joints to increase my strength, but a non-powered armguard would be okay. This is mostly for aesthetic reasons, I don't want to be carrying around a big weapon or cube all the time.

Summon some scuba gear to hunt for treasure underwater.
Also 2 healing pills.

Ask the tree:
Hey, do you mind growing some furniture? Up to you of course, it's your body."

Spoiler (click to show/hide)

It was time for some underwater exploration, and James had the advantage of always being one spell away from prepared. From quickly becoming usual portal, he pulled out decent looking scuba set, tanks filled with proper breathable air. At his request, wood within the treehouse began to shift and bulge, forming a table and few chairs around it. All of which were as spiky as most of the floor. Was it still bitter for being around mages or was that supposed to be a developing sense of humor?

moar essences

Spoiler (click to show/hide)

Flare was meditating, no longer actively planning what he would do further. For now, he was trying to use his subconsciousness to think, just waiting without any active thought, waiting for an idea to emerge.

Guess i'll summon a flaming shield with my +5/+5 bonus and 3 heat essences +1/+1
Spoiler (click to show/hide)

Ancano was only momentarily surprised by the surge of arcane power, and quickly began spending it. He created two plates of solid heat, one temperate and other searing hot, and then conjoined them into one. A handle formed on temperate side, completing Ancanos' shield. It was hard to even aproach the hot side, and being struck with it could inflict serious burns, yet the temperate part protected user from unwanted tan. A defence and offence in one.

Break the chain.
Spoiler (click to show/hide)

Eterna kicked the chain holding throne captive by anchoring in a wall. The chain budges, although only a bit. Damned be the elasticity of metal! Eterna kicked again, then again and then a few more times. Finally, the chain popped out of the wall. Not quite breaking, but good enough.

Two more aether essences.
Spoiler (click to show/hide)

Jase was meditating near the end of the world, wondering why there was no life here. Was it chased away by energies of the Edge? They were strong enough to be felt even by those unatuned, although they would probably not understand what they are sensing. Would probably feel quite creepy, possibly enough to avoid the place.

PM'd action.

Three essences.

Spoiler (click to show/hide)

Viznor sat down on the flesh fields which did not seem too far beyond his understanding for some reason. What had changed to cause such sudden understanding. A voice whispered from somewhere. Ah, so that’s what the fleshy tongues were.

Check if those leaves that got embedded in the rocks are still present. Then two more force essences.

Spoiler (click to show/hide)

Not feeling too keen on dealing with the tree, Crimson flew over to where he saw crystalline leaves to shatter stones. They were still there, entirely undamaged by collisions. Sharp edges were now rather obvious, but it should be easy to pull a few out which weren’t too deeply buried in stone.

"Oooh, toys!! Now, what to do with them..."
Start tinkering around figuring out what the more complicated pieces do. 3 more essences.

Spoiler (click to show/hide)

Jiksap could not stop himself. He did not want to stop himself. Constructing using unknown parts, led entirely by whims was a hobby he could not leave unindulged. Box was soon left with only few gaslamps and cogs within, and before Jiksap stood a curious looking clockwork device shaped like a backpack with absurd number of various lightbulbs antennas and bells. It had straps on it to be carried as a backpack, and it was something of great value. A thaumic disruptor, better known as spellcatcher. Satisfied with results, Jiksap returned to focusing power, yet was met with another unexpected surprise. His focus wavered essence collapsed, opening up a portal above now nearly empty box. Various chrome covered bits and pieces, parts of a new type, filled the box to the brim again. What a lucky day for a 3D puzzle enthusiast that Jiksap was.
Spoiler: Thaumic distruptor (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 10, 2015, 04:44:30 am
So far the answers I see to the five questions are:
1)Rules are fine.
2)Yes to random encounters
3)Yes to terain modifiers.
4)Yes to extra dragon tier stuff

If you have nothing extra to add, those shall be implemented next turn.

Quote
5) Honestly, I always thought the system of modifiers was a bit strange. When your range of spells is freeform, limited only by the scope of your affinities, one-size-fits-all shortcuts seem a little out of place. Giving a -3 to someone with the "stealth" affinity for making something invisible doesn't make much sense, nor does it make sense for the "animated" modifier to be as difficult for someone using "change."

As I see it, when you put a modifier on something, you're actually enchanting it or granting it some additional property. Why not allow players to enchant and modify properties without restricting them to a small group of adjectives? You could apply control penalties which reflect the degree of separation between their affinities and the new properties, rather than using a rigid system.

We have left the restrictions long ago. Curently they are there so that people have a general idea how hard it might be to do what they are trying to do, or to simply give people ideas of what to do.

Quote
5. Quests. Or clearer goals (stated by the player?). As of now, most mages simply do things for their own amusement. Which is fine, yet...
5+. Several mage NPCs? They can serve as questgivers or use players to achieve their goals more subtly. It is also possible to trade. And, of course, to battle.))

The masterquest is to get 100 shards. This makes ou ascend into godhood, which is the goal of those gathered here. Or it should had been a long time ago. Extra mages could be treated as the ubermonsters of question 4, giving out extra quests since they can't (be bothered) to do stuff themselves.

Quote
5b: I personally think a permanent +1 to potency rolls should cost 12 shards and not 18.

Is now a poll.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: Beirus on August 10, 2015, 04:50:11 am
((Maybe not so many random encounters that they constantly interrupt doing things? Also, I would like to note Jase is living on the edge.  :P))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: Crimson on August 10, 2015, 05:13:22 am
((I'll just go with the flow and agree with the suggestions. :P))

One explosion essence. Then, use my force arm/claw to dig out and gather as many crystals as I can.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: conein on August 10, 2015, 05:27:09 am
i want da item!
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: BlitzDungeoneer on August 10, 2015, 05:51:43 am
Oh hey, this is still a thing.
Huh.
Is Alexander still alive?
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: AoshimaMichio on August 10, 2015, 05:55:39 am
I'll hop in once again.

Name: Shias the Druid
Affinity: Plants
Description: Old man with wild gray beard and hair, clothes made of self woven plant fibers and animal furs. He smells like calming forest, partially thanks to the symbiotic flower growing in his head. He's the fabled grandfather of Isshin the Chameleon.
STR=0
DEX=0
SPD=0
END=3
POT=5

Spoiler: Spell examples (click to show/hide)

May I have a living gnarly wooden staff? Or just a plain old tree branch turned into staff. Old man needs his walking aid...

And first action is to Travel into the forest.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 10, 2015, 05:57:52 am
i want da item!
Done.
Oh hey, this is still a thing.
Huh.
Is Alexander still alive?

He was shot in the throat from afar and his sword was stolen. So no.

May I have a living gnarly wooden staff? Or just a plain old tree branch turned into staff. Old man needs his walking aid...

I can allow a common wooden staff, but you could just make/find one when you get to the forest.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: conein on August 10, 2015, 06:01:58 am
"Alrighty then."

Go more south where the trees are.

And two essences.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: BlitzDungeoneer on August 10, 2015, 06:16:22 am
Have a new sheet, then.
Name: Alexander the Second
Affinity: Swords
Description: An almost perfect replica of his father, Alexander, were it not for his much younger appearance. Because, well, he is. Much younger, that is.
STR: 1
DEX: 2
SPD: 1
END: 0
POT: 4

That okay?
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: XXXXYYYY on August 10, 2015, 09:51:41 am
"Be right back."
Climb up to the Ping while making a pair of Essences.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: fillipk on August 10, 2015, 10:50:33 am
Dammit I should have known that it would be guarded

Try intoxicating the elemental with alcohol, a lot of alcohol.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DAPARROT on August 10, 2015, 01:16:09 pm
ok, see you later
make 2 essences

(how much am I able to control my velociraptor?)
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 10, 2015, 01:18:08 pm
ok, see you later
make 2 essences

(how much am I able to control my velociraptor?)

((As much as you could a trained dog.))
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: thegamemaster1234 on August 10, 2015, 01:30:09 pm
"Oooh, toys!! Now, what to do with them..."
Start tinkering around figuring out what the more complicated pieces do. 3 more essences.

((H4zardZ1: as stated in previous turn, you can't make gold essences. Only unpowered gold control allowed, apparently.))

I think my turn was missed.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: BlitzDungeoneer on August 10, 2015, 01:30:46 pm
Have a new sheet, then.
Name: Alexander the Second
Affinity: Swords
Description: An almost perfect replica of his father, Alexander, were it not for his much younger appearance. Because, well, he is. Much younger, that is.
STR: 1
DEX: 2
SPD: 1
END: 0
POT: 4

That okay?
((ahem))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: FallacyofUrist on August 10, 2015, 02:06:07 pm
"Ah... a warm summer breeze... I will spare you for the moment for this happiness. Thank you, temperature mage."

Objective: kill Marcus. Alerim will impale Marcus, while I will ask the Great Swarm Queen to aid me in this battle.
Title: Re: Roll to Magic: Turn 105 Resisting the swarm is useless,bow to new overlords
Post by: DreamerGhost on August 10, 2015, 02:29:37 pm
Quote from: thegamemaster1234
I think my turn was missed.

Fixed.
Have a new sheet, then.
Name: Alexander the Second
Affinity: Swords
Description: An almost perfect replica of his father, Alexander, were it not for his much younger appearance. Because, well, he is. Much younger, that is.
STR: 1
DEX: 2
SPD: 1
END: 0
POT: 4

That okay?
((ahem))
It is OK. You will enter on next turn.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: NAV on August 10, 2015, 03:11:33 pm
I don't want to carry around either a big cube or a weapon all the time, so try to turn my glass multitool into an armguard. Ideally it would cover my whole arm and hand, and have powered joints to increase strength. A non-powered armguard would be okay too though. Mostly I think it would be cool to type on my armguard then have a weapon or tool pop out. Don't really expect it to prevent much physical damage being made of glass.

If I have time with all the tinkering summon 3 more healing pills.

While tinkering ask Grundar:
"Do you mind finding and bringing back Azenfar's body? I want to give him a proper burial. It's the least I can do since I failed to save him."
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 10, 2015, 03:13:56 pm
I completely missed the cube part. Damnit.

EDDIT: Apparently for the best. Since you posted action and not complaint it will happen this turn. I did roll a d10 and got a 1. It would had exploded in your face.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: NAV on August 10, 2015, 03:17:52 pm
S'allright, that's what happens when I cram too many things into one post. Next turn works.

Edit: haha wow. Lucky that didn't happen. I really should get something to increase my luck, eh?
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: endlessblaze on August 10, 2015, 04:59:20 pm
"the core needs to be...smart as a dog maybe?  (sigh) and then binding it all together....im not sure if this engine is going to be enough"


more power while I puzzle out the logistics
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: thegamemaster1234 on August 11, 2015, 09:40:38 am
A new puzzle?? What joy!!

Put on the thaumic disruptor backpack. Put together the new puzzle with a weapon in mind. 2 more essences.

((Some side questions:
If someone obtained essences for an affinity that person does not have or is not directly relative to the spell being cast, can those essences be used to negate a malus relating to the essence's affinity? Say I have summoning and want to summon a crossbow; normally I would take a malus for specifying a crossbow, but if I also had a weapons essence for whatever reason, could it be used to negate the malus?

What would happen if someone had affinity affinity??))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: ATHATH on August 12, 2015, 12:11:24 am
A new puzzle?? What joy!!

Put on the thaumic disruptor backpack. Put together the new puzzle with a weapon in mind. 2 more essences.

((Some side questions:
If someone obtained essences for an affinity that person does not have or is not directly relative to the spell being cast, can those essences be used to negate a malus relating to the essence's affinity? Say I have summoning and want to summon a crossbow; normally I would take a malus for specifying a crossbow, but if I also had a weapons essence for whatever reason, could it be used to negate the malus?

What would happen if someone had affinity affinity??))
They could temporarily grant themselves an affinity (for a round or two), temporarily steal affinities, and/or prevent someone else from using one of their affinites. They would be very versatile, but would find themselves unable to perform many long-term projects, due to only being able to make essences of an affinity when they have it available, likely halving or thirding essence production of non-Affinity essences. They would be a jack-of-all-trades, master of none.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: fillipk on August 12, 2015, 01:17:06 am
((Question for DG if you were to switch bodies would your potentency and comptency move with you since your mind wouldn't change, also would you still have the same affinity?))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: NAV on August 12, 2015, 01:31:46 am
((Question for DG if you were to switch bodies would your potentency and comptency move with you since your mind wouldn't change, also would you still have the same affinity?))
((It's happened before. Potency, competency, and affinity all stay the same.))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: H4zardZ1 on August 12, 2015, 05:41:33 am
((How much chains to break are left?))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 12, 2015, 06:27:59 am
((How much chains to break are left?))

((None, you are free to claim the throne.))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: H4zardZ1 on August 12, 2015, 07:53:12 am
((Chains that are into the walls, i mean.))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 12, 2015, 08:47:29 am
((Chains that are into the walls, i mean.))

((I meant those. You are free to fly out and demand to be led to your Space Marines.))
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: Beirus on August 12, 2015, 11:24:23 am
Two more aether essences.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: Whisperling on August 12, 2015, 11:50:22 am
Three more essences.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: Sarrak on August 12, 2015, 05:45:48 pm
"You're welcome. Now, for your companion... I think he prefers warmer climate."

Time for an elf roast. Commence!
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: fillipk on August 13, 2015, 12:29:29 am
(Update update where is the update?)
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: H4zardZ1 on August 13, 2015, 04:04:50 am
Drag the throne into a opening.
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 13, 2015, 06:21:41 am
Turn 107

((I'll just go with the flow and agree with the suggestions. :P))

One explosion essence. Then, use my force arm/claw to dig out and gather as many crystals as I can.

Spoiler (click to show/hide)

Crimson looked at the tree and decided that he did not want to try it again just yet. Besides, there were some perfectly fine leaves just lying around. Few were not too far buried and were easy to pull out, others proved more of a challenge. Claw could go through dirt easily enough, but stone proved too hard even for repeated bashing. In the end, Crimson ended up with a pile of seven crystal leaves.

"Alrighty then."

Go more south where the trees are.

And two essences.

Spoiler (click to show/hide)

With his newly forged shield in hand Ancano wandered off towards the forest. It was not too far away and upon entering it Ancano felt that something changed. It was not just a place where trees began growing, there was a clear line between forest and grasslands. How curious. A faint smell of grass reached heat mage and Ancano looked around seeking the source. It was close, very close in fact. Heat radiating from his shield had dried nearby grass, creating the aroma. It could be troublesome if some dry shrub caught fire within the forest.

"Be right back."
Climb up to the Ping while making a pair of Essences.

ok, see you later
make 2 essences

Spoiler (click to show/hide)

Gamblr left Seva to play with his new friend and climbed upwards. Just as he suspected, there was a nest filled with various bits and pieces of shiny metals, possibly collected by a bird that once was here. Yet among those mostly worthles pieces was somethning magical. There! A glint of gold, a badge of one "Archeologists" guilds. Little more than looters, they specialized in clearing tombs and ruins of anything valuable, and some gained enough riches to enchant their items. This badge seemed to be one of those items, crafted to instinctively draw the wearer towards valuable objects.
{+1 LUCK when searching for loot.}

Dammit I should have known that it would be guarded

Try intoxicating the elemental with alcohol, a lot of alcohol.

SPD [3] vs [4]
STR [3]
DEX [6]
CMP [5+1=6]
POT [3]

Before Dwen could finish his spell the blood elemental was upon him. It seemed entirely unbothered by the water around it, moving as fast as a fish. Yet the distance gave away the action and Dwen had plenty of time to dodge. Yet the movement was a bit too swift, water that had to be moved out of the way drained shield as well as a punch would. But it was now Brewmasters chance, and by his magic, alcohol moved from the surrounding water into the blood elemental, engorging it. Had it been a creature of flesh, it would had been at least tipsy from the amount, but it was a being of magic. Even though the alcohol within was interfering with magic that held blood together, it was not by so much as to noticeably affect it.
{4.5 turns worth of shield left}

"Ah... a warm summer breeze... I will spare you for the moment for this happiness. Thank you, temperature mage."

Objective: kill Marcus. Alerim will impale Marcus, while I will ask the Great Swarm Queen to aid me in this battle.
"You're welcome. Now, for your companion... I think he prefers warmer climate."

Time for an elf roast. Commence!
Quote from: ATHATH
stuff
Spoiler (click to show/hide)

Jonas gave the command and as words left his mouth and order left his mind he realized what was happening. Marcus had cast a spell on him while dodging Alerims blade a minute ago. Only a quick dive in the snow allowed him to dodge swarm of stingers flying towards him. Meanwhile, Kahel was swearing again, as his magic once more created a large area of summer weather, this time around Alerim. Yet none witnessed his mistake this time, As Alerim had split his attention between trying to kill Marcus and dodging his own death at the hands of a magma bear. And he managed it with magnificent grace. A step that took him out of bear claws range moved him close enough to Marcus to attack. A mighty strike took off Marcus left hand by the shoulder and continued until it got stuck in Marcus ribs.  Mind mage fell, unable to handle the immense pain. But it was not a wound that would bother him for long, as death was far too imminent.
{Marcus, Bleedout 1 Turn left}

I don't want to carry around either a big cube or a weapon all the time, so try to turn my glass multitool into an armguard. Ideally it would cover my whole arm and hand, and have powered joints to increase strength. A non-powered armguard would be okay too though. Mostly I think it would be cool to type on my armguard then have a weapon or tool pop out. Don't really expect it to prevent much physical damage being made of glass.

If I have time with all the tinkering summon 3 more healing pills.

While tinkering ask Grundar:
"Do you mind finding and bringing back Azenfar's body? I want to give him a proper burial. It's the least I can do since I failed to save him."
Spoiler (click to show/hide)

James was tinkering with the glass contraption once again. It was a bit too cumbersome to carry, never mind the possible accidental button clicks transforming it into something dangerous or sharp. Then, among many identical buttons James noticed one that was marked. A large ring, which had a small ring within, with arrows tracing from large ring to the small ring. Finally, a stroke of luck. A piece of the cube seemingly folded in on itself, then another, then a third. James only began to worry when the cube shrunk to a quarter of its previous size and red glow began spreading from within. But it was too late, the cube exploded, sending very sharp shards of glass flying everywhere. Due to close proximity, James caught almost half of them. Healer fell flat on his back, feeling the pain overcome him.
{James, Bleedout, 3 turns remaining}

"the core needs to be...smart as a dog maybe?  (sigh) and then binding it all together....im not sure if this engine is going to be enough"


more power while I puzzle out the logistics

Spoiler (click to show/hide)

Flare was still pondering, but by now he had finished thinking ideas and began considering possibilities. A device is only as good as its weakest link, and it would not do to have the effort foiled just because, say, golem could not pull its own weight.

A new puzzle?? What joy!!

Put on the thaumic disruptor backpack. Put together the new puzzle with a weapon in mind. 2 more essences.

Spoiler (click to show/hide)

Jiksap was never the kind to refuse a gift, (unless it was from someone he hated or something he already had or if it had a triple helix spiral) and this was not an exception. Now this piece goes there, and that bit goes there, and that over there as an ornament... Jiksap was once more a bit too immersed in the process to see what he was constructing. The shape indicated that it was a gun, probably a rifle of sorts, although further inspection revealed that it was more of a self-reloading crossbow. It would be able to fire most anything bolt shaped, now it was only a matter to procure some.

Two more aether essences.

Spoiler (click to show/hide)

Jace was still waiting for something to happen. It would simply not make any sense for this place to be completely empty. A faint scratching noise reached his ears and Jace turned to see a small golem crab. A crab of stone, it lived wherever there was enough hard rock for it to sustain itself. It would make sense for it not to care for abound magical energies within this place.

Three more essences.
Spoiler (click to show/hide)

The fields were surprisingly safe now, away from mirages there were no "native" creatures yet, as it would take decades for them to appear, and any life that was here before would most likely be removed by the expanding influence of magic font. Viznor was meditating without a care for this world.

Drag the throne into a opening.

Spoiler (click to show/hide)

Eterna tried his best to push the throne out of the hall but it refused to budge. Both massive and made of pure gold, it was very heavy. If Eterna wanted to get this out, he'd need to think of something else.

Once again the main portal flashed to life as a pair of mages entered the competition and bet their lives.
Alexander the second, a blademaster of considerable skill, few even knew that he had magic powers. Though that was less so because of his fame with a blade and more so because of how few survivors he left.
Shias the Druid, a hermit from the far west, known to but a few, yet respected by them all. A man of great talent and great experience, it did not take long for Shias to notice the nearby forest and move off towards it. Old age was generally not too troubling for mages of his power and it was even less so for him, with a body hardened by decades spent in the wilds.

Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 106 Most harmless combat
Post by: DreamerGhost on August 13, 2015, 06:24:38 am
(Update update where is the update?)

((In my defence, it's +35C outside))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 13, 2015, 06:38:12 am
((Gore! Blood! How fleeting is our time in this world...

Also, FallacyofUrist, your luck is damn horrifying.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: conein on August 13, 2015, 06:49:33 am
"eheh, hope i dont cause a forest fire"

explore. Anything of interest? Any mage creeping around? Any reason why i wouldnt make two essences?
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: AoshimaMichio on August 13, 2015, 07:08:04 am
Now that Shias was in the forest it was time to call out guardians of the forest. It is only polite to ask permission to stay and wander within when dealing with obviously magical forests. And in case guardians are angry, it is recommended to ask if any deeds are needed.

While waiting guardians to arrive and speak, Shias meditates creating three plant essenses.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: BlitzDungeoneer on August 13, 2015, 07:41:10 am
((...am I the pink dot on that central point?))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: XXXXYYYY on August 13, 2015, 08:04:19 am
"'Ello there! 'Elcome to our little neck o' the woods. Please don't make trouble, if ya will."
Greet the new 'un, then go a bit closer to the center of the forest and send out another ping. 2 +1/+1 essences.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 13, 2015, 08:58:56 am
((Gore! Blood! How fleeting is our time in this world...

Also, FallacyofUrist, your luck is damn horrifying.))
((Compensation for None and No's violent deaths. Maybe. Probably not.))
((James gets bleed out? After all this time, all these people trying to kill him, his current largest chance of death is from a magic glass cube? Really?))

"Finish him! Finish him!"

"It doesn't seem necessa-AGH!"
A spasm of electricity wracks Jonas.
"Wrong answer. When you're dealing with dying mages, they have no reason to abstain from blasting all their shards at you in one uber-powerful spell."

"Mind control mage must be finished..."

Jonas has Alerim remove Marcus' head before he(Marcus) has a chance to cast. Meanwhile, Jonas turns to the magma bear and speaks thusly: "Lo, agent of the great volcano, I sense and see your hostility towards me and my elf minion Alerim. All things considered, I'm removing your foes from this area by ending their lives! Once I'm done with this fight, I'll take the dead mages' loot and then leave your territory, going after that temperature mage. You have no reason to fight me. If you would like to claim a portion of the dead mages' shards as your own, I have no issue with that."

((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Whisperling on August 13, 2015, 09:06:24 am
((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))

((Would you actually start RPing him differently if it was taken off? I kinda assumed it was just an IC explanation for his/your decision to murder everybody.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 13, 2015, 09:10:08 am
((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))

((Would you actually start RPing him differently if it was taken off? I kinda assumed it was just an IC explanation for his/your decision to murder everybody.))
((If the visor was removed, I would RP him differently- though there'd probably be a bit of anger from Jonas because the visor was a gift from a friend.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 13, 2015, 09:14:44 am
((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))

((Would you actually start RPing him differently if it was taken off? I kinda assumed it was just an IC explanation for his/your decision to murder everybody.))
((If the visor was removed, I would RP him differently- though there'd probably be a bit of anger from Jonas because the visor was a gift from a friend.))
((I must say, he has great friends. As for figuring out, I couldn't point how often does visor intervene. Now all seems clearer))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 13, 2015, 11:06:14 am
((Gore! Blood! How fleeting is our time in this world...

Also, FallacyofUrist, your luck is damn horrifying.))
((Compensation for None and No's violent deaths. Maybe. Probably not.))
((James gets bleed out? After all this time, all these people trying to kill him, his current largest chance of death is from a magic glass cube? Really?))

"Finish him! Finish him!"

"It doesn't seem necessa-AGH!"
A spasm of electricity wracks Jonas.
"Wrong answer. When you're dealing with dying mages, they have no reason to abstain from blasting all their shards at you in one uber-powerful spell."

"Mind control mage must be finished..."

Jonas has Alerim remove Marcus' head before he(Marcus) has a chance to cast. Meanwhile, Jonas turns to the magma bear and speaks thusly: "Lo, agent of the great volcano, I sense and see your hostility towards me and my elf minion Alerim. All things considered, I'm removing your foes from this area by ending their lives! Once I'm done with this fight, I'll take the dead mages' loot and then leave your territory, going after that temperature mage. You have no reason to fight me. If you would like to claim a portion of the dead mages' shards as your own, I have no issue with that."

((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))
"You should listen to your 'friend'."

Isn't there a modifier for going first in initiative?
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: fillipk on August 13, 2015, 11:20:36 am
"You... Will... Be... Mine!!!!

Take control of the blood elemental by controlling the alcohol in it
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: NAV on August 13, 2015, 11:27:49 am
"Noooo fuckfuckfuckfuckfuck that was David's cube"

((I think you forgot my +1 endurance and my adamantine armour. That would probably make it hurt less.))
Heal myself with 2 +1/+1 essences. Gosh darnit, I have stuff to do. Can't be wasting time and spells being injured.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DAPARROT on August 13, 2015, 11:35:34 am
hello,who are you?
2 more essences
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Whisperling on August 13, 2015, 01:07:38 pm
((If the visor was removed, I would RP him differently- though there'd probably be a bit of anger from Jonas because the visor was a gift from a friend.))

((Some friend he has... I assume that means he doesn't have any memory of being shocked/mind controlled?))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 13, 2015, 01:25:42 pm
((The memories are being- well he knows that he's being controlled, but as a result of the targeted shocks to his brain, he doesn't really care.))

((The visor was fine until Jonas tried downloading fanfic from a not very reputable site. End result: a self-adapting virus that grew to intelligence and evil.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Whisperling on August 13, 2015, 01:43:15 pm
((The memories are being- well he knows that he's being controlled, but as a result of the targeted shocks to his brain, he doesn't really care.))

((The visor was fine until Jonas tried downloading fanfic from a not very reputable site. End result: a self-adapting virus that grew to intelligence and evil.))

((So, the ideal solution is to have the machine guy delete the virus.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: thegamemaster1234 on August 13, 2015, 02:09:43 pm
Professor Jiksap notices the appearance of the new mages with glee.

"Guinea pigs have arrived! Not done setting up yet though."

Summon another puzzle (random electrical parts)! 3 more essences.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on August 13, 2015, 04:33:49 pm
((...am I the pink dot on that central point?))
((Yes. Colour can be changed if you want. You did not specify any, so I went with the one you used with your two previous mages.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: BlitzDungeoneer on August 13, 2015, 04:39:07 pm
Tch. It seems like his blade was not carried over with him. Well, it didn't matter. He'd just need to create a new one...
Alexander the Second starts creating(-1) a sword of iron(-1).
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 13, 2015, 04:47:47 pm
((Creation also applies a -1 modifier.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: endlessblaze on August 13, 2015, 04:54:48 pm
"mmm....how to best set up....3 perpetual motion engines arranged in an array and linked to mana converters? or maybe I could use one more powerful one but lose one and I lose the whole golem......."

more power. need more power
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: BlitzDungeoneer on August 13, 2015, 04:57:11 pm
((Creation also applies a -1 modifier.))
((Edited. Cheers, mate.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 13, 2015, 08:47:29 pm
What color am I?

I just realized that if Jiksap teamed up with the luck guy, they could reliably pump out a semi-random magitech item every two turns. I think that's faster than even NAV's item production rate.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: thegamemaster1234 on August 14, 2015, 12:30:01 am
Meanwhile, Jiksap formulates a master plan:
1. Get a neat manipulator (http://tardis.wikia.com/wiki/Sonic_screwdriver)
2. Obtain a cool form of transportation (http://www.flyingomelette.com/oddities/pics/sab2/EGG.jpg)
3. ???
4. ...?! (http://img4.wikia.nocookie.net/__cb20131112004706/tardis/images/1/1e/Cybermen_formation_Doomsday.jpg)
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Crimson on August 14, 2015, 12:39:32 am
Take off my helmet then try to merge one crystal leaf with it using my force magic. One force essence after taking note of the experiment's results.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 14, 2015, 01:19:40 am
"Hm... Just as I thought to talk to him about the situation, once again he displays sudden ruthlessness and compulsive behavior. Something is not right, yet..."

Humming a tune, Kahel walked back onto the battlefield. The only creature he feared, a spawn of volcanic lands, seemed quite more obsessed with beekeeper's elf and would not pose an immediate threat. He coughed, trying to get Jonas attention:

"I greet you once again, Beekeeper. Might you be interested in a truce between us, until we lose this beast behind? It would be quite rational to do so."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 14, 2015, 09:37:14 am
"No, sorry, I'm not leaving my loot. AGGHH!!!"

"You do not make truces! Ever! No consideration to truces! None! Unless absolutely necessary!!!"

"It shall be as you say, mentor..."

"If you dare interfere with my looting you shall die. Period. Now begone, take your head start- it won't last."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on August 14, 2015, 10:06:05 am
What color am I?

I just realized that if Jiksap teamed up with the luck guy, they could reliably pump out a semi-random magitech item every two turns. I think that's faster than even NAV's item production rate.

((Limegreen))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 14, 2015, 12:07:42 pm
"Hm. So, you already think about this loot as yours? Well, I sadly can't deny you Markus, but as about others... I think I have a much more valuable research to conduit and can't spare these shards."

Come closer and gather shards from the corpses while it is still possible. Beware of the bear, ignore mild distractions that my shield should deal with.

---

If even partly successful and not dead:

"Heed my decree, Universe! I, Kahel the Changer, master of heat and cold alike, call forth a creature from the fiery depths of Abyss itself, to serve me in my ultimate quest!"

Short of breath after the mighty shout, Kahel whispered mostly to himself:

"May it be intelligent, at very least."

((7 Shards crushed for a minion. If I have more shards, the creature summoned is not powerful enough (<6 LUCK) AND does not pose a specific interest (knowledgeable/has special abilities), immediately follow with:))

"And now, my second decree! Just as the Abyss has provided me its denizen, so will the icy Cocytys! Come forth, a demon of freezing! Heed my will and join my quest!"

Exhausted, he could only add:

"Lets hope for the better..."

(("Do not deny the mage his research. Or you shall suffer!" - ancient saying))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 14, 2015, 02:41:15 pm
To the magma bear:

"While you're at it, mind helping me deal with the temperature mage?"
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 14, 2015, 02:49:05 pm
To the magma bear:

"While you're at it, mind helping me deal with the temperature mage?"
"Why are you so focused upon my destruction? I'm dead in a turn anyway. If you let me die in peace, I will not try to destroy you next turn. Deal?"
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 14, 2015, 02:50:13 pm
"Hush hush, my elf will deal with you."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 14, 2015, 03:13:08 pm
"Hush hush, my elf will deal with you."
"Exactly! This is overkill!"
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 14, 2015, 05:36:49 pm
"It is foolish to assume that primordial creature of earth and fire would 'help' you. It wants death - and death it gives. To anyone who draws its ire."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 14, 2015, 05:42:00 pm
"Exactly! It will help me because I want death also!"

"Hush hush, my elf will deal with you."
"Exactly! This is overkill!"
"Get your memory straight, I asked it for help with the temperature mage, not you! Though it probably would help kill you also."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 14, 2015, 06:39:06 pm
"Exactly! It will help me because I want death also!"
"Ah, but we want to kill people too. In fact, you seem almost hesitant in your desire to kill people, while we would not, so if it sides with anyone due to a desire to cause death, it would probably be us."
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 14, 2015, 09:59:40 pm
"var homicide++;"

"Kill-kill-exterminate-kill-kill-die-exterminate-kill-die-exterminate!"

After I'm done talking with the bear, be sure to kick in the mind control mage's skull. Twice.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: thegamemaster1234 on August 14, 2015, 10:35:38 pm
Professor Jiksap's mind suddenly came across a rather strange thought: what if, for whatever reason, he would become unable to react to his current thoughts, only able to follow instructions on a piece of paper? He decided to prepare, just in case this ever actually happened.

((I'm going on a beach vacation for a week and may or may not be able to submit turns. Depending on the situation, I may or may not miss next Wednesday's or next Sunday's turns. The following commands are for those two turns in the case that I am unable to take my turn.))

Spoiler: Turns? What turns? (click to show/hide)
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: H4zardZ1 on August 14, 2015, 10:42:19 pm
"That doesn't work. Next."
Turn the throne's legs into wheel.
((There is a lot of colors to explore.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Trewque on August 15, 2015, 02:07:12 pm
Name: Bob T. Baker
Affinity: Paleomage (able to summon and/or control any extinct animal)
Description (optional): An older man who, in addition to his magic, is an expert paleontologist. Has a light gray/white beard, and wears a cowboy hat. An old friend of Professor Jigzap.
STR= 1
DEX= 1
SPD= 1
END= 1
POT= 4
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on August 15, 2015, 02:42:32 pm
((Welcome to the forums! Please don't get in my way.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Sarrak on August 15, 2015, 02:46:20 pm
Affinity: Paleomage (able to summon and/or control any extinct animal)

((I'm rather perplexed at the phrasing of this affinity, though it does promise some interesting options.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on August 15, 2015, 03:08:56 pm
Affinity: Paleomage (able to summon and/or control any extinct animal)

((I'm rather perplexed at the phrasing of this affinity, though it does promise some interesting options.))
For instance, he couldn't summon a creature while he already has one, due to it no longer being extinct. He could, however, summon creatures of the same species simultaneously.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: thegamemaster1234 on August 15, 2015, 03:33:59 pm
Oh, blast you, Baker! Still can't get my name right! How's the dinosaur studies going? Visited any parks?

((It's of note that it is common practice to provide at least three example spells instead of some rough definition if the affinity doesn't appear obvious enough. For paleomancy, I'd put these:
-Summon extinct animal
-Control extinct animals
-Transform things/people into extinct animals
As Sarrak mentioned, this pivots upon the determined meaning of the word 'extinct' in the context of the game. For mechanics, I suggest that an 'extinct' creature is one that, at one point, ceased to exist; a passenger pigeon would be just as much a candidate as a T-Rex, though neither would be considered 'un-extinct' simply by having been summoned by magical means. If a mating pair runs off and suddenly there's raptors all over the place, that's a different matter entirely.

Oh yes, and one last important thing:
Your first turn is when you join, not the turn after.
Use this turn for whatever (generally, you can't go wrong with a few essences and/or a move, though an attempt at an opening spell is also viable)))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on August 16, 2015, 03:33:15 pm
Beirus and Whisperling have yet to post. Since Whisperling not having posted yet is kinda my fault and invovles quite a few other players, if they do not post actions in next 30mins, turn will be delayed for 12 hours (untill tomorow morning(ish)).
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Beirus on August 16, 2015, 03:36:09 pm
Do the friend making thing I do on the stone crab, have it lead me to its leader. Maybe use one +1/+1 essence if my net CMP/POT bonus is less than +1/+1.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: Whisperling on August 16, 2015, 04:00:49 pm
Beirus and Whisperling have yet to post. Since Whisperling not having posted yet is kinda my fault and invovles quite a few other players, if they do not post actions in next 30mins, turn will be delayed for 12 hours (untill tomorow morning(ish)).

((I wouldn't say it's your fault- there isn't really much I can do about the situation IC. I guess I have been somewhat preoccupied though.))

Anyway, PM'd action.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on August 17, 2015, 05:27:40 am
Turn 108

"eheh, hope i dont cause a forest fire"

explore. Anything of interest? Any mage creeping around? Any reason why i wouldnt make two essences?

Spoiler (click to show/hide)

Ancano moved forth to the trees, wondering around them, searching for something out of place. Magical objects always gave off a detectable aura, and while no mage could really feel it without concentrating, most mages would be able to recognize a magical ring out of a pile of fifty identical non-magical ones. But in a forest, there were some things that were not meant to be seen. Hidden, non-magical things, like spider webs. Ancano, focused in his search for traces of magic, managed to walk right into one, hanging from a branch just at face level. While heat mage was busy removing the annoying strands, a thin trail of smoke rose from nearby bush. By the time Ancanos face was clear of unfortunate annoyance, tiny tongues of flame were licking dried up leaves of the bush.

"You... Will... Be... Mine!!!!

Take control of the blood elemental by controlling the alcohol in it

Spoiler (click to show/hide)

Dwen did not want to deal with the elemental too long. The shield, although rechargeable, was very temporary. He felt that even with low alcohol content within the blood elemental, it was worth a try to control it. Yet the magic for controlling a body via alcohol within it was one Dwen had not used for a very long time. To adapt it to a being that was held together with magic was a herculean task. As brewmaster finished his chant, he could feel his body twitch lightly, but beyond that, nothing else happened. The blood elemental was surprisingly intelligent and was busying itself by showing it off in the meantime. Seeing how easily Dwen had managed to dodge his attack before, it switched to faster but weaker mode, shooting out tiny pellets of blood. A few managed to hit Dwen, draining his shield further.
{3 turns worth of shield left.}

"Noooo fuckfuckfuckfuckfuck that was David's cube"

((I think you forgot my +1 endurance and my adamantine armour. That would probably make it hurt less.))
Heal myself with 2 +1/+1 essences. Gosh darnit, I have stuff to do. Can't be wasting time and spells being injured.

Spoiler (click to show/hide)

Upon closer inspection and examination, James expert medical opinion was that it looked way worse than it was. Oh sure, it was plenty bad, especially on the unprotected face (at least it felt like it), but adamantine armor stopped the glass from hitting anything too vital and natural toughness from time spent traveling was enough to protect major blood vessels. Picking out largest shards of glass was a bit painful, not to mention increased blood loss from removing blockage in the wound, but it would be enough. James cast a spell, empowered by his previous preparations, that was enough to heal all of the wounds, although a few scars would remain from the largest ones.

Now that Shias was in the forest it was time to call out guardians of the forest. It is only polite to ask permission to stay and wander within when dealing with obviously magical forests. And in case guardians are angry, it is recommended to ask if any deeds are needed.

While waiting guardians to arrive and speak, Shias meditates creating three plant essenses.
hello,who are you?
2 more essences
"'Ello there! 'Elcome to our little neck o' the woods. Please don't make trouble, if ya will."
Greet the new 'un, then go a bit closer to the center of the forest and send out another ping. 2 +1/+1 essences.

Spoiler (click to show/hide)

Seva and Gambler gained a rare chance - to see a druid interact with the forest. Several sprites of magic landed on nearby branches, responding to the call of the druid. "It has been long since we had seen one of your kind. These forests have suffered from mages many times in the past. You are allowed free passage through all but the deepwoods. To be allowed to the sacred glades you will need to prove yourself. Bring the head of one who has threatened our very existence - the mage who wields the power over alcohol, and you shall be allowed to roam freely. After having transferred the message, sprites dissolved on the tree branches they were resting on, leaving blooming blossoms.

Although the spectacle was rather unique chance for those who were not druids, Seva and Gambler quickly returned to their original objectives. For Seva this was merely meditation, but Gambler resumed his treasure search. And was met with unsuccessful result for the first time. The treasure of Garonatyr, known for its great abundance of precious stones,  the location of it was now firmly within Gamblers mind. Yet, this usually precious information was useless to Gambler, since the treasure was hidden in another dimension, within the plane known as The Fields of Glory where spirits of fallen warriors met to resolve their grudges left over from times when they were still trapped within flesh. Then again, there might be some use for this, Gambler thought, remembering the portal through which he came here.

Professor Jiksap notices the appearance of the new mages with glee.

"Guinea pigs have arrived! Not done setting up yet though."

Summon another puzzle (random electrical parts)! 3 more essences.

Spoiler (click to show/hide)

Jiksap attempted to summon another one of puzzles he enjoyed so much. They were so wonderful, those puzzles of a box of spare parts - each one had so many correct configurations and Jiksap wanted to try out them all. Yet it seemed that his luck with puzzles had ended - instead of a new puzzle a single gear appeared. It would seem that the area was devoid of free puzzles and it was time to see what world had prepared for him

Tch. It seems like his blade was not carried over with him. Well, it didn't matter. He'd just need to create a new one...
Alexander the Second starts creating(-1) a sword of iron(-1).


Spoiler (click to show/hide)

Alexander was deeply disturbed by a lack of a proper cutting implement by his side. His sword was missing, his backup sword was nowhere to be found, and the rapier named "Plan C" had seemingly vanished in thin air. This was not a state any self-respecting blademaster should find himself in. To remedy the current situation, Alexander decided to do the standard tactic he designed for "Low on sharp instruments" scenario - summon more swords. The first attempt did not go too well though, an iron cube appeared before him, with all edges sharpened - as Alexander discovered by trying to pick the cube up. It was almost like this place had something against people going back on time favored method of stabbing anyone who was against you in the kidneys.

"mmm....how to best set up....3 perpetual motion engines arranged in an array and linked to mana converters? or maybe I could use one more powerful one but lose one and I lose the whole golem......."

more power. need more power
Spoiler (click to show/hide)

Flare was still busy with his blueprints. There were simply too many ideas! He had allready figured out the basic model, but there were so many ways to improve it. Maybe even a few too many ways, Flare though, discarding another sub-optimal design.

Take off my helmet then try to merge one crystal leaf with it using my force magic. One force essence after taking note of the experiment's results.

Spoiler (click to show/hide)

Crimson put away the harvest of the crystal tree. Neither Crystals nor trees tended to just walk away, so a crystal tree would certainly not. It took a bit of experimenting, but Crimson managed to find an application for the crystalline leaves. The helmet he had used for experiments was now covered in crystalline sheen, protected by a layer of crystalline material. The layer from just one leaf was unlikely to do much though.

"Finish him! Finish him!"

"It doesn't seem necessa-AGH!"
A spasm of electricity wracks Jonas.
"Wrong answer. When you're dealing with dying mages, they have no reason to abstain from blasting all their shards at you in one uber-powerful spell."

"Mind control mage must be finished..."

Jonas has Alerim remove Marcus' head before he(Marcus) has a chance to cast. Meanwhile, Jonas turns to the magma bear and speaks thusly: "Lo, agent of the great volcano, I sense and see your hostility towards me and my elf minion Alerim. All things considered, I'm removing your foes from this area by ending their lives! Once I'm done with this fight, I'll take the dead mages' loot and then leave your territory, going after that temperature mage. You have no reason to fight me. If you would like to claim a portion of the dead mages' shards as your own, I have no issue with that."

((If you haven't figured it out, the visor is the main reason Jonas is being so homicidal.))
"var homicide++;"

"Kill-kill-exterminate-kill-kill-die-exterminate-kill-die-exterminate!"

After I'm done talking with the bear, be sure to kick in the mind control mage's skull. Twice.
"Hm. So, you already think about this loot as yours? Well, I sadly can't deny you Markus, but as about others... I think I have a much more valuable research to conduit and can't spare these shards."

Come closer and gather shards from the corpses while it is still possible. Beware of the bear, ignore mild distractions that my shield should deal with.

---

If even partly successful and not dead:

"Heed my decree, Universe! I, Kahel the Changer, master of heat and cold alike, call forth a creature from the fiery depths of Abyss itself, to serve me in my ultimate quest!"

Short of breath after the mighty shout, Kahel whispered mostly to himself:

"May it be intelligent, at very least."

((7 Shards crushed for a minion. If I have more shards, the creature summoned is not powerful enough (<6 LUCK) AND does not pose a specific interest (knowledgeable/has special abilities), immediately follow with:))

"And now, my second decree! Just as the Abyss has provided me its denizen, so will the icy Cocytys! Come forth, a demon of freezing! Heed my will and join my quest!"

Exhausted, he could only add:

"Lets hope for the better..."
Quote from: ATHATH
Stuff

Spoiler (click to show/hide)


Marcus blinked. Shock had dealt with the pain, but his mind was still dizzy. He knew he had to move, to cast at least one more spell, to take revenge to... Alerim leaped backwards, his job done, Marcus now headless, he did not want to stay near the bear.  The bear was midswing to strike Alerim again when he jumped, so it just placed the foot back on the ground, seemingly annoyed by the small biped running away. Then again, it could had been annoyed by Jonas attempts to diplomance it. Alerim did not know, for he had never learned the mysteries of bear lore. Meanwhile, just as bear moved towards Jonas, crushing Marcus body on its way, Kahel, having sprinted all the way back to the battlefield, quietly collected soul shards from Doctor and Harden. He wanted allies, allies to kill Jonas with, so he crushed seven shards to call himself a companion. First attempt went to heck, as from a portal appeared a glass spider, no bigger than a tarantula. It could be useful later, but it was not what he wanted right now. So Kahell called again, and this time results were far more agreeable. From the portal entered a creature seemingly made of sharp edges. An ice demon, with sharp claws, spikes on its back, and a grin that occupied most of the face, showing off sharp teeth that were at least as long as its claws. The demon bowed to Kahel, showing off just how huge the spikes on its back were, and asked "who will it be today?"

Spoiler (click to show/hide)

"That doesn't work. Next."
Turn the throne's legs into wheel.
Spoiler (click to show/hide)

Work smarter not harder, thought Eterna and sat in the throne. He extended his magic through it, forcing the throne itself to change. There were some difficulties, as shaping an artifact with the artifacts own power is a council approved method of destroying unwanted items, but Eterna managed. As he stood back up and looked at the throne it now had a set of six wheels, three on each side. They were small and mounted on intricate axles so that they could turn if needed. Considering the amount of rubble and assorted tight corners, this would undoubtedly prove useful.

Do the friend making thing I do on the stone crab, have it lead me to its leader. Maybe use one +1/+1 essence if my net CMP/POT bonus is less than +1/+1.
Spoiler (click to show/hide)

Golems of all kinds are notoriously resistant to magic. But there is a weakness in their resistance, there had to be, otherwise the golem controlling items would not exist. Jace attempted to exploit this weakness, yet in his attempt he forgot to include the proximity to the close by mass of magic that held the air inside within the island. Aether was perturbed, and the link of magic between Jace and crab was rendered unstable as well. Jace barely managed to stop the spell before he became a lightning rod for aether discharge. The crab began calmly eating nearby peebles.

From the portal emerged a new figure, a mage of things that no longer were, Bob T. Baker, crafter of forgotten dreams. Well known for his talents, especially the capability of summoning horrors that eclipsed even most fiendish creatures of the current day. Yet for now, his plan included less unleashing hell and more having a chat with an old friend and colleague scientomagus.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 17, 2015, 05:29:16 am
In unrelated news, I can't handle alcohol. At all.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Sarrak on August 17, 2015, 06:14:19 am
"See? I've told you that primordials were not to be trifled with! But you wouldn't listen..."

Done with mocking beemasters futile attempt, Kahel turned to his newly-acquired demon.

"It was good for you to join. I foresee us both gaining from it. For now, deal with bee mage. His elf is worthless, but do not anger the bear while it goes after them."

If a good chance to harvest last debt from Marcus occurs - do so. Else, craft three essences. If disturbed - smash attackers knee with a staff. Retreat in case of bear danger.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: endlessblaze on August 17, 2015, 06:33:30 am
((Would someone remind me of the efect of chaotic metal essences))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: conein on August 17, 2015, 07:03:28 am
Hey, when i said "any reason why i wodnt make 2 essences" i actually meant to craft them.


seeing that staying with this shield here is not a good idea, proceed to go ttowards that ship thing  and craft two essences
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: thegamemaster1234 on August 17, 2015, 07:39:21 am
((This turn overrules my previously proposed backup vacation turn.))

"Oh dear, my luck is running out. Perhaps now is the time for more planned actions. But I liked being crazy! Waaah! Maybe I can be PLANNED crazy! What a thought!"
Summon a cluster of taser bolts for crossbow, using 2 essences. Then create 2 more essences.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: XXXXYYYY on August 17, 2015, 08:13:48 am
"Hmph."
Send out another pulse, and head toward any pings that appear, if they're reasonably safe and accessible.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: NAV on August 17, 2015, 08:32:52 am
James goes to talk to that strange mage making all the machines.

"Hello there. You wouldn't happen to be a technomancer, would you? I have a machine I need fixed."

Make 3 healing essences while I wait for Jiksap to respond.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: FallacyofUrist on August 17, 2015, 09:24:08 am
"You think you can outnumber meeeee??? We'll see about that!"

Jonas crushes 7 shards for another non-magical minion! He then loots Marcus' corpse for all its shards and then crushes 7 shards for yet another non-magical minion! Heck, he keeps crushing shards until he's summoned as many minions as possible!

Meanwhile, Alerim attempts to use Kahel as a meat shield for protection from magma bear and ice dude. If no attacks come, he just backstabs Kahel.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 17, 2015, 09:46:44 am
I'm assuming that my plan to animate myself as I died failed.

Reappear on that Plain of Fallen Warriors that the Gambler found the library in. Make two Necromancy essences.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Sarrak on August 17, 2015, 09:58:26 am
((FallacyofUrist, I must note that bear is now after Jonas, not Alerim. Which may pose problems for your shard gathering. Anyway, we will see who would get those shards. Could be even no one, as bear stomped onto the corpse and doesn't seem very friendly in general.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DAPARROT on August 17, 2015, 10:09:26 am
Huh, I wonder what that alchohol Mage did to the forest? Also, do you smell smoke or am I just still hallucinating?

summon another velociraptor,same size as the first. Use all non-chaotic CMP boosting essences(there should be 4)
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: AoshimaMichio on August 17, 2015, 10:12:05 am
Another three essences. Find mushrooms within area I have been permitted into (a bit northward).

"I do not know, but probably something bad. Smoke? Maybe..."
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: fillipk on August 17, 2015, 11:50:28 am
((I'm 1 turn away from the surface right?))

"Bah I will deal with you later."

Retreat to the surface and then empower the shield and make 2 essences

((As to what I did, nothing I just failed a diplomacy check.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 17, 2015, 01:16:37 pm
((Would someone remind me of the efect of chaotic metal essences))
((Same as all chaotic essences. If you use it, you get a LUCK roll, which might improve or mess up your spell. It makes the spell somewhat unreliable.))

Hey, when i said "any reason why i wodnt make 2 essences" i actually meant to craft them.


seeing that staying with this shield here is not a good idea, proceed to go ttowards that ship thing  and craft two essences

((The idea is that making an essence takes a bit of time. Not very long, but it takes time nevertheless. With a bush on fire in a magical forest, you might not want to stay around with a shield that is kinda on fire.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: FallacyofUrist on August 17, 2015, 03:34:51 pm
((FallacyofUrist, I must note that bear is now after Jonas, not Alerim. Which may pose problems for your shard gathering. Anyway, we will see who would get those shards. Could be even no one, as bear stomped onto the corpse and doesn't seem very friendly in general.))
((I still have 8 shards in my inventory. One way or another, I will have meat shields.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: BlitzDungeoneer on August 17, 2015, 05:13:37 pm
Now that just won't do.
Transform(-1) the iron cube(-1) into a proper sword.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Trewque on August 17, 2015, 05:20:44 pm
I look for Professor Jigzap. Upon spotting him, walk up to him and greet him, saying "Is there anything I can do to help you with your current puzzle, my old friend?" Then craft two essences.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Crimson on August 17, 2015, 06:03:38 pm
Alright, now try to use two more crystal leaves to reinforce the helmet. After that, successful or not, move back to the tree.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 17, 2015, 11:52:21 pm
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 18, 2015, 04:36:37 am
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
((You are verry much too dead for that.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Whisperling on August 18, 2015, 08:57:19 am
"Did I hear something?"
...

"Well, never mind. It was probably just a side effect of that failed essence."
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 18, 2015, 03:27:47 pm
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
((You are verry much too dead for that.))
I assumed that your lack of comment on my previous action was approval.

Name: Marcus
Affinity: Necromancy
Description: He's back, and he's a banshee now. He has changed his approval quest to slaying FoU. He speaks like this now.
Stats: They're the same as last time.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 18, 2015, 04:22:11 pm
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
((You are verry much too dead for that.))
I assumed that your lack of comment on my previous action was approval.

Name: Marcus
Affinity: Necromancy
Description: He's back, and he's a banshee now. He has changed his approval quest to slaying FoU. He speaks like this now.
Stats: They're the same as last time.

((It was. Your action did not suceed because you did not recover your conciousness in time and was decapitated before it. I figured that moving your charsheet to "dead"section, lack of magic rolls and description of your thoughts being interrupted by decapitation were enough hints.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 18, 2015, 04:23:48 pm
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
((You are verry much too dead for that.))
I assumed that your lack of comment on my previous action was approval.

Name: Marcus
Affinity: Necromancy
Description: He's back, and he's a banshee now. He has changed his approval quest to slaying FoU. He speaks like this now.
Stats: They're the same as last time.

((It was. Your action did not suceed because you did not recover your conciousness in time and was decapitated before it. I figured that moving your charsheet to "dead"section, lack of magic rolls and description of your thoughts being interrupted by decapitation were enough hints.))
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Whisperling on August 18, 2015, 04:50:26 pm
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: endlessblaze on August 18, 2015, 05:02:23 pm
"the core....mmm...built in emergency power and movement device perhaps? keep me from needing to gather as much power making a new one when the first gets its body recket"

MOR POWER
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Sarrak on August 18, 2015, 05:48:52 pm
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
This. As of now, I remember only three mages eluding this ultimate fate - one ascending, one killing himself with acid and one (me) being aged into dust after dying.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 18, 2015, 06:07:30 pm
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
This. As of now, I remember only three mages eluding this ultimate fate - one ascending, one killing himself with acid and one (me) being aged into dust after dying.
((One mage, the one whwo ascended. Whaz soul is now a part of Jaces' CMP bonus. I do not remember the acid mage.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 18, 2015, 06:28:50 pm
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
This. As of now, I remember only three mages eluding this ultimate fate - one ascending, one killing himself with acid and one (me) being aged into dust after dying.
((One mage, the one whwo ascended. Whaz soul is now a part of Jaces' CMP bonus. I do not remember the acid mage.))
What did he do to ascend? I've apparently completely forgotten about that guy.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 18, 2015, 06:31:58 pm
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
This. As of now, I remember only three mages eluding this ultimate fate - one ascending, one killing himself with acid and one (me) being aged into dust after dying.
((One mage, the one whwo ascended. Whaz soul is now a part of Jaces' CMP bonus. I do not remember the acid mage.))
What did he do to ascend? I've apparently completely forgotten about that guy.
((He announced in thread that he no longer wanted to play. Now I remember there was another guy who comited sudoku.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: fillipk on August 18, 2015, 06:32:09 pm
((It was the alchemist Mage.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 18, 2015, 07:07:28 pm
Ah. That would be why I didn't remember him. Thanks.

On a different note, I can't find the deathlist or the waitlist.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Whisperling on August 18, 2015, 07:17:31 pm
Ah. That would be why I didn't remember him. Thanks.

On a different note, I can't find the deathlist or the waitlist.

There is no waitlist- everyone gets in on the turn they submit their char sheet. The deathlist is at the bottom of the doc.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 18, 2015, 07:18:10 pm
Ah. That would be why I didn't remember him. Thanks.

On a different note, I can't find the deathlist or the waitlist.

There is no waitlist. Deathlist is at the bottom of this.
Now with a charsheet (https://docs.google.com/spreadsheets/d/1zSiUlK2hYgWyW3m16miIFWBd1F3kdi0kOG3L6XCz8nE/edit#gid=0)
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 18, 2015, 10:44:05 pm
Why is it so hard for us (the players of this game) to remember the lack of a waitlist?!
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Sarrak on August 19, 2015, 02:12:16 am
I thought that I could end up on that plane where a bunch of dead warriors continue to fight.

I'm pretty sure that we don't get afterlives. Mainly because our souls are crystalized, passed from person to person, and eventually destroyed for magical power.
This. As of now, I remember only three mages eluding this ultimate fate - one ascending, one killing himself with acid and one (me) being aged into dust after dying.
((One mage, the one whwo ascended. Whaz soul is now a part of Jaces' CMP bonus. I do not remember the acid mage.))
I deduced from the number of shards that Jace only got the shards Whaz had before his death. As there was no one to collect his soul long enough for his body to turn into dust...

Plant Isaac. He destroyed himself and used his soul to reincarnate as Stone Isaac. Whom I got.

EDIT: When should we expect the next turn?
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: endlessblaze on August 19, 2015, 06:30:55 am
Why is it so hard for us (the players of this game) to remember the lack of a waitlist?!

((My guess? We are not used to games, especially large ones like this, that don't have them.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Beirus on August 19, 2015, 02:29:06 pm
((It's like DreamerGhost is somehow managing to do what piecewise and Wwolin were unable to when their arena deathmatch games went open world. Nice job, DG.))


Try it again. This time with two +1/+1 essences
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: NAV on August 19, 2015, 02:37:06 pm
((Yeah, major props for running a game this large.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 19, 2015, 03:41:56 pm
((It's like DreamerGhost is somehow managing to do what piecewise and Wwolin were unable to when their arena deathmatch games went open world. Nice job, DG.))


Try it again. This time with two +1/+1 essences

((To be fair, they probably make a proper plot instead of making shit up as it goes along.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: ATHATH on August 19, 2015, 03:44:27 pm
((It's like DreamerGhost is somehow managing to do what piecewise and Wwolin were unable to when their arena deathmatch games went open world. Nice job, DG.))


Try it again. This time with two +1/+1 essences
Remember that this is DG's first game on this forum.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: fillipk on August 19, 2015, 03:45:59 pm
Ptops even more
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Sarrak on August 19, 2015, 04:27:37 pm
((It's like DreamerGhost is somehow managing to do what piecewise and Wwolin were unable to when their arena deathmatch games went open world. Nice job, DG.))


Try it again. This time with two +1/+1 essences

((To be fair, they probably make a proper plot instead of making shit up as it goes along.))
((Just to say, if you make up random shit long enough, it suddenly starts to seem like a thought-out and deep plot. Even to yourself.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Whisperling on August 19, 2015, 04:47:17 pm
((Even if you don't have a plot, both the fact that you've kept an interesting open world going for over 100 turns without a hitch, and the fact that you've managed to let players choose their own spells without anything becoming broken is pretty amazing. I personally love how you manage magic, and I bet I'm not the only one.))

Viznor uses a spell of finding to give himself directions to every mage on the island, living or dead. Afterwards, two essences.

((Well, maybe it's a bit metagamey, but I don't want to comb through the thread every time I need to figure out where something is.))
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 19, 2015, 07:48:49 pm
Turn 109

"See? I've told you that primordials were not to be trifled with! But you wouldn't listen..."

Done with mocking beemasters futile attempt, Kahel turned to his newly-acquired demon.

"It was good for you to join. I foresee us both gaining from it. For now, deal with bee mage. His elf is worthless, but do not anger the bear while it goes after them."

If a good chance to harvest last debt from Marcus occurs - do so. Else, craft three essences. If disturbed - smash attackers knee with a staff. Retreat in case of bear danger.
"You think you can outnumber meeeee??? We'll see about that!"

Jonas crushes 7 shards for another non-magical minion! He then loots Marcus' corpse for all its shards and then crushes 7 shards for yet another non-magical minion! Heck, he keeps crushing shards until he's summoned as many minions as possible!

Meanwhile, Alerim attempts to use Kahel as a meat shield for protection from magma bear and ice dude. If no attacks come, he just backstabs Kahel.

Spoiler (click to show/hide)

Jonas did not like the odds. There was him and Alerim against a temperature mage and ice demon. Not too terrible, but there was also the bear, and Jonas was not a betting man. He wanted a bit of a boost to his victory chances. So he crushed seven shards of his own, and before him appeared a dwarf, sturdy built, with muscles that looked like stone boulders. He was shirtless, although his chest could not too well be seen over his beard. In each hand he had iron knuckles that ended with a blade that would have fit on a halberd. On his head he wore a skull of something large with equally large fangs, seemingly dozens of them. "Greetings, to you who sounds the horn of battle. There is fighting to be done, and I swear on my name, I, Bofrec Whitfoot shall..." The dwarf trailed off, paused in his introduction by the surprise of seeing Jonas run off right into a bear of magma.

Jonas wanted the crystals that were on Marcus' corpse. The bear was large and lumbering. Dodge the creature, get the shards, and kill all who oppose. It was nice simple plan that did not work out too well since the bear was smarten than given credit for. Instead of striking with full power, it traded impact strength for speed. Jonas could only scream in pain as searing hot paw struck him, vaporizing liquid in skin and cocking flesh underneath. Jonas fell, unable to withstand the pain, and as bear lifted its paw for another strike on now immobile target, from somewhere away came a husky voice. "The fuck is happening. God damnit you furless beast, you shall not claim him!"

Slightly further away Kahel was waiting for his chance. Bear was moving towards Jonas and away from Marcus corpse. Wait what? Where is he running? No! The bear now is busy mauling him mere meters away from the shards! But... Where is the elf? Demon turned towards Kahel and moved ahead with intent to kill, giving temperature mage all the warning he needed. Kahel dived to the ground Just as Alerims hand swiped where Kahel's neck was moment ago. The demon did not dawdle given the chance to shed blood. Its long claws sunk d deep into Alerims' shoulder, where they converged on the joint between bones. First there was a loud *pop* as bones were separated, then demon twisted its hands, cutting flesh around the shoulder, and with a final tug, tore Alerims left hand off completely. Sound of sizzling blood as it fell on nearby magma rocks was drowned out by elf’s screams.

Hey, when i said "any reason why i wodnt make 2 essences" i actually meant to craft them.


seeing that staying with this shield here is not a good idea, proceed to go ttowards that ship thing  and craft two essences

Spoiler (click to show/hide)

Ancano did not want to burn down the forest. For now, at least. There was a lake full of shipwreck. Those should be safe to explore, damp wood wouldn't burn too well, right? Of course right, he was never wrong. It took being an ancient elf, but Ancano was never wrong. Even when he said he was wrong it was to trick lesser beings. Just to prove that he expected the bush to catch fire, Ancano moved out of the forest at the speed of a run, the most conspicuous way possible. Off to the lost treasures.

((This turn overrules my previously proposed backup vacation turn.))

"Oh dear, my luck is running out. Perhaps now is the time for more planned actions. But I liked being crazy! Waaah! Maybe I can be PLANNED crazy! What a thought!"
Summon a cluster of taser bolts for crossbow, using 2 essences. Then create 2 more essences.
Spoiler (click to show/hide)

Jiksap reached out through aether. Creating complex bolts was somewhat boring. Oh of course the complexity and compactness was interesting, like making a pocket watch, but after the second it would become repetitive and that was no fun at all. And so he pulled from aether a bunch of uniform bolts, all of which had been built for a crossbow without a tube. They all as one were too large, with too many stuck out bits. Half of them were not even working; they barely even tingled as Jiksap tested them out. This could be resolved later, and Jiksap sank back into the music place. There was a melody there, which never ended and never repeated. It was a nice place. Yet as he sat there was a *clang* within the melody, there was an error of some sort. As Jiksap opened his eyes again, essence went critical, arcs of electricity spilled from Jiksap, they struck the bolts, melting the annoying extra bits and charging the engines that were there. Then it continued, fusing and changing tiny pieces within the bolts. As the power finally faded, there was a pile of bolts next to Jiksap, not two of them same, yet all fitting his crossbow. How nice.

"Hmph."
Send out another pulse, and head toward any pings that appear, if they're reasonably safe and accessible.
Spoiler (click to show/hide)

There was something nearby enough, Gambler could feel it. Although he was not able to tell where exactly, he felt like he knew the directions. Go twenty steps north, then turn left, move until you see a large stone with a spot that looks like a dog on it. It was not too far, although if Gambler left, he knew he'd not find this place again. Before him was a chest embed in a boulder of iron ore with ten identical buttons.

James goes to talk to that strange mage making all the machines.

"Hello there. You wouldn't happen to be a technomancer, would you? I have a machine I need fixed."

Make 3 healing essences while I wait for Jiksap to respond.

Spoiler (click to show/hide)

James walked off to Jiksap. He seemed to be in meditation, so James decided to politely wait until the man finished. There never was any sense in antagonizing those from whom you wanted help, far less of it when you wanted help from a technomancer. Most technomancers were... Ah. There is electricity arching off him. All technomancers claimed to have a place in their mind where a melody ran eternally. He was there and he was as mad as the rest of them. Well, he probably won't mind the blood on, well, everything then.

Huh, I wonder what that alchohol Mage did to the forest? Also, do you smell smoke or am I just still hallucinating?

summon another velociraptor,same size as the first. Use all non-chaotic CMP boosting essences(there should be 4)
Another three essences. Find mushrooms within area I have been permitted into (a bit northward).

"I do not know, but probably something bad. Smoke? Maybe..."
Spoiler (click to show/hide)

Seva wanted another bird. Just the same as this one, they were just too cute. For some reason it was even more adorable at this size. Well, at least he thought so. The forest disagreed, judging from the silence, there were no animals left nearby. The portal to unrealities opened and another velociraptor appeared in the forest. Now if he wanted he'd be able to choose which velociraptor to ride!

Shias was not enjoying the spectacle too much. Animals that were extinct for so long should not be disturbed, but it was more a unwritten rule for druids rather than something worth punishing. There was smoke and he went off to investigate. What he found was a slightly singed bush. Were pixies trying to trick shepherds again?

((I'm 1 turn away from the surface right?))

"Bah I will deal with you later."

Retreat to the surface and then empower the shield and make 2 essences

((Yes))
Spoiler (click to show/hide)

Dwen rose to the surface but blood elemental cut him off. Once more he was forced to dodge at speeds that would damage the shield. Shield was beginning to fail, Dwen could feel that it would not last too long. But it would last enough. The maneuver allowed Dwen to bypass the elemental and surface. The air was still filled with gaseous alcohol. Dwen refilled his shield and looked downwards, at the blood elemental eagerly swimming towards him.
[3.5 Turns of shield left.]

Now that just won't do.
Transform(-1) the iron cube(-1) into a proper sword.

Spoiler (click to show/hide)

Alexander was displeased with the cube, but it too could serve a purpose. Purpose of being raw materials in his work. Alexander lightly tugged on one of the corners, distending the cube, his magic forming the shape into that of a blade. As the magic finished, Alexander held in his hand a bastard sword of iron, sharp and trustworthy.

I look for Professor Jigzap. Upon spotting him, walk up to him and greet him, saying "Is there anything I can do to help you with your current puzzle, my old friend?" Then craft two essences.
Spoiler (click to show/hide)

Bob headed over to his old friend. There was another mage there, waiting for something. Ah, Jigzap was listening to the melody again. Funny thing it was. But he always hated when people interrupted him. He too would have no choice but to wait. Well, may as well make use of the time, thought Bob sinking into meditation of his own.

Alright, now try to use two more crystal leaves to reinforce the helmet. After that, successful or not, move back to the tree.
Spoiler (click to show/hide)

Second attempt was kind of successful. Not in a way Crimson wanted, but it was actually beneficial. The next two leaves were rather uncooperative in joining the first within the helmet. They broke into relatively large shards, but did not break down further. Crimson attempted to ground them into the helmet, but was a bit too forceful. Magic mixed, and now his helmet had small spikes, on both inside and outside. If his head wasn't metal, it would have been quite painful, but now the helmet was useless to anyone but Crimson. Well, unless they too had extra thick skull or a lack of pain receptors.

Try it again. This time with two +1/+1 essences
Spoiler (click to show/hide)

Jace was ready this time. Ward from outside energy? Check. Ward designating exact target? Check. Ward that would redirect a discharge? Check. All seemed in place and Jace cast his magic. The crab froze in place for a moment, then slowly turned walked up to Jace. Aethermage could feel a link between them, the crab was nothing too complex, but it did know some locations. It couldn't speak, and memory transfers were usually not a very good idea but he could make it work. If needed. For now, if ordered, the crab would seek out the specific location or closest thing in function.

"the core....mmm...built in emergency power and movement device perhaps? keep me from needing to gather as much power making a new one when the first gets its body recket"

MOR POWER
Spoiler (click to show/hide)

Flare was still pondering. He could feel that there were new mages on the island. He'd need the project soon, but it was not done yet. He might need to cut corners. Flare never liked to cut corners.

Viznor uses a spell of finding to give himself directions to every mage on the island, living or dead. Afterwards, two essences.
Spoiler (click to show/hide)

Viznor reached out into the past, seeking very specific events; the current positions of wizards. Dead or alive, they were still important. Yet what he got was static. Nothing. Loud pile of nothing. How strange, is the proximity of the source already affecting magic? It shouldn't, not yet, not for a decade. Were there some protective enchantments? Now that wouldn't be too strange, many mages had some sort of defenses against scrying.


Spoiler: Map (click to show/hide)


I'm assuming that my plan to animate myself as I died failed.

Reappear on that Plain of Fallen Warriors that the Gambler found the library in. Make two Necromancy essences.
"Well, this place is odd. Erm, I don't suppose you can hear me, [Whisperling's character's name]?"
((You are verry much too dead for that.))
I assumed that your lack of comment on my previous action was approval.

Name: Marcus
Affinity: Necromancy
Description: He's back, and he's a banshee now. He has changed his approval quest to slaying FoU. He speaks like this now.
Stats: They're the same as last time.

Now that I look more closely at these, I see a few problems. Firstly, no OOC personal vendetas. Your character, soul and mind, were caught and contained. Your clone does not have them.
Your mage is humanoid without special abilities. Specter, being incorporeal, is not that.
I could start you off in the plane of fallen soldiers as a ghost, but to seek the treasure would be meta and you'd become fleshy upon entering the island. The vendeta is still a no no.

Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 19, 2015, 07:53:49 pm
(( the fact that you've managed to let players choose their own spells without anything becoming broken is pretty amazing.))

((Meanwhile, on the Shipwreck lake shore, lies parts for a castle sized adamantine jetpack, still untouched by nature, the seven story tall adamantine mech for which it was meant lying in far smaller pieces in another lake alltogether.))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: XXXXYYYY on August 19, 2015, 08:07:03 pm
"Ten Buttons, eh? 'Erhaps If I just kinda reach out and..."
Feel out through the courses of fortune to understand the way I should press the buttons to open the chest. Use 2 +1/+1 essences and 1 each of the +1 to CMP and POT Essences, for a total of +3/+3.
((I just got a really cool idea. Hoo Hoo Hoo. Just need the proper equipment.))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: DreamerGhost on August 19, 2015, 08:18:33 pm
((But still, thank you all for the praise. It means a lot to me, really does.))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: fillipk on August 19, 2015, 08:28:29 pm
Swim towards the shore and then run through other mages if the blood elemental chases me, if it doesn't make 3 essences

"No use in getting killed yet, must prepare, must prepare."
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: FallacyofUrist on August 19, 2015, 08:59:12 pm
"Agh, no, it's all going wrong... no... I shall be victorious. It is time."

Here is the reckoning. Jonas staggers to his feet, then invokes the Great Swarm Queen to grant him power, great power for bee magic. Jonas then uses his shard for potency, possibly throwing in a few years of his life while he's at it, to transform the magma bear into bees that obey his orders. Meanwhile, the honorable dwarf pummels the ice demon and Alerim attempts to staunch his wound. Before beginning his magic chant, Jonas sends his remaining bees to kill the temperature mage.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: Whisperling on August 19, 2015, 09:02:15 pm
(( the fact that you've managed to let players choose their own spells without anything becoming broken is pretty amazing.))

((Meanwhile, on the Shipwreck lake shore, lies parts for a castle sized adamantine jetpack, still untouched by nature, the seven story tall adamantine mech for which it was meant lying in far smaller pieces in another lake alltogether.))

((I always assumed that you had created the giant worm for the sole purpose of destroying the mech. Seemed a bit too challenging a foe for non-James players otherwise.))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: ATHATH on August 19, 2015, 10:12:45 pm
Alright then, it's my simulacrum. Do my pacts persist between clones?

Head directly North.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: DAPARROT on August 19, 2015, 11:40:41 pm
2 more essences,let my velociraptors establish a pack hierarchy
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: Crimson on August 20, 2015, 12:05:52 am
Gather as many crystal leaves as I can from the tree in one turn. Be prepared to fly away though in case the wind gets stronger.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: NAV on August 20, 2015, 12:52:29 am
Tap the technomage on the shoulder.
"Hello? Anyone home? I'm wondering if you can help me with something."
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: Sarrak on August 20, 2015, 01:00:47 am
"Splendid. Now, we'll wait for a moment. Who would win, bear or mage - your guess?"

Kahel looked at the bloodied elf with academical interest.

"Seems even more fragile than most humans... Though it does pose some danger for simple mortals due to its inherent quickness..."

Three essences or shield overheat if attacked by the swarm. Watch as the combat rages on.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: AoshimaMichio on August 20, 2015, 02:48:24 am
"Hmph. Pixies."

Keep looking for mushrooms, preferrably type with known hallucinogenic properties, but really any mushroom will do.
Three more essences.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: BlitzDungeoneer on August 20, 2015, 04:05:07 am
Much, much better.
Now, try to recreate(-1) Plan C, aka the rapier(-1). Need to create as many backup blades as possible, after all.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: H4zardZ1 on August 20, 2015, 04:14:06 am
Push the throne into a opening.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: conein on August 20, 2015, 05:50:27 am
swim like a beautiful fishy searching for loot. But craft two essences first.
Also leave the shield on the ground so that... Everything burns and i dont drown.
Title: Re: Roll to Magic: Turn 108 Wheel of samsara
Post by: DreamerGhost on August 20, 2015, 06:13:28 am
(( the fact that you've managed to let players choose their own spells without anything becoming broken is pretty amazing.))

((Meanwhile, on the Shipwreck lake shore, lies parts for a castle sized adamantine jetpack, still untouched by nature, the seven story tall adamantine mech for which it was meant lying in far smaller pieces in another lake alltogether.))

((I always assumed that you had created the giant worm for the sole purpose of destroying the mech. Seemed a bit too challenging a foe for non-James players otherwise.))

((It was confined within the lake and could had been made irrelevant by just not going there. I had planned for it to be an NPC, possibly moonlighting as a god, maybe giving out quests.))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: Trewque on August 20, 2015, 08:55:38 am
Cast enchantment to discover where, if any, formerly extinct animals are on the island. Then talk to Professor Jigzap.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: ATHATH on August 20, 2015, 03:40:25 pm
Actually, pm'd action.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: thegamemaster1234 on August 20, 2015, 04:39:37 pm
Professor Jiksap is slightly startled by a tap on his shoulder and looks up to see two mages patiently waiting, staring expectantly, one of which is covered in rather oddly shaped shards of glass radiating with residual magical power.

Hello there! Did I doze off? Ooh, you're covered in glass! Never was the best thing to make stuff with, glass. And there's something... what in the blazes is this?!
Fix the crazy exploded glass thing, all essences, letting James help out if he decides to (repair is really just healing for machines, after all). Then create two more essences if nothing crazy happens. Oh, and load my crossbow with some of those new bolts.
((James's healing can be translated to repair with a -1, I think))
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: NAV on August 21, 2015, 06:04:41 pm
"I agree with you, glass really isn't the best material. But it was an incredibly useful machine, it could turn into almost anything with the push of a button. Being made of glass never really caused any problems until I found the self destruct button.

Anyways, its very useful and has a lot of sentimental value to me, so if you can fix it I'll give you that slightly used fighter jet over there. Not really a fair trade, I know, but the jet has served its purpose and I have no more use for it. So what do you say?

I'm James by the way. James the healer. What's your name?"

Spoiler: Nah (click to show/hide)

I'll help Jiksap fix the cube. Cast a healing spell, and use Jigzap's repair spell to channel the healing into the broken machine. Use about half my non-chaos essences for this.
Then make 2 healing essences of course.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: ATHATH on August 21, 2015, 07:28:22 pm
"I agree with you, glass really isn't the best material. But it was an incredibly useful machine, it could turn into almost anything with the push of a button. Being made of glass never really caused any problems until I found the self destruct button.

Anyways, its very useful and has a lot of sentimental value to me, so if you can fix it I'll give you that slightly used fighter jet over there. Not really a fair trade, I know, but the jet has served its purpose and I have no more use for it. So what do you say?

I'm James by the way. James the healer. What's your name?"

I hope Mr. Marcus 2.0 Isn't stupid enough to mess with me. But he's going north towards my shop, and he has necromancy powers, and there are some corpses buried there, and he's doing a PM action, and he's controlled by ATHATH. So if he tries to defile the bodies of my friends, or steal my jet, or anything else foolish then I'll test my new dragon shout at him. Grundar would also try to stop him if he does anything like that.

If Marcus Jr. decides not to be foolishly annoying, then I'll help Jiksap fix the cube. Cast a healing spell, and use Jigzap's repair spell to channel the healing into the broken machine. Use about half my non-chaos essences for this.
Then make 2 healing essences of course.

Actually, DG and I have decided that Marcus 2 will start play on the plane of fallen warriors.

I wonder how much Jiksap would pay for a perpetual motion engine...
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: NAV on August 21, 2015, 07:34:22 pm
Ah, okay sorry about the misunderstanding and about being kind of rude. Just being cautious/paranoid.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: thegamemaster1234 on August 22, 2015, 06:54:34 am
"I forgot to introduce myself, eh? Very well; I am Professor Jiksap (NOT Jigzap, that's my evil twin back home), master inventor, machinist, repairman... A what you say? An object capable of changing its shape and size at the press of a button? That must be a very useful contraption indeed, if it were not made of something so fragile... Hmm? A JET?! Though I long to study your marvelous mechanism, I will accept your gracious offer."
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: ATHATH on August 22, 2015, 10:04:32 am
Ah, okay sorry about the misunderstanding and about being kind of rude. Just being cautious/paranoid.
Nah, it was justified. If the plane of fallen warriors thing didn't work out, I was actually going to steal it and help Sarrak with it.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: Whisperling on August 23, 2015, 08:01:29 pm
Three essences.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: Beirus on August 23, 2015, 09:25:55 pm
Have the crab take me to the biggest one of its kind in the area. Two essences on the way.
Title: Re: Roll to Magic: Turn 109 Bloody demons
Post by: DreamerGhost on August 24, 2015, 08:02:54 am
Turn 110

"Ten Buttons, eh? 'Erhaps If I just kinda reach out and..."
Feel out through the courses of fortune to understand the way I should press the buttons to open the chest. Use 2 +1/+1 essences and 1 each of the +1 to CMP and POT Essences, for a total of +3/+3.

Spoiler (click to show/hide)

Gambler closed his eyes, cast the spell and reached out with his left hand. Magic momentarily numbed the hand as it did its work, but as Gambler opened his eyes again he found two of his fingers resting on two of the buttons. The other eight were all flukes. But this was not exactly the answer he was looking for.

Swim towards the shore and then run through other mages if the blood elemental chases me, if it doesn't make 3 essences

"No use in getting killed yet, must prepare, must prepare."
Spoiler (click to show/hide)

Dwen did not want to deal with the elemental. He had come underprepared and it showed. The elemental he'd be able to beat, but there could be other dangers. He'd return later.

"Agh, no, it's all going wrong... no... I shall be victorious. It is time."

Here is the reckoning. Jonas staggers to his feet, then invokes the Great Swarm Queen to grant him power, great power for bee magic. Jonas then uses his shard for potency, possibly throwing in a few years of his life while he's at it, to transform the magma bear into bees that obey his orders. Meanwhile, the honorable dwarf pummels the ice demon and Alerim attempts to staunch his wound. Before beginning his magic chant, Jonas sends his remaining bees to kill the temperature mage.
"Splendid. Now, we'll wait for a moment. Who would win, bear or mage - your guess?"

Kahel looked at the bloodied elf with academical interest.

"Seems even more fragile than most humans... Though it does pose some danger for simple mortals due to its inherent quickness..."

Three essences or shield overheat if attacked by the swarm. Watch as the combat rages on.

Spoiler (click to show/hide)

Bofrec was worried, the one who summoned him was certainly a mage. And he knew, just like any honest dwarf knew, that wizard and madman are almost synonymous. Just now, the mage had told him to go and help an elf. To leave him in hands of uncertain fate (that was quickly leaning towards certain death) and go help a twig slinger, with whom dwarves were long time in strife. Then mage smacked the magma bear with his hand and bear turned into bees. Bofrec then understood that he had happened on someone especially wizardly, and rushed off. Just a few meters ahead he noticed among magma rocks a creature seemingly made entirely out of ice spikes, trying to flay a knifear while it moaned on the ground, its arm torn off and lying nearby. Even though Bofrec remembered ancient mythos and ice demons within them, he could not for his life tell if the elf was a damsel in distress or just a particular elfish elf. But the demon was the threat he had to face, and charged ahead, the battle plan already in his head. Few exchanges of blade and ice did not hit anything vital, but when Bofrec took a step back to catch his breath, demon had far fewer spikes over its body.

Jonas had a plan to deal with the bear, but he would have only one chance. As the creature lowered its paw to strike, Jonas met it with his own arm, as he did not wasn’t to risk casting this from afar. It was simple, use the bear as material in making more bees. But he had lost all the power he had stored before, and his power might have not been enough. So Jonas called upon the Great Swarm Queen for help. As his hand scattered bear into a cloud of flying insects, Jonas knew that the call had been answered. Only after Jonas attempted to command the new swarm did he understand his error. "You have sent several of us to death, you wield us as tools and servants, but no more. You will fall here and we will not need to bow again." With horror, Jonas realized that the swarm before him was advancing towards him.

Kahel observed how ice demon was no longer taking its job seriously and was toying with the elf. Yet reprimand would need to wait, as a cloud of bees appeared from where Jonas was. His heat shield did not feel like activating this time, which meant that Kahel had to do it manually, yet many bees snuck through. His only choice was to attempt to dodge, but there was hardly a way to dodge the swarm attacking from all sides. Still Kahel tried and almost succeeded. Only about twenty of the bees managed to sting him. It was painful but it was not the whole swarm. Yet these were no common bees, and Kahel soon found his vision swimming. Magic attempts in nearby future would be risky.
{Kahel,Distrupted magic, 3 turns. -1CMP, cannot make essences}

2 more essences,let my velociraptors establish a pack hierarchy

Spoiler (click to show/hide)

Seva sat and observed the two enlarged velociraptors before him. They circled each other carefully, making some screeches, a few halfhearted jabs, but no real attempt at fighting. The two seemed fairly equally matched, but neither wanted to step back.

Gather as many crystal leaves as I can from the tree in one turn. Be prepared to fly away though in case the wind gets stronger.
Spoiler (click to show/hide)

Crimson carefully picked one of the leaves and extended his hand. He carefully grabbed it with two fingers, avoiding sharp edges, and pulled. The leaf detached without much difficulty, and remained in Crimsons hand. Yet as the leaf detached, the branch to which it was connected shook and a clear sound like a silver bell could be heard. Crimson jumped back and shielded himself with his force hand as every leaf on the tree just fell straight downwards, either burying into hard rock or shattering itself into hard crystalline roots just below the ground. Mage of steel managed to get away with only most minor of scratches, yet collecting might have just became more difficult.

"Hmph. Pixies."

Keep looking for mushrooms, preferrably type with known hallucinogenic properties, but really any mushroom will do.
Three more essences.


Spoiler (click to show/hide)

Shias went off looking around. He looked far around, but the mushrooms were nowhere to be found. It was incredibly unusual. Then Shias noticed a red cap with white dots on it. Finally, something useful. Yet as soon as Shias took a step towards the red amanita, the mushrooms grew legs and ran away. Druid was very confused by this, was the magic within the forest this strong? The answer was above him. Bright orange petals adorned the trees and from them wind carried a gusts of spores. Unknowingly, Shias had breathed in the spores, and the effects could soon be felt in full. In his eyes, trees grew faces and began discussing roman architecture. Birds began swimming through the earth while moles rose from the earth and constructed a blimp entirely out of left handed mugs.

Much, much better.
Now, try to recreate(-1) Plan C, aka the rapier(-1). Need to create as many backup blades as possible, after all.

Spoiler (click to show/hide)

Alexander knew well that one sword was often not enough. Especially when dealing with wizards. There were so many ways to destroy an item, so he needed a backup. He called out with his magic, seeking a lighter blade this time - a rapier. Yet the magic collapsed, and from the vortex of magic before him, Alexander heard the sound of blades clashing, he saw combat across thousand planes, as swords from those places called out to him. By the time spell ended, Alexander had figured out several secrets of swordsmanship, making him that much more deadly.
{Secrets of the sword - While wielding a sword, +1 to DEX and STR}

Push the throne into a opening.

Destra knew that the path he took to get here did not involve the opening he wanted. But there was a place. It took some maneuvering, but throne was now atop on a small pile of rubble, overlooking a grand hall on which a large part of ceiling had collapsed, lifting the floor by a few inches and replacing the ceiling with blue, cloudless sky.

swim like a beautiful fishy searching for loot. But craft two essences first.
Also leave the shield on the ground so that... Everything burns and i dont drown.


Spoiler (click to show/hide)

Ancano left his shield on the shore, as swimming with any shield would be nigh impossible, more so with one that would actively boil the water around it, and dived into the waters. Within the waters, he saw strange creatures. If mermaids were half human half fish, these would be half mermaid half fish. They still kept some humanoid appearances, but their entire bodies were covered in scales. Maybe half lizardmen half fish? They seemed friendly enough, one even pointed to a particular ship, and Ancano noticed through a gap in the ship that there was an unmistakable glint of reflecting light in there. A mirror? Gems and Gold? It could be very well worth checking.

Cast enchantment to discover where, if any, formerly extinct animals are on the island. Then talk to Professor Jigzap.

Spoiler (click to show/hide)

Bob scattered his magic in a searching web to see if any ancient creatures were present on the island. But the island was just a tad too big and the targets a tad too varied for the spell he forged, so all the magic returned was white noise, strongest from below the earth where one could expect to find fossils. Oh well, there was still an old friend to chat with.

Professor Jiksap is slightly startled by a tap on his shoulder and looks up to see two mages patiently waiting, staring expectantly, one of which is covered in rather oddly shaped shards of glass radiating with residual magical power.

Hello there! Did I doze off? Ooh, you're covered in glass! Never was the best thing to make stuff with, glass. And there's something... what in the blazes is this?!
Fix the crazy exploded glass thing, all essences, letting James help out if he decides to (repair is really just healing for machines, after all). Then create two more essences if nothing crazy happens. Oh, and load my crossbow with some of those new bolts.
"I agree with you, glass really isn't the best material. But it was an incredibly useful machine, it could turn into almost anything with the push of a button. Being made of glass never really caused any problems until I found the self destruct button.

Anyways, its very useful and has a lot of sentimental value to me, so if you can fix it I'll give you that slightly used fighter jet over there. Not really a fair trade, I know, but the jet has served its purpose and I have no more use for it. So what do you say?

I'm James by the way. James the healer. What's your name?"

Spoiler: Nah (click to show/hide)

I'll help Jiksap fix the cube. Cast a healing spell, and use Jigzap's repair spell to channel the healing into the broken machine. Use about half my non-chaos essences for this.
Then make 2 healing essences of course.


Spoiler (click to show/hide)

The cube shock, as from seemingly nowhere shards of glass appeared and stuck to the cube, restoring damaged parts. Then, glass shards began sticking where they had not been before, expanding the cube. Soon, cube was larger and covered in ornaments, and instead of glass plastic and paper began appearing. They wrapped themselves around the cube, forming a bag and then a box. The box fell to the ground, and on it, in bright red letters was written "Omnicube 3000, handle with care, do not give to children under age of 3"

Three essences.
Spoiler (click to show/hide)

Wiznor was meditating in the flesh fields. Fell winds were around him, but that did not matter. Ghosts and apparitions tried to scare him away but he did not care for their wails. He was in a world of his own at the time, immune to the terrors outside.

Have the crab take me to the biggest one of its kind in the area. Two essences on the way.

Spoiler (click to show/hide)


Crab scurried off at Jace's command and mage followed Jace behind it. Soon, they reached a cave, and the crab went in it. It did not seem a natural cave; the walls were too rugged and uneven. Had the crabs dug the cave while eating stones? Jace was worried about light, but the fear proved unfounded as the cave was illuminated by some strange crystals that emitted red light. Further ahead, heat began increasing until it became hot enough for Jace to sweat. Soon, cave opened in a large chamber, within it there were several golemic crabs, some as large as a dining table, some even smaller than the one which led Jace here. Among the crabs, was a humanoid figure of stone - a true golem. It looked at Jace and greeted him "Hello there. What brings you to my workshop?"

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: DreamerGhost on August 24, 2015, 08:04:49 am
I have been having a hard time accepting that making an update now takes more than two hours, but it should get better. Next update will be on thursday to compensate, but that should be the last late update.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: endlessblaze on August 24, 2015, 08:16:34 am
"Need more power....an core of the caliber I reqirue takes a bit of work....hmmm...and binding it all to togther."

more power! Power for the core!
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: DAPARROT on August 24, 2015, 08:28:46 am
ok, one more should be enough
another velociraptor, same as the first two, use all non-chaotic essences
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: Sarrak on August 24, 2015, 08:43:28 am
"See, Jonas? Your misjudgment cost you much and could cost even more... But as you refused to listen, I won't interfere."

Kahel moves closer to minion fight, trying to backside the dwarf (if he refuses the truce) and get a lucky strike in. If no opportunity occurs - he would still serve as distraction.

"Your master would be dead soon. Perhaps it's time for a truce? I have nothing against you now, dwarf, but if you prefer to be stubborn..."
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: XXXXYYYY on August 24, 2015, 09:08:12 am
The Gambler presses a button, relying on his stockpile of accrued luck to ensure that it's the right one.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: FallacyofUrist on August 24, 2015, 09:26:41 am
"Recalculating-insufficient data. Outcome reserved to chance. Recommended action-$*#$*#($U$* #$&$*&#($#*% (#$&%(#($&^%#%&(# $#&$*#"

"You do realize that those are bees? Bees I can easily control?"

Dwarf and elf must fight together... well... well enough, anyway. Alerim and the dwarf are going to need to fight together(as much as possible) to defeat the ice demon. Meanwhile, Jonas will be casting a spell to mentally link himself with the magma swarm. Let's throw a few years of my life into the spell, for good measure.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: thegamemaster1234 on August 24, 2015, 10:09:12 am
"YIPPEE! WE DID IT!!! I suppose that means I get the jet now? Bye!"

Make my way over to the jet. Then a little PM thing (secret plan is secret) and 3 essences.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: fillipk on August 24, 2015, 10:26:29 am
4 essences
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: Trewque on August 24, 2015, 02:29:31 pm
(Note: all animals I summon are 100% scientifically accurate.)

Summon velociraptor. If summons is successful, it should be completely obedient to me (due to my ability to control prehistoric creatures).
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: FallacyofUrist on August 24, 2015, 02:30:35 pm
((You're going to need to cast the control prehistoric creature spell on it after it's summoned. Or just summon an obedient velociraptor.))
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: NAV on August 24, 2015, 03:03:23 pm
"Omnicube 3000 eh?" James chuckles, remembering how this thing started as a failed attempt to summon a bottle. Those were much simpler times.
"Thanks for the help! The jet's yours."

Toss the jet's keys to Jiksap, then unbox the omnicube. Only look, don't press any buttons though. I don't plan on experimenting on this until I get a luck boost.

3 healing essences.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: AoshimaMichio on August 25, 2015, 05:00:09 am
How skilled these moles are, how impressively these birds swim, how intelligent trees! But is this real? Is this hallucination?

"Roman architecture was best of its time, although they could have used more parks in the city design."

Engage in discussion with the trees. Wander a bit in upwind. Try those three essences again.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: BlitzDungeoneer on August 25, 2015, 05:10:07 am
...have another go at creating Plan C, while contemplating what just happened. Could this event be recreated?
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: Whisperling on August 25, 2015, 10:56:25 am
PM'd action.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: conein on August 25, 2015, 03:13:56 pm
GET THE LOOT. IF I AM NOT DEAD ALREADY GET BACK TO SURFACE. And then two essences.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: Crimson on August 25, 2015, 08:40:25 pm
If the crystal leaves have regrown on the tree, then create a gravitational singularity (-1 ranged) somewhere close to the tree to gather the crystals into one point. Use three +1/+1 force essences. Follow this by trapping said leaves in a solid force bubble (-1 ranged, -1 solid), using three +1/+1 and two +1 CMP force essences.

But if my first magic doesn't work or if the leaves haven't regrown yet, then just pluck out the still intact leaves on the ground with my force claw.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: Trewque on August 26, 2015, 11:03:07 am
Correction to previous turn statement:

Summon an obedient Velociraptor.
Title: Re: Roll to Magic: Turn 110 SCP-890
Post by: DreamerGhost on August 27, 2015, 06:30:03 pm
Turn 111

"Need more power....an core of the caliber I reqirue takes a bit of work....hmmm...and binding it all to togther."

more power! Power for the core!

Spoiler (click to show/hide)

Flares thoughts and calculations of what he would need were interrupted as earth around one of his discarded steel feathers collapsed. A short while later, two short stout bearded figures climbed out of the newly formed pit.
"See, I told you that my detector works. I told you. And did you listen?"
"I am here, am I not? And I still have no proof of your scrapbox doing anything."
"Look here, see this feather. It's steel. No smith would bother forging these with such precision. It has to be magic made."
"On his own, yes, no smith would do this. But you never know what some moron too rich for his own good could order made. Besides..."
At this point the second dwarf noticed a bit confused looking Flare, or rather his wings of steel. His eyes went wide and feather dropped from his hands. The first one regained his voice far quicker, probably due to not needing to deal with as much surprise.
"Excuse me sir, you wouldn't happen to be a mage capable of conjuring iron, would you?"

ok, one more should be enough
another velociraptor, same as the first two, use all non-chaotic essences
Spoiler (click to show/hide)

Seva reached out through the planes and pulled out another feathery dinosaur. The first two stopped their sneering at each other to greet the new one.  It did not take long before it became a stareoff somehow involving all three.

"See, Jonas? Your misjudgment cost you much and could cost even more... But as you refused to listen, I won't interfere."

Kahel moves closer to minion fight, trying to backside the dwarf (if he refuses the truce) and get a lucky strike in. If no opportunity occurs - he would still serve as distraction.

"Your master would be dead soon. Perhaps it's time for a truce? I have nothing against you now, dwarf, but if you prefer to be stubborn..."
"Recalculating-insufficient data. Outcome reserved to chance. Recommended action-$*#$*#($U$* #$&$*&#($#*% (#$&%(#($&^%#%&(# $#&$*#"

"You do realize that those are bees? Bees I can easily control?"

Dwarf and elf must fight together... well... well enough, anyway. Alerim and the dwarf are going to need to fight together(as much as possible) to defeat the ice demon. Meanwhile, Jonas will be casting a spell to mentally link himself with the magma swarm. Let's throw a few years of my life into the spell, for good measure.

Spoiler (click to show/hide)

Bofrec was a veteran of many battles and knew well the rules of combat when outnumbered. The mage was trying to strike him with his obsidian staff, but that was merely a distraction. Bofrec allowed a hit here and there, waiting for the actual killing blow from behind. He had not forgotten the ice demon, oh no, the staff could hurt him, eventually, but those claws were lethal. There! A skid of rocks as feet kick off throwing body forwards. Bofrec dodged to the right and struck with his left hand. Unluckily for him, the demon had also charged with its left, which made the entire body move a bit towards left, leaving Bofrecs blade striking but air. It was not a good battle, and elf was too pale and motionless to help.
{Alerim, bleedout, 3 turns}

Meanwhile, Jonas was dealing with sudden rebellion of his insectoid ex-friends. The bees were very numerous, but Jonas knew how they worked, in what patterns they attacked. He moved away from each strike, giving a bit more cautionary space between himself and the bees than he needed. The bees soon noticed and began leaving smaller spaces between their strikes. But Jonas was not simply trying to survive; he was charming the bees back onto his side. A few losing consciousness and crashing into ground there, a few crashing into eachother here, but he managed to get quite a few bees back onto his own side. Then the Swarm struck again, whole cloud as one. Jonas managed to dodge, his bees flew just behind him and were struck. Swarm tore the "traitors" to pieces, yet the cloud was now barely half as large.


Meanwhile, Jonas was dealing with sudden rebelion of his insectoid ex-friends. The bees were very numerous, but Jonas knew how they worked, in what paterns they attacked. He moved away from each strike, giving a bit more cautionary space betwen himself and the bees than he needed. The bees soon noticed and began leaving smaller spaces between their strikes. But Jonas was not simply trying to survive, he was charming the bees back onto his side. A few losing conciousness and crashing into ground there, a few crashing into eachother here, but he managed to get quite a few bees back onto his own side. Then the Swarm struck again, whole cloud as one. Jonas managed to dodge, his bees flew just behind him and were struck. Swarm tore the "traitors" to pieces, yet the cloud was now barely half as large.

The Gambler presses a button, relying on his stockpile of accrued luck to ensure that it's the right one.
Spoiler (click to show/hide)

Gambler once more closed his eyes and poked blindly. By some strange coincidence he managed to miss either button and poke the chest. Same was with second and third attempts. Only the fifth poke hit a button and the box opened with a loud *clang*. But as Gambler opened his eyes again, he was greeted with a curious sight. It would seem that when he had missed the button he had hit something else instead, as several hidden compartments around the chest were now open. The chest itself was filled to the brim with gold coins bearing a face of some king, several compartments had gems as large as a chicken egg, and one of the compartments held within a crystal of different kind. It was a focus crystal, and it carried glass affinity. Focus crystals allowed even inexperienced mages to wield magic on the level that would signify a master; they were very expensive and very rare. And while useful to a novice, their true value came from being able to amplify any magic at all. Selling this would grant one enough wealth for several lifetimes. But Gambler had better uses for it than mere coin.

{Focus crystal(glass) - +1POT to all spells, can cast as if having Glass affinity}

"YIPPEE! WE DID IT!!! I suppose that means I get the jet now? Bye!"

Make my way over to the jet. Then a little PM thing (secret plan is secret) and 3 essences.

Spoiler (click to show/hide)

Jiksap had no wish to delay examining his new prize, and thus went towards the jet immediately after the cube was back into proper shape. It was a marvel of engineering the jet. But there could be improvements.

4 essences

Spoiler (click to show/hide)

Dwen was meditating on the shore of the lake. The blood elemental probably would not be the only obstacle when he returned. What else could possibly deny free passage there? Lost in thought Dwen barely noticed when essence he was making colapsed. Before him he found a bottle on which somone had stuck a paper with "Liquid power" writen onto it.

"Omnicube 3000 eh?" James chuckles, remembering how this thing started as a failed attempt to summon a bottle. Those were much simpler times.
"Thanks for the help! The jet's yours."

Toss the jet's keys to Jiksap, then unbox the omnicube. Only look, don't press any buttons though. I don't plan on experimenting on this until I get a luck boost.

3 healing essences.


Spoiler (click to show/hide)

The cube was now a bit more ornate and featured several more buttons. Plate that claimed this as a property of SCP organization was now gone, replaced by possibly decorative gears. There was a light somewhere deep within the cube, shining through ever so slightly. There was another interesting object, a book of instructions within the box, but it was written entirely in a language that James could not decipher.

How skilled these moles are, how impressively these birds swim, how intelligent trees! But is this real? Is this hallucination?

"Roman architecture was best of its time, although they could have used more parks in the city design."

Engage in discussion with the trees. Wander a bit in upwind. Try those three essences again.

Spoiler (click to show/hide)

"Hello there young sapling." Trees greeted Shias. "Welcome to the lands of the Fae" they said. Druid wandered away, greeting the trees and talking to them. Some were nice, others were mean. There was one especially angry since a woodpecker had moved in recently. Yet with each step the trees were becoming more quiet, until Shias looked around and suddenly found himself in a forest that was in no way exceptional.

...have another go at creating Plan C, while contemplating what just happened. Could this event be recreated?
Spoiler (click to show/hide)

Alexander reached out into aether and pulled out a ornate rapier. It was decorated with gold and precious stones that did not distract from perfect blade and spectacular guard. It had only one flaw. It was a toothpick. Upset by this failure, Alexander began thinking about the knowledge he had gained. There was hardly any move that he would not know of now, but there was still the need to practice. If he had to think which move to use it would be too slow for actual combat. A repeat sight could help out a bit, but it would be very hard to replicate the spell intentionally. There was a reason why masters of magic called the "quick cast" - method of casting not boosted by essences, "a magic of its own".

GET THE LOOT. IF I AM NOT DEAD ALREADY GET BACK TO SURFACE. And then two essences.

Spoiler (click to show/hide)

Ancano swam to the exposed ship and into the gap that was smashed through. There were indeed great treasures around, gold and gems, silver and mirrors, but there was something else. A guardian. Above the room hung a massive octopus, large enough to devour Ancano whole. Yet the elf noticed movement in reflection of a mirror, he saw a tentacle descending towards him, and retreated hastily back outside. Elf managed to deftly dodge snaring tentacles, and escape to the surface. There was a question now, climb on a ship or swim to the shore?

If the crystal leaves have regrown on the tree, then create a gravitational singularity (-1 ranged) somewhere close to the tree to gather the crystals into one point. Use three +1/+1 force essences. Follow this by trapping said leaves in a solid force bubble (-1 ranged, -1 solid), using three +1/+1 and two +1 CMP force essences.

But if my first magic doesn't work or if the leaves haven't regrown yet, then just pluck out the still intact leaves on the ground with my force claw.


Spoiler (click to show/hide)

Crimson waited for a while to see if the leaves would regrow like those blown away by wind would, yet the tree remained barren. Leaves in the ground remained though, and there were plenty of them. Crimson picked no less than three dozen and there were still quite a few left.

Correction to previous turn statement:

Summon an obedient Velociraptor.
Spoiler (click to show/hide)

Bob called through the aether to the past, where there was a pack predator that would suit his current purposes just fine. Meeting with a friend was all good and all, but he had work to do. Yet magic seemed to be uncooperative today, as what appeared before Bob was a velociraptor fossil. Well preserved, and quite large, containing several other, smaller creatures, but not exactly immediately useful.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: fillipk on August 27, 2015, 06:40:24 pm
"liquid power eh?"

drink the liquid in the bottle and make 3 essences.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Sarrak on August 27, 2015, 06:42:41 pm
((You double-posted Jonas fight with bees.))

"Hm. It seems we do not have as much time as I anticipated... A pity, truly. Perhaps I need to finish the elf first."

Crush Alerim. Watch out for mad bee mage, though.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: endlessblaze on August 27, 2015, 06:55:03 pm
"quite capable....although magic is not always very cooperative."

"how much do you need? and for what if you don't mind my asking?"
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: DAPARROT on August 27, 2015, 07:45:56 pm
Ok,you guys can figure this out later

3 essences,order my velociraptors to guard the area,being very loud if they see someone new
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: NAV on August 27, 2015, 08:43:30 pm
James remembers what he was going to ask Grundar to do before the cube exploded.
"There's a mage I failed to save fighting the dragon. His name's Azenfar. Could you please go find and bring back his body? I at least want to give him a proper burial."

So, does the book have any helpful diagrams in it? Diagrams are much more effective for communicating how to use machines than words, so I'd expect the instruction book to have a few if it was any good. And they can be understood in any language.

Using both my affinities, summon a ring of regeneration.
Then of course two healing essences.


((XXXXYYYY, would the Gambler be willing to trade? I need something to boost my luck before experimenting on my new omnicube.))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: thegamemaster1234 on August 27, 2015, 08:48:52 pm
"Yes... The fighter jet, master of the skies. Probably pretty great if there were any dragons about, but nooo. At least Bob's here. But no such super plan is successful without planning!"
Use machine sense to scan the mechanics of the jet (to clarify, this is a spell), then if successful think on how to implement secret plan with newfound knowledge (otherwise just think some more). 2 more essences.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Whisperling on August 27, 2015, 09:40:35 pm
((NAV, I don't think Viznor could give you a luck boost, but knowledge affinity would probably be useful if you want to decipher the guidebook or find which buttons to avoid pressing.))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: FallacyofUrist on August 27, 2015, 10:09:22 pm
((... I think my magic disrupted the time-space continuum, causing my actions to be repeated twice.))

"Warning- low probability of success."

"You don't seem to understand that one in a million chances are more common than not."

"Irrationality detected. Prepare-"

"To be punished? That wouldn't much help my situation, would it? Now excuse me. Bofrec! We'll need to get this over with quickly if we are to have any chance of saving Alerim! Keep the mage and his ice demon from distracting me, I have a gambit to cast."

PM magics. Bofrec will continue his battle with the ice demon, preventing me from harm. Alerim will try to staunch his wound as best possible.

Edit:
"There's a mage I failed to save fighting the dragon. His name's Azenfar. Could you please go find and bring back his body? I at least want to give him a proper burial."
((As a courtesy to you I'm going to remind you you're ordering a mutant cannibal troll to bring back a body. You'll get a few bones back, at best.))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: NAV on August 27, 2015, 11:14:17 pm
((NAV, I don't think Viznor could give you a luck boost, but knowledge affinity would probably be useful if you want to decipher the guidebook or find which buttons to avoid pressing.))
((A translastion would be very helpful! Wanna trade?))

((@FoU Grundar's a loyal partner who would never do such a thing!))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: AoshimaMichio on August 28, 2015, 01:37:11 am
Quite powerful ones, but I can work with those.

Do not forget the area where all hallucinogenic spores are. Feel the magic around me. Try to locate someone with summoning affinity. If unsuccesfull, ask trees if they know any.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: conein on August 28, 2015, 01:38:31 am
climb on the ship.

"There is loot creeping around here..."
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: H4zardZ1 on August 28, 2015, 04:35:00 am
Go to the window i previously was. With the throne.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Whisperling on August 28, 2015, 09:18:39 am
((NAV, I don't think Viznor could give you a luck boost, but knowledge affinity would probably be useful if you want to decipher the guidebook or find which buttons to avoid pressing.))
((A translastion would be very helpful! Wanna trade?))

((I'm on the other side of the map right now, but I'll be happy to trade if travel times aren't an issue.))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Trewque on August 28, 2015, 12:11:26 pm
Investigate smaller fossils contained within Velociraptor fossil, in order to identify them. Then summon an obedient https://en.wikipedia.org/wiki/Deinonychus (https://en.wikipedia.org/wiki/Deinonychus).

(Url included for the Gamemaster's convenience.)
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: XXXXYYYY on August 28, 2015, 01:36:37 pm
((XXXXYYYY, would the Gambler be willing to trade? I need something to boost my luck before experimenting on my new omnicube.))
((Absolutely! I think I'm going to head back to the little spot in the woods I was at with Seva (before I decided to go treasure hunting) after I make a little device.))
"Ah, one 'a these! Jus' what I needed."
Grab the crystal and a small handful of coins, then summon a glass monocle and make a luck essence.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: NAV on August 28, 2015, 02:30:38 pm
((@ XY and Whisperling, anything in particular you want? Or should I just see what cool stuff the magic feels like summoning for you?))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: XXXXYYYY on August 28, 2015, 07:51:16 pm
((Nothing in particular, really. Something to protect me in case someone or something decides to murderize me would be nice, though.))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Crimson on August 29, 2015, 06:59:24 pm
"Should be enough."

Ignore the other crystal leaves for now. Rather, check out one leaf and observe it. Try to see if I can understand anything from observing it. After that, two force essences.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: endlessblaze on August 29, 2015, 07:30:50 pm
((dreamer can I get a response from the dwarves soon?))
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Beirus on August 29, 2015, 09:38:14 pm
((Waiting on replies from you to my questions, DG.))

"I was just exploring, looking for interesting things. Did you make these crabs? And you are a golem as well. Were you made by the wizard that made this place? And would you be willing to tell me of any interesting things around here?"

Talking. If the golem turns hostile for some reason, use the friend spell with enough non-chaotic aether essences to reach +10/+10.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: DreamerGhost on August 30, 2015, 05:59:52 am
((dreamer can I get a response from the dwarves soon?))
((Usually, those are part of next tick, but yes.))


"quite capable....although magic is not always very cooperative."

"how much do you need? and for what if you don't mind my asking?"

You see, some of our smiths are mages of some talent. Mostly rune magic, but there are others. And they all agree that metals created by magic are easyer to enchant. How much truth there is in that I have no idea but magicly created metals have price several times larger than natural ores. So we'd be willing to buy all you can conjure, paid in ... Hmmf. You can probably conjure gold of your own. Oh, I know, we could pay you in enchanted items!"
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Whisperling on August 30, 2015, 09:09:01 am
((Endlessblaze, where can I get some of your luck?))

Get out of here the way I came in. Once I'm clear of the mirages, start heading back to the treehouse. Do PM stuff on the way.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: endlessblaze on August 30, 2015, 01:17:16 pm
((Endlessblaze, where can I get some of your luck?))

((I don't know))


Quote from: dreamer

You see, some of our smiths are mages of some talent. Mostly rune magic, but there are others. And they all agree that metals created by magic are easyer to enchant. How much truth there is in that I have no idea but magicly created metals have price several times larger than natural ores. So we'd be willing to buy all you can conjure, paid in ... Hmmf. You can probably conjure gold of your own. Oh, I know, we could pay you in enchanted items!"

"i like the sound of that, do you have any particular metal in mind?"
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: DreamerGhost on August 30, 2015, 03:20:56 pm
Quote from: dreamer

You see, some of our smiths are mages of some talent. Mostly rune magic, but there are others. And they all agree that metals created by magic are easyer to enchant. How much truth there is in that I have no idea but magicly created metals have price several times larger than natural ores. So we'd be willing to buy all you can conjure, paid in ... Hmmf. You can probably conjure gold of your own. Oh, I know, we could pay you in enchanted items!"

"i like the sound of that, do you have any particular metal in mind?"

Iron or better yet, steel. Precious metals for decorations or jewelry. Bronze for large projects. Whatever you can provide we would buy. Idealy, in cariable pieces, but we can manage.
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: endlessblaze on August 30, 2015, 04:52:21 pm
Quote from: dreamer

You see, some of our smiths are mages of some talent. Mostly rune magic, but there are others. And they all agree that metals created by magic are easyer to enchant. How much truth there is in that I have no idea but magicly created metals have price several times larger than natural ores. So we'd be willing to buy all you can conjure, paid in ... Hmmf. You can probably conjure gold of your own. Oh, I know, we could pay you in enchanted items!"


"i like the sound of that, do you have any particular metal in mind?"

Iron or better yet, steel. Precious metals for decorations or jewelry. Bronze for large projects. Whatever you can provide we would buy. Idealy, in cariable pieces, but we can manage.
"alright, how about...steel and gold for......a rapier that can fire sword-beams?"

if excepted, create gold and steel
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: DreamerGhost on August 30, 2015, 05:49:17 pm
Turn 112

"liquid power eh?"

drink the liquid in the bottle and make 3 essences.

Spoiler (click to show/hide)

Dwen was never a person to refuse a drink, and this was not a time to start. Even if he had no idea what the drink was and the one offering was fate. The "Liquid power" tasted a lot like brandy, but it had some sort of strange invigorating effect. Dwen could fell his magical power increasing, although rich experience in consuming potions said that this would be temporary. Still, it was pretty good.
(+1 to POT rolls, 3 turns)
But as Dwen was forging new essences with the newfound power, last one once again collapsed, throwing  another bottle out. This time, the cork was marked and a quick sniff revealed to Dwen what he was holding. Bernardinian tonic. Bernanrdinians were well known alchemists, who hardly ever were sober or out of their labs. They tested most of their potions only on themselves, and due to mixing with alcohol and previous elixirs they had drunk, most of what they made did not work as advertised. This particular drink was supposed to empower a magician, but it turned out that it actually roughly doubled the bonus to power a mage gained from being drunk. Bernardinians, who were always drunk, never knew the difference. The best thing about it was that it remained active for days.

((You double-posted Jonas fight with bees.))

"Hm. It seems we do not have as much time as I anticipated... A pity, truly. Perhaps I need to finish the elf first."

Crush Alerim. Watch out for mad bee mage, though.

((... I think my magic disrupted the time-space continuum, causing my actions to be repeated twice.))

"Warning- low probability of success."

"You don't seem to understand that one in a million chances are more common than not."

"Irrationality detected. Prepare-"

"To be punished? That wouldn't much help my situation, would it? Now excuse me. Bofrec! We'll need to get this over with quickly if we are to have any chance of saving Alerim! Keep the mage and his ice demon from distracting me, I have a gambit to cast."

PM magics. Bofrec will continue his battle with the ice demon, preventing me from harm. Alerim will try to staunch his wound as best possible.

Spoiler (click to show/hide)

Jonas began chanting the spell to solve two problems at once, but his chant was disrupted by searing pain on his back. Cursing, mage reached out and caught a magma bee that was the cause of this. Apparently, it had caught the cloth during the last charge, but waited until the opportune moment. Just how opportune Jonas soon found out, as dozens of stings took the chance in his momentary distraction. It was not poison that the bees injected, but magma, and in far greater quantities than the usual venom. Small pebbles left in wounds were the least of beekeepers troubles, as part of the pain disappeared along with all other senses he had in entire left side of his body. The heat cauterized the wounds but it made the situation only marginally better. Jonas could not bear the pain from the burns and passed out.

Meanwhile, Kahel was trying his best to end the elf sooner. Even unconscious, elf managed to keep a tight grip on his sword. Besides, Jonas might figure out some way to fix him up, or he might trade away his soul to the volcano god to get power and avenge himself. Or something. Yet for all his punches elf did not seem to be dying any faster. The grip on the blade might have loosened though. Kahel looked at the ice demon and the dwarf. The two seemed to be testing each other, both feinting attacks and trying to find a weak spot. This could take a while just as well as it could end in one strike. Most likely both.

Ok,you guys can figure this out later

3 essences,order my velociraptors to guard the area,being very loud if they see someone new
Spoiler (click to show/hide)

Trio went off, each a different way, scaring birds and small animals. Well, now there won't be anyone else to cause noise. So now anyone sneaking past would not have anything to scare, but would not be able to hide in the background noise. Whether that was good or bad, Seva hoped he'd not need to worry about.

James remembers what he was going to ask Grundar to do before the cube exploded.
"There's a mage I failed to save fighting the dragon. His name's Azenfar. Could you please go find and bring back his body? I at least want to give him a proper burial."

So, does the book have any helpful diagrams in it? Diagrams are much more effective for communicating how to use machines than words, so I'd expect the instruction book to have a few if it was any good. And they can be understood in any language.

Using both my affinities, summon a ring of regeneration.
Then of course two healing essences.


Spoiler (click to show/hide)

James watched as Grundar ran off towards the forest, following his advice as to where to look for Azenfar. Shouldn't be long till he's back. For now, James had some plans and he wanted to implement, as recent explosion of the cube reminded him that he might not always be conscious enough to heal himself. So he called from aether a ring of regeneration. It was shaped like a snake with a ruby in its maw. Now that James thought about it, it looked exactly like the one that that annoying guy in healer’s competition had, the one who managed to beat all the previous records in personal healing. Of course, no magical items were allowed in the competition, meaning that somebody just got what they deserved.

"Yes... The fighter jet, master of the skies. Probably pretty great if there were any dragons about, but nooo. At least Bob's here. But no such super plan is successful without planning!"
Use machine sense to scan the mechanics of the jet (to clarify, this is a spell), then if successful think on how to implement secret plan with newfound knowledge (otherwise just think some more). 2 more essences.

Spoiler (click to show/hide)

Jiksap attempted to figure out what the jet was made of with his magic only to be rebuked by wards. It was a jet specifically to hunt dragons with, so it being built a place of both magic and technology. Were the wards a method of retaining trade secrets? A method to prevent enemies from figuring out the technology? The circumstance matters not, but it would seem that finding out how the jet was built would be annoyingly hard for Jiksap.

Quite powerful ones, but I can work with those.

Do not forget the area where all hallucinogenic spores are. Feel the magic around me. Try to locate someone with summoning affinity. If unsuccesfull, ask trees if they know any.
Spoiler (click to show/hide)

Shias reached out with is innate magic talent, feeling through the grasses, searching for someone capable of calling through the aether. There was someone, someone not even that far. A healer, near the portal through which Shias himself entered the place. How convenient.

climb on the ship.

"There is loot creeping around here..."

Spoiler (click to show/hide)

Ancano nimbly climbed side of a half sunken ship, kicking off a tentacle that rose out of the water. On board there was hardly anything worth noting, as the entry to cabins was on the side that sunk, but there was another ship that had rammed into the wreck, leaving an easy passage. The other one was mostly undamaged, with only main sail broken off and a few holes above waterline.

Go to the window i previously was. With the throne.

Destra turned the throne around. If anyone was waiting for him in trap they would be waiting here. It took a bit of complex turning and rolling over a few smaller piles of rubble, but Destra had arrived to the place he sought, his prize waiting to be used.

Investigate smaller fossils contained within Velociraptor fossil, in order to identify them. Then summon an obedient https://en.wikipedia.org/wiki/Deinonychus (https://en.wikipedia.org/wiki/Deinonychus).

Spoiler (click to show/hide)

Bob called to the aether again, and this time pulled from the vortex of time a fully grown Deinonychus. The wide tailed lizard seemed curious as to its new surroundings, but otherwise did not panic. Affirmed that his new pet would not run away, Bob took his time looking at the fossil. Other remains within the fossil were mostly crustaceans or insects, none too impressive.

"Ah, one 'a these! Jus' what I needed."
Grab the crystal and a small handful of coins, then summon a glass monocle and make a luck essence.

Spoiler (click to show/hide)

Gambler tested out his newfound treasure by conjuring a monocle. The glass was not bent, as Gambler had sight that needed not correcting, but the monocle was ornamented as befitted one as him. It even had a chain of glass attached to it, to prevent monocle from being lost. The test was over, focus crystal worked perfectly.

"Should be enough."

Ignore the other crystal leaves for now. Rather, check out one leaf and observe it. Try to see if I can understand anything from observing it. After that, two force essences.

Spoiler (click to show/hide)

Crimson examined a leaf before the sun. It was not entirely opaque, a bit of light managed to seep through. Edges were sharp, but the part where leaf connected to the branch was not. There was nothing particularly special about the leaf, aside from it being a very sharp crystal. 

"I was just exploring, looking for interesting things. Did you make these crabs? And you are a golem as well. Were you made by the wizard that made this place? And would you be willing to tell me of any interesting things around here?"

Talking. If the golem turns hostile for some reason, use the friend spell with enough non-chaotic aether essences to reach +10/+10.

Spoiler (click to show/hide)


"No lone wizard built me, rather I was born from the concentration of magic within a battlefield after several mages fought. I was rough at first, but I recrafted myself into a more delicate form. And It was indeed I who made the spiders. They helped me to dig out the place, and to carve great halls below. I'm afraid it would be too hot there for you, as they are many meters beneath the earth. I'm afraid I would not know anything that happened around here, for I was beneath the earth for years, as I have no real need of anything above ground. There are many wonders deep below, but most of them are unreachable to those of flesh, and those that can be reached are filled with beasts that make any effort to visit hardly worth it."


Get out of here the way I came in. Once I'm clear of the mirages, start heading back to the treehouse. Do PM stuff on the way.
Spoiler (click to show/hide)

Of course, was the answer. Salt fields were flat and tough like a road, allowing for an easy start, and even the hills did not slow Viznor much. Running felt easy, even natural. It made Viznor feel surprised that so many people hated it so.

"alright, how about...steel and gold for......a rapier that can fire sword-beams?"

if excepted, create gold and steel
Spoiler (click to show/hide)

A cube of steel apeared, roughly one eight of a cubic meter in size. It was still well beyond carying size, but the dwarves would probably want an ammount that they would need a cart for. The gold was less successful, a puff sent gold dust flying in all directions. Some of it landed on the box that one of the dwarves was holding and it began ringing like a bell.

"See? I told you I damn well told you it works." The dwarf then turns back to you. "We could get the sword you are looking for, probably, I am not a smith myself. Though I very much doubt that there already exists one forged, meaning it would take at least a day to get one. If that is a problem I could get a blade, or blades, or something else of what is allready forged. The iron is enough to get a mild enchant, though I will need to get a cart... actually..." He turns back to his friend. "You, go back and get a cart while I negotiate the prices."

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: endlessblaze on August 30, 2015, 06:02:03 pm
"I could make one myself but im currently occupied with my own project.

lets see....let me try the gold again."

try again with the gold
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: fillipk on August 30, 2015, 06:18:51 pm
"Well with this drink I could make essences for days... Say that gives me an idea."

Create some Sun Berry Ale and drink it too, like 3 mug fulls.  Drink the Bernardian Tonic and then create 2 essences.

(So I'm seeing like a -2-3 in competency and a plus 6-8 in potentacy. Also it says +3 in the chat sheet and +1 in the forum for my pot..)
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DreamerGhost on August 30, 2015, 06:28:58 pm
"Well with this drink I could make essences for days... Say that gives me an idea."

Create some Sun Berry Ale and drink it too, like 3 mug fulls.  Drink the Bernardian Tonic and then create 2 essences.

(So I'm seeing like a -2-3 in competency and a plus 6-8 in potentacy. Also it says +3 in the chat sheet and +1 in the forum for my pot..)

((+3 to stat translates to +1 to rolls.))
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DAPARROT on August 30, 2015, 07:45:11 pm
make my wings stronger so that I can fly,use a +1 CMP essence and a +1 POT essence
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: fillipk on August 30, 2015, 07:52:41 pm
"Well with this drink I could make essences for days... Say that gives me an idea."

Create some Sun Berry Ale and drink it too, like 3 mug fulls.  Drink the Bernardian Tonic and then create 2 essences.

(So I'm seeing like a -2-3 in competency and a plus 6-8 in potentacy. Also it says +3 in the chat sheet and +1 in the forum for my pot..)

((+3 to stat translates to +1 to rolls.))
((no under the bonus section, and for bonuses cause of drunkenness and my power potions))
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: Crimson on August 30, 2015, 09:17:00 pm
Use that echolocation spell except at a smaller scale, directing it towards the crystal leaf at my hand for several reasons; to try and learn anything about its internal structure and to see how it reacts to magic. Then one force essence after.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: Sarrak on August 31, 2015, 01:35:17 am
"See? Just as I predicted, Jonas is dying now. And I have nothing to do with this - nor I, nor my minions had a chance to touch him. So again, dwarf, what about a truce? You won't save your master, but you can at least try to."

Propose once again.

Success: Call off demon, gather shards from Markus. Wait.
No response: Use cold projectile to damage Bofrec. It's not like cold can harm the demon, anyway.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: AoshimaMichio on August 31, 2015, 04:54:46 am
Allright then, let's go meet the summoner-healer. Avoiding all other mages in area.
Create three essences while traveling.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: ATHATH on August 31, 2015, 07:51:34 am
"See? Just as I predicted, Jonas is dying now. And I have nothing to do with this - nor I, nor my minions had a chance to touch him. So again, dwarf, what about a truce? You won't save your master, but you can at least try to."

Propose once again.

Success: Call off demon, gather shards from Markus. Wait.
No response: Use cold projectile to damage Bofrec. It's not like cold can harm the demon, anyway.
Psst. Finish the job. You're just one roll away from Jonas waking up.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DreamerGhost on August 31, 2015, 08:20:00 am
"Well with this drink I could make essences for days... Say that gives me an idea."

Create some Sun Berry Ale and drink it too, like 3 mug fulls.  Drink the Bernardian Tonic and then create 2 essences.

(So I'm seeing like a -2-3 in competency and a plus 6-8 in potentacy. Also it says +3 in the chat sheet and +1 in the forum for my pot..)

((+3 to stat translates to +1 to rolls.))
((no under the bonus section, and for bonuses cause of drunkenness and my power potions))

((I am not certain what you mean. If you are worried about drunknes conversion of CMP to POT, you get -1 to CMP rolls and +2 to POT rolls after consuming the Tonic for each level of drunkness.))
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: thegamemaster1234 on August 31, 2015, 11:05:08 am
"Blast it, I should've known! Magical wards for magical beast-fighting jet, ugh. Surely they can't be THAT strong, though... Perhaps greater forces may help too! (maniacal laughter)"
Pray to the God of Machines for help. Attempt again to scan jet, using two essences. Then two more essences.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: Trewque on August 31, 2015, 02:27:27 pm
(Note: Deinonychus should have feathers.)

"Hmm... Let's start building a pack."

Determine gender of Deinonychus. Then summon another obedient Deinonychus of the opposite gender.

Note: A species is not genetically viable (meaning that the population will expand and prosper instead of dwindling into extinction,) unless it has at least a thousand breeding pairs (1000 males and 1000 females, all mated and non-sterile). In my opinion, a revived extinct species remains functionally extinct until this benchmark is reached - so I believe that I can summon members of the same species at different times, even if individuals of the same species are already running around, unless the existing population is already at or beyond the benchmark.

And no, I didn't make the benchmark up; I recall reading it somewhere - although where precisely, I don't remember.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: thegamemaster1234 on August 31, 2015, 11:12:52 pm
((Actually, I might like to note that due to the relatively small size of this floating island/duck most species that exist here probably don't reach that amount, excluding bugs and possibly birds.

Whatever the definition of "extinct" is in terms of the game is ultimately DG's decision, though. Could we possibly get an answer on that? What does "extinct" mean for Bob's affinity?

Currently there's a few possibilities already out there, though your own interpretation is also fine:
1.Any species with at least one surviving member is no longer considered extinct
2.Any species with at least 1,000 breeding pairs is no longer considered extinct
3.A species that was once extinct is always considered extinct))
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DreamerGhost on September 01, 2015, 03:35:36 am
((Actually, I might like to note that due to the relatively small size of this floating island/duck most species that exist here probably don't reach that amount, excluding bugs and possibly birds.

Whatever the definition of "extinct" is in terms of the game is ultimately DG's decision, though. Could we possibly get an answer on that? What does "extinct" mean for Bob's affinity?

Currently there's a few possibilities already out there, though your own interpretation is also fine:
1.Any species with at least one surviving member is no longer considered extinct
2.Any species with at least 1,000 breeding pairs is no longer considered extinct
3.A species that was once extinct is always considered extinct))

((I'm gonna go with number 3, and add that if you make a species extinct, it is yours to use.))
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: BlitzDungeoneer on September 01, 2015, 05:47:40 am
Well. More swords are still necessary.
Create an iron zweihander now.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: H4zardZ1 on September 01, 2015, 07:01:31 am
((Actually, I might like to note that due to the relatively small size of this floating island/duck most species that exist here probably don't reach that amount, excluding bugs and possibly birds.

Whatever the definition of "extinct" is in terms of the game is ultimately DG's decision, though. Could we possibly get an answer on that? What does "extinct" mean for Bob's affinity?

Currently there's a few possibilities already out there, though your own interpretation is also fine:
1.Any species with at least one surviving member is no longer considered extinct
2.Any species with at least 1,000 breeding pairs is no longer considered extinct
3.A species that was once extinct is always considered extinct))

((I'm gonna go with number 3, and add that if you make a species extinct, it is yours to use.))
((Well, if someone else made one thing that dies, what happens?))
Destroy the wall. By ramming the chair into it.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DreamerGhost on September 01, 2015, 09:33:30 am
Destroy the wall.

In what specific way?

You certainly can, but there are several ways to do it.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: Whisperling on September 01, 2015, 03:28:33 pm
Keep heading towards the treehouse, making three knowledge essences as I go.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: NAV on September 01, 2015, 04:44:51 pm
Summon an armour of regeneration to trade.
2 summoning essences.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: conein on September 01, 2015, 05:42:54 pm
get on the other ship, and craft two essences.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: DreamerGhost on September 02, 2015, 05:01:24 pm
Turn 113

"I could make one myself but im currently occupied with my own project.

lets see....let me try the gold again."

try again with the gold
Spoiler (click to show/hide)

Flare, wanting to surprise the dwarf, possibly to get a better deal, waited until it was too busy measuring the cube to see what the mage was doing. Then he once more attempted to conjure gold. Yet conjuration collapsed into another puff of gold dust. It is probably for the best that the dwarf did not see that.

"Well with this drink I could make essences for days... Say that gives me an idea."

Create some Sun Berry Ale and drink it too, like 3 mug fulls.  Drink the Bernardian Tonic and then create 2 essences.

(So I'm seeing like a -2-3 in competency and a plus 6-8 in potentacy. Also it says +3 in the chat sheet and +1 in the forum for my pot..)

Spoiler (click to show/hide)

Dwen used one of his favored cantrips, instant mug, to create a ghastly image of real thing. It dissipated upon any serious shock, so you could not use it to bash things, but it held liquids well enough. He then conjured Sun Berry Ale, enough to fill the mug and downed it in one go - one of his favored nonmagical tricks. Then he filled the mug again and drank it more slowly, savoring the taste. Dwen knew well how alcohol affected him and stopped before it significantly impaired his physical abilities. Then he downed the tonic. It was a strange feeling, like drinking brandy that sent what felt like fire running through his veins. Dwen felt like he could do anything, and he knew that it was not the booze talking this time.

make my wings stronger so that I can fly,use a +1 CMP essence and a +1 POT essence
Spoiler (click to show/hide)

Seva looked back at his wings: They were beautiful, but not quite functional. It was a time to fix this. With a conjuration, the wings grew outwards, making Seva look like a strange blue winged angel. A thin layer of oil protected feathers from water, thus allowing diving in and out of local lakes.

Use that echolocation spell except at a smaller scale, directing it towards the crystal leaf at my hand for several reasons; to try and learn anything about its internal structure and to see how it reacts to magic. Then one force essence after.
Spoiler (click to show/hide)

Crimson lightly touched one of the leaves, sending a shockwave through it. The shockwave then returned, altered slightly by the inner structure of the crystal. The leaf was composed of many thin layers, each smaller than the rest. They were all sharp, but only the largest layer showed the sharpness because the layers were stacked on each other without any gaps. The crystal showed no reaction towards magic, while the method of creating the crystals probably involved magic, they themselves were mundane.

"See? Just as I predicted, Jonas is dying now. And I have nothing to do with this - nor I, nor my minions had a chance to touch him. So again, dwarf, what about a truce? You won't save your master, but you can at least try to."

Propose once again.

Success: Call off demon, gather shards from Markus. Wait.
No response: Use cold projectile to damage Bofrec. It's not like cold can harm the demon, anyway.
Spoiler (click to show/hide)

"Honor over life" shouted the dwarf. Kahel patiently waited for a moment when fight between ice demon and dwarf would create an opening to strike and this was it! He conjured a blast of cold and blasted the dwarf while he was bussy trying to discern wether or not the next attack was a feint. Cloud of white endulfed him, painting his hair with white as sweat froze to ice, but the dwarf was undeterred. He took the oportunity of Ice demon being momentarily distracted by the mist for a minghty swing, yet demon danced out of the way and left a shallow cut on dwarfs right arm.

Allright then, let's go meet the summoner-healer. Avoiding all other mages in area.
Create three essences while traveling.

Spoiler (click to show/hide)

Shias followed the whisperings of leaves, moving around few mages he could, but the summoner had some company. There was a mage inspecting a strange stone and followed by a strange lizard-bird hybrid. But the mage seemed too interested in the stone to interfere, so Shias approached the summoner.

"Blast it, I should've known! Magical wards for magical beast-fighting jet, ugh. Surely they can't be THAT strong, though... Perhaps greater forces may help too! (maniacal laughter)"
Pray to the God of Machines for help. Attempt again to scan jet, using two essences. Then two more essences.

Spoiler (click to show/hide)

The gift of knowledge is a gift to be shared, not hoarded.
A voice can be heard, like metal gears grinding, like thunder sriking, as clock ticking. As the voice leaves, so does the protecting enchantment on the Jet. The magic now reveals evrything there is to know about the jet to Jiksap.

(Note: Deinonychus should have feathers.)

"Hmm... Let's start building a pack."

Determine gender of Deinonychus. Then summon another obedient Deinonychus of the opposite gender.
Spoiler (click to show/hide)

Bob examined deinonychus he had summoned and determined, among other things, that it was male. He called through the aether for a pair to his new pet, yet to call through so much time is no easy task. What arrived was a storm of meaty giblets that might had once been a dinosaur. Deinonychus did not seem too distressed by this development, contributing to the matter the consideration that this might not had been the dinosaur Bob was looking for in the first place.

Well. More swords are still necessary.
Create an iron zweihander now.

Spoiler (click to show/hide)

Alexander called and the magic answered. Properly this time, as it always should. From the aether emerged a meteoritic iron zweihander, sharp and heavy, just as such sword should be. Looking it over, Alexander noticed that somebody had marred the fine forging of the weapon by scratching "What rings u got bich" and "Git gud" on the handle. Truly, some people had no appreciation for the fact that they might die and the sword be used by someone else.

((Well, if someone else made one thing that dies, what happens?))
Destroy the wall. By ramming the chair into it.

((The thing was never a spiecies, so nothing. Otherwise, Bob could summon anything biological and claim it as a mutant hyperbeaver or something.))

Spoiler (click to show/hide)

Destra sat on the throne, spun it around and crashed into the wall that was now behind him. Stone and mortar flew to all sides and Destra suddenly felt really happy about how absurdly tall the chair was, as usual height would not had protected his head. The wall was defeated by half a ton of gold, and Destra was once more in fresh air. The two mages that were meditating here before had wandered off somewhere, leaving a clear way out of castle.

Keep heading towards the treehouse, making three knowledge essences as I go.
Spoiler (click to show/hide)

It does not take long until Viznor reached summoner mage. He had company, a mage who seemingly just summoned a meaty tornado and another who seemed like a druid. They were probably irrelevant. There was business to be done.

Summon an armour of regeneration to trade.
2 summoning essences.


Spoiler (click to show/hide)

James attempted to follow up the ring with a piece of armor. It is well known that good armor protects, and the best does so much more. Like heal wounds one would get from putting armor to use repeatedly by fighting. Yet what appeared was hardly armor at all, a mangled ball of scrap that radiated corrupted healing magic, like the one James had been using offensively. It was probably nothing to worry about. There were two new customers to deal with.

get on the other ship, and craft two essences.

Spoiler (click to show/hide)

Mostly intact entrance to lower decks was alluring, so Ancano moved to the other ship. He looked around to see if octopus followed only to find water near the first ship red with blood. One of the merfish rose from water nearby, holding trident with a cut off octopus tentacle on it. "You made good bait. Have this for service" With that she threw a golden necklace decorated with a sapphire to Ancano and dived back beneath the surface. Upon closer inspection elf identified the necklace as enchanted and the enchantment as one allowing user to breathe underwater.

Spoiler: Map (click to show/hide)

Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: endlessblaze on September 02, 2015, 05:13:42 pm
"say, right now im limited to metals. if you could pay me in things such as gems, espicaly magic ones, or other non metal martials that would be great....

say......what about shards?"

back to making essence....
Title: Re: Roll to Magic: Turn 111 Trading blows and souls
Post by: Whisperling on September 02, 2015, 05:17:29 pm
((@ XY and Whisperling, anything in particular you want? Or should I just see what cool stuff the magic feels like summoning for you?))

((Whoops, looks like I never got around to answering this. I'm open to anything I would find useful. As of now, I have my own method of both healing and self-augmentation, so if possible I'd be up for something that's a bit more unique to the summoning affinity. Do you have anything in mind?))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: fillipk on September 02, 2015, 05:24:08 pm
((shouldn't it be +2+1 since I have double bonus from alcohol in addition to the +1 from liquid power.))

Create 3 essences
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: Sarrak on September 02, 2015, 05:38:30 pm
"As you wish. Their deaths will be on your conscience."

Kahel observed the ongoing battle. Combatants were pretty evenly matched and he couldn't directly help one without impending another. Still, dwarf was not as dexterous... Hm... And elf was about to die. Oh well, perhaps it's time to try something else...

Three essences/counterattack or Marcus shards if situation seems right for looting.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: DAPARROT on September 02, 2015, 05:57:50 pm
Hmm, that could be useful.
Time to check out some of that weird stuff I saw earlier

call my velociraptors back, then fly towards the treehouse, ordering my velociraptors to walk around the lake, on the opposite side as spawn without attacking people,make two essences
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: XXXXYYYY on September 02, 2015, 09:22:19 pm
Head back toward the spawn. Make two Luck essences and look about a bit for treasure during the walk.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: ATHATH on September 02, 2015, 11:19:25 pm
Is FoU's character dead?
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: AoshimaMichio on September 03, 2015, 01:50:37 am
"Greetings, summoner. I am Shias, the druid of west. I have a need for your skills." Shias says to the summoner James.

Two more essences.
Have a chat with James' unhappy tree.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: Sarrak on September 03, 2015, 03:40:51 am
Is FoU's character dead?
((I'd say not yet. Our combat is very fast-paced, so its fine for him to pass a turn or two... But then he would die, along with an elf.))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: Crimson on September 03, 2015, 05:21:42 am
"Nothing else to learn I guess."

Gather the remaining crystal leaves on the ground. After doing so, fly around and search for a flat area in my hex that is not near the crystal tree. Make two force essences while searching around.
Title: Re: Roll to Magic: Turn 112 Luck for almost everyone.
Post by: H4zardZ1 on September 03, 2015, 06:16:39 am
((Conein's action is below the map?))
Go North.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: DAPARROT on September 03, 2015, 09:40:46 am
((Can I fly with my wings? It wasn't clear on the char sheet))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: DreamerGhost on September 03, 2015, 02:04:32 pm
((shouldn't it be +2+1 since I have double bonus from alcohol in addition to the +1 from liquid power.))

Create 3 essences

((+1 from your natural POT and another +1 from Liquid power. At that time, you were not drunk enough for it to afect casting.))

((Can I fly with my wings? It wasn't clear on the char sheet))
((You certainly can))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: fillipk on September 03, 2015, 03:29:39 pm
((but that was the point of getting drunk.))

Get drunk enough to get the pot bonus on that delicious sun berry wine and then make 3 essences
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: thegamemaster1234 on September 03, 2015, 03:55:43 pm
"Ah yes, very true, very true; trade secrets only bar others from creating their own wonders! Like mine! But need more thinking first."
If jet already has [secret plan] integrated into its design, hop in and DO EET, otherwise MOAR THINKING (using jet knowledge, applying secret). 3 more essences
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: DreamerGhost on September 03, 2015, 04:12:12 pm
((but that was the point of getting drunk.))

Get drunk enough to get the pot bonus on that delicious sun berry wine and then make 3 essences

((You are drunk now and it shows. Those were the rolls to summon the ale to get you drunk. Even a great wizard like you cannot drink beer before he conjures it.))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: fillipk on September 03, 2015, 04:25:48 pm
((Oh, right, sorry wasn't thinking, you said cantrip and I guess too much D&D.))
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: NAV on September 04, 2015, 01:09:56 am
"Greetings, summoner. I am Shias, the druid of west. I have a need for your skills." Shias says to the summoner James.
"Welcome Shias. I'm James. Seems the words getting around about my services. So what can I help you with?"

Toss that ball of possibly cancerous scrap metal into the box. I'll deal with it later.
Summon a gas mask, using a 1/1 essence.
Then 2 summoning essences.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: AoshimaMichio on September 04, 2015, 01:37:47 am
"No words were heard, James, only echoes in the world. I have need for a gas mask. It is my understanding that you have skill and talent required for calling through the aether."
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: Trewque on September 04, 2015, 08:33:24 am
Craft two essences, then order my Deinonychus to find Professor Jiksap, then return and guide me to his location.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: NAV on September 04, 2015, 12:23:27 pm
"No words were heard, James, only echoes in the world. I have need for a gas mask. It is my understanding that you have skill and talent required for calling through the aether."
"Okay, I'll have it summoned in a jiffy. You need anything else?
You're a druid so you can talk to plants right?"
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: AoshimaMichio on September 04, 2015, 12:39:53 pm
"Okay, I'll have it summoned in a jiffy. You need anything else?
You're a druid so you can talk to plants right?"

"That is all I need. Yes, plants and forest spirits are my usual talking partners."
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: conein on September 04, 2015, 04:26:40 pm
"so I can breathe underwater. With tentacles trying to kill me. That is useful."

Craft two essences. Check if the tentacles are still there, and if there arent go check what the underwater shiny thing was. Otherwise leave south, grabbing my shield first.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: NAV on September 04, 2015, 04:33:00 pm
"That is all I need. Yes, plants and forest spirits are my usual talking partners."
"I can talk to plants too. Well, mostly just the tree over there. He doesn't seem very happy. Maybe you could talk to him a bit."
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: AoshimaMichio on September 05, 2015, 02:56:15 am
"I can talk to plants too. Well, mostly just the tree over there. He doesn't seem very happy. Maybe you could talk to him a bit."

"About him being unhappy? Sure, I can do that."
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: NAV on September 05, 2015, 08:34:38 am
"Just about things in general. It must get annoying only ever talking to one person who's not even that good at talking."
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: Beirus on September 05, 2015, 02:14:41 pm
"Ah, I see. I do have a friend that might be able to survive the journey. He's made of metal. If I were to introduce you to him, would you be willing to show him a few of those places?"

Two more aether essences.
Title: Re: Roll to Magic: Turn 113 Clear way, the king moves
Post by: DreamerGhost on September 06, 2015, 04:22:40 pm
Turn 114

"say, right now im limited to metals. if you could pay me in things such as gems, espicaly magic ones, or other non metal martials that would be great....

say......what about shards?"

back to making essence....
Spoiler (click to show/hide)

Gems and enchanting supliess? I think I could get some. Of course, the really good stuff would require bribes and therefore extra money. I'm afraid I have no knowlege of any shards that would stand out.

"As you wish. Their deaths will be on your conscience."

Kahel observed the ongoing battle. Combatants were pretty evenly matched and he couldn't directly help one without impending another. Still, dwarf was not as dexterous... Hm... And elf was about to die. Oh well, perhaps it's time to try something else...

Three essences/counterattack or Marcus shards if situation seems right for looting.
Spoiler (click to show/hide)

Demon continued toying with the dwarf, possibly seeking to tire him out, yet it was a merit of skill that the dwarf was still without a single serious injury. The "fight" against the elf could have been a fluke due to surprise, but might within the icy claws was undeniable. Dwarf had not given the demon a single chance, and Ice was not exactly known for durability. Kahel wanted an edge, and there was something nearby that could provide it. Without the bear around, Marcus corpse was easy prize.

Hmm, that could be useful.
Time to check out some of that weird stuff I saw earlier

call my velociraptors back, then fly towards the treehouse, ordering my velociraptors to walk around the lake, on the opposite side as spawn without attacking people,make two essences
Spoiler (click to show/hide)

Seva sent off the velociraptors the safe way around and flew off over the lake. His goal was the strange tree house he had seen earlier. It felt great to fly on his own power, using his own wings. It felt absolutely fantastic. Seva knew that if he got out of this he'd do this more often, maybe fly with the birds to the warming lands to the south each winter. In all this enjoyment, Seva did not notice a strange man carrying a strange backpack looking over a strange Jet near the treehouse until he had landed.

Head back toward the spawn. Make two Luck essences and look about a bit for treasure during the walk.
Spoiler (click to show/hide)

Gambler went back to the entrance portal, if there ever was a place with mages to find, that was it. There were hardly anything valuable in the forest of metals or gems, but there was a veritable wealth of various rare plants. One particularly interesting object he had found was a rainbow colored flowers that he recognized as Faria, magical flower that could temporarily enchant eyesight to see in the dark, and was a part of several potions that could enchant sight in various ways.

"Greetings, summoner. I am Shias, the druid of west. I have a need for your skills." Shias says to the summoner James.

Two more essences.
Have a chat with James' unhappy tree.


Spoiler (click to show/hide)

Shias walked over to the spiky treehouse and laid his hands over rough tree bark. He sent out his power to the tree, calling to it.
"One of the forest walkers? I did not expect your kind here. When wizards battle it is usually with fire and thunder, not wines and leaves. What brings you here?"

"Nothing else to learn I guess."

Gather the remaining crystal leaves on the ground. After doing so, fly around and search for a flat area in my hex that is not near the crystal tree. Make two force essences while searching around.

Spoiler (click to show/hide)

Crimson carefully collected the remaining intact leaves. Few turned out to be broken, the fracture hidden by the earth, but most that looked fine were indeed so. The search for a flat area on the mountain, however, ended in failure. Flat surface was rather sparse, most of mountain being cliffs of various degrees of incline.

Go North.

Spoiler (click to show/hide)

Eterna wasted no time, the mages that were here before might come back later. He went off from the ruins heading northwards, towards the lake still bearing significant tint of red.

((but that was the point of getting drunk.))

Get drunk enough to get the pot bonus on that delicious sun berry wine and then make 3 essences
Spoiler (click to show/hide)

Dwen focused his mind; it was harder now, and not just because of alcohol clouding his mind. The power, there was so much of it, the mountains shattering amounts of power. Even at his weakest, he wielded power same as he had before at his strongest. Liquid power potion was wearing off but that hardly mattered. He had power and he had amazingly clear ideas on how to use it.

"Ah yes, very true, very true; trade secrets only bar others from creating their own wonders! Like mine! But need more thinking first."
If jet already has [secret plan] integrated into its design, hop in and DO EET, otherwise MOAR THINKING (using jet knowledge, applying secret). 3 more essences

Spoiler (click to show/hide)

Jiksap thought hard, creating plans, blueprints in his mind. Some extra gears here, a cut there, that is covered by extra bit later... Finally, he could feel that the plan was finished, printed and bound into a tome, so he metaphorically opened the first page of the metaphorical tome. It was followed by a slight frown, as the cost of the plan was there, and it was fairly steep. Such project required not an insignificant amount of power, but he now knew how t do it.
{10/10 will get you results. More than that will get you better results, with increase for each extra 5/5}

"Greetings, summoner. I am Shias, the druid of west. I have a need for your skills." Shias says to the summoner James.
"Welcome Shias. I'm James. Seems the words getting around about my services. So what can I help you with?"

Toss that ball of possibly cancerous scrap metal into the box. I'll deal with it later.
Summon a gas mask, using a 1/1 essence.
Then 2 summoning essences.

Spoiler (click to show/hide)

James called through the aether and pulled out something cubical in shape. First he was worried that he might had pulled something nasty again, but his fears proved unfounded as within his hands he found a box with brown and green colored advertisement claiming the gas mask to be "The perfect gift for your loved one in these uncertain times" Rather dark. But useful.

Craft two essences, then order my Deinonychus to find Professor Jiksap, then return and guide me to his location.
Spoiler (click to show/hide)

Deinonychus took little time finding Jiksap and led Bob to him. Old mad mechanic was now seemingly lost in thought over a rather massive plane of sorts. Bob would have called it a jet, but he knew better than to think of any machine to be what it looks like with Jiksap around.

"so I can breathe underwater. With tentacles trying to kill me. That is useful."

Craft two essences. Check if the tentacles are still there, and if there arent go check what the underwater shiny thing was. Otherwise leave south, grabbing my shield first.
Spoiler (click to show/hide)

Ancano put on the necklace and dived beneath the waves. It was strange at first to be able to breathe same as above the water, but it wasn’t too bad, nor did it have any side effects as a similar spell that allowed one to survive and breathe with lungs full of water. The squid was being dragged away by few more merfish, bleeding from a few wounds and few places where tentacles had been before. Ancano was interested in other things, however. The treasure trove the squid was guarding was still as full of gold and gems as it was before, even though the water around was a bit more red.

"Ah, I see. I do have a friend that might be able to survive the journey. He's made of metal. If I were to introduce you to him, would you be willing to show him a few of those places?"

Two more aether essences.

Spoiler (click to show/hide)


Truly? Is your friend a golem like myself? Ah, no need to answer. There is little meaning in art if it is unseen by anyone. I would gladly show my work to your friend. Though I must warn you, the path is rather long one.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 06, 2015, 04:40:09 pm
Collect the useful plants, then continue towards spawn, looking for any trinkets or loot while making two essences.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 06, 2015, 04:47:04 pm
Collect the useful plants, then continue towards spawn, looking for any trinkets or loot while making two essences.

((Just so you know, trying to use the spawn point as a portal would have major implications, not just for you, but for everyone in the game. I would be happy to explain its function via PM, and/or direct you to an ordinary portal, but at the very least, you should know what it does before you attempt to activate it.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 06, 2015, 04:52:32 pm
((...?))
((I'm going there to trade with James (and maybe use my Luck to loot even more stuff). I'm just grabbing stuff because I have a +3 on the Luck roll and more stuff is always good.))
((EDIT:You're the knowledge mage, right? I would gladly accept that knowledge, however. What do you want for it?))
((EDIT2: Though that does give me an idea. Hoo hoo hoo.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: conein on September 06, 2015, 05:12:20 pm
collect as much loot as I can and run to the surface.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: fillipk on September 06, 2015, 06:12:04 pm
((I'm good with my current drunkness since it effects my spell casting, create the essences.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 06, 2015, 06:12:39 pm
((...?))
((I'm going there to trade with James (and maybe use my Luck to loot even more stuff). I'm just grabbing stuff because I have a +3 on the Luck roll and more stuff is always good.))
((EDIT:You're the knowledge mage, right? I would gladly accept that knowledge, however. What do you want for it?))
((EDIT2: Though that does give me an idea. Hoo hoo hoo.))

((Ah. Looks like I took the word "spawn" a bit too literally.))

((As for payment, just about anything that corresponds to the value of the information is fair game. It would be easier for me to point you in the right direction if I had some sort of opening offer.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 06, 2015, 06:27:18 pm
((Hmm. I can improve your luck in general (either through enchanting trinkets or directly), which will help you with diplomacy and searching, though you can probably apply it to other situations. Alternatively, I can enchant something with more eccentric enchantments, which I'll need more direct input to make, but offers more interesting effects.))

((I'd say either a small (3 to 4 essences) permanent buff for a medium amount of information, or a custom enchantment for a varying amount of information, but we'd have to discuss that one further.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 06, 2015, 06:41:07 pm
((Hmm. I can improve your luck in general (either through enchanting trinkets or directly), which will help you with diplomacy and searching, though you can probably apply it to other situations. Alternatively, I can enchant something with more eccentric enchantments, which I'll need more direct input to make, but offers more interesting effects.))

((I'd say either a small (3 to 4 essences) permanent buff for a medium amount of information, or a custom enchantment for a varying amount of information, but we'd have to discuss that one further.))

((I would tell you what the gate does, how to use it, how to decrease the activation cost, and how to influence the result. Activating it is pretty expensive, but has a very significant impact on the island as a whole. The effect doesn't necessarily benefit you over anyone else, though.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DAPARROT on September 06, 2015, 06:53:42 pm
Hello,can you tell me anything about this tree?

Make two essences,walk closer to the tree if I don't an answer
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 06, 2015, 07:17:31 pm
((I would tell you what the gate does, how to use it, how to decrease the activation cost, and how to influence the result. Activating it is pretty expensive, but has a very significant impact on the island as a whole. The effect doesn't necessarily benefit you over anyone else, though.))
((For the custom enchant or the bonus? I'd give the bonus for just what the gate does and how to avoid causing it to collapse or something like that, because I don't really have any plans involving breaking it for the moment. I want to get some more luck buffs and then an item to convert those into something a bit more wide-reaching before I do anything too crazy.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 06, 2015, 08:29:03 pm
((I would tell you what the gate does, how to use it, how to decrease the activation cost, and how to influence the result. Activating it is pretty expensive, but has a very significant impact on the island as a whole. The effect doesn't necessarily benefit you over anyone else, though.))
((For the custom enchant or the bonus? I'd give the bonus for just what the gate does and how to avoid causing it to collapse or something like that, because I don't really have any plans involving breaking it for the moment. I want to get some more luck buffs and then an item to convert those into something a bit more wide-reaching before I do anything too crazy.))

((I'm thinking I'll go with the bonus, for practicality. That said, if you ever want more info, I would definitely be interested in purchasing some fun, luck-based artifact.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 06, 2015, 08:33:04 pm
((I'm thinking I'll go with the bonus, for practicality. That said, if you ever want more info, I would definitely be interested in purchasing some fun, luck-based artifact.))
((We have a deal then! I'll just finish my current one with James, then I'll head over and give you the bonus in exchange for the info.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: NAV on September 06, 2015, 08:54:28 pm
"Alright, here's your mask. What do you need this thing for, if you don't mind me asking? Not that it's a bad thing to have on hand, I've accidentally gassed myself a few times now."
Give the gas mask to Shias.

Use a couple essences to summon an...adamantine shield of regeneration, using both my affinities. That should make a nice trade good.
Then one healing and one summoning essence.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: AoshimaMichio on September 07, 2015, 02:04:40 am
To James: "Ah, thank you. Well, I need it to protect my lungs and mind from harmful substances that happen to be present in area where I need to work."


Chatting with the tree house: "There are many ways to do battle. Most mages prefer flashy techniques, some learn from the nature and adapt slow, enduring and ultimately effective techniques. All mages, even my kind, have one reason to be here: to further my goals. But to expand it more, I'm here because I'm on quest for forest spirits on west, and because to complete that quest I need specific item that I cannot realiably make by myself, which led me to the local summoner who in turn asked me to talk to you, which is something I would have done anyway, seeing your unusual appearance. What have caused that, if you don't mind me asking?"

And three essences.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Beirus on September 07, 2015, 02:38:11 am
((Guys, guys! I just had a great idea! But I'll need a truce and maybe some help from the mages at the portal. Would you all be amenable to this?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: AoshimaMichio on September 07, 2015, 02:53:04 am
((Guys, guys! I just had a great idea! But I'll need a truce and maybe some help from the mages at the portal. Would you all be amenable to this?))

((Depends on what you want. While I'm not at the portal, I'm very close.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Beirus on September 07, 2015, 02:59:18 am
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: H4zardZ1 on September 07, 2015, 03:17:30 am
Go to the spawn.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: AoshimaMichio on September 07, 2015, 03:28:45 am
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))
((Non-aggerssion is no problem, but further assistance requires greater disclosure. In IC, if possible, despite us being metagaming bastards.

BTW, DeamerGhost: Do penalty from spell modifiers apply to competence, potency or both rolls?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Beirus on September 07, 2015, 03:45:38 am
((I'm making a base. Which Jase will explain to whoever is there once he gets there.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: AoshimaMichio on September 07, 2015, 03:52:01 am
((Sounds like something I could support, but on the other hand it might cause compilations for my plan. Or perhaps it might even help. Hmm. Gotta wait and see.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DreamerGhost on September 07, 2015, 04:11:34 am
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))
((Non-aggerssion is no problem, but further assistance requires greater disclosure. In IC, if possible, despite us being metagaming bastards.

BTW, DeamerGhost: Do penalty from spell modifiers apply to competence, potency or both rolls?))

((Only to CMP))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: AoshimaMichio on September 07, 2015, 04:33:44 am
((Just a thought, but OP has section about Gods, who are so far fairly minor thing, but no mention about essences, which do see major use. Might be helpful for new players if you write few words about them into the OP.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Sarrak on September 07, 2015, 04:47:52 am
((I'm making a base. Which Jase will explain to whoever is there once he gets there.))
((Sounds great. I'll try to be on time!))

"All things come to an end. Seems like your master and comrade are beyond saving now."

Kahel smiled triumphantly and crushed shards - a last favor he got from Marcus. It might be said that everything went simply too well.
Ten shards for Liquids affinity!

((Taking it for perfect synergy with temperature - I would be able to shape ice palaces, obsidian shrines and boil blood of not-so-innocent mages with no problems.))

Freeze some liquids inside Bolfrec's body, damaging him from inside. Laugh. +2 for affinities, -2 for ranged and summon

EDIT: What about holding a first mage council after creating a suitable tower at the starting square? Every active mage seems to be drawn back to portal now.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 07, 2015, 07:33:56 am
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))

((This sounds very interesting, and possibly like something I've wanted for a while now. That said, I'm probably not going to help unless I know what you're doing. Would it be at all possible to enlighten us via PM?))



EDIT: What about holding a first mage council after creating a suitable tower at the starting square? Every active mage seems to be drawn back to portal now.

((This also sounds good, although I'm wary of the complete gridlock you find in a god game.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: fillipk on September 07, 2015, 11:28:46 am
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))
((I'll go for it, sounds interesting))

More Essences, like 3 of them.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: ATHATH on September 07, 2015, 02:49:37 pm
((Pretty much just not attacking me, holding off on spells until I get mine done, and a few essences from each mage if they can spare any. The more essences the better. And it's something that'll benefit everyone. Could add a whole new dimension for the PvE and non-violent players. Can't really share too much more or else I might get nerfed. Again.  :P But it'll be awesome.))
((I'll go for it, sounds interesting))
Ditto.

I'd also like to attend the council meeting, but I'm kind of dead right now. If you hold off the meeting until I get there (3-5 turns), I can show off a cool artifiact.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: fillipk on September 07, 2015, 04:06:41 pm
((I would take part in this council meeting.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DAPARROT on September 07, 2015, 04:12:56 pm
((I would take part in it as well, it would also probably make the spawn safer))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: endlessblaze on September 07, 2015, 04:16:43 pm
"why bribes? cant you just purchase them?"

more power...perhaps soon it will be time
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Crimson on September 07, 2015, 05:52:22 pm
((Now this is quite different. I'll be participating once I'm done here.))

Action PM'ed. After PM'ed action, head back to the starting portal.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: XXXXYYYY on September 07, 2015, 05:55:53 pm
((I may join the council as well.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 07, 2015, 06:02:23 pm
((Since the council looks like it will be a major event, I think I'll create a lie detector at spawn. It may not see major use afterwards, but at the very least, we'll know the validity of anything said IC.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Beirus on September 07, 2015, 06:16:11 pm
((Since the council looks like it will be a major event, I think I'll create a lie detector at spawn. It may not see major use afterwards, but at the very least, we'll know the validity of anything said IC.))
((I could build one into the base, might make it more convenient.))

((Edit: Also, people can feel free to PM me if they want to know what I plan to do. I will not, however, share how I will do it. Takes all of the surprise away.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: fillipk on September 07, 2015, 08:11:31 pm
((I think a council chamber as some sort of grand palace would be cool.  No fighting in the chamber, maybe a dueling ground, and enforcing a peaceful place in the hexes around spawn.))

((I'm just imagining DG's reaction to this, we have stopped trying to kill each other so much and instead are working together.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Sarrak on September 07, 2015, 10:59:53 pm
((I'm just imagining DG's reaction to this, we have stopped trying to kill each other so much and instead are working together.))
((It's not like we stopped... Tournament is still ongoing, we're simly giving it much grander purpose and bearing. And it's not like a fully-build base would stop a dragon. Or something much worse. Still, it could become a great (though last) stand!))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: endlessblaze on September 08, 2015, 06:11:31 am
((Wait, when did this happen? What council?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: H4zardZ1 on September 08, 2015, 06:22:42 am
EDIT: What about holding a first mage council after creating a suitable tower at the starting square? Every active mage seems to be drawn back to portal now.
((If you want that, i could use my gold-affinity throne. And yes, i agree to the council meeting.))
((Anyone want to buy my golden throne? 3 shards is the minimum price, and if 2 people or more want to buy the throne the throne goes to the highest bidder. It gives gold affinity. Honestly through, i don't know this is IC or OOC.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: endlessblaze on September 08, 2015, 08:04:23 am
((Oh oh! And I can use my metal affinity to make supports! Steel pillars with gold etchings anyone's?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: thegamemaster1234 on September 08, 2015, 08:47:04 am
((I am also in accordance with this council tower. It could use some automated defenses, eh?))
"MWEHEHEHEHEEE! My plan is complete! The final step is only to prepare... Oh, hello Bob! You wouldn't mind protecting me while I do crazy?"
Go a little ways back from the jet... then craft essences until one collapses. Obviously watch for this. Oh, and try to stay a little close to the dinosaur, for protection and happenstance. If something bad starts to happen, try to use thaumic disruptor to stop it.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: ATHATH on September 08, 2015, 09:54:36 am
There is one teensy little problem with building the meeting hall at spawn- spawn is covered in an anti-magic field to prevent spawn-killing, so it's going to be really hard to (magically) build a structure there, unless Beirus is trying to turn off the AMF field. Maybe we could build it somewhere else, like NAV's forest or the treant's forest.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: endlessblaze on September 08, 2015, 09:59:56 am
((What about by the lake in the forest? Or above the lake....or that volcano...))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: fillipk on September 08, 2015, 10:02:08 am
((Not the Treant Forest please, well everyone is contributing something, I guess I can provide refreshments?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Sarrak on September 08, 2015, 10:24:17 am
There is one teensy little problem with building the meeting hall at spawn- spawn is covered in an anti-magic field to prevent spawn-killing, so it's going to be really hard to (magically) build a structure there, unless Beirus is trying to turn off the AMF field. Maybe we could build it somewhere else, like NAV's forest or the treant's forest.
((Well, well. If you haven't done something horribly wrong with our spawn point when I was absent, I'm pretty sure it has NO means of duel prevention. At the very start of this game, DG was probably shocked we choose to withdraw peacefully before killing each other. Anyway, offing newcomers is a bad taste.

I'd say we'll choose the best course of action when we actually gather and start planning IC. I predict many horrific and awesome ideas born from heated magic dispute.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: ATHATH on September 08, 2015, 10:55:05 am
((Not the Treant Forest please, well everyone is contributing something, I guess I can provide refreshments?))
What if all of the treants within a several tile radius were zombies under my control?
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Trewque on September 08, 2015, 11:11:02 am
(This meeting hall/tower/ fortress shall need guardians. I can provide them.)

Hello, Jiksap. What is that thing you've been working on? If you need more magic power, I'd be happy to provide it.

Summon another obedient Deinonychus. Then, if Jiksap agrees, join with him in whatever spell might be required.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: thegamemaster1234 on September 08, 2015, 01:10:45 pm
((I'm not casting yet, and dinosaur magic may not be entirely practical here.))
"IT'S A SECRET!! And dinosaur magic could interfere with the machinery, sadly. I'm sure we could team up on upgrading one of your pets, but now is not the time."
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DreamerGhost on September 08, 2015, 02:09:16 pm
There is one teensy little problem with building the meeting hall at spawn- spawn is covered in an anti-magic field to prevent spawn-killing, so it's going to be really hard to (magically) build a structure there, unless Beirus is trying to turn off the AMF field. Maybe we could build it somewhere else, like NAV's forest or the treant's forest.
((Well, well. If you haven't done something horribly wrong with our spawn point when I was absent, I'm pretty sure it has NO means of duel prevention. At the very start of this game, DG was probably shocked we choose to withdraw peacefully before killing each other. Anyway, offing newcomers is a bad taste.

I'd say we'll choose the best course of action when we actually gather and start planning IC. I predict many horrific and awesome ideas born from heated magic dispute.))

((It was a simple choice with no extra thought attached. The spawn does have some safeguards, including one that makes those who enter practically invulnerable for their first turn. It was even used once.))


((As for general non-murder that is happening, it does slightly confuse me. There is no waitlist. You either win or come to fight again. Some artifacts I allowed only because I thought that their overpowerdnes would be nerfed by dragging everyone and their dog into wanting the artifact and willing to take it from a dead body. Kahels orb allows rerolling all 1's, changing your chance to fail horribly from 1/6 to 1/36. Why does he still have it?))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Sarrak on September 08, 2015, 02:24:19 pm
((As for general non-murder that is happening, it does slightly confuse me. There is no waitlist. You either win or come to fight again. Some artifacts I allowed only because I thought that their overpowerdnes would be nerfed by dragging everyone and their dog into wanting the artifact and willing to take it from a dead body. Kahels orb allows rerolling all 1's, changing your chance to fail horribly from 1/6 to 1/36. Why does he still have it?))
((There is no reason for main triad (James-Jase-Crimson) to fight between themselves and they mostly leave new mages to dwell while pursuing knowledge. A fine choice. But new players have very low aggression, considering that they would benefit from fighting the most. I think a some sort of global event is needed at/after the council, as to promote bloodshed.

As for my staff... I'm simly too good at survival (running away), diplomacy (exploiting the weak) and being neither strong nor weak (triad can finish me, but it won't be so simple for newer mages).))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: ATHATH on September 08, 2015, 02:33:23 pm
There is one teensy little problem with building the meeting hall at spawn- spawn is covered in an anti-magic field to prevent spawn-killing, so it's going to be really hard to (magically) build a structure there, unless Beirus is trying to turn off the AMF field. Maybe we could build it somewhere else, like NAV's forest or the treant's forest.
((Well, well. If you haven't done something horribly wrong with our spawn point when I was absent, I'm pretty sure it has NO means of duel prevention. At the very start of this game, DG was probably shocked we choose to withdraw peacefully before killing each other. Anyway, offing newcomers is a bad taste.

I'd say we'll choose the best course of action when we actually gather and start planning IC. I predict many horrific and awesome ideas born from heated magic dispute.))

((It was a simple choice with no extra thought attached. The spawn does have some safeguards, including one that makes those who enter practically invulnerable for their first turn. It was even used once.))


((As for general non-murder that is happening, it does slightly confuse me. There is no waitlist. You either win or come to fight again. Some artifacts I allowed only because I thought that their overpowerdnes would be nerfed by dragging everyone and their dog into wanting the artifact and willing to take it from a dead body. Kahels orb allows rerolling all 1's, changing your chance to fail horribly from 1/6 to 1/36. Why does he still have it?))
Well, we're kind of just plotting right now. I suspect that a few plans will fire off soon and cause some nice fireworks, causing a chain reaction of combats that are caused by people taking advantage of the depleted resources of other combatants.

What are the actual effects of the wards that surround the entrance portal? Can we use the entrance portal to go to other places?
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Beirus on September 09, 2015, 12:53:31 am
"Thank you. I will bring my friend back with me soon. May I bring this crab on my journeys so that it can help me find my way back here when I return? Oh, and I realize I never introduced myself. I am Jase Blackthorn."

Exit the cave and start heading back to the entrance portal. Two aether essences on the way. Leave the crab with the golem if I can't take it with me.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 09, 2015, 05:31:21 am
Use a simple scanning spell to determine whether there's anything useful or valuable in the area. Two knowledge essences afterwards.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: thegamemaster1234 on September 09, 2015, 05:46:54 am
((I think that I'd like to add that most new mages would rather test their abilities, explore, and gain power rather than fighting other players (which can lead to rather early deaths). But yes, there is at least one plan (mine) that may attract quite some attention, and I'm sure my partner has ones of his own, so at the very least don't think these peaceful times will persist forever without bee dude.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 09, 2015, 05:58:06 am
((I think that I'd like to add that most new mages would rather test their abilities, explore, and gain power rather than fighting other players.

((You took the words out of my mouth.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Sarrak on September 09, 2015, 06:30:28 am
((The thing is, new mages have nothing important to lose. Their powers are better tested in combat with equals - so that the winner would get some shards and start exploring the world with a better starting resources. But that's my reasoning.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: Whisperling on September 09, 2015, 10:22:45 am
((The thing is, new mages have nothing important to lose. Their powers are better tested in combat with equals - so that the winner would get some shards and start exploring the world with a better starting resources. But that's my reasoning.))

((I can't speak for others, but personally, I'm driven less by power-hunger, and more by a desire for exploration. That can't happen if I'm constantly in the middle of a bloodbath. Not to say I won't take whatever boosts come my way- self-defense is very important around here.))
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: ATHATH on September 09, 2015, 11:10:55 am
((The thing is, new mages have nothing important to lose. Their powers are better tested in combat with equals - so that the winner would get some shards and start exploring the world with a better starting resources. But that's my reasoning.))

((I can't speak for others, but personally, I'm driven less by power-hunger, and more by a desire for exploration. That can't happen if I'm constantly in the middle of a bloodbath. Not to say I won't take whatever boosts come my way- self-defense is very important around here.))
I think that some people come here with an idea for a cool spell, and pick an appropriate affinity and try to get the spell off as soon as possible. Alternatively, they have an idea for a cool and unique affinity, and want to mess around with it.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DreamerGhost on September 09, 2015, 03:07:56 pm
Got a bit distracted, and forgot just how early I would need to get up tomorow. Update will be delayed.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: BlitzDungeoneer on September 10, 2015, 02:20:26 am
Unless stated otherwise, just keep creating more swords.
Title: Re: Roll to Magic: Turn 114 Calm before the storm
Post by: DreamerGhost on September 10, 2015, 03:20:40 pm
Turn 115

Collect the useful plants, then continue towards spawn, looking for any trinkets or loot while making two essences.
Spoiler (click to show/hide)

Gambler collected what plants he recognized as useful, along with few he had never seen before. If he ever met an alchemist, he'd be able to sell them for a decent price. The best chance of finding one, of course, was next to the entry portal. Gambler traveled there with haste, though the amount of people there was surprisingly large.

collect as much loot as I can and run to the surface.

Ancano did not dally, the squid was dead but it might haven't been the only one. Filling pockets with gemstones and gold, with some occasional silver piece was enough for now. It's not like the treasure was going to go anywhere. Ancano emerged from beneath the waves, and swam towards the shore. Shield was still where he had left it, with some grass around it burned down and dirt completely dry.

Hello,can you tell me anything about this tree?

Make two essences,walk closer to the tree if I don't an answer
Spoiler (click to show/hide)

The strange guy with strange backpack was too busy talking with his strange friend who had a strange pet to answer Seva. Well, that did not matter. Seva walked next to the tree to inspect the curious thing himself. Raptors were running around, playing, though they were keeping away from the tree. It was as if somebody had crafted a house of tree and dirt. And spikes. There were surprisingly many of those.

"Alright, here's your mask. What do you need this thing for, if you don't mind me asking? Not that it's a bad thing to have on hand, I've accidentally gassed myself a few times now."
Give the gas mask to Shias.

Use a couple essences to summon an...adamantine shield of regeneration, using both my affinities. That should make a nice trade good.
Then one healing and one summoning essence.

Spoiler (click to show/hide)

James called through the aether once more, and with the sound of metal being shred to pieces, a blue-ish glowing pile of metal appeared, which radiated necromantic energies. Either that or just plain old radiation, basic detection could not differentiate, and nobody who took the time to see which of the two horribly lethal things they were holding right now ever survived. Well, at least the gas mask worked out fine.

To James: "Ah, thank you. Well, I need it to protect my lungs and mind from harmful substances that happen to be present in area where I need to work."


Chatting with the tree house: "There are many ways to do battle. Most mages prefer flashy techniques, some learn from the nature and adapt slow, enduring and ultimately effective techniques. All mages, even my kind, have one reason to be here: to further my goals. But to expand it more, I'm here because I'm on quest for forest spirits on west, and because to complete that quest I need specific item that I cannot realiably make by myself, which led me to the local summoner who in turn asked me to talk to you, which is something I would have done anyway, seeing your unusual appearance. What have caused that, if you don't mind me asking?"

And three essences.
Spoiler (click to show/hide)


"Your summonner and an enchanter twisted me into this form. They wanted a house to sell their wares, something that would shield them from elements or elemental barrages if someone decided to take them by force. They twisted my living form, then abandoned me.  But there are worse than them, so much worse. The one nearby carries within him the blaze of industry and seed of bismuth. Kill him, before all that is green is devoured by copper and smoke."

Go to the spawn.

Spoiler (click to show/hide)

Eterna moved out towards the primary portal. The throne proved to be a whole lot less of a burden than Eterna thought it would be, while it required some focus, the throne moved itself forwards, wheels rolling nicely over the ground. It was a nice change after pushing the weighty thing through those tight corridors. When he arrived, he found no less than half a dozen mages already there.

"All things come to an end. Seems like your master and comrade are beyond saving now."

Kahel smiled triumphantly and crushed shards - a last favor he got from Marcus. It might be said that everything went simply too well.
Ten shards for Liquids affinity!

Freeze some liquids inside Bolfrec's body, damaging him from inside. Laugh. +2 for affinities, -2 for ranged and summon

((It apears you are under an impression that afinity comes with free CMP bonus. It does not. Also, what are you summoning by frezing a part of a guy?))
Spoiler (click to show/hide)

Kahel crushed the sacrificial shards in his hand, listening to the whispers of rapidly decaying wisdom. How to deal with all liquids, how to control them and change them. This presented ample opportunities, especially combined with his previous talents. For example, now he did not need to see blood to freeze it. Bofrecs face contorted as large parts of his muscle solidified, as various liquids froze solid within. Ice demon was not expecting this at all, and struck one of hardened areas expecting a trick. Yet it's claws failed to find purchase in frozen muscles, their natural hardness improved by solidity of ice. It mattered not. Bofrec would not be able to live to fight another day without help, and he was the last one standing.

More Essences, like 3 of them.
Spoiler (click to show/hide)

Dwen charged his powers again. It was a bit dangerous to do while inebriated, but he was not too bothered by such thinking. One of his essence charges collapsed, exploding towards the lake. Water closest to shore began smelling like vodka and several specimens of what passed for fish life around these parts floated to the surface. Dwen just shrugged and returned to charging.

"why bribes? cant you just purchase them?"

more power...perhaps soon it will be time
Spoiler (click to show/hide)


"The best stuff is technically reserved for military. Can't have everyone running around with daggers that go through plate like so much butter. Of course, those in power know that this is seen as simply a price markup by those who can afford the bribes, but it gives them an excuse to confiscate the stuff in case anyone tries to throw their weight around too much."
The other dwarf returns, dragging a cart behind him.

"MWEHEHEHEHEEE! My plan is complete! The final step is only to prepare... Oh, hello Bob! You wouldn't mind protecting me while I do crazy?"
Go a little ways back from the jet... then craft essences until one collapses. Obviously watch for this. Oh, and try to stay a little close to the dinosaur, for protection and happenstance. If something bad starts to happen, try to use thaumic disruptor to stop it.

Spoiler (click to show/hide)

Jiksap moved a safe distance away from the jet and began gathering power. He collected it until the continued strain began to cloud his mind. Jiksap waited until the last moment, then he focused the clouds over his thoughts caused by pulling in the power, and cast them in one point. A rift opened, spitting out a quarter of glowing tubes contained within a cage of red painted metal. A miniature cold fusion generator. It was a popular generator, mostly because it would never explode, not even if it was hit directly by enemy attack. It was known as one of the safest possible sources of power that existed.

Hello, Jiksap. What is that thing you've been working on? If you need more magic power, I'd be happy to provide it.

Summon another obedient Deinonychus. Then, if Jiksap agrees, join with him in whatever spell might be required.
Spoiler (click to show/hide)

Bob was idly waiting for Jiksap to finish his newest idea. They were always so interesting. Sure there were a few incidents, like the scarecrow that went insane and started killing farmers, or that gizmo that made people obsessed with it for seemingly no reason, or that engine with three locked gears, or... Well, his machines were still interesting. Sadly, his own results were less so. What appeared before him was not another dinosaur, but an egg of one.

"Thank you. I will bring my friend back with me soon. May I bring this crab on my journeys so that it can help me find my way back here when I return? Oh, and I realize I never introduced myself. I am Jase Blackthorn."

Exit the cave and start heading back to the entrance portal. Two aether essences on the way. Leave the crab with the golem if I can't take it with me.
Spoiler (click to show/hide)

I do not think there would be a problem. The crab will be able to find me even if i leave back for the depths. My name is Djondes. It Was nice meeting you, Jace Blackthorn.

Use a simple scanning spell to determine whether there's anything useful or valuable in the area. Two knowledge essences afterwards.
Spoiler (click to show/hide)

Viznor called out to the surrounding land, searching for something that shouldn't be there. And there indeed was something, just a slight imperfection within the anti-magic field of primary portal. There was something just nearby that was the cause of the imperfection.

Unless stated otherwise, just keep creating more swords.
Spoiler (click to show/hide)

Alexander drew from aether another blade, this time a proper one, both sharp and large scimitar made of bronze. A fine blade, it would cut through flesh with ease.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DAPARROT on September 10, 2015, 03:28:25 pm
Walk towards spawn, make two essences
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Sarrak on September 10, 2015, 03:38:50 pm
((Even if it does not add CMP, that's fine. I only need ranged to affect his insides now? As experimentation has shown, ranged modifier forms a projectile and summoning lets mage to affect target without possibility of dodging. Please correct me if this is wrong.))

"Ah, perfect. Now that everyone is nearing their deaths... You served me well in this battle, demon. May I inquire your name? Also, on a related note, does your kin use soul shards for empowerment? I was thinking about giving you a few..."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: conein on September 10, 2015, 03:44:36 pm
"Well now... I hope i find an use to this gold. "

pray to a god. There must be a god of gold around! Then grab my shield and craft two essences.

(so huh, i was thinking, can I use magic to enchant stuff just like my shield, and how much POT would it take?))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: BlitzDungeoneer on September 10, 2015, 03:46:44 pm
((...what even is this essence thing I keep seeing?))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: fillipk on September 10, 2015, 03:54:55 pm
Make 3 more essences
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Whisperling on September 10, 2015, 04:18:53 pm
((...what even is this essence thing I keep seeing?))

((Essence-crafting is basically just a simple spell any affinity can do. They hang around, and can be used later on to get bonuses to your CMP and Pot rolls.))

Take a look at what's causing the disturbance/imperfection. Three knowledge essences.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: XXXXYYYY on September 10, 2015, 04:46:05 pm
Walk over to James, who seems to be having a bit of trouble with his summonin'
"Need some luck, summoner? I've 'eard that it proves useful in your work."
Summon a glass ring that improves the wearer's luck, using a total of +5/+5 in essences. Then make essences until one collapses.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Crimson on September 10, 2015, 05:39:25 pm
Swing spear around for a bit as practice. Then fly back to the starting portal. Create two force essences on the way.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: ATHATH on September 10, 2015, 11:03:16 pm
((...what even is this essence thing I keep seeing?))
Basically, you can make an essence of an affinity that you have, and make rolls as if it was a spell (including causing and receiving the penalties for casting multiple spells in a turn). You can use the essence later to give yourself a bonus to a spell's spell rolls, which depend on your spell rolls for the creation of the essence.

NAV, do you mind saving that shield for later? Us undead tend to be healed by necromantic energy, as a general rule of thumb.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: H4zardZ1 on September 11, 2015, 02:04:02 am
((Could i create a golden rod with a electric-enhancing orb at the top of it?))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: AoshimaMichio on September 11, 2015, 02:16:59 am
"Hmph, what a dick. I'll have a word with him. One of my goals is to protect and restore all that is green, so don't worry, as long as I live I will stop them. Granted, I'm not terribly fast. I'll see to restore your form after I have dealt with greater danger."

Last words to the treehouse. Go to James while staying clear of the horrible artifact he summoned. Three essences.


To James: "You know, twisting others into form that is not natural for them without their permission shows really poor taste. At least stay with him and talk with him instead of abandoning him like that! Do not beget fury of nature."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: NAV on September 11, 2015, 11:25:26 am
To Shias:
"But I do stay with him and talk to him. At least when he lets me, he's not very talkative. I never abandoned him.

I guess if he really wants I can change him into a normal tree. Or you could. I just thought this would be a way to live with nature instead of against to it. Sorry."

To the tree:
"Sorry. I never abandoned you, I'm right here. If you really want, we can change your form back to a normal tree. I'm guessing you want to keep your intelligence and shape changing though?"

Walk over to James, who seems to be having a bit of trouble with his summonin'
"Need some luck, summoner? I've 'eard that it proves useful in your work."
"That would be very very helpful. I've tried inproving my luck before, but no luck. So what can I do for you in exchange?"

My most immediate concern is summoning a hazardous artifact containment unit, ideally large enough for quite a few artifacts. Don't want all that cancer and necromancy and eldritch radiating everywhere. Use 2/2 of essences on this.
Then two summoning essences.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DreamerGhost on September 11, 2015, 12:34:54 pm
((Could i create a golden rod with a electric-enhancing orb at the top of it?))

((Yes))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DreamerGhost on September 11, 2015, 02:38:17 pm
((Even if it does not add CMP, that's fine. I only need ranged to affect his insides now? As experimentation has shown, ranged modifier forms a projectile and summoning lets mage to affect target without possibility of dodging. Please correct me if this is wrong.))

"Ah, perfect. Now that everyone is nearing their deaths... You served me well in this battle, demon. May I inquire your name? Also, on a related note, does your kin use soul shards for empowerment? I was thinking about giving you a few..."

((Yes, you can target liquids, those inside people included. Summoning can be dodged. The diference is that ranged uses your DEX and summoning uses your targets DEX.))

I am known as Xazoliomuhr. The shards you hold, the power is contained. But the soul is not whole. It does not hold. If I used it, power would flay away quickly. Unless I bound it, which would need even more power. At least five would be needed for permanence.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Sarrak on September 11, 2015, 02:56:23 pm
((Thanks for clarification!))

"Perfect. Five it would be. Then, Xazoliomuhr, deal with the dwarf while I collect your reward from elven remains..."

Collect shards from the newly dead and give five of them to the demon, observe results. If bees still aren't finished with their master - leave them be and head to the lake. Something is bound to happen there soon...

EDIT: Get cutlass as well.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 11, 2015, 02:58:18 pm
Hi, A freind recommended this game to me and I'd like to submit a character if you are still accepting new characters at this late stage in the game.

Name: Skelliborn
Affinity: Necromancy
Description(optional): The re-animated skeleton of a great warlock who strayed too deeply in the Dark arts.
STR=2
DEX=1
SPD=1
END=1
POT=3
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DreamerGhost on September 11, 2015, 03:56:08 pm
Hi, A freind recommended this game to me and I'd like to submit a character if you are still accepting new characters at this late stage in the game.

Name: Skelliborn
Affinity: Necromancy
Description(optional): The re-animated skeleton of a great warlock who strayed too deeply in the Dark arts.
STR=2
DEX=1
SPD=1
END=1
POT=3

((Due to balance reasons, evryone starts as a fleshy human (Or elf, or something along those lines). You could become a skeleton if you wanted later on. Otherwise, it checks out.))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 11, 2015, 05:06:28 pm
Character Revision

Name: Skelliborn
Affinity: Necromancy
Description(optional): A wizard who specializes in the Dark arts. (People claim that one day he'll go to far and turn himself into a re-animated skeleton)
STR=2
DEX=1
SPD=1
END=1
POT=3
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: H4zardZ1 on September 11, 2015, 06:32:53 pm
4 Electric essences.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: XXXXYYYY on September 11, 2015, 07:50:47 pm
"Mm. 'Erhaps somethin' ta keep me alive, in some form o' another? 'T's rather dangerous 'ere."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: NAV on September 11, 2015, 08:08:39 pm
"That happens to be my specialty. I'll summon you some armour of regeration just as soon as I'm done containing this hazardous waste.

That luck boost will work for things other than summoning, right? Cause I mainly need it for working with this cube, don't want it to explode again. Of course summoning and using chaos essences too."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: XXXXYYYY on September 11, 2015, 08:16:39 pm
"O' course. A glass ring al'ight?"
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: NAV on September 11, 2015, 08:24:48 pm
"Not even gonna bat an eye at the hazardous waste part? Yeah a glass ring is just fine."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: ATHATH on September 11, 2015, 08:36:27 pm
Character Revision

Name: Skelliborn
Affinity: Necromancy
Description(optional): A wizard who specializes in the Dark arts. (People claim that one day he'll go to far and turn himself into a re-animated skeleton)
STR=2
DEX=1
SPD=1
END=1
POT=3
Marcus already has that affinity. Unless you want me to consider you a threat to the loyalty of my minions, I suggest that you chose a different affinity. I know of a deity that can grant bonuses to a few, and I'll pm his stats to you.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Whisperling on September 11, 2015, 08:57:24 pm
"Not even gonna bat an eye at the hazardous waste part? Yeah a glass ring is just fine."

Viznor raises an eyebrow.

Under ordinary circumstances, I would be wary. On an island full of mages, I think we can agree that radiation is the least of our worries.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: XXXXYYYY on September 12, 2015, 08:04:39 am
"Let's be honest. Ya a summoner, an' we're on an island practically covered in mages. Waste issa given, an' that waste's gonna be deadly in some way or another."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: thegamemaster1234 on September 12, 2015, 10:54:59 am
Same action as last turn. Add the cold fusion generator to secret plan as a power source.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: endlessblaze on September 12, 2015, 11:36:47 am
"yes...im so close now"
more power
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 12, 2015, 12:24:56 pm
Character Revision

Name: Skelliborn
Affinity: Necromancy
Description(optional): A wizard who specializes in the Dark arts. (People claim that one day he'll go to far and turn himself into a re-animated skeleton)
STR=2
DEX=1
SPD=1
END=1
POT=3
Marcus already has that affinity. Unless you want me to consider you a threat to the loyalty of my minions, I suggest that you chose a different affinity. I know of a deity that can grant bonuses to a few, and I'll pm his stats to you.

If he isn't one of the triad then I'll stay a necromancer. Of course Maybe a more fitting name for the aspect of what I want my character to control is just a Dark Magician. Essentially my plan is to use the residual magic within dead skin to gain power and divide my characters soul into a billion shards that I can use to resurrect myself as a skeleton. (I was debating on just creating a second character who is supposed to be a rival magician but who's powers compliment Skelliborn but then I remembered Harry Potter)

Edit: alternately, I could change my class to life and have the exact same set of effects due to the effects of opposite classes doing the same things using different methods.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Trewque on September 12, 2015, 03:06:46 pm
"Hmm...I should start building up some magical reserves."

Keep crafting essences until the first one fails.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 12, 2015, 08:10:59 pm
Granted I may be lieing about my powers. It all depends what gm allows me to do.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 12, 2015, 09:23:26 pm
Character Revision

Name: Skelliborn
Affinity: Blade (summoning weapons/ buffing weapons/ sword skills)
Description(optional): A magic swordsman who can summon any blade. Is also good at cooking due to being able to use sporkfe's very effectively.
STR=3
DEX=1
SPD=1
END=1
POT=2

First Action upon reaching the Island, travel towards where the council is meeting and try to summon a sword (with the blade being my only affinity I'm useless without a blade and I'd rather not be completely unprotected should the council break down into murderfest.)
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Beirus on September 13, 2015, 01:44:04 am
Keep on heading back to the portal. Two aether essences when I get there. Unless they haven't dealt with the hazardous materials situation, in which case I'll deal with it.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Atomic Chicken on September 13, 2015, 05:18:18 am
Having just finished reading through the thread, I feel obliged to say that this is a really great game and a pleasure to read through.
I'd like to join in too:

Name: Ilium Skydepth
Affinity: I'll PM this if that's okay; the element of surprise is always fun
Description: A tall individual with heterochromic eyes. Soft silver lines radiate from his pupils, blending into deep turquoise irises. He seems to emanate an aura of mystery.
STR=0
DEX=2
SPD=3
END=0
POT=3

Colour: Silver
Glow: Turquoise

First action upon reaching the island: Survey my surroundings, taking note of any structures or creatures in the vicinity. While I'm at it, examine the portal. If I am not in imminent danger, create two essences.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DreamerGhost on September 13, 2015, 06:31:21 am
And that moves the game over 20 players. To 21 to be exact. On one hand, we have so many people because no combat is happening and people are not ragequiting due to bad rolls killing them. On the other hand, the number is managable because no combat is happening and thus I don't need to roll or write so much. I am not certain if I would preffer combat to happen or not at this point.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: conein on September 13, 2015, 08:19:08 am
And that moves the game over 20 players. To 21 to be exact. On one hand, we have so many people because no combat is happening and people are not ragequiting due to bad rolls killing them. On the other hand, the number is managable because no combat is happening and thus I don't need to roll or write so much. I am not certain if I would preffer combat to happen or not at this point.
If it is an epic 10 mages fight I don't think you'll like it.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: endlessblaze on September 13, 2015, 09:06:52 am
It would be awesome doe
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Whisperling on September 13, 2015, 09:20:13 am
((If you want to force combat a little, you could make more hostile encounters, or possibly even a successor for the dragon.))

((Also, what about some "negative" modifiers, which weaken your spell in some way, but provide a bonus to the roll instead of a malus? That would give people the option to make bigger/more interesting things, with various drawbacks acting as compensation.))

Spoiler: Examples (click to show/hide)
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 13, 2015, 09:26:03 am
I just realized that for sword making I need a -1 mod for solidity, unless I happen to find a sword / sword parts which I don't need magic to craft together nessecarily.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: XXXXYYYY on September 13, 2015, 09:58:39 am
((I just realized that for sword making I need a -1 mod for solidity, unless I happen to find a sword / sword parts which I don't need magic to craft together necessarily.))
((There was a discussion on this exact phenomenon a while back, but the general gist is that you have to find the balance between overly specific (such as fire, which had a massive heap of problems) and overly general. This arises from the malus system, where getting more and more specific will continue to apply malus after malus until you're guaranteed to botch the spell. On the other hand, being too specific won't allow you to do anything, because your affinity wouldn't have enough leeway. I'd recommend trying to come up with 3 or 4 specific spells to cover the largest number of cases with the least maluses. If you can't figure out at least 3 varied cases, your affinity's probably a bit too specific, and if you're getting too many maluses, it's too general. Or it could be more of an action, like Etszu's Fleshwarping and James' Summoning affinities, but you could easily fall into problems with those as well.

Or, you could just come up with an affinity you find interesting or intriguing, which has been how I've chosen my affinities (Fleshwarping and Luck).

Anyway, you'd actually want summon, not solidity. Solidity is for if you tried to make a sword out of water or fire. "Summon a sword" would be just a static -1, which would couple with your natural +0 (from only 2 POT) to give you an overall -1 to your rolls. It'd be unpredictable at best, but it'd give you something.))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: ATHATH on September 13, 2015, 10:29:12 am
((If you want to force combat a little, you could make more hostile encounters, or possibly even a successor for the dragon.))

((Also, what about some "negative" modifiers, which weaken your spell in some way, but provide a bonus to the roll instead of a malus? That would give people the option to make bigger/more interesting things, with various drawbacks acting as compensation.))

Spoiler: Examples (click to show/hide)
I already asked DG about that in a pm, and he said that he'd consider it, but it won't be implemented yet.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 13, 2015, 11:49:25 am
((I just realized that for sword making I need a -1 mod for solidity, unless I happen to find a sword / sword parts which I don't need magic to craft together necessarily.))
((There was a discussion on this exact phenomenon a while back, but the general gist is that you have to find the balance between overly specific (such as fire, which had a massive heap of problems) and overly general. This arises from the malus system, where getting more and more specific will continue to apply malus after malus until you're guaranteed to botch the spell. On the other hand, being too specific won't allow you to do anything, because your affinity wouldn't have enough leeway. I'd recommend trying to come up with 3 or 4 specific spells to cover the largest number of cases with the least maluses. If you can't figure out at least 3 varied cases, your affinity's probably a bit too specific, and if you're getting too many maluses, it's too general. Or it could be more of an action, like Etszu's Fleshwarping and James' Summoning affinities, but you could easily fall into problems with those as well.

Or, you could just come up with an affinity you find interesting or intriguing, which has been how I've chosen my affinities (Fleshwarping and Luck).

Anyway, you'd actually want summon, not solidity. Solidity is for if you tried to make a sword out of water or fire. "Summon a sword" would be just a static -1, which would couple with your natural +0 (from only 2 POT) to give you an overall -1 to your rolls. It'd be unpredictable at best, but it'd give you something.))

I want to make my sword out of any material available (Not including myself at this point). So yeah even a sword made out of dust would do so long as it was compressed enough so as to make it rock solid or better. (If anyone has any admantium or an admantium sword for sale, I will pay in shards or will offer to repair/buff an existing weapon you have)
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Sarrak on September 13, 2015, 11:56:38 am
(If anyone has any admantium or an admantium sword for sale, I will pay in shards or will offer to repair/buff an existing weapon you have)
Check lake's shores. I think there are still some salvagable parts of adamantium mech laying there, ignored by everymage.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: endlessblaze on September 13, 2015, 12:03:26 pm
((uh hello? metal mage right here!))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: NAV on September 13, 2015, 12:06:55 pm
((I have a huge pile of scrap adamantium, as well as some cancerous or necromantic metals and some ordinary steel and iron.))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 13, 2015, 12:17:18 pm
By the way where is the council being held? My goal was to join the game just in time to make it to council but in doing so I haven't had time to read the thread up present day. (I've reading like a madman all weekend trying to catch up)

I'm going to change my action to go to the lake where the obsidian lake died to collect obsidian for swords. (I will be sellling these to anyone who wants for shards and stuff."Special Edition Swords Made From Obsidian From Some Long Forgotten Wreck, Highest Quality For The Lowest Prices (Free for the triad because I know that I don't want to get on their badside.)")

*I apologize If I stole anyone's color scheme (White with red shadow). I am just using this one until GM assigns me a color scheme)*

Also sorry metal mage but I like cheap materials and the idea of creating a 20ft long obsidian sword sounds to good to be true.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: AoshimaMichio on September 13, 2015, 12:22:04 pm
((You pick your own colors, star wars. The council should happen at the portal as soon as Beirus makes his way there. That, or he does mass murder of unprecedented scale.))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: fillipk on September 13, 2015, 12:23:25 pm
((I think the council is in a couple turns.  Where will it be held? Will everyone be there, and will someone make a building for it to be held in?))

"James, do you think you could summon me some matches or a lighter, or something to light things on fire with?  I don't have much to give you so you don't need to spend too much effort on it."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: Whisperling on September 13, 2015, 12:24:03 pm
((I have a huge pile of scrap adamantium, as well as some cancerous or necromantic metals and some ordinary steel and iron.))

((...You know what? Come to think of it, I might be interested in messing around with the hazardous waste. Just some small chunks, enough to fit into part of a gun/gauntlet or something like that.))
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: AoshimaMichio on September 13, 2015, 12:26:16 pm
"Fire? You are not going to burn plants, aren't you?"
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: star2wars3 on September 13, 2015, 12:41:30 pm
I just realized that I borrowed the color scheme of one of the triad. Please accept my apologies oh mighty Triad.

Oh and once I get obsidian from the lake assuming I can move all of it in the form of a blade I can make a council building entirely out of weirdly shaped obsidian blades.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: fillipk on September 13, 2015, 12:52:51 pm
"Fire? You are not going to burn plants, aren't you?"
"No I promise not to burn any plants. Already got a forest of trents angry at me over a misunderstanding, don't want to actually do something to set them off."
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: AoshimaMichio on September 13, 2015, 01:23:17 pm
"Oh?" The druid now pays attention to the alcohol mage and studies his appearance.
Title: Re: Roll to Magic: Turn 115 The plot thickens
Post by: DreamerGhost on September 13, 2015, 04:20:22 pm
Turn 116

Walk towards spawn, make two essences
Spoiler (click to show/hide)

Seva looked around, noticing two of his raptors. Third was hiding somewhere, but ran over from behind a tree when Seva whistled. The whole group traveled over the gathering of mages near the main teleporter.

Unless stated otherwise, just keep creating more swords.
Spoiler (click to show/hide)

Alexander called through aether once more, and out he pulled a rod of iron. On closer inspection, the rod proved hollow - a pipe. But a proper sword it was not.

"Well now... I hope i find an use to this gold. "

pray to a god. There must be a god of gold around! Then grab my shield and craft two essences.
Spoiler (click to show/hide)

((You can enchant stuff, the more POT the greater the enchantment effect.))

Ancano prayed to the God of gold, but received no answer. Was his wealth not enough to merit attention? Had the god been destroyed in the primordial struggle by another? It was not known why, but Ancano's prayers were met by silence.

Make 3 more essences
Spoiler (click to show/hide)

Dwen continued focusing his powers, while proving his own great skill of retaining sharp enough mind when drunk. Though average alcohol enthusiast would be looking for a face to punch and possibly having some trouble walking, Dwen was able to use his arcane might without much trouble.

Take a look at what's causing the disturbance/imperfection. Three knowledge essences.
Spoiler (click to show/hide)

The magic focuses over one spot and Viznor noticed that the ground there seemed like it had been recently disturbed. Beneath a thin layer of dirt there was a strange blue pyramid. Curiously enough, there are several slott for a pyramid shaped objects in the main portal.

Walk over to James, who seems to be having a bit of trouble with his summonin'
"Need some luck, summoner? I've 'eard that it proves useful in your work."
Summon a glass ring that improves the wearer's luck, using a total of +5/+5 in essences. Then make essences until one collapses.
Spoiler (click to show/hide)

Gambler reached out into aether and dragged out a translucent ring, decorated with a glass snake. There was no glass staff, but it would be very useful to James. Gambler then decided to test just how much stress from focusing power he could take. Quite a lot it turned out, as Gambler finally felt essence collapse. As he looked, he found a strange blue pyramid.

Swing spear around for a bit as practice. Then fly back to the starting portal. Create two force essences on the way.
Spoiler (click to show/hide)

Crimson stretched a bit, swinging around his spear, testing the armor. It was quite nice; it did not obstruct movement, when he tested the durability by smacking the armor with his spear and hardly felt anything. Aside from that one nasty permanence clause, it was great. Now came the last test, Crimson spread out his wings and took to the air. The test was a pass, armor did not obstruct his flight capabilities at all. But just to be sure, Crimson flew as fast as he could, in case there were some problems at max speed.

"Hmph, what a dick. I'll have a word with him. One of my goals is to protect and restore all that is green, so don't worry, as long as I live I will stop them. Granted, I'm not terribly fast. I'll see to restore your form after I have dealt with greater danger."

Last words to the treehouse. Go to James while staying clear of the horrible artifact he summoned. Three essences.

To James: "You know, twisting others into form that is not natural for them without their permission shows really poor taste. At least stay with him and talk with him instead of abandoning him like that! Do not beget fury of nature."
Spoiler (click to show/hide)

Shias had a few words to say to James. There were serious consequences for making abominations. Especially the kind that were aware of their misfortune, that was just cruel.

To Shias:
"But I do stay with him and talk to him. At least when he lets me, he's not very talkative. I never abandoned him.

I guess if he really wants I can change him into a normal tree. Or you could. I just thought this would be a way to live with nature instead of against to it. Sorry."

To the tree:
"Sorry. I never abandoned you, I'm right here. If you really want, we can change your form back to a normal tree. I'm guessing you want to keep your intelligence and shape changing though?"

Walk over to James, who seems to be having a bit of trouble with his summonin'
"Need some luck, summoner? I've 'eard that it proves useful in your work."
"That would be very very helpful. I've tried inproving my luck before, but no luck. So what can I do for you in exchange?"

My most immediate concern is summoning a hazardous artifact containment unit, ideally large enough for quite a few artifacts. Don't want all that cancer and necromancy and eldritch radiating everywhere. Use 2/2 of essences on this.
Then two summoning essences.

Spoiler (click to show/hide)

James expressed his opinion about the tree matter, but quickly reoriented his attention towards more immediate problems. There were a few troublesome artifacts here, and he wanted to contain them in a more safely. Can't have magic just leaking out, it would do all kinds of terrible things, like attract elves, and #DisspellTheTrees activists. From aether James pulled out a large lead box with a bent pentagram on it - the universal sign for dangerous magic. It was a standard containment box, used in great numbers to deal with aftermath of magical disasters.

((Thanks for clarification!))

"Perfect. Five it would be. Then, Xazoliomuhr, deal with the dwarf while I collect your reward from elven remains..."

Collect shards from the newly dead and give five of them to the demon, observe results. If bees still aren't finished with their master - leave them be and head to the lake. Something is bound to happen there soon...

EDIT: Get cutlass as well.
Spoiler (click to show/hide)

Kahel collected two shards from now dead elf and threw five to Xazoliomuhr, who was now poking the dwarf trying to find a soft unfrozen spot. Demon devoured the five whole, regrowing lost spikes. But when Kahel went to Jonas to collect, he found that bee mage was still alive. Horribly burned, unconscious, but still alive. Kahel looked at cutlass in his hand. Would he be using this earlier than he expected? No, no he would not, Kahel decided and went off towards the lake.

4 Electric essences.
Spoiler (click to show/hide)

Eterna focused his powers, storing them for later, but when one of them collapsed he did not have enough time to regret siting on a very conductive throne the whole time. Electricity coursed through his body, making his libs spasm and twitch. Eterna got angry, truly furious at this, and attempted to will his limbs not to twitch, by holding them down. Then he noticed that his swing downwards was far faster than usual, as his hands impacted his thighs with enough of a slap to hurt. Eterna had heard of the condition before, but that usually happened to people revived by electrical currents. Postrevification rush was the whole reason why in battlefields electricity mages were used to finish off the work of healers.
{+1 to SPD and DEX rolls for next 3 turns.}

Same action as last turn. Add the cold fusion generator to secret plan as a power source.
Spoiler (click to show/hide)

Jiksap continued focusing his strength, but this time his concentration broke earlier. The consequences too, were more severe.  Mechanical energies exploded, warping Jiksap's left arm, replacing flesh with iron and brass. As the magic subsided, Jiksap saw that his left arm was entirely replaced by a mechanical replica. He tried to move the fingers, but the machine did not budge. Closer inspection revealed that it was built in entirely the wrong way, and would need to be reassembled to have even remotest chance to be useful.

"yes...im so close now"
more power
Spoiler (click to show/hide)

Two dwarves hefted the iron cube into their cart with combined effort. It took some minor engineering in constructing a tiny crane, but they managed to get it in.

"So, have you decided what you will want for the iron?"

"Hmm...I should start building up some magical reserves."

Keep crafting essences until the first one fails.

Spoiler (click to show/hide)

Bob focused his power, joining other mages in the contest of who can keep up the focus longest. Bob held out for a respectable amount of time, and finished off with a favorable collapse. His hands grew scales, and nails turned into claws, creating dangerous natural weapons.

Keep on heading back to the portal. Two aether essences when I get there. Unless they haven't dealt with the hazardous materials situation, in which case I'll deal with it.
Spoiler (click to show/hide)

Jace once again took to the air and flew to the portal. There were few hazardous scrap piles lying next to a magic containment box, still fresh, judging from intact seal. Rather than that, what was surprising was the number of mages that were collected here. There were more mages here than when he and several others first entered. Jace remembered what he was here for and chased away the thought that he'd probably be able to cast a lethal spell in an area of this size.

Out from the portal in the crowd of mages entered two new contestants.

Ilium Skydepth, magus surounded by rumors like mist. His power and abilities were a cause of great speculation, as many saw him cast magic of great variety, never using the same twice. Ilum looked around and sighed, relieved. He thought that he'd be late, but it would seem that mages were still gathering and start signal had not been sounded yet.
Spoiler (click to show/hide)

Skeliborn entered through the portal and into the crowd of mages. Well known for various kinds of cutting magic, some of which he himself had invented, there were many who stood in his path and found themselves a whole head shorter. Not to be caught off-guard, he attempted to call in a sword, although for some reason portal magic field interfered and what fell before Skeliborn was a perfectly round silica ball. That was... unexpected
Spoiler (click to show/hide)

Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 13, 2015, 05:06:19 pm
((I assumed that the scanning spell had told me how to locate the object. If not, I suppose a search spell using 1 +1+1 essence wouldn't hurt.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: endlessblaze on September 13, 2015, 05:13:30 pm
"well I would like some enchanti-.....I sense something....a great congregation of mages....wait here, or go to the portal"

pickup all my stuff, ((im guessing put it in hammer space or something)) and fly to the portal.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 13, 2015, 05:15:07 pm
((Where are the bees? If they are still there - I left for the lake, as was mentioned. Also, can you modify demon's sheet to include name and shard-induced regeneration?))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 13, 2015, 05:25:47 pm
"Well that was unexpected. Of course I still sense the soul of many a blade within this ball. I wonder if this means if this ball is composed of an infinite amount of blades pointing outward from the center arranged in 13 sections, the amount of mages here. In other words, could it be that whatever interferred with my spell channelled a certain amount of power from each of the mages including myself into this sword. I think that merrits a blade naming. *Not a Magic Action/takes no time at all*. Oh sword soul of many shards, I name thee BLADECUPINE. I reforge thee, and curve thy spike away from my head so that mine blade doth not strike me dead."
And I Dull Thy Blade Tip that doth face myself into a spiky blade handel where my hand may dweleth.

-1 Mod Transform

Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: NAV on September 13, 2015, 05:36:48 pm
((Pretty sure James is supposed to be one north at the treehouse, and by extension so would everyone who came to talk to him.
Suggestion: Maybe you could have a legend of which player is which colour under the map. It would make everyone easier to tell apart.))

First James puts all the hazardous scrap, as well as that eldritch translating stone safely into the new containment box.

Then he takes off a ring that looks like a snake with a ruby in its mouth and offers it to the Gambler.

"I see you've finished my ring of luck. Here, this ring will heal any injuries and keep you healthy. They even both look like snakes. Is that a fair trade?"

"James, do you think you could summon me some matches or a lighter, or something to light things on fire with?  I don't have much to give you so you don't need to spend too much effort on it."
"Sure. I could go for a cold beer right now."
Summon a lighter for Dwen.
Then craft 3 summoning essences.

And look around for any sign of Grundar, he's been gone a while.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: BlitzDungeoneer on September 13, 2015, 05:40:16 pm
Hmm...
If possible, attempt to craft 1 sword essence while creating more swords. If not, keep up with the sword creation.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: XXXXYYYY on September 13, 2015, 05:40:46 pm
"Deal."
Smile and offer a handshake.
Give the ring to James to complete my side of the bargain, then create another by the same method and make essences until one collapses.
((Don't forget to bold actions, for the sake of DG's sanity. Also, saying your spell bereft of flowery language (perhaps stated after the IC description) is in your best interest, as it'll make the great and powerful DreamerGhost more capable of comprehending what you're talking about. For example:
"Blah Blah Blah Blah IC spell description, in whatever flowery prose you wish"
OOC spell description, stated in common english.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 13, 2015, 06:07:58 pm
Using a spell, determine the pyramid's function/effect on the entrance portal. Use three +1+1 knowledge essences, plus a +1 CMP essence if I encounter difficulty. Then, make two knowledge essences and walk one hex south.

((As per usual, please PM me the info.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: fillipk on September 13, 2015, 06:13:23 pm
"Thank you, I've been meaning to have a better way of defending myself, I'll get you that bear."

Summon Nav a cold beer, and create 3 essences
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Crimson on September 13, 2015, 06:26:07 pm
Continue traveling back to the portal. Two force essences on the way.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 13, 2015, 07:44:26 pm
Wait is there lots of grass here. Blades of grass. Yay for duel meaning. Now I just wish I had duel wielding.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 13, 2015, 09:55:56 pm
Actually I'd also like to put out a magic request. I will pay 5 shards for the sword which reacts to emotions. I mean the one from early game. I think it's owner may have died but I don't know who has it currently.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Beirus on September 13, 2015, 10:32:13 pm
((That was Crimson's, and it's an animate lance now.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: H4zardZ1 on September 14, 2015, 03:24:27 am
((How's the council?))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Beirus on September 14, 2015, 03:34:41 am
((I'm gonna post a thing for Jase tomorrow both for his project and maybe an IC push to make a council.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: DreamerGhost on September 14, 2015, 04:16:14 am
((Where are the bees? If they are still there - I left for the lake, as was mentioned. Also, can you modify demon's sheet to include name and shard-induced regeneration?))

((Bees kamikazed into Jonas. Done.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 14, 2015, 04:48:56 am
Rekindle magical life in my staff. Its top should form a nice bush of leaves and flowers and bottom should form a sharp spike. Use 3 +1/+1 essenses.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 14, 2015, 05:03:14 am
Seeing a big group of mages gathered beside the portal, Kahel couldn't help but smile to himself. He was right, after all! Hopefully, Xazoliomuhr would finish his task soon and join, but he was not needed now...

Looking around, Kahel suddenly noticed a movement of overheated air. Damn, how could he forget about the shield!

Speed up to the council. Either put shield to sleep or make it expire. Two essences.

((I deem that I'll arrive mostly on time to hear what Jase has to propose.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 14, 2015, 05:42:01 am
((That was Crimson's, and it's an animate lance now.))

Thats ok. War lances technically are considered blades.
"Well that was unexpected. Of course I still sense the soul of many a blade within this ball. I wonder if this means if this ball is composed of an infinite amount of blades pointing outward from the center arranged in 13 sections, the amount of mages here. In other words, could it be that whatever interferred with my spell channelled a certain amount of power from each of the mages including myself into this sword. I think that merrits a blade naming. *Not a Magic Action/takes no time at all*. Oh sword soul of many shards, I name thee BLADECUPINE. I reforge thee, and curve thy spike away from my head so that mine blade doth not strike me dead."
And I Dull Thy Blade Tip that doth face myself into a spiky blade handel where my hand may dweleth.

(Make all points on the sphere but 1 move so that they are not facing me and as for the one left facing me increase its blade size slightly and then move its blade powers to another sub blade thus turning it into the handel of Bladecupine.)
-1 Mod Transform
-1 specific

"Hey Crimson, may I buy that emotion lance off of you. I'll pay you in shards."(Everything siad here is said in Monotone. Skelliborn has lost all emotion after seeing person after person die in battle.)
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: H4zardZ1 on September 14, 2015, 06:05:57 am
I'm recommending that if someone didn't post their turns, they follow this ruleset:
If damagecauseseen=true
      If damagecause: projectile=false
         attack
      else
      run
If damage=0
   If abletoheal=true
      heal
else
2 essences
Here. This means someone who doesn't post don't have to worry about thingies that attack him or essences, but he could aggravate(attack) a dragon, heal wrongly, run from a arrow into a barrage of arrows, and other shenanigans.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: thegamemaster1234 on September 14, 2015, 06:28:17 am
"Gah! Rotten luck! Perhaps this may be of use to me after all, however... though the ultimate plan must be saved for a later time. (maniacal laughter)"
Animate my mechanical arm, using four +1/+1 essences. Then reconstruct its insides (not a spell; using the animation).
((I knew my luck would run out on me eventually, but a (broken) mechanical arm? On a roll of 2?!))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 14, 2015, 06:30:08 am
I'm recommending that if someone didn't post their turns, they follow this ruleset:
If damagecauseseen=true
      If damagecause: projectile=false
         attack
      else
      run
If damage=0
   If abletoheal=true
      heal
else
2 essences
Here. This means someone who doesn't post don't have to worry about thingies that attack him or essences, but he could aggravate(attack) a dragon, heal wrongly, run from a arrow into a barrage of arrows, and other shenanigans.

You wanna make the GM play the game for you? Like Progress Quest on forums?
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: H4zardZ1 on September 14, 2015, 06:36:10 am
I still want to play the game by posting here.
The others that do not post here...
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 14, 2015, 06:54:25 am
((DG's workload is large enough with 21 players.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Crimson on September 14, 2015, 07:01:50 am
Spoiler (click to show/hide)

"I'm sorry but this particular weapon is not for sale. Also, I'm pretty sure it does not react to emotion. Though I once did have such a weapon, before that ice dragon, I'm pretty sure that it did not react to emotions anymore. I've never been able to use that history of my weapon once in proper combat so the other mages shouldn't know about it. And I believe you've only just arrived as well here so perhaps, you heard it from Jase?

...Well, never mind the details. What you're talking about was the force sword that once covered my former metal right arm. It's already long gone. If you want, I could probably make a weapon for you though with the upcoming council and the number of people around, it'll have to wait. Main reason though would be me not wanting to cause an accidental explosion in such a crowded place."

((DG's workload is large enough with 21 players.))

((We're all currently gathering in one place so writing a turn should be a little bit easier for now. Still, 21 players definitely is a lot.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: ATHATH on September 14, 2015, 08:04:35 am
Seeing a big group of mages gathered beside the portal, Kahel couldn't help but smile to himself. He was right, after all! Hopefully, Xazoliomuhr would finish his task soon and join, but he was not needed now...

Looking around, Kahel suddenly noticed a movement of overheated air. Damn, how could he forget about the shield!

Speed up to the council. Either put shield to sleep or make it expire. Two essences.

((I deem that I'll arrive mostly on time to hear what Jase has to propose.))
Don't forget to finish off Jonas.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: thegamemaster1234 on September 14, 2015, 09:30:55 am
"Well that was unexpected. Of course I still sense the soul of many a blade within this ball. I wonder if this means if this ball is composed of an infinite amount of blades pointing outward from the center arranged in 13 sections, the amount of mages here. In other words, could it be that whatever interferred with my spell channelled a certain amount of power from each of the mages including myself into this sword. I think that merrits a blade naming. *Not a Magic Action/takes no time at all*. Oh sword soul of many shards, I name thee BLADECUPINE. I reforge thee, and curve thy spike away from my head so that mine blade doth not strike me dead."
And I Dull Thy Blade Tip that doth face myself into a spiky blade handel where my hand may dweleth.
While this text is great, it's best if you at least bold your actions. You could also repeat your intended actions in bold after your character's speech in plain text.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: conein on September 14, 2015, 09:36:33 am
"Bloody useless..."

ancano suddently senses multiple powah auras

"It's the humans! Must be a conspiracy! I'm out of this!"

Travel towards the lava place and craft two essences. I want to fight some guy, but not ten of them on steroids!
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Trewque on September 14, 2015, 11:06:32 am
"Well... Looks like my luck was in this time."

Use non-chaotic paleoessences, and summon an obedient Utahraptor (Hyperlink for the Gamemaster's convenience:https://en.wikipedia.org/wiki/Utahraptor (https://en.wikipedia.org/wiki/Utahraptor)).
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: thegamemaster1234 on September 14, 2015, 11:17:28 am
"Well... Looks like my luck was in this time."

Use non-chaotic paleoessences, and summon an obedient Utahraptor (Hyperlink for the Gamemaster's convenience:https://en.wikipedia.org/wiki/Utahraptor (https://en.wikipedia.org/wiki/Utahraptor)).

((Did you forget to say how many essences, or do you intend to use all of them?))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Beirus on September 14, 2015, 02:52:18 pm
"Oi, don't bring me into this, Crimson. I didn't say anything. Maybe you have a stalker or something." Jase calls out, raising his voice for Crimson to hear.

He then turns to the rest of the mages gathered. "Excuse me. Could I please have your attention for a few moments?" He asks, his voice still raised to be heard.

Two more aether essences. The time draws near.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 14, 2015, 06:52:40 pm
Spoiler (click to show/hide)

"I'm sorry but this particular weapon is not for sale. Also, I'm pretty sure it does not react to emotion. Though I once did have such a weapon, before that ice dragon, I'm pretty sure that it did not react to emotions anymore. I've never been able to use that history of my weapon once in proper combat so the other mages shouldn't know about it. And I believe you've only just arrived as well here so perhaps, you heard it from Jase?

...Well, never mind the details. What you're talking about was the force sword that once covered my former metal right arm. It's already long gone. If you want, I could probably make a weapon for you though with the upcoming council and the number of people around, it'll have to wait. Main reason though would be me not wanting to cause an accidental explosion in such a crowded place."

((DG's workload is large enough with 21 players.))

((We're all currently gathering in one place so writing a turn should be a little bit easier for now. Still, 21 players definitely is a lot.))

"Well I was told by someone but I forgot to ask his name. In case I didn't introduce myself, I'm Skelliborn Blade-edge, Magician of Blades. I can forge weapons by myself. I was merely interested in a the emotion blade due to its unique properties. (Of course, with whatever is effecting my magic, who knows if anyone here can use their magic to their will). I will not be using your services at this time good sir but if I can't create a decent blade soon, I may need to use your services."

MY ACTION:
Pray To The G-d of Blood. Then try:
/weapon:summon Demon Sword Bloodbringer
-1 Mod:Specify
-1 Mod:Solid

"I call out to the g-d of blood. World after world I have stained the ground with great offerings. Causing rivers to flow from bright red all for you. Now, grant me the power to do your will once again. Grant me the power of Bloodbringer so all shall fear your name."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: XXXXYYYY on September 14, 2015, 07:55:21 pm
(@Skelliborn)
"*Chuckle* 'Ello there, new 'un! I'm called the Gambler m'self. I'm a luck mage, ya see, an' the name's a keepsake. Don' ya be makin' trouble 'ere, not wit' this many mages nearby. I've seen some a' these do some terrifin' things in tha past, tho it was only a' a distance."
He then, of course, turns toward Jase, prepared to listen.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 14, 2015, 10:41:32 pm
Ah I see a luck mage. You do realize that all luck is an extension of quantum immortality. Right? Also if you know a better way to summon a sword when normal magic appears blocked, I'm all ears.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Beirus on September 15, 2015, 12:07:05 am
"There are many more mages here than when this contest began. And the numbers continue to increase, not decrease as one would expect in this type of contest. It would seem a majority here are interested in other goals than wanton slaughter. But it only takes one mage to ruin what seems to be peace here and turn it back into a bloodbath. We need a way to govern ourselves, to prevent needless death. It is not my goal to stop the violence, as that is why some mages have come. They may still tear at each other's throats, but they cannot be allowed to force their bloodlust upon others who do not seek it. We need a Council." Jase speaks solemnly, making sure his voice is still loud enough to be heard.

"And every council needs chambers. That is why I have come. I will build us a fortress, a sanctuary in this battlefield to prevent bloodshed for those who do not seek it. To that end, I ask any of you in support of this vision to grant me a few of your essences. I will need them if I am to make this hope a reality." Jase continues. Once he finishes, he watches the other mages for reactions.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 15, 2015, 12:53:03 am
"If that's all it takes to stop you lot from desecrating nature, then I'm all for it. Explain in detail what you have planned for this 'Council chamber'."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: fillipk on September 15, 2015, 01:22:39 am
"Sure I'm down for it, but yes please give details."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Beirus on September 15, 2015, 01:39:44 am
"You know, a chamber. For the council. With a big, round table. But no chairs. The members can bring or make their own damn chairs. I'm not a Chair Mage. And a field to prevent harmful casting within the chamber."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 15, 2015, 06:51:31 am
Kahel came closer, hoping that he is on time. And it seemed like he missed only obligatory introduction part. A council... Seems like a good thing, considering the sheer number of mages.

"All right. You can count me in, I'm quite sure that I can transform some of the water into eternal ice for building purposes and finer decoration. Alternatively, some obsidian for interior - but it would need a bit more time to accomplish.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: H4zardZ1 on September 15, 2015, 07:12:26 am
"Should we use gold for the exterior?"
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: thegamemaster1234 on September 15, 2015, 08:24:21 am
"I would gladly install doors, but sadly I am quite busy! And this druid over there is giving me creepy murderous looks!"
((Is anyone else surprised that what was originally intended as a death arena is now trying to develop its own political system?))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 15, 2015, 08:40:06 am
((I'm not particularly surprised myself, yet find it amusing. Still, probability of second council is close to zero - most of the mages present would die some time after the first because of dangerous experiments, powerful adversaries and slow deterioration back into bloodshed. Hopefully, this will get raise to a new, much more violent batch of newcomers that would ruin everything we strived to create and protect, and feast on the remnants of glorious past. Until another period of stability comes.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: XXXXYYYY on September 15, 2015, 09:38:04 am
"There are many more mages here than when this contest began. And the numbers continue to increase, not decrease as one would expect in this type of contest. It would seem a majority here are interested in other goals than wanton slaughter. But it only takes one mage to ruin what seems to be peace here and turn it back into a bloodbath. We need a way to govern ourselves, to prevent needless death. It is not my goal to stop the violence, as that is why some mages have come. They may still tear at each other's throats, but they cannot be allowed to force their bloodlust upon others who do not seek it. We need a Council." Jase speaks solemnly, making sure his voice is still loud enough to be heard.

"And every council needs chambers. That is why I have come. I will build us a fortress, a sanctuary in this battlefield to prevent bloodshed for those who do not seek it. To that end, I ask any of you in support of this vision to grant me a few of your essences. I will need them if I am to make this hope a reality." Jase continues. Once he finishes, he watches the other mages for reactions.
"You have my agreement."

Ah I see a luck mage. You do realize that all luck is an extension of quantum immortality. Right? Also if you know a better way to summon a sword when normal magic appears blocked, I'm all ears.
Upon hearing this, the Gambler turns toward Skelliborn, a dark look upon his face.
"You do realize that all a blade is issa hunk of material, right?
Maybe I'm just a petty court magician peddlin' tricks, fakin' an' lyin' to earn my daily gold an' keep an' destined for an early grave when I get found out as a fraud.
Well, my experience is jus' a lil' bit dif'rent. Luck issa force. Measurable. Changeable. Beautiful. You can feel it, see how the events fall with my enchantments. I can feel tha strings an' courses o' fate themselves an' bind 'em to objects an' people. If ya give me enough time, I could rig the dice o' the gods 'emselves. But if ya need a bit a proof, I could jus' take your luck, if ya think ya so right. May the Mistress protect you, if you do."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: fillipk on September 15, 2015, 09:58:15 am
((I'm not particularly surprised myself, yet find it amusing. Still, probability of second council is close to zero - most of the mages present would die some time after the first because of dangerous experiments, powerful adversaries and slow deterioration back into bloodshed. Hopefully, this will get raise to a new, much more violent batch of newcomers that would ruin everything we strived to create and protect, and feast on the remnants of glorious past. Until another period of stability comes.))
Or one crazy lone maniac
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 15, 2015, 10:27:28 am
"The chamber would definitely need some refreshing green. No matter how deep into arcane you dive, you should never fall to far from nature itself."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Trewque on September 15, 2015, 10:32:50 am
(I intend to utilize all my non-chaotic paleomage essences to summon the obedient Utahraptor. Thanks for asking me for clarification, thegamemaster123.)
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 15, 2015, 01:10:20 pm
"There are many more mages here than when this contest began. And the numbers continue to increase, not decrease as one would expect in this type of contest. It would seem a majority here are interested in other goals than wanton slaughter. But it only takes one mage to ruin what seems to be peace here and turn it back into a bloodbath. We need a way to govern ourselves, to prevent needless death. It is not my goal to stop the violence, as that is why some mages have come. They may still tear at each other's throats, but they cannot be allowed to force their bloodlust upon others who do not seek it. We need a Council." Jase speaks solemnly, making sure his voice is still loud enough to be heard.

"And every council needs chambers. That is why I have come. I will build us a fortress, a sanctuary in this battlefield to prevent bloodshed for those who do not seek it. To that end, I ask any of you in support of this vision to grant me a few of your essences. I will need them if I am to make this hope a reality." Jase continues. Once he finishes, he watches the other mages for reactions.
"You have my agreement."

Ah I see a luck mage. You do realize that all luck is an extension of quantum immortality. Right? Also if you know a better way to summon a sword when normal magic appears blocked, I'm all ears.
Upon hearing this, the Gambler turns toward Skelliborn, a dark look upon his face.
"You do realize that all a blade is issa hunk of material, right?
Maybe I'm just a petty court magician peddlin' tricks, fakin' an' lyin' to earn my daily gold an' keep an' destined for an early grave when I get found out as a fraud.
Well, my experience is jus' a lil' bit dif'rent. Luck issa force. Measurable. Changeable. Beautiful. You can feel it, see how the events fall with my enchantments. I can feel tha strings an' courses o' fate themselves an' bind 'em to objects an' people. If ya give me enough time, I could rig the dice o' the gods 'emselves. But if ya need a bit a proof, I could jus' take your luck, if ya think ya so right. May the Mistress protect you, if you do."

"Honestly I have no idea why you think the g-d of blood is a big deal. He's only a minor deity where I come from. But if you really care so much about who I request a weapon from I will change which I ask to lend me their blade. Wouldn't want to create a riot in the case that it failed.

Oh and you underestimate the power of the blade. While a non-blade mage can't control a blade fully and thus can't match up to other mages, blade mages have been known forge or summon blades that slice through magic like a knife cuts through cheese. There is a reason that blades exist. Because every once in a while, a blade mage creates a good one that changes history.

But I do see your point about luck and lets face it, there isn't much I can do with my current silicon ball blade thingy. So I'd like to ask your help. If you increase my luck  to help me summon a decent weapon, I will pay you 3 shards."[/glow]

If The Gambler Accepts:
Pay The Gambler 3 Shards
Pray to Zeus
Summon the Lightning Blade Vortex

If The Gambler does not accept:
Hope that The Gambler Has not cursed you yet.

Attempt to summon 3 blade essences
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: XXXXYYYY on September 15, 2015, 03:41:06 pm
"I don' care about your god o blood. I was jus' warnin' ya ta be careful 'cause they're usually a bit warlike an' violence's a bit o a bad idea 'ere right now. Ya insulted my honor an' my magic, an' tha's what I care about. If ya didn' mean it, I'll give ya a pardon. I've got a deal already going wit' a knowledge mage for some information, but you'll be next."
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 15, 2015, 04:20:59 pm
"I don' care about your god o blood. I was jus' warnin' ya ta be careful 'cause they're usually a bit warlike an' violence's a bit o a bad idea 'ere right now. Ya insulted my honor an' my magic, an' tha's what I care about. If ya didn' mean it, I'll give ya a pardon. I've got a deal already going wit' a knowledge mage for some information, but you'll be next."
"Oh, perhaps you misunderstand my comments about your magic. Quantum immortality is an extremely high level concept and manipulating it takes an over the top level of skill. But if your prides still soar, I apologize for my miscommunication. I look forward to doing business with you. I will begin making some preparations while you do whatever it is you are currently dealing with."

My Actual Action:

craft 3 blade essences and ask other mages if they would like to play baseball with the silicon sphere thingy.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 15, 2015, 05:01:52 pm
((star2wars3, please, for the sake of DG sanity, post only one action per turn. And bold it. You've already made three different statements in the current turn - simply striking out irrelevant ones would do wonders. Or, alternatively, edit your first action post if you want to change it.
Talking is completely fine, of course.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 15, 2015, 05:51:17 pm
You, the one wishes to know of Terminus gate? I suppose it would not hurt to extend the longevity of a paying customer.

As I am sure you know, the drawing of power from an external source is considered a ...risky act, among mages. This is, of course, due how the source in question may be alerted to, or, for that matter, disrupted by your action.

What you may not realize is that the possibility and impact of consequences are determined almost completely by chance. Taking into consideration your own specialty, I believe further explanation is unnecessary.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: ATHATH on September 15, 2015, 09:32:41 pm
You, the one wishes to know of Terminus gate? I suppose it would not hurt to extend the longevity of a paying customer.

As I am sure you know, the drawing of power from an external source is considered a ...risky act, among mages. This is, of course, due how the source in question may be alerted to, or, for that matter, disrupted by your action.

What you may not realize is that the possibility and impact of consequences are determined almost completely by chance. Taking into consideration your own specialty, I believe further explanation is unnecessary.
You two are going to leech power from the portal?
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 15, 2015, 10:06:17 pm
You, the one wishes to know of Terminus gate? I suppose it would not hurt to extend the longevity of a paying customer.

As I am sure you know, the drawing of power from an external source is considered a ...risky act, among mages. This is, of course, due how the source in question may be alerted to, or, for that matter, disrupted by your action.

What you may not realize is that the possibility and impact of consequences are determined almost completely by chance. Taking into consideration your own specialty, I believe further explanation is unnecessary.
You two are going to leech power from the portal?

((*Sighs*))

((Must you always think people are involved in some sort of conspiracy? There's a mechanic where people can "draw upon" some source they find to get +1+1 to their spell, but risk causing something bad to happen. It was used at various times by by Jonas, Kahel, and Harden, generally ending with some major mishap.))

((Also, before you take the mention of Jonas as proof that I'm talking about gods, the Great Swarm Queen was a different sort of disaster.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: H4zardZ1 on September 16, 2015, 02:52:19 am
"No one want to say anything about gold exterior? For now,I'll do this..."
3 electric essences.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: ATHATH on September 16, 2015, 07:51:48 am
You, the one wishes to know of Terminus gate? I suppose it would not hurt to extend the longevity of a paying customer.

As I am sure you know, the drawing of power from an external source is considered a ...risky act, among mages. This is, of course, due how the source in question may be alerted to, or, for that matter, disrupted by your action.

What you may not realize is that the possibility and impact of consequences are determined almost completely by chance. Taking into consideration your own specialty, I believe further explanation is unnecessary.
You two are going to leech power from the portal?

((*Sighs*))

((Must you always think people are involved in some sort of conspiracy? There's a mechanic where people can "draw upon" some source they find to get +1+1 to their spell, but risk causing something bad to happen. It was used at various times by by Jonas, Kahel, and Harden, generally ending with some major mishap.))

((Also, before you take the mention of Jonas as proof that I'm talking about gods, the Great Swarm Queen was a different sort of disaster.))
Yes, yes I must, if I wish to survive for as long as possible (which I do).

How is that different from leeching power from the portal?
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: DreamerGhost on September 16, 2015, 10:16:07 am
I'm afraid I have some bad news. There will not be an update today, nor tomorow (probably).

The why is a simple one - flu.

I shall return when I get better.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 16, 2015, 11:25:55 am
Get better! We'll wait for your return and try not to start killing each other for petty reasons.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: DreamerGhost on September 16, 2015, 11:33:34 am
Get better! We'll wait for your return and try not to start killing each other for petty reasons.

((The base premise of the game was people doing exactly that though.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Sarrak on September 16, 2015, 12:06:34 pm
Get better! We'll wait for your return and try not to start killing each other for petty reasons.

((The base premise of the game was people doing exactly that though.))
((The whole purpose of the council as I see it is to give people serious reasons for killing each other. Or not.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 16, 2015, 01:27:45 pm
Get better! We'll wait for your return and try not to start killing each other for petty reasons.

((The base premise of the game was people doing exactly that though.))
((The whole purpose of the council as I see it is to give people serious reasons for killing each other. Or not.))
+1

It should be interesting. I raise my blade err sphere thingy in the name of DreamerGhost's Restored Health.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: NAV on September 16, 2015, 01:38:19 pm
((James casts heal on DreamerGhost.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: conein on September 16, 2015, 01:40:34 pm
I have an extremely good reason. Winning da game!

Wish i got a cooler affinity.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: fillipk on September 16, 2015, 03:27:03 pm
((There are basically 19 or so other mages at spawn, I will honestly be surprised if people don't try to mass murder everyone else.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: XXXXYYYY on September 16, 2015, 03:30:03 pm
((I presume the people that would consider it are deterred by the sheer number of people there. If someone makes a move to start a slaughter, I bet that most of the other mages will murder them out of preemptive retaliation and self-preservation.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 16, 2015, 03:31:17 pm
((I presume the people that would consider it are deterred by the sheer number of people there. If someone makes a move to start a slaughter, I bet that most of the other mages will murder them out of preemptive retaliation and self-preservation.))

((Yeah, you don't want to be first to start killing because you'll be first to die.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Atomic Chicken on September 16, 2015, 04:50:28 pm
((Get well soon!))

Travel in a general north-westerly direction and create 3 essences. PM sent.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: endlessblaze on September 16, 2015, 07:41:00 pm
((James casts heal on DreamerGhost.))

((flare uses his metal powers to attempt to make a rough map of dreamers body, by tracing the trace amounts of metal, in order to make sure James did not make the issue worse...again.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: _Shinju_ on September 17, 2015, 01:53:43 pm
My friends were talking about this and it sounded interesting I'd like to submit a character if you are still accepting new characters

Name:Nihilum
Affinity:Absence
STR=1
DEX=1
SPD=2
END=2
POT=2
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: AoshimaMichio on September 17, 2015, 02:45:38 pm
My friends were talking about this and it sounded interesting I'd like to submit a character if you are still accepting new characters

Name:Nihilum
Affinity:Absence
STR=1
DEX=1
SPD=2
END=2
POT=2

((Your affinity is unclear. I recommend posting three example spells.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 17, 2015, 04:11:00 pm
My friends were talking about this and it sounded interesting I'd like to submit a character if you are still accepting new characters

Name:Nihilum
Affinity:Absence
STR=1
DEX=1
SPD=2
END=2
POT=2

((Your affinity is unclear. I recommend posting three example spells.))

I Have to say, this is really a very clear cut affinity. You make things absence or make the absence absent for a thing. And I'm sure that that theory also works on enchants (or even entire affinities)
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: Whisperling on September 17, 2015, 04:21:04 pm
((I would be willing to pay some good info for absence-related gear. Want to trade?))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: _Shinju_ on September 17, 2015, 05:41:38 pm
spells:
1. I remove the absence from a sword
2. Your liver is absent
 things like that
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: endlessblaze on September 17, 2015, 06:32:25 pm
and if you can use it to control were something is not....you can control where it is. teleport! -warning, attempt to use an absence teleport on yourself is very likely to kill you-

also you could move things, put a small spike shaped piece of void/absence under the ground. then enlarge it, and push the rock up, forming a spike of rock, or several, at some one.


basically. power of the void.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 17, 2015, 07:15:19 pm
Poor DreamerGhost. He's going to recover from his flu and find that he has to deal with even more mages than ever.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: _Shinju_ on September 17, 2015, 07:38:05 pm
Poor DreamerGhost. He's going to recover from his flu and find that he has to deal with even more mages than ever.
should there be a need for an absence of his sickness you know who to call
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: ATHATH on September 17, 2015, 09:05:51 pm
Poor DreamerGhost. He's going to recover from his flu and find that he has to deal with even more mages than ever.
should there be a need for an absence of his sickness you know who to call
Flu-Busters?
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: NAV on September 23, 2015, 12:07:59 pm
You okay Dreamerghost?
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: DreamerGhost on September 23, 2015, 03:12:45 pm
You okay Dreamerghost?

((Yes but also no. I am no longer sick, but I missed some lectures and now I need to figure out how C++, HTML and Asembler work until monday. I figured out C++, can deal with HTML and only need basics of Asembler, so there should be an update on sunday.))
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: ATHATH on September 25, 2015, 07:59:21 am
You okay Dreamerghost?

((Yes but also no. I am no longer sick, but I missed some lectures and now I need to figure out how C++, HTML and Asembler work until monday. I figured out C++, can deal with HTML and only need basics of Asembler, so there should be an update on sunday.))
Hurrah!
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 26, 2015, 03:18:19 pm
You okay Dreamerghost?

((Yes but also no. I am no longer sick, but I missed some lectures and now I need to figure out how C++, HTML and Asembler work until monday. I figured out C++, can deal with HTML and only need basics of Asembler, so there should be an update on sunday.))
Hurrah!

*would salute with a sword if I had one*
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: BlitzDungeoneer on September 26, 2015, 03:26:30 pm
You okay Dreamerghost?

((Yes but also no. I am no longer sick, but I missed some lectures and now I need to figure out how C++, HTML and Asembler work until monday. I figured out C++, can deal with HTML and only need basics of Asembler, so there should be an update on sunday.))
Hurrah!

*would salute with a sword if I had one*
*salutes with a sword because he has several*
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: star2wars3 on September 26, 2015, 08:39:13 pm
We should create a blacksmith shop together and join the Roll to Magic business community.

Edit: because if I don't ally with you soon you will kill me due to imagined rivalry or something like that.

Edit 1: and so far I don't even have 1 blade. Unless u count   that silicon sphere thing I have as a blade.
Title: Re: Roll to Magic: Turn 116 Essence wizardly russian roulette
Post by: DreamerGhost on September 27, 2015, 03:14:42 pm
Turn 117

"well I would like some enchanti-.....I sense something....a great congregation of mages....wait here, or go to the portal"

pickup all my stuff, ((im guessing put it in hammer space or something)) and fly to the portal.

Spoiler (click to show/hide)

Flare collected what he had already conjured for the golem, bid the dwarves farwell and flew off towards the main portal. Dwarves looked at eachother.
“You think he’ll come back?”
“He said that he’s going to a congregation of mages. He’s likely to be distracted by either ideas or explosions. There is little else in what such a meting may end.”
“Do we wait?”
“Well, we are going to need to sell the iron either way. Might as well get going and decide there if we want to return.”
“If we want to return? Thought you wanted to make a proper deal with the mage?”
“Magic gives me the creeps. Always did. And this guy is extra creepy. I think I’d have better chances at selling my detector than services of a mage who has stuff to do. Let’s go.”

((Pretty sure James is supposed to be one north at the treehouse, and by extension so would everyone who came to talk to him.
Suggestion: Maybe you could have a legend of which player is which colour under the map. It would make everyone easier to tell apart.))

First James puts all the hazardous scrap, as well as that eldritch translating stone safely into the new containment box.

Then he takes off a ring that looks like a snake with a ruby in its mouth and offers it to the Gambler.

"I see you've finished my ring of luck. Here, this ring will heal any injuries and keep you healthy. They even both look like snakes. Is that a fair trade?"

"James, do you think you could summon me some matches or a lighter, or something to light things on fire with?  I don't have much to give you so you don't need to spend too much effort on it."
"Sure. I could go for a cold beer right now."
Summon a lighter for Dwen.
Then craft 3 summoning essences.

And look around for any sign of Grundar, he's been gone a while.

Spoiler (click to show/hide)

James called through the aether and in front of him appeared a device shaped like a tube with few buttons on it. One button would produce a flame from the open end when pressed down while two others would increase or decrease the flame. At its best, the lighter could create a flame greater than one would get from a torch. James then exchanged rings with Gambler, luck for health. There was something marriage-like in the procedure, possibly the reason why so many mages preferred to take rings off dead, cold fingers of their opponents as opposed to trading for them.

Hmm...
If possible, attempt to craft 1 sword essence while creating more swords. If not, keep up with the sword creation.

Spoiler (click to show/hide)
Alexander pulled called another sword, gaining a silver khopesh. Some Egyptian vampire hunter was probably swearing right now. Or demon hunter, or possibly a demon overseer worrying that now demons will remain unterrified and the monument unbuilt. It was a neat thing, silver, capable of purging so many magical beings. Not that good against steel of nonmagical races, but considering whom he’d be fighting in the near future, the khopesh was very likely to prove useful.

"Deal."
Smile and offer a handshake.
Give the ring to James to complete my side of the bargain, then create another by the same method and make essences until one collapses.
Spoiler (click to show/hide)
Gambler crafted another glass ring of luck, this time for himself. Yet once he put the ring on, he did not feel anything happening. The power of the ring did not affect him one bit. It would seem that same magic would not stack, and the power he had imbued his clothes with overpowered that of the ring. As Gambler once more attempted to force power into his reserves until it collapsed, something mysterious happened. As last essence collapsed, a golf ball popped into existence and rolled onto the ground few meters away from Gambler. Immediately after, a dark skinned person in Scottish looking clothes and a burning hat appeared. The creature conjured a golf club, struck the ball which promptly disappeared mid-air, and soon disappeared after the ball.

[color=b
rown]"Thank you, I've been meaning to have a better way of defending myself, I'll get you that bear."[/color]

Summon Nav a cold beer, and create 3 essences
Spoiler (click to show/hide)
Dwen called on his specialty and dragged out from aether a bottle of some liquid. The etiquette on the bottle was full of colorful warnings claiming, among other things, that alcohol poisoning deaths induced from sniffing the liquid only happened because this was intended to be drunk and not smelled. Further inspection revealed that it was at least called beer, “Lahtel beer” to be exact, meaning that it was technically suitable for James, though if he’d take it was dubious. Whether Dwen was even capable of summoning something less alcoholic was also uncertain.

Continue traveling back to the portal. Two force essences on the way.
Spoiler (click to show/hide)
Crimson reached the congregation of mages at the center and looked around. There were few who looked at him cautiously, not too surprising considering that he looked more like a knight than a mage right now. Possibly an angel knight, which gave another reason to worry for half of those here, as most mages did not have overly optimistic expectations about which afterlife awaited them.

Rekindle magical life in my staff. Its top should form a nice bush of leaves and flowers and bottom should form a sharp spike. Use 3 +1/+1 essenses.
Spoiler (click to show/hide)

Shias sent power into his staff, reviving the dead wood and shaping it to his whims. Tip of the staff bloomed as a grand bouquet of flowers while the bottom part sharpened itself into a spike worthy of a vampire hunter. One way to go about walking softly and carrying a big stick that many druids employed.


Seeing a big group of mages gathered beside the portal, Kahel couldn't help but smile to himself. He was right, after all! Hopefully, Xazoliomuhr would finish his task soon and join, but he was not needed now...

Looking around, Kahel suddenly noticed a movement of overheated air. Damn, how could he forget about the shield!

Speed up to the council. Either put shield to sleep or make it expire. Two essences.

((I deem that I'll arrive mostly on time to hear what Jase has to propose.))

Spoiler (click to show/hide)

Kahel dismised his shield and joined the crowd of mages. Thye were chatting about all sorts of things. Some were worried, possibly rightfully, that this was a plan to murder the lot of them in one go. Some were joyous at the prospect of peace. All were milling about, usure what to do.
"Gah! Rotten luck! Perhaps this may be of use to me after all, however... though the ultimate plan must be saved for a later time. (maniacal laughter)"
Animate my mechanical arm, using four +1/+1 essences. Then reconstruct its insides (not a spell; using the animation).
Spoiler (click to show/hide)



{The original idea was to make the reactor go critical and explode. I do not remember why I did not do that.}
Jiksap went to work on his new mechanical arm, casting magic to move it, to make the pile of scrap to assemble itself properly. The mechanical hand fell apart entirely for a moment, before bits and pieces flew back into place, aligning themselves to one another. Jiksap soon found out that this was less of a mechanical arm and more of a pile of scrap blued together into a sculpture of an arm, but that did not stop him from building a proper one. Some parts were missing but magic made up for that. Yet even in a working state, the hand had a few flaws. Lack of nerves was one of them, without being able to feel what he was holding, or how much power he was exerting. It could prove a nuisance if he wanted to do some delicate work. It did, however, possess considerable strength, as bent screws which Jiksap tried to pick up attested.

"Bloody useless..."

ancano suddently senses multiple powah auras

"It's the humans! Must be a conspiracy! I'm out of this!"

Travel towards the lava place and craft two essences. I want to fight some guy, but not ten of them on steroids!
Spoiler (click to show/hide)

Ancano could feel mages congregating in one place. Momentarily, he considered the opportunity to destroy multiple opponents at once due to them being so tightly packed, but discarded the idea. Among so many, at least one would have some protection. The portal too had its own protective wards. Ancano knew it was time for a new plan, and thus began traveling towards volcano.

"Well... Looks like my luck was in this time."

Use non-chaotic paleoessences, and summon an obedient Utahraptor (Hyperlink for the Gamemaster's convenience:https://en.wikipedia.org/wiki/Utahraptor (https://en.wikipedia.org/wiki/Utahraptor)).

Spoiler (click to show/hide)

Bob called out through time once more, summoning an Utahraptor, larger cousin of velociraptors. The specimen was not as large as he expected - only a meter and a half tall- and seemed rather young. None the matter, age could be changed later.

"Oi, don't bring me into this, Crimson. I didn't say anything. Maybe you have a stalker or something." Jase calls out, raising his voice for Crimson to hear.

He then turns to the rest of the mages gathered. "Excuse me. Could I please have your attention for a few moments?" He asks, his voice still raised to be heard.

Two more aether essences. The time draws near.
Spoiler (click to show/hide)

Jase called for atention from the gathering of mages. This was the time. The time for them to know why they are here, and where they would go next.

"I don' care about your god o blood. I was jus' warnin' ya ta be careful 'cause they're usually a bit warlike an' violence's a bit o a bad idea 'ere right now. Ya insulted my honor an' my magic, an' tha's what I care about. If ya didn' mean it, I'll give ya a pardon. I've got a deal already going wit' a knowledge mage for some information, but you'll be next."
"Oh, perhaps you misunderstand my comments about your magic. Quantum immortality is an extremely high level concept and manipulating it takes an over the top level of skill. But if your prides still soar, I apologize for my miscommunication. I look forward to doing business with you. I will begin making some preparations while you do whatever it is you are currently dealing with."

My Actual Action:

craft 3 blade essences and ask other mages if they would like to play baseball with the silicon sphere thingy.

{I would like if you bolded your actions.}
Spoiler (click to show/hide)

Skeliborn was rather enjoying the conversation with Gambler. There were not that many mages who reached his level, and were not able to sustain the conversation as he veered off to more advanced subjects of magic. And there were so many more mages, which should be just as intelligent. Momentarily Skeliborn even forgot why they were all here and offered others to play a game, before call of Jace to listen reminded him.

"No one want to say anything about gold exterior? For now,I'll do this..."
3 electric essences.
Spoiler (click to show/hide)

Eterna listened along with other mages as to what Jace had to say. He presented a nice idea, several others seemed to agree with it. Well, there was a lot to like about one of strongest mages here announcing a plan to decrease killing.


Travel in a general north-westerly direction and create 3 essences. PM sent.
Spoiler (click to show/hide)


Ilium had no desire to stick around in this congregation of mages and wandered off south in search for adventure. A group of mages could be more interesting than any troupe of clowns, but also more deadly than any group of assassins, and Ilium still had things to live for.

From the portal another mage arrived and joined the crowd. He was known as Nihilum, lord of the void. His skill to remove anything from being, even a lack of something, made him well known and respected, especially among those dealing with magical aftermaths. For how would one face power which simply removed, destroyed anything as if it was never there?

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: BlitzDungeoneer on September 27, 2015, 03:43:23 pm
Since that seems to have worked, keep making sword essences and swords. This time, make 2 sword essences as well as a sword.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: AoshimaMichio on September 27, 2015, 04:07:21 pm
Give Jase the essences he wants, three 1/1. Then move away from the portal area, one tile towards the forest.

  If he succesfully creates the chamber then travel to near the trippy spore cloud area. Don the gasmask if I actually reach the area. Then craft three essences to cover the ones I gave away.

  If he doesn't do chamber creation thing on this turn, then craft 3 essences.


"So you need power to create the chamber? How much power?"
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Sarrak on September 27, 2015, 05:12:54 pm
((As I have no essences, the answer is create two after discarding/hiding shield.))

Three more essences.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: star2wars3 on September 27, 2015, 05:25:11 pm
"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.
[/quote]

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: DAPARROT on September 27, 2015, 06:09:40 pm
Make two essences,then go and talk to James

Hello,I noticed that you were selling some stuff, could you make me something that lets me breathe underwater?
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: NAV on September 27, 2015, 07:51:39 pm
James says to Dwen: "That's quite the beer. Here's your lighter. Don't go burning any trees."
Trade the fancy lighter for the bottle of "Lahtel Beer".

Make two essences,then go and talk to James

Hello,I noticed that you were selling some stuff, could you make me something that lets me breathe underwater?
"Sure. Don't even need to summon anything, I already have something like that."
James shows Seva a set of scuba equipment, everything needed to explore underwater.
"I'll trade it to ya for one soul shard."
If Seva agrees trade the scuba gear for one shard.

Then craft 4 healing essences.
If I have time start experimenting with the omnicube3000. First see if its possible to input the button combinations I knew for the old cube. Specifically try the one for the crossbow.

Keep an eye out for Grundar. I'm getting a bit worried about him.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Beirus on September 27, 2015, 08:44:57 pm
Placeholder action: craft 3 essences.

"So you need power to create the chamber? How much power?"

Jase acknowledges Shias, but speaks loud enough for the others to hear. "It will take much power. I have my own stockpile to draw from, but every bit that can be contributed by others who want to be a part of it helps. Three balanced (+1/+1) essences from each contributor should be enough, more if any of you could spare it. And I will also need all of you to hold off on casting while I weave my spell, or at least wait to cast until I have finished. The currents in the aether caused by casting could disrupt the patterns I need to weave to pull this off. And Kahel, I would like to borrow your staff. It wouldn't do to botch a spell of this magnitude."
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: XXXXYYYY on September 27, 2015, 08:58:33 pm
"There 'as a knowledge mage here, 'ight? I've got a coupla' questions I'd like answers to, an' I'd be willin' to trade for 'em."
3 Essences, attempt to make a trade.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Crimson on September 27, 2015, 09:20:50 pm
"Right now, I only have two such essences though the nature of one is a bit volatile."

Just to be sure that nothing bad happens, one force essence, then I'll just meditate again. Give the lone +1/+1 force essence and the +1/+1 explosion essence to Jase.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: NAV on September 27, 2015, 09:54:06 pm
Placeholder action: craft 3 essences.

"So you need power to create the chamber? How much power?"

Jase acknowledges Shias, but speaks loud enough for the others to hear. "It will take much power. I have my own stockpile to draw from, but every bit that can be contributed by others who want to be a part of it helps. Three balanced (+1/+1) essences from each contributor should be enough, more if any of you could spare it. And I will also need all of you to hold off on casting while I weave my spell, or at least wait to cast until I have finished. The currents in the aether caused by casting could disrupt the patterns I need to weave to pull this off. And Kahel, I would like to borrow your staff. It wouldn't do to botch a spell of this magnitude."
"Here's a few essences, and you can borrow my staff too. Good luck with your spell."
James lends Jase 3 +1/+1 healing essences and his +1POT coral staff for the spell. He also removes or deactivates his aether defense armour and magic defense amulet so those don't interfere with Jase's spell.

Except it seems hes not casting the spell so this can wait until the turn he does.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: fillipk on September 27, 2015, 10:02:57 pm
"Sure you can have 3 of my essences.  Just let me get undrunk."

Hand over 3 +1/+1 essences, take my lighter in exchange for the bear, purge the alcohol from me and create 2 essences

Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: ATHATH on September 27, 2015, 10:54:03 pm
"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
[/quote]
His name was kind of supposed to be a secret, so that I could reward people with it. If you are going to try to ban the worship of my deity, there will be... consequences.

Also, DG has told me that I can't permanently mind-control PCs. Macs, however, are fair game.

How do we know that Jace will use those essences to make a safe haven instead of casting a uber-polykill spell to take advantage of the bunched up mages? Perhaps Whisperling could divine his intentions.

DG, I haven't received my last two pm turns.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Beirus on September 27, 2015, 11:34:01 pm
((Because if Jase were going to kill everyone, he would have done it from two hexes away like two turns ago. Also, I'll be putting the spell right here in the thread this turn if Jase gets enough essences, or next turn if folks need to take another turn to make essences.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: AoshimaMichio on September 28, 2015, 12:46:48 am
Placeholder action: craft 3 essences.

"So you need power to create the chamber? How much power?"

Jase acknowledges Shias, but speaks loud enough for the others to hear. "It will take much power. I have my own stockpile to draw from, but every bit that can be contributed by others who want to be a part of it helps. Three balanced (+1/+1) essences from each contributor should be enough, more if any of you could spare it. And I will also need all of you to hold off on casting while I weave my spell, or at least wait to cast until I have finished. The currents in the aether caused by casting could disrupt the patterns I need to weave to pull this off. And Kahel, I would like to borrow your staff. It wouldn't do to botch a spell of this magnitude."

"I see. Here. Make sure there is a tree in the chamber."
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: H4zardZ1 on September 28, 2015, 05:08:09 am
...

3 more essences.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: star2wars3 on September 28, 2015, 05:12:20 am
"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
His name was kind of supposed to be a secret, so that I could reward people with it. If you are going to try to ban the worship of my deity, there will be... consequences.

Also, DG has told me that I can't permanently mind-control PCs. Macs, however, are fair game.

How do we know that Jace will use those essences to make a safe haven instead of casting a uber-polykill spell to take advantage of the bunched up mages? Perhaps Whisperling could divine his intentions.

DG, I haven't received my last two pm turns.
[/quote]

Banning a magic at this point only means that if u choose that affinity other mages will go after you. Besides, It only takes a few seconds to get mind controlled off a cliff.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: AoshimaMichio on September 28, 2015, 05:47:36 am
((Fix your quotes already. Add extra [quote] in beginning of your post.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: conein on September 28, 2015, 06:57:16 am
go to the Yellow guy. And shield bash him!
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: H4zardZ1 on September 28, 2015, 07:22:49 am
ATHATH, try something that slowly decays one's mind.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: ATHATH on September 28, 2015, 07:56:41 am
ATHATH, try something that slowly decays one's mind.
Alas, I changed affinities upon death. I could still do that with my new one, however.

"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
His name was kind of supposed to be a secret, so that I could reward people with it. If you are going to try to ban the worship of my deity, there will be... consequences.

Also, DG has told me that I can't permanently mind-control PCs. Macs, however, are fair game.

How do we know that Jace will use those essences to make a safe haven instead of casting a uber-polykill spell to take advantage of the bunched up mages? Perhaps Whisperling could divine his intentions.

DG, I haven't received my last two pm turns.

Banning a magic at this point only means that if u choose that affinity other mages will go after you. Besides, It only takes a few seconds to get mind controlled off a cliff.
[/quote]
It also takes only a few seconds (or less) to die from a fireball to the face. I fail to see the issue here.

Also, use the "Insert Quote" button in the top right of other posts when you're typing your post to flawlessly insert their quotes.

((Because if Jase were going to kill everyone, he would have done it from two hexes away like two turns ago. Also, I'll be putting the spell right here in the thread this turn if Jase gets enough essences, or next turn if folks need to take another turn to make essences.))
Then you wouldn't mind having Whisperling verify that your spell is what you're posting, would you?
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: DAPARROT on September 28, 2015, 10:05:02 am
Sure,that will work
Agree to the trade,still making 2 essences
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Prismatic on September 28, 2015, 03:59:23 pm
I'd like to sign up:

Name: Xom
Affinity: PM'ed
Description: A fugitive wearing a black cloak over his tattered detainment facility uniform. His face is obscured by a network of runic tattoos.
STR= 1
DEX= 1
SPD= 1
END= 1
POT= 4

This is my colour. (Purple with an orange glow)

Am I correct in deducing that new players get a turn immediately upon entering the game? If so, create essences until one collapses.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Beirus on September 29, 2015, 04:08:29 am
((Because if Jase were going to kill everyone, he would have done it from two hexes away like two turns ago. Also, I'll be putting the spell right here in the thread this turn if Jase gets enough essences, or next turn if folks need to take another turn to make essences.))
Then you wouldn't mind having Whisperling verify that your spell is what you're posting, would you?
((I wouldn't. Jase would though, since he mentioned very clearly before you even asked that other spells cast before his would disrupt the flow of the aether and could completely botch the spell. So if someone casts before him, he just won't cast and the only thing to verify is that he is indeed spending another turn making essences.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: ATHATH on September 29, 2015, 07:59:46 am
((Because if Jase were going to kill everyone, he would have done it from two hexes away like two turns ago. Also, I'll be putting the spell right here in the thread this turn if Jase gets enough essences, or next turn if folks need to take another turn to make essences.))
Then you wouldn't mind having Whisperling verify that your spell is what you're posting, would you?
((I wouldn't. Jase would though, since he mentioned very clearly before you even asked that other spells cast before his would disrupt the flow of the aether and could completely botch the spell. So if someone casts before him, he just won't cast and the only thing to verify is that he is indeed spending another turn making essences.))
He could look into your mind before hand and determine your plans.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: H4zardZ1 on September 29, 2015, 09:16:19 am
((Just be warned: Forget about player's brains, even the GM cannot see player's computer.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Whisperling on September 29, 2015, 10:15:58 am
((We could also summon an acurate (but non-magical) lie detector and avoid the problem alltogether.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: star2wars3 on September 29, 2015, 02:54:16 pm
Look if Jase decides to kill us we can always have our next set of characters all gang up on him because they don't like the look of all the dead mage bodies lying around. Lets just trust him in the spirit of stopping mages from murdering each other and assume that Jase is trying to help create peace (and I don't mean the kind gotten by having every opposing mage killed)
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: XXXXYYYY on September 29, 2015, 09:44:37 pm
Look if Jase decides to kill us we can always have our next set of characters all gang up on him because they don't like the look of all the dead mage bodies lying around. Lets just trust him in the spirit of stopping mages from murdering each other and assume that Jase is trying to help create peace (and I don't mean the kind gotten by having every opposing mage killed)
((No. No metagaming. Bad. No.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: fillipk on September 29, 2015, 10:08:20 pm
((Yeah but if one guy is standing over a bunch of bodies I'd attempt to kill that guy, unless I was a coward, or had a half decent sense of self preservation.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Beirus on September 29, 2015, 10:20:39 pm
((It really doesn't matter for this turn though, since Jase doesn't have enough essences to want to attempt it.))

"It seems the others want no part of this, or for some reason foolishly expect reward without contribution. Or perhaps they do not have enough power. Very well then, it can wait a little longer if it means more power to put into it " Jase states.

Two more aether essences.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: H4zardZ1 on September 30, 2015, 04:59:47 am
the look of all the dead mage bodies lying around
That's enough hint to avoid meta.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: thegamemaster1234 on September 30, 2015, 08:44:40 am
"Could use some work, but plenty functional! Might as well take a break and help out with this council chamber thing then."
Go to the gathering of mages and create 3 essences.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Whisperling on September 30, 2015, 01:24:48 pm
Three essences, wave Gambler over to my current position.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: Trewque on September 30, 2015, 03:17:03 pm
"Hmm... Heard that there's a gathering of mages. Might as well help out."

Go to gathering of mages and craft four essences.
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: DreamerGhost on September 30, 2015, 07:50:17 pm
Turn 118

Since that seems to have worked, keep making sword essences and swords. This time, make 2 sword essences as well as a sword.
Spoiler (click to show/hide)

Alexander called and from aether came an iron shortsword. But there was something missing. An edge. The shortsword was entirely blunt, possibly crafted for practice. Alexander sighed and threw it into the pile with the others.

Give Jase the essences he wants, three 1/1. Then move away from the portal area, one tile towards the forest.

  If he succesfully creates the chamber then travel to near the trippy spore cloud area. Don the gasmask if I actually reach the area. Then craft three essences to cover the ones I gave away.

  If he doesn't do chamber creation thing on this turn, then craft 3 essences.


"So you need power to create the chamber? How much power?"
Spoiler (click to show/hide)

{Essences are not physical objects, you can't "give" them to somone. You can join in the casting of a spell and use the essences then.}

Shias decided that it would be wiser to observe and participate from outside the direct impact zone, in case something unexpected happened. The work had not started yet, if it ever would. The fact that if someone wanted the group dead would had probably made a move by now dulled the paranoia, but only just.

"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."


"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
Spoiler (click to show/hide)

Skeliborn did not feel like he could contribute much to whatever was happening in front of him, but felt nonetheless intrigued. Yet there wasn't all that much happening right now, so mage of blades just sat down and got comfortable on the grass.

Make two essences,then go and talk to James

Hello,I noticed that you were selling some stuff, could you make me something that lets me breathe underwater?
Spoiler (click to show/hide)

Seva thought about the gathering. Sure, they were all here for a project or some such, but the gathering did represent some trade options. He approached James, possibly the best summoner on the island right now. Surely he'd have something to allow breathing underwater?

James says to Dwen: "That's quite the beer. Here's your lighter. Don't go burning any trees."
Trade the fancy lighter for the bottle of "Lahtel Beer".

Make two essences,then go and talk to James

Hello,I noticed that you were selling some stuff, could you make me something that lets me breathe underwater?
"Sure. Don't even need to summon anything, I already have something like that."
James shows Seva a set of scuba equipment, everything needed to explore underwater.
"I'll trade it to ya for one soul shard."
If Seva agrees trade the scuba gear for one shard.

Then craft 4 healing essences.
If I have time start experimenting with the omnicube3000. First see if its possible to input the button combinations I knew for the old cube. Specifically try the one for the crossbow.

Keep an eye out for Grundar. I'm getting a bit worried about him.

Spoiler (click to show/hide)

James traded with Dwen and looked around. Grundar was nowhere to be seen. He then began haggling with a certain bird mage, and searched the surroundings with his eyes. No troll anywhere. He then focused some healing power and scanned the horizon. Horrendous absence of mutant cannibal was recorded. It really should not take so long to find and carry a corpse for even someone who was half blind, and James knew that Grundar possessed rather keen eyesight. Something had happened to his troll.


"There 'as a knowledge mage here, 'ight? I've got a coupla' questions I'd like answers to, an' I'd be willin' to trade for 'em."
3 Essences, attempt to make a trade.
Spoiler (click to show/hide)

Gambler called out to the crowd. He knew what he didn’t knew, and as one guy who told him about how to avoid ambushes said, that was almost all one ever needed to know. But as this was not about an ambush, Gambler called out in search for a particular mage. One mage called him closer with a gesture and Gambler went on to see what he had to tell.


((It really doesn't matter for this turn though, since Jase doesn't have enough essences to want to attempt it.))

"It seems the others want no part of this, or for some reason foolishly expect reward without contribution. Or perhaps they do not have enough power. Very well then, it can wait a little longer if it means more power to put into it " Jase states.

Two more aether essences.
{I kinda wonder how he knows that he does not have enough when I do not.}
Spoiler (click to show/hide)

Jase counted those that seemed supportive of his idea and frowned. Had all of them agreed to participate, he'd be able to begin by now, but with few not willing to help out this would take a while longer and take a bit more of personal effort. The thought of murder crossed his mind again. No, killing them for shards would not speed up the work enough to justify the time wasted on killing them, he thought.

"Right now, I only have two such essences though the nature of one is a bit volatile."

Just to be sure that nothing bad happens, one force essence, then I'll just meditate again. Give the lone +1/+1 force essence and the +1/+1 explosion essence to Jase.

{Essences are not physical objects, you can't "give" them to somone. You can join in the casting of a spell and use the essences then.}
Spoiler (click to show/hide)

Crimson waited for Jase and others to ready up. It was a boring wait, so he decided to do a bit of meditation. It would do him good to organize his thoughts before beginning this project. Yet there was a lot of annoying bickering between mages. Some discussions, some haggling, some dinosaurs playing. It all regularly interrupted his concentration, but the pattern was too irregular for Crimson to just delegate this to the background noise. In the end, he gave up and stood back up.

"Sure you can have 3 of my essences.  Just let me get undrunk."

Hand over 3 +1/+1 essences, take my lighter in exchange for the bear, purge the alcohol from me and create 2 essences




{Essences are not physical objects, you can't "give" them to somone. You can join in the casting of a spell and use the essences then.}
Spoiler (click to show/hide)

Dwen took the lighter, and decided that it was possibly time to sober up a bit. As he was now, any action he did had a chance of blowing up back in his face, and surrounded by mages as such, it was possible that soon after something else would blow up in his face. Dwen concentrated as well as he could, which was not that well at all, and cast the spell of purging. It was a terrible spell, feared by all honest drunks in all realms. Not only did it immediately made one sober, it also forced all of unpleasantries of a hangover into roughly ten seconds. The magic felt terrible, as if somebody had somehow forced an entire river of water through Dwens body, cleaning out every last nook and cranny of anything remotely pleasurably alcoholic. Just as he thought that this was it, the hangover hit, and for a moment Dwen thought that someone had took opportunity of his momentary weakness and smashed his head in with a hammer. After ten excruciating seconds, the feeling passed, leaving behind a memory that still burned with pain. Dwen forced though and attempted to focus on some casting to distract from painful memories, but one of his essences collapsed in his hand. He barely had any time to react as magic coalesced and a bottle appeared before him. Etiquette on the bottle proclaimed that it was Primes hazelnut taste hangover cure. Would had been real useful a minute ago, thought brewmaster.

...

3 more essences.
Spoiler (click to show/hide)

Seva looked upon those gathered and felt somewhat unimpressed. There was bickering, there was haggling and there were delays. It was same as any committee job ever. Things were not really going places, and people were trading with each other rather than working.

go to the Yellow guy. And shield bash him!
Spoiler (click to show/hide)

Ancano looked upon half dead half charred mage. He sighed. This was one of many reasons why he did not like humans, they were idiotically cruel. Death would be a mercy at this point, yet the one before him was denied that. Ancano lifted his shield and struck the deformed figure before him in the head. He found out that whatever physical properties his shield had; it was not all that hard, as it failed to crush the skull. It was rather annoying, and it completely ruined the atmosphere. One could not really call killing "merciful" if it took more than a single strike.

"Could use some work, but plenty functional! Might as well take a break and help out with this council chamber thing then."
Go to the gathering of mages and create 3 essences.
Spoiler (click to show/hide)

Jiksap decided that his hand was good enough for now, and looked around. While he wasn't looking, some twenty mages had gathered nearby. How curious. Jiksap looked around to memorize where he left everything and jogged off to see what the commotion was all about.

Three essences, wave Gambler over to my current position.
Spoiler (click to show/hide)

Viznor heard someone calling for someone who knew things and looked around. "Someone who knew things" was his most basic description, although it had some overlap with spies and such. From the crowd, one mage in an enchanted suit was calling out. Wiznor waved the shouty mage over. It was time to do business.

"Hmm... Heard that there's a gathering of mages. Might as well help out."

Go to gathering of mages and craft four essences.

Spoiler (click to show/hide)

Bob too went off to see what the commotion was all about. One mage was telling people that his plan would have to wait due to lack of support, possibly a politician. Some were trading. Some were bickering. The most amazing thing, however, was a trio of oversized velociraptors next to one mage. A colleague in truer sense than usual? Bob was so surprised by the velociraptors that he barely noticed as an essence collapsed and scales spread up his arms.

Another mage that dragged around rumors like cobwebs - Xom the unpredictable. Known for his unusual methods and cruel kills, he was feared but not hunted, for there were too few brave enough to try. Xom also decided to give a try to the old suicidal game of "Cast until your spell kills you" and focused his power until a portal spat out bright ultraviolet frog next to him, indicating that maybe it was a time for a pause.

Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: DreamerGhost on September 30, 2015, 07:50:43 pm
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.
[/quote]

{It is a wonderfully designed god, I think I will accept it. Credit to you. I accept it, but I doubt that most of abilities will be ever gained. They are quite good, AND require you to dick over other people. Meaning that you will need to piss off many people to get them, which decreaces your chance of living long enough to get them rather slim. One thing seems out of place to me - why the fire? Manipulator seems to be a guy that would frown on direct confrontation.}
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: DAPARROT on September 30, 2015, 08:36:45 pm
2 more essences, check if I can fly while wearing my scuba gear

new action:summon some peacocks and quetzals(https://en.wikipedia.org/wiki/Resplendent_quetzal) for the garden, use 2 +1/+1 essences
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: endlessblaze on September 30, 2015, 08:37:22 pm
"ummm excuse me?mwhat are we doing here agian? I just got here."

3 essences.as per usual

"I might take some time off my project to help if I like what this is about."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: XXXXYYYY on September 30, 2015, 08:39:54 pm
"'Ey 'ere! Would ya be int'rested in a bit o' luck in exchange for some information? I want ta' know a bit more about this portal tha' we entered through. I want ta' know a bit more about this place before I make any plans, an' that seems like a 'ore element."
3 Essences, chat, possibly trade.
\
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: NAV on September 30, 2015, 09:21:47 pm
"Has anyone seen my troll? He's gone missing. He's big and got four arms, and wielding a spear and a shield. Very hard to miss. Does anyone know where he is? His name's Grundar."

James asks if anyone has seen or can help him find Grundar.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Whisperling on September 30, 2015, 09:25:10 pm
"Has anyone seen my troll? He's gone missing. He's big and got four arms, and wielding a spear and a shield. Very hard to miss. Does anyone know where he is? His name's Grundar."

Ask if anyone has seen or can help me find Grundar.
4 summoning essences.

Trolls have regeneration, so would it be possible to sense where Grundar is with my healing affinity? Similarly to how Jase can sense aether or how a fire mage could sense fire.


Viznor gives James a wave.

I happen to be a knowledge mage. It would not be difficult for me to determine his location and situation.

Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: fillipk on September 30, 2015, 11:59:06 pm
(Guys no casting, Jase is going to create the thing.)

"It is time then?"

Help Jase cast the spell, 3 stable 1/1 essences
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: NAV on October 01, 2015, 12:03:00 am
Viznor gives James a wave.

I happen to be a knowledge mage. It would not be difficult for me to determine his location and situation.
"I'd really appreciate it."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 01, 2015, 12:05:39 am
((Eh, it could still work. It'll just need more power added after the initial spell. At least that'll let folks add their own touches to parts. Lemme go do math stuff to figure out what sort of maluses I'll have to take on the initial spell.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Crimson on October 01, 2015, 12:27:54 am
Two force essences.

((Changing my action to the more recent post.))
Title: Re: Roll to Magic: Turn 117 Council of killers
Post by: ATHATH on October 01, 2015, 10:24:38 am
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

{It is a wonderfully designed god, I think I will accept it. Credit to you. I accept it, but I doubt that most of abilities will be ever gained. They are quite good, AND require you to dick over other people. Meaning that you will need to piss off many people to get them, which decreaces your chance of living long enough to get them rather slim. One thing seems out of place to me - why the fire? Manipulator seems to be a guy that would frown on direct confrontation.}
[/quote]
Fire represents the flames of hate and silent rage. Plus, fire is a decent way to cover your tracks.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 01, 2015, 01:52:36 pm
"Sword mage it looks like you need some help making sharp blades.

I am Skelliborn, a blade mage and I could help. (After the massive chamber spell is complete anyway) "

Accidentally altered this post instead of creating a new one (twice actually) at first so I had to try to recreate it.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: AoshimaMichio on October 01, 2015, 02:04:34 pm
Shias returns to the portal area and speaks to Jase.
Joint cast the spell for creating the chamber if he initiates it. Boost with essences. Include flowers into interior desing.
Otherwise he travels back to the trippy spores and wears gasmask before getting too close. Also 3 essences more.


"My time is short here. If you want to create the council chamber, now would be the time for it. I'll assist you casting the spell. Otherwise I must move to tend my business."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 01, 2015, 07:50:25 pm
Jase takes a moment to look upon the other mages, recognizing those who would be key to the spell from descriptions he had heard of them before coming here. "Very well. It might work yet, but I will need full cooperation. I can lay the foundations, and after that all it will need are enhancements. James, I will need you to reinforce the regeneration aura. Gambler, would you reinforce the luck aura? Crimson and Jiksap will need to reinforce the safety features. Viznor, could you reinforce the aura of competence I will weave? Shias, I will give you a garden, but you will need your own power to reinforce it. Dwen, I shall give you a bar, but you will need to strengthen it yourself. Kahel, if you could make the temperature comfortable inside, it would be appreciated. And all of you could probably add your own chairs to the chamber while you're at it. Once again, I am not a Chair mage. To those others of you who wish to help but do not have a task, be patient. I do not have the power to complete my vision at the moment. There is still room for additions at a later time, but it would not do to prematurely complicate the spell."

Get the gear from people who offered, like Kahel and James, I think.

Right, first spell. Massive (-3) Affinity Borrow. 3 +1 CMP essences, 4 +1 POT essences, 2 +1/+1 essences.

And now for the big one. Summon and weave the aether into a massive (-3) animate (-3) solid (-1) fortress (-1) with a tower in the center (-1). The fortress should have auras of regeneration (-1), luck (-1), and competence (-1) woven throughout. The defence consist of machines that can project forcefields (-1) or anti-magic fields (-1) in the case of hostilities, and they should have the ability to sense hostile intent (-1). The council chamber at the top of the tower should have a solid aether round table (-1) and a solid aether beanbag chair (-1) (or a comfortable chair modified for people with wings). The grounds near the tower should have a forest (-1) with magical (-1) plants. The bottom floor of the tower will have a bar (-1) stocked with magical (-1) drinks. There should also be a dueling field (-1) near the tower with the same defence that only activate to prevent lethal force (-1). +All non-chaotic essences.


And let's sort out the affinities here:
Aether:
-the whole building (-9)
-table (-1)
-chair (-1)
-Dueling field (-1?)
Aether/Machine:
-Anti magic field generators (-1)

Aether/Machine/Knowledge:
-Sense intent (-1)
-Sense lethality (-1)

Aether/Machine/Force:
-Forcefield generators (-1)

Aether/Healing:
-Regeneration aura (-1)

Aether/Luck:
-Luck Aura (+X Luck) (-1)

Aether/Knowledge:
-Competence Aura (+1/+1 CMP/POT to casting) (-1)

Aether/Plants:
-Magical garden (-2?)

Aether/Alcohol:
-Magical bar (-2?)

((Should come out to -23 CMP or so. And with the rest of my non-chaotic essences, I should have a net +4 CMP/+30 or 40ish POT. Or something. That took forever to type out on my phone. I'll double check it later. Also, not 100% certain on maluses. Might have given too many. Took one for specifying garden, bar, and dueling field, not sure if I needed to since Jase is weaving the whole thing at once.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: XXXXYYYY on October 01, 2015, 09:21:45 pm
"Indeed. May our fortunes rise and fall as one."
Assist in the ritual to bolster and reinforce the luck aura in any way I can. Use all non-chaotic essences.
((Should I take the risk with the chaotic essences? I can get +5/+7 without them, but I can have +16/+15 if I use 'em, which is a massive change. On the other hand, they're unpredictable at best, even with my +3.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 01, 2015, 09:23:05 pm
((I wouldn't risk it. Maybe later to bolster the luck aura to higher values.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: XXXXYYYY on October 01, 2015, 09:27:22 pm
((Yeah, the +11/+8 is really tempting, but I should wait. I have an idea that could allow me (and anyone else) to more safely and reliably apply the luck bonuses in the future in a way that hopefully stacks, though I should prob'ly talk to someone that's better suited to it to ritual up first. I guess I'll use it then.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 01, 2015, 09:32:54 pm
((Still, I wanted to add more. I'll just have to build up power and add it later. I was gonna add another massive modifier and fold that space into the aether to make a pocket dimension to make the base bigger inside. I was also gonna add a restructuring ability to make it take you the shortest route to your destination if you had one in mind. And other stuff that I'll just have to add later.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Whisperling on October 01, 2015, 09:46:03 pm
I help Jase out, with all 8 of my +1+1 knowledge essences. Since that presumably gives me a little room to add things, make the intention-sensing system detect and reveal any lies it finds, and make anyone with hostile intentions lose the knowledge of what they were going to do. Hopefully, that last one should prevent non-magical fights, or, for that matter, drunken brawls.

Also, make a small library. Nothing huge, just a few bookshelves filled with various kinds of books.

If I can, engrave a sigil at my place on the table- a plain scroll, about halfway unfurled, upon which is the image of a slit-pupiled eye. Obviously, don't go prioritizing this over other stuff.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: XXXXYYYY on October 01, 2015, 09:47:00 pm
((ooOOOOooo. Sounds really neat. I'm going to donate the device to the Council building (though if the Chaos essences make it unstable and/or dangerous that'll obviously not be the case) - I think the way I have it worded right now means that the bonuses'll be temporary, so I want it to be in a central area, and it'll be a good way to support the project.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Crimson on October 01, 2015, 09:55:14 pm
"I don't have much usable essences but I'll do what I can."

Help reinforce the forcefield generator. Break two shards for +1 CMP and use my two +1/+1 force essences (?) and a +1 POT force essence.

((DG, I think you accidentally turned my +1/+1 force essence into an explosion essence.

Quote
Just to be sure that nothing bad happens, one force essence...

was what I stated in my previous action. I only remember having a single +1/+1 explosion essence before that.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: H4zardZ1 on October 02, 2015, 04:23:34 am
"I'll do a chair, through i am not a Chair mage. Where should i place it?"

Summon(-1) a chair made from gold.

"Need something else?"
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: endlessblaze on October 02, 2015, 06:05:28 am
"I to shall assist"

assist the spell with 4 of My essences. Give the main chamber pillars of iron with gold etchings. Other rooms get the etchings on the wall.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Atomic Chicken on October 02, 2015, 10:35:21 am
Make 3 essences and continue travelling north-west.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: BlitzDungeoneer on October 02, 2015, 10:38:40 am
Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 02, 2015, 01:57:56 pm
"I see that the sword mage is trying his own power first Well the offer still holds should you wish. Well since someone else is making the chairs I doubt I can do much to improve the master spell. I suppose I should do something though.

Action: create 1 soul blade essences

Essence explanation
:
1. a soul blade essence can be used to give a blade the ability to seal souls inside of a blade, however the soul must be the castor's. The method by which this happens is being "killed" by said blade. At this point the blade has magic protection  that makes it as strong as admantium and as resistent to outside magical forces as mithrel.
2.Also, the blade with the greatest amount of soul blade essences crafted by a particular blade mage automatically absorbs all magic shards and essences of which the deceased mage once owned and power the blade up using said drops.
3. a blade mage soul which is sealed within a blade is treated as a living mage with the following actions:
Spoiler: Sealed Mage Actions (click to show/hide)
4. If someone uses a sword with a blade mage sealed inside of it then when they kill someone with the blade then all essences from the killed mage are transferred to the sealed mage. The shards go to the mage weilding the blade.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 02, 2015, 02:06:03 pm
Also I've decided on a g-d for Skelliborn

Hepheastus: g-d of the forge.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: fillipk on October 02, 2015, 03:37:43 pm
"I'm all for it."

My chair will be an antique oak chair with forest green cushions on the seat and back which make it comfortable to sit in.  The magical bar will be shaped like a fantasy style tavern, with a kitchen sectioned off in a separate room, it will be stocked with normal alcoholic beverages of all kinds, have glasses and mugs and the sorts.  Everything will be made up of sturdy oak wood.  A sign saying "Normal Alcohol and Food free to council members.  Talk to the bartender for special items."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: AoshimaMichio on October 02, 2015, 03:54:37 pm
...Everything will be made up of sturdy oak wood...

((Murderer!))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: fillipk on October 02, 2015, 03:56:02 pm
((Hey its magically created/ summoned whatever, no trees were harmed in the making of this bar/chair))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: AoshimaMichio on October 02, 2015, 04:00:32 pm
((I will carve staff out of your bones! I have divine mandate!))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 02, 2015, 05:58:59 pm
You can use the a blade I make in the future to do it once I create a blacksmith shop that is. (I plan joining the Roll To Magic Business community)
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: fillipk on October 02, 2015, 08:12:35 pm
((Hey I did nothing wrong.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 02, 2015, 08:39:14 pm
My business being selling blades. I don't care how they are used once bought so long as they aren't used against me.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: NAV on October 02, 2015, 08:40:25 pm
Alright Jase I'll help you with the aura, even though it will make my healing magic even less in demand."
Use about 5 essences to reinforce the Jase's base's regeneration aura.
Then 3 healing essences if it won't mess anything up.
Search for Grundar will begin next turn.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 02, 2015, 10:11:22 pm
"This place will be a refuge, James. Some who arrive may have injuries that require more immediate healing than the aura can provide, and your services will still be in demand outside of it."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: NAV on October 02, 2015, 11:00:19 pm
"I know, I know. You're doing a good thing here, making this refuge. I was mostly just complaining for the sake of it. Things sure have changed a lot since we came here, eh?"
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Beirus on October 02, 2015, 11:12:54 pm
"That first group of us that showed up back when we thought that we were the only ones who would be here? Hell, I didn't know whether I could even trust anyone or if they'd stab me in the back for my shards. I took off on my own as soon as I had the chance."
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: thegamemaster1234 on October 03, 2015, 12:16:30 pm
"All right then! Here's to hoping nothing goes absolutely horribly wrong and kills everyone!"
Using all non-chaotic essences, strengthen security systems. Also add in a steampunk hover chair for my seat at the table. Oh, and make the doors automatic.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: star2wars3 on October 03, 2015, 12:25:35 pm
I call this themesong for my character.
https://www.youtube.com/watch?v=DHJ2TZpauF8&spfreload=1
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: conein on October 03, 2015, 02:30:57 pm
"Hah, I'm too stroink!"

use two +1/+1 essences to roast the other half of that guy's face.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Trewque on October 03, 2015, 03:41:53 pm
Summon my Deinonychus and young Utahraptor to me. Then greet the mage who controls the Velociraptors with:

"Hello there. Another fan of the past, I see. I'm Bob T. Bakker, paleomage and highly respected paleontologist. I couldn't help but notice that you have three very nice Velociraptors here. How did you acquire them?"
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: DAPARROT on October 03, 2015, 05:29:07 pm
I summoned them myself, they are closely related to birds, you have some fine specimens yourself.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: Prismatic on October 04, 2015, 05:20:24 am
This should be...interesting.
Catch the ultraviolet frog and craft 4 essences.
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: DreamerGhost on October 04, 2015, 04:12:42 pm
Turn 119

Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
Spoiler (click to show/hide)

Alexander grabbed the blunt sword and focused, seeking to enforce full sword shape on it. The blade extended to the sides, before rolling up and merging the sides together to form an iron pipe. Alexander then attempted to focus, seeking to gather power, yet an essence exploded and metal pipe bent again, this time into a metal ring. Just when Alexander was getting angry at the pipe, thinking if it could get any worse, a group of mages to the side tore open what looked very much like a gateway to hell.

Make 3 essences and continue travelling north-west.
Spoiler (click to show/hide)

Ilium attempted to stand up but the ground was holding onto him too hard with its invisible chains. Colors began swimming faster and faster, mixing into a vortex of rainbows. It was all so distracting, Ilium began feeling a bit motion sick.

Um I geuss I'll change my action to create 3 rewgular blade essences
Spoiler (click to show/hide)

Skeliborn sat and focused his power. He looked at the ten mages trying to cast a spell. He saw one of them create a base for the spell. He saw them pouring their power in. He saw the clouds collecting and then he saw fabric of reality split all the way from the clouds to the ground. Skeliborn began rethinking his decision to stay and observe.

"Hah, I'm too stroink!"

use two +1/+1 essences to roast the other half of that guy's face.

Spoiler (click to show/hide)

Deciding to finish off the poor sod properly, Ancano flash heated Jonas head into a pile of smoking ash. Just as he was counting the shards he took of the body something terrible happened behind him. Ancano turned around, towards the portal and saw a tear in reality extending from ground to the sky. Some horrendous creature extended a hand out of the tear, and Ancano felt all his fears of human mage incompetence justified.

This should be...interesting.
Catch the ultraviolet frog and craft 4 essences.
Spoiler (click to show/hide)

Xom reached out and grabbed the laws of physics breaking frog. Fourth swipe of hand succeeded and Xom now held a being that had no reason being here. Satisfied, he focused his mind on collecting power, but the frog began squirming, throwing his mind off balance. As another essence imploded, Xom noticed that entire world was now tinted slightly purple. Looking behind him, he noticed a hundreds of meters tall rift to a place that wasn't. Xom looked away again.

2 more essences, check if I can fly while wearing my scuba gear

new action:summon some peacocks and quetzals(https://en.wikipedia.org/wiki/Resplendent_quetzal) for the garden, use 2 +1/+1 essences
Jase takes a moment to look upon the other mages, recognizing those who would be key to the spell from descriptions he had heard of them before coming here. "Very well. It might work yet, but I will need full cooperation. I can lay the foundations, and after that all it will need are enhancements. James, I will need you to reinforce the regeneration aura. Gambler, would you reinforce the luck aura? Crimson and Jiksap will need to reinforce the safety features. Viznor, could you reinforce the aura of competence I will weave? Shias, I will give you a garden, but you will need your own power to reinforce it. Dwen, I shall give you a bar, but you will need to strengthen it yourself. Kahel, if you could make the temperature comfortable inside, it would be appreciated. And all of you could probably add your own chairs to the chamber while you're at it. Once again, I am not a Chair mage. To those others of you who wish to help but do not have a task, be patient. I do not have the power to complete my vision at the moment. There is still room for additions at a later time, but it would not do to prematurely complicate the spell."

Get the gear from people who offered, like Kahel and James, I think.

Right, first spell. Massive (-3) Affinity Borrow. 3 +1 CMP essences, 4 +1 POT essences, 2 +1/+1 essences.

And now for the big one. Summon and weave the aether into a massive (-3) animate (-3) solid (-1) fortress (-1) with a tower in the center (-1). The fortress should have auras of regeneration (-1), luck (-1), and competence (-1) woven throughout. The defence consist of machines that can project forcefields (-1) or anti-magic fields (-1) in the case of hostilities, and they should have the ability to sense hostile intent (-1). The council chamber at the top of the tower should have a solid aether round table (-1) and a solid aether beanbag chair (-1) (or a comfortable chair modified for people with wings). The grounds near the tower should have a forest (-1) with magical (-1) plants. The bottom floor of the tower will have a bar (-1) stocked with magical (-1) drinks. There should also be a dueling field (-1) near the tower with the same defence that only activate to prevent lethal force (-1). +All non-chaotic essences.


And let's sort out the affinities here:
Aether:
-the whole building (-9)
-table (-1)
-chair (-1)
-Dueling field (-1?)
Aether/Machine:
-Anti magic field generators (-1)

Aether/Machine/Knowledge:
-Sense intent (-1)
-Sense lethality (-1)

Aether/Machine/Force:
-Forcefield generators (-1)

Aether/Healing:
-Regeneration aura (-1)

Aether/Luck:
-Luck Aura (+X Luck) (-1)

Aether/Knowledge:
-Competence Aura (+1/+1 CMP/POT to casting) (-1)

Aether/Plants:
-Magical garden (-2?)

Aether/Alcohol:
-Magical bar (-2?)

((Should come out to -23 CMP or so. And with the rest of my non-chaotic essences, I should have a net +4 CMP/+30 or 40ish POT. Or something. That took forever to type out on my phone. I'll double check it later. Also, not 100% certain on maluses. Might have given too many. Took one for specifying garden, bar, and dueling field, not sure if I needed to since Jase is weaving the whole thing at once.))

{To type this out on a phone, you are a braver man than I}

"I don't have much usable essences but I'll do what I can."

Help reinforce the forcefield generator. Break two shards for +1 CMP and use my two +1/+1 force essences (?) and a +1 POT force essence.

((DG, I think you accidentally turned my +1/+1 force essence into an explosion essence.

Quote
Just to be sure that nothing bad happens, one force essence...

was what I stated in my previous action. I only remember having a single +1/+1 explosion essence before that.))
"I'll do a chair, through i am not a Chair mage. Where should i place it?"

Summon(-1) a chair made from gold.

"Need something else?"
"I to shall assist"

assist the spell with 4 of My essences. Give the main chamber pillars of iron with gold etchings. Other rooms get the etchings on the wall.
"I'm all for it."

My chair will be an antique oak chair with forest green cushions on the seat and back which make it comfortable to sit in.  The magical bar will be shaped like a fantasy style tavern, with a kitchen sectioned off in a separate room, it will be stocked with normal alcoholic beverages of all kinds, have glasses and mugs and the sorts.  Everything will be made up of sturdy oak wood.  A sign saying "Normal Alcohol and Food free to council members.  Talk to the bartender for special items."
Alright Jase I'll help you with the aura, even though it will make my healing magic even less in demand."
Use about 5 essences to reinforce the Jase's base's regeneration aura.
Then 3 healing essences if it won't mess anything up.
Search for Grundar will begin next turn.

"All right then! Here's to hoping nothing goes absolutely horribly wrong and kills everyone!"
Using all non-chaotic essences, strengthen security systems. Also add in a steampunk hover chair for my seat at the table. Oh, and make the doors automatic.
"Indeed. May our fortunes rise and fall as one."
Assist in the ritual to bolster and reinforce the luck aura in any way I can. Use all non-chaotic essences.
Shias returns to the portal area and speaks to Jase.
Joint cast the spell for creating the chamber if he initiates it. Boost with essences. Include flowers into interior desing.
Otherwise he travels back to the trippy spores and wears gasmask before getting too close. Also 3 essences more.


"My time is short here. If you want to create the council chamber, now would be the time for it. I'll assist you casting the spell. Otherwise I must move to tend my business."
I help Jase out, with all 8 of my +1+1 knowledge essences. Since that presumably gives me a little room to add things, make the intention-sensing system detect and reveal any lies it finds, and make anyone with hostile intentions lose the knowledge of what they were going to do. Hopefully, that last one should prevent non-magical fights, or, for that matter, drunken brawls.

Also, make a small library. Nothing huge, just a few bookshelves filled with various kinds of books.

If I can, engrave a sigil at my place on the table- a plain scroll, about halfway unfurled, upon which is the image of a slit-pupiled eye. Obviously, don't go prioritizing this over other stuff.

Spoiler (click to show/hide)

Jase laid down the base of the spell to allow all nine mages to channel their powers without interference, and the greatest spell yet to be cast on the island began. Reality shattered and a rift was torn over all the way from ground to the sky. Sky darkened as clouds formed, blocking out the light. Bolts of lightning, both natural and magical struck out, bending mid-air and converging upon the portal, dissipating few meters away from it. For some time, everyone could see a dome around the portal, clearly marked by numerous dissipating Lichtenberg figures.

Basicly this. (https://youtu.be/1yjqcE0OXOQ?t=22m44s)

A veritable flood of purple spilled out from the tear in space time, crashing against invisible walls, filling out a shape that was impossible to see. Waves of purple moved as sea during a storm, the comparison helped by thunderstorm happening above. The flood of purple formed into something akin to a castle with one incredibly large tower in the center. As the flood finally ran out, the structure reassembled an unfinished statue - general figure was there, but there were no windows or doors nor any smaller details.

A great arm extended forth from the portal. The hand closed, grabbing onto something. It clenched a fist which was at least thirty meters across, and swung it as if striking with a tool. With a tearing sound, a hammer shaped piece of the sky was swung by the arm at the castle. Hammer connected with the very tip of the tallest tower, and the impact rang as if someone had rung a bell so vast that the strike produced a sound of a thunderclap. Circle of ancient symbols, predating anything anyone mortal had any right to see, appeared above the tower, and from it, extended thousands of lines of symbols. These lines stuck to the structure, forming shapes. As the shapes stopped moving, the magic they carried finalizing, they flashed with light and sank into the structure. Where they did, aether became more defined and began forming shapes, windows, doors, defense systems and all else that was asked for by the spell.

As main circle atop the tallest tower faded, the hammer landed again, this time forming three smaller circles.  The circles began glowing and orbiting the tallest tower. With that, the hand released the hammer of sky, storm clouds reforming as they were, and hand retreated back in the tear. Thunder strikes ceased and the rift slowly closed. Just as the rift finally disappeared, the center part of what was once the rift exploded, sending out two large spirits, one green another clear. They flew and rammed against the tower walls and dissipated. Castle walls in undecorated places still looked as if they were a water surface in a storm, but the gate that led inside was clearly defined, seemingly built entirely out of straight lines. The gates lay open, allowing free passage inside. Storm clouds still hung heavy.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 04, 2015, 04:40:13 pm
"Well that was dangerous. Thats a bigger tear in the fabric of space time than when I shattered the fourth wall. I have no doubt that changes have begun throughout the world. And not all of them are good changes. Gambler. My time table has sped up slightly. Any chance we can make the deal now?"

Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: BlitzDungeoneer on October 04, 2015, 04:57:19 pm
Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
((*ahem*))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: DreamerGhost on October 04, 2015, 04:59:35 pm
Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
((*ahem*))

((Knew I had missed something.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: endlessblaze on October 04, 2015, 04:59:55 pm
"that....was.....awesome"

go inside
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DAPARROT on October 04, 2015, 05:02:44 pm
....uhhh what just happened?

Go inside,try to find the garden
Make 2 essences
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 04, 2015, 05:03:00 pm
"That... That was something else.  Oh and can anyone lend me 7 shards so I can summon a chef minion"

Go inside and check out the bar, if I get the shards then use them to summon a non-magical minion, otherwise make 3 essences
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 04, 2015, 06:09:59 pm
...Well.

James, I presume you still want to know where that troll got off to?


Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.

If Gambler offers me the +l luck ring, take it and whisper something in his ear.

Go and pick up the blue pyramid I found before, since it seems I forgot to do that.

If nobody who walks into the fortress seems to be in danger, go in and take a shot at finding the library.

Make two essences after all that.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: XXXXYYYY on October 04, 2015, 06:43:24 pm
"'T's 'Eautiful."
After a short pause, the Gambler speaks to Visnor,"Would ya be willing to accept a ring o' luck for information on tha portal?"
Trade for the knowledge, then head inside and feel for the auras and determine their strength. Make a small cut on a finger, flip one of the coins a few times, get a feel for the Aether, etc. No need to use magic. Then make 4 essences.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 04, 2015, 07:16:56 pm
"Darn. The Gambler is busy.

Well I'm out of time and out of options. I have no choice but to summon it.

Blade of Light come from the sky.
Blade of Truth I'm out of time.
Blade of Lightning, Blade of fire.
All these things in a blade I desire.

Hephestus I call on you.
To make this reality come true.
So summon forth to the mortal plane.
The Legendary Blade: Vortex Bane "

Action: walk inside the castle. Then Summon The Legendary Blade: Vortex Bane
Mods:
Solid -1
Summon -1

Essences Spent:
ALL OF THEM (aka.)
4 Blade essences +1/+1
Chaotic blade essence +2/+1
Blade essence +1CMP

Soul Shards Spent:
5 Total:

4 on Potency
1 on Cmp

Other Objects Used In the Summon:
The silicon sphere is sacrificed to Hephestus. Hay, its my life's work. Maybe He'll take pity on me.


Notes: The beings who came from the rift passed through a time space etc. vortex. Therefore there weakness...

Also am I using essences in an aloud manor by the basic game rules. I'm not sure.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 04, 2015, 08:36:42 pm
"Hm...it's a start." Jase states before heading into the castle.


Head for the council chambers. Actually, since this place is animate, I want one of those moving sidewalk things to take me there, like the ones in the airport. On the way, Aether sense for those spirits or anything irregular. Make an essence afterwards.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: thegamemaster1234 on October 04, 2015, 11:41:05 pm
Jiksap gawks at the marvelous structure, which was so wondrously crafted by the Great Power from That Which Doesn't. Knowing that the first Council is likely to be held, Jiksap rushes in without further ado.
Get to the choppa council room! My steampunk hover chair is waiting! (Also create two essences)
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: AoshimaMichio on October 05, 2015, 12:59:33 am
"Hmm, this is most... intriquing."

3 plant essences. Proceed into the tower and locate the garden or any other plants in should garden be non-existant. Identify plants available.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: H4zardZ1 on October 05, 2015, 01:56:06 am
"What an incredible building it is."
((Feels like this (http://www.kirbysrainbowresort.net/multimedia/sounds/nightmare/04_butterbuilding.mp3)))
Enter the council chambers. 3 electric essences on the way.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: conein on October 05, 2015, 02:32:25 am
"Alright I think I'll just... leave this place right..."

flee to the castle!
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 05, 2015, 07:57:02 am
DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: thegamemaster1234 on October 05, 2015, 08:05:45 am
DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
((How about give DG hell by morphing the entire dimension into the Plane of Fallen Warriors?
Or covering most of the map in deadly fallout radiation?
Or stealing everyone's souls in a two-hex radius?
Or melding everyone into some kind of horrific magical flesh beast?

Then again, maybe it would be better if we made a shard mage and summoned many massive clusters of shards.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Atomic Chicken on October 05, 2015, 10:32:18 am
͇̗̦̘̹̼̻̩̟̹̭ͯ̋̔̓͆̌ͦ̄̓͗ͭ̌̍̉̽̊̾ͥͭ͠ͅL̷̡̧̼͕̙̭̰̬̖̝͍͉͉̏̀̈́ͨͫ̉͗̒ͧ̅̆̏̎̅͂ͣͬ͂ͤ͜͠͏̵̞͚̜̻͓̬͚̜̺͖͖̳̫̦̣̞͜L̵̻͉̞̰͍͖͖̤̰̼̰͇͙̿ͧ̄̎̏̽̄ͯ͌̂͊͂̈́̈ͩ̉̍́̀͝͡U̷̶͈͚̻̻̪̭̥͕̟̟̱̬͉̜̙̹̫͋ͤͬͭ̅̆̇̃ͪ͛ͪͯ͑͒̚͜ͅC̷̷̬̟̫̲̥̩͖̟͉͖̞̳͈͖͚̩̋̑ͮ͌̿̔̈́͂͋̄ͫ̄̀͠K̭͇̫͙̝͊̎̈ͧ̄̉ͦ͛̓̔̀̔ͥ̐ͭ̽ͪ́́ ͎͚͙͕̼͓͈͚̙͍͙̈́̔͒̇̇͂ͮͩ̿͡͝[̢͚̟̪̥̠͍̣̑͐ͦͨͣ͊̍̂̂̌̓ͩ̚͢͠1̷̈̊̈ͥ͑̏ͩ̄̌̅ͪ̐̎̓͜҉͚̱̦͈͜͟0͎͓͇̥̟̼͇̭̼̤̞̔ͣ͂̑̃̓̊ͭ̍̀͘͘͢͜]̶̸̡̑ͯ̓̒ͯ̃̐͂̇͐͋͆͑̂͗͏
Meditate and attempt to clear my mind.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 05, 2015, 12:41:49 pm
DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
((How about give DG hell by morphing the entire dimension into the Plane of Fallen Warriors?
Or covering most of the map in deadly fallout radiation?
Or stealing everyone's souls in a two-hex radius?
Or melding everyone into some kind of horrific magical flesh beast?

Then again, maybe it would be better if we made a shard mage and summoned many massive clusters of shards.))
If remember correctly, making a shard was only a -10 or something.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: NAV on October 05, 2015, 12:45:25 pm
...Well.

James, I presume you still want to know where that troll got off to?

Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.
"Yes. I'm worried about him. I'm guessing you want something in return?"

Listen intently to what Viznor has to say about Grundar.
Forge 3 healing essences.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 05, 2015, 03:28:26 pm
...Well.

James, I presume you still want to know where that troll got off to?

Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.
"Yes. I'm worried about him. I'm guessing you want something in return?"

Listen intently to what Viznor has to say about Grundar.
Forge 3 healing essences.

If it turns out that he's dead, I could reanimate him... for a price.

Also, you should probably move the jet into the fortress.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 05, 2015, 07:21:33 pm
...Well.

James, I presume you still want to know where that troll got off to?

Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.
"Yes. I'm worried about him. I'm guessing you want something in return?"

Listen intently to what Viznor has to say about Grundar.

Some small trinket would not be taken amiss, but do not think I require payment. It is meant as a favor, from one mage to another.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Trewque on October 05, 2015, 07:42:16 pm
"Hmm.. I guess the council is about to begin!!"

Summon saddle made out of leather from an extinct animal and petrified wood. Then saddle up my Utahraptor and ride into the castle to the council chamber.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 05, 2015, 08:17:09 pm
"Hmm.. I guess the council is about to begin!!"

Summon saddle made out of leather from an extinct animal and petrified wood. Then saddle up my Utahraptor and ride into the castle to the council chamber.


((Living dinosaurs certainly make for unique chairs, don't they?))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 05, 2015, 08:34:26 pm
((If he poops in the base, Jase is going to kill him. And then hang up a "No animals allowed" sign outside the council chamber.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 05, 2015, 10:10:14 pm
((If he poops in the base, Jase is going to kill him. And then hang up a "No animals allowed" sign outside the council chamber.))
No, Jase will think about killing him, but then get his mind wiped because of the hostile-intent security system, then see the poop, then get mad, then get his mind wiped, then see the poop... Starting to see the flaws with that thing, eh?
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 05, 2015, 10:30:36 pm
((He could send the golem crab to do it for him in the dueling field. It'll be like a pokemon battle. Oh, and maybe mages could have their minions battle to settle disputes over property or something, or like a gladiator arena type thing with shard gambling.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 05, 2015, 10:54:32 pm
((He could send the golem crab to do it for him in the dueling field. It'll be like a pokemon battle. Oh, and maybe mages could have their minions battle to settle disputes over property or something, or like a gladiator arena type thing with shard gambling.))
Unfortunately, that crab forgets what your orders were when it tries to execute them.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 05, 2015, 11:12:27 pm
(("Go fight that feathery thing that pooped in the fort" wouldn't be prevented.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 05, 2015, 11:15:27 pm
((I'm just imagining the Pokemon part of this.  "Go golem crab, vs live Utah Raptor."  Hilarious.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 06, 2015, 12:08:06 am
((I'm sad I didn't name that abomination I had Muk.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 06, 2015, 06:27:47 am
(("Go fight that feathery thing that pooped in the fort" wouldn't be prevented.))

((I, er, may have added a function to the security system which makes anything with hostile intentions forget what they were going to do. That could probably be waived if you were at the dueling field, people used nonlethal force, and everyone agreed, though.))

((Wait, did I just say we'd need to use nonlethal force? This is getting more like pokemon as we speak.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 06, 2015, 06:55:27 am
((If this becomes pokemon, I'll activate Sudden Death mode and end the game in ten turns.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: AoshimaMichio on October 06, 2015, 07:11:40 am
((Pokemon is not gonna happen while I'm around. I'm honestly planning to murder every last of you.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 06, 2015, 07:56:54 am
((Pokemon is not gonna happen while I'm around. I'm honestly planning to murder every last of you.))
If I may ask: one by one or all at once?
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: AoshimaMichio on October 06, 2015, 08:24:26 am
((Pokemon is not gonna happen while I'm around. I'm honestly planning to murder every last of you.))
If I may ask: one by one or all at once?

((Yes.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 06, 2015, 10:08:04 am
((Yay I'm not alone.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 06, 2015, 10:14:57 am
((If this becomes pokemon, I'll activate Sudden Death mode and end the game in ten turns.))

((All right, guys, no pokemon. I will back that up with mind wipes if need be.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: BlitzDungeoneer on October 06, 2015, 10:55:47 am
Create two essences. Attempt to swordify(shut up that's a word) the iron pipe.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: thegamemaster1234 on October 06, 2015, 11:09:49 am
DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
((How about give DG hell by morphing the entire dimension into the Plane of Fallen Warriors?
Or covering most of the map in deadly fallout radiation?
Or stealing everyone's souls in a two-hex radius?
Or melding everyone into some kind of horrific magical flesh beast?

Then again, maybe it would be better if we made a shard mage and summoned many massive clusters of shards.))
If remember correctly, making a shard was only a -10 or something.
((And that's exactly my point. You could summon so many... so many!!!))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: _Shinju_ on October 06, 2015, 02:08:28 pm
i create essences until 1 collapses
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 06, 2015, 02:09:35 pm
DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
((How about give DG hell by morphing the entire dimension into the Plane of Fallen Warriors?
Or covering most of the map in deadly fallout radiation?
Or stealing everyone's souls in a two-hex radius?
Or melding everyone into some kind of horrific magical flesh beast?

Then again, maybe it would be better if we made a shard mage and summoned many massive clusters of shards.))
If remember correctly, making a shard was only a -10 or something.
((And that's exactly my point. You could summon so many... so many!!!))
The issue with that plan is that you could just kill everyone on the island and have their ghosts bring their shards to you for the same cost.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Prismatic on October 06, 2015, 02:28:09 pm
PM sent

Edit:
((Pokemon is not gonna happen while I'm around. I'm honestly planning to murder every last of you.))
If I may ask: one by one or all at once?
((Yes.))
((I like the way you think.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 06, 2015, 03:05:09 pm
PM sent

Edit:
((Pokemon is not gonna happen while I'm around. I'm honestly planning to murder every last of you.))
If I may ask: one by one or all at once?
((Yes.))
((I like the way you think.))
http://tvtropes.org/pmwiki/pmwiki.php/Main/MathematiciansAnswer
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Crimson on October 06, 2015, 05:44:37 pm
Create two force essences then go and find the Council Chamber.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 06, 2015, 08:07:58 pm
Create two essences. Attempt to swordify(shut up that's a word) the iron pipe.
Me being a blade mage, I can confirm that swordify is a word... Right next to bladify and gullible(which is written on the ceiling).
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: _Shinju_ on October 06, 2015, 08:22:02 pm
i create 2 more essences
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: XXXXYYYY on October 06, 2015, 08:25:51 pm
i create 2 more essences
((Turn hasn't happened yet. It should occur tomorrow, however. If this was a modification to your previous action, you should strike out your previous action to save DG's sanity and prevent misinterpretations.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: H4zardZ1 on October 07, 2015, 12:50:15 am
((I also gonna kill people who too relied on summons(not just pokemon, remember) one by one. Snowballing people, on the other hand....))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 07, 2015, 04:58:38 am
Well I do have the silicon sphere but nah I'll pass
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: _Shinju_ on October 07, 2015, 05:13:08 am
i create 2 more essences
((Turn hasn't happened yet. It should occur tomorrow, however. If this was a modification to your previous action, you should strike out your previous action to save DG's sanity and prevent misinterpretations.))

ok now i know
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: thegamemaster1234 on October 07, 2015, 09:17:51 am
((I also gonna kill people who too relied on summons(not just pokemon, remember) one by one. Snowballing people, on the other hand....))
((At this rate, you're practically asking for death. If you think you can reliably send people into comas or shut their hearts off, you may find me a little trouble at least. And the whole one by one thing just encourages teaming against you.))

((Yes that would be meta but I'm sure we could find a way.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 07, 2015, 10:15:45 am
((The hostile intentions detector would probably have an issue with that way of thinking, DG confirm?))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 07, 2015, 10:26:43 am
((I also gonna kill people who too relied on summons(not just pokemon, remember) one by one. Snowballing people, on the other hand....))
Would undead be considered summons? If so, and you do not retract that statement, I must oppose you.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 07, 2015, 10:31:40 am
((The hostile intentions detector would probably have an issue with that way of thinking, DG confirm?))

((It would.)) Extra conditions may apply.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: BlitzDungeoneer on October 07, 2015, 10:37:58 am
((I also gonna kill people who too relied on summons(not just pokemon, remember) one by one. Snowballing people, on the other hand....))
((Would my swords count as summons? If so, we're... Gonna have a problem. A big one.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Sarrak on October 07, 2015, 12:37:44 pm
Kahel coughed, coming back to senses. His ribs hurt and he couldn't help but curse as he oversaw a great castle near the portal - an obvious sign that mages had accomplished the feat while he was blacked out. Well... Nothing could change that now. He still needed to come...

To the council! Three essences before that.

((NAV, how about one shard for healing my ribs?))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: NAV on October 07, 2015, 01:00:35 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Sarrak on October 07, 2015, 01:39:30 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
((Thanks for pointing this out. Well, I'll think about something more appropriate for your talents next time.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 07, 2015, 02:23:57 pm
"Darn. The Gambler is busy.

Well I'm out of time and out of options. I have no choice but to summon it.

Blade of Light come from the sky.
Blade of Truth I'm out of time.
Blade of Lightning, Blade of fire.
All these things in a blade I desire.

Hephestus I call on you.
To make this reality come true.
So summon forth to the mortal plane.
The Legendary Blade: Vortex Bane "

Action: walk inside the castle. Then Summon The Legendary Blade: Vortex Bane
Mods:
Solid -1
Summon -1

Essences Spent:
ALL OF THEM (aka.)
4 Blade essences +1/+1
Chaotic blade essence +2/+1
Blade essence +1CMP

Soul Shards Spent:
5 Total:

4 on Potency
1 on Cmp

Other Objects Used In the Summon:
The silicon sphere is sacrificed to Hephestus. Hay, its my life's work. Maybe He'll take pity on me.


Notes: The beings who came from the rift passed through a time space etc. vortex. Therefore there weakness...

Also am I using essences in an aloud manor by the basic game rules. I'm not sure.

Doing the turn now. CMP boost for a spell costs 2 shards. Can't exactly do +0.5CMP
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 07, 2015, 02:54:45 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
See, you're being too kind. You should charge people (variably depending on their condition and current favor with you) for using the healing field. If they can't pay (because they've used the field accidentally or are trying to get free healing), you bring them outside of the field, lop off an appropriate appendage, have Whisperling tag them with a magical device that constantly sends a signal to you while their appendage is missing, and banish them from the fort until they pay you (note that healing the appendage that you cut off has to be paid for separately). If they (without your permission) do it again, disable Whisperling's tag, or heal their appendage on their own, have Whisperling tell you their location, and summon lava (or dragons or something equally deadly) near the culprit. If the culprit has hidden from Whisperling's detection, send some of the denizens of the Plane of Law after it. This also conveniently helps dissuade people from abusing Whisperling's field by jumping inside of the fortress in the middle of combat.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 07, 2015, 03:29:29 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
See, you're being too kind. You should charge people (variably depending on their condition and current favor with you) for using the healing field. If they can't pay (because they've used the field accidentally or are trying to get free healing), you bring them outside of the field, lop off an appropriate appendage, have Whisperling tag them with a magical device that constantly sends a signal to you while their appendage is missing, and banish them from the fort until they pay you (note that healing the appendage that you cut off has to be paid for separately). If they (without your permission) do it again, disable Whisperling's tag, or heal their appendage on their own, have Whisperling tell you their location, and summon lava (or dragons or something equally deadly) near the culprit. If the culprit has hidden from Whisperling's detection, send some of the denizens of the Plane of Law after it. This also conveniently helps dissuade people from abusing Whisperling's field by jumping inside of the fortress in the middle of combat.
That's just cruel and against the intention of the field
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 07, 2015, 03:48:30 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
See, you're being too kind. You should charge people (variably depending on their condition and current favor with you) for using the healing field. If they can't pay (because they've used the field accidentally or are trying to get free healing), you bring them outside of the field, lop off an appropriate appendage, have Whisperling tag them with a magical device that constantly sends a signal to you while their appendage is missing, and banish them from the fort until they pay you (note that healing the appendage that you cut off has to be paid for separately). If they (without your permission) do it again, disable Whisperling's tag, or heal their appendage on their own, have Whisperling tell you their location, and summon lava (or dragons or something equally deadly) near the culprit. If the culprit has hidden from Whisperling's detection, send some of the denizens of the Plane of Law after it. This also conveniently helps dissuade people from abusing Whisperling's field by jumping inside of the fortress in the middle of combat.

((You're assuming I would want anything to do with this.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 07, 2015, 04:14:18 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
See, you're being too kind. You should charge people (variably depending on their condition and current favor with you) for using the healing field. If they can't pay (because they've used the field accidentally or are trying to get free healing), you bring them outside of the field, lop off an appropriate appendage, have Whisperling tag them with a magical device that constantly sends a signal to you while their appendage is missing, and banish them from the fort until they pay you (note that healing the appendage that you cut off has to be paid for separately). If they (without your permission) do it again, disable Whisperling's tag, or heal their appendage on their own, have Whisperling tell you their location, and summon lava (or dragons or something equally deadly) near the culprit. If the culprit has hidden from Whisperling's detection, send some of the denizens of the Plane of Law after it. This also conveniently helps dissuade people from abusing Whisperling's field by jumping inside of the fortress in the middle of combat.

((You're assuming I would want anything to do with this.))
But of course- you'd get 50% of the profits and free service. You'd get at least 1 shard for approximately 3 essences you're required to spend. That's a steal.

@fillipk: That was the humane version. The inhumane version is to remotely kill anyone who heals without your permission.

Unless, of course, NAV's character is just here to ensure that no war-crimes happen. That's fine, but NAV's character appears to have come here to try to win through capitalism, and (unless NAV says that he meant something else) he remarked about his Healing affinity's general drop in usefulness, so I suggested a way to abuse utilize it. Also, affinities don't force a personality upon you.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 07, 2015, 04:35:04 pm
"Darn. The Gambler is busy.

Well I'm out of time and out of options. I have no choice but to summon it.

Blade of Light come from the sky.
Blade of Truth I'm out of time.
Blade of Lightning, Blade of fire.
All these things in a blade I desire.

Hephestus I call on you.
To make this reality come true.
So summon forth to the mortal plane.
The Legendary Blade: Vortex Bane "

Action: walk inside the castle. Then Summon The Legendary Blade: Vortex Bane
Mods:
Solid -1
Summon -1

Essences Spent:
ALL OF THEM (aka.)
4 Blade essences +1/+1
Chaotic blade essence +2/+1
Blade essence +1CMP

Soul Shards Spent:
5 Total:

4 on Potency
1 on Cmp

Other Objects Used In the Summon:
The silicon sphere is sacrificed to Hephestus. Hay, its my life's work. Maybe He'll take pity on me.


Notes: The beings who came from the rift passed through a time space etc. vortex. Therefore there weakness...

Also am I using essences in an aloud manor by the basic game rules. I'm not sure.

Doing the turn now. CMP boost for a spell costs 2 shards. Can't exactly do +0.5CMP

Okay then 2 shards on CMP, 3 on POT
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 07, 2015, 04:49:04 pm
Turn 120

"that....was.....awesome"

go inside

Passing through open gate Flare foun himself in a courtyard. There were stairs that led up the walls, and a door to the main building. To the side, stood several vases with large white flowers growing in them. A sign hung near the entrance to the main building, proclaiming that there was a "Bar inside".

....uhhh what just happened?

Go inside,try to find the garden
Make 2 essences

Spoiler (click to show/hide)

Seva walked through the courtyard and entered the main building. Corridors were not marked in any way, nor there was a map anywhere to be seen, but some instinctive force told Seva which turns to take and soon he found himself looking over a garden of various plants. It seemed more like a piece of a forest than a garden, with various grasses, trees and shrubs, but there were clear paths through all this growth. There were numerous flowers of all colors, from white to yellow to green to black. On trees grew several known and unknown fruits. No sun shone on the garden, but ceiling seemed glowing just a bit extra here.

"That... That was something else.  Oh and can anyone lend me 7 shards so I can summon a chef minion"

Go inside and check out the bar, if I get the shards then use them to summon a non-magical minion, otherwise make 3 essences
Spoiler (click to show/hide)

Dwen followed Seva inside the main building, but took a different path, seeking a different room. There were several helpful signs, like "Bar this way", "for alcohol go right" and "Path of drinking your trouble away". Following the marked path, Dwen found himself in a room built much like a tavern, with possibly hundredths of bottles just behind the counter. There was a way downwards, leading to a basement of sorts, which was filled with barrels. Now, to find some customers.

...Well.

James, I presume you still want to know where that troll got off to?


Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.

If Gambler offers me the +l luck ring, take it and whisper something in his ear.

Go and pick up the blue pyramid I found before, since it seems I forgot to do that.

If nobody who walks into the fortress seems to be in danger, go in and take a shot at finding the library.

Make two essences after all that.

Spoiler (click to show/hide)
{I assume the whole "Whisper in the ear" means that you wil send him a PM?}

Viznor focused on the troll as was described by James. Nothing. Then he attempted a different, older approach, and sought out the one carrying the name of Grundar. He saw a troll, looking just the same as others of its kind, held to a tree with branches that seemed to had grown in just the way to prevent any movement on troll's part. This was not too far away from the forest edge, just next to a lake. Viznor knew where.

Viznor then told James where his troll was and that it was captured. His duty done, knowledge mage traded some information for a ring with Gambler and headed off to seek a library within the summoned castle. Few left turns and a pair of staircases later, Viznor found himself surrounded by shelves filled with books.

"'T's 'Eautiful."
After a short pause, the Gambler speaks to Visnor,"Would ya be willing to accept a ring o' luck for information on tha portal?"
Trade for the knowledge, then head inside and feel for the auras and determine their strength. Make a small cut on a finger, flip one of the coins a few times, get a feel for the Aether, etc. No need to use magic. Then make 4 essences.
Spoiler (click to show/hide)

Gambler, after finishing up the trade with Viznor, entered summoned castle and began a string of experiments to test the enchantments. A small cut stopped bleeding in under a minute, healing fully in five. Coin tossing was a bit less accurate, doubly so due to enchantments Gambler already had, but Gambler felt that aura was about as powerful as rings he had made. Competence aura was the hardest, but after crafting four essences Gambler calculated that the help from aura was about as strong as he could had forged himself from a dozen shards.

"Hm...it's a start." Jase states before heading into the castle.


Head for the council chambers. Actually, since this place is animate, I want one of those moving sidewalk things to take me there, like the ones in the airport. On the way, Aether sense for those spirits or anything irregular. Make an essence afterwards.

Spoiler (click to show/hide)

Feeling experimental (or possibly lazy), Jase ordered a piece of floor in the courtyard to move, and to his satisfaction it did. Without any visible change in aether that formed the floor, Jase was moving forward despite standing perfectly still. Only when he reached the stairs it could be seen that aether was shifting, as stairs began climbing upwards. It took a few minutes, but Jase found himself in front of large double doors which opened to reveal a table surrounded by several chairs and beanbags. Jase then reached out with his mind, seeking the spirits that charged the tower at the last moment. While he had managed to find out rough layout of the entire castle, spirits were nowhere to be seen.

Jiksap gawks at the marvelous structure, which was so wondrously crafted by the Great Power from That Which Doesn't. Knowing that the first Council is likely to be held, Jiksap rushes in without further ado.
Get to the choppa council room! My steampunk hover chair is waiting! (Also create two essences)
Spoiler (click to show/hide)

Jiksap ran after Jase, not bothering to explore. He knew not where the council room was, but Jase would know and would go there. Mere minutes of following separated Jiksap from his mechanical throne. Soon, they reached large double doors, and beyond them, among other unimportant items, was the mechanical throne. It was held up by a pair of miniature dirigibles and a propeller on the bottom. It was decorated with brass pipes and gears. From several holes seeped a respectable amount of smoke, which seemingly dissipated after reaching some distance away from the chair, carrying no scent. There were at least six clocks on the thing. They all showed wildly different time.

"Hmm, this is most... intriquing."

3 plant essences. Proceed into the tower and locate the garden or any other plants in should garden be non-existant. Identify plants available.
Spoiler (click to show/hide)

Shias entered the castle and immediately noticed several white flowers in vases in the courtyard. But those were not the main goal, so he moved on; seeking the garden the castle was supposed to have. Strangely, even though Shias walked entirely randomly through the corridors, garden was the very first room he had reached. Seva was already there, looking at various plants. There were hundreds, of species here, tree and grass alike. Identifying all of those would take a while, although druid suspected that if he wanted some specific plant, he'd find them the same way he had found the garden.

"What an incredible building it is."
((Feels like this (http://www.kirbysrainbowresort.net/multimedia/sounds/nightmare/04_butterbuilding.mp3)))
Enter the council chambers. 3 electric essences on the way.

{The tower could not look more evil if it was built entirely out of skulls, and you chose that? Okay.}

Spoiler (click to show/hide)

Eterna went off towards the council chamber, tracing after two others who went there. It was not too long of a path, nor too difficult. Though the way one of the mages traveled while standing entirely still had become more tempting after third staircase. Yet after council doors opened, Eterna found the one thing he added and which was particularly convenient as it was also a place to sit down. Eterna saw a golden throne, perfect replica of the one that allowed him to manipulate gold.

"Alright I think I'll just... leave this place right..."

flee to the castle!

Spoiler (click to show/hide)

A huge eldritch castle appearing out of rift in reality and getting anchored to this plane by something that appears to be hand of some really high tier devil? It did not take Ancano elven genius to realize where this was going. Invasion would soon follow. He needed to prepare, and there was only one fortifiable position on the island. Ancano rushed off towards castle ruins.

Meditate and attempt to clear my mind.

Spoiler (click to show/hide)

Ilium concentrated. What he was seeing right now was fake. He knew that. Ilium closed his eyes, and half of what he saw disappeared, other half persisting in dancing before his eyes. He destroyed the apparitions, one by one, until there was only darkness. Then Ilium opened his eyes and saw what appeared to be a castle somehow built out of a purple liquid, with massive storm clouds overhead. It would seem that the hallucinations were very persistent.

...Well.

James, I presume you still want to know where that troll got off to?

Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.
"Yes. I'm worried about him. I'm guessing you want something in return?"

Listen intently to what Viznor has to say about Grundar.
Forge 3 healing essences.


Spoiler (click to show/hide)

James was indeed, quite interested to know where his loyal troll had holed up to. News were worrying. Grundar was both trapped and somehow, for some reason, returned to his original green self. The transformation was not exactly something vile, but it did reduce his combat capabilities somewhat. Did the captors intended to make him easier to contain?

"Hmm.. I guess the council is about to begin!!"

Summon saddle made out of leather from an extinct animal and petrified wood. Then saddle up my Utahraptor and ride into the castle to the council chamber.

Spoiler (click to show/hide)

Bob, deciding that it was the time to go in, in style, attempted to conjure a stylish saddle for one of his dinosaurs. Before him appeared a tree trunk with a hole in it. From that hole, a small angry lizard jumped out straight at surprised paleomage. Lizard possessed sharp claws, as Bob found out from lizards attempts to cut him. Yet Bob managed to cover himself with his scaly claws, and throw the lizard away, which was then eaten by Bob's Utahraptor.

Create two essences. Attempt to swordify(shut up that's a word) the iron pipe.
Spoiler (click to show/hide)

Alexander breathed in and out. It was a time tested method of calming down, and it worked fine for him as well. The trick was to start breathing before you get really angry. Alexander focused on the circular pipe in his hands. He focused on the image he wanted - that of a sword. He channeled his power into the pipe, and one side of it began to take an edge. The pipe itself flattened. But the pipe did not straighten, and when Alexander had finished, in his hand was an iron chakram.

i create essences until 1 collapses

Spoiler (click to show/hide)

Nihilum was entirely undisturbed by a huge castle basically being torn out of the void and plopping down here. Events as such happened from time to time, when wizards were around. And now there were many around him. Instead he focused inwards, collecting power of absence. But this was a chance, a chance to test how far he'd be able to go. He called power until he no longer could, and then allowed his last attempt to collapse freely. It would seem that absence chosen this time was an absence of absence - absence of a wizardly hat to be specific. A pointy wizardly hat appeared in front of Nihilum, painted unassuming gray. Nihilum knew that such hats came in two varieties: fake and enchanted. And this one did not seem fake.

Create two force essences then go and find the Council Chamber.
Spoiler (click to show/hide)

Crimson followed the few mages that were heading towards the council chambers. They were, indeed, surprisingly few considering that ten participated in creation of the castle. Well, while it may not seem like something that would be a common trait among those who base their lives around knowledge, many wizards had a very short attention span. Crimson just sighed and followed others towards the council room.

Kahel coughed, coming back to senses. His ribs hurt and he couldn't help but curse as he oversaw a great castle near the portal - an obvious sign that mages had accomplished the feat while he was blacked out. Well... Nothing could change that now. He still needed to come...

To the council! Three essences before that.
Spoiler (click to show/hide)

Kahel walked off towards the huge castle that had appeared out of nowhere. It was purple for some reason, and storm clouds hung heavy above it. Trio of magical formation lit up the tip of tallest tower. He sighed and walked towards it. There were quite a few mages around it, doing something irrelevant. Kahel walked towards the castle, walked through the gate and stopped. He stopped because pain in his ribs suddenly dulled. Not by much, just enough to notice, but as Kahel looked; skin around his ribs began to slowly stich together. A lose piece of bone fell out, and he could feel bones shifting slowly beneath his skin. It was slow, but it was strangely not painful.

Spoiler: Long turn is long (click to show/hide)
Okay then 2 shards on CMP, 3 on POT
Spoiler (click to show/hide)

Skeliborn gave up his silica sphere as a sacrifice and called for a blade with a specific enchantment. The spell, rather than calling a new blade, moved through the silicon sphere Skeliborn had. The sphere in his hands melted and reshaped itself, forming a blade of volcanic glass. It was both unbreakable by normal means and was anathema to any vortex. It was in size and shape akin to a bastard sword. It was perfect.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Beirus on October 07, 2015, 05:04:35 pm
((Where's my other +1 on POT? Thought I specified the competence aura to give at least +1/+1.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 07, 2015, 05:14:38 pm
I can't believe my spell actually worked... Better than what I had hoped for too. Anyway now that I know My character has a sword I'll go create a character image just because yay gimp.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 07, 2015, 05:18:43 pm
((Where's my other +1 on POT? Thought I specified the competence aura to give at least +1/+1.))

((I... completely mised that. Crap. Now I'll need to check through most rolls made inside the castle. It should't change anything major, so I'll do that tomorow.)) 
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Whisperling on October 07, 2015, 05:24:55 pm
((XXXXYYYY, the info PM should be incoming.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: Crimson on October 07, 2015, 05:54:25 pm
Three force essences while waiting for the council to start.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: FallacyofUrist on October 07, 2015, 05:55:17 pm
((Sometimes I check up on this thread when I have the time. I'm taking the time to say one word to what you have done: WOT.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 07, 2015, 05:56:20 pm

Anyway On To The Turn:
"This blade is even better a blade than I could have imagined!!(Thank you Hephestus). Although come to think of the council will be meeting soon for real this time. I'd better find my way there."

Action: Use the castle's built in place-finder in order to find a path to the council room, learning the layout on the way in addition to making 3 blade essences.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: fillipk on October 07, 2015, 06:16:48 pm
"Ah good its all in order, well then to the council chamber."

Head to the council chamber, and when I get there make three essences.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: ATHATH on October 07, 2015, 06:27:06 pm
Necromancers are really good at ghost-busting, y'know.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 07, 2015, 07:05:47 pm
Who ya gonna call?
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: NAV on October 07, 2015, 07:30:02 pm
"Thank you Viznor. Now there's no time to lose I must go rescue that troll! Damn I'm going be late for the council. Oh well."

Run to Grundar!
Forge 3 summoning essences and attempt to turn the omnicube into a chainsaw on the way there. I hope I can somehow talk my way out of this but it's best to be prepared.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: NAV on October 07, 2015, 07:47:18 pm
((You can give me a shard to heal your ribs if you really want, but the castle has a healing field so you'd be wasting your shard. I am become obsolete :'( (Not really there's still lots I can do.)))
See, you're being too kind. You should charge people (variably depending on their condition and current favor with you) for using the healing field. If they can't pay (because they've used the field accidentally or are trying to get free healing), you bring them outside of the field, lop off an appropriate appendage, have Whisperling tag them with a magical device that constantly sends a signal to you while their appendage is missing, and banish them from the fort until they pay you (note that healing the appendage that you cut off has to be paid for separately). If they (without your permission) do it again, disable Whisperling's tag, or heal their appendage on their own, have Whisperling tell you their location, and summon lava (or dragons or something equally deadly) near the culprit. If the culprit has hidden from Whisperling's detection, send some of the denizens of the Plane of Law after it. This also conveniently helps dissuade people from abusing Whisperling's field by jumping inside of the fortress in the middle of combat.
No. That's just not the type of game I'm playing. I don't want to be a jerk, and being nice tends to have more benefits in the long run. I might complain about free health care and that is my right but I still support it completely. Besides that plan looks like a lot of work and James already has enough to worry about. So not going to happen.


Anyway On To The Turn:
"This blade is even better a blade than I could have imagined!!(Thank you Hephestus). Although come to think of the council will be meeting soon for real this time. I'd better find my way there."

Action: Use the castle's built in place-finder in order to find a path to the council room, learning the layout on the way in addition to making 3 blade essences.
Nice! I think that's our first fanart.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: endlessblaze on October 07, 2015, 08:39:48 pm
check out the etchings on the walls, any good artwork?
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 07, 2015, 09:30:33 pm
check out the etchings on the walls, any good artwork?
((Wait what etchings?))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: endlessblaze on October 07, 2015, 10:13:41 pm
"I to shall assist"

assist the spell with 4 of My essences. Give the main chamber pillars of iron with gold etchings. Other rooms get the etchings on the wall.

((those etchings))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: BlitzDungeoneer on October 08, 2015, 01:30:30 am
Ah... This will do just fine.
Create a few more essences, 3 to be exact, and look around at last, take in every detail of my surroundings.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: AoshimaMichio on October 08, 2015, 01:51:16 am
Upgrade mah staff!
Make 3 essences.
Go to the main council chamber and locate a chair that doesn't offend me in any way (such as made out of wood or spewing poison vapours into air) and isn't reserved. If such chair isn't available, then I'm fine by standing.


((Thread title is out of date.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: H4zardZ1 on October 08, 2015, 02:23:17 am
{The tower could not look more evil if it was built entirely out of skulls, and you chose that? Okay.}
((It's a normal tower lol))

"Seems i need to add another chair, just in case, but i still need to prepare something other."

4 Electric Essences.

Edit: (("Summons" I mean living summons who could do what do you tell them to do. Note that only people that too rely on living summons when they fight are my enemy, unless they cannot do anything other than summoning like that (undead, paleomancy etc.), in which case when they have like >6 summons.))

Eedit: ((When should i cast summon golden rod with electric orb? I have +9/+9 bonus at electricity without chaotic essences(+13/11 with chaotic).))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 08, 2015, 02:32:04 am
{The tower could not look more evil if it was built entirely out of skulls, and you chose that? Okay.}
((It's a normal tower lol))

3 More essences.

((The tower is built from something that looks like purple, shifting liquid. Above it hang perpetual storm clouds no matter the weather. Tower is iluminated by trio of magic circles that do hell knows what. The tower can shift its structure and bend minds of those inside. Normal it ain't.))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: H4zardZ1 on October 08, 2015, 03:10:36 am
((I mean about that music.))
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: star2wars3 on October 08, 2015, 04:49:19 am
Upgrade mah staff!
Make 3 essences.
Go to the main council chamber and locate a chair that doesn't offend me in any way (such as made out of wood or spewing poison vapours into air) and isn't reserved. If such chair isn't available, then I'm fine by standing.


((Thread title is out of date.))
No it isn't,  I made a deal with Hephaestus this past turn.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: ATHATH on October 08, 2015, 08:07:54 am
Don't forget that I'll need a chair as well. I'll probably be back in the arena in 2-3 turns.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: _Shinju_ on October 08, 2015, 09:32:04 am
i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: DAPARROT on October 08, 2015, 10:01:00 am
Go to the council chamber,make 3 essences
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: thegamemaster1234 on October 08, 2015, 10:05:29 am
{The tower could not look more evil if it was built entirely out of skulls, and you chose that? Okay.}
((It's a normal tower lol))

3 More essences.

((The tower is built from something that looks like purple, shifting liquid. Above it hang perpetual storm clouds no matter the weather. Tower is iluminated by trio of magic circles that do hell knows what. The tower can shift its structure and bend minds of those inside. Normal it ain't.))
Jiksap wants to live here now. Except he can't, because there's still unfinished business outside. Oh well.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Whisperling on October 08, 2015, 10:11:50 am
i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm

((If you want your hat identified, I'm available for the forseeable future.))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: XXXXYYYY on October 08, 2015, 10:19:52 am
The Gambler prepares, and uses ALL essences, even chaotic, to summon a glass amulet that multiplies good luck, rather than merely improving it.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 08, 2015, 10:23:09 am
((Thread title is out of date.))

((This is because magic is spilling over the 4th wall.))

Spoiler: One of the leaks. (click to show/hide)
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: star2wars3 on October 08, 2015, 10:25:34 am
I swear it wasn't me this time.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: AoshimaMichio on October 08, 2015, 10:32:27 am
((Well if you start your post by quoting earlier message, subject of the post will be same as in the quoted post.))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: _Shinju_ on October 08, 2015, 10:33:54 am
i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm

((If you want your hat identified, I'm available for the forseeable future.))

((Whats your Price))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: thegamemaster1234 on October 08, 2015, 10:52:09 am
Jiksap looks upon his glorious steampunk chair with glee.
In its construction was wondrous clockwork to behold
Keeping time that was yet to be told.
Surely such a creation is fitting for a man such as he!
And yet he realized, you see
Present not was his insanity's effigy!

((Random weird poetry FTW.))

"This place is beautiful, like the inner chaos that drives the dynamos of thought... Speaking of which, perhaps it's about time I make something. Something..."
 Jiksap starts mumbling to himself about machines and Elder Things and other topics beyond the comprehension of other, more sane minds. Or maybe he's just saying random stuff for dramatic effect. Whatever.

Sit in the chair. Create an effigy to my inner insanity! Use the chaotic essences.
((The effigy should be a kind of strange object you can keep on you as a charm of sorts. It represents the mechanical ordered chaos of his own mind. Either summon the material or use the tower's weird purple liquidy solidy stuff. Or maybe take a section of decorative pipe off the chair. Or maybe all three!))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: ATHATH on October 08, 2015, 11:35:04 am
The Gambler prepares, and uses ALL essences, even chaotic, to summon a glass amulet that multiplies luck, rather than merely improving it.
I bet that's going to multiply bad luck as well (assuming that bad luck has a negative luck value).
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: star2wars3 on October 08, 2015, 01:21:49 pm
Don't give the GM any ideas.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Whisperling on October 08, 2015, 03:16:33 pm
i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm

((If you want your hat identified, I'm available for the forseeable future.))

((What's your Price))

((1-2 shards, or some minor enchantment. For two shards, I could probably throw in some extra info, or summon the information directly into your mind so that nobody else (including me) knows.))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: _Shinju_ on October 08, 2015, 03:22:19 pm
i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm

((If you want your hat identified, I'm available for the forseeable future.))

((What's your Price))

((1-2 shards, or some minor enchantment. For two shards, I could probably throw in some extra info, or summon the information directly into your mind so that nobody else (including me) knows.))

(( I think i will see what Isis has to say about it first thanks though ))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Atomic Chicken on October 08, 2015, 03:41:39 pm
Head over to the fortress and explore the grounds. Then create 4 essences.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: XXXXYYYY on October 08, 2015, 07:05:57 pm
The Gambler prepares, and uses ALL essences, even chaotic, to summon a glass amulet that multiplies luck, rather than merely improving it.
I bet that's going to multiply bad luck as well (assuming that bad luck has a negative luck value).
((To be fair, I have a base bonus of +2, going up to a max of +4 if I cast a spell in the castle. I doubt that's going to a problem. I might fiddle with the spell a bit regardless.))
Title: Re: Roll to Magic: Turn 118 "Construct aditional votes"
Post by: H4zardZ1 on October 08, 2015, 11:05:48 pm
((Thread title is out of date.))

((This is because magic is spilling over the 4th wall.))

Spoiler: One of the leaks. (click to show/hide)

((Quotes copies everything, including title. Do i have to have my character pierce through the 4th wall?))
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Trewque on October 09, 2015, 11:27:03 am
"Shoot. Time keeps slipping through my fingers. Oh well. Must press onward!!"

Head inside the castle with my raptors. Go to the council chamber.


Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Prismatic on October 10, 2015, 04:54:44 am
One more game of essence roulette (whilst within the fortress aura). If I succeed in not killing myself, embark on an expedition to the eastern desert.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Whisperling on October 10, 2015, 07:28:58 am
PM'd action.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: conein on October 10, 2015, 09:21:55 am
craft two essences. Then venture into the castle
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: FallacyofUrist on October 10, 2015, 12:44:11 pm
((Considering this game's slow update time, I've decided to try to play it again, despite my life's circumstances. Posting enough to play this game shouldn't be too hard.))

Spoiler: Old King Coal (click to show/hide)
Spoiler: For Flavor Purposes... (click to show/hide)
Spoiler: First Turn: (click to show/hide)
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: ATHATH on October 10, 2015, 01:11:48 pm
((Considering this game's slow update time, I've decided to try to play it again, despite my life's circumstances. Posting enough to play this game shouldn't be too hard.))

Spoiler: Old King Coal (click to show/hide)
Spoiler: For Flavor Purposes... (click to show/hide)
Spoiler: First Turn: (click to show/hide)
Meet me in the fortress if you desire an alliance.
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: star2wars3 on October 11, 2015, 08:13:27 am
Love the backstory. 10/10
Title: Re: Roll to Magic: Turn 120 Trollnaping and real estate
Post by: Sarrak on October 11, 2015, 12:54:30 pm
((Considering this game's slow update time, I've decided to try to play it again, despite my life's circumstances. Posting enough to play this game shouldn't be too hard.))
((Good to see you again!))

"Fascinating... Such power was to be expected, yet... Good, good."

To the chamber! Make an ice throne or something. And two essences just before we begin.
Title: Re: Roll to Magic: Turn 119 Deals with divinity
Post by: DreamerGhost on October 11, 2015, 04:55:17 pm
Turn 121

"Seems i need to add another chair, just in case, but i still need to prepare something other."

4 Electric Essences.

Spoiler (click to show/hide)

Eterna looked around. His golden throne was nice, but maybe not nice enough. There were other options of course, but that would likely need to wait until the council had finished. Then again, it seemed that mages were in no great hurry to gather.

Three force essences while waiting for the council to start.

Spoiler (click to show/hide)

Crimson sat down on one of the beanbags. It was soft but not too much, he only sunk some thirty centimeters, just enough to touch the bottom of his wings. It would seem that the idea of special seats for those with wings was a success.


Anyway On To The Turn:
"This blade is even better a blade than I could have imagined!!(Thank you Hephestus). Although come to think of the council will be meeting soon for real this time. I'd better find my way there."

Action: Use the castle's built in place-finder in order to find a path to the council room, learning the layout on the way in addition to making 3 blade essences.

Spoiler (click to show/hide)

Skeliborn admired his sword for a while, before going off towards the summoned castle. Reaching the council chambers proved to be as easy as walking up a staircase within the tallest tower and turning left. While convenient, that left knowledge of any possible layout rather lacking.

"Ah good its all in order, well then to the council chamber."

Head to the council chamber, and when I get there make three essences.

Spoiler (click to show/hide)

Deciding that any potential visitors of the bar were likely to be within the council chambers right about now, Dwen too left his bar and went off looking. Soon, he found large double doors wide open, and several mages gathered within the room. Any sort of discussion seemed to have not yet begun, as most of those gathered were still testing out various chairs.

"Thank you Viznor. Now there's no time to lose I must go rescue that troll! Damn I'm going be late for the council. Oh well."

Run to Grundar!
Forge 3 summoning essences and attempt to turn the omnicube into a chainsaw on the way there. I hope I can somehow talk my way out of this but it's best to be prepared.


Spoiler (click to show/hide)

James had to chose between getting to the council on time and helping out Grundar. It was not a hard choice, and soon he was running towards the forest edge. Grundar was a important and loyal ally in this land, and James would be damned if he left the troll to the fates. Omnicube, proved cooperative enough, transsforming into a chainsaw. There was, of course, still the problem that chainsaw was made of rather brittle glass rather than steel. It was probably still very possible to cause serious damage with it, but it was not the same.

It was not long before James reached the forest, and noticed Grundar bound to a tree some distance in. Carefully, James approached the bound troll, keeping his eyes on nearby trees. When James came within five meters from Grundar, the troll spoke up. "Sorry boss, the tree men caught me." With that, three treants came to life around James, one of treants' leaves becoming purple as it moved. "Was it you who twisted the creature into an aberration? the purple leaved one asked.

check out the etchings on the walls, any good artwork?

Spoiler (click to show/hide)

Flare looked over the main hall within the tower, seeking pillars of Iron he had created. They were indeed there, looking calmingly solid among the ever-so-slightly shifting aether surfaces that made up the place. On them, in gold were etched many strange glyphs, most of which Flare failed to recognize. What few he did manage to recognize, depicted a great battle between creatures of iron and men of stone. The place of battle was also mentioned, a large grassland with a forest close to the south, and another a bit further to the east, with a lone mountain among the trees.

Ah... This will do just fine.
Create a few more essences, 3 to be exact, and look around at last, take in every detail of my surroundings.


Spoiler (click to show/hide)

Alexxander stashed chakram within the pile of swords, and took a breather. He stretched a bit and looked around, looking for anything interesting. There were a few frogs on the lakeshore to the west. There was a bunch of grass to the south. There was a huge eldritch castle to the north. There was a lake that smelled akin to a Bloody Marry to the east. Nothing too unusual, or at least, Alexander glared at the frogs, nothing useful and unusual.

i humbly to you  Isis , the Egyptian Goddess of Motherhood, Protection and Magic, and the Mother of Horus. I seek you guidance, the hat which lies before me i do not know what it could mean for me, all I ask this time is that you keep me from harm

Spoiler (click to show/hide)

I hear you and I answer your call. I feel your prayer to be earnest, and thus I shall grant you my help. As long as you do not seek conflict, no attack shall take you by surprise.

Go to the council chamber,make 3 essences
Spoiler (click to show/hide)

Seva, not seeing anything that caught his immediate attention, left the garden in search of the council room. Again, he knew not where exactly he was going, but soon found himself in a room among other mages trying out chairs and beanbags.  Somehow, it would seem through sheer luck, he had taken the exact path to the council chamber.

The Gambler prepares, and uses ALL essences, even chaotic, to summon a glass amulet that multiplies good luck, rather than merely improving it.
Spoiler (click to show/hide)

Gambler focused, conjuring and shaping, first the glass amulet then the enchantment to force on the amulet. The glass churned as magic attached itself to the amulet, finally settling in a shape of three conjoined sevens. Gambler could feel the possibilities being split by the amulet, all converging just outside of it. The day was about to improve considerably.
{Glass sevens gained - Roll thrice each luck roll, gain results from all three.}

Spoiler: Poetry (click to show/hide)

"This place is beautiful, like the inner chaos that drives the dynamos of thought... Speaking of which, perhaps it's about time I make something. Something..."
 Jiksap starts mumbling to himself about machines and Elder Things and other topics beyond the comprehension of other, more sane minds. Or maybe he's just saying random stuff for dramatic effect. Whatever.

Sit in the chair. Create an effigy to my inner insanity! Use the chaotic essences.
Spoiler (click to show/hide)

Jiksap broke an entirely superfluous piece of pipe from his throne, which somehow made one of cogs on the left side spin slightly slower, and used it to stab the table. As he stabbed, he muttered a spell, which made the aether that formed the table to overflow and spill, forming several cogs. The cogs began spinning and orbiting the piece of pipe, some crashing against one another, changing their trajectories, which resulted in more crashing. The impacts never stopped, as gears did not seem to lose any momentum.

Head over to the fortress and explore the grounds. Then create 4 essences.
Spoiler (click to show/hide)

Ilum walked over to the newly appeared fortress. The gates were unlocked, although the semi-liquid walls would probably be enough to scare away those who needed to care about gates. Within, there were stairs leading up the walls, several potted white flowers scattered here and there, and the entrance to the main tower. There was also a mage standing there, with chest colored by blood.

"Shoot. Time keeps slipping through my fingers. Oh well. Must press onward!!"

Head inside the castle with my raptors. Go to the council chamber.



Bob too went off to find the council chambers, but unlike other mages, he had three raptors to herd. The trio did not like the flowing texture of the floors and walls within the castle all that much. It did not seem solid enough to walk on for them, and it took a lot of persuasion from Bob to get them inside. Afterwards, raptors stuck almost uncomfortably close to Bob. The path to the council room proved to be mercifully short and straightforward, however, and Bob soon was within a room filled with chairs andd mages.

One more game of essence roulette (whilst within the fortress aura). If I succeed in not killing myself, embark on an expedition to the eastern desert.
Spoiler (click to show/hide)

Xom again focused power until he could no more, and gave in to the collapse. A cube with ten corners fell out of nowhere, while Xom inspected whether all of his limbs were still attached and still limbs. After confirming that all was well, Xom left the group of mages and walked off towards the eastern desert.

craft two essences. Then venture into the castle
Spoiler (click to show/hide)

Ancano continued his travel towards the castle ruins. Harsh wind from the nearby desert slowed him down considerably, but he forged on. The eldritch castle seemed dormant, but that was certain not to last.

"Fascinating... Such power was to be expected, yet... Good, good."

To the chamber! Make an ice throne or something. And two essences just before we begin.
Spoiler (click to show/hide)

Kahel, unknowingly following fresh footsteps of few other mages, walked off in search of the council chamber. Just like for everyone else, it did not take him long to find it, and as he entered, Kahel conjured a throne of unmelting ice for himself. As he tried to get comfortable in his new stylish seat, however, chill of the ice presented an unexpected flaw in design.

A new mage emerged from the portal, known as Old King Coal, or just Coal to his friends. Old king Coal had no friends, and any who dared to shorten his name by skipping the title died slow and painful deaths. As did many who used the full title. Anyone whom Old King Coal could catch really. He looked around in surprise, rightfully suspecting some sort of treachery. Not feeling too optimistic about the castle, which seemed like something a demon of hell could own, old king decided that for now his destination would be "away".
Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: endlessblaze on October 11, 2015, 05:04:58 pm
go to council chamber, make a chair of gold. also look at the etchings in there.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Whisperling on October 11, 2015, 06:51:55 pm
((I'm settling down to do business for a few turns, so here's a cursory list of stuff I can do.))

Spoiler: Info (click to show/hide)

Spoiler: Services (click to show/hide)

((I'll price things if/when people express interest in them.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Sarrak on October 11, 2015, 07:00:26 pm
"Seems like no design is without flaws..."

Kahel mused while the chill started to get through his robe. And trained against his own element he might be, prolonged exposure would not be pleasant.

"Maybe I should ask Knowledge mage to confirm demon's whereabouts... If one of the newer mages attacks him, things could swiftly become gruesome."
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: star2wars3 on October 11, 2015, 07:03:05 pm
Hey, you there. Yeah, the guy who is selling there services. My name is Skelliborn and I could use your help.
(Viznor)(PM will be sent)

Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: XXXXYYYY on October 11, 2015, 07:57:16 pm
"Ooo, aren't you ah nice lil' one."
Put on the amulet, then search around a bit for a chair outside. If one exists, take it. Then go up to the council chamber regardless.
((Let's see if my luck works in my favor here and finds me something.))

((Also, sorry 'bout the Treants.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: _Shinju_ on October 11, 2015, 09:13:06 pm
I put the hat on and meditate "Thank you Isis i shall do anything you ask"
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: NAV on October 11, 2015, 11:43:21 pm
You forgot my ring of +1 luck. The bush trimmer should be a chainsaw.

James nods to Grundar.
"Don't worry I'll get you outta here. Its the tree men who should be saying sorry not you."
He then looks at the three treants stopping at the purple one. He's getting very frustrated with tree's behavior lately.
"Why do you have Grundar bound like this? Please let him go."

"I'm guessing the aberration you're asking about was the troll's extra arms. I see he doesn't have them anymore. No, that wasn't weren't my work. The mage who caused that is dead now. You know just because someone looks a bit different doesn't mean they're an aberration, that's very inconsiderate thinking."
Try to peacefully talk our way out of this, but if the treants attack blast them with my dragonbreath then use the chainsaw to free Grundar. If they don't attack then forge 3 healing essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: AoshimaMichio on October 12, 2015, 02:50:06 am
Shias the Druid
"Well then. Council chamber has been created. What is be the matter this council will discuss about?"

Placeholder action: Make 5 essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Sarrak on October 12, 2015, 03:05:01 am
"I think it would be the present and the future... As well as giving the potential deathmatch we all came along for a much less violent vibe."
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: H4zardZ1 on October 12, 2015, 03:31:04 am
"Seems i need to add another chair, just in case, but i still need to prepare something other."

4 Electric Essences.
((You forgot my turn.))

4 Electric Essences. Again.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Crimson on October 12, 2015, 08:33:00 am
Try to enhance my force shield with animate (-2). One force essence after.
Title: Re: Roll to Magic: Turn 121 Trollnaping and real estate
Post by: FallacyofUrist on October 12, 2015, 08:52:09 am
((Considering this game's slow update time, I've decided to try to play it again, despite my life's circumstances. Posting enough to play this game shouldn't be too hard.))
((Good to see you again!))
((Thank you.))

Old King Coal stopped to catch his breath.

"What is this place? It's as though someone spliced several bubble universes together!"

Old King Coal sighed as he realized that he was extremely lacking in essences.

"It's been so long since I've had to cast under pressure..."

Old King Coal takes a cursory look around and makes 3 Bone essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 12, 2015, 02:52:07 pm
You forgot my ring of +1 luck. The bush trimmer should be a chainsaw.

((You are doing too well anyways. But fix'd))

"Seems i need to add another chair, just in case, but i still need to prepare something other."

4 Electric Essences.
((You forgot my turn.))

4 Electric Essences. Again.

((Sorry about that. Added))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: BlitzDungeoneer on October 12, 2015, 02:52:36 pm
Mmmm.
3 more essences, I guess.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Atomic Chicken on October 12, 2015, 03:16:02 pm
"Hey, you seem to have forgotten your...oh, he's gone. No matter, this may prove useful."

Pocket Xom's paradoxically ten-cornered cube and set off in search of the fortress library.
PM sent.
Create 4 essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: fillipk on October 12, 2015, 03:31:51 pm
"So are we starting this council or what?"

Make my way to my oak chair, and then craft 4 essences
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Trewque on October 12, 2015, 06:07:20 pm
"Hmm... Now that I'm here, might as well have a seat."

Summon a chair. Then check whether it's safe to sit in. If it is safe, sit in it and join the council meeting.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: ATHATH on October 12, 2015, 10:53:52 pm
Guys, I think I found an infinite loop.

Say, through extensive buffs or innately, you have a +7/+7 bonus to comp and pot. You create an essence, which is guaranteed to give at least a +3/+3 bonus. You use that essence to make another essence. The new essence has a bonus of +7+3-1/+7+3-1, making it guaranteed to be at least a +4/+4 essence. You use that essence to make another essence, and the process repeats potentially infinitely, eventually giving you a +nigh-infinity/+nigh-infinity essence. Next turn, you can use this essence to obliterate reality, ascend to godhood, become GM, whatever. The important point of this combo is that anyone with an affinity with access to the ability to cast in conditions that bring their pot and comp modifiers up to +7/+7, even just for one turn, and can remain unmolested for two turns (with one of them being the turn that they create the uber-essence) in a row can pull this combo off.

I propose a single rule to fix this issue with the current system:

An essence may not be used to power a spell in the turn it was created in.

That one rule causes this combo to take a nigh-infinite number of turns to complete and removes other bugs that DG might not be able to catch before they're a problem.

Should we vote to put this new rule into effect?
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: thegamemaster1234 on October 12, 2015, 11:04:52 pm
Guys, I think I found an infinite loop.

Say, through extensive buffs or innately, you have a +7/+7 bonus to comp and pot. You create an essence, which is guaranteed to give at least a +3/+3 bonus. You use that essence to make another essence. The new essence has a bonus of +7+3-1/+7+3-1, making it guaranteed to be at least a +4/+4 essence. You use that essence to make another essence, and the process repeats potentially infinitely, eventually giving you a +nigh-infinity/+nigh-infinity essence. Next turn, you can use this essence to obliterate reality, ascend to godhood, become GM, whatever. The important point of this combo is that anyone with an affinity with access to the ability to cast in conditions that bring their pot and comp modifiers up to +7/+7, even just for one turn, and can remain unmolested for two turns (with one of them being the turn that they create the uber-essence) in a row can pull this combo off.

I propose a single rule to fix this issue with the current system:

An essence may not be used to power a spell in the turn it was created in.

That one rule causes this combo to take a nigh-infinite number of turns to complete and removes other bugs that DG might not be able to catch before they're a problem.

Should we vote to put this new rule into effect?
I think a much better rule would be that you can't use essences to make essences. I don't even know if that's possible now, though; nobody's had a reason to try. Also, essences do take time to create - albeit small, this time would prevent someone from getting a +10k/+10k essence and breaking the space-time continuum within the space of only two turns, if this combo was possible.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: NAV on October 12, 2015, 11:23:41 pm
Even without any rule changes ATHATH's plan probably wouldn't work. 1/6 of the essences made would be a chaos essences which would cause a luck roll. A bad luck roll would break the chain.

There's also the rule that essences can't entirely save you from a bad roll. A natural 1 will still have some bad effects even if 1000 essences are used.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Beirus on October 13, 2015, 12:15:00 am
((I could have sworn somewhere that DG said you need at least +10/+10 for a +3/+3 essence, and like +15/+15 for a +4/+4, or some sort of exponential growth thing. The other thing is that there is a cumulative -1/-1 malus for each consecutive cast. It would relatively quickly grow larger than any bonus you could hope to sustain from making essences. At worst, people with larger innate bonuses to CMP/POT would just be able to make essences in larger batches.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: ATHATH on October 13, 2015, 12:41:19 am
Guys, I think I found an infinite loop.

Say, through extensive buffs or innately, you have a +7/+7 bonus to comp and pot. You create an essence, which is guaranteed to give at least a +3/+3 bonus. You use that essence to make another essence. The new essence has a bonus of +7+3-1/+7+3-1, making it guaranteed to be at least a +4/+4 essence. You use that essence to make another essence, and the process repeats potentially infinitely, eventually giving you a +nigh-infinity/+nigh-infinity essence. Next turn, you can use this essence to obliterate reality, ascend to godhood, become GM, whatever. The important point of this combo is that anyone with an affinity with access to the ability to cast in conditions that bring their pot and comp modifiers up to +7/+7, even just for one turn, and can remain unmolested for two turns (with one of them being the turn that they create the uber-essence) in a row can pull this combo off.

I propose a single rule to fix this issue with the current system:

An essence may not be used to power a spell in the turn it was created in.

That one rule causes this combo to take a nigh-infinite number of turns to complete and removes other bugs that DG might not be able to catch before they're a problem.

Should we vote to put this new rule into effect?
I think a much better rule would be that you can't use essences to make essences. I don't even know if that's possible now, though; nobody's had a reason to try. Also, essences do take time to create - albeit small, this time would prevent someone from getting a +10k/+10k essence and breaking the space-time continuum within the space of only two turns, if this combo was possible.
I have already considered the patch you recommended, and still believe mine is better, due to your patch severely nerfing an item that I will find in my pm adventures. Plus, your patch doesn't stop someone from making a +2/+2 essence and using it on a spell that is cast immediately after the essence is created, thus gaining a net +1/+1 bonus for that spell.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: H4zardZ1 on October 13, 2015, 02:52:37 am
There's also the rule that essences can't entirely save you from a bad roll. A natural 1 will still have some bad effects even if 1000 essences are used.
((Unless in a case where they already spellmantle-d from side effects, which even disable side effects of -1(1 reduced by 2, not 1 reduced by 1) at a big spell to just effectively nothing. I not gonna risk it, so i think it's better to have 990 essences to actually do the spell and use 10 to reduce the side effects.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 13, 2015, 06:00:28 am
((The infinite essence method confirmed to chek out mathematicly.

Any atempt to create an essence using another essence will now result in atempting mage turning inside-out due to conflicting curents of magic as they atempt to both store and use the power within them ath the same time.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: endlessblaze on October 13, 2015, 06:31:45 am
((Cue someone finding a way around that. Witch is the. Crushed by the gm, casueing a new way around to be made, and so on.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: H4zardZ1 on October 13, 2015, 06:56:08 am
((Well, i see a new loophole there: Summon consumable magic enchancer and done.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: thegamemaster1234 on October 13, 2015, 08:17:20 am
Jiksap's new creation was a thing of beauty in his eyes. A mechanical paradox: always broken yet always functioning, the gears turning even as they collide. He knew now that he would finally be able to think in peace... or, at least, peaceful on the outside. What goes on inside is quite the opposite.
Create 3 essences, meditate with my cool thingy that represents my insanity. Obviously, think of crazy things! Like the relationship between the crazed mind of the inventor to the mechanical order of the finished product!
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: star2wars3 on October 13, 2015, 01:39:07 pm
Skelliborn
If Viznor agrees to the trade: turn Viznors "bone claws" item into a more bladish, more powerful, bigger, enchanted blade, sharper etc. version of itself using:
2 Blade essences +1/+1 in return for more knowledge of the vortex bane's properties.

If not, create 3 essences.

Also walk through the council room trying to get to know the other mages and get some allies. Even the strongest mage has weak spots in their magic defense, something which allies can help cover for.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Whisperling on October 13, 2015, 09:53:03 pm
Using enough +1 CMP and +1 POT essences to get me a total bonus (including my natural bonus, the competence aura, etc.) of +3+3, Find out more about Vortex Bane for Skeleborn. In particular, figure out exactly how unbreakable it is (how well can it resist magic, how much physical force can in take, that sort of thing), how its powers can be used (beyond destroying vortexes), and how large a role Hephustus actually played in making it.

If possible, implant the information directly into Skeliborn's mind. ((IE, have it PM'd to him)). Try to do the spell at the same time he enhances my claws.

Pick up the book, and take it with me. Use a spell to figure out what the valuable thing I found is (preferably including a run-down of what it is/can do. Could you PM that bit to me?), then get the library to bring it to me. If that doesn't work out for whatever reason, just go look for it myself, since I assume the scanning spell at least gave me an idea as to where it is.

Also do this:

Make two essences afterwards.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Beirus on October 13, 2015, 10:54:43 pm
"We will wait for James before we decide on anything. I still have some modifications to make "


Transfer power from the mind wipe defence to the competence aura.

Have the castle form part of the solid aether of the table into a tablet for me. If it has to be a spell, use my +1/+1 aether essence on it. If not, use the essence on my first spell.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: ATHATH on October 14, 2015, 07:54:20 am
"We will wait for James before we decide on anything. I still have some modifications to make "


Transfer power from the mind wipe defence to the competence aura.

Have the castle form part of the solid aether of the table into a tablet for me. If it has to be a spell, use my +1/+1 aether essence on it. If not, use the essence on my first spell.

You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Whisperling on October 14, 2015, 08:34:18 am
"We will wait for James before we decide on anything. I still have some modifications to make "


Transfer power from the mind wipe defence to the competence aura.

Have the castle form part of the solid aether of the table into a tablet for me. If it has to be a spell, use my +1/+1 aether essence on it. If not, use the essence on my first spell.


The mind wipe aura is my thing, so I'm pretty sure it's within my power to regulate what Jace is doing. Arrange things so that the mind wipe aura will divert its power to the competence aura, but only if nobody has hostile intentions. Since the intent-detection system is technically separate, that shouldn't be an issue.

Jace, if you would like to improve the competence aura, I would be happy to help you. I do, however, ask that you try to keep the defense system in working order.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Prismatic on October 14, 2015, 01:00:54 pm
Continue travelling, creating 3 essences on the way.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 14, 2015, 03:31:38 pm
I got distracted again, so no update today. Depending on how tomorow goes, next turn will come out in 12-24 hours.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Beirus on October 14, 2015, 05:16:41 pm
((Whisperling, isn't Viznor in the library? Jase is in the chamber. How does Viznor have any idea of what Jase is doing? And while I do think that the mindwipe was a nice idea, Jase believes that people should be punished after doing something wrong, not before. While he might be supportive of mind wiping someone who attempted to kill another mage inside the fortress, he is not okay with preemptively mind wiping someone for getting angry and thinking about shouting expletives, since the verbal abuse could be considered hostile.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Whisperling on October 14, 2015, 05:47:07 pm
((Whisperling, isn't Viznor in the library? Jase is in the chamber. How does Viznor have any idea of what Jase is doing? And while I do think that the mindwipe was a nice idea, Jase believes that people should be punished after doing something wrong, not before. While he might be supportive of mind wiping someone who attempted to kill another mage inside the fortress, he is not okay with preemptively mind wiping someone for getting angry and thinking about shouting expletives, since the verbal abuse could be considered hostile.))

((It's...not actually causing any damage. It just prevents people from attacking others, because they forget the action in question before they do it. Nothing even remotely approaching preemptive punishment.))

((And I kinda assume Viznor has a feel for this thing. He made it, after all.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Sarrak on October 14, 2015, 06:06:38 pm
You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
((Not really. Elder mages are simply not bloodthirsty enough.))

Animate my own blood. All essences.

((Just a nifty precaution for the future, as well as first step for something more interesting... Considering my staff, I would still function quite well with a heart torn out - giving me time to think of something.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Beirus on October 14, 2015, 06:34:02 pm
((It seemed like it was meant to stop any hostile actions, which seems like it might include any heated arguments. That would mean we can't even have proper shouting matches in the council chambers. We need our ability to shout expletives at each other. Joking aside, Jase knows absolutely none of this, and a key part of his vision for the castle was that mages could have disagreement and attempt to come to blows, which would be stopped by the other defenses. He interprets the mindwipe defense as infringing on the free will of mages, made more insidious because they wouldn't even realize it.

Also, and I'll have to double check with DG on this because I asked something similar earlier, the castle is the animate one that can sense the systems. No mages can sense them in any way, otherwise Jase would be able to know exactly what everyone else inside was doing since he did make the animate enchantment and the majority of the castle itself. Although if DG does decide that mages are able to sense what they create, I'm cool with that. Big Aether is always watching! We'll go 1984 with this shit.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 14, 2015, 06:36:42 pm
You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
((Not really. Elder mages are simply not bloodthirsty enough.))

Animate my own blood. All essences.

((Just a nifty precaution for the future, as well as first step for something more interesting... Considering my staff, I would still function quite well with a heart torn out - giving me time to think of something.))

That is a really neat idea, but doesn't really tie to aether. At all.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Whisperling on October 14, 2015, 06:39:40 pm
You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
((Not really. Elder mages are simply not bloodthirsty enough.))

Animate my own blood. All essences.

((Just a nifty precaution for the future, as well as first step for something more interesting... Considering my staff, I would still function quite well with a heart torn out - giving me time to think of something.))

That is a really neat idea, but doesn't really tie to aether. At all.

((I'm... pretty sure that isn't Beirus.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Sarrak on October 14, 2015, 06:46:14 pm
You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
((Not really. Elder mages are simply not bloodthirsty enough.))

Animate my own blood. All essences.

((Just a nifty precaution for the future, as well as first step for something more interesting... Considering my staff, I would still function quite well with a heart torn out - giving me time to think of something.))

That is a really neat idea, but doesn't really tie to aether. At all.

((How about liquids, then?  ;)
As Whisperling noted, I'm no Beirus and have no aether...yet.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Beirus on October 14, 2015, 06:46:57 pm
You do realize that one of the only things in the fortress that keeps it from being the site of a mass murder is that anti-violence field, right?
((Not really. Elder mages are simply not bloodthirsty enough.))

Animate my own blood. All essences.

((Just a nifty precaution for the future, as well as first step for something more interesting... Considering my staff, I would still function quite well with a heart torn out - giving me time to think of something.))

That is a really neat idea, but doesn't really tie to aether. At all.

((I'm... pretty sure that isn't Beirus.))
((It is not. But speaking of tying things to aether, DG, you're gonna love what I'm planning to do later. Or you'll hate it. Not sure yet.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: star2wars3 on October 14, 2015, 08:02:34 pm
I can't wait to see what you are trying to set up.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: XXXXYYYY on October 14, 2015, 08:10:30 pm
((Unaffiliated hoo hoo hoo))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: star2wars3 on October 14, 2015, 10:04:59 pm
That's not ominous at all.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: FallacyofUrist on October 14, 2015, 10:18:38 pm
((It is not. But speaking of tying things to aether, DG, you're gonna love what I'm planning to do later. Or you'll hate it. Not sure yet.))

((It's probably worth noting that I've designed an entire affinity just to beat you.))
((I'll PM it to any new player who wants to use it.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 15, 2015, 01:16:16 am
((Aparently, Sarrak and Beirus are still too simmilar in my eyes for some reason.  :-[ ))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: Sarrak on October 15, 2015, 01:58:17 am
((Aparently, Sarrak and Beirus are still too simmilar in my eyes for some reason.  :-[ ))
((That's fine and would be very amusing in case of a fight between us. Mirrored injures and all.))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 15, 2015, 02:49:56 pm
 Turn 122

I put the hat on and meditate "Thank you Isis i shall do anything you ask"

"Share my gift by protecting those in danger, if you wish to thank me." And with that, the presence Nihilum had not noticed before, was gone. The hat was not doing anything peculiar for now.

"Ooo, aren't you ah nice lil' one."
Put on the amulet, then search around a bit for a chair outside. If one exists, take it. Then go up to the council chamber regardless.
Spoiler (click to show/hide)

Gambler walked around the castle, searching for a chair fitting him. A lucky chair that could only be found by a lucky man. Possibly could only be used by a lucky man. He knew that it could only be used by a lucky man, because a plaque above the chair informed him that there was a dispenser built in the chair, but it had equal chance to dispense rare wines as it had to dispense quicksilver.

Shias the Druid
"Well then. Council chamber has been created. What is be the matter this council will discuss about?"

Placeholder action: Make 5 essences.

Spoiler (click to show/hide)

Shias, not habing anything immediete that needed doing, decided to go for some risky ammounts of power gathering. He hadd a feeling that he'd need them later.

go to council chamber, make a chair of gold. also look at the etchings in there.
Spoiler (click to show/hide)

Not too interested in ancient battle sites, Flare went off upstairs towards the council room. Once there, feromancer noticed something peculiar. A throne of gold. It was a beautiful thing, unlike the mage sitting on it. Flare saw it and knew he wanted it. From aether he called a throne for himself, yet what arrived was a huge lump of electrum. Flare tried to calm down by looking at the etchings on the walls, but he could not understand a single symbol this time.

4 Electric Essences. Again.

Spoiler (click to show/hide)

Eterna was relaxing nonchalantly in his new throne. Mages around were all waiting for the council to start, so it was relatively quiet. He continued focusing power so as to not go asleep from relaxation.

Try to enhance my force shield with animate (-2). One force essence after.
Spoiler (click to show/hide)

Crimson decided that it was about time to improve his shield. It was the only thing in his gear left unenhanted, and he knew well by now, how to craft enchantments of mobility. Soon, the shield was able to both bend and fly at will.

Old King Coal stopped to catch his breath.

"What is this place? It's as though someone spliced several bubble universes together!"

Old King Coal sighed as he realized that he was extremely lacking in essences.

"It's been so long since I've had to cast under pressure..."

Old King Coal takes a cursory look around and makes 3 Bone essences.

Spoiler (click to show/hide)

Old King looked around. There was nobody immediately chasing him, so King looked around better. There was a large lake of what seemed to be bloody Mary cocktail. There was a smaller lake of clear water. There was an eldritch castle that glowed purple and there were some normal looking castle ruins in the opposite direction. What caught Kings eye was a bush of tobacco growing near the smaller lake. It just seemed strangely out of place next to reeds.


James nods to Grundar.
"Don't worry I'll get you outta here. Its the tree men who should be saying sorry not you."
He then looks at the three treants stopping at the purple one. He's getting very frustrated with tree's behavior lately.
"Why do you have Grundar bound like this? Please let him go."

"I'm guessing the aberration you're asking about was the troll's extra arms. I see he doesn't have them anymore. No, that wasn't weren't my work. The mage who caused that is dead now. You know just because someone looks a bit different doesn't mean they're an aberration, that's very inconsiderate thinking."
Try to peacefully talk our way out of this, but if the treants attack blast them with my dragonbreath then use the chainsaw to free Grundar. If they don't attack then forge 3 healing essences.
Spoiler (click to show/hide)

"You have no idea of what you speak as you say 'a little different'. Fleshsmiths and their abominations left scars that remained for centuries after they were stopped. We saw one with the skill before, but he escaped us. But we sense that you speak truth. Do not go down the path of forging flesh, it is a path of corruption and destruction. Now go." With these words, roots around Grundar crawled away, releasing the troll.

Mmmm.
3 more essences, I guess.

Spoiler (click to show/hide)

Alexander was getting slightly bored. He crafted numerous swords, but there was nothing to use them on. So many mages were holed up in the tower, and those who weren’t seemed to be asleep. There was a serious lack of aggressive ambition going on here.

"Hey, you seem to have forgotten your...oh, he's gone. No matter, this may prove useful."

Pocket Xom's paradoxically ten-cornered cube and set off in search of the fortress library.
PM sent.
Create 4 essences.

Spoiler (click to show/hide)

Ilium collected the paradoxes object and went off towards the castle. There was a place within it that held something he wanted. It took surprisingly little time to find the library. Once there, Ilium disappeared between bookshelves and went to meditation.

"So are we starting this council or what?"

Make my way to my oak chair, and then craft 4 essences
Spoiler (click to show/hide)

Waiting for the council to start, Dwen managed to do something that had never happened before within the castle - unintentionally fumble creation of an essence. Thankfully, this merely conjured a cloud of gin mist over Dwen, making him smell like a drunk. For a moment, Dwen felt regret that gin had materialized outside of him, as this waiting did not seem to be coming to any close end.

"Hmm... Now that I'm here, might as well have a seat."

Summon a chair. Then check whether it's safe to sit in. If it is safe, sit in it and join the council meeting.

Spoiler (click to show/hide)

Bob, feeling that same feeling which goaded wizards into building ever taller towers all over the land, pride, decided to call forth a personal seat. Aether chairs were perfectly fine, but they lacked both impressiveness and identity. From times long past, Bob called what appeared to be a wooden throne covered by moss. The moss worked surprisingly well as a cushion, allowing comfortable sitting. What made the throne ideal was that it had a moss covered platform to each side. What for was made immediately apparent as both of Bobs raptors lied down comfortably on the platforms like overgrown mutant cats.

Jiksap's new creation was a thing of beauty in his eyes. A mechanical paradox: always broken yet always functioning, the gears turning even as they collide. He knew now that he would finally be able to think in peace... or, at least, peaceful on the outside. What goes on inside is quite the opposite.
Create 3 essences, meditate with my cool thingy that represents my insanity. Obviously, think of crazy things! Like the relationship between the crazed mind of the inventor to the mechanical order of the finished product!

Spoiler (click to show/hide)

Jiksap looked mesmerized at his newest creation. He focused an essence and one of the cogs began moving faster. He focused back on the effigy and the gear slowed down again. The gears seemed to react to the way he thought at the moment, but Jiksap had yet to detect a reliable pater. It was so very interesting.

Skelliborn
If Viznor agrees to the trade: turn Viznors "bone claws" item into a more bladish, more powerful, bigger, enchanted blade, sharper etc. version of itself using:
2 Blade essences +1/+1 in return for more knowledge of the vortex bane's properties.

If not, create 3 essences.

Also walk through the council room trying to get to know the other mages and get some allies. Even the strongest mage has weak spots in their magic defense, something which allies can help cover for.

Using enough +1 CMP and +1 POT essences to get me a total bonus (including my natural bonus, the competence aura, etc.) of +3+3, Find out more about Vortex Bane for Skeleborn. In particular, figure out exactly how unbreakable it is (how well can it resist magic, how much physical force can in take, that sort of thing), how its powers can be used (beyond destroying vortexes), and how large a role Hephustus actually played in making it.

If possible, implant the information directly into Skeliborn's mind. ((IE, have it PM'd to him)). Try to do the spell at the same time he enhances my claws.

Pick up the book, and take it with me. Use a spell to figure out what the valuable thing I found is (preferably including a run-down of what it is/can do. Could you PM that bit to me?), then get the library to bring it to me. If that doesn't work out for whatever reason, just go look for it myself, since I assume the scanning spell at least gave me an idea as to where it is.

Also do this:

Make two essences afterwards.

Spoiler (click to show/hide)

Viznor and Skeliborn launched their spells at the same time, to keep matters fair.  Viznor did not know what knowledge he had just planted in Skeliborns mind, but he could feel his bone claws grow heavier. They had indeed grown larger, there were even what appeared to be small inward facing spikes on them.

The trade finished, Viznor sought to find the treasure that his previous spell had revealed. Some extra magic was spent searching for the details of the treasure, but it seemed to be shielded. But not shielded enough, thought Viznor, pulling a particular book out of a particular shelf. There was something about it that gave it greater value than anything else here. Seeking to find out exactly what, Viznor opened rough leather bound tome and quickly closed it again, just in time to seal a stone fist that was somehow within the book back inside. This book was both magical and angry, and that was never a good combination in anything.

"We will wait for James before we decide on anything. I still have some modifications to make "


Transfer power from the mind wipe defence to the competence aura.

Have the castle form part of the solid aether of the table into a tablet for me. If it has to be a spell, use my +1/+1 aether essence on it. If not, use the essence on my first spell.

Spoiler (click to show/hide)

Jase focused his mind and extended his magic toward the structures of power that held the castle together. There was a shift in runes within the walls, and one of glowing circles above the castle doubled in size. It would take a minute or two until the aura finished changing, but it was done. James looked back at the other mages, most of them siting on fancy personalized thrones, and decided to be better than that. Rather than crafting an elaborate throne, however, Jase marked his seat by forging a tablet in the part of the table next to it.

Continue travelling, creating 3 essences on the way.
Spoiler (click to show/hide)

Xom continued traveling away from the eldritch castle and towards the furthest explored edge off the island. He stopped just before the dessert to catch a breather. Hot air blew from the sands, although no source of heat could be identified. That did not bother Xom much, when magic was involved, artificial deserts were nothing unusual.

Edits and stuff
Spoiler (click to show/hide)

The portal came to life once more, and from it Marcus the necromancer appeared. There were many legends about his might, but there was a disconcerting fact that the portal flared entirely different color when he entered that spoke more than a thousand rumors.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: BlitzDungeoneer on October 15, 2015, 03:04:28 pm
C'est useless!
Start walking in a random direction, then. Maybe a worthy opponent can be found elsewhere.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: AoshimaMichio on October 15, 2015, 03:09:29 pm
Shias the Druid
"Well then. Council chamber has been created. What is be the matter this council will discuss about?"

Placeholder action: Make 5 essences.

You forgot my action.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: fillipk on October 15, 2015, 03:30:03 pm
Dwen starts humming the jeopardy theme as he makes 4 more essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 15, 2015, 03:33:30 pm
Shias the Druid
"Well then. Council chamber has been created. What is be the matter this council will discuss about?"

Placeholder action: Make 5 essences.

You forgot my action.

((Added.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 15, 2015, 03:50:47 pm
Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Whisperling on October 15, 2015, 03:56:29 pm
((Ten pot? Those must be some claws.))

ID the book with enough essences to net me a total of +3 +3 (including my natural bonus, and the newly-enhanced aura), and figure out what it is, what I can do with it, and anything else of interest. The scanning spell told me this thing was valuable, so it has to be useful somehow. PM the info, if that's all right.

Also, get away from that blade mage. He did a great job on my claws, but I don't want to be anywhere near someone making essences with a -10 penalty.

If Skelliborn ends up dead, collect his shards, plus whatever he was carrying around. No use letting them go to waste.


Assuming neither the book or the blade mage cause any issues:

This wouldn't be much of a library if it didn't have a set of encyclopedias. Get the library to guide me to them, and take the "E" volume off the shelf. Flip through it a little, see if anything looks interesting.

Do another scanning spell. This time, make it tell me about what it detects, in addition to finding it.

Make three essences.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: XXXXYYYY on October 15, 2015, 03:56:48 pm
((Uh, DG? I think you forgot my action))
"Ooo, aren't you ah nice lil' one."
Put on the amulet, then search around a bit for a chair outside. If one exists, take it. Then go up to the council chamber regardless, making 4 essences.
((Let's see if my luck works in my favor here and finds me something.))

((Also, sorry 'bout the Treants.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: NAV on October 15, 2015, 04:22:08 pm
"Thanks for being so understanding. I'll try not to do any evil fleshwarping. Now we gotta run, we're late for a council meeting."
James would have stayed a bit longer to talk about morality of fleshwarping and other topics, but he doesn't want to keep the council waiting any longer. And it's probably best to leave while the treants are happy and not risk angering them by saying something they disagree with.

Hurry to the council. Make sure to stick with Grundar though.
Forge 3 healing essences on the way there.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: endlessblaze on October 15, 2015, 04:50:02 pm
-eye twitch-

"And people wonder why mages risk there lives in tournaments, colosseums and the the like for souls....Magic is just so unreliable otherwise!"

-sigh- "
hey I'm going to try to make an essence gen. Anyone Mind helping? It would at least let us spend our time working instead of gathering power."

Spoiler (click to show/hide)

(No this is not me trying to bypass no essences to make more thing. I have been planing this since we started with the tower. Basically this is a device that makes essences over time, speed and chances of being chaotic depend on the particular genrator.)
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 15, 2015, 04:52:05 pm
Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

I'm fairly certain I had said that you enter the arena as a Fleshy mage. Because you do.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: XXXXYYYY on October 15, 2015, 04:54:48 pm
[provided my turn gets added in by DG,]
"I'd chip in, 'n' I think my affinity 'ight prove 'elpful in that endeavor."
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 15, 2015, 05:57:14 pm
I haven't gotten the info yet DG.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: endlessblaze on October 15, 2015, 06:02:23 pm
"most likely. your power should make it easier to insure the generator has a low chaotic rate vs the rate of stable essences...."
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DAPARROT on October 15, 2015, 06:14:36 pm
Make 3 essences
So,what are we doing here?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 15, 2015, 07:13:24 pm

I think we are talking about magic or something. My name's Skelliborn the blade mage by the way. although I prefer just Skelliborn to my full mage title. How many I address you?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 15, 2015, 10:16:53 pm
Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

I'm fairly certain I had said that you enter the arena as a Fleshy mage. Because you do.
Why do my plans get thwarted at every turn!?

How much pot and comp are required to make myself a banshee?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: FallacyofUrist on October 15, 2015, 10:58:39 pm
((I'm going to provide an estimate for the CMP required. First up, let's assume a banshee is a type of undead, because otherwise it's going to be near-impossible with your affinities. So let's go with -1(specific type of undead), -1 or -2(spectral, passes through walls), -1 or -2(controlled flight/levitation while incorporeal), -1 or 0(becoming solid at will). Let's throw in one more minus-1 for transforming the self, and perhaps a -1 for anchoring your soul so it stays in your body... the grand total on the low side is (-1-1-1-0-1) which is -4 CMP. If you want to be on the safe side, you should plan for (-1-2-2-1-1-1) which is -8 CMP. So if you average those results... you're going to need essences to account for -6 CMP at least, and preferably several more essences to make most likely a good result.))

((I'm not sure if POT suffers maluses for complexity.))

"Tobacco? What is tobacco doing growing with reeds? Aha! Mages would want to keep their loot hidden, thus out-of-place bushes are a good place to hide things! Thus, it must be a magic chest in disguise!"

Poor Old King Coal suffered from bouts of insane troll logic through no fault of his own, but that didn't stop them from working.

Old King Coal tries to open the presumed magic chest, while making 3 bone essences. If he fails to open the chest, he's going to start tearing up the plant in an attempt to get to the supposed treasure inside(which probably doesn't exist).
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: thegamemaster1234 on October 15, 2015, 11:21:26 pm
Jiksap begins top secret conversation with the odd, dark, smells-of-death visitor. And why not? After all, this type of character is always bound to be interesting.

Sadly, what he wanted was exactly the two things besides himself that he holds most dear. A different arrangement would have to be made, if at all.

Meanwhile, Jiksap decides to begin to stop being overly paranoid and put his fancy backpack to use. Of course, no hostile intent here! Jiksap doesn't want to blow anything up at all! It's just that the pack's secondary function - and perhaps later, additional functions - won't work at all the way it is now.

Use a small little spell (say, summon a cog) and have my backpack absorb it as charge. Afterwards, create 3 essences.
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: _Shinju_ on October 15, 2015, 11:52:37 pm
I put the hat on and meditate "Thank you Isis i shall do anything you ask"
Uh you forgot me too
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Sarrak on October 16, 2015, 01:45:26 am
((Damn. Best plans always go awry by small things... Four liquid essences on the last turn. Sorry for past-edits.))

Four liquid essences more!

"Tsk, how careless of me... I nearly got my spell subpar by forgoing preparations..."
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: DreamerGhost on October 16, 2015, 02:03:52 am
I put the hat on and meditate "Thank you Isis i shall do anything you ask"
Uh you forgot me too

Did I somehow miss an entire page of posts? Went to 211 from 209? I don't think I did, but results speak otherwise.
Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

I'm fairly certain I had said that you enter the arena as a Fleshy mage. Because you do.
Why do my plans get thwarted at every turn!?

How much pot and comp are required to make myself a banshee?
At least 20/20. On the bright side, you'll get your necromantic chainmail back.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: H4zardZ1 on October 16, 2015, 02:13:43 am
"Here i go! It's not a chair through."

Make a golden rod with a electric diamond-shaped crystal at the top which is held in place with gold. All non-chaotic essences.

"Tobacco? What is tobacco doing growing with reeds? Aha! Mages would want to keep their loot hidden, thus out-of-place bushes are a good place to hide things! Thus, it must be a magic chest in disguise!"
((Hint: The key of the magic chest is your mouth))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Roc CURIOUSBEAST_EATER on October 16, 2015, 04:45:01 am
Name: Forric, The logical positivist
Affinity: Heat
Description(optional):N/A expect for the fact he hates unverifiable claims.
STR= 0
DEX= 1
SPD= 3
END= 1
POT= 3

Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: XXXXYYYY on October 16, 2015, 05:31:53 am
((Where am I at the moment?))
Title: Re: Roll to Magic: Turn 121 Gathering and explorations
Post by: ATHATH on October 16, 2015, 07:39:16 am
I put the hat on and meditate "Thank you Isis i shall do anything you ask"
Uh you forgot me too

Did I somehow miss an entire page of posts? Went to 211 from 209? I don't think I did, but results speak otherwise.
Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

I'm fairly certain I had said that you enter the arena as a Fleshy mage. Because you do.
Why do my plans get thwarted at every turn!?

How much pot and comp are required to make myself a banshee?
At least 20/20. On the bright side, you'll get your necromantic chainmail back.
How about becoming a bog-standard zombie? What would be my maluses and bonuses in zombie form?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 16, 2015, 12:45:48 pm
((Where am I at the moment?))
(Either in some random coridoor, wondering wether or not taking the chair is worth it, or within the council chambers siting on said chair. Your pick))

How about becoming a bog-standard zombie? What would be my maluses and bonuses in zombie form?
10/10, as usual, more will give you a better deal. You'd lose SPD and POT, gaining STR and END.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: _Shinju_ on October 16, 2015, 01:30:32 pm
I get up to create 3 essences as head into the castle
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 16, 2015, 01:54:51 pm
Skelliborn
Attempt to Create 10 blade essences because why not?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: XXXXYYYY on October 16, 2015, 02:06:58 pm
Wait for the council to start, make 5 essences.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 16, 2015, 02:08:33 pm
((Where am I at the moment?))
(Either in some random coridoor, wondering wether or not taking the chair is worth it, or within the council chambers siting on said chair. Your pick))

How about becoming a bog-standard zombie? What would be my maluses and bonuses in zombie form?
10/10, as usual, more will give you a better deal. You'd lose SPD and POT, gaining STR and END.
What is the least expensive undead type for me to turn into that doesn't take a hit to pot?

Are there any that give a bonus to comp or pot? How costly is it to turn myself into them?

Does being a lich count as being undead?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 16, 2015, 03:53:07 pm
Skelliborn
Attempt to Create 10 blade essences because why not?

((Because I will continue rolling after your first fumble and continue even after you get 100% chance to fumble.))

What is the least expensive undead type for me to turn into that doesn't take a hit to pot?

Are there any that give a bonus to comp or pot? How costly is it to turn myself into them?

Does being a lich count as being undead?

((Skeleton.
Vampire or Lich might, if you invest enough poweer.
Yes.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 16, 2015, 04:21:21 pm
Skelliborn
Attempt to Create 10 blade essences because why not?

((Because I will continue rolling after your first fumble and continue even after you get 100% chance to fumble.))

What is the least expensive undead type for me to turn into that doesn't take a hit to pot?

Are there any that give a bonus to comp or pot? How costly is it to turn myself into them?

Does being a lich count as being undead?

((Skeleton.
Vampire or Lich might, if you invest enough poweer.
Yes.))
What are the bonuses and penalties for being a skeleton? What is the required comp and pot to become one?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 16, 2015, 09:21:45 pm
Skelliborn
Attempt to Create 10 blade essences because why not?

((Because I will continue rolling after your first fumble and continue even after you get 100% chance to fumble.))

What is the least expensive undead type for me to turn into that doesn't take a hit to pot?

Are there any that give a bonus to comp or pot? How costly is it to turn myself into them?

Does being a lich count as being undead?

((Skeleton.
Vampire or Lich might, if you invest enough poweer.
Yes.))

Given that I turned a bone into a powerful weapon with a 2 on a luck role, yes. (The reason European sword s are good weapons is because there weight causes internal bleeding through armor. As a result, the bone blade was a complete success. I did my research when creating this aspect.)
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Whisperling on October 16, 2015, 09:39:33 pm
Given that I turned a bone into a powerful weapon with a 2 on a luck role, yes. (The reason European sword s are good weapons is because there weight causes internal bleeding through armor. As a result, the bone blade was a complete success. I did my research when creating this aspect.)

((That luck roll is in my color, so it was probably for the book that tried to punch me in the face.))

((That's not to say I doubt the lethality of my new sword-claws, though.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: NAV on October 16, 2015, 10:23:23 pm
((About swords and armour.

Most european swords were not heavy. They were designed for dueling people without armour. You don't need a lot of impact to kill someone without armour, you need speed and reach. Swords were designed to be as light and fast as possible, usually less than 4 pounds. That's why they have that groove in the middle, to lighten the sword without weakening it. The exception to this is zweihanders, which were mostly designed to cut the tips off of pikes. No swords were made to deal with armour though. If you want to get through armour use a hammer or mace.

There is one technique knights used, called Mordhau. (https://en.wikipedia.org/wiki/Mordhau) They literally held the sword by the blade and hit people with the handle like a mace. There was also Halfswording (https://en.wikipedia.org/wiki/Half-sword), where they held halfway up the blade to get more control and make it easier to stab between armour plates. But no one carried a sword to deal with armour. These techniques were used as backup for when they lost their mace or other anti-armour weapon.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 16, 2015, 10:25:15 pm
Whatevs, it still created a blade like weapon. Also, I want to see how the essences collapse.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Trewque on October 17, 2015, 03:50:11 pm
Craft 3 essences, then move my chair next to Professor Jiksap.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 17, 2015, 04:39:57 pm
What are the bonuses and penalties for being a skeleton? What is the required comp and pot to become one?
15/15, bonuses for more. You lose END, gain SPD and some asorted being a skeleton bonuses.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Crimson on October 17, 2015, 05:28:44 pm
Create one force essence and one explosion essence.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Atomic Chicken on October 17, 2015, 05:33:57 pm
PM'ed.
Once I'm done, find the council chamber and create 4 essences.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 17, 2015, 11:34:46 pm
What are the bonuses and penalties for being a skeleton? What is the required comp and pot to become one?
15/15, bonuses for more. You lose END, gain SPD and some asorted being a skeleton bonuses.
Mmph. A little stiff, but I'll manage. Is SPD used for initiative? Also, I thought I'd loose dex rather than end.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 18, 2015, 12:17:04 am
Name: Forric, The logical positivist
Affinity: Heat
Description(optional):N/A expect for the fact he hates unverifiable claims.
STR= 0
DEX= 2
SPD= 2
END= 0
POT= 4
Another fire/heat/flame mage? Don't we already have two more of those? Can no-one think outside of the stereotype that all mages must be able to throw fireballs?

Also, re-balance those stats. You should bring your stats to multiples of three for a consistent bonus, and/or bump a few of them up to one to negate the penalty for having zero points in a stat.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Beirus on October 18, 2015, 01:07:46 am
Two aether essences. Take appropriate precautions against any idiots collapsing essences in a harmful way.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: thegamemaster1234 on October 18, 2015, 01:21:55 am
As the necromancer and the mad scientist delved into deeper and deeper conversation, soon all was revealed to Jiksap. And he knew that he could not resist the offer of one clearly at least as mad as himself.

((ATHATH's ultra top secret offer has been accepted. Please make sure to enter the building for your turn though, I would prefer if I wasn't secretly screaming out the window at you.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 18, 2015, 07:10:52 am
Two aether essences. Take appropriate precautions against any idiots collapsing essences in a harmful way.

I'm nnot an idiot, I'm just a n emotionless impulsive  blade mage.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: AoshimaMichio on October 18, 2015, 10:40:19 am
Shias is bored and annoyed for having to wait. He makes 5 essences in meantime.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 18, 2015, 12:27:19 pm
Hey... if the Gambler got a large enough bonus to his luck, he could collapse 20 or so luck essences in one turn with little to no risk.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Whisperling on October 18, 2015, 02:23:27 pm
Hey... if the Gambler got a large enough bonus to his luck, he could collapse 20 or so luck essences in one turn with little to no risk.

((Something tells me bad things happen when you try to get away with a -20 malus.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Prismatic on October 18, 2015, 02:58:35 pm
Xom stood at the edge of the plains, beholding the great barren sea that engulfed the landscape before him. Harsh, sand-laden desert winds whirled out to meet him, flowing over millions of fine particles, constantly shifting and disorganising them. Here, in sight of the sand and eroding rocks, Xom felt a certain sense of comfort and understanding.

Walk east towards the heart of the desert, keeping an eye out for anything of interest. Make 3 essences.
Also, PM.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 18, 2015, 03:59:39 pm
Afraid there will be another delay. As much as I want to blame my roommates wanting such absurd things as "sleep" and turning off the lights making it hard to type, truth is I am still at least an hour and a half of typing away from finishing. This pushes update to tomorow, 10-12 hours away from now.

In the meanwhile, a question.
Should I begin rolling for a Gobal even of some sort each turn?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: thegamemaster1234 on October 18, 2015, 04:16:17 pm
I'm in favor of more events, though some breathing room between events would be nice. Maybe a couple turns before rolling starts again?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Whisperling on October 18, 2015, 05:18:11 pm
Should I begin rolling for a Gobal even of some sort each turn?
What sort of events do you have in mind?
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Sarrak on October 18, 2015, 05:54:49 pm
Should I begin rolling for a Gobal even of some sort each turn?
Seeing this typo, I somehow concluded that a tribe of bald, scrawny evil pygmies would be put against us in battle. Don't ask me how. Not sure myself.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: FallacyofUrist on October 18, 2015, 07:27:35 pm
Should I begin rolling for a Global event of some sort each turn?
((Fixed. As for my answer to the question: if it's a minor thing, this "global event", then maybe every turn. If not, if, perhaps, the event was on par with "goblin invasion" or perhaps "draining mist wave" you should probably restrain global events to once every 3-7 turns.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 18, 2015, 09:32:07 pm
Is it global or goal? Either way yes with roles happening based on what others have said.

Also why do I have the feeling that next turn will be essentially chaos. Pun fully intended.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 18, 2015, 10:19:29 pm
Is it global or goal? Either way yes with roles happening based on what others have said.

Also why do I have the feeling that next turn will be essentially chaos. Pun fully intended.
He who smelt it, dealt it. Keep this guy under heavy watch for a few turns, guys.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: AoshimaMichio on October 19, 2015, 12:48:12 am
Afraid there will be another delay. As much as I want to blame my roommates wanting such absurd things as "sleep" and turning off the lights making it hard to type, truth is I am still at least an hour and a half of typing away from finishing. This pushes update to tomorow, 10-12 hours away from now.

In the meanwhile, a question.
Should I begin rolling for a Gobal even of some sort each turn?

As long as it doesn't result multiple global events going on all the time or constant stream of events, then sure. We need a breathers between troubles to build up power and prepare our own plans of mass destruction.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: NAV on October 19, 2015, 01:04:27 am
I agree with Aoshi. Global events would be cool but most of the time there should not be a global event happening. So if you roll for it use a big die.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 19, 2015, 04:39:02 am
Turn 123

Shias is bored and annoyed for having to wait. He makes 5 essences in meantime.

Spoiler (click to show/hide)

Shias looked at mages gathering within the council chambers. James finally came, and brought the troll with him for some reason. Shias eyes began to wander. There were pretty white flowers growing near the windows. Jiksap was tinkering something silly. The door was closed. There were a total of five raptors within the room. It did not look like the place ad any decent ventilation besides the windows. How did the plants manage to grow? Without sun, nor water nor any carbon dioxide influx. Magic was annoying with its constant ignoring of natural laws sometimes.

C'est useless!
Start walking in a random direction, then. Maybe a worthy opponent can be found elsewhere.

Spoiler (click to show/hide)

Alexander collected his swords and went off towards the forest. Plains were right out, if there was something there he'd see it, there was simply nothing to hide behind there. Water was also right out, as for all his skills, Alexander could not breathe underwater. That left forest as the closest possible place to find something to battle. Yet Alexander had searched a decent part of the place, without finding anything larger than a toad, making him increasingly aggravated.

Dwen starts humming the jeopardy theme as he makes 4 more essences.
Spoiler (click to show/hide)

Dwen too was bored from waiting. They were all mages here, yet there was no way to make someone participate in discussion without them physically being here? Absurd. Brewmaster sighed and returned to focusing power.

Skelliborn
Attempt to Create 10 blade essences because why not?
Spoiler (click to show/hide)
Skeliborn ignored Viznor diving for cover as he began focusing power. It went comparably well at first, but Skeliborn forged past that. First essence failed, the power converging on Skeliborns blade, engraving strange runes on it, but Skeliborn still forged on. Next, the blade grew a guard to protect the hand wielding it. Then, hilt of the sword, which Skeliborn was holding on for luck, grew spikes. The spikes were over an inch in length, piercing Skeliborns hand and locking it onto the sword. Even this failed to stop him.

Next essence caused all edges in the library become a bit leaner, though not enough to be called sharp. The collapse after that was different from the others. Instead of the strange indecisiveness that he usually felt, Skeliborn felt outright malice, as magic tried to forge blades out of his bones. It was not quite strong enough this time, but the blade holding hand seemed to had begun bleeding just a bit extra.


ID the book with enough essences to net me a total of +3 +3 (including my natural bonus, and the newly-enhanced aura), and figure out what it is, what I can do with it, and anything else of interest. The scanning spell told me this thing was valuable, so it has to be useful somehow. PM the info, if that's all right.

Also, get away from that blade mage. He did a great job on my claws, but I don't want to be anywhere near someone making essences with a -10 penalty.

If Skelliborn ends up dead, collect his shards, plus whatever he was carrying around. No use letting them go to waste.


Assuming neither the book or the blade mage cause any issues:

This wouldn't be much of a library if it didn't have a set of encyclopedias. Get the library to guide me to them, and take the "E" volume off the shelf. Flip through it a little, see if anything looks interesting.

Do another scanning spell. This time, make it tell me about what it detects, in addition to finding it.

Make three essences.


Spoiler (click to show/hide)

Viznor decided that caution was the better part of valor. He was never really that courageous anyway. And this was dealing with someone who seemed mad, so it did not count. So seer dived behind a bookshelf filed with particularly thick books, and waited until magic stopped. To his great surprise, sword mage was not dead. Sure he was bleeding, and the glass sword seemed to have become painful to use, but all things considered, it was not that bad. After considering for a moment the chance that Skeliborn had magicked himself into a timed bomb, Viznor walked off deeper into the library to seek his other goals.

The magical search returned nothing but white noise, but encyclopedia search was much more interesting. "Ehofirs, a general name for all objects and creatures that have some method of making themselves impossible to describe or remember. Methods vary from changing appearance each time it is seen or described to making all memories of them disappear, sometimes even as a person is looking straight at them. " Creatures that did not want to be remembered in any accurate way, now that might be something new.

"Thanks for being so understanding. I'll try not to do any evil fleshwarping. Now we gotta run, we're late for a council meeting."
James would have stayed a bit longer to talk about morality of fleshwarping and other topics, but he doesn't want to keep the council waiting any longer. And it's probably best to leave while the treants are happy and not risk angering them by saying something they disagree with.

Hurry to the council. Make sure to stick with Grundar though.
Forge 3 healing essences on the way there.

Spoiler (click to show/hide)

James walked out of the forest at a slow pace. For one, he did not want to seem like he was running, in case treants make some wrong deductions from his haste. Another reason was that he did not trust the treants to be this friendly out of the blue, and was looking for traps. Once he and Grundar had cleared the forest though, their speed increased, and James managed to get to the council chambers just in a nick time.

Make 3 essences
So,what are we doing here?

Spoiler (click to show/hide)

Seva just couldn't focus. He was trying to focus some power, but there was a heated discussion happening about something or the other, and as usual, nobody seemed certain about what they wanted. Then James finally returned, and Seva just dropped his focus. It was not going too well, and maybe finally they'd be able to discuss what they came here to discuss.

"Tobacco? What is tobacco doing growing with reeds? Aha! Mages would want to keep their loot hidden, thus out-of-place bushes are a good place to hide things! Thus, it must be a magic chest in disguise!"

Poor Old King Coal suffered from bouts of insane troll logic through no fault of his own, but that didn't stop them from working.

Old King Coal tries to open the presumed magic chest, while making 3 bone essences. If he fails to open the chest, he's going to start tearing up the plant in an attempt to get to the supposed treasure inside(which probably doesn't exist).
Spoiler (click to show/hide)

Old king reached around the Tabaco plant, trying to find an invisible chest. Once it became abundantly clear that there was nothing invisible there, chest or no, he became angry. His anger was immediately expressed by tearing out the plant by the roots and throwing it into the lake. Old king then proceeded to kick the dirt in which the plant grew just moments ago several times. One particularly vigorous kick slid over something, revealing a patch of hard surface. Upon inspection, the surface proved to be wooden.  Thinking over the possibilities, King focused a bit of power, ignoring the tingle in his hands and nearby frog exploding in a shower of bone shards.

Jiksap begins top secret conversation with the odd, dark, smells-of-death visitor. And why not? After all, this type of character is always bound to be interesting.

Sadly, what he wanted was exactly the two things besides himself that he holds most dear. A different arrangement would have to be made, if at all.

Meanwhile, Jiksap decides to begin to stop being overly paranoid and put his fancy backpack to use. Of course, no hostile intent here! Jiksap doesn't want to blow anything up at all! It's just that the pack's secondary function - and perhaps later, additional functions - won't work at all the way it is now.

Use a small little spell (say, summon a cog) and have my backpack absorb it as charge. Afterwards, create 3 essences.
Spoiler (click to show/hide)

Jiksap began thinking about how exactly to feed a spell into his backpack. It only reacted to hostile spells directed at him. Targeting yourself was silly, and Jiksap was not certain it would count as "hostile". In the end, Jiksap just grabbed one of the many antennas his backpack had, and channeled spell into it. It seemed to work, as the backpack suddenly began whirring and sparking a whole lot more.


Four liquid essences more!

"Tsk, how careless of me... I nearly got my spell subpar by forgoing preparations..."
Spoiler (click to show/hide)

Kahel had a decent plan, although nobody tried too hard to murder him just yet, and his ribs had now entirely healed, in the future it might change. There were ways to prevent excessive damage, and Kahel had some of those ways available. Just a bit longer.

"Here i go! It's not a chair through."

Make a golden rod with a electric diamond-shaped crystal at the top which is held in place with gold. All non-chaotic essences.

CMP [3+1+1+10+5+1-1]
POT [1+1+1+10+4+2]

Eterna focused his power and forged a gem of solid electricity held within a golden scepter. It was a thing of beauty, an entire thunderstorm locked away in an invisible prison. Eterna reached out to take the scepter that was currently lying on the table, but stopped his hand midway. The hand then moved closer but stopped again. Gold was among the best conductive metals, and it was currently attached to a solid block of lightning. Then again, magic should have locked away the power of electricity entirely within the tip of the scepter. Eterna looked around and saw several others who could test the safety of the scepter.

I get up to create 3 essences as head into the castle
Spoiler (click to show/hide)

Nihilum, seeing that his hat was not exactly doing anything, and, that nobody around was doing anything, decided that the castle was a nice place to explore. The courtyard was rather disappointing though. Some white flowers aside it was rather empty. It did, of course, made sense to keep anything stealabe away from the eyes when a bunch of wizards were around, but this was almost insulting. Nihilum shrugged and went inside the tower.

Wait for the council to start, make 5 essences.
Spoiler (click to show/hide)

Gambler was sitting on his new chair within the council chambers meditating. Or having a nap. But magic was happening, so it was probably meditating. As Gambler opened his eyes after his last attempt at creating an essence collapsed, whirring of his chair caught his attention. A slit opened and out popped a can spray for curing burns. As Gambler inspected the can, the slit popped open again, this time there was a tiny bottle of what was probably alcohol. Gambler never found out, as the bottle was on fire and exploded almost immediately, splashing Gambler with burning liquid. As luck mage franticly tried to extinguish his clothes, the slit opened again, this time throwing out a thankfully unlit Molotov cocktail.

Craft 3 essences, then move my chair next to Professor Jiksap.
Spoiler (click to show/hide)

It took a bit of effort, mostly due to a pair of raptors refusing to get off the throne, but Bob managed to get his chair next to Jiksap's. Professor, as usual, was getting entirely too excited by his own experiments, but that was okay. They were all waiting for the council, and each was spending their time as they wanted.

Create one force essence and one explosion essence.
Spoiler (click to show/hide)

Crimson was getting bored and unfocused. He focused an essence and then another, but that was all he managed before James finally managed to return. Troll was with him, so things seemed to be going well enough for him. Finally, the council could begin.

PM'ed.
Once I'm done, find the council chamber and create 4 essences.

Spoiler (click to show/hide)

Ilium looked around the library, searching for something on a particular subject, but besides few books that were either uselessly basic or worthlessly specific, he couldn't find anything. Having finished the search here, Ilium went off to search for council chambers, a task that took barely a minute. For some reason, as he walked, Ilium noted that walls seemed particularly gaseous in the corridors he walked through.

Two aether essences. Take appropriate precautions against any idiots collapsing essences in a harmful way.
Spoiler (click to show/hide)

Jase looked over his tablet which claimed that "redirecting of power was 88% complete" when a warning popped up. There was a mage in question, who was certainly endangering himself but could possibly also harm others. Jase redirected what few defenses were left undrained into making certain that if the mage explodes, it would not do so too violently.

Xom stood at the edge of the plains, beholding the great barren sea that engulfed the landscape before him. Harsh, sand-laden desert winds whirled out to meet him, flowing over millions of fine particles, constantly shifting and disorganising them. Here, in sight of the sand and eroding rocks, Xom felt a certain sense of comfort and understanding.

Walk east towards the heart of the desert, keeping an eye out for anything of interest. Make 3 essences.
Also, PM.

Spoiler (click to show/hide)

Xom walked towards the desert, the harsh winds and heat not bothering him all that much. As he traveled, he saw fields of cacti, some of them rather more densely growing than others. There was an oasis there. As Xom was having a pause and admiring the cacti fields, a particularly sand filled gust of wind forced mage to cover his eyes and look down. He was a glint of something among the sand just next to his feet. It looked like a bronze disc on a string, but Xom could feel that there was magic within it. It was a key to something, there was no doubt about it.

From the portal a new mage entered, known as Forric. Forric was well known for both his talent of energy manipulation and his absolute disgust at anything that could not be verified. If there was no way to know for certain, then what's the point of thinking about it, he always said. Even now, just after exiting through the portal, he took out his notebook and marked the results. Another claim was put to rest.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: AoshimaMichio on October 19, 2015, 04:58:13 am
Shias is bored and annoyed for having to wait. He makes 5 essences in meantime.

You skipped me again.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 19, 2015, 05:06:13 am
We probably should have a short list of mages (with colors) at the end of each turn to help players and DM differentiate who is who and who was once again forgotten.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 19, 2015, 05:22:33 am
Shias the Druid. Location: Council chamber
                                                              ^
((In some games I have habit of doing this. |  ))

Another 5 essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 19, 2015, 06:35:32 am
"Okay, i'll play safe with this thing."

Touch the specter. After that, 4 more essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: thegamemaster1234 on October 19, 2015, 09:01:33 am
The deal was struck. A pact was formed.
What this means is known only to the gods, but the result may change the world forever.

Now that's settled... I think it's about time I start ironing out the bugs on this arm.
Hand over the backpack and the keys to the jet to Marcus. Upgrade my mechanical arm with sensory receptors (but not pain), using 4 +1/+1 essences. Then create 3 more essences.

((If sense-extension set to touch works the same, do that instead.))

(I misunderstood one of ATHATH's PMs, so I removed what was previously below this)
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 19, 2015, 09:10:49 am
"So it looks like the important people are either here or in the library are we going to start yet?

Make 5 essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 19, 2015, 09:35:15 am
The short and unassuming man that is James finally enters the council chamber. Or he would be unassuming if it weren't for the troll following him and the many magical artifacts on his person.

"Sorry I'm late. Did I miss anything important?"
Take a seat at the council table.
Play it safe and only make 4 essences.

I suppose it couldn't hurt to test the omnicube a bit. See if it's possible to use the forms James memorized for the old cube without any rolls. Specifically try the shovel, that seems relatively harmless.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: FallacyofUrist on October 19, 2015, 09:35:59 am
"Aha! Haha! MWAHAHAHA! What do we have here?"

Old King Coal was a little aggrieved by the fact that he was going to have to do some digging, but he pushed the thought away...

Old King Coal works at digging up the chest, making 3 bone essences as he does so.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: DAPARROT on October 19, 2015, 09:56:10 am
Make 4 essences
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 10:09:56 am
What about my essences?

4 more essences! Pm'd action.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 19, 2015, 10:16:16 am
"We haven't started yet, James. I'll assume that anyone who is not here has no interest in having any part of the decisions of this council, since they have had ample time to show up. No need to waste any more time. I, Jase Blackthorn, hereby convene the first meeting of this council."
(Insert ominous thunderclap here.)
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 19, 2015, 10:37:47 am
Shias stands near wall of council chamber. He shifts his weight more onto his staff and introduces himself.

"I am Shias, the druid of the west. Present in full power of soul, mind and body. Since the council is convened, I assume you would have an agenda ready?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 19, 2015, 10:44:42 am
"I am flare, a Mage of metal, my goal is to gain great power so that I may create great workings."

shape the electrum lump into a throne, sit in it.

"I belive the best course of action is to work together, I know we are not the only beings on this island so we do not necessarily have to fight eachother to gain power"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Atomic Chicken on October 19, 2015, 11:16:16 am
Ilium sweeps his eyes from mage to mage, studying the strangers, absorbing every detail of the new faces. Standing in a shadowy corner of the chamber, he speaks up to introduce himself.

"Greetings. I am the one they call Ilium Skydepth, traveller from a distant world, drawn now to this place by forces unknown. I have come to listen to what you have to say."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: BlitzDungeoneer on October 19, 2015, 11:20:10 am
Tch. How... Annoying. Still, finding a worthy opponent is first priority. Keep searching. Sooner or later someone will be found. Create 3 sword essences while I walk.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 19, 2015, 12:08:04 pm
"I am Dwen just a humble alcohol Mage, it was really a mistake that I ended up here but there doesn't seem to be a way out, short of winning that is."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 12:16:18 pm
"I am Marcus, a necromancer, cleric of the Manipulator, and former (Mind) Control mage. I have died, but have been revived."

"How long is this meeting, and what is its subject?"

Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: DreamerGhost on October 19, 2015, 01:03:17 pm
...and former (Mind) Control mage. I have died, but have been revived."...

((Well this is awkward))
What about my essences?

4 more essences! Pm'd action.

((I probably have missed them. Send me a quote.))
Shias is bored and annoyed for having to wait. He makes 5 essences in meantime.

You skipped me again.
Sorry about that.

Shias the Druid. Location: Council chamber
                                                              ^
((In some games I have habit of doing this. |  ))

Another 5 essences.

This actually does help.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 19, 2015, 01:44:07 pm
@DG's post above: I assumed that I'd know if I died and what my former affinity was when I am returned from the dead.

Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: DreamerGhost on October 19, 2015, 01:56:59 pm
@DG's post above: I assumed that I'd know if I died and what my former affinity was when I am returned from the dead.

Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

Oh. I discardet that post whole since you were not a ghost and you knew that you were not a ghost. And you had pm'd me what looked like a turn.

As for knowing, It is not, really, persay, old Marcus. Old Marcus was killed, his and his soul was used to make soul shards.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 19, 2015, 02:04:59 pm
"Marcus, you're alive? That's good news. You still owe me the seven shards you stole."

"For those who don't know I am James McKenzie, healer and summoner. My friend here is Grundar. Do you mind if he stays for the meeting or should I send him away?"
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: ATHATH on October 19, 2015, 02:05:21 pm
@DG's post above: I assumed that I'd know if I died and what my former affinity was when I am returned from the dead.

Marcus smirked.

"I'm back, baby!"

Float through the walls of the fortress and into the council chamber. Make four essences once I am inside of the fortress.

Ah, the perks of being a banshee.

Walk up to Jikzap, and ask him a pm'd thing.

Oh. I discardet that post whole since you were not a ghost and you knew that you were not a ghost. And you had pm'd me what looked like a turn.

As for knowing, It is not, really, persay, old Marcus. Old Marcus was killed, his and his soul was used to make soul shards.
Luckily, the old Marcus was a servant of the Manipulator as well, so the Manipulator knows what affinities I used to have. Maybe he told me?
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 02:10:00 pm
"Marcus, you're alive? That's good news. You still owe me the seven shards you stole."

"For those who don't know I am James McKenzie, healer and summoner. My friend here is Grundar. Do you mind if he stays for the meeting or should I send him away?"
"I did no such thi- oh. Well, according to paragraph 54 of the 78365th page of the Book of Universal Divine law, debts do not persist across copies. Since I have my own soul, you cannot legally place the debt of the previous copy of me that was here on me.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 19, 2015, 02:21:18 pm
"I've never heard of this book of laws, nor do I believe they apply here. This is a matter for the council to decide."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 19, 2015, 02:30:15 pm
"What is difference between copy and original? Nature cares not. They are two different, yet same. If original ends and copy takes its place, there isn't any meaningful difference."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 02:38:06 pm
"What is difference between copy and original? Nature cares not. They are two different, yet same. If original ends and copy takes its place, there isn't any meaningful difference."
"However, I am not a perfect copy. I do not remember most of my previous life and thus can be considered a different person. Plus, the soul of the version of me that stole the shards was annihilated. I think that's punishment enough."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Whisperling on October 19, 2015, 03:07:16 pm
Oh.

I apologize for that, Tome. I wasn't aware my scanning spell would bother you.

Is there anything I can do to make amends?


This is a book, and I'm a knowledge mage. If the Tome can't speak normally, I should be able to talk to it mind-to-mind without much of an issue. Anyway, say the above.

Run to the council chamber "before the council starts."

Consider the affinity I got, but never used to be Binding. In the brief moment before the universe resolves itself, apologize and promise that this will be the last switch.

Just to seal the deal, do something really minor with binding. Maybe try chatting with whatever's keeping the bookshelves together?


Make four knowledge essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 19, 2015, 03:23:53 pm
"It seems to me you remember the debt well enough to argue against it so you can pay it.  On another note I would like some shards to summon a minion as a chef for the bar, I'll pay you back in favors.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 19, 2015, 04:25:46 pm
"I could have Grundar work for you as a chef, at least until you find a permanent one. Don't think he'd mind. He's a good chef as long as you watch his ingredients."
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on October 19, 2015, 04:34:35 pm
{Come to think of it I probably deserved getting my character's hand turned to swiss cheese. But it was worth it. I laughed the whole time while reading it.}
Skelliborn:


Heh heh no pain no gain. Ouch I deserved that.

I probably should deal with this now before I bleed to much.


Action:
In this order...
1. Undo the nails on the handle by making the spikes retreat back into the blade.
Mod:
Use: Blade essence +1/+1
2. Use my affinitie's power over blades to create a grass(blades, get it? Also if I can't do this tell me so I can change my action) tourniquet around my swiss cheese hand.
Failing this, find the nearest fabric material to use as a bandage for my hand. Then once, first aid is complete try to get Jame's attention (by peaceful and non-magical means) and offer to trade for his services in the next round.


Side note: does that last turn give me the record for most attempts at making essences in 1 turn without dieing immediately? (I'll never do that again. When your bones almost turn to blades and your hand becomes swiss cheese, you get the message to stop creating essences.)
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Roc CURIOUSBEAST_EATER on October 19, 2015, 04:51:07 pm
For some reason I cannot see the map because does not load properly on my laptop.
Where am I on the map?

Go north
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 19, 2015, 05:53:18 pm
"If you claim to be Marcus, then you claim his debts as well. Do not waste our time or your breath quoting any laws you think have any merit. The only rules that apply here are the ones we decide upon."

I'mma talk to the fortress in secret. Gonna add Fortress Whisperer to my resumé, right after Hair Stylist and Fortress Maker.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: XXXXYYYY on October 19, 2015, 06:25:47 pm
"Aeech! Ack. 'Ot. 'Ot, ow. Bad chair. Bad.

Anyway, Ya'll can call me Gambler, an' I'm a luck mage."
Apply burn cream, talk, make 3 essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: thegamemaster1234 on October 19, 2015, 08:15:25 pm
Jiksap looks up from his tinkering with mechanical arm to see mages arguing about something.

Oi, stop that! You're breaking my concentration! However, to put my own thoughts into the matter, I don't think this guy owes anyone anything. Souls are unique, and and nothing can replicate them. At least, that's what Jigzap says. He's my evil twin inside my head. There's Wakdim and Rizfal too!
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 10:01:35 pm
"It seems to me you remember the debt well enough to argue against it so you can pay it.  On another note I would like some shards to summon a minion as a chef for the bar, I'll pay you back in favors.
"My deity has informed me of the events that took place."

"By that logic, if you hear about a mass-murder, you must be punished. I share Marcus' s name, form, and personality, but I am not him."

"If you claim to be Marcus, then you claim his debts as well. Do not waste our time or your breath quoting any laws you think have any merit. The only rules that apply here are the ones we decide upon."

I'mma talk to the fortress in secret. Gonna add Fortress Whisperer to my resumé, right after Hair Stylist and Fortress Maker.
"Lawless fiend! I should smite you for disrespecting the divine law! Unfortunately, it is not in my best interest for me to do so right now, as that would interfere with my plans. I do still refuse to pay a debt that neither I nor the gods believe I owe."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 19, 2015, 10:02:40 pm
Jiksap looks up from his tinkering with mechanical arm to see mages arguing about something.

Oi, stop that! You're breaking my concentration! However, to put my own thoughts into the matter, I don't think this guy owes anyone anything. Souls are unique, and and nothing can replicate them. At least, that's what Jigzap says. He's my evil twin inside my head. There's Wakdim and Rizfal too!
"See? This guy is reasonable. Why can't you all be more like him?
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 19, 2015, 10:15:10 pm
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 20, 2015, 01:55:10 am
"Well, this went awry pretty fast... Hey, Marcus, before you go. The other one owned me a favor but I consider it complete with me using his soul to fuel the demise of bee mage... Fun times."

Kahel coughed and stirred in his uncomfortably cool chair.

"Anyway, as of now, we have no rules or regulations... Considering that we all came here to kill each other among other things, some properly formulated pact must be formed."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 20, 2015, 02:00:00 am
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."

"Your home?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 20, 2015, 02:05:02 am
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."

"Your home?"

"I think this question must wait a bit, else we would argue about meaningless things instead of making life-threatening decisions."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 20, 2015, 03:33:17 am
"I think this question must wait a bit, else we would argue about meaningless things instead of making life-threatening decisions."

"Isn't that what you mages always do? Argue about meaningless things?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 20, 2015, 04:05:40 am
"I am Dest Eterna, a electricity mage."
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."
"Eh, sure. I'll team up against him, if he really wants to kill you."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 20, 2015, 07:08:55 am
"Isn't that what you mages always do? Argue about meaningless things?"

"Guess you're right. Nothing would change the mage nature, regardless of circumstances. But we still ought to try."

"I am Dest Eterna, a electricity mage."

"Most of us won't be as careless to ignore the names of their possible rivals, yet it's rude not to answer an introduction... Greetings, Dest Eterna. Know that I am Kahel the Changer, lord of heat, cold and liquids alike. Pleased to meet you."

"Now, with this out of the picture... Jase, might I inquire about your vision of our future community?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: XXXXYYYY on October 20, 2015, 07:41:27 am
"'Erhaps we could put it to a vote? Tha only rules 'ere are those we create ourselves, n' this seems like a good time. Tha gods don't even seem to exist 'ere if they're not called upon directly, n' as such tha laws some of 'em made are irrelevant.
What better way to establish the laws o' the land than through a vote of its council?

Does a reincarnation close enough to their past life to remember their memories take upon the position, in all forms, in debt, both to others and from others to themselves, in standing, and in pacts, of its past life?

I vote Yes, they do. If someone should be brought back by any means, through another's spellcraft or the gods' will, - even if their original soul has been destroyed- they should be treated the same as before their death."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 20, 2015, 07:56:54 am
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."
"You shall rue the day you said that. Very well, I shall leave."

Leave.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 20, 2015, 10:05:05 am
"Don't think you're leaving until this particular issue is settled."

If Marcus tries to leave stop whatever I'm doing and pysically stop him. Order Grundar to help. No intention to cause him harm, just preventing him from leaving with my shards.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 20, 2015, 10:50:21 am
"Now now,  there is no need for this, let us look at the situation logically."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 20, 2015, 11:05:29 am
"Don't think you're leaving until this particular issue is settled."

If Marcus tries to leave stop whatever I'm doing and pysically stop him. Order Grundar to help. No intention to cause him harm, just preventing him from leaving with my shards.
If he tries to stop me:
"Keep in mind that rejecting my opinion and keeping me here against my will hurts my feelings."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 20, 2015, 11:11:08 am
-Sigh-

"Let's put this conversation on hold for now and discuss more practical concerns.

My shards were stolen as well, do you see me angry at whoever killed the culprit?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 20, 2015, 12:27:57 pm
"...hurts my feelings."

Shias snorts at this last bit.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 20, 2015, 12:55:40 pm
-Sigh-

"Let's put this conversation on hold for now and discuss more practical concerns.

My shards were stolen as well, do you see me angry at whoever killed the culprit?"
"Yes, let's. May I stay for the duration of the meeting?"

Don't leave if Beirus allows me to stay.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 20, 2015, 12:56:41 pm
-Sigh-

"Let's put this conversation on hold for now and discuss more practical concerns.

My shards were stolen as well, do you see me angry at whoever killed the culprit?"
"Yes, let's. May I stay for the duration of the meeting?"

Don't leave if Beirus allows me to stay.

"I would encourage your continued presence."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 20, 2015, 01:43:41 pm
-Sigh-

"Let's put this conversation on hold for now and discuss more practical concerns.

My shards were stolen as well, do you see me angry at whoever killed the culprit?"
"Yes, let's. May I stay for the duration of the meeting?"

Don't leave if Beirus allows me to stay.

"I would encourage your continued presence."
"Thank you."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 20, 2015, 02:26:43 pm
"Yes, Shias, my home. I have a bed two floors down. This does not exclude others from calling it home as well. Except Marcus, as he has lost all privilege to do so."

"Marcus, you have now threatened me twice with no provocation. You have lost any privilege to be here. I've decided to be kind and allow you to leave under your own power, even though you try my patience. If you refuse, you will be escorted out."

Marcus is out of here, one way or the other.

"As for more important business, I feel the first thing we should address is how to settle ties and disagreements within the Council. We should remain civil in our discussions, and not threaten each other. If a disagreement cannot be settled, the two mages could duel in the dueling field. The enchantments there will prevent any lethal attacks. The duel will end when one mage surrenders or is no longer able to continue. The winner of the duel will also be the winner of the disagreement. The regeneration aura will guarantee that each mage will recover, and James might help that process if he is willing, or if you pay him. This method could also be used to settle ties, as each side can pick a mage to represent them and then those two mages will duel."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 20, 2015, 02:38:36 pm
"Interesting proposition. It might work and could be a good practice for every mage involved. After all, not every one of us use lethal force as a viable tool in everyday life and most have no actual expirience in killing their opponents...or not killing them."

Kahel gazed in the direction of Marcus who, sure, posessed an interesting resemblance to his dead associate.

"And as not to provoke meaningless fight... How about creating a simple conduit of behavior?"

((General rules of behaving oneself in Mage Council room:
1. Only mages are allowed to sit on chairs of their own design. Followers, guests and other entities must stand in the presence of masters of the tower.
2. Although heated discussions are a must, no mage should insult another or show disrespect to his fellow mages.
3. No use of highly-lethal, potentially-lethal or world-bending magic allowed.
4. Any dispute that could not be finished in [two turns] must be put on hold until participants calm down, if it is not vital for their very survival.
5. More options?))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: _Shinju_ on October 20, 2015, 03:26:36 pm
I make 3 essences before pulling up an absent chair and sit down with the other mage's
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 20, 2015, 03:46:16 pm
"Do we have a jail or anything because if not I don't think you are getting your shards back James."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: star2wars3 on October 20, 2015, 04:35:35 pm
"Don't think you're leaving until this particular issue is settled."

If Marcus tries to leave stop whatever I'm doing and pysically stop him. Order Grundar to help. No intention to cause him harm, just preventing him from leaving with my shards.
If he tries to stop me:
"Keep in mind that rejecting my opinion and keeping me here against my will hurts my feelings."

If u try to hurt James, I will have skelliborn kill off your character, swiss cheese hand or not.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: XXXXYYYY on October 20, 2015, 04:41:02 pm
((Plsnokill))
((I don't think you actually could, anyway. Mind-wipe field.))
If anything gets too heated or physical, get up and step between 'em, physically if required.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Crimson on October 20, 2015, 05:40:27 pm
"..."

Two force essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: star2wars3 on October 20, 2015, 08:18:03 pm
((Plsnokill))
((I don't think you actually could, anyway. Mind-wipe field.))
If anything gets too heated or physical, get up and step between 'em, physically if required.

Very well, if necessary I'll do that, but since James is the only healer I know of, in a fight, I'm taking his side
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 20, 2015, 10:14:30 pm
Glare at Jase as I leave the room.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 21, 2015, 03:25:12 am
((General rules of behaving oneself in Mage Council room:
1. Only mages are allowed to sit on chairs of their own design. Followers, guests and other entities must stand in the presence of masters of the tower.
2. Although heated discussions are a might be a must, no mage should insult another or show disrespect to his fellow mages.
3. No use of highly-lethal, potentially-lethal or world-bending magic allowed.
4. Any dispute that could not be finished in [two turns] must be put on hold until participants calm down, if it is not vital for their very survival.
5. More options?))
((Someone might damage the council building itself.))
"Is there any place to sell things around here? I might need that later."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: star2wars3 on October 21, 2015, 04:54:57 am
I think that each mage will have the opportunity to create a shop in the castle.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 21, 2015, 09:19:16 am
((You could sell things to me or anyone really, but most likely you will get favors or items in return, depends from person to person and what you are selling.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: DreamerGhost on October 21, 2015, 12:29:01 pm
((Have you guys finalised your discussion or should I move the next turn to tomorrow? This has been a long time comming event, I could delay until you finish.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 21, 2015, 01:11:50 pm
((I think we have barely even started. You know mages and their love for talking.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Prismatic on October 21, 2015, 01:34:00 pm
"A key amidst the dunes? The sands hide their secrets well."

Pick up the bronze disc, carefully brush off any sand and examine it carefully. Tie it around my neck for safekeeping.
Proceed to do a PM'ed thing and make two essences.

Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Sarrak on October 21, 2015, 02:09:25 pm
"Hm... Yeah, sorry, I'll return to our discussion in a moment. Hopefully, you'll finish throwing out rebellious mages by then."

Weave an intricate spell that animates my blood and gives me control over the temperature of my body! ((Two spells: blood animation & temperature mobile(?). All essences.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 21, 2015, 02:23:23 pm
As I'm walking out:
"Jase just threw out someone whose only crime (against Jase) was speaking out against him. Does that remind any of you of someone from history?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Whisperling on October 21, 2015, 02:30:40 pm
((Have you guys finalised your discussion or should I move the next turn to tomorrow? This has been a long time comming event, I could delay until you finish.))

((I don't see why the council can't occupy a turn or two. What with the competence aura, people will probably just cast spells to pass the time.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 21, 2015, 02:32:08 pm
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: star2wars3 on October 21, 2015, 03:31:41 pm
My vote is we have the turn today. We can debate this over other turns too.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 21, 2015, 03:33:10 pm
((Same))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Whisperling on October 21, 2015, 03:35:34 pm
My vote is we have the turn today. We can debate this over other turns too.

((I'm in favor of this as well, just to make it explicit.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 21, 2015, 03:44:37 pm
My vote is we have the turn today. We can debate this over other turns too.
((DG said this next turn would have a rather important event occurring, which would probably cause difficulties for any ongoing discussions. Although it might be interesting to see the turn today.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 21, 2015, 03:52:33 pm
((I would actually prefer not to have a turn today if it would be too disruptive.))

"Before Marcus leaves I would like to actually resolve the issue of his debt. I think we've both made all our points. So let's have an official vote, does Marcus still owe me the shards he stole? So far I'm counting Myself, Shias, Dwen, Jase, and the Gambler in favour, and Marcus and Jiksap against.

Sorry about holding up the council for this. What else are we discussing?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 21, 2015, 03:56:53 pm
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
You said that you don't care about nor follow the divine law, to Marcus, a cleric of a deity of Law.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 21, 2015, 04:08:29 pm
"I vote that he does NOT owe you anything, as he is not the one that stole your shards."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 21, 2015, 04:29:16 pm
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
You said that you don't care about nor follow the divine law, to Marcus, a cleric of a deity of Law.
((Who then threatened to smite Jase. Unless you're playing some insane religious zealot, a disagreement on ideology is not adequate provocation to threaten bodily harm, at least not to Jase and presumably some of the other mages in the chamber. And if you are playing a religious zealot, Jase would throw Marcus out anyway because he tried to force his own ideology upon others by bringing up the "book of divine law" thing, and then told Jase he would "rue the day", which is also a threat. Marcus figuratively doesn't have any ground to stand on because he barged into someone else's place and then started acting like he was above them all. Marcus has already stated that he won't abide the council's decision if it isn't the one he wants, so Jase further sees no reason to let him stay.))

"It seems Flare votes against. We may just be wasting more of our time than Marcus already has, James, since he did say he wouldn't repay you even if that was the decision reached by the council. I see no reason to keep him here, especially since he seems to have deluded himself into thinking he's being punished for speaking out instead of for the threats that I'm sure you all heard as well."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 21, 2015, 04:56:12 pm
"James I would welcome the help of your troll, and as Jase and I said you aren't getting your shards from him, so let him leave."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: NAV on October 21, 2015, 05:08:54 pm
"Yeah, I guess its not worth it. I'll drop the issue. Marcus can leave."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 21, 2015, 05:16:32 pm
"I didn't say that, Dwen. I just said he wouldn't give them to James willingly. If the decision is reached that he does owe James and he chooses not to abide our decision, James is free to recover the debt in any way he chooses. But perhaps we can return to this later. For now, there are more important matters."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 21, 2015, 06:42:24 pm
"yes. first things first. power. we need to manufacture an essence generator. we need luck magic, ather magic, and my own metal power at least, there's no way I could make it on my own.

especially the luck power, it will keep the essences from going chaotic all the time."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: _Shinju_ on October 21, 2015, 07:14:16 pm
My vote is we have the turn today. We can debate this over other turns too.
please lets continue and talk more next turn
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: XXXXYYYY on October 21, 2015, 07:18:56 pm
"'Ndeed. We should 'ave some public structures for anyone ta use. I was thinkin' of a sorta Shrine that can change to accommodate any a the gods, but that's for later, 'n the generator comes first. 'Ow do we want it ta derive tha power to make em, though?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 21, 2015, 07:42:17 pm
"typically essences generators tap into ambient power, but im really not very knowledgeable on the subject."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Beirus on October 21, 2015, 07:48:04 pm
"Essences are just stored power. Any generator requires a dedicated power source, and the only power around here is to run the fortress. Not to mention the difficulties of trying to have it generate essences bonded to specific mages. Essences are as insubstantial as affinities, not physical objects. How to you plan to deal with that?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: endlessblaze on October 21, 2015, 08:01:03 pm
"like I said, im not very knowledgeable on the subject. though I guess we could just have James summon one."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: XXXXYYYY on October 21, 2015, 08:12:29 pm
"'Erhaps somethin' like one a those old static electricity accumulators? Y' know, the ones with the sphere on tha end an' the belt that use friction? An' if ya touch one, it'll transfer it ta you? 'Erhaps make a magic version that concentrates unused ambient mana. Could have it be driven by a crank or perpetuum mobile an' give a bolt a essences to a mage that touches the accumulation sphere. Gets the power from tha crank and the affinity from tha mage, so it should solve both a the problems."
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 21, 2015, 10:05:51 pm
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
You said that you don't care about nor follow the divine law, to Marcus, a cleric of a deity of Law.
((Who then threatened to smite Jase. Unless you're playing some insane religious zealot, a disagreement on ideology is not adequate provocation to threaten bodily harm, at least not to Jase and presumably some of the other mages in the chamber. And if you are playing a religious zealot, Jase would throw Marcus out anyway because he tried to force his own ideology upon others by bringing up the "book of divine law" thing, and then told Jase he would "rue the day", which is also a threat. Marcus figuratively doesn't have any ground to stand on because he barged into someone else's place and then started acting like he was above them all. Marcus has already stated that he won't abide the council's decision if it isn't the one he wants, so Jase further sees no reason to let him stay.))

"It seems Flare votes against. We may just be wasting more of our time than Marcus already has, James, since he did say he wouldn't repay you even if that was the decision reached by the council. I see no reason to keep him here, especially since he seems to have deluded himself into thinking he's being punished for speaking out instead of for the threats that I'm sure you all heard as well."
Well, yeah, he is (or appears to be one, at least). He believes that he can impose the laws of the gods upon mortals because they (the gods) are above mortals, by the very definition of them being gods.

The threats were because he serves a deity of Wrath, and believes that slights against him should be repaid in greater or equal damage. You spoke rudely (in his mind) to him, so he replied in kind.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 21, 2015, 10:07:19 pm
"like I said, im not very knowledgeable on the subject. though I guess we could just have James summon one."
Gee, if only we had a Knowledge mage...
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 22, 2015, 03:46:53 am
"For the essence generator, if you need energy, perhaps you could create a orb of your own affinity. Or make a rune that creates or absorbs energy. I don't know what's the best affinity for that, other than Orbs, Runes or Absorption"

"like I said, im not very knowledgeable on the subject. though I guess we could just have James summon one."
Gee, if only we had a Knowledge mage...
((There is a Knowledge mage. You forgot?))
The threats were because he serves a wrathful deity, and believes that slights against him should be repaid in greater or equal damage. You spoke rudely (in his mind) to him, so be replied in kind.
((FIFY. Well, i don't like mistakes like that that much...

EDIT: Stop saying whateverdeityisthat))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: BlitzDungeoneer on October 22, 2015, 05:51:34 am
((I think that was sarcasm, m8.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 22, 2015, 06:28:33 am
((I just realized that he's saying deity of X when he's saying about his character. Well, i don't too dislike that mistake, but it's gonna change when he keep saying that.))
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 22, 2015, 07:54:53 am
((I just realized that he's saying deity of X when he's saying about his character. Well, i don't too dislike that mistake, but it's gonna change when he keep saying that.))
?
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: H4zardZ1 on October 22, 2015, 08:13:03 am
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
You said that you don't care about nor follow the divine law, to Marcus, a cleric of a deity of Law.
((Who then threatened to smite Jase. Unless you're playing some insane religious zealot, a disagreement on ideology is not adequate provocation to threaten bodily harm, at least not to Jase and presumably some of the other mages in the chamber. And if you are playing a religious zealot, Jase would throw Marcus out anyway because he tried to force his own ideology upon others by bringing up the "book of divine law" thing, and then told Jase he would "rue the day", which is also a threat. Marcus figuratively doesn't have any ground to stand on because he barged into someone else's place and then started acting like he was above them all. Marcus has already stated that he won't abide the council's decision if it isn't the one he wants, so Jase further sees no reason to let him stay.))

"It seems Flare votes against. We may just be wasting more of our time than Marcus already has, James, since he did say he wouldn't repay you even if that was the decision reached by the council. I see no reason to keep him here, especially since he seems to have deluded himself into thinking he's being punished for speaking out instead of for the threats that I'm sure you all heard as well."
Well, yeah, he is (or appears to be one, at least). He believes that he can impose the laws of the gods upon mortals because they (the gods) are above mortals, by the very definition of them being gods.

The threats were because he serves a deity of Wrath, and believes that slights against him should be repaid in greater or equal damage. You spoke rudely (in his mind) to him, so he replied in kind.
Need i say more?
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Trewque on October 22, 2015, 11:21:53 am
CRAFT 3 ESSENCES.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: ATHATH on October 22, 2015, 12:33:25 pm
((Oh, you aren't walking out. You're being removed expediently, which should have already happened. Unless you'd like Jase to call Marcus' bullshit and point out again that Marcus threatened him twice with no provocation.))
You said that you don't care about nor follow the divine law, to Marcus, a cleric of a deity of Law.
((Who then threatened to smite Jase. Unless you're playing some insane religious zealot, a disagreement on ideology is not adequate provocation to threaten bodily harm, at least not to Jase and presumably some of the other mages in the chamber. And if you are playing a religious zealot, Jase would throw Marcus out anyway because he tried to force his own ideology upon others by bringing up the "book of divine law" thing, and then told Jase he would "rue the day", which is also a threat. Marcus figuratively doesn't have any ground to stand on because he barged into someone else's place and then started acting like he was above them all. Marcus has already stated that he won't abide the council's decision if it isn't the one he wants, so Jase further sees no reason to let him stay.))

"It seems Flare votes against. We may just be wasting more of our time than Marcus already has, James, since he did say he wouldn't repay you even if that was the decision reached by the council. I see no reason to keep him here, especially since he seems to have deluded himself into thinking he's being punished for speaking out instead of for the threats that I'm sure you all heard as well."
Well, yeah, he is (or appears to be one, at least). He believes that he can impose the laws of the gods upon mortals because they (the gods) are above mortals, by the very definition of them being gods.

The threats were because he serves a deity of Wrath, and believes that slights against him should be repaid in greater or equal damage. You spoke rudely (in his mind) to him, so he replied in kind.
Need i say more?
The Manipulator has multiple domains. His stats have been posted in this thread.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: Atomic Chicken on October 22, 2015, 02:54:49 pm
4 essences.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: AoshimaMichio on October 22, 2015, 03:05:31 pm
"So, that's about it? Anything else on agenda? Because I would request you people avoid damaging nature any further. To do so is to invoke wrath of nature and I'm one of its channels. Keep fires of industrialization away from here."

Shias stares at other mages, open scorn in his gaze as he looks at the mage sitting in smoking steampunk chair.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: thegamemaster1234 on October 22, 2015, 03:14:01 pm
"Aha! I knew it! It's one of those nature people on the talk shows that keep yabbering about pollution and crap! Don't get in our way. We're not here to kill trees, so we would greatly appreciate it if you didn't try to kill us.

What do you mean, who is 'we'? That's me, Jigzap, and the other assorted fools in here! Obviously! And for the record, that is steam, not smoke, and it is powered by magic, not charcoal."


At this point Jiksap taps his head a few times.
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: fillipk on October 22, 2015, 03:24:44 pm
"I don't want to kill trees, but I like a good solid oak mug, its not killing them if they don't speak right?"
Title: Re: Roll to Magic: Turn 123 The council begins!
Post by: DreamerGhost on October 22, 2015, 03:29:59 pm
Turn 124

Shias the Druid. Location: Council chamber
                                                              ^
((In some games I have habit of doing this. |  ))

Another 5 essences.

Spoiler (click to show/hide)

Shias was calmly looking over the drama that was unfolding before him. Mages were arguing about what to do, and to whom, and who should be doing it. Insults were being flung along with accusations and outright threats. It was somehow fitting for Wizards to create a huge structure, just so that they would have where to shout at each other.

"Okay, i'll play safe with this thing."

Touch the specter. After that, 4 more essences.
Spoiler (click to show/hide)

Eterna carefully poked the scepter with a finger and quickly withdrew it. Nothing terrible happened, besides scepter rolling an inch or two from the poke. Aether beneath the crystal seemed to become more turbulent, but the gold itself was entirely safe.

"So it looks like the important people are either here or in the library are we going to start yet?

Make 5 essences.

Spoiler (click to show/hide)

Dwen was just as bored as many others gathered here. James finally arrived, allowing them to begin and brewmaster was eager to do so. There were discussions to be had, deals to be made and customers to be earned.

The short and unassuming man that is James finally enters the council chamber. Or he would be unassuming if it weren't for the troll following him and the many magical artifacts on his person.

"Sorry I'm late. Did I miss anything important?"
Take a seat at the council table.
Play it safe and only make 4 essences.

I suppose it couldn't hurt to test the omnicube a bit. See if it's possible to use the forms James memorized for the old cube without any rolls. Specifically try the shovel, that seems relatively harmless.

Spoiler (click to show/hide)

James sat at the table and the discussion began. James soon noticed that there was someone trying to claim old laws and decided that it was a well enough claim, if it also meant that the shards mentalist Marcus had nicked off him would be returned. The debate escalated from there, and James began tinkering with his glass cube, partially to calm the nerve, partially to check if old combinations were still valid. They were, and soon enough James held in his hands a shovel of glass. One might think that it would be impractical, as glass would shatter against stone, but it worked well enough before.

"Aha! Haha! MWAHAHAHA! What do we have here?"

Old King Coal was a little aggrieved by the fact that he was going to have to do some digging, but he pushed the thought away...

Old King Coal works at digging up the chest, making 3 bone essences as he does so.
Spoiler (click to show/hide)

Old king was throwing around roots and swearing. Why the hell did the plants had to grow all around the chest? Why did they have to craft a net that was so difficult to tear away? Old King, finally got too annoyed by the roots and attempted to just pull the chest out of the dirt, but it was either too heavy or too stuck. Meanwhile, another frog exploded scattering it's bones around.

Make 4 essences
Spoiler (click to show/hide)

Seva was finding it increasingly difficult to concentrate. Too many wizards were talking about too many things, and Seva did not feel like he could afford to not pay attention. Velociraptors were getting restless too; they were especially interested when wizards began adding dramatic hand swings to emphasize their points.

"I am flare, a Mage of metal, my goal is to gain great power so that I may create great workings."

shape the electrum lump into a throne, sit in it.

"I belive the best course of action is to work together, I know we are not the only beings on this island so we do not necessarily have to fight eachother to gain power"
Spoiler (click to show/hide)

Flare reformed electrum into a proper throne before people began questioning as to how a boulder of an alloy appeared, and sat down before anyone had a chance to make jokes about miscasting. Thankfully, James appeared and discussion began before anyone noticed. Flare had a business deal to make, and maybe there would be just enough mages who would listen.
Tch. How... Annoying. Still, finding a worthy opponent is first priority. Keep searching. Sooner or later someone will be found. Create 3 sword essences while I walk.
Spoiler (click to show/hide)

Alexander wandered through the forest some more, before reaching a small clearing full of white flowers. The flowers were pretty, but they gave off a foul odor. Alexander listened in and heard nothing but silence around him. If there were anything moving in this forest, they probably had gone somewhere far away from the flowers, an idea Alexander fully understood and appreciated.

Oh.

I apologize for that, Tome. I wasn't aware my scanning spell would bother you.

Is there anything I can do to make amends?


This is a book, and I'm a knowledge mage. If the Tome can't speak normally, I should be able to talk to it mind-to-mind without much of an issue. Anyway, say the above.

Run to the council chamber "before the council starts."

Consider the affinity I got, but never used to be Binding. In the brief moment before the universe resolves itself, apologize and promise that this will be the last switch.

Just to seal the deal, do something really minor with binding. Maybe try chatting with whatever's keeping the bookshelves together?


Make four knowledge essences.

Spoiler (click to show/hide)


Viznor attempted apologizing to the tome, first verbally then mentally. The tome, in response, began leaking sand. The sand in question seemed to consider gravity a suggestion at best, floating every which way, but mostly forming clumps. Not feeling like researching what this could mean, Viznor focused his attention instead on the magic binding the library shelves together. He attempted to speak to it, but the binding magic would not listen. Viznor forced more power into the spell, and felt the bindings shift. The magic rippled, and somewhere far away it spat out something.

As Viznor turned around, he noticed that there was a figure right next to him. Seer jumped away by reflex, but the figure did not move, allowing Viznor to get a better look. It was humanoid, wore a gray robe, the hood was on, and face was obscured entirely by darkness. The figure took no action, so Viznor left towards the Council chambers. Strange pictures on the walls chased after the seer, in one of them, the creature Viznor saw was putting books that were left on a table back in shelves. In another, the same creature was collecting floating sand in a large jar. In third, it was holding ladders while it reached up from the top of the ladders to place a book in the top shelf. There was a picture of the creature wawing a hand at Viznor.

Skelliborn:


Heh heh no pain no gain. Ouch I deserved that.

I probably should deal with this now before I bleed to much.


Action:
In this order...
1. Undo the nails on the handle by making the spikes retreat back into the blade.
Mod:
Use: Blade essence +1/+1
2. Use my affinitie's power over blades to create a grass(blades, get it? Also if I can't do this tell me so I can change my action) tourniquet around my swiss cheese hand.
Failing this, find the nearest fabric material to use as a bandage for my hand. Then once, first aid is complete try to get Jame's attention (by peaceful and non-magical means) and offer to trade for his services in the next round.


{You hold the record for most atempted essences in one turn period. If not for castle luck aura, you'd be significantly worse off.}
Spoiler (click to show/hide)

Skeliborn winced as spikes retracted from his hand, letting lose another gush of blood. The sword was safe to use once again. Without the spikes however, sword slid straight off Skeliborns holey hand and clattered on the floor. An experienced eye would have been able to tell that there was far less blood that there should have been. Skeliborn was not one of those, and he had some more immediate problems.

 For one, a strange looking figure, robed, wearing white gloves and with face obscured by shadows, was trying to clean his blood off the floor with a mop. There was a bucket of water nearby, and Skeliborn was momentarily dazed, thinking what the figure was and where it found cleaning supplies. Then, he remembered that he was still bleeding and that it needed to stop. Skeliborn summoned a tourniquet crafted from blades of grass to both hold his hand in place and stem the bleeding. It succeeded in both, and for a moment, blade magus could have sworn that the figure felt satisfaction that he was no longer bleeding on the floor.

The deal was struck. A pact was formed.
What this means is known only to the gods, but the result may change the world forever.

Now that's settled... I think it's about time I start ironing out the bugs on this arm.
Hand over the backpack and the keys to the jet to Marcus. Upgrade my mechanical arm with sensory receptors (but not pain), using 4 +1/+1 essences. Then create 3 more essences.
Spoiler (click to show/hide)


Jiksap had made a deal. It was a well thought out deal, and it would have benefited him as well as his partner. It had hardly any chance of being not worth it. There was just one problem with it. His trade partner seemed to had entirely forgotten the deal. Marcus walked out without as much as glancing in his direction. It was so absurdly strange. Jiksap soon abandoned the various trains of logic which led nowhere, and returned to his project of enchanting his arm. Complex layer of thin armor covered the mechanized arm, and suddenly, Jiksap could feel it again. It was as good as a meaty one, but with less fuss.

For some reason I cannot see the map because does not load properly on my laptop.
Where am I on the map?

Go north

{Every damn time when I upload to anywhere but Imgur. You are to the left of shipwreck lake, the white circle with yellow center.}

Spoiler (click to show/hide)

Forric, not wanting to stay near the portal, went north. There was this entire area to map out, and second hand information was worse than useless. He passed through a forest of peach trees, likely artificial, and a blooming tree house, certainly artificial. There was a lake full of shipwreck which Forric walked around, and there was a forest of black trees on the other side of the lake from where Forric now stood.

"If you claim to be Marcus, then you claim his debts as well. Do not waste our time or your breath quoting any laws you think have any merit. The only rules that apply here are the ones we decide upon."

I'mma talk to the fortress in secret. Gonna add Fortress Whisperer to my resumé, right after Hair Stylist and Fortress Maker.
"The debt is owed by Marcus, and it is owed by any laying claim to his identity. But since you seem to have already made your choice, and had the audacity to threaten me in my own home, you are no longer welcome in it."
"You shall rue the day you said that. Very well, I shall leave."

Leave.

Marcus, after managing to anger most mages that had gathered for the council, left the chamber. His movement was only hastened by aether shifting beneath him, moving forward and draging the necromancer on it. Soon, he was out of the tower and then out of the fortress.

"Aeech! Ack. 'Ot. 'Ot, ow. Bad chair. Bad.

Anyway, Ya'll can call me Gambler, an' I'm a luck mage."
Apply burn cream, talk, make 3 essences.

Spoiler (click to show/hide)

Gambler introduced himself and then introduced burn cream to his wounds. This was more of an emotional response rather than logical, as Gambler saw some of his light burns heal before he got to them. Those were pretty light wounds, and between towers healing aura and his new ring of regeneration, he healed faster than even most trolls.

I make 3 essences before pulling up an absent chair and sit down with the other mage's
Spoiler (click to show/hide)

Nihilum chose a chair and got comfortable. Arguments were heating up, there was even some shouting going on. There was a severe lack of popcorn, but there was plenty of entertainment to go around. A mage got banished from the castle, and this was merely the beginning of the council.

"..."

Two force essences.
Spoiler (click to show/hide)

Crimson was watching the ensuing argument and becoming less and less amused by the second. Parts of the discussion were absurd, and some were outright impossible. The whole council was turning into a farce, but with Marcus gone, possibly they would be able to return to a topic of importance.

"A key amidst the dunes? The sands hide their secrets well."

Pick up the bronze disc, carefully brush off any sand and examine it carefully. Tie it around my neck for safekeeping.
Proceed to do a PM'ed thing and make two essences.

Spoiler (click to show/hide)

Despite Xom's initial assumption, the desert was surprisingly orderly. It was the oasis that stood out from the usual surroundings. Xom went to the oasis to investigate and was greeted with a strange sight - there was a small, maybe three meters tall pyramid in the middle of oasis. the top of the pyramid was missing, and from it water was pouring out. There were a few healthy looking trees, patches of overgrown grass and nothing else. But Xom knew there was something very unusual here, making this all worth investigating.

"Hm... Yeah, sorry, I'll return to our discussion in a moment. Hopefully, you'll finish throwing out rebellious mages by then."

Weave an intricate spell that animates my blood and gives me control over the temperature of my body! ((Two spells: blood animation & temperature mobile(?). All essences.))

Spoiler (click to show/hide)

Kahel was looking at what was happening to the discussions and did not like too much where this was going. One mage was banished, another was causing trouble. It seemed like there were some very good reasons to add a bit of extra protection. Some backup plans. Magic spread through Kahel's body, rushing the blood and heating the flesh. Once the spell subsided, Kahel was suddenly far more conscious about what his body was made of and far more capable of ruling over it.

CRAFT 3 ESSENCES.
Spoiler (click to show/hide)

Bob was also firmly in the camp of seeing where this whole thing was going. Things were moving towards "interesting" end of the spectrum, and as any smart man knew, interesting was synonymous with dangerous. The castle should protect them, but that was not a guarantee.

4 essences.
Spoiler (click to show/hide)

Ilium was watching over the council with glee. There was so much conflict, so many possibilities. This was a great chance, or rather, it showed that there would be many in the near future. He just needed to look for them and use them.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: BlitzDungeoneer on October 22, 2015, 03:41:18 pm
...that's quite the foul odor. Feh. Keep moving and creating essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 22, 2015, 03:52:25 pm
4 more essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 22, 2015, 05:07:39 pm
((I think you forgot my ring of +1 luck and the fortress' aura.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 22, 2015, 05:14:16 pm
((Are we all in the same room, and if not how many people besides me are in the council chamber?))

"Well is there anything else to disuss, I personally don't have too many problems that need fixing.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: NAV on October 22, 2015, 05:41:06 pm
"Hmm. If a plant can think or talk, like my treehouse or the treants, then they have the same rights as any person. Otherwise we should try not to destroy any forests, but chopping firewood or picking fruit is fine."

"I don't have much else to discuss. If anyone can significantly strengthen this fancy chunk of glass I'll give them a shard."

Heal up Skeliborn's hand.
Forge 5 4 summoning essences. That's the maximum safe number right now.

Try again to turn the omnicube into a strength enhancing powered armguard. Hopefully it doesn't explode this time since I have a +2 luck bonus.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: FallacyofUrist on October 22, 2015, 05:50:04 pm
"Aha! You dare defy me? But... I shall have the last laugh! Mwa to the ha ha!"

Old King Coal creates(-1) a durable(-1) bone shovel(-1), using all of his currently stored bone essences. After doing so, he begins to work at the chest again(using the shovel), making 2 bone essences as he does so.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 22, 2015, 05:58:34 pm
((I am.))
"We should prob'ly establish some rules a conduct for those who'll be 'ere. Ya know, no takin' control of other mages, somethin' against shatterin' reality a' not dealin' with it, tha rules of tha council itself, and so on. Ya know, baseline stuff ta stop people from breakin' everythin' an' leavin' others to clean up the mess an' ta make things work better in the future.
I'm thinkin' some of tha rules of tha council could be as follows:

One, all actions of tha council regardin' the council itself must pass a vote of two-thirds minimum.
Two, all actions of tha council not otherwise specified must pass a vote of a simple majority.
Three, an issue can be delayed due ta an argument breakin' out if at least a sixth of tha council agree ta delay it.
Four, a proposal consistin' of multiple parts can be voted on partwise, if a mage rejects o agrees ta only part of the proposal.
Four, part two, if a section of a proposal consisting of multiple parts is passed, but it depends on a part of the proposal that isn't, tha' part of a proposal doesn't pass as well.
Five, any given issue can't take more than [three turns] 'nless a vote of at least a third of tha council extends that time.
Six, rulings of the council must be general an' relatively impartial, in that they can't only apply to only one person. They've gotta be general enough that they establish a precedent.
Seven, a mage's gotta get his own chair or have a chair made for 'im. No takin' another person's chair.
Eight, tha council should make an effort ta respect previous decisions 'nless a vote is taken to overturn tha' decision.
Nine, tha council can call an emergency meetin' of all tha present mages if necessary ta decide how ta deal with a substantial threat.

An' I'll gladly try ta toughen ya thing. I'll make it more likely ta work properly as well, so I can use my essences, if that's alright."

Harden and toughen the glass of the Omnicube while making it more likely to change to the desired form. Use the +2/+2, both +2 POT, the +1CMP, and the +1/+1 luck essences, for a total of +4 CMP and +7 POT. (One spell) Then make 3 essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 22, 2015, 06:25:17 pm
Skelliborn
Well my hand seems to be stable for the time being. Of course, I'll have to use my other hand until I get James to heal it. I suppose I should practice some E-type blade Magic to make up for my weakness. Oh and I vote yes on the rules The Gambler has proposed (I know, somewhat through my own blunders how dangerous and hard to fix dimensional blunders can be.)

Action:
Craft 3 essences and practice using E-Type blade magic (pm will be sent to DG explaining what E-Type blade magic is.)

Craft 3 Essences but if one collapses, stop attempting to craft essences.

Also, once my hand is healed, pick up my blade with my healed hand.
On the off chance that James healing power fails, use my other hand to pick up my sword.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: endlessblaze on October 22, 2015, 06:29:35 pm
"im more in favor of just making stuff up as we go along,"
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 22, 2015, 06:42:44 pm
((E-Type magic is more a concept than a particular spell if that's what you're referring to.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 22, 2015, 06:47:19 pm
((P. sure they're talking bout the rules.))
((Also, please put OOC in double parenthesis - It makes reading at a glance much easier.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 22, 2015, 07:42:19 pm
((Fixed))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 22, 2015, 07:47:18 pm
((Thanks.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 22, 2015, 10:52:49 pm
-snip-

This seems reasonable.

Now, I gather that we are planning to make an essence generator. What with the heated discussion, I suppose I should not be surprised that we are modeling the design on a static generator, yet ignoring the electromancer in our midst.

In any case, that is aside from the point. I would be happy to assist in the creation of the essence generator, assuming we know it will be at all efficient. Perhaps I could contribute a system to ensure no mage take more power than they are due?
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: NAV on October 22, 2015, 11:09:04 pm
"Those rules are quite a bit too complicated for my tastes. We're mages, not lawyers."

Well my hand seems to be stable for the time being. Of course, I'll have to use my other hand until I get James to heal it. I suppose I should practice some E-type blade Magic to make up for my weakness. Oh and I vote yes on the rules The Gambler has proposed (I know, somewhat through my own blunders how dangerous and hard to fix dimensional blunders can be.)
"That was some very clever magic with that tourniquet. The healing field will fix your hand eventually, but sure I'll heal ya up now if you want."

((XXXXYYYY you forgot to bold your action.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: AoshimaMichio on October 23, 2015, 02:19:10 am
Shias the Druid. Location: Council tower.

"I don't want to kill trees, but I like a good solid oak mug, its not killing them if they don't speak right?"

"So if I'm deaf it's not killing if crush your head? Just because you cannot hear them, doesn't mean you can kill then as you wish."


-snip-

"Rules are for those who wish to rule, and word of wizard is worth of nothing. It doesn't matter what you agree here, nobody is really required to obey those rules.
Looks like there's nothing more to dicuss here, so I'll take my leave."


Should I do it? This would be good opportunity! So many of them gathered together ...No. I must proceed with the plan. Slowly. Carefully. No need to play all my cards right away... Shias thinks as he leaves council chamber.

He stops at the door and turns to ask one question before leaving. "Does anyone know what became to my grandson, Isshin? It is my understanding he came here too."

Craft 5 essences again.
Then leave to the forest where tripping mushrooms were, but don gasmask before enterin area of effect.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: H4zardZ1 on October 23, 2015, 02:38:33 am
((I just noticed everyone's POT rolls is increased again. What happened, is that my specter?))

"This thing looks save, as for now..."

Grab the specter, create 8 essences or until one collapses.
"I don't want to kill trees, but I like a good solid oak mug, its not killing them if they don't speak right?"
"'Killing trees' is if you make the tree cannot grow again. If you don't want to kill them, chop it at a branch thick enough to be a mug, but not the one that supports most leafes."
-snip-
"I agree with that rules."
((E-Type magic is more a concept than a particular spell if that's what you're referring to.))
((E
Energy(as in non-kinetic, like fire blades and stuff like that)
I think it's not as simple as that, just an idea.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 23, 2015, 05:00:21 am
"Those rules are quite a bit too complicated for my tastes. We're mages, not lawyers."

Well my hand seems to be stable for the time being. Of course, I'll have to use my other hand until I get James to heal it. I suppose I should practice some E-type blade Magic to make up for my weakness. Oh and I vote yes on the rules The Gambler has proposed (I know, somewhat through my own blunders how dangerous and hard to fix dimensional blunders can be.)
"That was some very clever magic with that tourniquet. The healing field will fix your hand eventually, but sure I'll heal ya up now if you want."

((XXXXYYYY you forgot to bold your action.))

I accept your offer. If you ever need a hand with something, if I can help you, I will.((will fix action when I have access to my pc I'm currently using a phone to type this.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 23, 2015, 09:26:42 am
"Well that's a totally different story, I think.  Where are you going anyway"

pm'd action
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: AoshimaMichio on October 23, 2015, 10:24:13 am
"Well that's a totally different story, I think.  Where are you going anyway"

pm'd action

((Who? Me?))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DAPARROT on October 23, 2015, 10:26:46 am
4 more essences
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 23, 2015, 10:50:42 am
Stats for Hephaestus, because I'm bored:

Hephaesteus
Alignment: LN
Domains: Craft, Forge, Fire, Metal, Creation, Enchantment (the augmenting kind, not the mind-altering kind)
Worship Requirements: Never intentionally damage any object of excellent craftsmanship (if the item has limited charges, you are permitted to use all of the charges except for the last one (a collection of single-use items is considered a single item with multiple charges for this purpose (exceptions may be made if you can recharge the item)). Objects created or summoned by players are considered of excellent craftsmanship if the comp roll (with bonuses) made in the spell that was used to create or bring it to the arena was equal to or greater than 15. If the item was made with a luck roll (other than when an essence collapses), if it was created or summoned with an 8 or higher on the luck roll (with bonuses), it is also considered to be of excellent craftsmanship. The GM may also declare an object to be of excellent craftsmanship.
Boon Gain Conditions: Pray to him at an altar in an active volcano (this only grants a boon once per volcano), create a sapient construct, create three items of excellent quality over a period of five turns (preparation doesn't count against the five turn limit) (an item may only count for this boon once) (even if you finish early, you must wait until the five turn duration is up before trying to use this boon gain condition again), create an item that the GM deems to be of artifact-level power or craftsmanship
Boons: Gain a cyclops servant (they have an innate +2 bonus to luck rolls to create items (this stacks with other bonuses to luck rolls)), become a cyclops, gain the ability to animate objects (the amount of objects that you can keep animated at any given time is equal to the number of times you take this boon), gain immunity to heat and fire, gain the ability to exhale a cone of fire from your mouth once every 1d4 (roll this whenever you use this ability) (note that you are not immune to your own flame unless you are immune to fire), gain a +20/+20 to a single spell that falls under one of Hephaestus's domains, gain a +5 bonus to a single crafting-based luck roll (stacks with other bonuses to luck rolls)
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 23, 2015, 11:23:48 am
"Well that's a totally different story, I think.  Where are you going anyway"

pm'd action

((Who? Me?))

((yes))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: AoshimaMichio on October 23, 2015, 04:15:43 pm
"Well that's a totally different story, I think.  Where are you going anyway"

pm'd action

"To work. I have a quest to prepare for."
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DreamerGhost on October 23, 2015, 07:34:58 pm
((I just noticed everyone's POT rolls is increased again. What happened, is that my specter?))
((What specter? POT/CMP rolls increased because Jase redirected power from mindwipe defence system to Competence aura.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Beirus on October 23, 2015, 07:43:24 pm
((I think he meant scepter))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: H4zardZ1 on October 23, 2015, 08:01:37 pm
((Oh...))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 23, 2015, 08:04:07 pm
((I just noticed everyone's POT rolls is increased again. What happened, is that my specter?))
((What specter? POT/CMP rolls increased because Jase redirected power from mindwipe defence system to Competence aura.))
((Yes thank you for that Beirus.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: thegamemaster1234 on October 23, 2015, 09:58:05 pm
Disappointed that the plans were likely not to be carried out after all, Jiksap decided to focus on other matters. He could meet with the necromancer again later.

Ask the God of Machines if there is anything He (It? She??) would like me to do for Him (It? Her??) (quest(s) pm'd please). Then 4 more essences. Also, examine the backpack's charge holding mechanism to see if it can be harnessed for uses other than self-destruction.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 24, 2015, 03:24:30 pm
((I just checked the character sheet and I realized that it says my hand is still nailed to my blade. There may be other errors.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Beirus on October 25, 2015, 03:24:13 am
Make 3 aether essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Prismatic on October 25, 2015, 05:35:12 am
Investigate the pyramid more closely.
3 essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Crimson on October 25, 2015, 08:33:47 am
3 force essences
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 25, 2015, 09:08:56 am
((DG, I think you forgot my luck bonus last turn. Possibly the fortress' luck aura as well.))

Go wherever is safest if bad thingsTM happen.

If I have time/am safe:

Make a slab of solid knowledge. Play around with it a bit, try and see what exactly it is/does.

Make four knowledge essences afterwards.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 25, 2015, 10:07:16 am
Disappointed that the plans were likely not to be carried out after all, Jiksap decided to focus on other matters. He could meet with the necromancer again later.

Ask the God of Machines if there is anything He (It? She??) would like me to do for Him (It? Her??) (quest(s) pm'd please). Then 4 more essences. Also, examine the backpack's charge holding mechanism to see if it can be harnessed for uses other than self-destruction.
Y'know, I bet Hephaestus would be close enough to machines that he could help you.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 25, 2015, 10:14:23 am
Disappointed that the plans were likely not to be carried out after all, Jiksap decided to focus on other matters. He could meet with the necromancer again later.

Ask the God of Machines if there is anything He (It? She??) would like me to do for Him (It? Her??) (quest(s) pm'd please). Then 4 more essences. Also, examine the backpack's charge holding mechanism to see if it can be harnessed for uses other than self-destruction.
Y'know, I bet Hephaestus would be close enough to machines that he could help you.

((You... do realize the machine god is already confirmed to exist?))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 25, 2015, 12:14:46 pm
Disappointed that the plans were likely not to be carried out after all, Jiksap decided to focus on other matters. He could meet with the necromancer again later.

Ask the God of Machines if there is anything He (It? She??) would like me to do for Him (It? Her??) (quest(s) pm'd please). Then 4 more essences. Also, examine the backpack's charge holding mechanism to see if it can be harnessed for uses other than self-destruction.
Y'know, I bet Hephaestus would be close enough to machines that he could help you.

((You... do realize the machine god is already confirmed to exist?))
Oh. Never mind.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Atomic Chicken on October 25, 2015, 02:37:58 pm
PM.
Create 3 essences.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DreamerGhost on October 25, 2015, 02:48:51 pm
Just a quick check, the following are within the council chamber,

NAV/James
Crimson/Crimson
Trewque/Bob T. Baker
Beirus/Jase
Sarrak/Kahel
fillipk/Dwen
endlessblaze/Flare
thegamemaster1234/Jiksap
XXXXYYYY/The Gambler
Whisperling/Viznor
H4zardZ1/Dest Eterna
DAPARROT/Seva
AoshimaMicho/Shias
Atomic Chicken/Ilium Skydepth
star2wars3/Skeliborn
_Shinju_/Nihilum

for a total of 16 people, right?
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 25, 2015, 02:59:41 pm
((Oh dear, what happened now?))
(But yeah, I think so.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 25, 2015, 03:00:41 pm
((Me))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Sarrak on October 25, 2015, 03:06:19 pm
((Sounds omnious...))

"A council chamber of meditation... Good enough, I suppose."

Four liquids!
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 25, 2015, 03:13:23 pm
I, star2wars3/Skelliborn am at the council.

((The fact that you are asking makes me worries but at least that means the turn will be even more awesome than usual))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: AoshimaMichio on October 25, 2015, 03:30:57 pm
((Any time GM asks for confirmation is sign to GTFO. Which is something I'm already doing, by the way.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 25, 2015, 03:32:09 pm
((Well, dang. We're all going to drown in alcohol/ suddenly discover we have booze instead of blood, aren't we.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 25, 2015, 03:43:18 pm
((Well, dang. We're all going to drown in alcohol/ suddenly discover we have booze instead of blood, aren't we.))

((Instakill probably isn't going to happen. Sudden and extreme danger, though? Very likely.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Beirus on October 25, 2015, 03:54:41 pm
((Hope it ain't instant death. Means I'll have to activate my contingency off the cuff instead of what I had planned.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 25, 2015, 04:09:06 pm
And so, kids, the lesson that we get from this is to always be intolerant and make enemies out of potential friends, or else you'll get hit by AoE effects.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: FallacyofUrist on October 25, 2015, 04:14:54 pm
And so, kids, the lesson that we get from this is to always be intolerant and make enemies out of potential friends, or else you'll get hit by AoE effects.
((I like your style. Quick question: how did you manage to launch a delayed AoE attack without triggering the memory wipe field? (You could answer via PM.)))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 25, 2015, 04:16:29 pm
((Jase got rid of the mind wipe field and who said anything about delayed blast AOE))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 25, 2015, 04:21:19 pm
And so, kids, the lesson that we get from this is to always be intolerant and make enemies out of potential friends, or else you'll get hit by AoE effects.
((I like your style. Quick question: how did you manage to launch a delayed AoE attack without triggering the memory wipe field? (You could answer via PM.)))
Nah, I didn't do that. I have no (technically very little) idea what is about to happen.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: BlitzDungeoneer on October 25, 2015, 04:40:11 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 25, 2015, 05:46:36 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?

Fellow wizard controllers, stop giving the gm ideas. Or be positive. Maybe DG is going to give everyone in the tower 10 shards. Or maybe a pony, or a unicorn, or a giant adamantine unicorn mech which quacks to honor the duck which sustains us all.

What I'm saying is, this is gonna be awesome !!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DreamerGhost on October 25, 2015, 05:55:08 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?

Fellow wizard controllers, stop giving the gm ideas. Or be positive. Maybe DG is going to give everyone in the tower 10 shards. Or maybe a pony, or a unicorn, or a giant adamantine unicorn mech which quacks to honor the duck which sustains us all.

What I'm saying is, this is gonna be awesome !!!!!!!!!!!!!!!!!!!!!!!!!

To be fair, you only lost most of your skin.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: BlitzDungeoneer on October 25, 2015, 06:05:54 pm
Or maybe he's trying to trick us and everyone will get hit.
Ever think about that, huh?
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 25, 2015, 06:14:33 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?

Fellow wizard controllers, stop giving the gm ideas. Or be positive. Maybe DG is going to give everyone in the tower 10 shards. Or maybe a pony, or a unicorn, or a giant adamantine unicorn mech which quacks to honor the duck which sustains us all.

What I'm saying is, this is gonna be awesome !!!!!!!!!!!!!!!!!!!!!!!!!

To be fair, you only lost most of your skin.
((Oh dear.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 25, 2015, 06:54:05 pm
If the Gambler's chair released a molatov coctail that caused James's healing spell to fail. I will murder the chair. Even if I can't physically move I will send the chair to the treants as wood pulp.

((I mean, what else has that much explosive power. Granted, if the chair does that, I doubt the Gambler will oppose its destruction))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: endlessblaze on October 25, 2015, 06:57:32 pm
wait what? whoconspieredagainstushowdidthishappenwhatsgoingon?!
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: FallacyofUrist on October 25, 2015, 07:05:32 pm
wait what? whoconspieredagainstushowdidthishappenwhatsgoingon?!
((Let's go over the possibilities while we wait to see who died.))

Spoiler: Wall of Theory (click to show/hide)
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 25, 2015, 07:12:27 pm
((Interesting theories but that's not what is happening, number two is on the right track though.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DreamerGhost on October 25, 2015, 07:16:15 pm
((So many amazing ideas. I love that Dermmonster was the first one. This is so much fun, I can now see why GMs like to throw murder in chunky bits towards players.

The turn is incoming in ~15 mins))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: Whisperling on October 25, 2015, 07:19:16 pm
((The castle has been described as hellish/evil-looking numberous times, so I'm going to take a guess and say that might be it. I was planning to research it, but I got distracted by other stuff. I'm really sorry if that means I inadvertantly gave someone a doom sentence.))

((Also, hooray for turn. If nothing else, it should entertain me on a long, boring drive.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: fillipk on October 25, 2015, 07:19:33 pm
((Can someone explain the Derm thing, or post a link.

Wait did someone else mess with the castle?))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: ATHATH on October 25, 2015, 07:29:28 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?

Fellow wizard controllers, stop giving the gm ideas. Or be positive. Maybe DG is going to give everyone in the tower 10 shards. Or maybe a pony, or a unicorn, or a giant adamantine unicorn mech which quacks to honor the duck which sustains us all.

What I'm saying is, this is gonna be awesome !!!!!!!!!!!!!!!!!!!!!!!!!

To be fair, you only lost most of your skin.
Ooh, reanimation material!
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 25, 2015, 07:29:41 pm
Theory List 2:
1.Wait a minute. The castle was placed by a VERY high level demon.
Also By The Laws Of Thermodynamics:
For every action there is an equal and opposite reaction.

((Physics May doom us all.))

2. The castle could be itself a demon, possibly a minion of the Very high level demon.
((The castle eats ducks and wants to destroy the world.))
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: star2wars3 on October 25, 2015, 07:30:29 pm
i totally knew about all this in advance and thats definitely why I was going far away from the castle
obviously
Unless... What if the AoE's against everyone out of the castle and DreamerGhost is lulling everyone outside into a false sense of security?

Fellow wizard controllers, stop giving the gm ideas. Or be positive. Maybe DG is going to give everyone in the tower 10 shards. Or maybe a pony, or a unicorn, or a giant adamantine unicorn mech which quacks to honor the duck which sustains us all.

What I'm saying is, this is gonna be awesome !!!!!!!!!!!!!!!!!!!!!!!!!

To be fair, you only lost most of your skin.
Ooh, reanimation material!

No because it was melted by acid.
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: DreamerGhost on October 25, 2015, 07:43:29 pm
Turn 125

...that's quite the foul odor. Feh. Keep moving and creating essences.
Spoiler (click to show/hide)

Alexander continued wandering through the forest. The further away from the field of flowers he went, the more bugs and birds he found. And yet still, the largest creature he managed to find was a rabbit that dived into a hole underneath a large root of an oak tree.

"Hmm. If a plant can think or talk, like my treehouse or the treants, then they have the same rights as any person. Otherwise we should try not to destroy any forests, but chopping firewood or picking fruit is fine."

"I don't have much else to discuss. If anyone can significantly strengthen this fancy chunk of glass I'll give them a shard."

Heal up Skeliborn's hand.
Forge 5 4 summoning essences. That's the maximum safe number right now.

Try again to turn the omnicube into a strength enhancing powered armguard. Hopefully it doesn't explode this time since I have a +2 luck bonus.

Spoiler (click to show/hide)

James took a look at Skeliborns injured hand. It looker seriously torn apart, there were a few bones bruise by spikes crashing into them, but the aura was already patching the wounds up. There was no reason to wait for the pain to go away, however, and a mage owing you a favor, even a minor could be useful. James recanted the healing spell, and Skeliborns had returned back to perfect condition almost immediately. There wasn't even any mark of damage left. Skeliborn carefully moved his hand, checking how it felt and looked suitably impressed. The omnicube experiments were doing less spectacularly, as cube once again reshaped itself into yet another way shaped shield. With a regretful sigh, James handed over the omnicube to Gambler for enchantment.

Then entire room disappeared from sight as everything before James eyes suddenly turned dark. The darkness burned, and James just happened to be breathing in at the time, so he breathed in the darkness, and the burning feeling went down his nose and only quick action on James part prevented the feeling from going into lungs, redirecting it towards stomach instead. It still burned, as James felt his body beginning to float upwards, there was not a tiniest bit of his body that did not at least itch.

"We should prob'ly establish some rules a conduct for those who'll be 'ere. Ya know, no takin' control of other mages, somethin' against shatterin' reality a' not dealin' with it, tha rules of tha council itself, and so on. Ya know, baseline stuff ta stop people from breakin' everythin' an' leavin' others to clean up the mess an' ta make things work better in the future.
I'm thinkin' some of tha rules of tha council could be as follows:
Spoiler: Proposed Council rules (click to show/hide)

An' I'll gladly try ta toughen ya thing. I'll make it more likely ta work properly as well, so I can use my essences, if that's alright."
Harden and toughen the glass of the Omnicube while making it more likely to change to the desired form. Use the +2/+2, both +2 POT, the +1CMP, and the +1/+1 luck essences, for a total of +4 CMP and +7 POT. (One spell) Then make 3 essences.
Spoiler (click to show/hide)

Gambler was now the one to present an idea to the council and it seemed like a fairly decent idea. The council, after all, was created so that they all would be able to deal with this without murdering each other. The set of rules would work both to resolve conflicts and prevent new ones from arising. While the rest of the council was thinking about his suggestion, Gambler offered to enchant James omnicube. It was a strong enchantment, but Gambler managed. It would make the omnicube lucky, man=king it both more likely to become what one needed and to have just the right configuration when struck to survive.
{Lucky omnicube - +1LUCK when using omnicube, destroying omnicube requires to overcome a LUCK roll}

Just as Gambler handed the omnicube back to James, his chair began dispensing again. First, it dispensed a stone orb covered with runes. The runes began to glow, creating a transparent shield that separated Gambler from the surroundings, blocking off even air, even the sound coming from outside. As gambler glared at the orb, runes on it began going out one by one. The chair then dispensed a pot plant shaped like greenish purple tubes, and Gambler recognized it as one of mage created plants that could convert CO2 to oxygen at incredible rates. Lastly, the chair dispensed a flashlight that was already turned on. The next moment, view of mages bickering was replaced by monochrome amber color something.

"Aha! You dare defy me? But... I shall have the last laugh! Mwa to the ha ha!"

Old King Coal creates(-1) a durable(-1) bone shovel(-1), using all of his currently stored bone essences. After doing so, he begins to work at the chest again(using the shovel), making 2 bone essences as he does so.

Spoiler (click to show/hide)

The dirt dared refuse Old king a treasure, which was unacceptable sin. It even went so far as to waste king’s time and even dirty king’s hands. Old king conjured a shovel of ivory to deal with disobedience of the real. It had a handle shaped like a spine and face forged of sharp teeth that were somehow nailed together. It cut through dirt and roots, hastening the recovery greatly. Within moments, the chest visibly shifted after King cut through surrounding dirt and hit the chest instead for the eighth time. King threw away few shovelfuls away just to be sure and dragged the box out of its plant filled prison. It had a lock, but wood around it had rotted away, and king flung the chest open.

Rather large piece of wood that was once the top of the chest just flew off from the mighty throw, but the king was shocked stiff as instead of gold and gems from the chest unfolded a pair of very long hands and grabbed the king. The chest, now easily identifiable as a mimic, opened midway, revealing a huge maw filled with sharp teeth. Old king, however, got his bearings together, and simply stabbed the gaping maw with his shovel. Hands that held him released immediately, as mimic began twitching, in what looked very much like death throes. Just to be sure, King stabbed the mimic a few more times. From within the corpse, King managed to recover mimics heart. It was an incredibly useful alchemical ingredient, but unlike many others that had the usefulness in potion making, this one had an immediate effect. If eaten, heart of mimic could transform the eater into any desired form for about [3 turns worth of time].

Skelliborn
Well my hand seems to be stable for the time being. Of course, I'll have to use my other hand until I get James to heal it. I suppose I should practice some E-type blade Magic to make up for my weakness. Oh and I vote yes on the rules The Gambler has proposed (I know, somewhat through my own blunders how dangerous and hard to fix dimensional blunders can be.)

Action:
Craft 3 essences and practice using E-Type blade magic (pm will be sent to DG explaining what E-Type blade magic is.)

Craft 3 Essences but if one collapses, stop attempting to craft essences.

Also, once my hand is healed, pick up my blade with my healed hand.
On the off chance that James healing power fails, use my other hand to pick up my sword.

Spoiler (click to show/hide)
Skeliborn released his hand from its grassy bindings to allow James to have a look. Healer proved his experience, as wounds closed without any problems, without even leaving any scars. Skeliborn first moved the hand around, to see if there were any inner wounds left, but the hand was as good as new. He took the runic sword and swung it around a bit, away from the council members, of course. The hand seemed just as fine, possibly even better. Though that was most likely just an illusion born from being unable to use the hand for a while.

Skeliborn slashed horizontally with all his strength, the last of his exercises to test his hand, when his vision was replaced by darkness and pain. Lots and lots of pain. It felt like his entire body was on fire. Skeliborn could feel that there was something liquid around him, but over the pain it did not occur to him how lucky he was that he had just began to breathe out when the liquid appeared. This would allow him to keep the acid outside of him for a while, although it was a race to see if he ran out of skin before running out of breath.

Shias the Druid. Location: Council tower.

"I don't want to kill trees, but I like a good solid oak mug, its not killing them if they don't speak right?"

"So if I'm deaf it's not killing if crush your head? Just because you cannot hear them, doesn't mean you can kill then as you wish."


-snip-

"Rules are for those who wish to rule, and word of wizard is worth of nothing. It doesn't matter what you agree here, nobody is really required to obey those rules.
Looks like there's nothing more to dicuss here, so I'll take my leave."


Should I do it? This would be good opportunity! So many of them gathered together ...No. I must proceed with the plan. Slowly. Carefully. No need to play all my cards right away... Shias thinks as he leaves council chamber.

He stops at the door and turns to ask one question before leaving. "Does anyone know what became to my grandson, Isshin? It is my understanding he came here too."

Craft 5 essences again.
Then leave to the forest where tripping mushrooms were, but don gasmask before enterin area of effect.

Spoiler (click to show/hide)


Shias stood up to leave, but stopped just short of the exit to ask one last question. This proved to be a mistake, as he was suddenly shoved aside by rushing Dwen. The shove broke Shias concentration, resulting in a collapse of the essence he was making. Shias staff sprouted numerous vines, which bound about the druid forming a sphere, blocking away all light.

Before Shias could mutter a curse to blame his bad luck, however, he felt the sphere of vines move upwards, a motion which threw druid off his feet for a moment, and resulted in another drop when sphere bounced off the ceiling. Shias heard sizzling sounds from all around him, as some liquid began to pool around his shoes. It smelt like... alcohol?

4 more essences
Spoiler (click to show/hide)
Seva was pondering Gamblers proposed rules, when his attention was grabbed by Dwen running out of the chamber. Moments, later, Seva could see nothing. There was some sort of liquid around him and it felt nasty. But worse was the chance that Seva had just breathed out, and now needed air, fast. Bird mage even grabbed onto his throat to prevent himself from reflexively breathing in and filling his lungs with liquid he was certain was far worse than water.

Disappointed that the plans were likely not to be carried out after all, Jiksap decided to focus on other matters. He could meet with the necromancer again later.

Ask the God of Machines if there is anything He (It? She??) would like me to do for Him (It? Her??) (quest(s) pm'd please). Then 4 more essences. Also, examine the backpack's charge holding mechanism to see if it can be harnessed for uses other than self-destruction.
Spoiler (click to show/hide)

Jiksap, as any proper scientist would, put science ahead of politics. That is to say, he completely ignored the council and used the time to work on his backpack instead. It was cooling from the spell he fed to it, which made some pieces emit light or lightning, but that just made it all more interesting. As soon as Jiksap saw the main batteries, he was overwhelmed with ideas. It could be made into a pulse gun. Or a reactor. Or a magic suppressing field generator. Or a myriad other things.

Jiksap was outright confused when light disappeared. It was very rude to turn them off when people were working, whoever was doing these childish pranks should stop. As he turned his head seeking some light source, Jiksap noticed that there was actually some sort of liquid all around him. This immediately made him very concerned. Even if his backpack was waterproof, he had just disassembled half of it. If it stopped working, the prankster would seriously regret this, he’d make sure of it.

Make 3 aether essences.
Spoiler (click to show/hide)
Jase was busy, between some plans of his own and considerations of Gambler's offer; he barely paid any attention at the other mages within the council chamber. Most of them were not doing anything important anyway. Then, just as Jase exhaled, darkness fell upon him. Jase managed to figure out that he was surrounded by liquid and keep himself from trying to breathe, but it was hard. He flailed around trying to find either an exit or some other mage which might have some sort of defense prepared. Yet all the flailing achieved was bringing fresh acid, undiluted by pieces of molten cloth and skin. As a result, Jase suffered terrible damage. If the acid was removed from the chamber, he'd survive and recover, if only because of regeneration aura, but for now, he was rapidly running out of life.

Investigate the pyramid more closely.
3 essences.

Spoiler (click to show/hide)

The pyramid was built from sandstone, and had no identifiable markings on it. The water came from somewhere fairly deep, and the pyramid seemed to be hollow and filled with water, at the very least, there was nothing but water as deep as Xom's arm could reach inside. The missing piece at the top was just large enough for a human to get in, but it could be dangerous, possibly even a trap for those too curious. Xom considered his chances as water flowed off the pyramid below him.

3 force essences
Spoiler (click to show/hide)

Crimson was lazing back in his chair, almost snoozing, as council arguments intensified. They would either escalate or not. If they did not, he would join the discussion five minutes later and lose nothing. If it did escalate, he was best armored person in the room, so armored in fact, that he actually ran the risk of missing the first strike entirely. He almost did, as light disappeared, and his limbs became lighter, but also somehow slower to move, he almost though he was dreaming. A moment later, his force armor finished moving liquid that was under it and repulsed that which was around it, giving Crimson clear understanding of what was happening. They were under attack, and he could more or less remember where the exit was. Those without proper defenses might need some help though.

Go wherever is safest if bad thingsTM happen.

If I have time/am safe:

Make a slab of solid knowledge. Play around with it a bit, try and see what exactly it is/does.

Make four knowledge essences afterwards.

{Fixed the Luck}

Spoiler (click to show/hide)

Viznor called forth a slab of solid knowledge, and in front of him plopped down a book. After a short chuckle, Viznor opened the first page to see what the book was about, and it turned out to be full of little tips. The very first tip was “Trouble comes most often from where you least expect it.

Viznor, unlike so many others, did not feel relaxed within the council chambers. On one hand, many of them had gathered there, making the place a likely target. On another, many of them had gathered there, making magical mishaps uncomfortably likely. It was the former fear that proved true, as Viznor saw Dwen bolt towards the door. Viznor got up to run after him, shouting for others to get him, but seer was too late.

For someone shouting at the time, Viznor managed to swallow surprisingly little acid, but his speed and lack of a comfy chair to protect at least part of the body, resulted in Viznor losing much to the acid. As he began floating up, Viznor heard a familiar voice. "You know, if you allowed us to improve your vessel, it would be able to withstand this. As it is, we can guarantee survival. The acid interferes with magic of the castle, but it contains plentiful organic molecules. We shall filter them and use them for repair. We bet you regret not getting extra set of organs when you could."

PM.
Create 3 essences.

Spoiler (click to show/hide)

Ilium was sitting relaxed in his chair, entirely unmoving, and that was a factor that saved him a lot of skin. As sight of council was replaced by darkness, he was paralyzed, mostly by experience but also, a tiny bit, by fear. Ilium felt that he was surrounded by liquid and that the liquid burned. But if this was an illusion, it would be foolish to react to it. He needed to find out what this was, but he did not want to linger for long.

((Sounds omnious...))

"A council chamber of meditation... Good enough, I suppose."

Four liquids!
Spoiler (click to show/hide)

Kahel was few of the lucky ones who had just breathed in when world turned to black, and years of tourism through many planes had turned his skin somewhat resistant to most types of damage. So when council chamber was suddenly filled with strange liquid, Kahel was the only one to swim upwards and search for surface. Surface was nowhere to be found, to his great disappointment, as liquid reached all the way up to the ceiling. Something had to be done, and Kahel was not certain if anyone else was in any position to act.

"Well that's a totally different story, I think.  Where are you going anyway"

pm'd action
Spoiler (click to show/hide)

To the surprise of several council mages, Dwen dashed out of the room, pushing Shias aside. Once he was outside, he turned around and said "I'm sorry all your really good people but I need to get home." further confusing the mages. Dwen the ended the confusion by filling the entire council room with acid. It did not end there, as it was a double spell, the room was not only filled by acid, but exits were blocked off by the very same acid suddenly solidifying. Dwen congratulated himself on a plan well executed, and then noticed that there was a minor leak at the very top of the doorway. A drop of acid rolled down the solid mass, leaving a minor mark. Somehow, against all odds and laws of both chemistry and magic, the acid was dissolving the solid acid. Another leak appeared, and then another. The block seemed like it could fail any second, and Dwen began thinking about getting the hell away before the dam broke and the corridor flooded.

{The block will disolve at the start of next turn}
Spoiler (click to show/hide)


Thank you for chosing the Boze from the plane of Acid.
Side effects may include:
Being unable to speak, therefore being unable to do half the spell and losing half of TOTAL POT for any magic.
Burning in acid - END roll, 4+ for no damage
Asphyxiation - Acid is not for breathing
And due to some previous magics, all and any Castle auras/defences/controls do not work inside the acid. This is not because it is acid but because it is alcohol.

If somone is in the council room, but was not mentioned in turn, asume that the above aplies to you, and you may or may not be melting from both inside and outside. I shall be with you shortly, possibly tomorow, at least sometime before next turn.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 124 The first exile
Post by: XXXXYYYY on October 25, 2015, 07:45:04 pm
((Can someone explain the Derm thing, or post a link.

Wait did someone else mess with the castle?))
((Dermonster (the forum-goer)... has a longstanding tendency of causing (typically magical) destructive effects of near apocalyptic proportions. This kills the teammates. I don't have a specific link though.))
((EDIT:Holy hell. Fortuna protect us.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 25, 2015, 07:56:26 pm
((Wow lots of defenses, still worth it.))

"Well that shouldn't be happening, I guess I'm just that good.

Forrify the blockade the acidic alcohol must not get out. In addition make the alcohol slightly more anti magical to help prevent casting.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 25, 2015, 08:00:58 pm
The Gambler's voice grows cold as steel, and he drops his accent.
"I may tend toward peace, but I do have a limit, as it turns out. And, funnily enough, it turns out, that limit does not include attempting to kill me and the other mages. May your death come slow and painful and may the Lady smite you.
Others, I have little ability to clear the acid, so I shall clear the acid-maker instead. I leave you all to do the former, unless someone wishes to join me."

Firstly, he begins to move toward the door (taking his chair with him, of course, if he can).

Secondly, he casts a spell to destroy all of Dwens' -it is fairly obvious that this is his doing after all, considering his conduct- luck, to the point that his body will spontaneously begin to fail and his surroundings begin to kill him. All essences, and sacrifice my [luck bonus when casting] to aid in this spell.((As in, my +1 to luck when casting enchant, not all my luck bonuses))

Thirdly, clear the luck field around Dwen.

Fourthly, he enchants his hands to take the luck of those they touch.

Lastly, break down the solid acid wall. If the chair happens to help me, thank it and use what it gives me.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 08:02:46 pm
Tiss, Tiss, Tiss dear GM. Trying to half my magics potency. And forgetting 1 small factor. I have a magic focussing weapon, a sword of vortex bane. And you know what vortexes do? They pull in matter into them. (Black holes) So what do u suppose I can do with a vortex bane? That's right, I can control vortexes and create matter. Like say water, a substance which neutralizes magic. And while this may not work prepare to see my blades Sekai form's power.

Action: tune myself to the blades power to create a telapathic field. This isn't the magic yet. This is just a side effect of using my blade partially as a magic wand.
telapathic shout. "Council members I can get us out of this but I'll need your help. Tune your powers into a magic attack to stop the acid using my blade as a central tuning fork. Focus on water and air spells if you can but if you cant, do what u can.

Action: The real magic starts here.

Using your attunement to the blade. Use the blades antivortex powers to summon water. Try to attune to other mages anti acid spells and do whatever it takes. Even if it means having your soul and conscience sucked into the very blade you wield.

USE ALL ESSENCES
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 25, 2015, 08:17:57 pm
Tiss, Tiss, Tiss dear GM. Trying to half my magics potency. And forgetting 1 small factor. I have a magic focussing weapon, a sword of vortex bane. And you know what vortexes do? They pull in matter into them. (Black holes) So what do u suppose I can do with a vortex bane? That's right, I can control vortexes and create matter. Like say water, a substance which neutralizes magic. And while this may not work prepare to see my blades Sekai firm's power.

((Amazing, considering I have never heard about, nor aproved any of this.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 25, 2015, 08:22:42 pm
((Yeah, I'd recommend not attempting to get around the GM while talking in a condescending tone -"tiss tiss tiss"? Really? I mean, really?))
((Just sayin'.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 08:24:22 pm
METAL AMULET OF PROTECTION! 6 ESSENCES! WEAR IT!
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 08:26:39 pm
((Congratulations, fillipk. You've trumped No and None in terms of making mages angry.))

((Unless you have a stage two, you're pretty much dead in the long run.))

((Note: in the long run. That acid's magic-blocking effect might keep you alive for a turn or two.))

((Wait a minute... there might be something you forgot, DG. Didn't a player pact himself to Isis, granting a boon(never be surprised by an attack)?))

((And fillipk: why?))

"Victory! Victory I say! VICTORY!"

Old King Coal makes 3 bone essences to celebrate his looting.



Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 08:27:35 pm
((Yeah, I'd recommend not attempting to get around the GM while talking in a condescending tone -"tiss tiss tiss"? Really? I mean, really?))
((Just sayin'.))

My character is basically ichigo right now. I'm just staying in character.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 08:28:59 pm
Tiss, Tiss, Tiss dear GM. Trying to half my magics potency. And forgetting 1 small factor. I have a magic focussing weapon, a sword of vortex bane. And you know what vortexes do? They pull in matter into them. (Black holes) So what do u suppose I can do with a vortex bane? That's right, I can control vortexes and create matter. Like say water, a substance which neutralizes magic. And while this may not work prepare to see my blades Sekai firm's power.


((Amazing, considering I have never heard about, nor aproved any of this.))

You never not approved either. Also, my character is in rage mode.

I could have tried making vortex bane create a vortex by the magic  law of opposites.

Lastly everything here at its most basic form is application of magic theory. As I don't know how my blade works and how badly the acid mat be screwing with my character's mind I can only attempt to figure out what he is thinking. Not to mention I did say that I would break the fourth wall if the acid was do to someone's secret action.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 25, 2015, 08:34:10 pm
((Ye. _Shinju_ had a pact w/ Isis. Don't know where he be IRL at the moment.))

((PREEDIT:))
Tiss, Tiss, Tiss dear GM. Trying to half my magics potency. And forgetting 1 small factor. I have a magic focussing weapon, a sword of vortex bane. And you know what vortexes do? They pull in matter into them. (Black holes) So what do u suppose I can do with a vortex bane? That's right, I can control vortexes and create matter. Like say water, a substance which neutralizes magic. And while this may not work prepare to see my blades Sekai firm's power.

((Amazing, considering I have never heard about, nor aproved any of this.))

You never not approved either. Also, my character is in rage mode.
((Cockiness level: Insane))
((Yeah, I'd recommend not attempting to get around the GM while talking in a condescending tone -"tiss tiss tiss"? Really? I mean, really?))
((Just sayin'.))

My character is basically ichigo right now. I'm just staying in character.
((1. No idea who Ichigo is, so that means nothing to me.))
((2. Non-bolded [action], non-colored [speaking], non-italicized [thought], non-double-parenthesized [OOC] text that's not obviously a description or in character is assumed OOC, especially with how you broke the 4th wall in it and haven't used double-parens for OOC in the past.))
((3. Still comes off as really dickish, regardless.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 08:37:42 pm
((Ye. _Shinju_ had a pact w/ Isis. Don't know where he be IRL at the moment.))

((PREEDIT:))
Tiss, Tiss, Tiss dear GM. Trying to half my magics potency. And forgetting 1 small factor. I have a magic focussing weapon, a sword of vortex bane. And you know what vortexes do? They pull in matter into them. (Black holes) So what do u suppose I can do with a vortex bane? That's right, I can control vortexes and create matter. Like say water, a substance which neutralizes magic. And while this may not work prepare to see my blades Sekai firm's power.

((Amazing, considering I have never heard about, nor aproved any of this.))

You never not approved either. Also, my character is in rage mode.
((Cockiness level: Insane))
((Yeah, I'd recommend not attempting to get around the GM while talking in a condescending tone -"tiss tiss tiss"? Really? I mean, really?))
((Just sayin'.))

My character is basically ichigo right now. I'm just staying in character.
((1. No idea who Ichigo is, so that means nothing to me.))
((2. Non-bolded [action], non-colored [speaking], non-italicized [thought], non-double-parenthesized [OOC] text that's not obviously a description or in character is assumed OOC, especially with how you broke the 4th wall in it and haven't used double-parens for OOC in the past.))
((3. Still comes off as really dickish, regardless.))

Ichigo is from bleach. And he can be very dickish at times.

Also I did say I was going to break the fourth wall.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 25, 2015, 08:37:58 pm
((Well... Okay. Now we have the ONLY mage since the times immemorial to actually try and win this game. The period of tranquility ends! And who knows, what losses would be?))

Kahel swam in the alcoholic liquid and checked the situation with his body analysis.

(I have air for about fifty seconds. And my fingertips slowly start to melt... Interesting feeling, by the way. So, should I freeze or liquify? Hm... Yes. There is quite an interesting possibility... No. Walls are protected against magic. Really, well-thought plan turns out to be a perfect trap... And forty seconds now. Time to decide...)
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 08:39:41 pm
((why don't you just make a protective item from blades? you already used blades of grass for something))

((by the way, im going o kill that mage...and his death will be painfull))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 08:40:09 pm
((it seems the forum made me double post.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 08:46:18 pm
((Okay. Okayyy.... actually a pretty good plan. I commend you, fillipk. But here's another question: will it deal with all the players in the council room? Some mages have... protections... I'm going to note that Kahel(Sarrak) could easily control the acid with his liquids affinity. The Gambler(XXXXYYYY) and Shias(Ao) both have protective spheres around them, and Viznor(Whisperling) may be being offered some sort of divine pact to make him a new body, one likely resistant to acid.))

((If you don't have a phase two, this probably won't end well for you.))
((And another question: will the deaths of all the people in the council room actually bring you to 100 shards?))

((by the way, im going o kill that mage...and his death will be painfull))
((Similar sentiments are most likely shared by... VAR *everybody* = (true). Let me repeat myself: you're going to need a phase two.))

((If you'd like, I could advise you as to what to do via PM. I have some good ideas for a phase two.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 08:47:44 pm
((why don't you just make a protective item from blades? you already used blades of grass for something))

((by the way, im going o kill that mage...and his death will be painfull))

((1.my mage can be either verybrainy or very much an idiot.

2.my mage has a pattern of over-reacting which I am trying to follow.

3. Its hard to break the fourth wall))

((4. Operation Rage-narok))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 25, 2015, 08:51:15 pm
((Congratulations, fillipk. You've trumped No and None in terms of making mages angry.))

((Unless you have a stage two, you're pretty much dead in the long run.))

((Note: in the long run. That acid's magic-blocking effect might keep you alive for a turn or two.))

((Wait a minute... there might be something you forgot, DG. Didn't a player pact himself to Isis, granting a boon(never be surprised by an attack)?))

((And fillipk: why?))

"Victory! Victory I say! VICTORY!"

Old King Coal makes 3 bone essences to celebrate his looting.
((Long Run plan is in motion as to why, well I had prepared for this for a while and I'm counting on the acid to do a bit more or waste everyone's essences and give me a couple turns to prepare or so.  Not 100 shards but there will be no survivors and the acid can clean up the scene also editing my action plus spells are half as powerful and the acid is suspose to dissolve metal too.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 08:55:33 pm
((Have you any plans for what to do if a mage from outside the castle comes in and interferes? (say Marcus, Old King Coal, Alexander, or Xom, or anybody else... oh wow, you've actually hit the majority of the players of this game with one attack.)))
((Of course, the mages out of the castle may lack IC reasons to go in...))
((Again. Wow. Just wow.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 25, 2015, 09:00:08 pm
((Long Run plan is in motion as to why, well I had prepared for this for a while and I'm counting on the acid to do a bit more or waste everyone's essences and give me a couple turns to prepare or so.))
((Good. Yet you really need something exceptional up your sleeves if you want to deal with Crimson, who is practically immune to anything you can do. Also, not the best approach - you won't get shards before everything settles down, effectively making whole plan a gamble of luck. Buffing your vision and granting yourself partial immunity - and then finishing helpless mages while swimming in acid would be a bit more reliable. And awesome.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 09:00:38 pm
((Congratulations, fillipk. You've trumped No and None in terms of making mages angry.))

((Unless you have a stage two, you're pretty much dead in the long run.))

((Note: in the long run. That acid's magic-blocking effect might keep you alive for a turn or two.))

((Wait a minute... there might be something you forgot, DG. Didn't a player pact himself to Isis, granting a boon(never be surprised by an attack)?))

((And fillipk: why?))

"Victory! Victory I say! VICTORY!"

Old King Coal makes 3 bone essences to celebrate his looting.
((Long Run plan is in motion as to why, well I had prepared for this for a while and I'm counting on the acid to do a bit more or waste everyone's essences and give me a couple turns to prepare or so.  Not 100 shards but there will be no survivors and the acid can clean up the scene also editing my action plus spells are half as powerful and the acid is suspose to dissolve metal too.))

((there is a flaw in your plan.

I have essences. and the protection of my soon to exist amulet likely applies to the amulet itself. even if it does not, that wall is about to burst so it should keep me a live long enough.....

first, im going to cut off your hands. then I will rip out your tounge. I will then force-feed you said tounge and your fingers. after that comes the toes. and eventually, your own eyes. then im going to slowly cut into you until you finally bleed out.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 25, 2015, 09:00:38 pm
((by the way, im going o kill that mage...and his death will be painfull))
((Agreed.))
-antipyramidsnip-

Ichigo is from bleach. And he can be very dickish at times.

Also I did say I was going to break the fourth wall.
((1. Still means nothing. I haven't watched Bleach.))
((2. Seriously, add double parens for OOC. It just makes discussion far clearer.))
((3. Please don't break the forth wall - It comes across as boring at best. Most of us have got along fine without doing so.))
((4. 'ic'-OOC dickishness still feels just as dickish as just plain OOC.))
((5. While DG didn't explicitly say your sword couldn't make water, we're working off of a strict interpretation of the DG constitution, so to speak. He never said I couldn't suddenly teleport to and instagib everyone else at will, but to argue I could is lunacy.))
((6. Even if we ignore the GM, what you're trying is absurd anyway. If I had a sword of Giant Bane, that means it's great at killing Giants. It does not mean I can summon Dwarves or Pixies or whathaveyou at will.))

((EDIT:))
-snip-

((there is a flaw in your plan.

I have essences. and the protection of my soon to exist amulet likely applies to the amulet itself. even if it does not, that wall is about to burst so it should keep me a live long enough.....

first, im going to cut off your hands. then I will rip out your tounge. I will then force-feed you said tounge and your fingers. after that comes the toes. and eventually, your own eyes. then im going to slowly cut into you until you finally bleed out.))
((Wow. That escalated quickly. The worst part is, he won't bleed out. The regeneration field would continue to heal him.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Beirus on October 25, 2015, 09:13:30 pm
The line to murder Dwen forms behind Jase.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 09:15:09 pm
The line to murder Dwen forms behind Jase.
((Mind if I sig this?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 09:17:39 pm
((by the way, im going o kill that mage...and his death will be painfull))
((Agreed.))
-antipyramidsnip-

Ichigo is from bleach. And he can be very dickish at times.

Also I did say I was going to break the fourth wall.
((1. Still means nothing. I haven't watched Bleach.))
((2. Seriously, add double parens for OOC. It just makes discussion far clearer.))
((3. Please don't break the forth wall - It comes across as boring at best. Most of us have got along fine without doing so.))
((4. 'ic'-OOC dickishness still feels just as dickish as just plain OOC.))
((5. While DG didn't explicitly say your sword couldn't make water, we're working off of a strict interpretation of the DG constitution, so to speak. He never said I couldn't suddenly teleport to and instagib everyone else at will, but to argue I could is lunacy.))
((6. Even if we ignore the GM, what you're trying is absurd anyway. If I had a sword of Giant Bane, that means it's great at killing Giants. It does not mean I can summon Dwarves or Pixies or whathaveyou at will.))

((EDIT:))
-snip-

((there is a flaw in your plan.

I have essences. and the protection of my soon to exist amulet likely applies to the amulet itself. even if it does not, that wall is about to burst so it should keep me a live long enough.....

first, im going to cut off your hands. then I will rip out your tounge. I will then force-feed you said tounge and your fingers. after that comes the toes. and eventually, your own eyes. then im going to slowly cut into you until you finally bleed out.))
((Wow. That escalated quickly. The worst part is, he won't bleed out. The regeneration field would continue to heal him.))

((even better. that means I can make him consume his own eyes more than once!))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Whisperling on October 25, 2015, 09:19:23 pm
Get out of here. If I encounter anyone who's unprotected on my way to the door, drag them out too.

If at any point I am out of the acid, make five essences.

Slice Dwen's jugular, if I get a chance. That's not a top priority, though- chances are, he'll get obliterated without my assistance.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 09:21:13 pm
I can survive indefinitely here? In that case, when the barrier disintegrates, drag whoever's in worst shape out of the room. Probably starting with Jase.

If I get a chance, use my claws to slice open Dwen's jugular.


((NO YOU HAVE TO LET HIM LIVE SO WE CAN TOTURE HIM!))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Beirus on October 25, 2015, 09:22:18 pm
The line to murder Dwen forms behind Jase.
((Mind if I sig this?))
((Go for it.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 09:24:42 pm
((Thanks.))

((even better. that means I can make him consume his own eyes more than once!))

((Someone else should take this one.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 25, 2015, 09:33:42 pm
Tactical Analysis.

Safest ones:
Crimson - a mage who forgone his flesh and weaknesses associated with it. Unaffected by current acid.
The Gambler - a very lucky mage having a first-person view on our gruesome struggle.
Shias - safe for now in a plant cocoon, yet as the chamber is completely filled with alcohol, it is only a matter of time before his protection runs out.

Demi-safe:
Kahel - with staff of reroll and liquid affinity.
Jiksap - not being wholly fleshy helps. As well as broad affinity.

Others still have a really good chance to live if they do not botch every roll in two turns... Yet there is a slight problem with burning alcohol ingestion that leads to intoxication, loss of consciousness and death.

===

Now, Dwen still has several viable strategies to make our lives miserable. As, currently, no mage can see what happens to his surroundings - not to mention having acid in their ears - anything that could be trivial otherwise, turns deadly... Beirus, you should really think of the worst case if part of chamber defenses is turned against us.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Beirus on October 25, 2015, 09:38:55 pm
((None of them work inside the chamber, but I'm already having it drain the alcohol out the side. Should work since the wall isn't technically inside the chamber. Also, Dwen won't be going anywhere.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 25, 2015, 09:42:28 pm
((Yeah could work but if I sense this I could start refilling it.  Also it's suspose to dissolve metal too I didn't forget about Crimson.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 25, 2015, 09:44:55 pm
((... perhaps you didn't account for Crimson's force armor?))
((... it seems to me that solid force could only be destroyed by kinetic energy...))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DAPARROT on October 25, 2015, 09:45:46 pm
swim at full speed towards the wall, trying to break it

Edit:pretty sure I summoned some birds for the garden,if so also do this:
try to(mental command if possible) get the birds in the garden to find Dwen and peck him to death
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 25, 2015, 09:46:55 pm
((Yeah force armor surprised me that's why I'm trying to make the alcohol hostile to magic.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 09:48:00 pm
((by the way, im going o kill that mage...and his death will be painfull))
((Agreed.))
-antipyramidsnip-

Ichigo is from bleach. And he can be very dickish at times.

Also I did say I was going to break the fourth wall.
((1. Still means nothing. I haven't watched Bleach.))
((2. Seriously, add double parens for OOC. It just makes discussion far clearer.))
((3. Please don't break the forth wall - It comes across as boring at best. Most of us have got along fine without doing so.))
((4. 'ic'-OOC dickishness still feels just as dickish as just plain OOC.))
((5. While DG didn't explicitly say your sword couldn't make water, we're working off of a strict interpretation of the DG constitution, so to speak. He never said I couldn't suddenly teleport to and instagib everyone else at will, but to argue I could is lunacy.))
((6. Even if we ignore the GM, what you're trying is absurd anyway. If I had a sword of Giant Bane, that means it's great at killing Giants. It does not mean I can summon Dwarves or Pixies or whathaveyou at will.))

((EDIT:))
-snip-

((there is a flaw in your plan.

I have essences. and the protection of my soon to exist amulet likely applies to the amulet itself. even if it does not, that wall is about to burst so it should keep me a live long enough.....

first, im going to cut off your hands. then I will rip out your tounge. I will then force-feed you said tounge and your fingers. after that comes the toes. and eventually, your own eyes. then im going to slowly cut into you until you finally bleed out.))
((Wow. That escalated quickly. The worst part is, he won't bleed out. The regeneration field would continue to heal him.))

((What my Blade is doing (I hope) is the reverse effect of a vortex, aka a way to neutralize a vortex.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 25, 2015, 09:56:15 pm
((I just realized that I've been typing initially since way past when I normally go to sleep. Please disregard all of my post from the last turn onward. I'll post a better action set tomorrow when conscience of what I'm  thinking straight.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 25, 2015, 09:57:50 pm
((I getcha, it happens to all a us.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 25, 2015, 10:10:25 pm
((Thanks.))

((even better. that means I can make him consume his own eyes more than once!))

((Someone else should take this one.))


((its ok t have to sigs))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: NAV on October 25, 2015, 10:29:21 pm
((Is it pot/2+bonuses, or (pot+bonuses)/2? Very important difference.

also does my amulet of magic resistance actually do anything? Small bonus to rolls against enemy magic, small penalty to rolls for enemy magic, anything at all?

How's Grundar doing? I'm not sure if he was in the council chamber or not. If so, you shoupd probably roll for him. If not, I hope he realizes what's happening and tries to help and/or crush Dwen.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 25, 2015, 10:31:38 pm
I can survive indefinitely here? In that case, when the barrier disintegrates, drag whoever's in worst shape out of the room. Probably starting with Jase.

If I get a chance, use my claws to slice open Dwen's jugular.


((NO YOU HAVE TO LET HIM LIVE SO WE CAN TOTURE HIM!))
No, he doesn't. I can rez him as an intelligent undead creature that is completely under my control as a 20/20 spell.

Armok, y'see, you're doing this all wrong. You've fallen into the classic bond villain trap of leaving an escape route. What you should have done was cast Mass Inebriate, knocking everyone unconscious, then killed them while they were napping. The anti-violence field would have protected you from looters.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 25, 2015, 10:38:55 pm
Nothing to see here.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Whisperling on October 25, 2015, 10:40:24 pm
-snip-

((For the sake of everyone here, please edit that out. You're giving DG ideas.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: BFEL on October 26, 2015, 12:08:52 am
((So, I just now saw this and had to see what the GM was "waiting so long to happen" and figured I should give Mr. Ichigo a tip. Mixing water with acid is a bad idea. Chemistry 101. If your sword can act as a void why wouldn't you just...suck up all the acid?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 26, 2015, 01:54:38 am
((Is it pot/2+bonuses, or (pot+bonuses)/2? Very important difference.

also does my amulet of magic resistance actually do anything? Small bonus to rolls against enemy magic, small penalty to rolls for enemy magic, anything at all?

How's Grundar doing? I'm not sure if he was in the council chamber or not. If so, you shoupd probably roll for him. If not, I hope he realizes what's happening and tries to help and/or crush Dwen.))

(( (pot+bonuses)/2, it is POT TOTAL divided by two.

In this case, no. Acid is magical in origin, but not nature, so amulet has nothing to work with.

Grundar is melting, bu no more and no less than other mages. He can hold his breath in for a whole lot longer than any of you (Crimson does not count as he does not breathe), but acid is messing with his regeneration.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 26, 2015, 02:01:45 am
Armok, y'see, you're doing this all wrong. You've fallen into the classic bond villain trap of leaving an escape route. What you should have done was cast Mass Inebriate, knocking everyone unconscious, then killed them while they were napping. The anti-violence field would have protected you from looters.
((While amusing, the idea presents even more holes than original one. A pity I didn't see continuation.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 26, 2015, 02:03:07 am
The line to murder Dwen forms behind Jase.
((Well then, I have to remind you that I'm on quest for Dwen's head. Official Quest even. So feel free to line up behind me.
If anyone kills him before me, please leave his head intact. I need it.))


Shias the druid
"DEFILER!"

ACTIVATE PROCEDURE "GOOD NIGHT"!
Infuse the vine cocoon into my flesh and become Kurzick Juggernaut (http://wiki.guildwars.com/wiki/Kurzick_Juggernaut) (those things are about twice the size of human). Using essences: 11 +1/+1, 1 +1POT, 2 +1CMP, 2 +1/+2. My staff is not to be incorporated into this superiour form.

If the barrier at chamber door is still intact, break it.
If the barrier is broken, break Dwen instead. Or hug him really hard.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 26, 2015, 03:45:56 am
(This acid is starting to burning me. Let's do some golden work...)

Am i holding the scepter? If so, throw it from me, slowly.
Form a golden wall in front of me, floating. Charge it with electricity after that, fix the gold wall with the help of heat.
If the wall didn't form/too small, charge myself instead.
Both spells All non-chaotic electric essences.

Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 26, 2015, 05:18:30 am
(I might be fine by myself, but what about other mages? Dying at the council chamber seems a wasted life and purpose... Right. I only need to control some liquid... And phase it out of reality.))

I control a large amount of liquid and phase it out of reality. And then... Save. My. Staff! All essences. Massive, ethereal.
((Worst case, I get 2+3 CMP and 2+1,5 POT. Which is still more than enough to get us some breathing room. Enjoy.

That being said, freed space would be swiftly filled by acidic vapors, so caution is advised.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 26, 2015, 05:50:20 am
((Careful. Remember rather large percentage of human body is water.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 26, 2015, 05:59:50 am
((Careful. Remember rather large percentage of human body is water.))
((Truth be told, Kahel does not truly care for others. And if his help turns someone's blood into ghost apparition, he won't be that much saddened. As for possibility to affect himself - I hope that his acute awareness of his body and ability to control liquids within it will prevent any incidents.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: BlitzDungeoneer on October 26, 2015, 06:03:48 am
MORE EXPLORING
I WILL FIND AN OPPONENT, ONE WAY OR ANOTHER!
Also make more essence.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 26, 2015, 06:12:29 am
((I really should stop posting at midnight and other ridiculous times.))

Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 07:58:14 am
Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: thegamemaster1234 on October 26, 2015, 08:46:17 am
Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
((The pot and comp bonuses don't apply to those submerged in acid anyway, and Jase can simply turn the field off again. And he will, given the looks of things.
Oh, and the mind wipe defense system won't work inside the acid either, so everyone's fine to blast Dwen into oblivion while surrounded by the stuff. Goooo Gambler!!))

Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 26, 2015, 08:55:20 am
((The amazing thing to me personally is that Crimson could just win the game right now.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 09:24:08 am
((Oh yeah, I choose the anti hostility field to work inside the alcohol.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 26, 2015, 09:37:08 am
((Not if i could to, erm... to mind-control you for one turn. Also i don't know about the acid's flammablility; without oxygen it won't ignite, but i might heat it enough so when the air refills it will ignite and then.... BWAHAHAHAHAH
I'm sorry about the others through.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 26, 2015, 09:39:51 am
((This anti-hostility field is really backfiring on us now.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 26, 2015, 09:50:06 am
((All it takes is an 'accident' from the golden sphere, electric ignition, BAM.
I might or might not turned the WHOLE tide against Dwen.))

((EDIT: And yeah, the staff. If something breaks the crystal it might be electricity KABOOM, and it's unstable because of the natural 1 Competency roll.
Hostile to magic: Chance of blowing everyone
Not hostile to magic: Someone is resistant to acid))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 26, 2015, 09:51:42 am
((Yo! Let's do some maths! Ya see... we have 16 players currently within the council chamber. 16 times 5 is 80... and 3 mages within the chamber have two affinities... so add 15... total: 95 shards from death of all players within the chamber. If the shard savings of the council members exceeds 4 shards(which they most likely do), that's over a hundred shards.))

((Assuming that the acid(or fillipk's other plans) kills all the council members, that's enough shards for godhood.))
((Null is going to get another god in his collection.))

Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
((Oh yeah, I choose the anti hostility field to work inside the alcohol.))

((Ah... shouldn't the field have reactivated and stopped Dwen from doing his cast?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 26, 2015, 09:59:56 am
((Ah... shouldn't the field have reactivated and stopped Dwen from doing his cast?))

((It takes a turn to swich over from full off to full auto. It can still be directed by certain people manually.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 26, 2015, 10:01:20 am
((Huh.))

((Now for everybody currently being affected by the acid... note that the solid acid sealing the chamber will dissolve next turn if fillipk can't reinforce it. And he has no essences.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 10:04:19 am
((This anti-hostility field is really backfiring on us now.))
((Not if i could to, erm... to mind-control you for one turn. Also i don't know about the acid's flammablility; without oxygen it won't ignite, but i might heat it enough so when the air refills it will ignite and then.... BWAHAHAHAHAH
I'm sorry about the others through.))
Well... not entirely.

((Yo! Let's do some maths! Ya see... we have 16 players currently within the council chamber. 16 times 5 is 80... and 3 mages within the chamber have two affinities... so add 15... total: 95 shards from death of all players within the chamber. If the shard savings of the council members exceeds 4 shards(which they most likely do), that's over a hundred shards.))

((Assuming that the acid(or fillipk's other plans) kills all the council members, that's enough shards for godhood.))
((Null is going to get another god in his collection.))

Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
((Oh yeah, I choose the anti hostility field to work inside the alcohol.))

((Ah... shouldn't the field have reactivated and stopped Dwen from doing his cast?))

I know. Alas, Dwen attempted his coup before I could cast my kill-everything-within-three-tiles spell.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 26, 2015, 10:05:07 am
He can't even reinforce it. It's going to break at the very start of the turn....
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 10:23:51 am
Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
((The pot and comp bonuses don't apply to those submerged in acid anyway, and Jase can simply turn the field off again. And he will, given the looks of things.
Oh, and the mind wipe defense system won't work inside the acid either, so everyone's fine to blast Dwen into oblivion while surrounded by the stuff. Goooo Gambler!!))

Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
But Jase can't turn the field off, because he knows that will harm Dwen.

Don't worry, however. I have a plan (as (almost) always).
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 10:28:46 am
((Can I take a penalty to cast a quickened spell so it happens fast?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 10:30:20 am
((Yo! Let's do some maths! Ya see... we have 16 players currently within the council chamber. 16 times 5 is 80... and 3 mages within the chamber have two affinities... so add 15... total: 95 shards from death of all players within the chamber. If the shard savings of the council members exceeds 4 shards(which they most likely do), that's over a hundred shards.))

((Assuming that the acid(or fillipk's other plans) kills all the council members, that's enough shards for godhood.))
((Null is going to get another god in his collection.))

Uh, guys- the anti-hostility field is still preventing you from harming Dwen. Jase turned it off, but set it to reactivate when hostile-intent is detected. You guys have lost the benefit of the extra bonuses to comp and pot, and can't harm Dwen.
((Oh yeah, I choose the anti hostility field to work inside the alcohol.))

((Ah... shouldn't the field have reactivated and stopped Dwen from doing his cast?))
((Actually Jase turned off the one defense I hadn't compromised so that's why i was able to do this.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 26, 2015, 10:32:09 am
((HOW DARE YOU TAMPER WITH THE CREATION OF THE TOWER! YOU WILL SUFFER))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 26, 2015, 11:13:33 am
((The amazing thing to me personally is that Crimson could just win the game right now.))

((~80% possible. There are still some factors that could thwart him. But he has much bigger chance to succeed than Dwen and any other mage. Combined. Still, this is only my own vision of the situation.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: thegamemaster1234 on October 26, 2015, 11:15:04 am
((If my Quantum Storage Tank idea works, this may very well become rather anticlimactic. The best part would be that I would also gain an effective laser cutter due to release of focused high-energy acid beams.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 11:16:15 am
((If my Quantum Storage Tank idea works, this may very well become rather anticlimactic. The best part would be that I would also gain an effective laser cutter due to release of focused high-energy acid beams.))
((what are you making the tank out of?))

((So we should all ally against Crimson, join me fellow mages and I will drop the alcohol.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: thegamemaster1234 on October 26, 2015, 11:21:35 am
((If my Quantum Storage Tank idea works, this may very well become rather anticlimactic. The best part would be that I would also gain an effective laser cutter due to release of focused high-energy acid beams.))
((what are you making the tank out of?))

((So we should all ally against Crimson, join me fellow mages and I will drop the alcohol.))
((I specified the tank to be acid resistant. Machinery and magic does the rest. Also, there's no in-character way to communicate, so Dwen canceling his mass murder move doesn't make too much sense.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: NAV on October 26, 2015, 11:44:43 am
Cast mass heal. All non-chaos essences. Have it be a multi-turn mass heal if the spell's powerful enough.
Swim up and regain my sight and bearings. Transform the omnicube into a mining drill and drill through the wall.
None of this counts as attacking so make 2 essences.

Grundar: protect James.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: _Shinju_ on October 26, 2015, 12:12:22 pm
i make the acidic alcohol absencent and pray to Isis for help
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 12:21:43 pm
I will do three things this turn in this order.
1. Cast a spell to fortify the block, hopefully using a modifier to make this action occur quicker than usual.

2. Pray to the God of alcohol and acid asking for a boon, I think me dropping a bunch of acidic alcohol on mages qualifies me for this, (luck aura will help me)

3. Cast a spell using the new boon to turn the acidic alcohol anti magical and allow the anti-hostile stuff to affect the inside of the council chamber.

Also create 3 essences.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 26, 2015, 12:59:25 pm
((Makes me wonder, is there anyone who didn't modify systems or add some of their own on tower creation spell?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 26, 2015, 01:05:51 pm
((All I added was some decoration ))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 01:25:57 pm
((Makes me wonder, is there anyone who didn't modify systems or add some of their own on tower creation spell?))
You wouldn't say that if you knew that you didn't add some modifications of your own. So- what were your modifications?
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 26, 2015, 02:36:06 pm
((Makes me wonder, is there anyone who didn't modify systems or add some of their own on tower creation spell?))
You wouldn't say that if you knew that you didn't add some modifications of your own. So- what were your modifications?
((You'll see. Maybe it even does something.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 26, 2015, 04:28:53 pm
Skelliborn
Action: enchant Vortex  Bane so that it constantly absorbs all alcohol and acid within a 7 meter range.(the absorbed acid-alcohol is then used to power up the blade
Use all non-chaotic essences.
Mod specific -1

After this is done walk around the room trying to rescue survivors.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Crimson on October 26, 2015, 05:29:31 pm
((I'm gone for a while and another page was quickly added. For now, I'm still thinking of what to do here with all this mess.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 05:45:34 pm
((Kill everyone in the chamber, win the game.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 26, 2015, 06:10:16 pm
((But isn't the mind wipe field back on?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 06:24:54 pm
((Kill everyone in the chamber, win the game.))
I don't know of he has the raw power to do that. Unless he too buttresses the acid wall (perhaps with a force wall), he can't really do much in the way of mass murder. Explosions are going to harm him almost as much as they'll harm others, Force is mostly focused on crafting and single target damage, and one puncture in his forcefield means that he is almost as mortal as the rest of you. Being made of metal only gives him a +1 to his end rolls- he's still in quite a bit of danger.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 26, 2015, 06:31:22 pm
((waitttt a seconded.......the castle is animate right? why don't we just force the walls to crush dwen?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 07:22:02 pm
((waitttt a seconded.......the castle is animate right? why don't we just force the walls to crush dwen?))
The anti-hostility field prevents us from doing so. However, if Jase gives me the fortress-control tablet, I have an idea on how to bypass it.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 26, 2015, 08:10:54 pm
Just make the castle do it while you're still in the acid. The acid at least weakens the castle's magic.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 08:26:18 pm
Just make the castle do it while you're still in the acid. The acid at least weakens the castle's magic.
Can the tablet get a signal out, though?
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: endlessblaze on October 26, 2015, 08:29:29 pm
((why don't we just turn off the hostile intent field, It was obviously a mistake. in fat once this is over lets remove it entirely.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Beirus on October 26, 2015, 08:34:55 pm
((The whole conversation between you two is hilarious.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 26, 2015, 09:02:23 pm
((No, no, no I choose if the castle's magic is weakened in the alcohol, the anti hostility field is on at full power.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 26, 2015, 10:06:12 pm
((why don't we just turn off the hostile intent field, It was obviously a mistake. in fat once this is over lets remove it entirely.))
You can't. You'd be doing that in order to try and harm Dwen, so the idea would be removed from your head. I can, though, through ways that I am not willing to reveal to the public right now.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Whisperling on October 26, 2015, 10:11:37 pm
((Can we stop arguing about this? Worst-case scenario, we can block Dwen's exit and let him dissolve in his own booze.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 27, 2015, 12:08:45 am
((Most likely my boon will be that I'm immune to the booze ad get bonuses when doing stuff with it.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 27, 2015, 03:13:43 am
((Or if you are wondering for something worse than that, ignite the booze so it explodes.
GL, fillipk.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 27, 2015, 04:50:29 am
((why don't we just turn off the hostile intent field, It was obviously a mistake. in fat once this is over lets remove it entirely.))
You can't. You'd be doing that in order to try and harm Dwen, so the idea would be removed from your head. I can, though, through ways that I am not willing to reveal to the public right now.

((We can if its to stop dwen from harming more mages))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 27, 2015, 09:05:52 am
((Or if you are wondering for something worse than that, ignite the booze so it explodes.
GL, fillipk.))
((shhhhh why do you think I have a lighter.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 27, 2015, 09:13:29 am
((Or if you are wondering for something worse than that, ignite the booze so it explodes.
GL, fillipk.))
((shhhhh why do you think I have a lighter.))
((Do it!))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: XXXXYYYY on October 27, 2015, 09:18:19 am
((why don't we just turn off the hostile intent field, It was obviously a mistake. in fat once this is over lets remove it entirely.))
You can't. You'd be doing that in order to try and harm Dwen, so the idea would be removed from your head. I can, though, through ways that I am not willing to reveal to the public right now.

((We can if its to stop dwen from harming more mages))
((Indeed. It's mind magic, so it's all in how you think about it. "turn off the field so that the majority can protect themselves from the violent minority" isn't hostile, for example. I could probably manage to go so far as to knock out and (reversibly due to the regen field)paralyze Dwen if I thought about it right. 'I'm protecting him by doing this so he can go before the council rather than getting ripped apart by a vengeful druid' or some such.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 27, 2015, 09:28:30 am
((why don't we just turn off the hostile intent field, It was obviously a mistake. in fat once this is over lets remove it entirely.))
You can't. You'd be doing that in order to try and harm Dwen, so the idea would be removed from your head. I can, though, through ways that I am not willing to reveal to the public right now.

((We can if its to stop dwen from harming more mages))
((Indeed. It's mind magic, so it's all in how you think about it. "turn off the field so that the majority can protect themselves from the violent minority" isn't hostile, for example. I could probably manage to go so far as to knock out and (reversibly due to the regen field)paralyze Dwen if I thought about it right. 'I'm protecting him by doing this so he can go before the council rather than getting ripped apart by a vengeful druid' or some such.))
Nah, it doesn't work that way. I asked the GM earlier about Marcus using his knowledge of the afterlife to allow him to "send people to a better place". Unfortunately, you can't get around the field by justifying the violence.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 27, 2015, 09:51:16 am
((Laws are stupid like that, you guys really should have put in a workaround.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Trewque on October 27, 2015, 10:30:54 am
Mentally control my raptors, directing them to the door and having them attempt to take the door off its hinges.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 27, 2015, 12:37:53 pm
((Laws are stupid like that, you guys really should have put in a workaround.))
We did- Dwen added a loophole.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 28, 2015, 03:10:10 am
((Or if you are wondering for something worse than that, ignite the booze so it explodes.
GL, fillipk.))
((shhhhh why do you think I have a lighter.))
((Do it!))
((I'm doing it right now...
((Laws are stupid like that, you guys really should have put in a workaround.))
We did- Dwen added a loophole.
...And i will use a another loophole assuming the system didn't know logic and/or knowledge that electricity could burn something flammable))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 28, 2015, 04:56:29 am
((slow applause for a brilliant plan but it won't work. The other mages will stop you.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 28, 2015, 05:15:51 am
((Are you talking about me or fillipk?
As i already said, sorry for the others.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 28, 2015, 10:07:24 am
((Are you talking about me or fillipk?
As i already said, sorry for the others.))
There's no oxygen for the fire to burn in the chamber.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 28, 2015, 10:40:46 am
The acid effects to those that did not wrote a turn are such:

Trewque/Bob T. Baker
(LUCK 1 END 4,3) - You are almost out of luck as you are out of breath. Acid does minor mild damage to your skin, and while you manage not to breathe lungful of acid, you are asphyxiating.
END (3,6)
Your Deinonychus does not take well to the acid, but manages not to breathe it in, meaning that acid mostly just dirties the scales. Utharaptor absolutely loves the acid, and swallows a good gulp of it. Acid does no damage to Utharaptors stomach, but the dino is now drunk.

endlessblaze/Flare
(LUCK 4 END 1,3)
You are shit out of luck and even more so out of lungs. Acid takes you completely by surprise and you inhale enough to risk health problems even if this was water. As this is not water, your lungs now have huge holes in them, and there is a great deal of blood mixed with acid in them. This is not helped by your skin suffering mild acid burns.

H4zardZ1/Dest Eterna
(LUCK 7 END 3)
You luck out and still have enough air in your lungs to not prompt reflexive breathing in. Somehow, acid does not screw you over too terribly, causing only minor burns. The real fun part is what happens to acid that gets near your scepter. Luckily for everyone involved, acid is unconducive, but that does not stop it from boiling into gas upon contact.

_Shinju_/Nihilum
You suddenly find yourself into a different room from before. There are no mages around, and only thing in the room is a chair on which you are currently sitting. Symbol of Isha appears before you, and you know that someone just tried a surprise death party on you. There is a door leading outside, and it is open.

Grundar
(END 3)
Troll was surprised by sudden disappearing of light, and almost panicked when he understood that the liquid was acid, but managed to keep himself together, both figuratively and literally. As no panicked flailing occurred, Grundar's regeneration managed to keep up with acid, copious amounts of food Grundar had eaten not too long ago granting resources needed to do so. This, of course could only last so long, making the troll more and more terrified.

Seva's Velociraptors
(END 2,4,1)
Seva's velociraptors had rather radically different reactions to the acid. One of them simply froze in fear, making it come in contact with the least amount of acid out of three, making damage so minor that it did not penetrate the skin, although most feathers were lost. Another began flailing wildly, suffering mild burns, while third panicked so bad that it almost drowned. It was not a good day to be the largest velociraptor ever.

The rolls shown are unmodified, but I added the mods before writing results.

Now for the bad part.
Due to needing to write quite a bit of code, go to an event as I promised to people and study for a test that happens on Monday, I am unlikely to have enough free time to write an update until Monday. Meaning no update today and possibly no update on Sunday, unless I am feeling particularly good about the test. As I will need to through about 500 slides worth of info, that is unlikely. I’ll probably still have enough time for responding to questions and PMs, so if you want an idea/secret mass murder plan checked, go for it.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 28, 2015, 12:01:13 pm
((This anticipation kills me.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 28, 2015, 12:30:40 pm
Actually, acid (and fire) bypasses the regeneration of a troll.

Good luck on the test!
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 28, 2015, 12:48:47 pm
Good Luck On The Test. And remember...
Spoiler: Here Comes The Monkey (click to show/hide)
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Sarrak on October 28, 2015, 01:30:10 pm
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 28, 2015, 02:16:06 pm
Good Luck On The Test. And remember...
Spoiler: Here Comes The Monkey (click to show/hide)

Having pre-made answers to chose from? Damn, I wish I had that.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Zormod on October 28, 2015, 06:55:53 pm
This thread is beautiful. I can't believe I missed it until now. Anyway, here's a character sheet.
Spoiler (click to show/hide)
Is blue/greytaken?
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 29, 2015, 02:15:58 am
This thread is beautiful. I can't believe I missed it until now. Anyway, here's a character sheet.
Spoiler (click to show/hide)
Is blue/greytaken?

Welcome aboard. Blue/Gray is taken, by Skeliborn/star2wars3. If you so wish, you can try to kill him IC and claim his color scheme for your own.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Beirus on October 29, 2015, 03:14:54 am
This thread is beautiful. I can't believe I missed it until now. Anyway, here's a character sheet.
Spoiler (click to show/hide)
Is blue/greytaken?

Welcome aboard. Blue/Gray is taken, by Skeliborn/star2wars3. If you so wish, you can try to kill him IC and claim his color scheme for your own.
Color schemes in this game are like Highlander. THERE CAN BE ONLY ONE! Of each.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 29, 2015, 04:28:25 am
((I'm excited right now.))
((Are you talking about me or fillipk?
As i already said, sorry for the others.))
There's no oxygen for the fire to burn in the chamber.
((Although it won't burn right now, it could burn next turn if enough fuel is ejected to make room for air, but not too much so there is enough fuel to burn. If you guys could hold for no air or eject all the fuel, it won't burn. Ejecting all the fuel still makes me happy through. And no air means the fuel will stay and staying things means more heat to build up. Note: Gas pushes outwards faster than liquid, as gas volume is interchangeable, and hotter things tend/'wants' to become larger. And could either blow up the wall hard and/or crushing everyone inside with high pressure.))
((If 'golden work' is failed(which have roughly 2/3 chance of failing) then i will charge up my body instead.))
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Add fire into the mix with air and that's the solution(pun intended)))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 29, 2015, 04:44:20 am
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 29, 2015, 04:53:53 am
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 29, 2015, 07:33:35 am
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on October 29, 2015, 08:19:51 am
((Good luck on your test.))

((I'm curious about Crimson: does he have metal bones? Or is his body uniform throughout?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 29, 2015, 08:38:38 am
((Good luck on your test.))
((Who do you mean? Everyone?))
endlessblaze/Flare
(LUCK 4 END 1,3)
You are shit out of luck and even more so out of lungs. Acid takes you completely by surprise and you inhale enough to risk health problems even if this was water. As this is not water, your lungs now have huge holes in them, and there is a great deal of blood mixed with acid in them. This is not helped by your skin suffering mild acid burns.
((Good luck with your heart...))
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
((tHAT's gOOD. Police with a solution sounds a better idea.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on October 29, 2015, 11:04:40 am
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
((tHAT's gOOD. Police with a solution sounds a better idea.))
((The question "What is the best solution" must be solved.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: fillipk on October 29, 2015, 11:11:38 am
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
((tHAT's gOOD. Police with a solution sounds a better idea.))
((The question "What is the best solution" must be solved.))
((Kill everyone and ask questions later))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on October 29, 2015, 01:26:09 pm
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
((tHAT's gOOD. Police with a solution sounds a better idea.))
((The question "What is the best solution" must be solved.))
((Kill everyone and ask questions later))
((Kill Dwen and ask him questions later))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Zormod on October 29, 2015, 02:26:13 pm
Okay, anyone have Green/purple?
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on October 29, 2015, 03:09:48 pm
Okay, anyone have Green/purple?

((Nope, it's all yours.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Atomic Chicken on October 29, 2015, 04:05:28 pm
PM.

((This attempted mass murder is the most dramatic situation we've had in a long while. Well played fillipk!))
((Dwen is still going to die, of course.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 29, 2015, 10:43:13 pm
((This anticipation kills me.))
((Betrayal, alcohol and anticipation... Now the all-star team of killers is here!))
((Police should arrest those bastards.))
((Kill them with a solution, not polices))
((Police is not solution?))
((tHAT's gOOD. Police with a solution sounds a better idea.))
((The question "What is the best solution" must be solved.))
((Kill everyone and ask questions later))
((Kill Dwen and ask him questions later))
I can help with that. Apparently, speaking with the dead is a passive ability that's granted due to my Necromancy affinity.

This thread is beautiful. I can't believe I missed it until now. Anyway, here's a character sheet.
Spoiler (click to show/hide)
Is blue/greytaken?
Advice: shift a point from STR to POT, for more consistency (in this type of point buy, always have your stats at 0, 1, or a multiple of three, if you can).
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: NAV on October 29, 2015, 10:56:54 pm
Advice: Don't shift a point from STR to POT, because ATHATH is forgetting that the fourth strength point also increases endurance by 1.

And POT is cheaper to buy than endurance or strength anyway.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on October 30, 2015, 01:50:52 am
Spoiler (click to show/hide)
((Anyone died and i'll give answers. The (not so best) solution? It kills, like those you find on dangerous chemical storage.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on October 31, 2015, 09:31:35 am
Advice: Don't shift a point from STR to POT, because ATHATH is forgetting that the fourth strength point also increases endurance by 1.

And POT is cheaper to buy than endurance or strength anyway.
Oh. Nevermind then
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: Prismatic on November 01, 2015, 06:07:16 pm
Meanwhile, half an island away from all the chaos and murder...

(A trap? Hah. Hah. AHAHAHAHA.)
Dive into the pyramid.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on November 01, 2015, 07:05:37 pm
Meanwhile, half an island away from all the chaos and murder...

(A trap? Hah. Hah. AHAHAHAHA.)
Dive into the pyramid.
((I hope u get a good luck Roll. Pyramids can be dangerous and are often filled with evil mummies and other creatures. Then again they also hold good loot if you can avoid the traps))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: _Shinju_ on November 01, 2015, 10:02:27 pm
The acid effects to those that did not wrote a turn are such:

 

_Shinju_/Nihilum
You suddenly find yourself into a different room from before. There are no mages around, and only thing in the room is a chair on which you are currently sitting. Symbol of Isha appears before you, and you know that someone just tried a surprise death party on you. There is a door leading outside, and it is open.

 


i go through the door and see where it leads
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on November 02, 2015, 03:47:01 am
(This acid is starting to burning me. Let's do some golden work...)

Am i holding the scepter? If so, throw it from me, slowly.
Form a golden wall in front of me, floating. Charge it with electricity after that, fix the gold wall with the help of heat.
If the wall didn't form/too small, charge myself instead.
Both spells All non-chaotic electric essences.

Just in case you forgot my action/didn't see it at all, DG.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on November 02, 2015, 08:56:30 pm
((So since you haven't posted the next update DG should I assume that u decided to put some extra time into studying or something like that.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: FallacyofUrist on November 02, 2015, 09:41:27 pm
((Most likely. Or maybe he just got distracted. It happens. Patience, young padawan.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on November 03, 2015, 09:05:29 am
((Well, the second next turn should start sunday, no?))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: _Shinju_ on November 04, 2015, 06:39:44 am
((I find that 42 is a good answer to all my questions, try it for yours))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on November 04, 2015, 03:49:10 pm
((If 42 fails, D-Dos Douglas Adams until he learns to multiply correctly))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: star2wars3 on November 04, 2015, 03:51:25 pm
((Guys DG is on the char sheet and my character was updated. This means update coming soon hopefully. Hail the DG))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on November 04, 2015, 04:24:17 pm
Turn 126

Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
Spoiler (click to show/hide)

Jiksap was worried. There were so many things he had that acid would be able to damage. He swiftly called forth a quantum box to store the acid, yet he was in for a surprise. The tank he had summoned di nothing. No matter how much Jiksap bashed or prodded the device, nothing happened. Then suddenly, acid vanished altogether, leaving behind some magical residue impairing sight. Jiksap climbed on the table and raised the box above the residue to clearly see what was wrong. The box beeped, and opened, spilling its contents out. Jiksap threw the box away and jumped off the table in one swift motion, as the problem became apparent. The box had been already full.

The Gambler's voice grows cold as steel, and he drops his accent.
"I may tend toward peace, but I do have a limit, as it turns out. And, funnily enough, it turns out, that limit does not include attempting to kill me and the other mages. May your death come slow and painful and may the Lady smite you.
Others, I have little ability to clear the acid, so I shall clear the acid-maker instead. I leave you all to do the former, unless someone wishes to join me."

Firstly, he begins to move toward the door (taking his chair with him, of course, if he can).

Secondly, he casts a spell to destroy all of Dwens' -it is fairly obvious that this is his doing after all, considering his conduct- luck, to the point that his body will spontaneously begin to fail and his surroundings begin to kill him. All essences, and sacrifice my [luck bonus when casting] to aid in this spell.((As in, my +1 to luck when casting enchant, not all my luck bonuses))

Thirdly, clear the luck field around Dwen.

Fourthly, he enchants his hands to take the luck of those they touch.

Lastly, break down the solid acid wall. If the chair happens to help me, thank it and use what it gives me.


Spoiler (click to show/hide)

Gambler knew exactly who to blame and how to express his dissatisfaction. Dwen was due in for some very troublesome circumstances after the curse reaches him. That taken care of, Gambler decided to do something about a secondary problem, namely being in a room full of acid with a shield that would last for unknown amount of time. He stood up, took the runic orb in one hand, grabbed the chair with the other and walked off to where door was supposed to be. Acid parted before him, revealing a solid amber colored crystal blocking the way out. This too had a simple solution, as gambler tested the substance and found that it did not share acidic properties of the liquid around him. Few solid punches resulted in several cracks, although no holes...


Quote from: Crimson
Stuff

Spoiler (click to show/hide)

...Then Gambler jumped aside as a spear of something appeared from somewhere above his shoulder and struck the block, shattering it to pieces and sending the pieces flying outwards. Unobstructed, liquid began rapidly flowing outside. Crimson moved his spear back into neutral position and stepped outside, his eyes searching for Dwen.

PM.
Spoiler (click to show/hide)

There was a simple way to deal with unknown danger of whatever was surrounding Ilium, and that was to render it harmless. If it was such in the first place, he'd lose nothing but a bit of time. Liquid around him shifted, as it changed, suddenly becoming nothing but an image. Also sound and motion, but it was now immaterial, and entirely harmless. Ilium took a joyous breath as itching of his skin subsided.

METAL AMULET OF PROTECTION! 6 ESSENCES! WEAR IT!

Spoiler (click to show/hide)

The liquid around Flare began shifting and moving, seemingly intent to drag the mage down. Through great pain, feromancer managed to conjure an amulet to protect him from harm, and clutched it in his hand. The pain began subsiding, but the burning in his lungs was not too promising. Suddenly, Flare coughed out some half a liter of blood and acid, and took a precious breath of what was mysteriously air. It was mysterious because it still looked like acid and sounded like liquid.


swim at full speed towards the wall, trying to break it

Edit:pretty sure I summoned some birds for the garden,if so also do this:
try to(mental command if possible) get the birds in the garden to find Dwen and peck him to death

Mentally control my raptors, directing them to the door and having them attempt to take the door off its hinges.

Spoiler (click to show/hide)

Seva, swam towards where he knew the exit was, but he noticed a few strange things. There was a current downwards, but that was not too terrible. Then a new current appeared, flowing towards where he wanted to go, making the way easier. Then, liquid around him suddenly disappeared, and he fell hard on the floor. For some reason, while the acid still appeared to be there, and flowing through the floor which suddenly had turned into a grate, even with all appropriate sounds, the acid was entirely ethereal. Seva gave up on swimming and just called the birds from the garden below to deal with brewmaster outside. Raptors get outside the council chambers and begin trying to take the doors off.

The line to murder Dwen forms behind Jase.
Shias the druid
"DEFILER!"

ACTIVATE PROCEDURE "GOOD NIGHT"!
Infuse the vine cocoon into my flesh and become Kurzick Juggernaut (http://wiki.guildwars.com/wiki/Kurzick_Juggernaut) (those things are about twice the size of human). Using essences: 11 +1/+1, 1 +1POT, 2 +1CMP, 2 +1/+2. My staff is not to be incorporated into this superiour form.

If the barrier at chamber door is still intact, break it.
If the barrier is broken, break Dwen instead. Or hug him really hard.

Spoiler (click to show/hide)

Just like all others who somehow were swimming, Shias protective shell began going down along with the acid level. But when acid suddenly turned ethereal, instead of a ball falling down, a figure of interconnected wood crashed into the floor. Shias walked through the doorway, moving around Crimson and Gambler, and was the first to get outside and have a go at expressing the distaste of Dwens actions with physical force. Kruzick Juggrenaut that Shias now was struck out at Dwen with mighty arms, but shield around brewmaster managed to hold, for a moment, before breaking apart and dissipating into nothingness.

(Juggrenaut transformation,+3STR, +3END)

The line to murder Dwen forms behind Jase.
Spoiler (click to show/hide)

I will do three things this turn in this order.
1. Cast a spell to fortify the block, hopefully using a modifier to make this action occur quicker than usual.

2. Pray to the God of alcohol and acid asking for a boon, I think me dropping a bunch of acidic alcohol on mages qualifies me for this, (luck aura will help me)

3. Cast a spell using the new boon to turn the acidic alcohol anti magical and allow the anti-hostile stuff to affect the inside of the council chamber.

Also create 3 essences.


Spoiler (click to show/hide)

Dwen lingered between two choices, but decided on staying. If the block failed, he'd have several mages wanting to kill him, and lose on any possible rewards. That was the worst scenario, and it had to be avoided. Dwen enforced solidity over alcohol once more and leaking stopped, the solid alcohol becoming crystalline and gaining a bit of sheen from the might of the spell. Unbeknown to brewmaster, this new solid was even weaker against acidic properties, but its thickness would hold for now. And Dwen had other problems.

Walls around brewmaster lost their liquid appearance, becoming just as solid and crystalline as the alcohol in the doorway. A shell of forcefields appeared around brewmaster, containing him and preventing escape. Wall that separated council room and corridor momentarily regained its flowing appearance, and bulged out. Flow of aether collected itself into a large ball, which then cracked, and a pair of wings unfolded to reveal a humanoid figure inside. It looked like an angel from ancient books of forgotten gods. Its right hand was wreathed in shadows, likely coming from the dark sword it held. It was Jase, and he was pissed. It raised its left hand and a wave of pain washed over Dwen. For some strange reason, healing aura seemed to do nothing to soothe it.

Just as the pain stopped increasing, the block of the main door cracked, and then shattered, letting lose a veritable flood of acid. With the flood of acid from the room rushed a strange looking treant, it was much leaner and faster than any other treant, and it was very angry. It charged brewmaster and Dwen was suddenly feeling slight gratitude for the force field that was trapping him. The force field shattered from impact of the plant thing, but the blow was stopped and Dwen was now free. Despite all this, Dwen felt some sort of doom over himself, and it was somehow separate from two very lethal looking creatures in front of him.

{Jase, Aether elemental, 1 turn remaining (Will end after the next turn)}
{Dwen, Doomed, 3 turns remaining, roll LUCK with -3 penalty each turn for random events.}

"Victory! Victory I say! VICTORY!"

Old King Coal makes 3 bone essences to celebrate his looting.
Spoiler (click to show/hide)

Old king coal Celebrated with a ceremonial dance atop the defeated enemy corpse. It was certainly one of the many ways to ensure that the killed creature does not rise as an undead fiend and gave no pleasure for King Coal, or so he claimed when asked. The dance finished, Old king mentally noted the event as #997th foiled assassination attempt. Only three more until a whole thousand.

I can survive indefinitely here? In that case, when the barrier disintegrates, drag whoever's in worst shape out of the room. Probably starting with Jase.

If I get a chance, use my claws to slice open Dwen's jugular.


Viznor formed a plan, but before he could put it in action, he again heard the voice of Biomatrix. "You will not die here, but movement is both unadvisable and impossible. The acid is being drained, we would wait until the repairs are complete." Just as it finished speaking, Viznor felt a momentary lack of support and then an impact against something that seemed to be bars of some sort. "Acid has been neutralized in some method. Your nervous system will soon be resumed."

(This acid is starting to burning me. Let's do some golden work...)

Am i holding the scepter? If so, throw it from me, slowly.
Form a golden wall in front of me, floating. Charge it with electricity after that, fix the gold wall with the help of heat.
If the wall didn't form/too small, charge myself instead.
Both spells All non-chaotic electric essences.


Spoiler (click to show/hide)

Eterna had his own method of escaping the acid, not particularly trusting the other mages to deal with it; he called forth a shell of gold. It spread outwards, pushing away the acid, but soon it spread too thin and numerous holes appeared. This plan failed, Eterna moved onto plan B, that was, to electrify himself and push the acid away that way. Miraculously, he managed to force magic to bend physics enough for that to not be lethal, although his hair would never be the same. Yet the loss of style proved to be unnecessary, as acid soon turned incorporeal.
{Static field, 3 turns}

(I might be fine by myself, but what about other mages? Dying at the council chamber seems a wasted life and purpose... Right. I only need to control some liquid... And phase it out of reality.))

I control a large amount of liquid and phase it out of reality. And then... Save. My. Staff! All essences. Massive, ethereal.
Spoiler (click to show/hide)

Kahel was panicking. He would heal, but several of his items were far too important to be lost. Huge amount of acid around Kahel shifted to a nearby dimension, and surprisingly, acid around him did not immediately fill the hole. In fact, the acid was gone. And then Kahel fell on the floor. Too worried about the scepter to care about the pain Kahel held the precious artifact up above ethereal fog. To his great relief, it was entirely unharmed.

MORE EXPLORING
I WILL FIND AN OPPONENT, ONE WAY OR ANOTHER!
Also make more essence.

Spoiler (click to show/hide)
[/color][/spoiler]

Alexander was now running through the forest. He was chasing something. He did not know what, but he was chasing it. It figured that it would take something tough to scare away anything large enough to do battle with him. It would make sense that such being would run from him, or he would have met it by now. Alexander did not know if it was even there, but he was chasing it.

Cast mass heal. All non-chaos essences. Have it be a multi-turn mass heal if the spell's powerful enough.
Swim up and regain my sight and bearings. Transform the omnicube into a mining drill and drill through the wall.
None of this counts as attacking so make 2 essences.

Grundar: protect James.

Spoiler (click to show/hide)

James felt that his skills would be best used mitigating the damage from the acid. There were plenty of other selfish mages here, and at least one of them was guaranteed to do something about the acid. So James collected his power and cast a silent version of mass heal. It was weaker than the version which involved chanting, but anything that avoided him getting a mouthful of acid worked now. As magic spread, James swam upwards, and noticed that acid was greatly reduced in volume, and ceiling was full of holes through which air was flowing in. Then suddenly, part of acid flat out disappeared, while the rest suddenly became gaseous. After James recovered from falling down he discovered that it was not even gas, the acid became ethereal. As Healer stood up, from the mist of acid emerged a familiar face - Grundar had arrived.

i make the acidic alcohol absencent and pray to Isis for help
Spoiler (click to show/hide)

Nihilum threw a spell of absence upwards towards where council chambers were and offered a prayer of gratitude to Isis. He then asked for guidance. Symbol of Isis appeared over the doorway to outside. It would seem that there may still be some who need help.

Skelliborn
Action: enchant Vortex  Bane so that it constantly absorbs all alcohol and acid within a 7 meter range.(the absorbed acid-alcohol is then used to power up the blade
Use all non-chaotic essences.
Mod specific -1

After this is done walk around the room trying to rescue survivors.

Spoiler (click to show/hide)

Skeliborn empowered his blade to drain alcohol and acid from the surroundings. This proves to be a rather poor idea, as acid is drawn towards the sword at great speed. But just as Skeliborn covers his eyes to protect at least his sight, he felt magic wash over him, healing his wounds. Acid was still moving towards his blade but it was now entirely untouchable, nonexistent, ethereal. With a sigh, Skeliborn relaxed for the moment.

Meanwhile, half an island away from all the chaos and murder...

(A trap? Hah. Hah. AHAHAHAHA.)
Dive into the pyramid.
Spoiler (click to show/hide)

Xom dived fearlessly into the water within the pyramid. It was fairly bright inside; it seemed that there was some sort of magic that redirected light from the open top of the pyramid inside. Xom noticed that the pyramid extended a bit further down than what he saw from the outside, but was not all that large, only a meter or so greater than what he thought. Which was just as well, as at the very bottom of the pyramid, within the light redirected from above, laid a chest which had a lock that seemed lacking a round bronze piece. Seeing his prize, Xom dived deeper, but then something lashed out at him from shadows near the walls. A vine grabbed onto Xom's hand and pulled him in. Several skeletons smiled at Xom from among the vines as several more reached out towards Xom.


From the portal a new mage emerged, known asCuberac Lebuticus. Many schools of magic start off with basic shapes, such as orbs or cubes. Cuberac was known for fascination with these objects, and his great skill when it came to mastering the basics. Few mages could cast magic from other schools that their focus, Cuberac had no such restrictions. He knew basics of all magic, and as few unlucky ones found out, leaving a smaller crater does not make you any less dead.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: BlitzDungeoneer on November 04, 2015, 04:28:04 pm
Keep chasing... whatever this thing was.
If it was an opponent, then it was something he would find, one way or another.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 04, 2015, 04:29:27 pm
The hardest part was deciding exact timeline of what was happening. So many people wanted to either delete acid or murderize Dwen, it was hard to chose who would go first.

I thought about geting an update on monday, but I didin't have enough time and decided to do a wenesday update and immedietly return to schedule days.

Also, so many mages doing so much. Sadly, I keep rolling a "Not happens" on the global event roll, or the main portal would be spitting out chrysalids.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: fillipk on November 04, 2015, 04:44:47 pm
((Oh well I guess it was doomed from the start was fun while it happened though.))

Run Run Run Run away from the angry mages making 3 essences while moving
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DAPARROT on November 04, 2015, 04:48:09 pm
order my velociraptors to run around Dwen and cut off his escape
fly at him, using all limbs(including my wings) to beat him to death
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Beirus on November 04, 2015, 05:08:34 pm
((Oh well I guess it was doomed from the start was fun while it happened though.))

Run Run Run Run away from the angry mages making 3 essences while moving
((You aren't going anywhere. Jase is one with the fortress now. You cannot escape.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: XXXXYYYY on November 04, 2015, 05:35:58 pm
The Gambler looses a roaring laughter, fell and terrible.
Summon a glass scalpel and a thin and small (~1 in across) glass razor-edged disk. Slice. him. to. ribbons.
If there is a chance, insert the disk between C5 and C6 in his spinal cord, which should cause nonlethal full-body paralysis - gotta let the others have some fun, right?. Then drain his luck just one more time, to seal the deal.
If the mind wipe field were to kick in, it would be just my luck for it to kick in too late to save Dwen, wouldn't it?
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: star2wars3 on November 04, 2015, 05:42:22 pm
DG. You forgot to add the acid/alcohol abosrption onto my blade's description.

Skelliborn
Action:
Try to create a Blackberry Razr (http://www.unwiredview.com/2012/01/09/verizon-launches-motorola-droid-4-droid-razr-maxx-blackberry-curve-9370/)
Mod -1 Specific
Mod -1 Solid

If this succeeds, see if your favorite forum game on Penninsula31, Roll To Science, has been updated by the wizard master, WakerNotGhost.

((Pls work. Pls work. Pls ...))

Action:
PM

Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: FallacyofUrist on November 04, 2015, 06:22:33 pm
"Well. That was fun. Haha! I have an idea!"

Old King Coal knew that there would likely be real loot in this world somewhere. Loot he could use to protect himself.

Old King Coal takes the mimic heart(if he hasn't already), and goes off in search of more loot, making three bone essences as he does so.

((Aether elemental, huh? I think there are disadvantages into morphing yourself into a walking power source...))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Whisperling on November 04, 2015, 06:31:24 pm
Wait until my brain is back online, then make five knowledge essences. If I have time, take a glance at my book and see if any of the tips are relevant.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Sarrak on November 04, 2015, 07:01:03 pm
"Whew, it's safe! Seems like one or two other mages had the same idea... And it worked. Now, back to the original plan..."

Make five liquid essences (to compensate) and check the acid-corroded room for anything interesting that appeared after the local cataclysm.

((Beirus, I really hope that your new form completely restores you or subtly alters reality, as holding aging blade in a weakened post-transformative state is probably not the greatest idea ever.))

((fillipk, an excellent idea, moderate planning, decent execution - and, as of now, unsatisfying follow up. Better luck next time.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: fillipk on November 04, 2015, 07:21:28 pm
((Yeah I had no follow up when I executed this however I have one now if I can juke the aether elemental long enough.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: XXXXYYYY on November 04, 2015, 07:43:03 pm
((Yeah I had no follow up when I executed this however I have one now if I can juke the aether elemental, giant enraged treant-man, gambling psychopath, and the birdmages long enough.))
((FTFY :P))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Zormod on November 04, 2015, 08:36:46 pm
Taking a quick look at his new surroundings, Cubearc heads toward the castle and crafts a cube essence.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: endlessblaze on November 04, 2015, 08:53:24 pm
"when I get my hands on him......"

CHARGE AT DWEN! RAZOR WING SLASH!

((I have been waiting to make use of the fact my wings are sharp for a while now))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: thegamemaster1234 on November 04, 2015, 09:52:56 pm
((You forgot my action.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: thegamemaster1234 on November 04, 2015, 09:57:54 pm
((Sorry for double post, but here's my last action so DG doesn't have to dig it up  ;)))
Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: AoshimaMichio on November 05, 2015, 01:26:07 am
Shias the Druid

Run Run Run Run away from the angry mages making 3 essences while moving

Hug him. Hug him very, very hard. So hard that his ribcage cannot hold it.
Preserve his head.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: H4zardZ1 on November 05, 2015, 03:49:35 am
{In what way this was suposed to save you from the acid? Are you trying to create a sphere around you? Write what is that and I'll edit it in.}
((Ah, forget the wall, create a sphere.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Crimson on November 05, 2015, 06:00:06 am
Action PM'd.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Trewque on November 05, 2015, 04:53:59 pm
Craft three essences. Attempt to leave the room.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: ATHATH on November 05, 2015, 05:17:33 pm
Er... I didn't receive a turn.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: DreamerGhost on November 05, 2015, 05:36:43 pm
((Sorry for double post, but here's my last action so DG doesn't have to dig it up  ;)))
Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
{In what way this was suposed to save you from the acid? Are you trying to create a sphere around you? Write what is that and I'll edit it in.}
((Ah, forget the wall, create a sphere.))

Added

Er... I didn't receive a turn.
I might had been a tad sleepy while writing. Quote it and I'll add it.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: _Shinju_ on November 05, 2015, 08:30:58 pm
i follow the sign to see where i am needed and craft 3 essences on the way
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: star2wars3 on November 05, 2015, 10:05:27 pm
((Gm, I'm confused according to the turn the acid is now aethereal and jase casted a healing spell on everyone but according to the char sheet I haven't been healed. Also is my blade needs to be updated to include the new enchant. Thank you for your consideration of this and since I'm doing the late night post thing, Good Night!))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Beirus on November 05, 2015, 10:26:41 pm
jase casted a healing spell
((Jase did no such thing.))
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on November 05, 2015, 10:28:55 pm
((Sorry for double post, but here's my last action so DG doesn't have to dig it up  ;)))
Jiksap realizes that this is a very bad situation. His skin is tingling - an indicator of acid, which is very familiar to him after several failed experiments involving car batteries and dead body parts. Fortunately he is resistant to it and can hold his breath long enough to save himself and - more importantly - his creations.

Using all essences, summon a Quantum Storage Tank. It is capable of sucking in large amounts of a single liquid very quickly, and stores the liquid in an extremely compressed space. It is also acid-resistant. Then use the tank to suck up all the acid.
{In what way this was suposed to save you from the acid? Are you trying to create a sphere around you? Write what is that and I'll edit it in.}
((Ah, forget the wall, create a sphere.))

Added

Er... I didn't receive a turn.
I might had been a tad sleepy while writing. Quote it and I'll add it.
I can't- I pm'd it and didn't send to myself.
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on November 06, 2015, 01:02:11 am
I can't- I pm'd it and didn't send to myself.

((Go to your profile, modify profile, personal messaging, and check "Save a copy of each personal message in my sent items by default". It is handy.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: XXXXYYYY on November 06, 2015, 05:32:42 am
jase casted a healing spell
((Jase did no such thing.))
((TBF, they have very similar names.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: AoshimaMichio on November 06, 2015, 06:24:42 am
jase casted a healing spell
((Jase did no such thing.))
((TBF, they have very similar names.))
((Jase and James. Latter have 'm' added in middle and last two letters switched around. There is a degree of similarity but they are not very similar. One is healer and another is winged aether golem.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: H4zardZ1 on November 06, 2015, 06:30:28 am
Seemilar?
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: NAV on November 06, 2015, 09:39:45 am
((Even the GM's gotten James and Jase confused a few times.))

James looks at Grundar. "Eat him."
Grundar will eat Dwen or whatever's left of him.

James will play support and not take part in the fighting this time. Heal anyone who is dying or incapacitated, then craft essences until 5 spells have been cast.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: AoshimaMichio on November 06, 2015, 10:27:08 am
((Even the GM's gotten James and Jase confused a few times.))

James looks at Grundar. "Eat him."

"His head is mine!"
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Atomic Chicken on November 06, 2015, 02:49:27 pm
PM.
Run out of the chamber, create 3 essences, and exit the castle for a breath of fresh air away from all the homicidal maniacs.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Prismatic on November 06, 2015, 06:20:33 pm
Cast a spell empowered by +3/+3 essences to make the approaching vines chaotically tangle themselves up.
Attempt to free myself from any vines still gripping me. If this doesn't work, disintegrate them with a +2/+2 spell.
If successful, resurface for air and loot the chest.

Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: H4zardZ1 on November 06, 2015, 11:37:30 pm
(No need to worry the acid right now...)
"Looks like i must make him can't run."
Could i walk and is the static field moves with me?  If so, get out from the sphere(or break it).
Could i see Dwen? if so, try to paralyze him (ranged if i couldn't touch Dwen).
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 07, 2015, 07:40:53 pm
ATHATH missed turn happenings:

Spoiler (click to show/hide)

Just as Dwen stands up from shattered force field remains, Marcus appears from just around the corner and blasts Dwen with necrotic power. The magic strikes Dwen in his right hand, causing it to become pale and grow green pustules. The paleness continues to spread from the afflicted arm, albeit slowly.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: thegamemaster1234 on November 07, 2015, 10:11:44 pm
Stop the tank from spilling liquid, then investigate what came out. If it's useful, suck it back in with the tank; otherwise (or if the liquid has particularly damaging properties), go shoot a high-pressure laser of the stuff at Dwen. And if the liquid is either sticky or slippery, aim for his feet.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: ATHATH on November 07, 2015, 11:31:16 pm
Marcus observes the savage beatdown of Dwen.

"Yes... Feel the true power of wrath... Soon, you will be free of your restrictive morals, and only divine law will remain. Perhaps Master will give me a promotion when that happens."
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: ATHATH on November 07, 2015, 11:50:02 pm
I can't- I pm'd it and didn't send to myself.

((Go to your profile, modify profile, personal messaging, and check "Save a copy of each personal message in my sent items by default". It is handy.))
It was already checked. Where do they appear?
Title: Re: Roll to Magic: Turn 125 I have waited so long for this to happen.
Post by: AoshimaMichio on November 08, 2015, 03:18:16 am
I can't- I pm'd it and didn't send to myself.

((Go to your profile, modify profile, personal messaging, and check "Save a copy of each personal message in my sent items by default". It is handy.))
It was already checked. Where do they appear?
((Somewhere around near your "Inbox" should be "Sent Items".))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 08, 2015, 05:02:34 pm
I am afraid there will be delays again. This is partially due to a retcon, partialy since nobody knew about Marcus until a day before, and mostly because I suck at time management.

The retcon: Hostility detector wields not only mindwipe, but also anti magical and force shields, As such, Gamblers spell to curse Dwen should be stopped.

To explain, shields work for each person seperately, and can be broken. But even if they are broken, they block the attack that broke them fully, and restore themselves in one turn. Dwens physical shield was broken by Shias, but magical one remained, and absorbed Gamblers spell (which broke it, for the time).
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: ATHATH on November 08, 2015, 05:08:37 pm
I am afraid there will be delays again. This is partially due to a retcon, partialy since nobody knew about Marcus until a day before, and mostly because I suck at time management.

The retcon: Hostility detector wields not only mindwipe, but also anti magical and force shields, As such, Gamblers spell to curse Dwen should be stopped.

To explain, shields work for each person seperately, and can be broken. But even if they are broken, they block the attack that broke them fully, and restore themselves in one turn. Dwens physical shield was broken by Shias, but magical one remained, and absorbed Gamblers spell (which broke it, for the time).
I assume that the mind-wiping pierces the shields?
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: Beirus on November 08, 2015, 05:14:52 pm
I am afraid there will be delays again. This is partially due to a retcon, partialy since nobody knew about Marcus until a day before, and mostly because I suck at time management.

The retcon: Hostility detector wields not only mindwipe, but also anti magical and force shields, As such, Gamblers spell to curse Dwen should be stopped.

To explain, shields work for each person seperately, and can be broken. But even if they are broken, they block the attack that broke them fully, and restore themselves in one turn. Dwens physical shield was broken by Shias, but magical one remained, and absorbed Gamblers spell (which broke it, for the time).
((You gonna be online for a bit? I feel we need to have a discussion on how I imagined those defenses to work, since you did say the castle came out perfectly and there seem to have been a number of misunderstandings on the specifics of that.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 08, 2015, 05:24:04 pm
I am afraid there will be delays again. This is partially due to a retcon, partialy since nobody knew about Marcus until a day before, and mostly because I suck at time management.

The retcon: Hostility detector wields not only mindwipe, but also anti magical and force shields, As such, Gamblers spell to curse Dwen should be stopped.

To explain, shields work for each person seperately, and can be broken. But even if they are broken, they block the attack that broke them fully, and restore themselves in one turn. Dwens physical shield was broken by Shias, but magical one remained, and absorbed Gamblers spell (which broke it, for the time).
((You gonna be online for a bit? I feel we need to have a discussion on how I imagined those defenses to work, since you did say the castle came out perfectly and there seem to have been a number of misunderstandings on the specifics of that.))
Go on ahead, send in the specifics and I'll see if it works.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: endlessblaze on November 08, 2015, 05:45:58 pm
if you can, just post it here. I don't even understand it all.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: fillipk on November 08, 2015, 05:47:58 pm
((So I don't have negative luck?  Great lets summon a demon lord.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 08, 2015, 05:59:47 pm
((So I don't have negative luck?  Great lets summon a demon lord.))
Yes.

The whole shield system has been disposed off though, so instead of facing a shield, Gamblers magic just dissapeared. Somwhere. Wherever defence system puts those things. For somone unlucky to find.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: thegamemaster1234 on November 09, 2015, 09:54:35 am
How about we just say Jase turned the shields off again. That way we don't have to worry about a whole turn do-over.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: fillipk on November 09, 2015, 10:20:40 am
((No he didn't it really affects my chances of succeeding.))
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 09, 2015, 03:23:57 pm
Turn 127

Keep chasing... whatever this thing was.
If it was an opponent, then it was something he would find, one way or another.

Spoiler (click to show/hide)

As Alexander ran through the forest, branches of the trees began going lower and lower. It became darker, but not so dark that blademaster would be unable to see what was in front of him. Just as ground in front of him shifted, Alexander jumped upwards, breaking through several branches and landing over four meters away from where he jumped. Just behind him, a clearly artificial pit had opened, leading into some sort of dark tunnel below. Forrest foliage laid at the bottom of the pit, but to the sides, there was something what seemed like tunnel entrances.  Within those, Alexander could see something moving around. It was too dark to see what exactly, but he had just dodged a trap and found something certainly hostile.

"Well. That was fun. Haha! I have an idea!"

Old King Coal knew that there would likely be real loot in this world somewhere. Loot he could use to protect himself.

Old King Coal takes the mimic heart(if he hasn't already), and goes off in search of more loot, making three bone essences as he does so.
Spoiler (click to show/hide)

Old king decided to take a better look around the lake. It would be rather silly to leave a mimic in such a place, where it could be discovered by animals, or sink into mud after some rain. Obliviously, there had to be something more around here. Maybe a buried tower or something like it. But wherever exactly that something was, King failed to guess, as his walk found only grass and insects.

Wait until my brain is back online, then make five knowledge essences. If I have time, take a glance at my book and see if any of the tips are relevant.
Spoiler (click to show/hide)


It felt like awakening from a dream, as Viznor suddenly realized he could move his limbs again. Biological functions, such as heartbeat and breathing became less noticeable as biomatrix returned control back to appropriate brain regions. Viznor stood up, returned to his chair, and opened his book again. Hopefully, it would warn of something that he was not too late to change this time. The page he opened read "Watch for that, which is out of place". Pondering what it could mean, Viznor began focusing essences. The last one, as if led by a stray though, imploded, causing Viznor to take in his surroundings. There were, in fact, two things that were out of place. No matter where he had went, there were white flowers and wall etchings in all rooms he visited, including corridors and courtyard.

"Whew, it's safe! Seems like one or two other mages had the same idea... And it worked. Now, back to the original plan..."

Make five liquid essences (to compensate) and check the acid-corroded room for anything interesting that appeared after the local cataclysm.
Spoiler (click to show/hide)

Kahel looked around the room, which suffered surprisingly little devastation. In fact, the only thing truly different was that walls no longer looked liquidish, but that was most likely unrelated. Windows were still blocked by solid acid, yet it was not all that dark. The walls seemed to be glowing a little. Both floor and ceiling were now less of a plate and more of a set of bars behind which was a pipe leading somewhere. One for air to come in one for acid to come out, nothing too strange. Kahel looked about himself, and found that acid had apparently no effect against anything that was not flesh, as not only his items had remained unscathed, his clothes were too, hardly even damp.

Taking a quick look at his new surroundings, Cubearc heads toward the castle and crafts a cube essence.
Spoiler (click to show/hide)

Cuberac looked around, stretching a bit as he did. Moving through portals could be rather uncomfortable in certain ways. There were several mages around him, all of whom were looking at something. Cuberac looked at what they were looking at, and he did not like what he saw one bit. Huge glowing purple tower stood, trio of circles orbiting around its tip and dark clouds overhead. At its base, there was a wall, with gates, which were raised. Surrounding this whole structure, from ground to the top of the clouds, was what appeared to be a grid of metal, if metal could had glow in such an eerie way, and support its own weight despite being so thin, that it vanished entirely from sight as ring turned. Then again, the bars that should have been on the other side of the castle were invisible from this side, creating the illusion that the whole structure existed only between observer and the castle. Deciding that someone else could deal with the sealed demonic tower, Cuberac walked swiftly away from where he teleported in, and towards a more mundane looking castle in the distance.

Cast a spell empowered by +3/+3 essences to make the approaching vines chaotically tangle themselves up.
Attempt to free myself from any vines still gripping me. If this doesn't work, disintegrate them with a +2/+2 spell.
If successful, resurface for air and loot the chest.

Spoiler (click to show/hide)
It was rather difficult to cast without speaking, or more precisely, to cast spells that actually did anything, but Xom managed it well enough. Several vines that were coming for him began moving erratically, few even tangling up each other. Then there was the matter of the one which had already caught him, but now with a good solid surface from which to kick off, the task of freeing himself proved to be much easier. Xom tore out the entire vine out of the wall, with a few pieces of rock included, tore off now weakly holding on tentacle, and swam to the surface. After taking a few breaths, Xom dived down again, just in time to see the falling rocks trigger a pressure plate, which sprung several traps on the floor of the pyramid, causing a cloud of bubbles to appear. After bubbles dispersed, Xom saw a veritable forest of spears had sprouted almost everywhere on the pyramids floor. Xom tried to grab onto the box without touching the spears, but it proved a bit heavier than he had thought, and in resulting flailing, Xom got several shallow but painful cuts over his body before he managed to properly pick up the chest. It took long enough for Xom to run out of breath entirely, but he reemerged from the top of the pyramid, chest with a curious lock in tow.

((Oh well I guess it was doomed from the start was fun while it happened though.))

Run Run Run Run away from the angry mages making 3 essences while moving
order my velociraptors to run around Dwen and cut off his escape
fly at him, using all limbs(including my wings) to beat him to death

The Gambler looses a roaring laughter, fell and terrible.
Summon a glass scalpel and a thin and small (~1 in across) glass razor-edged disk. Slice. him. to. ribbons.
If there is a chance, insert the disk between C5 and C6 in his spinal cord, which should cause nonlethal full-body paralysis - gotta let the others have some fun, right?. Then drain his luck just one more time, to seal the deal.

"when I get my hands on him......"

CHARGE AT DWEN! RAZOR WING SLASH!

((I have been waiting to make use of the fact my wings are sharp for a while now))
Shias the Druid

Run Run Run Run away from the angry mages making 3 essences while moving

Hug him. Hug him very, very hard. So hard that his ribcage cannot hold it.
Preserve his head.

Action PM'd.

James looks at Grundar. "Eat him."
Grundar will eat Dwen or whatever's left of him.

James will play support and not take part in the fighting this time. Heal anyone who is dying or incapacitated, then craft essences until 5 spells have been cast.

Quote from: Beirus
Stuff

Spoiler (click to show/hide)
Dwen chose the sensible option and attempted to flee from very angry mages, yet it was a bit too late. Both Grundar and Shias beat him on speed, and launched a flurry of blows, each going not for strength, but rather speed. Dwen dodged most of them, but that slowed him down, and Dwen was soon forced to stop as a trio of overgrown velociraptors blocked off his escape route.

Jase focused his will through the castle and a force field cut off the corridor already blocked by velociraptors, destroying any hope Dwen had of getting away. Marcus disappeared from Jases' sight as he again attacked Dwens already damaged soul. Yet as he was preparing the spell, several hard and sharp objects struck him from behind, breaking his focus. They caused no physical damage to Jase, but the distraction weakened the spell enough to allow Dwen resist the effect entirely by willpower.

A few seconds before, Seva and Flare charged down the corridor, intent on killing Dwen burning just as bright as any other mage, but both were stopped by force fields that were there for just long enough to completely stop the two in their tracks. Flare was having none of this, however, and with a great flap of his wings sent greater part of his feathers flying towards Dwen, those in the way be damned. Force field attempted to stop the flurry of razor sharp feathers, yet was soon shattered. But it had done its job, as the score of feathers which still remained flying embed themselves in Jase and Shias, causing practically no damage to either.

Gambler was last to move, but this proved to be to his advantage. Force field defenses were momentarily overwhelmed, which meant that there was nothing to stop him from using his newly created wicked looking glass implements to cause grievous bodily harm to Dwen. They were probably not intended to be so wicked looking though, all those spikes did not really add anything, and in case of the disk, were rather obstructive. But at the time, gambler did not care. He charged past gathered mages and struck Dwen from behind, aiming for a certain part of his spine. Disc managed to cut through flesh, but when it met bone it stopped, unable to penetrate further. Gambler swore under his breath and attempted the same with scalpel only to find another bone. Gambler replaced his swearing with spellcraft, and drained what luck Dwen had left. If not him, someone else would get the brewmaster.

Seeing a severe lack of a dead brewmaster, Crimson, who had been, just a moment ago, content to watch from the sidelines, began to act. He lifted his force claw in the air and squeezed the claw into a fist. Immediately, the very same claw appeared around Dwens' neck, squeezing hard enough to crush his throat, then squash through all the surrounding flesh and grab straight onto the spine, and finaly, with a loud crack, Dwens head fell and twisted in an angle that was very much not survivable. Ambitious brewmaster was dead. White flowers that grew on nearby windowsill bloomed and what appeared to be a light mist descended from them onto Dwen.

PM.
Run out of the chamber, create 4 essences, and exit the castle for a breath of fresh air away from all the homicidal maniacs.

Spoiler (click to show/hide)

Ilium, deciding that the council went as far as it was going to get, decided that it would be about time to leave. He had a very interesting book he wanted to read, and this was almost certain to get more hectic. Acid somehow miraculously manage to do entirely no damage to his book, but that might not be the case with next dangerous substance. Just before leaving, Ilium left a bit of his own artwork as a trade for the book he indefinitely borrowed, and went out to the courtyard. There, he was faced with a closed gate and some sort of grid surrounding the walls in a perfect cylinder. Now that was new.

Marcus observes the savage beatdown of Dwen.

"Yes... Feel the true power of wrath... Soon, you will be free of your restrictive morals, and only divine law will remain. Perhaps Master will give me a promotion when that happens."
Spoiler (click to show/hide)

Marcus observed the beat down for a while, as many mages failed in various ways to kill Dwen, but moved on, walking past the raging crowds. He had something important to do after all. Best do it while they are all focused on hunting the poor opportunistic bastard.

(No need to worry the acid right now...)
"Looks like i must make him can't run."
Could i walk and is the static field moves with me?  If so, get out from the sphere(or break it).
Could i see Dwen? if so, try to paralyze him (ranged if i couldn't touch Dwen).


Eterna carefully moved his left hand. Static field dutifully followed after it. Eterna moved the hand a bit faster, and static field kept up with the movements. He jumped, and the field jumped with him. Satisfied, Eterna walked outside, where all the action was happening, meeting Marcus in the doorway. Eterna left a wide gap for Marcus to pass, it wouldn't do to shock fellow mage, at least not before he got his hands on the one who tried to drown him in acid. But as it turned out, he was a bit late, as Eldritch knight had already somehow decapitated Dwen, judging from a purple fist resting where Dwens' neck used to be. Wait, what was Marcus doing here?

Stop the tank from spilling liquid, then investigate what came out. If it's useful, suck it back in with the tank; otherwise (or if the liquid has particularly damaging properties), go shoot a high-pressure laser of the stuff at Dwen. And if the liquid is either sticky or slippery, aim for his feet.
Spoiler (click to show/hide)

Jiksap rushed to catch the container before too much of whatever was inside leaked out. His fast reaction and lack of any obstructing sea of acid allowed him to grab the container before more than few drops escaped. However, Jiksap had some difficulty identifying the liquid. The smell was unknown, although fruity. Touching the stuff did not result in a lost finger, so it was not an acid. At a loss of methods, Jiksap decided to give the stuff a taste test. It tasted like eggplant and rubber. Nothing terrible happened, which made Jiksap to rule out poison and drugs, or at least that was not the primary purpose of the liquid. But for all that, Jiksap was still at a loss as to what this could be.

i follow the sign to see where i am needed and craft 3 essences on the way
Spoiler (click to show/hide)

Nihilum got up from the chair and ran out of the chamber, following the marks of Isis. Walls around him had become strange; they stopped moving around and became more defined. There was a commotion up ahead, and Nihilum forgot the walls, focusing on what was just about the corner. There, he was faced with a force field, beyond which laid a mutilated corpse of Dwen. If it was the brewmaster Isis wanted him to protect, he had been late. Yet sign continued to burn beyond the force field. There was still work to do.

Above the tallest of purple glowing towers, the largest of the tree circles shrunk in size until it was no larger than other two.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: BlitzDungeoneer on November 09, 2015, 03:29:45 pm
Have a slightly closer look at... whatever this was. Was it even large enough to be a worthy opponent? Not that smaller creatures couldn't be good opponents, but if it was wildlife, it probably relied on poison or some such, and he had no antidotes. Looking for a decent fight or no, he'd rather not die quite yet.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: NAV on November 09, 2015, 04:02:14 pm
James stares at Marcus through his glasses. (which he wears anyway despite not actually needing them to see because he's a healer.)
"You have a too much nerve. What do you think you're doing here?"

Grundar should have had -1 speed and +1 strength, not that it would have made a huge difference.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: _Shinju_ on November 09, 2015, 04:18:22 pm
i follow the sign to see where i am needed and craft 3 essences on the way
you forgot me
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: FallacyofUrist on November 09, 2015, 04:18:40 pm
"Bah! No... no, I think not. There is loot here and I will find it! I WILL FIND IT!"

Pretty much anybody on the duck island could have heard Old King Coal shout that, but he put no thought to what his shout perhaps might have attracted.

Old King Coal choses a random spot somewhere around the lake and begins digging at it with his shovel, making 3 bone essences as he does so.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Beirus on November 09, 2015, 04:23:30 pm
"Effective, if a bit esoteric. His shards are yours, Crimson. And I'm sorry if it inconveniences the rest of you, but the field further down the hallway will remain until the trespasser is dealt with. I thought I was kind to let him walk away with his life and leave it at that after his threats, but now he has invaded this fortress. Such an act will not be tolerated. Whoever kills him can keep his shards, I'll find some way to give James something of equal value as recompense."

Jase Blackthorn, Bounty Lister
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: star2wars3 on November 09, 2015, 04:34:51 pm
You skipped my turn DG. I pmned it but since u missed it here's a summary of what it was:


Skelliborn
Action:
Skelliborn enchants Vortex bane so that only magic which Skelliborn allows can effect Vortex Bane.
Mod -1 specific

Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Zormod on November 09, 2015, 05:44:06 pm
Cubearc creates another essence and enters the castle.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Whisperling on November 09, 2015, 05:44:13 pm
Using a single +1+1 knowledge essence, cast a spell to determine a course of action which will keep me as safe as is physically possible, from all dangers I may encounter in the next turn or two. Follow it to the letter.

Ask Biomatrix to get rid of my ears. Deafness is inconvenient, but it work wonders against sound-based attacks. Obviously, don't have him do anything he can't fix later.

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

If I have time, make 5-(the number of spells I cast this turn) knowledge essences.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: XXXXYYYY on November 09, 2015, 06:41:08 pm
The Gambler wipes off the disk and scalpel on the late Dwen's clothes/rags. Clearing his throat and shaking his head, as if to dispel some thorny phantasm, he shudders bodily, and drops into a half-kneel.

He solemnly draws a small symbol on the Dwen's palm in blood, then takes a coin, flips it such that heads are up, and slips it into one of the corpse's pockets. Lastly, he mutters a surprisingly soft funeral muttering, worn and tired from use.

"May your aftalife suit ya as it may an' may tha gods give ya fair judgement.
'Arewell, Brewer Dwen."

After finishing, he pauses and becomes still for a second, then steps back.
"'At are 'e going ta do with 'im?"
((Did Dwen use his shards before he died, or did the flowers do something?))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: endlessblaze on November 09, 2015, 06:59:47 pm
"we need guardians.......james I recommend you summon....wait no....I can see that backfiring...."

just give me time and I should be able to make some golems."

go sit in my chair. make 3 essences.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: fillipk on November 09, 2015, 07:00:43 pm
((Hmm I guess I forgot to bold the attempted demon lord summoning, oh well.  New character coming up.))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: AoshimaMichio on November 10, 2015, 12:03:53 am
Shias the druid
Pick up Dwen's head. Craft 4 essences. Leave these insane mages and head to the forest if possible, non-violently.

"I got what I needed and I have no desire to spend more time with mages. I will leave and I ask you to not prevent me from doing so."
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Beirus on November 10, 2015, 01:10:34 am
"I am sorry, Shias, but as I have already said, the forcefield will remain up until a certain nuisance is taken care of. It shouldn't take more than a few moments, but until then I will take any attack on the forcefield as a hostile action against myself. I understand you wanted to leave before this whole debacle happened, and I am sorry to inconvenience you more by making you wait since it seems whatever task you had is completed. I'm sure that wherever you are heading will not be going anywhere any time soon, and I'll try to make it up to you if you choose to visit the fortress again after you finally leave. Alas, you cannot depart immediately, especially since we seem to have a new growth of flowers around here. I hope you understand that I am a bit wary of such an interesting new plant coinciding with your departure after what has occurred. Although you have not given me cause to doubt your good will, neither did Dwen. You have been nothing but cooperative, and I only ask that you keep your patience for a few moments longer."

((Jase will let Shias out, it might just take a portion of the next turn before he does it.))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: AoshimaMichio on November 10, 2015, 01:31:55 am
"Plants are my work, designed as a backup plan to take down this defiler. However plants do not act quickly and neither was I prepared to take him down this fast, so they activated too slowly. Do what you want with them after this, as they have fulfilled their purpose. But try to give them new purpose if possible."
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: ATHATH on November 10, 2015, 12:07:09 pm
A chorus of voices that sound exactly like Marcus speak from points all over the castle. "Marcus" flickers.

"Lets play a game. Find the real me before he executes his plan and kills everyone in this castle. The plot activates in less than one minute from now. I suggest that you start searching."

"Marcus" cackles evily.
Title: Re: Roll to Magic: Turn 126 And the winner of "Most doomed" award is...
Post by: DreamerGhost on November 10, 2015, 03:57:14 pm
i follow the sign to see where i am needed and craft 3 essences on the way
you forgot me
Sorry about that. Added.

ADDIT: There is a new poll.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: FallacyofUrist on November 10, 2015, 04:17:44 pm
A chorus of voices that sound exactly like Marcus speak from points all over the castle. "Marcus" flickers.

"Lets play a game. Find the real me before he executes his plan and kills everyone in this castle. The plot activates in less than one minute from now. I suggest that you start searching."

"Marcus" cackles evily.
((HAHAHAHAHAHHAHAHHAHAHAHHAHAHA!!! Seriously?))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: fillipk on November 10, 2015, 04:24:10 pm
((New Character, any references are most likely completely unintentional))

Spoiler: Blake Thorne (click to show/hide)

Spoiler: Background (click to show/hide)

((My color is black with a red glow))

"A new world, perfect...."

Head towards the bi castle and when I get there make 4 essences
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: XXXXYYYY on November 10, 2015, 05:30:23 pm
The Gambler's eyes once again turn steel-cold.
"Then you shall die, as befits your kind."
He sets off after taking Dwen's knife and feeling out the path most likely to find Marcus.
If he finds Marcus, gut him like a fish and take all of his luck. All of it. Make his body crumble through chance as all his organs fail.
Else, feel for the path again, then make two essences.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: ATHATH on November 10, 2015, 06:23:24 pm
A chorus of voices that sound exactly like Marcus speak from points all over the castle. "Marcus" flickers.

"Lets play a game. Find the real me before he executes his plan and kills everyone in this castle. The plot activates in less than one minute from now. I suggest that you start searching."

"Marcus" cackles evily.
((HAHAHAHAHAHHAHAHHAHAHAHHAHAHA!!! Seriously?))
Yes.

DG, may you please pull up the stats for the Manipulator and Wail of the Banshee? I still can't find my sent messages (is it because I post on my phone?).
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Trewque on November 10, 2015, 07:37:05 pm
Craft Three Essences, then head north with my raptors.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: star2wars3 on November 10, 2015, 09:00:41 pm
Skelliborn
"And now that that's all squared away, time to go kick some necromancer's ass.

Hurry over to the group of mages outside the chamber and act as a body guard to the Gambler. Craft 3 essences and go wherever the Gambler goes.

Gambler you may not need my help but as we're dealing with a hidden enemy, it would be foolish to journey alone. And I swear by my honor that if either of us kill the necromancer, the shards are yours. Besides, even luck has limits and on the off chance that you die there will be no one left to argue with over magic theology. I simply can't take that chance.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DAPARROT on November 10, 2015, 09:04:53 pm
Leave the castle with my velociraptors,then summon a large flock of budgerigars(parakeets) to search for the real Marcus
Use all non-chaotic essences
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: XXXXYYYY on November 10, 2015, 09:16:55 pm
Skelliborn
"And now that that's all squared away, time to go kick some necromancer's ass.

Hurry over to the group of mages outside the chamber and act as a body guard to the Gambler. Craft 3 essences and go wherever the Gambler goes.

Gambler you may not need my help but as we're dealing with a hidden enemy, it would be foolish to journey alone. And I swear by my honor that if either of us kill the necromancer, the shards are yours. Besides, even luck has limits and on the off chance that you die there will be no one left to argue with over magic theology. I simply can't take that chance.
"You may accompany me. May Marcus' blood flow crimson as he finds his luck suddenly wanting."
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: NAV on November 11, 2015, 02:21:00 am
"Don't bother running off to look for him, I'm going to try to summon him right here so just get ready to attack. Jase and Gambler, if you could help with the summoning and luck respectively it would, well, help."

Summon the annoying necromancer known as Marcus. Use at least 15/15 worth of chaos essences. If I can try to summon him devoid of his equipment, and in a compromising position like on the running blade of my chainsaw.

Grundar should be ready to smash the moment he can.


Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: BlitzDungeoneer on November 11, 2015, 02:46:42 am
A chorus of voices that sound exactly like Marcus speak from points all over the castle. "Marcus" flickers.

"Lets play a game. Find the real me before he executes his plan and kills everyone in this castle. The plot activates in less than one minute from now. I suggest that you start searching."

"Marcus" cackles evily.
((HAHAHAHAHAHHAHAHHAHAHAHHAHAHA!!! Seriously?))
Yes.

DG, may you please pull up the stats for the Manipulator and Wail of the Banshee? I still can't find my sent messages (is it because I post on my phone?).
IIRC, saving your sent messages is something you have to turn on in settings, since it's off by default.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: H4zardZ1 on November 11, 2015, 03:08:21 am
"Find the real me"
"I see a catch here. Surely, there are an 'fake' Markus, either here or not."
Look around for Markus. Try to touch him if he's real or not(or ethereal). Grab him if he's real and not ethereal.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: thegamemaster1234 on November 11, 2015, 07:37:59 am
"Marcus! It's been a while! Fake clones of yourself, eh? Classic!"
Put my backpack back together. Create 3 machines essences, then take a walk to the courtyard and admire the magnificent evil eldritch magic circle tower.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Crimson on November 11, 2015, 07:41:26 am
Two force essences while trying to help the others with that they're doing.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Sarrak on November 11, 2015, 02:47:50 pm
"Hm... Everything seems well enough. Time to sit on my throne and enjoy the silence."

Five essences. Sit on the ice throne and enjoy my life.

((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Prismatic on November 11, 2015, 02:58:44 pm
((That turned out much better than I expected; your interpretation of looting a chest is far more amusing than what I had in mind.))

3 essences.
Insert the bronze disc into the lock and open the chest.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 03:05:36 pm

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

What exactly are you trying to achieve with this? Are you trying to get the castle to purge possible memetic efect? Purge Marcus? Cause severe mental harm to other mages?

Head towards the structure and when I get there make 4 essences
Which structure?

((That turned out much better than I expected; your interpretation of looting a chest is far more amusing than what I had in mind.))

((It was either that or fidling with an unknown lock, underwater, surounded by spikes and killer vines.))
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 03:24:44 pm
DG, may you please pull up the stats for the Manipulator and Wail of the Banshee? I still can't find my sent messages (is it because I post on my phone?).

Best I could find.
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind (a.k.a. Control), Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp

And I don't remember making anything that would qualify as stats to Wail of the Banshee.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Atomic Chicken on November 11, 2015, 03:40:06 pm
Find a room which is preferably empty and quiet and do some reading there. ((I'd sent you a pm about this last turn; could you pm back the result?))
PM.
Proceed to make 4 essences.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Whisperling on November 11, 2015, 03:54:21 pm

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

What exactly are you trying to achieve with this? Are you trying to get the castle to purge possible memetic efect? Purge Marcus? Cause severe mental harm to other mages?

Really just to prevent anything that would result in widespread death. If that happens to be a spell, I certainly wouldn't mind if it started frying the mage's mind afterwards.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 04:03:50 pm

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

What exactly are you trying to achieve with this? Are you trying to get the castle to purge possible memetic efect? Purge Marcus? Cause severe mental harm to other mages?

Really just to prevent anything that would result in widespread death. If that happens to be a spell, I certainly wouldn't mind if it started frying the mage's mind afterwards.

What I meant was: To what/whom do you want atract the atention of the mindwipe spell?
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: Whisperling on November 11, 2015, 04:14:00 pm

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

What exactly are you trying to achieve with this? Are you trying to get the castle to purge possible memetic efect? Purge Marcus? Cause severe mental harm to other mages?

Really just to prevent anything that would result in widespread death. If that happens to be a spell, I certainly wouldn't mind if it started frying the mage's mind afterwards.

What I meant was: To what/whom do you want atract the atention of the mindwipe spell?

Probably Marcus, unless the castle begins doing something both more immediate and more dangerous.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 05:09:34 pm
Craft Three Essences, then head north with my raptors.
North, as in, out of castle north?
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 07:43:27 pm
Turn 128

Have a slightly closer look at... whatever this was. Was it even large enough to be a worthy opponent? Not that smaller creatures couldn't be good opponents, but if it was wildlife, it probably relied on poison or some such, and he had no antidotes. Looking for a decent fight or no, he'd rather not die quite yet.
Spoiler (click to show/hide)

Alexander looked more intently in the pit, trying to make out what was causing the movement there. It was gremlins. Wild gremlins. Tiny creatures that were most often found inside mechanical structures, especially magical ones, they were known to wreak havoc inside, inevitably destroying the infested object. The popular theory was that they were an artificial race, created to act as saboteurs in a war long forgotten. This, while not outright refuting the theory, had some fairly serious arguments about Gremlins being just another race that came into contact with large scale magitech at some point in their development, taking up residence and developing around survival within the technological marvels. The ones here were probably of an evolutionary branch that was not affected by magitech of any sort. They were no taller than three inches, which still placed them as possibly the largest found, and there seemed to be a few dozen of them in the walls of the pit. They were still quite intelligent to prepare such traps; they were probably even able to take down some of the larger creatures that inhabited the forest. As Alexander pondered whether or not they would qualify as decent opponents, ground slid from under him and Alexander fell face first into the pit. In moments, he was beset by gremlins.

"Bah! No... no, I think not. There is loot here and I will find it! I WILL FIND IT!"

Pretty much anybody on the duck island could have heard Old King Coal shout that, but he put no thought to what his shout perhaps might have attracted.

Old King Coal choses a random spot somewhere around the lake and begins digging at it with his shovel, making 3 bone essences as he does so.
Spoiler (click to show/hide)

Old king Coal decided that if there were no marks anywhere of the treasures he was certain were here, he could begin digging anywhere at all. Satisfied with the deduction, Old King struck the earth with his shovel. Almost immediately, he met an obstacle, as shovel bounced off something hard beneath the earth. Some random stabs later, Old King knew a rough outline of the subterranean object. Several shovelfuls of dirt later, he knew that the subterranean object was rock. That was a bit of disappointment, but King soon realized that the rock had little chance of actually being in a shape it was, that is to say, a square. So King continued to dig and soon found that there were in fact two rocks, separated by a straight line. Soon, before King laid a door to somewhere. Kings watchful eyes compared what little was let of the structure with what he had seen and deduced that these doors were most likely part of a temple, and that they were meant to separate rooms rather than floors, so expecting stairs behind them rather than a straight drop would not be something to bet on.

Cubearc creates another essence and enters the castle.
Spoiler (click to show/hide)

Cuberac stopped for a moment to catch his breath and only then noticed how tired he was and how fast he was moving away from the eldritch tower. He proceeded towards the castle at a somewhat slower pace. That allowed him to see what local sights there were. There was a ball of thorny vines with bits of steel swords sticking out. There were several rocks even outside the castle, as a decent part of the castle was crushed some time before. There was some grass growing on barren rock in places. But it was quiet. Whatever happened here, the causes were now somewhere far away, either physically or spiritually.

"we need guardians.......james I recommend you summon....wait no....I can see that backfiring...."

just give me time and I should be able to make some golems."

go sit in my chair. make 3 essences.
Spoiler (click to show/hide)

Flare left the group of mages in the corridor and went back to his throne. Interestingly enough, there was no acid left on it. Just as well, Flare did not like cleaning all that much. This place really needed some guards, even if no one else ever sneaked in, arguments between mages could get heated. Quite literally so, often with lethal consequences. And if the system was created by him, not only he'd get thanks and prestige, he'd have something that he'd be able to trust. Defenses of the tower seemed well and good on paper, but recent swim in acid showed just how wrong such thinking was. Even more recent event of his steel feathers being blocked showed that even when system worked it could mess up. As Flare continued mulling over details, his eyes wandered over someone looking very much like Marcus fiddling with tablet Jase had conjured before.

"Marcus! It's been a while! Fake clones of yourself, eh? Classic!"
Put my backpack back together. Create 3 machines essences, then take a walk to the courtyard and admire the magnificent evil eldritch magic circle tower.
Spoiler (click to show/hide)

Jiksap collected all the little pieces back into his thaumic resonator, (most of the pieces, the few that fell down through the grate were more decorative than anything anyways), and left. On his way outside, however, Jiksap found something strange. Part of the stairway seemed to had been replaced by a storm of lightning and nonsensical angles. It seemed strange, not in a way that something that shouldn't be is strange, but rather the something is not right strange. Jiksap had seen this sort of geometry before, and knew for a fact that lightning going through affected space would look entirely differently than it did here. Jiksap bent down and poked his hand into the storm. Yep, solid ground underneath, it was just an illusion. Not too bothered by this, Jiksap went out to the courtyard. As he looked back at the tower, it was quite different. It no longer had the previous flowing look, but was rather more solid. Did aether constructions need some time to dry or something?

"Hm... Everything seems well enough. Time to sit on my throne and enjoy the silence."

Five essences. Sit on the ice throne and enjoy my life.
Spoiler (click to show/hide)

Kahel returned to his throne of ice and casually observed the Council chamber. It seemed abandoned compared to few minutes ago, when majority of the mages on the island had gathered here. Marcus fiddled with the tablet Jase had conjured and the vanished into thin air. Jiksap gathered his mechanisms and just left. Gambler appeared in the doorway, turned around and vanished just as quickly. Mages being mages, nothing new here.  As Kahel casually focused his power, he felt his last essence collapse and cold washed over him. Quickly, Kahel moved around all of his fingers to see if anything was lost. Cold was treacherous like that, it could cause great damage with little to no pain. Everything seemed to be fine, however, until Kahel attempted to move his arms and legs. He froze himself to the throne, all parts that had touched the throne, which meant most of him, were now connected to the throne with ice.

((That turned out much better than I expected; your interpretation of looting a chest is far more amusing than what I had in mind.))

3 essences.
Insert the bronze disc into the lock and open the chest.

Spoiler (click to show/hide)

Xom inserted the disk into place and spun it clockwise. Invisible gears spun and locks inside clicked. Several magical locks became visible and fell apart. Inside was a strange looking cube and a note. The cube seemed to be covered in scales of bronze and had an extrusion on each side that seemed to be a very simplified flower. The note read:

This is the core of Lotus bomb my agents recovered from Powder lab of Artists. The destructive power it wields is absurd, if the information I have gathered can be trusted. Official notes recommend moving to another dimension after activating to be certain of avoiding damage. Even if that is not true, direct impact should be impossible to survive. As main purpose of the operation was to deny the Bomb to the Artists, I have separated the bomb and its two keys and sent them separately. Either is useless without the other.


Hope to never hear of you again, P.

Find a room which is preferably empty and quiet and do some reading there. ((I'd sent you a pm about this last turn; could you pm back the result?))
PM.
Proceed to make 4 essences.

{Maybe tomorow, for a given value of tomorow, as it has technically been tomorow for almost two hours by now.}
Spoiler (click to show/hide)

Ilium, deciding that outside of the tower did not have all that much charm, returned inside and went down one of the many side passages, into a calm looking room. It lacked any furniture, but that was not all that bad, walls gave off enough light and ground was as clean as it could possibly get. Ilium got comfortable next to a wall and continued reading about intricacies of goblin life.

Using a single +1+1 knowledge essence, cast a spell to determine a course of action which will keep me as safe as is physically possible, from all dangers I may encounter in the next turn or two. Follow it to the letter.

Ask Biomatrix to get rid of my ears. Deafness is inconvenient, but it work wonders against sound-based attacks. Obviously, don't have him do anything he can't fix later.

If I still have time, try and get the attention of the mindwipe field. Sure, it's low on power, but there's got to be something left. If at all possible, do this with the fortress' animation, without the use a spell.

If I have time, make 5-(the number of spells I cast this turn) knowledge essences.

Spoiler (click to show/hide)


Viznor was sitting in his chair within the Council chambers and thinking about the development of the situation. Future was becoming more and more uncertain. Dwen was dead but Marcus was around and the white flowers were becoming more and more unnerving. To lighten his troubled mind, Viznor cast a spell forth to divine a favorable course of action. His paranoia only increased when magic called for descending down the tower through one of side passages and then leaving the tower territory. Without delay, Viznor got up and left. As his magic failed to reach mindwipe field as if it wasn't even there, Viznor felt that he had made the right choice. His hearing soon disappeared and world turned silent just as walls grew faces which seemed to be speaking.

Shias the druid
Pick up Dwen's head. Craft 4 essences. Leave these insane mages and head to the forest if possible, non-violently.

"I got what I needed and I have no desire to spend more time with mages. I will leave and I ask you to not prevent me from doing so."
Spoiler (click to show/hide)

Shias finally had what he came for. Dwen was dead and his head was now Shias'. Plant juggernaut left other mages; it had better things to do than to hunt a megalomaniac. Namely, returning to the forest and collecting his reward. Yet as he was walking down the stairway he was met with an unexpected obstacle. Part of the stairs seemed to had been replaced by warpspace. Shias had no desire to even touch the stuff, so he figured a plan. It was a simple plan, but it was fast. The warp seemed to cling to the walls, leaving a clear tunnel in the center. Jumping through it would lead Shias outside without needing to search for a way around. Shias bent his legs and jumped forward. He sailed through the air with all the grace of a brick. Shias had underestimated his strength, crashed against the ceiling and slid down the stairs all the way down. To his great relief, the event had not damaged him in the slightest; his new form was both tough and flexible. Shias left the castle and went off towards the forest. Once there he placed the severed head on the ground where roots dragged it underground. A voice, seemingly an echo, came from all sides. "you have served the forest well, friend. Know, that wherever you would go, the forest will not obstruct you, and that if you need help in your quest, you merely need to call out."


Hunt for Marcus

Numerous faces rise seemingly at random from all walls and begin speaking gibberish, in all languages, including those that humans can't use due to lacking certain organs and those that humans were not meant to hear. Through the windows, gate that separates courtyard from outside wall can be seen opening and grid surrounding the tower can be seen folding. Mages rush, separately and in teams to find and do horrible things to Marcus.

"Don't bother running off to look for him, I'm going to try to summon him right here so just get ready to attack. Jase and Gambler, if you could help with the summoning and luck respectively it would, well, help."

Summon the annoying necromancer known as Marcus. Use at least 15/15 worth of chaos essences. If I can try to summon him devoid of his equipment, and in a compromising position like on the running blade of my chainsaw.

Grundar should be ready to smash the moment he can.


Spoiler (click to show/hide)

James had his own way of searching for people, arguably a foolproof one, namely, making the universe fold to bring those he wanted to meet to him. Needless to say, it was not a method for everyone. Preparing for the meeting, James refolded his glass cube into a chainsaw and revved it up. As soon as a portal formed and magic began pulling Marcus in, James moved the chainsaw as close to the portal as he could without interfering with magic. As soon as a figure appeared before him, James thrust forward, piercing it through the chest. The figure resolved itself into Marcus, who seemed a fair bit surprised, but not remotely in pain. A bit confused himself, James moved the chainsaw around inside Marcus, only to find that there was no resistance. Grundar slashed with his mighty claws right through Marcus head with no effect. Marcus had somehow become intangible. That new chainmail of Green and Black might had had something to do with this.

The Gambler's eyes once again turn steel-cold.
"Then you shall die, as befits your kind."
He sets off after taking Dwen's knife and feeling out the path most likely to find Marcus.
If he finds Marcus, gut him like a fish and take all of his luck. All of it. Make his body crumble through chance as all his organs fail.
Else, feel for the path again, then make two essences.

Spoiler (click to show/hide)

Gambler grabbed knife that Dwen was carrying and cast a spell to guide him. He saw Marcus go past him, but was too busy carving up Dwen to see where exactly necromancer had ran off to. Suddenly, he felt like it would be a very good idea to check the council chamber. It had no other exit. It had few other mages within. It would make no sense for Marcus to hide there, but that was also the last place they would look in.  Just before he actually entered the council chambers, the very same inner voice told him to turn around, which he did, just in time to see Marcus appear right before James. Marcus seemed somewhat paler than before, and now wore a chainmail of some green and black material. This did not stop him one bit, and Gambler charged forward, plunging his scalpel and newfound knife into him. Both weapons passed without any resistance, and Marcus showed no sign of noticing the attack. Ditching the physical option, Gambler returned to his magic, draining what little luck necromancer could still be said to have.

{Marcus -1LUCK, 2 turns.}

Skelliborn
"And now that that's all squared away, time to go kick some necromancer's ass.

Hurry over to the group of mages outside the chamber and act as a body guard to the Gambler. Craft 3 essences and go wherever the Gambler goes.

Gambler you may not need my help but as we're dealing with a hidden enemy, it would be foolish to journey alone. And I swear by my honor that if either of us kill the necromancer, the shards are yours. Besides, even luck has limits and on the off chance that you die there will be no one left to argue with over magic theology. I simply can't take that chance.
Spoiler (click to show/hide)

Skeliborn was getting a bit worried. Dwen was killed, but now they had a new foe, Marcus. He was in the council chamber, but Skeliborn was somewhat reluctant to just engage him. He opted to team up with Gambler instead. Reliable luck was somewhat rare, even among mages. Gamblers dash toward council chambers was quite expected, but sudden turning around surprised Skeliborn, until Marcus appeared out of thin air next to James. Already he was seeing proof that teaming up with Gambler was a good idea.

Leave the castle with my velociraptors,then summon a large flock of budgerigars(parakeets) to search for the real Marcus
Use all non-chaotic essences

Spoiler (click to show/hide)

Firmly believing that Marcus was still out of castle and all that they would find here was smoke and mirrors, Seva decided to leave the castle. He could see through a window within the corridor that gates were opening and whatever that grid was, was also disappearing. But as Seva was going down the stairway towards the exit, he found something exceedingly strange. Roughly a third of the stairway had disappeared and been replaced by what appeared to be a twisting mass of lightning and mind-bending geometries. Just as Seva stopped to try to think more about what to do instead of how that figure had three parts on one side and two on the other, one of the velociraptors playing around was tripped by another and tumbled down the stairway and through the storm entirely unharmed. It was an illusion. It still looked rather real, so Seva closed his eyes and finished walking the last steps by feeling out the steps with his feet. Gates finished opening just as he arrived, so Seva walked outside, and conjured a great cloud of budgerigars, which soon scattered to all sides, few even returning back to the tower. Wherever Marcus was, the budgerigars would be able to find him. There was a chance that they would also report illusions as real thing, but that was something he'd have to deal when he came to it.

"Find the real me"
"I see a catch here. Surely, there are an 'fake' Markus, either here or not."
Look around for Markus. Try to touch him if he's real or not(or ethereal). Grab him if he's real and not ethereal.

It hardly took long for Eterna to find Marcus, as he saw him enter the council room he had just left. He was fiddling with the tablet Jase had conjured. Before Eterna could go and grab him, Marcus disappeared, and when Eterna looked around trying to find where to, he noticed that Marcus was now in the middle of the group of mages in the corridor... with James' chainsaw sticking out of him. Yet the thought that this was over before it began was stopped dead in its tracks as Eterna noticed something strange. There was no blood, no bone pieces or chunks of flesh, not even torn cloth. Marcus that appeared was either illusionary or ethereal.

Two force essences while trying to help the others with that they're doing.
Spoiler (click to show/hide)

Crimson once more waited for others to act, when Marcus appeared before them. As weapons of others were not at all effective, he pierced Marcus with his spear, but his time, he was no more successful than others. Spear went straight through Marcus causing absolutely no damage. It was strange seeing him pierced through in several places, as if he was a steak to be thrown over a fire, but that did not seem to cause any harm or even discomfort to Marcus. Crimson began suspecting that the whole fakes might have had a grain of truth in it.

Quote from: Beirus
Stuff
Spoiler (click to show/hide)

Jase, just like James, waited until Marcus was spat out by the portal but not a moment longer. He had sensed that Marcus was in the council room and now he felt that he was transported here. There was no doubt that this was the original, whether there ever were any fakes was irrelevant. What was strange however, was that Jase could not see the mage in front of him. His magic told him that he was there, yet he saw only air. Other mages seemed to have no trouble seeing Marcus, as they moved in to fill the offender full of holes, his magic had no trouble, as he felt his silence spell cut off magic of someone just in front of him, yet there was nothing. Jase conjured force bindings around where his magic told him Marcus was but they just hung in the air, unmoving. If they were wrapped around a body, they would move at least slightly, but that was not the case. It was troubling.
{Marcus, Silenced, 1 Turn (Ends this turn)}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 11, 2015, 07:45:57 pm
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: endlessblaze on November 11, 2015, 07:59:12 pm
against.

do you know how much power my golem is going to take?  not to mention guards.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: XXXXYYYY on November 11, 2015, 08:10:02 pm
A cruel and twisted smile breaks out on the Gambler's face when he sees Marcus, and he chuckles lowly to himself.
Summon a glass stiletto (the blade) that can injure incorporeal opponents and disrupts the magic of those it hits.
        If works, he would obviously go for the throat, provided it's not covered. Lots of valuable bits there, what with all the arteries and the windpipe.
                If it is covered by the armor, drive the stiletto into the seam most likely to cause death and/or injury and force it as deep as possible. Possibly break it off in there, if that would help.
If any of the above fails, feel for just how bad it would be to stay in this area.
        If it's bad, execute GTFO.exe
        Else, drink his luck like the finest of wines.

GTFO.exe:
        Inform others that something bad's going to happen right now so they should GTFO.
        Tell them to follow
        Feel for the best path.
        Grab the chair & activate it.
        Run. Run fast and don't stop until far away.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: fillipk on November 11, 2015, 08:30:26 pm
((New Character, any references are most likely completely unintentional))

Spoiler: Blake Thorne (click to show/hide)

Spoiler: Background (click to show/hide)

((My color is black with a red glow))

"A new world, perfect...."

Head towards the big castle and when I get there make 4 essences
DG you forgot me
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Zormod on November 11, 2015, 08:31:10 pm
Cuberac steps through the castle gate and summons a sharp cube.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: star2wars3 on November 11, 2015, 08:53:21 pm
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.
against
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: star2wars3 on November 11, 2015, 09:01:49 pm
Skelliborn

Action:
Spend all essences to assist the gamblers spell. This includes the choas essences.
If the gambler starts running keep run in the same direction at the same speed.(Still doing the body gaurd thing)
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: ATHATH on November 11, 2015, 09:31:21 pm
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.
I vote against this. I like the current system.

I assume that silencing me just cut off my innate magic.

Marcus smirks.

"I serve a god of Trickery. Did you honestly think that your petty mortal magic could find me? Like it or not, you're doing this the hard way. Thirty seconds."

A cruel and twisted smile breaks out on the Gambler's face when he sees Marcus, and he chuckles lowly to himself.
It would be rather unlucky for Marcus if Marcus' magic were to suddenly suffer a freak failure and render him corporeal, would it not? Make it happen.
        If that were to work, he would obviously go for the throat, provided it's not covered. Lots of valuable bits there, what with all the arteries and the windpipe.
                If it is covered by the armor, drive the scalpel or disk into the seam most likely to cause harm and force it as deep as possible. Possibly break it off in there, if that would help.
If the magic fails, drink of his luck like the finest of rare wines.

I'm going to do you a favor, because I like you. The Marcus you are currently looking at is fake. Keep in mind that I've kept up my pact with the Manipulator OOC (in this thread) as well as IC.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: XXXXYYYY on November 11, 2015, 09:40:34 pm
((We shall see. We shall see.))

((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 11, 2015, 09:45:53 pm
((We shall see. We shall see.))

((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))
Also,  even if you did cast that spell, it only has a 1/3 chance of succeeding. You have no essences left (Thank you, Dwen! You were adequate distraction).
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: XXXXYYYY on November 11, 2015, 09:47:49 pm
((We shall see. We shall see.))

((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))
Also,  even if you did cast that spell, it only has a 1/3 chance of succeeding. You have no essences left (Thank you, Dwen! You were adequate distraction).
((Eh. Better to try. Might add in a few more conditionals, though.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Whisperling on November 11, 2015, 09:59:42 pm
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.

Strongly against.

I get that you want some danger present, but, to be honest, this would probably just sour me to the game as a whole. I don't enjoy the PVP aspect as much as I do exploring, building up power, and making fun stuff. Making spells unpredictable would basically force my hand- I'd like to experiment, and travel duck island, but that wouldn't be at all viable unless I could somehow get my hands on a multitude of shards.

I wouldn't object to more danger, mind you. In fact, I would probably enjoy some extra challenge, assuming it wouldn't make it impossible for me to properly play the game without going on a murder spree.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: NAV on November 11, 2015, 10:06:36 pm
Use healing magic to remove whatever necromantic enchantments Marcus and his equipment has and turn him back into a normal fleshy human. Healing being opposite to necromancy and all that. Even if the source of his etherealness isn't from necromancy it should still be possible to heal him back into a normal human. All chaos essences in.

Then hack him apart. Grundar too. (Don't hack Grundar apart, have Grundar help hack Marcus apart.)
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 11, 2015, 10:13:40 pm
Use healing magic to remove whatever necromantic enchantments Marcus and his equipment has and turn him back into a normal fleshy human. Healing being opposite to necromancy and all that. All chaos essences in.

Then hack him apart. Grundar too.

Thanks for turning me into a super-human, buddy.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Whisperling on November 11, 2015, 10:35:33 pm
((The faces probably have something to do with Marcus' wail of the banshee spell. It might be a good idea to cover your ears.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 11, 2015, 10:46:38 pm
((The faces probably have something to do with Marcus' wail of the banshee spell. It might be a good idea to cover your ears.))
Speaking of Wail of the Banshee, I feel that you guys should know more about it. If I hit a +24/+24, it kills everything with a PC's health or less in a three tile radius, no save. I received a boon in my travels in the afterlife. Look at the possible boons for the Manipulator. Then, realize that I created the faces last turn, before I was silenced. Then, panic.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: FallacyofUrist on November 11, 2015, 10:59:40 pm
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))
((I'm going to make a logical argument against this.))

((1. A few turns ago, Old King Coal conjured a bone shovel. This spell had 3 -1s (I presume maluses effect CMP, correct me if I'm wrong). If Old King Coal couldn't store CMP in his essences, he would have had to use shards or just not cast the spell. The reason? The most CMP you can get without shards and without essences and without other factors(blessings, magic items) is 6. If you subtract 3 from that, you get 3(a slight success/failure). And that's the best-case scenario.))

((2. But less personally... here's a little scenario for you.))

((My point? Having essences allows for more strategizing and planning ahead, not to mention more usage of powerful spells. Overall, it makes the game more exciting. If Bob and Phill didn't have CMP essences, those spells had a pretty high chance of backfiring.))
((No essences with CMP, and this game becomes "Roll to Bash Skulls or Throw Magical Dice, with An Occasional Good Result Fueled by Shards".))

((And 3: If CMP essences wasn't an option... I'm pretty sure that castle(the magic one) might not exist or may be... deadly to all who enter or some such.))

((In short: I feel that removing CMP from essences will make this game much less fun and strategic. And it will slow to a crawl.))

((Though I agree that chaotic essences should get more power.))

((And 4: not enough danger? Danger from self... not from others. No incentive to gather shards? First up, you need 100 shards to win. And second, shards have a variety of other uses, from granting new affinities to summoning minions to improving stats to acting as a last-resort spell fuel. Having CMP essences makes the game much more strategic and builds tension... (MMM, my essences are running out! Let's try this...)))

((And action:))

"My goodness. So... TIME FOR SOME EXPLORING!!!"

Old King Coal paused. Then he began to craft using magic.

Old King Coal creates(-1) a set of glowing(-1) durable(-1) bone climbing claws(-1 or -2). All non-chaotic essences. After doing this, he makes two bone essences and opens the temple door. If he still has time, he begins to descend into the temple, using his newly made climbing claws.

((And about Marcus: he only has 3 essences, according to the sheet. What's more notable are the two displayed items: "soulified chainmail" and "orb of unmarked paths". I suspect the chainmail is what's making him immaterial and the orb is either creating illusions or acting as a getaway plan.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 12, 2015, 01:07:31 am
The Orb of Unmarked Paths is an artifact I retrieved while I was dead. It (and the chainmail) is currently part of my soul; if you want it, you'll have to have me willingly extrude it (you can't loot it off of my corpse). Just something to keep in mind before you decide whether to take me down lethally or non-lethally when you find me.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: BlitzDungeoneer on November 12, 2015, 03:05:06 am
Alexander smirks. If nothing else, the traps of these creatures could prove an interesting challenge...
Well then.

He pulls out his iron zweihander, and swings at the gremlins.
Assuming it's possible, he also attempts to make one essence. He might need more in case these gremlins were working with something larger than themselves, after all.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Sarrak on November 12, 2015, 03:09:19 am
((Quite interesting answers; thank you all for an adequate critique. I'm still thinking that we have much more CMP than needed, but the points of strategic planning, shard gathering and rule of fun still stand. I retrospect, I agree that changes would have affected the current game too strongly to be feasible. They are better suited for a deathmatch - which is not the case with RtM...

Seems like preposition did not make it. As such, I'm siding with general 'yes' side. Still, + to LUCK might be interesting.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: AoshimaMichio on November 12, 2015, 03:15:33 am
((Not storing CMP into essences makes the game more slave to RNG and more into spirit of RTD, but allowing to store CMP as essence lets us feign competence as a mage.
Currently every big and important spell is casted with essences making them more important than shards, so large part of game is spent walking around and making essences until they are almost all spent on a spell or two. So an alternative is to get rid of essences altogether and let d6+bonuses completely determine outcome of spellcasting. Though that would encourage more murder and creation of artifacts.
I vote "no opinion" on this matter.))


Deeper into forest! Find its heart and pay my respects.
Make 3 essences. Pray for god of winds to grant me a favour in future.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: H4zardZ1 on November 12, 2015, 03:48:51 am
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.
((About 1, i more agree if it is like this: It takes twice CMP at roll to get the same bonus at POT.))
Use healing magic to remove whatever necromantic enchantments Marcus and his equipment has and turn him back into a normal fleshy human. Healing being opposite to necromancy and all that. All chaos essences in.

Then hack him apart. Grundar too.

Thanks for turning me into a super-human, buddy.
Fun fact: If he failed/overshoot and turns you into a super-regenerating human(or yet a other thing, immortal), that could be worse than death because you're stuck at a chainsaw. Goo luck.
"Hold them while you can!"
Run from the castle.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: AoshimaMichio on November 12, 2015, 04:35:38 am
((The faces probably have something to do with Marcus' wail of the banshee spell. It might be a good idea to cover your ears.))
Speaking of Wail of the Banshee, I feel that you guys should know more about it. If I hit a +24/+24, it kills everything with a PC's health or less in a three tile radius, no save. I received a boon in my travels in the afterlife. Look at the possible boons for the Manipulator. Then, realize that I created the faces last turn, before I was silenced. Then, panic.

((3 tile radius seems a bit exessive, especially if source of the scream is all inside the castle.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: thegamemaster1234 on November 12, 2015, 07:26:59 am
((The faces probably have something to do with Marcus' wail of the banshee spell. It might be a good idea to cover your ears.))
Speaking of Wail of the Banshee, I feel that you guys should know more about it. If I hit a +24/+24, it kills everything with a PC's health or less in a three tile radius, no save. I received a boon in my travels in the afterlife. Look at the possible boons for the Manipulator. Then, realize that I created the faces last turn, before I was silenced. Then, panic.

((3 tile radius seems a bit exessive, especially if source of the scream is all inside the castle.))
((Does it? +24/+24 is quite a lot of power. And the source seems to be the tower.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: endlessblaze on November 12, 2015, 07:52:22 am
Flare nonchalantly looks at where Markus was.

"Well then, I doubt he will last long. Mmmm.....

"Let's see.....I could save my dragon golem frame for later and make a guardian now.....
It would be quicker considering a simple guardian won't need as many parts.... Alright then. Guardian now. Dragon later."

create humanoid golem of animate metal, that is loyal to flare and can preform complex commands use 2 +1/+1 essences.  2. +1/+2 essences   And 4    Potency +1 essences.   
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 12, 2015, 09:00:48 am
((The faces probably have something to do with Marcus' wail of the banshee spell. It might be a good idea to cover your ears.))
Speaking of Wail of the Banshee, I feel that you guys should know more about it. If I hit a +24/+24, it kills everything with a PC's health or less in a three tile radius, no save. I received a boon in my travels in the afterlife. Look at the possible boons for the Manipulator. Then, realize that I created the faces last turn, before I was silenced. Then, panic.

((3 tile radius seems a bit exessive, especially if source of the scream is all inside the castle.))
It's a radius of comp/8. Technically, I'd actually just need a +4/+24 to insta-kill most of the people inside of the castle with WotB.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: FallacyofUrist on November 12, 2015, 09:23:59 am
((If you're telling the truth... I'd better have a backup character...))
((Assuming your spell goes off.))
((Assuming you're not lying.))
((KILL MARCUS NOW! KILL HIM!))
((But just in case:))

Spoiler: Dr. Wily (click to show/hide)
Spoiler: Oh? Who're you? (click to show/hide)
Spoiler: First Turn (click to show/hide)
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: ATHATH on November 12, 2015, 10:54:11 am
If I was lying, the Manipulator would smite me (very flashily).
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: endlessblaze on November 12, 2015, 11:12:51 am
((You do realize I could just break that armor of yours right?))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DAPARROT on November 12, 2015, 11:14:28 am
Ehh, not far enough

Run for the hills with my velociraptors(the hills near the forest that aren't forest hills)
Then make 2 essences and watch the castle

Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: fillipk on November 12, 2015, 11:49:03 am
((We shall see. We shall see.))

((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))
Also,  even if you did cast that spell, it only has a 1/3 chance of succeeding. You have no essences left (Thank you, Dwen! You were adequate distraction).
((your welcome, I was going to try summoning a demon lord of booze because people used a lot of essences but alas I wasn't fast enough.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: fillipk on November 12, 2015, 08:42:30 pm
"You there, why are you running from the castle?"

((Talking to Seva))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DAPARROT on November 12, 2015, 08:46:20 pm
I think that it's going to blow up or something,anyway it's probably not a good idea to stick around
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: fillipk on November 12, 2015, 08:51:27 pm
"Ah thanks, I will spare you for that" chuckles madly a bit

Head for the more ruined castle now.  Make 3 essences

((Dreamer Ghost, I'm still waiting on my previous action, Move towards the grand structure and make 4 essences when I get there..))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: _Shinju_ on November 12, 2015, 09:14:02 pm
i continue to follow the sign to where I am needed and make 4 essences on the way
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: DreamerGhost on November 13, 2015, 09:21:00 pm
((New Character, any references are most likely completely unintentional))

Spoiler: Blake Thorne (click to show/hide)

Spoiler: Background (click to show/hide)

((My color is black with a red glow))

"A new world, perfect...."

Head towards the big castle and when I get there make 4 essences
{Sorry about all that. I notice you used Red with Black glow in your speech, and I think I'll use that instead, if you don't mind. Black with red glow belongs to Biomatrix}

Spoiler (click to show/hide)

Portal flashed to light once more, and from it, entered Blake Thorne along with a gust of scorching smoke. He looked around, seeing the pristine lakes and untouched valleys. There was a forest to the west, which showed no mark of ever being worked by tools. The magic that guided him by the will of his demonic lord brought him here and he saw why. A world as such could be quite a prize. Yet Blake did not get too comfortable. There was a tower of some unholy force, glowing purple, illuminating itself with eerie light that refused to make contact with natural one as sky was covered in black clouds. It would seem that some other power had planted their flag on the claim. That's just too bad for them, Blake thought, as he walked towards the tower.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Whisperling on November 14, 2015, 09:44:00 pm
PM'd action.
Title: Re: Roll to Magic: Turn 127 Beat that, Vader.
Post by: fillipk on November 14, 2015, 09:51:39 pm
((New Character, any references are most likely completely unintentional))

Spoiler: Blake Thorne (click to show/hide)

Spoiler: Background (click to show/hide)

((My color is black with a red glow))

"A new world, perfect...."

Head towards the big castle and when I get there make 4 essences
{Sorry about all that. I notice you used Red with Black glow in your speech, and I think I'll use that instead, if you don't mind. Black with red glow belongs to Biomatrix}

Spoiler (click to show/hide)

Portal flashed to light once more, and from it, entered Blake Thorne along with a gust of scorching smoke. He looked around, seeing the pristine lakes and untouched valleys. There was a forest to the west, which showed no mark of ever being worked by tools. The magic that guided him by the will of his demonic lord brought him here and he saw why. A world as such could be quite a prize. Yet Blake did not get too comfortable. There was a tower of some unholy force, glowing purple, illuminating itself with eerie light that refused to make contact with natural one as sky was covered in black clouds. It would seem that some other power had planted their flag on the claim. That's just too bad for them, Blake thought, as he walked towards the tower.
((Posting from phone so sorry for the huge quote,  did you mean my color isn't okay and I have to change it?))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DreamerGhost on November 14, 2015, 10:01:00 pm
((You wrote one color and painted your words with another. I am going to use the one you used instead of the one you wrote, as it is taken.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: XXXXYYYY on November 14, 2015, 10:06:27 pm
((Reposting so you see it:))
((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DreamerGhost on November 15, 2015, 02:31:02 pm
((Reposting so you see it:))
((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))

((As long as no other player is involved, LUCK can get you pretty much anything. If they are, then there are far more limitations, but you can make them unlucky enought to just sudenly keel over, though it would take a while.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: XXXXYYYY on November 15, 2015, 02:33:41 pm
((Reposting so you see it:))
((@DG: to what degree can Luck manipulate reality, anyway? If no one were to look at, say, the southernmost wall/side of a cabin (for the sake of example, let's say you already mapped out the cabin's plan, but no player ever saw that wall), and one person with a very high luck bonus were to search for a doorway through it, could it result in a door that wasn't originally intended? Could a high enough roll result in more drastic results, like one of Marcus' clones actually being him, unbeknownst to anyone?))

((As long as no other player is involved, LUCK can get you pretty much anything. If they are, then there are far more limitations, but you can make them unlucky enought to just sudenly keel over, though it would take a while.))
((Interesting. Thank you.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Atomic Chicken on November 15, 2015, 02:36:49 pm
PM.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DreamerGhost on November 15, 2015, 03:53:50 pm
A sheet for objects that are just lying around, in nobodys hands has been created. As I have memory of questionable quality, if you remember any item that is now just lying around waiting to be found, post info about it and I'll add it.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Prismatic on November 15, 2015, 04:07:24 pm
Xom gleefully examined the Lotus core, attempting to discern the degree of power that lay locked within the cube. Without a doubt, this was the object he'd been seeking; that from which stemmed the rumours of apocalyptic magitech which had drawn him to this dimension. Much joy was to come of this.

Travel deeper into the desert and play essence roulette, just for the reckless fun of it. Attempt to not die.
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: Sarrak on November 15, 2015, 04:25:43 pm
Kahel, slightly amused by being semi-fused to his throne, waits for it to thaw a bit, while recalling ideas from ages past and their possible implementation. A shard-ice spider golems seemed quite fun... Huh. Wait.

Examine my glass golem while waiting for ice to melt a little. Then continue with essence creation. 5 temperature ones.

((Just to be sure: would I feel if ice demon dies? I start to feel slightly worried - if not for his well-being, then for well-being of all other creatures.))
Title: Re: Roll to Magic: Turn 128 Who you're gonna call?
Post by: DreamerGhost on November 15, 2015, 06:21:49 pm
Turn 129

Cuberac steps through the castle gate and summons a sharp cube.
Spoiler (click to show/hide)

Cuberac walked into the castle proper. A great deal of the castle was in ruins, main entrance was blocked entirely by ruble, but there were paths over the very same ruble to few windows on the second floor and holes in the walls. While considering what to do and if there was even anything left to do, Cuberac conjured a cube that seemed to be made entirely out of sharp edges. There did not seem to be a single point on the cube that one could touch without cutting themselves.  Cuberac casually picked the cube up by the even sides which had always been there.

"My goodness. So... TIME FOR SOME EXPLORING!!!"

Old King Coal paused. Then he began to craft using magic.

Old King Coal creates(-1) a set of glowing(-1) durable(-1) bone climbing claws(-1 or -2). All non-chaotic essences. After doing this, he makes two bone essences and opens the temple door. If he still has time, he begins to descend into the temple, using his newly made climbing claws.
Spoiler (click to show/hide)

Old King looked the door over critically. There was no doorknob or anything of the sort. Well, King knew well that to absolutely any problem, there were exactly two ways of solving it. Brute force and some other way. So King stuck his shovel between two pieces of the door and wedged. One side slid to the side, revealing a hall that was just as tilted as one would imagine. Or at least it was as far as King could see, as it was dark inside. Not one to create a separate solution to each of his problems, King crafted a set of glowing bone claws and began climbing down into the dark. The climb, however, proved harder than King expected. He was by no means weak, but the constant feasts in which he participated left Old King somewhat heavier than average. It did not take long for king to do a mistake, he did not quite place his claw deep enough in between the stones, and when he released his other hand, the claw slipped and King fell all the way to the bottom. Yet the same blubber that caused King to fall also cushioned the impact, leaving king somewhat sore, but otherwise uninjured.

Alexander smirks. If nothing else, the traps of these creatures could prove an interesting challenge...
Well then.

He pulls out his iron zweihander, and swings at the gremlins.
Assuming it's possible, he also attempts to make one essence. He might need more in case these gremlins were working with something larger than themselves, after all.


END [4-1=3]
DEX [6]
CMP [6+1=7]
POT [4+1=5]

Alexander grabbed for his zweihander, but before he could strike, dozens of tiny spears bit through his skin. They did not cause any serious damage, however, and Alexander struck out with his blade. Killing a gremlin did not require much strength, but hitting one, especially in such confined space, required some dexterity. Alexander had that, and he unleashed a whirlwind of strikes, leaving half a dozen of gremlins torn to pieces. In his fury, Alexander struck a wall of the pit and managed to hit a stone. The stone shattered, but vibrations caused Alexander to drop his blade. It did not matter now all that much, however, as Gremlins found Alexander to be an enemy too tough for them and rapidly escaped through tiny tunnels in the walls. Alexander then noticed, that he was not feeling pain where the spears had struck him. He pocked one of the wounds, and found that he felt nothing. The wounds were numbed by poison on the spears. Did they leave him to die from poison rather than fight him outright?


Deeper into forest! Find its heart and pay my respects.
Make 3 essences. Pray for god of winds to grant me a favour in future.

Spoiler (click to show/hide)

Shias walked forth towards the depths of the forest. Trees parted in his way and roots buried underneath in his path. Soon, Shias entered a relative clearing, there were no trees in the clearing but branches above were intertwined no less than they were anywhere else in the forest. In the middle of the clearing rested a wooden pedestal upon which laid a huge lotus, within which there seemed to be a fountain of green. The green liquid (or was it gas?) flowed from the flower to the ground, where it spread and vanished. Shias knew that he saw the heart of the forest and knelt in reverent prayer. He felt that most of the trees surrounding the heart were treants, their lack of motion making them indistinguishable from actual trees. Had he not been permitted to come here, they would have likely attacked him. Shias then prayed to the god of winds. Branches of nearby trees and treant alike smashed against each other with the sound of thunder as winds of incredible might blew through them, hurrying towards the heart of the forest. There, just above the lotus, winds spun together and formed a purple tinted miniature tornado in form of a great bird.
I am one of the favored of the God of Wind, Pavasaris. I have enjoyed the forest greatly, playing within the branches, moving around leaves and chasing after squirrels. You have brought destruction upon one who wanted to destroy my playground. For that i am grateful, and I shall carry your wish to the one who rules over all winds. What is your desire?

"Hold them while you can!"
Run from the castle.
Spoiler (click to show/hide)

Eterna decided that discretion was the better part of valor and hastily evacuated the castle. There were faces growing out of the walls, there were ghost necromancers and all kinds of other spooky stuff. And he did not feel prepared for any of them. Yet it seemed that he was a tad too late. Once Eterna reached bottom of the stairs that led to the foyer of the Tower, he saw that someone had replaced the stairs with a vortex of alien geometries and lightning. Obvious ploy to keep people from escaping the Tower, but it had a flaw. While walls, floor and ceiling were all dangerous to touch, it was possible to jump through without touching either. Eterna took a head start and jumped forward, right over the cyclone of molten lightning and landed in the foyer, rolling a few times to drain the momentum. From there it was just a bit of walking and soon Eterna was safely out of the castle.

"Hold them while you can!"
Run from the castle.
Spoiler (click to show/hide)

Eterna decided that discretion was the better part of valor and hastily evacuated the castle. There were faces growing out of the walls, there were ghost necromancers and all kinds of other spooky stuff. And he did not feel prepared for any of them. Yet it seemed that he was a tad too late. Once Eterna reached bottom of the stairs that led to the foyer of the Tower, he saw that someone had replaced the stairs with a vortex of alien geometries and lightning. Obvious ploy to keep people from escaping the Tower, but it had a flaw. While walls, floor and ceiling were all dangerous to touch, it was possible to jump through without touching either. Eterna took a head start and jumped forward, right over the cyclone of molten lightning and landed in the foyer, rolling a few times to drain the momentum. From there it was just a bit of walking and soon Eterna was safely out of the castle.

Flare nonchalantly looks at where Markus was.

"Well then, I doubt he will last long. Mmmm.....

"Let's see.....I could save my dragon golem frame for later and make a guardian now.....
It would be quicker considering a simple guardian won't need as many parts.... Alright then. Guardian now. Dragon later."

create humanoid golem of animate metal, that is loyal to flare and can preform complex commands use 2 +1/+1 essences.  2. +1/+2 essences   And 4    Potency +1 essences.   
Spoiler (click to show/hide)

Flare was entirely ignorant to the attempts to kill Marcus and Marcus threats to kill everyone, although he had noticed walls suddenly growing faces and beginning to talk gibberish. It was slightly annoying, but not all that relevant to him. He had better ideas as to what was most important right now. The nonsense that was going around just ten minutes ago would not stand, and he had to make sure of it. Flare focused all of his might and conjured forth a humanoid golem to act as a defender of the Council and himself personally. At least that was what was supposed to happen. What appeared before Flare was a monstrosity of flowing iron orbiting around a solid core, shaping itself into menacing forms, each more horrific than the last. After a moment of hesitation, it began moving towards Kahel, who was still frozen solid to his throne.

Ehh, not far enough

Run for the hills with my velociraptors(the hills near the forest that aren't forest hills)
Then make 2 essences and watch the castle

Spoiler (click to show/hide)

Seva knew quite a lot about magic battles, what with all being a mage and whatnot. One thing he knew well was that blast radius was quite unpredictable aside from being different than one expects. So just to be safe, Seva decided to give the Tower some more distance and went off towards the hills. The cover they would provide could prove quite useful. The parrots began returning one by one, each reporting that they did not see Marcus anywhere aside form the one inside the castle.

"Ah thanks, I will spare you for that" chuckles madly a bit

Head for the more ruined castle now.  Make 3 essences
Spoiler (click to show/hide)

Blake thanked the fleeing mage and walked off towards the other possible fortification point. There was, after all, no need to bother in killing people one by one. Demons actually preferred the portal opening to cause as few casualties as possible, as it left more to enslave. Besides which, the one fleeing actually brought good news, if the Tower was about to explode, that would make claiming ownership of the world so much easier.

Xom gleefully examined the Lotus core, attempting to discern the degree of power that lay locked within the cube. Without a doubt, this was the object he'd been seeking; that from which stemmed the rumours of apocalyptic magitech which had drawn him to this dimension. Much joy was to come of this.

Travel deeper into the desert and play essence roulette, just for the reckless fun of it. Attempt to not die.

Spoiler (click to show/hide)

Happy with his findings, Xom wandered off into the desert to see if he could find anything else off interest. Luck seemed to smile on him, as sands shifted in just the right way as he walked, revealing a different dried up skeleton lying just in the open. Could it be a friend off the one who had carried the box with Lotus Core? Xom got so excited by what he found that he discarded the essence he was halfway through weaving and rushed towards the long forgotten corpse as sand around him turned blue.

Kahel, slightly amused by being semi-fused to his throne, waits for it to thaw a bit, while recalling ideas from ages past and their possible implementation. A shard-ice spider golems seemed quite fun... Huh. Wait.

Examine my glass golem while waiting for ice to melt a little. Then continue with essence creation. 5 temperature ones.

((Just to be sure: would I feel if ice demon dies? I start to feel slightly worried - if not for his well-being, then for well-being of all other creatures.))
{You would. A bit of spoiler here, but Ice demon got real pissed off at the dwarf who was too solid for his own good and just dumped him in the volcano. You get no shards but the dwarf is dead. Ice demon is now going towards the Tower.}

Spoiler (click to show/hide)

Kahel looked over his glass spider golem. It was a relatively simple construct, a statue of spider made of glass and animated by magic. It had fairly complex joints, as most golems did, but was rather unassuming. But it chittered at Kahel and he understood. Somehow, he understood what the spider was saying, and what it said was that it would make an excellent spy. The spider was unassuming, see-through and could pretend to be a statue if something happened. It could scout out an area and then report to Kahel. That was joyous news. Kahel looked around to see if any progress had been made with the faces on the walls and spotted a floating mass of iron that was shifting into ever increasing number and unpleasantness of spikes. Where did that come from?

A cruel and twisted smile breaks out on the Gambler's face when he sees Marcus, and he chuckles lowly to himself.
Summon a stiletto (the blade) that can injure incorporeal opponents and disrupts th magic of those it hits.
        If works, he would obviously go for the throat, provided it's not covered. Lots of valuable bits there, what with all the arteries and the windpipe.
                If it is covered by the armor, drive the scalpel or disk into the seam most likely to cause death and/or injury and force it as deep as possible. Possibly break it off in there, if that would help.
If the magic fails, feel for just how bad it would be to stay in this area.
        If it's bad, execute GTFO.exe
        Else, drink his luck like the finest of wines.

GTFO.exe:
        Inform others that something bad's going to happen right now so they should GTFO.
        Tell them to follow
        Feel for the best path.
        Run. Run fast and don't stop until outside and away.

Skelliborn

Action:
Spend all essences to assist the gamblers spell. This includes the choas essences.
If the gambler starts running keep run in the same direction at the same speed.(Still doing the body gaurd thing)

Use healing magic to remove whatever necromantic enchantments Marcus and his equipment has and turn him back into a normal fleshy human. Healing being opposite to necromancy and all that. Even if the source of his etherealness isn't from necromancy it should still be possible to heal him back into a normal human. All chaos essences in.

Then hack him apart. Grundar too. (Don't hack Grundar apart, have Grundar help hack Marcus apart.)

i continue to follow the sign to where I am needed and make 4 essences on the way
PM'd action.
Quote from: Crimson and Beirus
Stuff
Quote from: ATHATH
stuff
Spoiler (click to show/hide)

Crimson prayed to the deity that had contacted him. Before, it was a prayer of desperation, almost a joke, but now he was sincere. There was an enemy to defeat, one who threatened him greatly, and he had completed the task that was set before him. It was time to see how valuable faith could be. From somewhere, for a moment, he could hear a voice.

"So you forged yourself a body. Then you took that body and improved it, expanding its durability from centuries to eons. Well chosen. Many chose ask for immortality, few actually want it and fewer still can handle it. But those who serve me have to. There is an eternity of creating and observing creation, and my servants should do both. But I hear a plea for help. There is a threat both to you and your fellow creators; there is an enemy trying to claim what you had forged. You ask for aid and it shall be given."

With this, the spikes on Crimsons hand shift, becoming ethereal. Now useless against physical objects, they are now very effective against immaterial foes, such as Marcus. Crimson charged forward, plunging his spiked fist into Marcus stomach. The necromancer slid a few steps backwards, leaving force shackles behind, but his necromantic chainmail absorbed most of the impact, leaving Marcus unscathed.

Outside of the Tower, far away from the conflict, Viznor rushed away. He was not running away from the battle, no, he had a plan and the plan required a certain resource. In moments, he was next to the skeleton of the dragon, the last piece that remained after other harvested the dragon for all it was worth. From the skeleton Viznor grabbed a long straight bone, a draconian equivalent of femur, and chained a spell to it. It was a trap, meant to capture whatever magic Marcus was going to use. Viznor used all of his mastery for this spell, quickening it to the point where it would be hard to even a great mage to counter it, and downright impossible for anyone else. Yet as metaphorical fingers of his spell grabbed towards where Marcus’ magic was supposed to be, there was nothing. With horror, Viznor realized that despite all the suggestions and implications, Marcus never said that he was going to cast anything.

Gambler saw that his weapons could not hurt Marcus, if this was the real one it was ethereal, away from the physical realm. This called for a special weapon, and one of benefits of being a mage was that one never needed to wait. Gambler pulled out a glass stiletto, empowered greatly by Skeliborn, from thin air and charged towards Marcus. Yet just as he was about to strike, Marcus was blasted away by Crimson's punch. It wouldn't had been so annoying, but Crimson seemed to have caused no damage at all.

Nihilum watched as symbol of Isis flashed over all mages who had gathered here, before winking out and only remaining over Marcus. From what he saw, Marcus had entirely deserved what was about to befall upon him, but if the goddess willed him to be saved... Was his faith strong enough to risk his life to save someone from consequences of their actions?

Jase, however, did not feel like continuing this absurd spectacle any longer. he had a weapon and he very much intended to use it. Jase did not know exactly where Marcus was, but he could tell the approximate position. Striking where he aimed could be credited to his great skill at simulating the trajectories in his mind but that would be a lie. The strike was pure luck, yet that did not change the outcome one iota. For the first time, the ethereal blade forged by late Whaz faced something akin to an obstacle. For a second, the blade felt resistance as it cut through Marcus neck, but that only lasted a moment, as magic surrounding the blade turned flesh and bone to dust, neatly decapitating Marcus. Magic that rendered him ethereal and invisible to Jase ceased to exist, revealing a decapitated corpse, chainmail and the orb gone without a trace.

Grundar picked up Marcus head, tore off the top and swallowed his brains whole, destroying any chance of resurrection. Mages were somewhat disturbed by the ghoulish behavior, but far less than one would had expected them to. Marcus managed scare most of them, and they welcomed his enforced departure.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 15, 2015, 06:24:26 pm
Some decent arguments have been placed forward against changing Essence system. I am going to put up a pool over this, which means that curent one needs to be resolved. Current score is 11 against 3 to allow Afinity stacking. If there are any arguments agains, say them now, or I shall add Essence stacking in next Turn.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: fillipk on November 15, 2015, 06:37:57 pm
((Interesting, now the question is Marcus truly dead, or did he want you guys to kill him so he could come back and kill you all.))

"Almost there, yes the castle will make a great staging point."

Continue heading towards the castle, create 3 essences, search the court yard of the castle.

(Also DG I think the map is messed up.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Beirus on November 15, 2015, 06:39:03 pm
"Is there anyone else who wants to make an attempt on the lives of the mages in this castle? Or are we done with this foolishness?" Jase asks, voice tinged with annoyance.

Get the shards. Not sure what I'll do with them yet.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 15, 2015, 07:13:40 pm
((Interesting, now the question is Marcus truly dead, or did he want you guys to kill him so he could come back and kill you all.))

"Almost there, yes the castle will make a great staging point."

Continue heading towards the castle, create 3 essences, search the court yard of the castle.

(Also DG I think the map is messed up.))

((Messed up how? It works fine for me.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 15, 2015, 07:15:24 pm
I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?

((Not sure how my character would know about the portal but lets just say it was something on the lines of sensing dark magic or some effect of the blade or something like that. If not, then either I assumed incorrectly that the map is public knowledge or I apologize for metagaming. ))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: fillipk on November 15, 2015, 07:16:58 pm
((I can't find a dot that represents my character on the map.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Zormod on November 15, 2015, 07:19:22 pm
Cuberac decides to climb through one of the windows, and create 3 essences.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: XXXXYYYY on November 15, 2015, 07:38:51 pm
--
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Beirus on November 15, 2015, 07:40:07 pm
((I'm taking the shards. Just to clarify that. And I'll either give James enough to cover whatever he lent Marcus, or use them.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 15, 2015, 07:51:57 pm
((I can't find a dot that represents my character on the map.))
Fixed
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: endlessblaze on November 15, 2015, 07:53:58 pm
mmm......
-flare stands up-

"HALT"

if the golem does not obey use 2 plus one potency essences and 1 plus one competence essence to establish control.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 15, 2015, 08:11:46 pm
"I just don't understand why people try things like that. It never works. He owed me those shards, so I'll be taking them."

Get 7 of Marcus's shards. Give one each to Crimson, Gambler, and Skelliborn for their help.
Return to the council chamber and try yet again to turn the omnicube into a powered armguard.
Remember that I still owe Gambler for upgrading the omnicube and give him a shard.
Gotta replenish my essence stock. 5 healing essences.


I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?
"The expedition could use a healer. I might join."

edit, just in case:
If wail of the banshee actually does still happen, drop whatever I'm doing and heal myself. Just apply constant healing to counteract whatever damage it does. All essences. If the spell is powerful enough have it extend to other people too.
Amulet of magic defense would provide some defense too.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 15, 2015, 08:22:31 pm
"Agh. Owww... that hurt. Bah. Onwards to loot! To LOOT!"

Old King Coal makes 3 bone essences, then uses the glow of the climbing claws to enable visual scanning of the temple. Visual scanning then commences.

((By the way guys... I wouldn't be too surprised if the Wail of the Banshee(if Marcus actually used it) went off next turn. Old King Coal might be safe because of his underground location, but everybody else around the castle and in it...))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Sarrak on November 15, 2015, 08:39:41 pm
((By the way guys... I wouldn't be too surprised if the Wail of the Banshee(if Marcus actually used it) went off next turn. Old King Coal might be safe because of his underground location, but everybody else around the castle and in it...))
((Seems quite likely. And the Wail would obliterate all living inside (bare surprising luck) if it was properly executed. But no one cares. Oh well.))

Kahel looked at the sharp-pointed golem with slight amusement:

"Seems like your construct is still far from being perfect..."
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DAPARROT on November 15, 2015, 08:50:14 pm
Walk towards the purple stuff with my velociraptors,stopping at the edge and sending my budgeriars out to scout
Make 2 essences
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: XXXXYYYY on November 15, 2015, 08:57:05 pm
"I just don't understand why people try things like that. It never works. He owed me those shards, so I'll be taking them."

Get Marcus's shards. Give one each to Jase, Crimson, Gambler, and Skelliborn for their help.
Try yet again to turn the omnicube into a powered armguard.
Remember that I still owe Gambler for upgrading the omnicube and give him another shard.
Gotta replenish my essence stock. 5 healing essences.


I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?
"The expedition could use a healer. I might join."
"Many thanks. I will join this expedition as well."
The Gambler breaks into a coughing fit, doubling over and shuddering with its intensity.
"'Ady above, 'at 'urts."
Study the enchantment on my chair and create a pattern to be able to copy it later on a more... portable object. Then, y'know, move it back into the council chamber, where it belongs.
Then make 3 luck essences and prepare to leave on the expidition.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 15, 2015, 09:30:29 pm
((So I looked in the charsheet for clues as to strange happenings. Two things of note:
Viznor has gained a new affinity,
and Marcus... he is present in the corpse sheet, but instead of reading "head cut off" in cause of death, it reads "fine". I'm going to hope that's just an error.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 15, 2015, 09:46:06 pm
((I got the binding affinity a while ago, during some PM adventures. I believe it wasn't in the thread mainly because the rest of the turn was secret.))

((Also, I just blew 20 pot's worth of essences on a counter to wail of the banshee. It was, apperently, just a big illusion.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 15, 2015, 09:50:55 pm
((Note... Marcus' affinity was(is?) Necromancy. I don't think that could be used to cast an illusion. No, the faces are probably bound spirits or something. Although potentially dangerous, they might not be so bad. We shall see.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 15, 2015, 10:09:57 pm
((Note... Marcus' affinity was(is?) Necromancy. I don't think that could be used to cast an illusion. No, the faces are probably bound spirits or something. Although potentially dangerous, they might not be so bad. We shall see.))

((To clarify, there was literally no spell whatsoever. I don't know what happened- perhaps an act on the Manipulator's part?))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Beirus on November 15, 2015, 10:44:35 pm
"By your own claim, he owes you seven shards, James. I have no qualms about you taking those, as I was planning to give them to you anyway. The other three, however, I lay claim to for killing him. They may prove useful while I see to the fortress."

((This sets a horrible precedent if your character hasn't actually been near enough to the fields or portal to see anything, star2wars3. I assumed people knew the general layout of the duck like on the map, but knowing specifics about anything in an area without finding out IC about it through some manner is meta-gaming.  Still, seems like the others are fine with it.))

"This expedition intrigues me. However, my foremost concern is the fortress for the moment. If anyone planning to go would be willing to wait until I see to my affairs here, I will accompany you. I do wonder what became of that area, since I never did go back after I ran into those squids."
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 15, 2015, 10:55:21 pm
Can you give me a timeline of the effects of the Mind-Wipe Field over the next few turns?

All you know is what you got from tablet. What you got from tablet is that it will activate at the begining of this turn.
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.

This needs to be fixed. I have NOT spent several MONTHS playing Xanatos Speed Chess (http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosSpeedChess) to be DECAPITATED BY SOMEONE (AGAIN (Technically, it wasn't a decapitation last time, but it was still a One-Hit-Kill) WHO CAN'T EVEN PERCEIVE ME!!!

*Recovers from outrage*

I know I sound childish, but this is incredibly frustrating. Marcus should be a god right now. Instead, he's yet another corpse, who will soon be forgotten.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 15, 2015, 11:19:52 pm
"By your own claim, he owes you seven shards, James. I have no qualms about you taking those, as I was planning to give them to you anyway. The other three, however, I lay claim to for killing him. They may prove useful while I see to the fortress."
"No problem. I was planning on sharing the shards with you anyways.
I think Dwen also has some, at least I don't remember seeing anyone take them."
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: endlessblaze on November 15, 2015, 11:29:55 pm
((I got one hit killed before to. its a roll to dodge. sometimes the random number gods just want you to die.))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on November 15, 2015, 11:51:33 pm
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on November 16, 2015, 12:21:22 am
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
Not yet. I'm awaiting the GM's verdict on whether or not I'm dead or a god.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: thegamemaster1234 on November 16, 2015, 01:13:17 am
Jiksap realizes he's been dozing for a bit. Everything seems to be quieter now; it appears those pesky lesser minds managed to stop Marcus after all. But Jiksap doesn't hold it against them; who wouldn't try to protect themselves from impending doom? Jiksap figures he'll look things over again, then try his hand at some classic mystery boxes.

Take in surroundings, look at spell circles on tower, etc.. Summon a box of random magitech parts, then create 2 essences.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on November 16, 2015, 01:15:09 am
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
Not yet. I'm awaiting the GM's verdict on whether or not I'm dead or a god.
{Hate posting from phone. You are dead, very much so. It was a good plan and would had worked, but Jase can regulate castle defences in real time. Benefit of being so bound to castle that your invisibility worked.}
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on November 16, 2015, 01:20:21 am
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
Not yet. I'm awaiting the GM's verdict on whether or not I'm dead or a god.
{Hate posting from phone. You are dead, very much so. It was a good plan and would had worked, but Jase can regulate castle defences in real time. Benefit of being so bound to castle that your invisibility worked.}
Dang.

Can I possess that weird metal thing?
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: AoshimaMichio on November 16, 2015, 01:55:50 am
Shias the druid.

"My wish is one that cannot be realized yet, but when time is ready I wish for swift and favourable winds."

Respond to Pavasaris. Meditate on nature of this forest heart respectfully (as in what it does besides being fancy). Craft three essences.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: DreamerGhost on November 16, 2015, 02:29:03 am
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
Not yet. I'm awaiting the GM's verdict on whether or not I'm dead or a god.
{Hate posting from phone. You are dead, very much so. It was a good plan and would had worked, but Jase can regulate castle defences in real time. Benefit of being so bound to castle that your invisibility worked.}
Dang.

Can I possess that weird metal thing?
{No. The metal thing is already programed with it's task and refuses any further modifications.}
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: H4zardZ1 on November 16, 2015, 03:29:37 am
((Ink.))

PM, now with something here: TREES, DAMMIT!
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: AoshimaMichio on November 16, 2015, 03:50:43 am
((Do you have something against trees? Are you my next target?))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Sarrak on November 16, 2015, 03:56:58 am
((Do you have something against trees? Are you my next target?))
((Seeing ingenious necromancers, crazy bee masters, devious ale-summoners and, now, maniacally paranoid nature druids... I start to think that we're slowly, but surely going back to the deathmatch this game is supposed to be. Cheers to evil-doers!))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: AoshimaMichio on November 16, 2015, 04:03:37 am
((It seems that attempts to kill many mages at once are often doomed to failure so it is better to fight one wizard at time.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 16, 2015, 05:55:37 am
((Did anyone else notice that DG said that the weird metal thing was already programmed to do its task?))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: AoshimaMichio on November 16, 2015, 06:09:27 am
((Did anyone else notice that DG said that the chainmail armor that Marcus had was already programmed to do its task?))
((He meant the summoned metal orb thing that is about to kill Kahel.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 16, 2015, 06:25:12 am
"By your own claim, he owes you seven shards, James. I have no qualms about you taking those, as I was planning to give them to you anyway. The other three, however, I lay claim to for killing him. They may prove useful while I see to the fortress."

((This sets a horrible precedent if your character hasn't actually been near enough to the fields or portal to see anything, star2wars3. I assumed people knew the general layout of the duck like on the map, but knowing specifics about anything in an area without finding out IC about it through some manner is meta-gaming.  Still, seems like the others are fine with it.))

"This expedition intrigues me. However, my foremost concern is the fortress for the moment. If anyone planning to go would be willing to wait until I see to my affairs here, I will accompany you. I do wonder what became of that area, since I never did go back after I ran into those squids."

((Actually I have been pm-ing with a character who knows of the portal.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 16, 2015, 09:05:58 am
((Is it just me, or does))
Can I possess that weird metal thing?
{No. The metal thing is already programed with it's task and refuses any further modifications.}
((This imply somewhat that Marcus can actually do some possession before he passes on?))

((It seems that attempts to kill many mages at once are often doomed to failure so it is better to fight one wizard at time.))
((With some preparation, battles against up to 3 mages at once may be feasible. But that's just my opinion.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 16, 2015, 09:14:24 am
New Character:
Spoiler (click to show/hide)

I will win, or destroy this game trying.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: thegamemaster1234 on November 16, 2015, 09:47:22 am
((Essences affinity? So you'd get essence essences? Essenceception! Stored power attuned to itself!
Seriously though, what do you plan on doing with that? Make our stored power implode ourselves? :P))

((Also, not sure about the description there. What's the form of a debt elemental? Will DG let you keep your soul bound items? Last time you had a different soul, and this time you say it's heavily marred so I doubt your items would accept you as their owners anymore.

It doesn't help that souls are turned into collectible shards here, so the Manipulator shouldn't have a soul to mess with in the first place. Or you have a soul to possess stuff with. But that's for DG to decide.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 16, 2015, 10:03:58 am
If I can possess stuff, possess a pm'd thing. If not:

Spoiler (click to show/hide)

You can't. And Marcus is dead, you (The players) do not get revivals.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 16, 2015, 11:09:39 am
Also, this is what you missed:

The orb is an artifact that allows you to step across opposite affinities as if they were related, and allows the eventual affinity of a spell to be unrelated to the affinity it was cast from. However, every time it is used, it requires the sacrifice of an essence (the essence does not provide a bonus to the spell). The lower of the two bonuses (to Comp and Pot) that the essence provides becomes the maximum number of essences that can be used in the spell. The exception to this is if a chaotic essence is sacrificed. If so, the spell is a number of free steps away equal to the Pot bonus of the essence. The chaotic essence, unlike other sacrificed essences, applies its Pot bonus to the spell, and allows a number of other essences equal to its Pot bonus to be used in the spell (these essences must be added before the new spell is determined). These free steps are to random, legal affinities to jump to, however, and may change the spell depending on the new affinity. Using the orb in this manner blocks all other affinity steps for the spell for that casting of the spell. For example, if a mage casts the spell "Grow the plants in this area." from the Plant affinity through the orb, and sacrifices a +0/+2 chaotic essence to the orb, he could add two +1/+1 essences to the spell. The cast spell, however, might be "Increase the power of Order in this area." (Plant to Farm to Order), and boost the Pot and Comp of spells that restore, create, or maintain order that are cast in the area of the spell. The spell would receive a +2/+4 bonus, if no other modifiers were present. The mage could not return the spell to the Plant affinity by taking a -2/-2 penalty to his spell, nor could he change the effect of the spell (unless he had something else that would allow him to change the effect of a spell).

Y'know, the Manipulator might give it to you (and not send out Tur) if you give him Marcus's shards/soul...
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Trewque on November 16, 2015, 11:27:34 am
Head North with Raptors. Craft 3 more essences.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: thegamemaster1234 on November 16, 2015, 01:21:54 pm
((I still don't think that you should be able to come back with your soulbound stuff, but I'll let DG decide about that. And yes, I get the point; essences being related to magic power itself could lead to some very interesting affinity steps if you're allowed to keep it.

Also, you may want to know that Jiksap will not be friends with this new incarnation.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 16, 2015, 01:24:51 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.

Edit:
Wasn't one of the Manipulator's conditions to tell no lies, IC or OOC? I recall something like that. Because this:
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.
was a completely unambiguous, factually incorrect statement.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: XXXXYYYY on November 16, 2015, 01:34:33 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.
((Indeed. Heck, most of what I've been doing is preparing for just such a thing. It feels cheap for a person to just hop in with a god's full support.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 16, 2015, 01:38:50 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.
((Indeed. Heck, most of what I've been doing is preparing for just such a thing. It feels cheap for a person to just hop in with a god's full support.))
((They don't get full support. They can get a quest without rolling to see if the god exist and if it does, if it cares, but they also don't get to switch their god.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 16, 2015, 01:43:33 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.

Edit:
Wasn't one of the Manipulator's conditions to tell no lies, IC or OOC? I recall something like that. Because this:
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.
was a completely unambiguous, factually incorrect statement.
It was the truth to the extent of my knowledge. DG might want to give an answer here, though.
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: ATHATH on November 16, 2015, 01:52:28 pm
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
I think I will. How about the Forces of Evil and Chaos Elite Squad (F.E.C.E.S., for short)?
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: fillipk on November 16, 2015, 01:58:23 pm
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
I think I will. How about the Forces of Evil and Chaos Elite Squad (F.E.C.E.S., for short)?
((You know why not, no one will take use seriously until we are marching down their door.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 16, 2015, 02:15:18 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.

Edit:
Wasn't one of the Manipulator's conditions to tell no lies, IC or OOC? I recall something like that. Because this:
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.
was a completely unambiguous, factually incorrect statement.
It was the truth to the extent of my knowledge. DG might want to give an answer here, though.
I'm sorry but it was a lie even when you first said it. It was obvious what happened in the update, that Marcus died and everyone else didn't become mindless vegetables. That was the current state of the game. What you said directly contradicted what happened in the update. If you had replaced "are" with "should be", then the statement would have been true to your knowlege. But it was a lie.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 16, 2015, 02:34:53 pm
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.

Edit:
Wasn't one of the Manipulator's conditions to tell no lies, IC or OOC? I recall something like that. Because this:
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.
was a completely unambiguous, factually incorrect statement.
It was the truth to the extent of my knowledge. DG might want to give an answer here, though.
I'm sorry but it was a lie even when you first said it. It was obvious what happened in the update, that Marcus died and everyone else didn't become mindless vegetables. That was the current state of the game. What you said directly contradicted what happened in the update. If you had replaced "are" with "should be", then the statement would have been true to your knowlege. But it was a lie.
I was in denial. Plus, Marcus is dead, so I don't have to adhere to that rule anymore.

Also, page 250!Page 250, not page 250 factorial, wise guy.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 16, 2015, 03:09:14 pm
((I just figured out a system I call S.A.F.E: System for Applying Flexible Enchants. More on that onces I create the prototype in game.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 16, 2015, 04:24:07 pm
I was in denial. Plus, Marcus is dead, so I don't have to adhere to that rule anymore.
Doesn't your new character also follow the Manipulator, meaning you still have to adhere to that rule? Or is there a small period between when Marcus died and Tur spawns where you can lie all you want? Or was that rule only specific to Marcus, not all the Manipulator's subjects?
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 16, 2015, 05:04:52 pm
I was in denial. Plus, Marcus is dead, so I don't have to adhere to that rule anymore.
Doesn't your new character also follow the Manipulator, meaning you still have to adhere to that rule? Or is there a small period between when Marcus died and Tur spawns where you can lie all you want? Or was that rule only specific to Marcus, not all the Manipulator's subjects?
The second one.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 16, 2015, 05:28:10 pm
Fair enough.  :)

Dreamerghost, here's some stuff for the lost items section off the top of my head.
-Spiked steel mace of paralysis, at the bottom of the shipwreck lake.
-2 techpriests's cybernetics, at the bottom of the shipwreck lake.
-Trident spear, somewhere near the shipwreck lake. Not sure exactly where.
There's also a lot of stuff still on corpses.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: _Shinju_ on November 16, 2015, 06:27:32 pm
i use the 4 essences that I just created to remove the absence of a bad ass enchanted cloak of absences and pray to Isis to confirm that I am still in good favour
((I hope I don't get in trouble for not trying to save marcus))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 16, 2015, 07:57:49 pm
Skelliborn
Action:
create up to 4 essences until 1 collapses
If the Gambler starts running run in the same direction.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Elephant Parade on November 16, 2015, 09:08:55 pm
Spoiler: Gloomy Wizard (click to show/hide)
Title: Re: Roll to Magic: Turn 107 Blademasters and Bladedancers
Post by: FallacyofUrist on November 16, 2015, 09:20:40 pm
Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
I think I will. How about the Forces of Evil and Chaos Elite Squad (F.E.C.E.S., for short)?
((You know why not, no one will take use seriously until we are marching down their door.))
((And perhaps we should take our Evil out of character planning to the PMs.))
((Or use crypto.))

((Also:))
New Character:
Spoiler (click to show/hide)

I will win, or destroy this game trying.
((I suggest changing that affinity to Gases affinity, being more versatile and able to do pretty much all the same things Air can do with a -1.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: fillipk on November 16, 2015, 10:12:51 pm
((I could create a quick topic for us to use))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 16, 2015, 10:14:19 pm
((Also a pretty good idea.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 17, 2015, 10:25:53 am
Spoiler: Gloomy Wizard (click to show/hide)
Wanna join F.E.C.E.S.?

Alerim leaped backwards, his job done, Marcus now headless.
((As a matter of fact, you were in fact decapitated the first time.))
((So. Care to found E.V.I.L for a league of your future character, Blake, and Old King Coal? (Evil Villains in League)))
I think I will. How about the Forces of Evil and Chaos Elite Squad (F.E.C.E.S., for short)?
((You know why not, no one will take use seriously until we are marching down their door.))
((And perhaps we should take our Evil out of character planning to the PMs.))
((Or use crypto.))

((Also:))
New Character:
Spoiler (click to show/hide)

I will win, or destroy this game trying.
((I suggest changing that affinity to Gases affinity, being more versatile and able to do pretty much all the same things Air can do with a -1.))
However, Air is easier to get decent (i.e. not Gaseous Form) flight with, as it covers a general concept (an element), and thus can get more abstract things (like a boost to Speed, for example).
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Elephant Parade on November 17, 2015, 10:47:36 am
Wanna join F.E.C.E.S.?
No. I have plans for Gloomy Wizard, and they do not involve being comically evil—just comically sad.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 17, 2015, 11:38:32 am
Wanna join F.E.C.E.S.?
No. I have plans for Gloomy Wizard, and they do not involve being comically evil—just comically sad.
Ah. 'Tis a shame; we could have used someone like you.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 17, 2015, 05:08:29 pm
((Look what I found!!!))

http://www.blade-electronics.com/

((I assume this gives me some control over hardware/software))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 17, 2015, 05:17:35 pm
((Pretty sure affinities are more about a concept than just a word. I highly doubt you can control electronics with a blade affinity. Despite being called Blade brand, they are not a blade and have nothing to do with blades.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 17, 2015, 05:20:21 pm
((But I can control blades of grass. Which are just leaves if you think of it so to a certain extent there may be a president in place. Of course, I'll wait for DG's ruling before trying anything on this line of thought.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: BlitzDungeoneer on November 17, 2015, 05:35:59 pm
((I think you mean 'precedent'. I don't think presidents, past or present, have anything to do with your ability to control blades, and variations thereof :P))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: NAV on November 17, 2015, 05:44:30 pm
((Grass has leaves shaped like blades. Blades of grass. And some, like sawgrass, is actually very sharp.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 17, 2015, 05:45:23 pm
((But I can control blades of grass. Which are just leaves if you think of it so to a certain extent there may be a president in place. Of course, I'll wait for DG's ruling before trying anything on this line of thought.))

((Grass stems are called "blades" for a reason. Specifically, they resemble more traditional blades. Just saying something is a "blade" doesn't actually make it so, especially in the absence of any real relationship or evidence. By that logic, I could just call weapons "knowledge" and begin summoning heavy artillery.))

((That said, you could definitely make a blade act like electronics. Or anything else, for that matter.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 17, 2015, 05:55:37 pm
((But I can control blades of grass. Which are just leaves if you think of it so to a certain extent there may be a president in place. Of course, I'll wait for DG's ruling before trying anything on this line of thought.))

((Grass stems are called "blades" for a reason. Specifically, they resemble more traditional blades. Just saying something is a "blade" doesn't actually make it so, especially in the absence of any real relationship or evidence. By that logic, I could just call weapons "knowledge" and begin summoning heavy artillery.))

((That said, you could definitely make a blade act like electronics. Or anything else, for that matter.))
Well, you could step from Knowledge to Power...

If you get shot down (Star2Wars3), you could sacrifice Marcus' s shards to the Manipulator for the Orb of Many Paths, which would allow you to do that. There's a reason I spent several turns questing for it.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: BlitzDungeoneer on November 17, 2015, 05:56:38 pm
((Being a bit more serious, if we were to actually use this logic, there'd be no point to the affinity system because, if worded in a specific way, any affinity could probably be used to do anything, if not quite as well as an affinity dedicated to the same thing.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 17, 2015, 07:30:34 pm
((Being a bit more serious, if we were to actually use this logic, there'd be no point to the affinity system because, if worded in a specific way, any affinity could probably be used to do anything, if not quite as well as an affinity dedicated to the same thing.))
Which is why the orb is totally worth 5 shards (shameless self-advertising)!
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 17, 2015, 07:36:19 pm
((Being a bit more serious, if we were to actually use this logic, there'd be no point to the affinity system because, if worded in a specific way, any affinity could probably be used to do anything, if not quite as well as an affinity dedicated to the same thing.))
Which is why the orb is totally worth 5 shards (shameless self-advertising)!

((There is no confirmation that giving away your shards would actually net someone the orb.))

((Also, I hate to be a wet blanket, but DG has made it pretty clear that dead characters can't get better. Even necromancy can only really save someone on the brink of death. (or create a sapient minion, but since their soul has been turned into shards, I suspect that they're NPCs.)))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 17, 2015, 08:51:15 pm
((Being a bit more serious, if we were to actually use this logic, there'd be no point to the affinity system because, if worded in a specific way, any affinity could probably be used to do anything, if not quite as well as an affinity dedicated to the same thing.))

((Yes you are correct. The f you know how to use an affinity, you can do anything with it. For example, I could create a blade which summons item X given enough ESSENCES and shards. Personally, I want to create a scabbard that summons a random blade every turn within it sort of like The Gamblers chair))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: ATHATH on November 17, 2015, 09:27:28 pm
((Being a bit more serious, if we were to actually use this logic, there'd be no point to the affinity system because, if worded in a specific way, any affinity could probably be used to do anything, if not quite as well as an affinity dedicated to the same thing.))
Which is why the orb is totally worth 5 shards (shameless self-advertising)!

((There is no confirmation that giving away your shards would actually net someone the orb.))

((Also, I hate to be a wet blanket, but DG has made it pretty clear that dead characters can't get better. Even necromancy can only really save someone on the brink of death. (or create a sapient minion, but since their soul has been turned into shards, I suspect that they're NPCs.)))
Yeah, I know. I just want to have him as an option for later (perhaps in other games!).
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: H4zardZ1 on November 18, 2015, 03:10:05 am
Is it really okay to start in the service and favour of a god? Because that's something players usually have to earn one way or another.

Edit:
Wasn't one of the Manipulator's conditions to tell no lies, IC or OOC? I recall something like that. Because this:
Actually, y'all are mindless vegetables spasming on the floor, unable to form a thought that's longer than 5 milliseconds or so. Since none of you are in any shape fit to attack me, I should still be alive.
was a completely unambiguous, factually incorrect statement.
It was the truth to the extent of my knowledge. DG might want to give an answer here, though.
I'm sorry but it was a lie even when you first said it. It was obvious what happened in the update, that Marcus died and everyone else didn't become mindless vegetables. That was the current state of the game. What you said directly contradicted what happened in the update. If you had replaced "are" with "should be", then the statement would have been true to your knowlege. But it was a lie.
((I think he (ATHATH) meant the actual person (us) itself. Nice hidden hole in the wall right there.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Crimson on November 18, 2015, 08:30:03 am
Return to the council chamber. Try to create three explosion essences.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Prismatic on November 18, 2015, 03:31:36 pm
2 essences.
Examine the skeleton and search the surrounding area.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 18, 2015, 04:23:59 pm
If the castle looks safe (IE, I see people leaving intact, and sense no imminent outpouring of destructive magic), duck in. Otherwise, just use the +2+1 and +1+1 chaotic essences for my spell. I'm feeling a little reckless right now.

Either way, use both of my affinities to recapture and modify whatever's left of the spell I cast last turn. Instead of drawing upon an external power source, simply have the part of the spell which would originally have enchanted the dragon bone cannibalize the part which would have taken control of Marcus' spell.

The end result of this should be an enchantment that allows me to tinker with spells in smaller, more subtle ways. Nothing big and flashy- just something which lets me change a piece of information here and there.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 18, 2015, 04:39:47 pm
It seems to be becoming annoyingly common, but I will need to delay the turn by a day again. There is still an hour worth of writing left and I am allready feeling far too exhausted to continue. On the plus side, Event Dice finnaly decided to be kind and roll out something. And it's not even chrysalids.
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: FallacyofUrist on November 18, 2015, 04:53:41 pm
((Okay-dokey. Good luck with the writing.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: _Shinju_ on November 18, 2015, 04:56:57 pm
((Well that sounds like the price of a good forum game))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: fillipk on November 18, 2015, 05:08:20 pm
((This has been the most fun game I've been in on this forum, keep at it DG))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: XXXXYYYY on November 18, 2015, 06:19:49 pm
((This has been the most fun game I've been in on this forum, keep at it DG))
((Indeed.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 18, 2015, 08:23:25 pm
It seems to be becoming annoyingly common, but I will need to delay the turn by a day again. There is still an hour worth of writing left and I am allready feeling far too exhausted to continue. On the plus side, Event Dice finnaly decided to be kind and roll out something. And it's not even chrysalids.

((So the question is whether or not the world event involves the castle, the spawn portal, or the eldritch portal. Also theory: the 2 are either oppositely aligned or eldritch=bad, spawn portal = neutral, and a possible third portal, aligned towards good could exist/will exist in the future))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Whisperling on November 18, 2015, 08:59:55 pm
It seems to be becoming annoyingly common, but I will need to delay the turn by a day again. There is still an hour worth of writing left and I am allready feeling far too exhausted to continue. On the plus side, Event Dice finnaly decided to be kind and roll out something. And it's not even chrysalids.

((So the question is whether or not the world event involves the castle, the spawn portal, or the eldritch portal. Also theory: the 2 are either oppositely aligned or eldritch=bad, spawn portal = neutral, and a possible third portal, aligned towards good could exist/will exist in the future))

((The eldritch "portal" isn't actually a portal anymore. It collapsed and turned into something else.))

((If you guys want a conventional, shard-activated portal, I'd be happy to do some research magic and give you a location. Might even join you, if that's the case.))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: Sarrak on November 19, 2015, 05:31:42 am
((Got really distracted, so much for a plan... Also of note that copying Marcus was unintentional. Well, I'd like to think so as I learned about his plan after conceiving mine.))

Looking at the steel monstrosity coming closer, Kahel smiled to himself. He just had a brilliant idea how to deal with the situation on hand!

As all parts of my body are/were liquids at some point, I affect all of it, making myself constantly ethereal. All essences since I want maximum output. If spell does not need so much raw power ((Sorry, DG, couldn't consult you here)) - add option to change state (ethereal/real) at will and/or full body control (Animate).
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: star2wars3 on November 19, 2015, 06:20:14 am
It seems to be becoming annoyingly common, but I will need to delay the turn by a day again. There is still an hour worth of writing left and I am allready feeling far too exhausted to continue. On the plus side, Event Dice finnaly decided to be kind and roll out something. And it's not even chrysalids.

((So the question is whether or not the world event involves the castle, the spawn portal, or the eldritch portal. Also theory: the 2 are either oppositely aligned or eldritch=bad, spawn portal = neutral, and a possible third portal, aligned towards good could exist/will exist in the future))

((The eldritch "portal" isn't actually a portal anymore. It collapsed and turned into something else.))

((If you guys want a conventional, shard-activated portal, I'd be happy to do some research magic and give you a location. Might even join you, if that's the case.))
((We'd be happy for any help you could provide))
Title: Re: Roll to Magic: Turn 129 The last trick
Post by: DreamerGhost on November 19, 2015, 05:50:48 pm
Turn 130

"Almost there, yes the castle will make a great staging point."

Continue heading towards the castle, create 3 essences, search the court yard of the castle.
Spoiler (click to show/hide)

Blake was now running towards the stone castle, there was not that much distance left. Yet asking for more magical power after each ruined world instead of at least once asking for better physique was biting Blake somewhat, as he ran out of breath entirely with just a bit of distance left to the castle gates.

Cuberac decides to climb through one of the windows, and create 3 essences.
Spoiler (click to show/hide)

Cuberac climbed a pile of rubble to the second floor, looked through a window, swore as he saw a huge piece of what was most likely a part of the ceiling blocking the way, and sought another entrance. This situation repeated itself a few times before Cuberac finally found a way inside. The keep was truly well and thoroughly destroyed, anything inside was most likely buried underneath tons of rock, but maybe, there were some secret rooms that were cracked open by whatever happened here.

mmm......
-flare stands up-

"HALT"

if the golem does not obey use 2 plus one potency essences and 1 plus one competence essence to establish control.
Spoiler (click to show/hide)

Flare shouted a command, first vocally, then mentally, and when both failed to have any effect, magically. The cloud of sharp edges suddenly stopped moving, revealing that edges were far fewer than they appeared when in motion and then falling to the ground. Edges fell with a *splat* and spread out, revealing that they were a liquid all along, while solid core fell with a more solid *thunk*. It was not a good time for golem making, thought Flare.

"I just don't understand why people try things like that. It never works. He owed me those shards, so I'll be taking them."

Get 7 of Marcus's shards.
Try yet again to turn the omnicube into a powered armguard.
Remember that I still owe Gambler for upgrading the omnicube and give him a shard.
Gotta replenish my essence stock. 5 healing essences.


I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?
"The expedition could use a healer. I might join."

edit, just in case:
If wail of the banshee actually does still happen, drop whatever I'm doing and heal myself. Just apply constant healing to counteract whatever damage it does. All essences. If the spell is powerful enough have it extend to other people too.
Amulet of magic defense would provide some defense too.

Spoiler (click to show/hide)

James collected his share of shards and began fiddling with his omnicube. Yet it seemed particularly uncooperative and refused to shift into anything useful. A giant pencil sharpener was not exactly useful either to James, or, he suspected, anyone who would had been using the cube as intended. Same went for a gigantic mug and bowl. James then decided that his time would be better spent recovering his power, but soon found that his magic was also somewhat less cooperative. Was there something wrong?

"Agh. Owww... that hurt. Bah. Onwards to loot! To LOOT!"

Old King Coal makes 3 bone essences, then uses the glow of the climbing claws to enable visual scanning of the temple. Visual scanning then commences.

Spoiler (click to show/hide)

Old king got up from age old dust and began looking around. There were all kinds of objects that had collected on what was once wall and now floor, mostly lamps candles and other knickknacks. But among the whole dubiously useful objects there was something more interesting. Namely, a bunch of the previous stuff, but with almost no dust on it. The dustless plot of rubbish extended to a hole in a wall that continued with a tunnel that seemed to be dug by a large animal.

Walk towards the purple stuff with my velociraptors,stopping at the edge and sending my budgeriars out to scout
Make 2 essences

Spoiler (click to show/hide)

Seva walked forwards until the field of glass and salt, sat down at the edge and sent out his parrots to scout around. It did not take them long to return, but there were a few less of them. They reported that there was some sort of growth in the field, a small treelike object near the center of the field. It had caught a few parrots with its black bleeding tentacles that it had for branches.

"I just don't understand why people try things like that. It never works. He owed me those shards, so I'll be taking them."

Get Marcus's shards. Give one each to Jase, Crimson, Gambler, and Skelliborn for their help.
Try yet again to turn the omnicube into a powered armguard.
Remember that I still owe Gambler for upgrading the omnicube and give him another shard.
Gotta replenish my essence stock. 5 healing essences.


I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?
"The expedition could use a healer. I might join."
"Many thanks. I will join this expedition as well."
The Gambler breaks into a coughing fit, doubling over and shuddering with its intensity.
"'Ady above, 'at 'urts."
Study the enchantment on my chair and create a pattern to be able to copy it later on a more... portable object. Then, y'know, move it back into the council chamber, where it belongs.
Then make 3 luck essences and prepare to leave on the expidition.

Spoiler (click to show/hide)

Gambler looked over the magic that was bound to his personal council chair. It reacted by dispensing a dozen of bouncy rubber balls and a glass of ice cubes, as Gamblers investigation struck some of the enchantments, activating them. Finally, Gambler felt fairly confident that he'd be able to recreate the enchantment with some help from a summoner. Not having to pack anything, Gambler sat down back in his chair to comfortably wait until others gathered up what they needed for the expedition. Yet as Gambler began refocusing his power, just as he began thinking that something might be off, the essence he gathered flowed away into his chair. The hole opened and chair dispensed a frag grenade. It was finely crafted, but the pin was missing. But before it could go off, the chair dispensed some non-Newtonian glue over the grenade, making it sticky, and then a stasis cube, just large enough to catch the grenade and seal it's inevitable explosion in time. Gambler began thinking that maybe, the chair was not the best place to relax in.

Jiksap realizes he's been dozing for a bit. Everything seems to be quieter now; it appears those pesky lesser minds managed to stop Marcus after all. But Jiksap doesn't hold it against them; who wouldn't try to protect themselves from impending doom? Jiksap figures he'll look things over again, then try his hand at some classic mystery boxes.

Take in surroundings, look at spell circles on tower, etc.. Summon a box of random magitech parts, then create 2 essences.
Spoiler (click to show/hide)

Jiksap conjured from the ether a box full of various mechanical bits, for upgrades or some new construction was a matter to be decided later and walked to one of blocked off windows. The solid acid that had been blocking the doorway was smashed apart, but the windows were still blocked. It was however, a much thinner layer of acid, which proved to be much easier to remove with a few punches. Jiksap bent outside and looked upwards. The top of the tower was dark. Not too dark, the tower was still glowing, but the clouds seemed far darker than Jiksap remembered for some reason. Then it struck him. All aura circles were gone.

Shias the druid.

"My wish is one that cannot be realized yet, but when time is ready I wish for swift and favourable winds."

Respond to Pavasaris. Meditate on nature of this forest heart respectfully (as in what it does besides being fancy). Craft three essences.
Spoiler (click to show/hide)

"Then I shall be the wind at your back when that time comes." With that, the stormbird separated again into gusts of wind and scattered across the forest. Shias sat down near the forest heart and began searching through its strands of magic for activity. He managed to find out surprisingly much. The heart created this forest from other forests. All other forests. Through the heart, this forest was a part of every other forest that has ever existed, and the heart maintained the connection. Theoretically, one could enter this forest and exit within any other. Yet there were magic that prevented that, Shias could feel that there were pillars of power extending from the forest edge almost all the way to the clearing in which he was, containing the heart so that the heart could only bring things in, but not send them away.

PM, now with something here: TREES, DAMMIT!
Spoiler (click to show/hide)

Dest Eterna was waiting outside the Tower walls. He had some deals to do and the tower was too crowded and too magical. As silly as it sounded, the common hatred of having to deal with magic that was so widespread among the common populations was just as usual among mages, though they made exceptions for their own spells. Usually.

Head North with Raptors. Craft 3 more essences.

Spoiler (click to show/hide)

Bob decided that debates within the tower were getting a bit too heated and left. He went north, walked around the lake by its eastern shore to avoid other mages, and almost reached the shore opposite from where the tower stood. It seemed somewhat darker now. It was probably just an optical illusion of some sort, but one never knew, with so many talented casters in one place, almost anything could happen.

i use the 4 essences that I just created to remove the absence of a bad ass enchanted cloak of absences and pray to Isis to confirm that I am still in good favour
((I hope I don't get in trouble for not trying to save marcus))
Spoiler (click to show/hide)

Nihilum searched one of his sleeves as if he was a street magician about to perform a trick. And just like a street magician, he pulled out a cloak that had no possible way of actually fitting within the sleeve, even a wizardly one. But that was not even remotely the strangest thing about the debacle. The whole cloak seemed rather patchwork; in fact, it looked as if someone had added patches to cover tears until none of original material remained. But this was just an illusion created by many varieties of absence within the cloak. Many changes in color were caused by lack of ability to reflect a particular wavelength. In few places, material was absent, and the gap was mended by semi-solid color alone. Parts of the cloak lacked mass, making the whole rather light, and causing the cloak to billow dramatically even as the slightest air currents moved past. Parts of the cloak lacked friction, flowing like silk, others lacked softness, feeling as sandpaper to touch. Nihilum put on the cloak and prayed to Isis. He was not immediately smitten, which was always a good sign that god still likes you, but no sign appeared either.

Skelliborn
Action:
create up to 4 essences until 1 collapses
If the Gambler starts running run in the same direction.

Spoiler (click to show/hide)

Skeliborn thought to himself if there was anyone else he would absolutely want to have in his party on the quest to destroy an eldritch portal. He had good luck and a healer, two things that make any dangerous task a thousand times less so, but should he get anyone else? Gambler sat on his chair, watched it dispense something then stood up again and walked as far away as he could without actually leaving the council chamber. Well, he was not leaving just yet, so Skeliborn had some time still to think this all over.

Return to the council chamber. Try to create three explosion essences.
Spoiler (click to show/hide)

Crimson returned to the council chambers. They were almost as they were before Dwen flooded them with acid. Only last remaining mark of the event was that three of four windows were still blocked off by solid acid. Jiksap had broken through the block on the fourth and was looking upwards. Crimson maneuvered towards his chair, careful to avoid a puddle of what looked like suspiciously like quicksilver and sat down. Things seemed to have calmed down for now.

2 essences.
Examine the skeleton and search the surrounding area.

Spoiler (click to show/hide)

Xom looked over the skeleton. Wherever few scraps of cloth that still remained over the bones did little to cover them up; the bones were bleached white by the sun. A small snake had taken up residence in the skull. But there was something of interest that managed to survive. A piece of enchanted parchment with elaborate coded writing upon it. Xom pocketed the parchment and stood up, interest in remains exhausted. Suddenly, sand shifted under Xoms feet, as it all seemed to flow towards a newly formed pit. There were a severely unsympathetic looking pair of mandibles, large enough to pierce a man from side to side in the depths of the pit, and Xom was already halfway to them.

If the castle looks safe (IE, I see people leaving intact, and sense no imminent outpouring of destructive magic), duck in. Otherwise, just use the +2+1 and +1+1 chaotic essences for my spell. I'm feeling a little reckless right now.

Either way, use both of my affinities to recapture and modify whatever's left of the spell I cast last turn. Instead of drawing upon an external power source, simply have the part of the spell which would originally have enchanted the dragon bone cannibalize the part which would have taken control of Marcus' spell.

The end result of this should be an enchantment that allows me to tinker with spells in smaller, more subtle ways. Nothing big and flashy- just something which lets me change a piece of information here and there.

Spoiler (click to show/hide)

Viznor carefully returned to the Tower, going at a slow pace, stopping from time to time to see if anything wrong was happening. The aura circles above the tower were gone, but nothing else seemed to be happening. People were walking around unimpeded, and not even in a whole lot of hurry. Viznor entered the tower and attempted to modify his spell to save at least a part of the power. The bone in his hands began shaking as magic flooded it, changing its structure, turning a unassuming piece of refuse into a magic battery. It would be able to slowly drain magic if it was in contact with it. Using it, however, might prove more difficult.

Looking at the steel monstrosity coming closer, Kahel smiled to himself. He just had a brilliant idea how to deal with the situation on hand!

As all parts of my body are/were liquids at some point, I affect all of it, making myself constantly ethereal. All essences since I want maximum output. If spell does not need so much raw power ((Sorry, DG, couldn't consult you here)) - add option to change state (ethereal/real) at will and/or full body control (Animate).
Spoiler (click to show/hide)

Kahel focused his magic, bending the target, sending power into the past where all that made up his body was still in a liquid state. The magic marked the material, so that in the future, where Kahel was now casting the spell, they would gain the power to shift between corporeal and ethereal. The link was established, and Kahel felt his body shift away from material realm. The spell worked. Then Kahel felt himself shift again, this time back into material realm. Even though he gave no such command. Fearing the worst, Kahel attempted to become ethereal, and then quickly corporeal again. He succeeded without much trouble, but then shifted into incorporeality again. The spell was working, but was flawed.
{Each turn the spell has a 50% chance to turn you from ethereal to corporeal or vice versa.}

Portal in the center of the island flared up again, with two figures this time coming through.
Terram ustam Reliquerunt, one of the mountain tribes who thought that short names were for morons, and a loyal servant of The Manipulator stepped through the gate. He wielded mighty magic of the skies, the ability to rule over air, and was determined to see his task done. What that task would amount to remained to be seen.
Gloomy Wizard, an old and decrepit looking wizard stepped out. It was not unusual to see wizards turned fragile by age wielding great power, and although Gloomy looked worse than most, his might with hexes was unrivaled. By seeking for a way to get rid of his own ancient affliction Gloomy gained immense knowledge and was capable of destroying his enemies in ways history had forgotten.

Spoiler: Map (click to show/hide)

Global-ish events

Aura circles above the eldritch tower have shrunk and dissapeared, making the tower apear a bit more darn and not a whole lot less foreboding.

The faces sink back into Tower walls and voices die down leaving only silence.

Skies began shining with pale blue light as meteors of translucent teal crystal apeared and began falling towards the ground. There was a total of five of them. Whatever properties they possesed, the most immedietly interesting ones were mass and velocity, both of which were great enough to warant evasive action.
{Predicted impact locations marked with teal stars}
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: DreamerGhost on November 19, 2015, 05:56:23 pm
Dorm internet was down for maintenance for three hours. On thursday evening of all times. Oh well. Stuff is happening though. And with return of one dead player and joining of one new player the ammount of charsheets goes over 25. Please enjoy celebratory meteor impacts.

Elephant parade, any particular reason why you did not just copy the charsheet off the first post? That "Agility" struck me as kinda odd, I changed it to speed.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: FallacyofUrist on November 19, 2015, 06:43:51 pm
"Aha! Then- of course! LOOT!"

To summarize what Old King Coal was thinking- if the looting creature looted that stuff, it might be digging to better loot- or it might have a lair or something with even more loot!

Old King Coal sprints down the tunnel, making 3 bone essences as he goes.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: XXXXYYYY on November 19, 2015, 07:07:34 pm
Yelping in surprise, the Gambler leaps backwards. He grabs the items the chair dispensed and marks the back of the chair with the symbol of luck. He didn't place any magical power into the rune, but it should serve as a warning to anybody thinking of sitting on it.
He proceeds to summon an opaque glass box with a lid and makes a pair of luck essences.

"'E should set out soon."
If James and/or Skelliborn leave, follow.

Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 19, 2015, 07:09:42 pm
Dorm internet was down for maintenance for three hours. On thursday evening of all times. Oh well. Stuff is happening though. And with return of one dead player and joining of one new player the ammount of charsheets goes over 25. Please enjoy celebratory meteor impacts.

Elephant parade, any particular reason why you did not just copy the charsheet off the first post? That "Agility" struck me as kinda odd, I changed it to speed.
I opened a new reply before reading the OP. Sorry for the bother!

Gloomy Wizard affixes himself with a Death Curse: a curse that, when Gloomy dies, transfers his curse of frailty to the killer.

Also, move east, away from where the meteor is going to land.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 19, 2015, 07:23:57 pm
((Did anyone else notice that of 2 the meteors are in the path the expedition will probably need to take to get to the portal))
Well now seems as good a time as ever to start, (especially since the auras seem to be down at the moment) Also, I'd like to try a few small magic experiments on the road involving a system I'd like to create which I call S.A.F.E. The idea is to create magical objects with a standardized magic plug in which standardized magic items can be inserted to give the main system additional abilities and change its properties. For example if I were to have a sword with one of these magic plugs, I could insert a magic item of protection to cause a shield of protection to form around me, most likely made out of energy. The idea of the SAFE system is for a standardized way for mages to temporarily add abilities onto their magical items without risk of permanently altering their item in an unwanted way, something which would work without fail as all magic items that would be inserted into the magic plug would need to be premade. The one exception would be if you inserted a soul shard, as those work in mysterious and uncomprehendable ways.
Skelliborn
Action:
Create a SAFE system magic plug on the pommel of Vortex Bane ((I'm merely manipulating my blades properties here so I should be able to do this))
Mod -1 specific
Using:
1 Blade essences +1CMP

Create a swiss army knife with an enchant with a protection enchant and insert into the Magic plug if that succeeded.
Mod -1 Solid
Mod -1 Specific
Using:
Blade essence +1/+1
1 Blade essences +1CMP
Blade essence +1POT


Once all of this is done/has failed, assuming that no one has sustained any major injuries from my actions start head outside of the castle towards the southwest direction (basically the same way as the portal)

Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Whisperling on November 19, 2015, 07:25:46 pm
Please enjoy celebratory meteor impacts.

I may very well sig this.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 19, 2015, 07:29:56 pm
Please enjoy celebratory meteor impacts.

I may very well sig this.
((Do It!!!! There are no better quotes than that of a (possibly) murder happy GM)
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: NAV on November 19, 2015, 07:33:45 pm
(Please give a shard each from James to Gambler, Crimson, and Skelliborn. I edited my action to include this but after you had already started writing so my bad.)

"Well that was an eventful first council meeting. I'm going back to my shop, got a something to do before we leave."

Go back to the shop. Greet the tree.
"Hi, how ya doing? You know, after the way that council went I think you're right about mages."
Sit against the tree. Brew 4 essences and try again to armguardify the omnicube. Hopefully my luck bonuses actually happen this time?
"If you want I can change your form back to a natural tree."
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Whisperling on November 19, 2015, 08:08:37 pm
Please enjoy celebratory meteor impacts.

I may very well sig this.
((Do It!!!! There are no better quotes than that of a (possibly) murder happy GM)

((Indeed, I am no longer sigless.))


Leave the fortress. Try and go in a direction which will distance me from giant hunks of rock.

Use a research spell on the aforementioned projectiles. (Please PM me the info, as per usual.)


As I walk, set my new battery to draining magic from one of my +1 CMP chaotic essences. Observe the results.

Two knowledge essences, assuming I have time.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: DAPARROT on November 19, 2015, 08:16:12 pm
Walk to the hill bed on the edge of the map that is next to me
Make 3 essences


Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: fillipk on November 19, 2015, 08:21:26 pm
((I think the Google sheet needs to be updated with the past couple turns, I'm pretty sure I have more essences then what is said there.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: _Shinju_ on November 19, 2015, 08:55:10 pm
i use 4 more essences to remove the absence from glasses that allow me to see ripples/paths of aether and pray again to see if there is anything i can do or to give me a sign i also put on my new cloak
((allowing me to see where its flowing and how much of it is going there....i hope i can do all of this successfully ))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 19, 2015, 09:01:48 pm
(Please give a shard each from James to Gambler, Crimson, and Skelliborn. I edited my action to include this but after you had already started writing so my bad.)

"Well that was an eventful first council meeting. I'm going back to my shop, got a something to do before we leave."

Go back to the shop. Greet the tree.
"Hi, how ya doing? You know, after the way that council went I think you're right about mages."
Sit against the tree. Brew 4 essences and try again to armguardify the omnicube. Hopefully my luck bonuses actually happen this time?
"If you want I can change your form back to a natural tree."
Thank you. I will scout out the area ahead of the rest of the expedition. I may set up a base camp near the eldritch portal so if you see a blade like building in that vacinity, that will most likely be my doing.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: _Shinju_ on November 19, 2015, 09:09:21 pm
(Please give a shard each from James to Gambler, Crimson, and Skelliborn. I edited my action to include this but after you had already started writing so my bad.)

"Well that was an eventful first council meeting. I'm going back to my shop, got a something to do before we leave."

Go back to the shop. Greet the tree.
"Hi, how ya doing? You know, after the way that council went I think you're right about mages."
Sit against the tree. Brew 4 essences and try again to armguardify the omnicube. Hopefully my luck bonuses actually happen this time?
"If you want I can change your form back to a natural tree."
Thank you. I will scout out the area ahead of the rest of the expedition. I may set up a base camp near the eldritch portal so if you see a blade like building in that vacinity, that will most likely be my doing.

I would like to join you after i get my specks, is this OK?
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Whisperling on November 19, 2015, 09:33:56 pm
"I would like to focus on my own experiments, for the time being. However, if those of you traveling to the salt fields would like some small piece of divination done, I would be happy to assist you."
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Zormod on November 19, 2015, 11:03:17 pm
Cuberac looks around the area, and enters any rooms he finds. He also makes 2 essences.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: AoshimaMichio on November 20, 2015, 01:32:37 am
Shias the Druid.
"The Heart of Forests? Never in my life I expected to see it. And I shrudder to think how mages might abuse it if they find it is here..." Now aiming his words to treans surrounding the field. "I certainly don't need to tell you importance of keeping mages away from here. Although I'm ashamed to say I might end up using it myself too to remove fires of industrialization from this plane... *sigh*" He sighs and stands up.

3 essences again.
Go to where the hallucinogenic spores are. I guess the gasmask is useless in my current form, but if it helps to prevent me being affected then wear it.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 20, 2015, 06:01:39 am
(Please give a shard each from James to Gambler, Crimson, and Skelliborn. I edited my action to include this but after you had already started writing so my bad.)

"Well that was an eventful first council meeting. I'm going back to my shop, got a something to do before we leave."

Go back to the shop. Greet the tree.
"Hi, how ya doing? You know, after the way that council went I think you're right about mages."
Sit against the tree. Brew 4 essences and try again to armguardify the omnicube. Hopefully my luck bonuses actually happen this time?
"If you want I can change your form back to a natural tree."
Thank you. I will scout out the area ahead of the rest of the expedition. I may set up a base camp near the eldritch portal so if you see a blade like building in that vacinity, that will most likely be my doing.

I would like to join you after i get my specks, is this OK?
we'd love your help. Thank you.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: ATHATH on November 20, 2015, 09:08:32 am
Why do I not have a turn?
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: endlessblaze on November 20, 2015, 09:21:07 am
"Mmmm lets see...."

comand the golem to form up a humaniod shape
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Trewque on November 20, 2015, 11:29:08 am
Craft three more essences. Have my raptors lead me to where Jiksap is.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: thegamemaster1234 on November 20, 2015, 01:25:38 pm
The blue meteors out the window spark interest in Jiksap. What might they be made of? Do they contain anything? Could they possibly be useful for machinery? Regardless, he knew they must be dangerous; power seldom comes free. He decides to prepare a little, then investigate the closest one. After it lands, of course. No use getting blown up!
Construct a magitech staff with the effigy as its channeling piece (head). Construct it in a way that I can channel the charges from my backpack into it (construct manually). Then create 3 essences.

After that, head off towards the closest meteor, but only close enough to observe the crash site. If something comes out, I may want some space to run.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: thegamemaster1234 on November 20, 2015, 01:31:34 pm
-- fail post --
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: ATHATH on November 20, 2015, 01:33:28 pm
-- fail post --
?
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: fillipk on November 20, 2015, 06:01:24 pm
"Yes, it is time, let it begin."

Summon and control a demon using all my essences then create 2 essences
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: thegamemaster1234 on November 20, 2015, 06:48:50 pm
-- fail post --
?
I quoted my own post by accident instead of editing it.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: H4zardZ1 on November 20, 2015, 09:59:57 pm
I don't know if they are trying to divide or gather...
Go north(towards the volcano), 4 electric essences.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 20, 2015, 10:21:10 pm
Is creating essences a free action? Can it be done in addition to casting a spell?
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Whisperling on November 20, 2015, 10:47:17 pm
Is creating essences a free action? Can it be done in addition to casting a spell?

((Creating an essence is treated as casting a spell. You can try to do as many magical actions as you like each turn, but you get a cumulative -1 malus to your magic rolls after each cast.))

That said, failing the creation of an essence is a lot harder than failing a spell. When it does happen (on a final roll of 0 CMP), the consequences, or lack thereof, are determined by a luck roll.

Essence roulette happens when you keep creating essences for the sole purpose of failing. You can get some interesting stuff on a good luck roll, but ones are, needless to say, rather fun.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 20, 2015, 10:55:50 pm
-snip-
Thanks!

Create 3 Curse Essences. Walk toward the castle—and inside it, if possible.

(Crossed out previous action.)
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: ATHATH on November 21, 2015, 12:38:42 pm
-- fail post --
?
I quoted my own post by accident instead of editing it.
Why doesn't the fail post say it was edited?
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: NAV on November 21, 2015, 01:28:19 pm
If you edit a post fast enough it doesn't leave any evidence.

Like this one for example!
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: DreamerGhost on November 21, 2015, 01:39:55 pm
The "fast enough" being before anyone else posts. If your post is the last one, edit messages don't show up.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: BlitzDungeoneer on November 21, 2015, 02:04:22 pm
Actually, it's a certain time window.
I've checked before, and IIRC if it's been 5 minutes or so, maybe less, since the post or someone else posts, the edit message shows up.
Otherwise, not so much.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 21, 2015, 02:58:26 pm
Actually, I'm pretty sure it's before anyone sees your post. It's definitely not "before anyone posts", but the time window seems to vary.

Or maybe I'm wrong, but that's how I remember it working.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: BlitzDungeoneer on November 21, 2015, 03:04:59 pm
Your explanation probably makes the most sense, EP.

Still, it's definitely not 'before anyone posts'.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 21, 2015, 03:20:57 pm
Need a curse removed, FAST? Why not buy the CurseMaster3000TM?

The auction starts now! Bid essences! Bid soul thingies! Bid castle-entering privileges! (Hint: Bid that last one.)

(Note: Absurdly evil people need not apply.)

((In case it wasn't obvious (I'm pretty sure it was), I'm looking for a team to join. Team Castle would be ideal, since I like castles, but the team part is the important part.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Beirus on November 21, 2015, 04:33:30 pm
((I got no problem with it, and I doubt Jase would since you havent threatened him and/or attacked him/the other mages in the castle. Nothing stopping you from entering the castle. If you want to kill the demonologist too, that'd be nice.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 21, 2015, 04:35:34 pm
((I got no problem with it, and I doubt Jase would since you havent threatened him and/or attacked him/the other mages in the castle. Nothing stopping you from entering the castle. If you want to kill the demonologist too, that'd be nice.))
(Is there a PM group for the castle?)
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Whisperling on November 21, 2015, 06:03:50 pm
Need a curse removed, FAST? Why not buy the CurseMaster3000TM?
  • Curse your enemies!
  • Curse your friends!
  • Curse your equipment! Or don't, because that would be dumb.

The auction starts now! Bid essences! Bid soul thingies! Bid castle-entering privileges! (Hint: Bid that last one.)

(Note: Absurdly evil people need not apply.)

((In case it wasn't obvious (I'm pretty sure it was), I'm looking for a team to join. Team Castle would be ideal, since I like castles, but the team part is the important part.))

((Unless I've been left out of the loop on something, the castle wasn't made by a team, per se. Just a temporary collaboration to cast a single, massive spell. It's public property, assuming you don't try to kill everyone.

The closest thing this game has had to a serious, persistent team have been two-person partnerships. FECES too, I suppose, but that's a recent development. So, yeah, there isn't really a non-evil team, as such.

If you want an ally, and you're not going to be particularly murder-happy, I might be interested in partnering/teaming up. I can't say that I represent any real group, though.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 21, 2015, 09:08:58 pm
((Don't count out the expedition. It may be temporary (at least I think that was the current plan) but we are a 4 mage team. (We would love if you'd join us E P.And if you want team to be in the expedition groups name, how about the E-Team for a shorthand form of the Expedition.)))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 21, 2015, 09:12:59 pm
Sold, for a total of 0 essences and 0 soul shards, to Team Castle!
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: FallacyofUrist on November 22, 2015, 12:10:52 am
((No! Join Forces of Evil and Chaos Elite Squad today for free torturing of foes!))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: star2wars3 on November 22, 2015, 06:48:26 am
((No! Join Forces of Evil and Chaos Elite Squad today for free torturing of foes!))
((You do realize that if a mage wants to torture anyone, they are going to to try to torture that person. It doesn't matter which side they are on.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Elephant Parade on November 22, 2015, 11:08:45 am
((Seeing as my whole "gimmick" is going to centre around it being a colossal pain to attack me, I'd prefer to avoid provoking people into doing so. That would pretty much ruin the point.))
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Sarrak on November 22, 2015, 11:42:42 am
This went... strangely, Kahel admitted. He expected his plan to succeed flawlessly, yet this state promised some unexpected advantages as well. Interesting...

Walk away from the castle and to the volcano. I remember having an unfinished business there... And 4 temperature essences, please.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: Atomic Chicken on November 22, 2015, 01:35:21 pm
Leave my room and return to the tower via one of the side passages. Search the place for any items the other mages might have left behind, and loot any corpses that I find. Tear off a few rags from the clothing.
PM.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: DreamerGhost on November 22, 2015, 05:55:28 pm
Turn 131

"Aha! Then- of course! LOOT!"

To summarize what Old King Coal was thinking- if the looting creature looted that stuff, it might be digging to better loot- or it might have a lair or something with even more loot!

Old King Coal sprints down the tunnel, making 3 bone essences as he goes.
Spoiler (click to show/hide)

Old king rushed towards the tunnel with renewed vigor. Even though there was no reason to think that the creature carried anything away from here, even though all signs pointed towards creature simply using the place as a nest, even though values of a wizards and some random mining carnivore were most likely wildly different, and even though it was very dangerous, Old King Coal rushed forth. His claws lit the way, revealing that the tunnel was going up and down as often as it went left and right which was pretty often. The tunnel finally ended as it went into a large open space, and Old king saw few more tunnels going to somewhere further on. The ground within the chamber was absolutely covered with bones, some as small as a matchstick and others larger than Kings arm. Yet despite all of them being picked so clean that the ever present stench of miasma that King had expected was barely noticeable, there was not a movement anywhere.

(Please give a shard each from James to Gambler, Crimson, and Skelliborn. I edited my action to include this but after you had already started writing so my bad.)

"Well that was an eventful first council meeting. I'm going back to my shop, got a something to do before we leave."

Go back to the shop. Greet the tree.
"Hi, how ya doing? You know, after the way that council went I think you're right about mages."
Sit against the tree. Brew 4 essences and try again to armguardify the omnicube. Hopefully my luck bonuses actually happen this time?
"If you want I can change your form back to a natural tree."
Spoiler (click to show/hide)

James left the council to their own plots, it did not seem that there was much going on anytime soon anyway, and left back to where he once wanted to set up a shop. The tree-house was still where he had left it, but even from far away James saw that there was something wrong. The treehouse looked very much on fire. In panic, James rushed towards the treehouse, but as he got closer his panic began to subside and confusion took its place. The tree was in full bloom and from the center of each flower extended a small flame that did not seem to harm the tree in any way. James touched the tree and greeted it. "Took you a while to notice. And just as I said, I got involved with mages and bam, I'm on fire. Not even usual fire, oh no, it would not be enough for you people. And no, I would not like to become a normal tree. One of you might take offense that there is a tree not on fire anymore and do something worse. Just like you right now, you are leaking magic." Tree-house almost shouted out as James felt essence collapse in his hands. The charm of protection from magic hanging off the treehouse began moving in the wind, even though there were none. Deciding to lay off conventional magic for the moment, James began fiddling with omnicube and he finally managed to bend it into the shape he wanted. Omnicube reshaped itself into an armguard, with several smaller buttons that James had not seen before.


Leave the fortress. Try and go in a direction which will distance me from giant hunks of rock.

Use a research spell on the aforementioned projectiles. (Please PM me the info, as per usual.)


As I walk, set my new battery to draining magic from one of my +1 CMP chaotic essences. Observe the results.

Two knowledge essences, assuming I have time.

Spoiler (click to show/hide)

Viznor went away from the castle. There was a way away from the meteors, they did not seem to be going anywhere near the forest for some reason. It could be a coincidence, of course, but Viznor felt that even if it was a coincidence he would not lose much by being further away from the impacts. Going into the forest was not the best of ideas, but going around should not be dangerous. As not to waste the time, Viznor sent a bit of his power into his new bone battery. It absorbed it without trouble, and seemingly without a trace.

Walk to the hill bed on the edge of the map that is next to me
Make 3 essences

Spoiler (click to show/hide)

Shias moved along the edge of the salt field towards the edge of the island. There were meteors incoming and they were falling uncomfortably close to where he was standing before. There was no telling how dangerous the meteors might prove to be, and even if they were nothing too uncommon, they still had a lethal kinetic strike.


i use 4 more essences to remove the absence from glasses that allow me to see ripples/paths of aether and pray again to see if there is anything i can do or to give me a sign i also put on my new cloak
((allowing me to see where its flowing and how much of it is going there....i hope i can do all of this successfully ))
Spoiler (click to show/hide)

Nihilum pulled away a piece of reality to reveal a pair of glasses that were, in fact, there all along. The glasses were tinted with color of Irrigo, and revealed the flows of aether to those who looked through them. They did not, however, reveal a sign of Isis. The goddess was not feeling the need to provide guidance at the moment.

Cuberac looks around the area, and enters any rooms he finds. He also makes 2 essences.
Spoiler (click to show/hide)

Cuberac began going through the rubble searching for a way deeper into the castle. Many of the usual paths were blocked by rubble, but there were some ways through the walls now that the original builders most likely did not want to be there. For example, the armory filled with various medieval weapons was probably not supposed to be scattered all over. It did allow Cuberac to help himself to whatever armament he might want after all.
Shias the Druid.
"The Heart of Forests? Never in my life I expected to see it. And I shrudder to think how mages might abuse it if they find it is here..." Now aiming his words to treans surrounding the field. "I certainly don't need to tell you importance of keeping mages away from here. Although I'm ashamed to say I might end up using it myself too to remove fires of industrialization from this plane... *sigh*" He sighs and stands up.

3 essences again.
Go to where the hallucinogenic spores are. I guess the gasmask is useless in my current form, but if it helps to prevent me being affected then wear it.


Spoiler (click to show/hide)

Shias left the heart of the forest and its silent guardians in peace, seeking out the place where he had found the curious plants before. The growth was still there, just the same as he remembered. There were a few mice expired on the ground. The spores were most likely a predatory mechanism. The flowers did not open up as Shias came near, however. Did they not register him or was there something else?

"Mmmm lets see...."

comand the golem to form up a humaniod shape
Spoiler (click to show/hide)
Flare once more enforced a command with magic, and golem began to shift. Liquid moved to one side of the core and formed a stickman with core acting as the head. Could golems be lazy? What Flare had read before guaranteed that laziness was not something properly built golems suffered from. Was this mockery then? Then again, this was not exactly "properly built".

Craft three more essences. Have my raptors lead me to where Jiksap is.
{This would move you to the castle, which you had just left. Is that the intended effect?}

The blue meteors out the window spark interest in Jiksap. What might they be made of? Do they contain anything? Could they possibly be useful for machinery? Regardless, he knew they must be dangerous; power seldom comes free. He decides to prepare a little, then investigate the closest one. After it lands, of course. No use getting blown up!
Construct a magitech staff with the effigy as its channeling piece (head). Construct it in a way that I can channel the charges from my backpack into it (construct manually). Then create 3 essences.

After that, head off towards the closest meteor, but only close enough to observe the crash site. If something comes out, I may want some space to run.

Spoiler (click to show/hide)

Jiksap made good use of the parts he had conjured, constructing a upgrade for his backpack - a staff to channel the charge of the backpack, among other things. Then he got out of the castle as fast as he could, as there was an even he did not want to miss out on. One of the meteors was going to fall into the bloody lake and Jiksap wanted to witness it in case anything interesting happened. Just as Jiksap arrived to the scene, a pale blue something fell into the lake at absurd speed, sending waves large enough to throw the water tens of meters out of the lake. But as water returned to the lake, no matter how intensely Jiksap looked into the water, nothing seemed to be happening.

"Yes, it is time, let it begin."

Summon and control a demon using all my essences then create 2 essences
Spoiler (click to show/hide)

Blake called one of many names he had bought before coming here, and within the circle created by his magic opened a portal to a place at the edge of reality. From that portal, shadows at the edge of the circle pulled out a figure and unceremoniously dropped it. The portal then closed and shadows disappeared, revealing a thin, red, horned but humanoid figure. It had no tail, marking it as a devil rather than a demon, but it was one of the lesser devils - a Gog. Their talent to throw fireballs was quite useful in battle and they were used as archers by many demonic armies. Their physical capabilities left much to be desired. The demon sneered revealing many fangs in its mouth, and crashed against the edge of circle binding it, but it could not get out. It would now have to listen to orders of Blake or suffer the pain magical shackles would inflict it.

I don't know if they are trying to divide or gather...
Go north(towards the volcano), 4 electric essences.

Spoiler (click to show/hide)

Dest Eterna gave up on waiting and ventured northwards. There was no need to hurry, nor any reason to move slowly. If people wanted to deal with him, they would find him. It was their own damn fault for ignoring stuff they should be doing.

Create 3 Curse Essences. Walk toward the castle—and inside it, if possible.
Spoiler (click to show/hide)

Gloomy looked around. There was a very interesting looking tower nearby, it looked like a happening kind of place, and had a fairly decent chance of surviving any unlucky asteroid impact. Considering the apparent benefits, there was no way he could not at least pay a visit. Gloomy got so excited that he did not notice as one of his essences collapsed into a nasty shade of blue. The blue attempted to stick to Gloomy, but stopped for some reason and fell to the ground before disintegrating. But before actually taking the first step towards the Tower Gloomy began to think. That tower seemed perfect, and therefore had to be a trap. Just as quickly, he turned on his heel and ran off towards the only other building in the area.
{Damn are you (un)lucky. First turn after entering all players are protected by the magic that binds the main portal. You almost renewed your old curse there.}

This went... strangely, Kahel admitted. He expected his plan to succeed flawlessly, yet this state promised some unexpected advantages as well. Interesting...

Walk away from the castle and to the volcano. I remember having an unfinished business there... And 4 temperature essences, please.
Spoiler (click to show/hide)

Kahel left the castle and moved off towards the volcano. There was still a thing or two to do there. On the way there, however, Kahel made a stop as he met Xazoliomuhr. Its usual toothy smile was gone, replaced by an angry frown. It was quite an achievement, considering that its teeth had grown in a way that made frowning all but impossible. Before Kahel could ask how was the dwarf, Xazoliomuhr began shouting. "To the nether with dwarves, and their L-damned stone bullshit. If I do not have to deal with another bearded liver again in this lifetime it will be too soon." As Kahel opened his mouth again, a question forming in his mind, Xazoliomuhr spoke again. "It is dead. Very much so. If it was a dwarf and not some absurdly complex golem built by an absurdly insane wizard."

Leave my room and return to the tower via one of the side passages. Search the place for any items the other mages might have left behind, and loot any corpses that I find. Tear off a few rags from the clothing.
PM.

Spoiler (click to show/hide)

Ilium left the room he was in and returned to the council chambers through one of the many side passages. There were a pair of fresh corpses that someone would need to move sometime, and Ilium decided to help out a bit by making the corpses a bit lighter. That the mass he'd take would be entirely equal to the mass of valuables the two corpses had was entirely coincidental. Marcus had entirely nothing on him, but a bit of cloth could prove useful. Dwen however, carried a good quality sword, something that would have a very good chance of coming in useful later on. Ilium also took his lighter, as there was little point in leaving it there.

A few minutes later, Ilium walked out of the Tower into the courtyard and began chanting. A circle of black light apeared in front of him and from the circle crawled out something unnatural. It was so dark that it was hard to discern it's edges, only marks of a face being three blue lights seen from a shadow.

Yelping in surprise, the Gambler leaps backwards. He grabs the items the chair dispensed and marks the back of the chair with the symbol of luck. He didn't place any magical power into the rune, but it should serve as a warning to anybody thinking of sitting on it.
He proceeds to summon an opaque glass box with a lid and makes a pair of luck essences.

"'E should set out soon."
If James and/or Skelliborn leave, follow.
Spoiler (click to show/hide)

Gambler marked his chair in case as a warning for anyone else. It would not do if anyone accidentally dispensed themselves a saw trap and covered the whole thing in blood. Not having much else to do, he went off to see if his teammates-to-be were finishing their own preparations. On the way, he attempted to forge a glass box but all that appeared was a pile of glass shards. Skeliborn had already finished up and was going out, so at least the inaction would be over.

Well now seems as good a time as ever to start, (especially since the auras seem to be down at the moment) Also, I'd like to try a few small magic experiments on the road involving a system I'd like to create which I call S.A.F.E. The idea is to create magical objects with a standardized magic plug in which standardized magic items can be inserted to give the main system additional abilities and change its properties. For example if I were to have a sword with one of these magic plugs, I could insert a magic item of protection to cause a shield of protection to form around me, most likely made out of energy. The idea of the SAFE system is for a standardized way for mages to temporarily add abilities onto their magical items without risk of permanently altering their item in an unwanted way, something which would work without fail as all magic items that would be inserted into the magic plug would need to be premade. The one exception would be if you inserted a soul shard, as those work in mysterious and uncomprehendable ways.
Skelliborn
Action:
Create a SAFE system magic plug on the pommel of Vortex Bane ((I'm merely manipulating my blades properties here so I should be able to do this))
Mod -1 specific
Using:
1 Blade essences +1CMP

Create a swiss army knife with an enchant with a protection enchant and insert into the Magic plug if that succeeded.
Mod -1 Solid
Mod -1 Specific
Using:
Blade essence +1/+1
1 Blade essences +1CMP
Blade essence +1POT


Once all of this is done/has failed, assuming that no one has sustained any major injuries from my actions start head outside of the castle towards the southwest direction (basically the same way as the portal)

Spoiler (click to show/hide)

Skeliborn explained his new ide to his new teammates. There were a bit of interest, as it would allow one to create enchantments separately from items and then add them, thus avoiding the possibility of the magic failing and damaging the item. The demonstration, however, fell short because of the whole thing which sparked the idea in the first place. Instead of creating a neat plug for future enchantments, the magic morphed the pommel of the sword into a huge ring. It was not a configuration entirely unfamiliar to Skeliborn, there were certain tribes that intentionally forged their swords like this, due to the extra wide swing this allowed, but Skeliborn himself was unfamiliar with this. It required quite a bit of finesse to use this. Deciding that not all was lost, Skeliborn crafted a swiss army knife with enchantment of protection. Even without an amplifier it could be useful. And it was about time they got going.

SPD [(3&4)/2+1=2.5] {Adjusting to slowest}

Gambler and Skeliborn left the Tower and moved out towards the eldritch portal. As the two stopped to make certain they were not anywhere where the meteors were due to fall, one crashed into the ground just ahead of them. It was on the way, but they had a quest already decided and it could delay them. There was a decision to be made, to explore or to leave well enough alone.

Spoiler: Map (click to show/hide)

Global event(s)

The asteroids have crashed into the ground (and water). Trap or treasure? You get to find out.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 22, 2015, 06:05:12 pm
Create 3 more essences. Actually, nah.

((I'm confused—I intended to go toward the eastern castle, but, since it was several tiles away, I thought I'd have to roll speed. Is there another castle I'm not aware of?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 22, 2015, 06:08:28 pm
Create 3 more essences.

((I'm confused—I intended to go toward the eastern castle, but, since it was several tiles away, I thought I'd have to roll speed. Is there another castle I'm not aware of?))
((I spent last several turns specificly refering to the Purple magical Building as the Tower to seperate it from the castle so that there would be no mistake when people write where they want to go and in the end mess up myself first. Excuse me while I edit in shame.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 22, 2015, 06:12:35 pm
"You, Gog, will obey my commands for as long as I desire, your first job will be to fireball an unwilling Mage so I can grab his shards, do we have an understanding?"

Attack the oncoming Mage (Gloomy) the Gog will fireball him and I will blast him with demon fire, then loot his shards.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 22, 2015, 06:15:02 pm
((The bone battery and earth tome seem to be missing from my inventory.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 22, 2015, 06:31:35 pm
((The bone battery and earth tome seem to be missing from my inventory.))
((Fixed))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 22, 2015, 06:51:46 pm
Go to the southern shore of shipwreck lake, and look for loot (namely, the trident spear and any adamantine bits which look useful).

Then go north. Three knowledge essences whenever I can get around to them.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Zormod on November 22, 2015, 07:21:19 pm
Cuberac attempts to summon a large cluster of mobile sharp cubes, using all essences.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 22, 2015, 07:29:06 pm
"This can't be right- oh. This is going to be a pain."

Old King Coal takes a fighting stance with his shovel and claws, standing against the wall as so not to be attacked from behind, and prepares to fight an invisible enemy. If no attack comes, he makes 3 bone essences.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: star2wars3 on November 22, 2015, 08:17:04 pm
Skelliborn
Action: Enchant Vortex Bane so that it instantly gives the user the experience, speed, and reflexes of someone who has had 10,000 years of experience fighting with Vortex Bane.
Mod -1 specific
((Its like the Avatar for blades))
Well, this looks interesting.
Head for the nearest meteor. If it contains treasure: loot it.
If it contains Sun-Goku, pray to him.
If it contains creatures that are trying to kill you, kill em.
If it contains superman, help him out.
If it contains another Marcus, kill him.
If it contains npcs or gods, talk to them.
If its a trap, curse Admiral Ackbar silently and kill the trap.
I think that covers everything.


((Also, currently in thr char sheet my blade needs to be updated, my swiss-army knife needs to be added, and I have a few extra essences))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DAPARROT on November 23, 2015, 02:06:07 am
Walk cautiously towards the impact zone in the salt field,my velociraptors walking ahead of me
Make 3 essences
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: AoshimaMichio on November 23, 2015, 03:50:57 am
PM.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Sarrak on November 23, 2015, 04:41:48 am
((My own name for this turn - Grand Exodus. Seems appropriate - mages, driven by earthly desires and opposite opinions, leave the Tower to gather strength and resources for inevitable battle between themselves.))

Kahel smiled to Xazoliomuhr:
"Well, while here it might be a second one, I'm sure you disposed of him perfectly. So, nothing to worry about."

And then turned to Dest Eterna, who walked beside him:
"Good to see another mage tired from too many wizards per square meter. I assume you're here for meteor, just as myself? If so - I'm perfectly fine to share our discovery - or fight against it back to back. Metaphorically speaking. But please, do ignore corpses laying beside it. I still have to collect my reward from one of them..."

Take shards from Jonas before exploring meteor crash. 3 temperature essences if possible.

((DG, please, delete my liquid essences (spent on ethereality) and replace them with temperature ones from the previous turn. Which must get +1 POT from my obsidian orb, by the way. You may also want to add dwarf to corpse pile and end Beirus transformation.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: _Shinju_ on November 23, 2015, 06:28:27 am
After I put on the glasses I go and catch up with skelliborn and the gambler and on the way try to pull something nice out of my hat for them
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: H4zardZ1 on November 23, 2015, 07:18:12 am
Dest Eterna looks at Kahel.
"I'm going away because some mages are trying to gather other mages to mass-slaughter and the killing mage gets lots of shards."

"Now i couldn't tell if a mage is trying to split us into separate places or gather us into a single place. Might even in between that."
Head towards the volcano. 3 Electric essences.

Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: thegamemaster1234 on November 23, 2015, 12:11:36 pm
-- fail post --
?
I quoted my own post by accident instead of editing it.
Why doesn't the fail post say it was edited?
Because there is a thing where if you edit your post quickly enough it doesn't leave an edit notification. Or maybe it's dependent on whether or not someone else has looked at it yet. I don't know.
Title: Re: Roll to Magic: Turn 130 Happenings all around.
Post by: thegamemaster1234 on November 23, 2015, 12:24:15 pm
-- Thought my turn was missed, but it was I who missed my turn in the long update post. Whoooooops. --

Also, Trewque's raptors would lead him to where I am, which is by the lake. Or at least, that's where I *should* be.

And now for my action:

The meteor plopping into the water like that disappointed Jiksap. The waves - which were, upon closer examination, tainted with blood - were rather large but settled quickly. Any further research about the meteor might have to be done underwater. At this moment, Jiksap remembered some good plans from a while ago...

Channel another spell into the backpack. Then 3 essences. Look around the shore for anything interesting, but look back at where the meteor landed every once in a while.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 23, 2015, 03:07:14 pm
It has been decided that doubling up on affinities will be ALLOWED by a vote of 13(15) to 4.
New pool has been created.
OP has been updated with minor clarification on how exactly essences work.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Crimson on November 23, 2015, 04:54:42 pm
Keep moving towards my destination. Create two force essences on the way. Observe from the sky for anything dangerous.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Beirus on November 23, 2015, 04:59:51 pm
((I think you have to reset the poll. Can't vote on the new one.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DAPARROT on November 23, 2015, 05:02:36 pm
((also, the votes are the same as in the old one))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 23, 2015, 05:09:17 pm
((also, the votes are the same as in the old one))
((I think you have to reset the poll. Can't vote on the new one.))
(You are right. Another reason to not do experiements of replacing sleep with computers.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 23, 2015, 07:02:42 pm

Pre-edit: People voting "no, they are fine": do you really want player-versus-player combat to be a battle of essences? With unlimited essence use, established players have a huge advantage; this is on top of the advantage they get from higher stats/extra affinities/+CMP/whatever.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 23, 2015, 07:41:59 pm
(Pretty sure James should have one more shard. He had one, took 7 from Marcus, gave 2 to Gambler and 1 each to Crimson and Skelliborn.
1+7-2-1-1=4. Sheet says he has 3.)
(Also I think you forgot the omnicube's luck bonus last turn. But that was a 10 anyways so it doesn't really matter.)


"Alright. Thought I'd ask since I'll be gone for a while. You take care!"

Summon a pair of walkie-talkies and give one to Grundar. Use a +1/+1 essence.
"I'm leaving on an expedition soon. There's a portal to the southwest that they're investigating and the group needs a healer. Grundar, I want you to stay here and guard the shop, maybe search the lakeshores for any interesting artifacts. Keep in touch and call me if anything happens."
Make 2 essences as I prepare to leave.
Does the armguard increase strength like I wanted it to? If not then modify it to do that.
Also get the puzzlebox full of gems from the junk box. I really don't know why that was in there.

Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 07:42:44 pm
((Do I really want player vs. player combat to be a battle of essences? Yes, it builds strategy. And also... Essences are a finite resource. Things will get really tense once the essences run out(another reason to make reserve magic items))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 23, 2015, 07:54:24 pm
((Do I really want player vs. player combat to be a battle of essences? Yes, it builds strategy. And also... Essences are a finite resource. Things will get really tense once the essences run out(another reason to make reserve magic items))
((Perhaps it builds strategy, but it still gives a large advantage to those who have more. Also, essences aren't a finite resource—you can make up to three per turn, and they don't use anything up. If you mean within the context of a battle, sure, but there's no guarantee that they'll run out for both combatants.

With the use of essences so limited, things are more strategic: when do you use your single, precious +2/+2 essence? Do you use your +2/+1 essence or your +1/+2 essence? Stuff like that.

Also, it might just be me, but I don't really like how "oh yeah and make essences" is the eternal postscript, added on to practically every action.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 08:02:27 pm
((... moreover, essences limit powerful spells- the castle would never have been made if essences were that restricted.))

((This may just help your argument, but it's quite possible to make more than 3 essences per turn. 3 is just a median.))

((As for large advantage- yes, definitely. Essences are a major difference between a powerful player and a weak one. Is there anything wrong with that?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 23, 2015, 08:10:02 pm
I don't like essences at all. They turn the game into little more than a grind-fest. People spend actions laying low and making essences instead of casting actual magic or doing anything that requires thought or risk. They've completely replace the original magic system which required actual though and creativity to use. Instead of thinking of a spell, figuring out how closely it relates to your affinity and applying bonuses and negatives, it's just grind until you have enough power then nuke shit. It means whoever has more time to grind wins most of the time instead of who's more skilled and creative.

The problem essences were made to solve was that there was no way to cast big spells. I think a system where we can cast a normal spell, then continuously modify or add more power to it until it's a big spell would be much more interesting and more balanced.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 08:14:09 pm
((Now that's well said... hm. That wouldn't work very well in combat, however.))

((I agree with the grind thing... hm.))

((I'd consider asking essences to be made weaker, but that would just mean "I must grind more".))

((Hm... ))

((One possibility I'm considering is modifier essences. Basically instead of universal power bonuses you make an essence that only pays for one chosen modifier.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 23, 2015, 08:21:10 pm
((... moreover, essences limit powerful spells- the castle would never have been made if essences were that restricted.))
((Did you not read my proposal? You can spend multiple essences if you spend multiple turns casting, meaning the castle would have been quite possible, if time-consuming. On second thought, allowing an exponential number of essences [1 for a one-turn spell, 4 for a two-turn spell, etc.] might work better; if it was linear, interruptions would quickly become a huge problem. I think that at 3 turns, you should be able to use an unlimited number of essences.))

Quote
((This may just help your argument, but it's quite possible to make more than 3 essences per turn. 3 is just a median.))
((Honestly, it doesn't make too much of a difference—as long as you can spam crafting, there's not much of a difference between crafting 3 essences per turn, 4 per turn, 2 per turn, or whatever.))

Quote
((As for large advantage- yes, definitely. Essences are a major difference between a powerful player and a weak one. Is there anything wrong with that?))
((I think so. This is pretty much what this whole debate is about, honestly, so it would make sense that we have different opinions.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 08:23:29 pm
((... moreover, essences limit powerful spells- the castle would never have been made if essences were that restricted.))
((Did you not read my proposal? You can spend multiple essences if you spend multiple turns casting, meaning the castle would have been quite possible.))
((I did read it. The castle would have been possible, sure, but it still would never have been made- the peoples of the duck would not have been willing to stick around so long in order to make it, and thus it would not have been made.))

((Okay, so what's wrong with having essences being the major difference between a powerful player and a weak one?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 23, 2015, 08:26:46 pm
Quote
((I did read it. The castle would have been possible, sure, but it still would never have been made- the peoples of the duck would not have been willing to stick around so long in order to make it, and thus it would not have been made.))
((Read the edit. A mere two-turn spell would have allowed for four essences each, which... uh, I don't actually know if it'd have been enough. Could you link me to the post, please?

Honestly, I think that essences are mainly a problem when it comes to combat spells, and are otherwise less of an issue, if still a bit overpowered.))

Quote
((Okay, so what's wrong with having essences being the major difference between a powerful player and a weak one?))
((The number of essences you have, at any given time, depends primarily on the number of essences you've created—that is, the number of turns you've spent spamming essences, rather than doing something more interesting.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 08:37:26 pm
((Read the edit. A mere two-turn spell would have allowed for four essences each, which... uh, I don't actually know if it'd have been enough. Could you link me to the post, please?
((I looked back and it looked like 4 essences would not have been enough per player(the essence user with the most input put in 43 POT from essences), in any case that would not have fit within 4 essences. If you say 3 turns means any number of essences are usable, sure that would be possible to cast the castle... but it's a matter of psychology- all those mages packed in for 3 turns might end rather badly(combat!!!)))

((Note that you're allowed to make essences in the background- Old King Coal is making essences while exploring an underground temple at the same time.))

((As for the combat spells problem... why not make focus more of a factor? Casting using essences will require more focus/concentration and becomes more difficult to do without a collapse when casting in combat.))

((Also, quote:))

POT [4+1+43+5+1+2+1+5+1+4+6+2+1+1+5+3+1+1+5+1+1+3+2+5+4+7+2+1+8=126]
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 23, 2015, 08:59:32 pm
-snip-
Was 126 POT remotely necessary, though? Also, you could allow +1 essence per involved player, making things like the castle still possible.

And again, I think that  essences only absolutely, positively need to be seriously weakened in regards to combat, because that really shouldn't be decided by who's been playing longer/lurking longer/gotten in a fight less recently. Out of combat, I still think essences need a nerf, but not such a severe one.

What's focus? I honestly was not aware that mechanic existed.

Quote
((Note that you're allowed to make essences in the background- Old King Coal is making essences while exploring an underground temple at the same time.))
If you're fighting, that isn't possible. Also, again, adding "make essences" to every action gets annoying. It's not
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 23, 2015, 09:10:29 pm

Pre-edit: People voting "no, they are fine": do you really want player-versus-player combat to be a battle of essences? With unlimited essence use, established players have a huge advantage; this is on top of the advantage they get from higher stats/extra affinities/+CMP/whatever.

To answer your question: No, I just want to be able to cast interesting spells without wasting twenty turns on failures/essences/rituals. Sorry if that's a little harsh to your proposal; I tend to be hostile to essence nerfs because of how they would impact my ideal playstyle.

That said, you raise some good points. Rituals and doom spells are both things that should be addressed.

With that in mind, here are some of my own thoughts.


Spoiler: Rituals (click to show/hide)
______________

To answer more recent discussion:

I agree that essences tend to be a bit grindy and boring, but I do want a way to create an item or cast a spell without spending large periods of time doing something in which I have no real involvement, or with the possibility of wasting a lot of time and effort for nothing.

Should someone offer a good alternative, I'm all ears. But, until that happens, I consider essences to be the lesser of two evils.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: ATHATH on November 23, 2015, 09:58:16 pm
Making essences involve more LUCK rolls would increase the Gambler's power, though.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 23, 2015, 10:13:50 pm
((Hmm, yes I think essences need to be reworked, but I want a way to cast big spells, I like the idea of a ritual it would make us interact more with each other and the various NPCs.  I think elephant parade's nerf is too much maybe we could put a cap on the amount of essences you can have per affinity say 10 and then allow us to use thematic materials to boost our spells too.

On a totally unrelated note who's character is a virgin?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 23, 2015, 10:19:35 pm
Instead of a universal nerf, why not restrict the use of essences in combat, where they’re most problematic? Under normal circumstances, duels are very fast-paced, and logic states that a well-though-out doom spell shouldn’t be cast at the drop of a hat. Using a large number of essences on a time-sensitive spell could prompt a LUCK roll to see whether the spell takes up the entire turn (leaving nor room/concentration for dodging and such), leaks power, breaks down, or even backfires because there simply isn’t time to include all the information your +CMP essences want to stuff in.

It may be possible to encourage the use of chaotic essences by making them exempt from these restrictions- if they decide to help, of course.
((This. If essences need some sort of nerf, this needs to be it.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DAPARROT on November 23, 2015, 11:07:19 pm
((On a totally unrelated note who's character is a virgin?))

((Not mine,alcohol and harpies do not mix))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: ATHATH on November 23, 2015, 11:26:03 pm
((Hmm, yes I think essences need to be reworked, but I want a way to cast big spells, I like the idea of a ritual it would make us interact more with each other and the various NPCs.  I think elephant parade's nerf is too much maybe we could put a cap on the amount of essences you can have per affinity say 10 and then allow us to use thematic materials to boost our spells too.

On a totally unrelated note who's character is a virgin?))
As it turns out, chicks do not dig psychopaths.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: AoshimaMichio on November 24, 2015, 12:42:45 am
I don't like essences at all. They turn the game into little more than a grind-fest. People spend actions laying low and making essences instead of casting actual magic or doing anything that requires thought or risk. They've completely replace the original magic system which required actual though and creativity to use. Instead of thinking of a spell, figuring out how closely it relates to your affinity and applying bonuses and negatives, it's just grind until you have enough power then nuke shit. It means whoever has more time to grind wins most of the time instead of who's more skilled and creative.

The problem essences were made to solve was that there was no way to cast big spells. I think a system where we can cast a normal spell, then continuously modify or add more power to it until it's a big spell would be much more interesting and more balanced.

My thoughts exactly. Essences remove the need to think spell modifiers. All you need to do is to slap enough essences in and you are on your way to success. And then you spend few turns charging your essence pool.

I would probably limit amount of essences one can have at any given time. Probably 10. That way you have to think more carefully when to use essences. But this still leaves problem with big doom spells. Solution to this could be ritual spells. Multiturn spells with expotential power to turns performed. Further multiplied with multiple casters. So if one turn spell has power of 1, two turn has 4, three turn 9, four turn 16. Math would be x2 where x is number of turns spent casting. Adding more casters would be x2*n2 where n is number of casters. Numbers need to be tweaked but anyway, it would encourage cooperation for massive spells.

Another thought would be to record spells into storage crystal. Spend few turns casting massive spell and store it into crystal to be unleashed later instantly. Another use for shards, maybe?
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: H4zardZ1 on November 24, 2015, 04:06:42 am
Making essences involve more LUCK rolls would increase the Gambler's power, though.
Quote from: Endlessblaze
GM nerfs something
players found a workaround in the nerf
Hum
I don't like essences at all. They turn the game into little more than a grind-fest. People spend actions laying low and making essences instead of casting actual magic or doing anything that requires thought or risk. They've completely replace the original magic system which required actual though and creativity to use. Instead of thinking of a spell, figuring out how closely it relates to your affinity and applying bonuses and negatives, it's just grind until you have enough power then nuke shit. It means whoever has more time to grind wins most of the time instead of who's more skilled and creative.

The problem essences were made to solve was that there was no way to cast big spells. I think a system where we can cast a normal spell, then continuously modify or add more power to it until it's a big spell would be much more interesting and more balanced.

My thoughts exactly. Essences remove the need to think spell modifiers. All you need to do is to slap enough essences in and you are on your way to success. And then you spend few turns charging your essence pool.

I would probably limit amount of essences one can have at any given time. Probably 10. That way you have to think more carefully when to use essences. But this still leaves problem with big doom spells. Solution to this could be ritual spells. Multiturn spells with expotential power to turns performed. Further multiplied with multiple casters. So if one turn spell has power of 1, two turn has 4, three turn 9, four turn 16. Math would be x2 where x is number of turns spent casting. Adding more casters would be x2*n2 where n is number of casters. Numbers need to be tweaked but anyway, it would encourage cooperation for massive spells.

Another thought would be to record spells into storage crystal. Spend few turns casting massive spell and store it into crystal to be unleashed later instantly. Another use for shards, maybe?
Charging should be like this:
Code: [Select]
Total roll turn 1*(Total roll turn 2 -1)*(Total roll turn 3 -2) and so on (if any of the total roll is <1, collapse the spell)
If charging, divide any physical except resisting damage roll in half , rounded down. Also, the same amount of essences must be used each turn for charging(eg. using no essences to start the charge meaning you can't use it at all during charge).
This should be added on the things to vote:
((In essences, it should take twice CMP at roll to get the same bonus at POT.))
Or really, just use the LUCK roll at CMP:
Code: [Select]
(CMP essences bonus*LUCK roll):10(rounded down) and if CMP essences bonus is more than 15(before equation) also do this: Total CMP roll:(5+((Total POT roll-11):4(If Total POT roll is less that 15, then remove Total POT roll and the subtraction by 15))-LUCK roll)(rounded down) (if the divider is <2, don't divide it)But as said by ATHATH, it increases the Gambler's power.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: star2wars3 on November 24, 2015, 06:20:01 am
((I like the idea of ritual spells being added into the game except that too an extent, they already exist. Vortex Bane wasn't forged in 1 turn and I am still adding new layers to it))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 24, 2015, 09:12:38 am
((I feel that many of the purposed nerfs are... a bit too much for my taste))

((But...))
Instead of a universal nerf, why not restrict the use of essences in combat, where they’re most problematic? Under normal circumstances, duels are very fast-paced, and logic states that a well-though-out doom spell shouldn’t be cast at the drop of a hat. Using a large number of essences on a time-sensitive spell could prompt a LUCK roll to see whether the spell takes up the entire turn (leaving nor room/concentration for dodging and such), leaks power, breaks down, or even backfires because there simply isn’t time to include all the information your +CMP essences want to stuff in.

It may be possible to encourage the use of chaotic essences by making them exempt from these restrictions- if they decide to help, of course.
((Building on this... how about this:))

((How about this: there is to be no cap on the number of essences that a given player can store, and there is to be no cap on how many can be used... but in combat, here's what I suggest: if a player casts a spell in combat using essences, they get a -1 to dodge attacks for that turn for every two non-chaotic essences used(chaotic essences don't do this). If a player is hit only because of that dodge malus.... for instance 5 vs. 6-3(6 essences on doom spell), the player loses 2x CMP on their spell(either that or they just get a luck roll or endurance roll to keep the spell from collapsing), where x is the attack targeting roll minus the total dodge roll(malus taken into account).))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: thegamemaster1234 on November 24, 2015, 10:12:06 am
((I feel that many of the purposed nerfs are... a bit too much for my taste))

((But...))
Instead of a universal nerf, why not restrict the use of essences in combat, where they’re most problematic? Under normal circumstances, duels are very fast-paced, and logic states that a well-though-out doom spell shouldn’t be cast at the drop of a hat. Using a large number of essences on a time-sensitive spell could prompt a LUCK roll to see whether the spell takes up the entire turn (leaving nor room/concentration for dodging and such), leaks power, breaks down, or even backfires because there simply isn’t time to include all the information your +CMP essences want to stuff in.

It may be possible to encourage the use of chaotic essences by making them exempt from these restrictions- if they decide to help, of course.
((Building on this... how about this:))

((How about this: there is to be no cap on the number of essences that a given player can store, and there is to be no cap on how many can be used... but in combat, here's what I suggest: if a player casts a spell in combat using essences, they get a -1 to dodge attacks for that turn for every two non-chaotic essences used(chaotic essences don't do this). If a player is hit only because of that dodge malus.... for instance 5 vs. 6-3(6 essences on doom spell), the player loses 2x CMP on their spell(either that or they just get a luck roll or endurance roll to keep the spell from collapsing), where x is the attack targeting roll minus the total dodge roll(malus taken into account).))

((The problem with this idea is that melee combat and physical stats would become more preferable to magic in a fight.

I do like the proposed ritual power growth mechanics from previous posts, I think it would be interesting if we got some official rules on it.

As for the essence debate - I really can't say. We all don't like sitting down and gathering power for turns on end, but we don't like failure or power limitations either.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 24, 2015, 10:54:19 am
((Melee combat and physical actions bolstered by preparations made beforehand, that is(magic weaponry and such). Simple spells still won't be too hard to cast in combat, though.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: endlessblaze on November 24, 2015, 11:35:49 am
make adjustments to the core so it can magically hear vocal commands and then prosses them.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 24, 2015, 11:48:58 am
((Essence needs will hurt some affinities more than others for example there is only so much I can do without powerful spells.  I agree essences need to be nerfrd because no one can go against James, Jace, and Crimson and win.  I think rituals with themematic materials from your affinity could take the place of essences and essences would be used in fast pace combat situations since you would be able to have at most 5 per affinity, doubled if you doubled up.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: XXXXYYYY on November 24, 2015, 12:19:51 pm
((Essence needs will hurt some affinities more than others for example there is only so much I can do without powerful spells.  I agree essences need to be nerfed because no one can go against James, Jace, and Crimson and win.))
((I am unsure about this. how would the affinities to be hurt be decided? It can't be player decided - grudges and enmities would be gifted a weapon, whithout ensuring fairness. GM decided could feel arbitrary. The best solution would be some sort of algorithm to determine how powerful an affinity is, but that seems nigh impossible.))
((I think rituals with themematic materials from your affinity could take the place of essences and essences would be used in fast pace combat situations since you would be able to have at most 5 per affinity, doubled if you doubled up.))
((Whilst I voted to keep essences as they are in the poll, I can get behind this completely. It fits thematically with the game and should help to lessen the grip that essences have, while still making them useful. I might limit them by power, though, rather than number. Perhaps you can use essences to give up to +5/+5 (+10/+10 with a doubled affinity) to a spell in combat, and adding more essences past that won't take effect? Chaotic essences should be exempt, though, because their very nature should help balance them.))
((It also buffs doubled affinities, which should make it worth it to double up. I had felt that doubling up wouldn't be worth it, but this change would change that.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 24, 2015, 12:29:55 pm
((When I said some affinities would hurt more then others, I meant that there is only so much some affinities can do without big spells.

XXXXYYYY I think your change is good, but there should be a limit on the amount of essences you can have otherwise not much would change and you still couldn't duel the big mages because they would out last you.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: XXXXYYYY on November 24, 2015, 12:49:02 pm
((When I said some affinities would hurt more then others, I meant that there is only so much some affinities can do without big spells.

XXXXYYYY I think your change is good, but there should be a limit on the amount of essences you can have otherwise not much would change and you still couldn't duel the big mages because they would out last you.))
((Ah, for some reason I had parsed it as a mangled form of saying that certain affinities should be nerfed by harming their essence creation/use.))

((The problem with fighting the big mages is that they intrinsically have an edge - either through essences, as it is now, or strong gear or summoned followers or protection due to interpersonal reasons - that're hard as all hell to negate. Some of the reasons James, for example, is so hard to kill are:
1) He's damn good at using his affinities - Can be negated by being similarly skilled
2) He has a ton of magical power at his disposal - This would be hampered by the changes in the works
3) Grundar
4) He has very good equipment (adamantine armor, a good chainsaw, +2 luck bonus, magic resistance,Staff of Power+MoMI for an additional +1/+1 to all spells) - This is hard to deal with, and even harder to fix from a game rules perspective.
))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Trewque on November 24, 2015, 05:50:04 pm
Craft three essences. Stand next to Jiksap.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: ATHATH on November 24, 2015, 06:11:09 pm
I don't like essences at all. They turn the game into little more than a grind-fest. People spend actions laying low and making essences instead of casting actual magic or doing anything that requires thought or risk. They've completely replace the original magic system which required actual though and creativity to use. Instead of thinking of a spell, figuring out how closely it relates to your affinity and applying bonuses and negatives, it's just grind until you have enough power then nuke shit. It means whoever has more time to grind wins most of the time instead of who's more skilled and creative.

The problem essences were made to solve was that there was no way to cast big spells. I think a system where we can cast a normal spell, then continuously modify or add more power to it until it's a big spell would be much more interesting and more balanced.

My thoughts exactly. Essences remove the need to think spell modifiers. All you need to do is to slap enough essences in and you are on your way to success. And then you spend few turns charging your essence pool.

I would probably limit amount of essences one can have at any given time. Probably 10. That way you have to think more carefully when to use essences. But this still leaves problem with big doom spells. Solution to this could be ritual spells. Multiturn spells with expotential power to turns performed. Further multiplied with multiple casters. So if one turn spell has power of 1, two turn has 4, three turn 9, four turn 16. Math would be x2 where x is number of turns spent casting. Adding more casters would be x2*n2 where n is number of casters. Numbers need to be tweaked but anyway, it would encourage cooperation for massive spells.

Another thought would be to record spells into storage crystal. Spend few turns casting massive spell and store it into crystal to be unleashed later instantly. Another use for shards, maybe?
This looks good and simple. I like the idea of using shards to bypass the limit.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 24, 2015, 06:15:18 pm
((But where would that leave casting during combat?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 24, 2015, 06:23:18 pm
I don't like essences at all. They turn the game into little more than a grind-fest. People spend actions laying low and making essences instead of casting actual magic or doing anything that requires thought or risk. They've completely replace the original magic system which required actual though and creativity to use. Instead of thinking of a spell, figuring out how closely it relates to your affinity and applying bonuses and negatives, it's just grind until you have enough power then nuke shit. It means whoever has more time to grind wins most of the time instead of who's more skilled and creative.

The problem essences were made to solve was that there was no way to cast big spells. I think a system where we can cast a normal spell, then continuously modify or add more power to it until it's a big spell would be much more interesting and more balanced.

My thoughts exactly. Essences remove the need to think spell modifiers. All you need to do is to slap enough essences in and you are on your way to success. And then you spend few turns charging your essence pool.

I would probably limit amount of essences one can have at any given time. Probably 10. That way you have to think more carefully when to use essences. But this still leaves problem with big doom spells. Solution to this could be ritual spells. Multiturn spells with expotential power to turns performed. Further multiplied with multiple casters. So if one turn spell has power of 1, two turn has 4, three turn 9, four turn 16. Math would be x2 where x is number of turns spent casting. Adding more casters would be x2*n2 where n is number of casters. Numbers need to be tweaked but anyway, it would encourage cooperation for massive spells.

Another thought would be to record spells into storage crystal. Spend few turns casting massive spell and store it into crystal to be unleashed later instantly. Another use for shards, maybe?
This looks good and simple. I like the idea of using shards to bypass the limit.

Thus, putting people who don't engage in PVP at even more of a disadvantage.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: XXXXYYYY on November 24, 2015, 07:10:54 pm
((If shards are used to store big spells for later, I think that it could quickly become a stomp, where the smaller person would quickly run out of shards to use to store those spells - the old mages with more shards would be exponentially more powerful and versatile. Some of the problems with the current system would only get amplified with the change, especially fillipk's.))
((If another method were used - say, a once-use storage crystal (affinity specific) must be created in one ritual that can hold a maximum power X, where X is the power used to make the crystal. Then, a spell with power <=X cast later could be stored for later use.))
((That said, I'd still support the system with the above change, especially if the objects used to make the ritual would somehow benefit its casting.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 24, 2015, 08:59:25 pm
((But where would that leave casting during combat?))
It would leave it unpredictable, and not absurdly shard-dependent. Rather than "I USE FIFTY ESSENCES TO CAST DEATHSPELL FOUR", you might need to use a weaker, more situational spell.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: endlessblaze on November 25, 2015, 03:30:25 am
i honestly like things as they are now.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: H4zardZ1 on November 25, 2015, 04:24:47 am
((Meanwhile...
Step 1. Get a STR amplifying affinity(eg. acceleration)
Step 2. Get control of yourself with that affinity
Step 3. Punch the heck out of everyone

Or really, just punch with your fists covered with your affinity.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: XXXXYYYY on November 25, 2015, 06:19:59 am
Make a pair of essences. Make sure to keep up with the others.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 25, 2015, 09:25:24 am
i honestly like things as they are now.
((And I mostly agree with that. But in combat, it would make sense to have using more essences take up time and leave the user vulnerable to attack. Other than that, I don't want any changes to the essences system.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 25, 2015, 09:32:35 am
i honestly like things as they are now.
((And I mostly agree with that. But in combat, it would make sense to have using more essences take up time and leave the user vulnerable to attack. Other than that, I don't want any changes to the essences system.))
((-1SPD per essence used?))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 25, 2015, 09:32:59 am
((I'd be happy with rituals to cast large spells, combat more focused on smaller spells, and essences removed entirely.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 25, 2015, 09:35:49 am
i honestly like things as they are now.
((And I mostly agree with that. But in combat, it would make sense to have using more essences take up time and leave the user vulnerable to attack. Other than that, I don't want any changes to the essences system.))
((-1SPD per essence used?))
((Huh. Sure. If you spend lots of time casting a large spell in combat, you're going to cast it later. Note that -1 DEX per two essences might also be a good idea along with this.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 25, 2015, 10:43:03 am
((I'd be happy with rituals to cast large spells, combat more focused on smaller spells, and essences removed entirely.))
((Same. If you can "easily" cast large spells through rituals, and they stop dominating combat—which they need to—essences don't serve much of a purpose, other than to annoy you by forcing you to postscript "+3 of the magic battery things" practically every turn.

If you're not doing anything magical in a turn and you want to make something for the future, you should have to do something more interesting. Create an item, enchant yourself, whatever.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: AoshimaMichio on November 25, 2015, 11:16:28 am
((If you're not doing anything magical in a turn and you want to make something for the future, you should have to do something more interesting. Create an item, enchant yourself, whatever.))

OR MURDER!
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Sarrak on November 25, 2015, 12:01:34 pm
i honestly like things as they are now.
((And I mostly agree with that. But in combat, it would make sense to have using more essences take up time and leave the user vulnerable to attack. Other than that, I don't want any changes to the essences system.))
((-1SPD per essence used?))
((At least such nerf is needed.))

((I'd be happy with rituals to cast large spells, combat more focused on smaller spells, and essences removed entirely.))
((Agreed. If essences could not be removed - I'd limit their use in combat with SPD restriction (see first quote) & number restriction (3?). Makes for a prolonged combat and values more powerful essences over +1's.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 25, 2015, 01:55:12 pm
Could evryone look over the map and tell me what parts of it make no sense? Namely the placement of where people are? I just noticed that I forgot entirely to place Viznor and I remember old king coal being next to an entirely diferent lake. Now I am confused as to where some people are.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 25, 2015, 02:03:14 pm
Could evryone look over the map and tell me what parts of it make no sense? Namely the placement of where people are? I just noticed that I forgot entirely to place Viznor and I remember old king coal being next to an entirely diferent lake. Now I am confused as to where some people are.

((...So that's why I couldn't find my dot.))

((Anyway, I believe I should be just outside the forest. I'm unsure of my exact location, mainly because I didn't specify a direction other than "away from meteor impacts."))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Prismatic on November 25, 2015, 04:51:24 pm
Let loose an experimental spell, the nature of which has been pm'ed.
On the unfortunate event of failure, run. Preferably away from the voracious sand-dweller and its pit of doom.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 25, 2015, 05:12:36 pm
I'm getting a feeling that I should just move the turn from wenesday to thursday, as I don't need to get up early on fridays.
Yep, you guessed it, it is another delay.
I wrote 12 peoples turns, and comparing the number with people from previous turn that says that I have at least eight more to write.
On the plus side, discussion can continue. I will update the poll to relay recent sugestions.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: star2wars3 on November 25, 2015, 08:56:40 pm
I found an error in the char sheet I think. Grundar still has 4 limbs in the char sheet despite having been returned to his original state.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 25, 2015, 09:13:00 pm
Another error: The jet is still listed in James's inventory when he traded it away to Jiksap. Though maybe it should be listed as lost stuff since Jiksap traded it to Marcus (I think).

In lost stuff there should also be an anti-dragon crossbow bolt, wherever James fought the dragon.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: thegamemaster1234 on November 25, 2015, 11:15:58 pm
Another error: The jet is still listed in James's inventory when he traded it away to Jiksap. Though maybe it should be listed as lost stuff since Jiksap traded it to Marcus (I think).

In lost stuff there should also be an anti-dragon crossbow bolt, wherever James fought the dragon.
The items were never in Marcus' possession. This has been confirmed through PM chat.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: ATHATH on November 25, 2015, 11:39:47 pm
i honestly like things as they are now.
((And I mostly agree with that. But in combat, it would make sense to have using more essences take up time and leave the user vulnerable to attack. Other than that, I don't want any changes to the essences system.))
((-1SPD per essence used?))
((Huh. Sure. If you spend lots of time casting a large spell in combat, you're going to cast it later. Note that -1 DEX per two essences might also be a good idea along with this.))
I like it.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: AoshimaMichio on November 26, 2015, 02:22:54 am
I guess my opinion about essence nerf is mixed.

If we end up keeping essences, then they should not store competence. Storing power is perfectly reasonable, we do that with electrical power and such IRL, but competence comes from within. It doesn't make much sense to save it in any form. While I want to pretend being a competent mage, as a RTD the game should have bigger chance for failure.

But I also want to see rituals, but those rituals need to build power quickly because, as someone else already said it, spending two weeks saying "keep the ritual going" gets old really fast. But then again saying "Make 3 essences" gets old about equally fast. It is tricky question of balance.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 26, 2015, 04:06:52 am
((How does this work?  Rituals are 1 turn but you can't move or dodge, rituals use thematic items and the rarer an item is the more bonuses it provides,  Essences are capped at 5 and are for use in magical combat, or removed entirely in favor of shards.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: star2wars3 on November 26, 2015, 08:37:17 am
((How does this work?  Rituals are 1 turn but you can't move or dodge, rituals use thematic items and the rarer an item is the more bonuses it provides,  Essences are capped at 5 and are for use in magical combat, or removed entirely in favor of shards.))

((If we delete essences in favor of shards then we. Will need shards to become more easy to get to balance out the loss of quick cheap magic which means that we will need to change the win conditions to having many more shards. Basically removing essences would mess up the magic system of the game. Lastly when I had supported rituals I thought it would be an add on to the essence system, not a replacement))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 26, 2015, 09:28:49 am
((Basically removing essences would mess up the magic system of the game.))

((This. If we change essences too much or remove them, we're going to have to make some secondary changes also.))
((A simple dodge penalty/speed penalty from using essences works a lot better than replacing the system or restricting the essence cap.))
((And besides... if Essences were capped at five... I suppose I'd need bigger essences. Which leads to some plans of mine... but in any case... some sort of ritual system for multi-turn constructions, fueled by essences and rare reagents, would be fine and perhaps good, but removing or overly modifying essences to make the ritual system more dominant is not desirable.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: thegamemaster1234 on November 26, 2015, 10:52:30 am
((Basically removing essences would mess up the magic system of the game.))

((This. If we change essences too much or remove them, we're going to have to make some secondary changes also.))
((A simple dodge penalty/speed penalty from using essences works a lot better than replacing the system or restricting the essence cap.))
((And besides... if Essences were capped at five... I suppose I'd need bigger essences. Which leads to some plans of mine... but in any case... some sort of ritual system for multi-turn constructions, fueled by essences and rare reagents, would be fine and perhaps good, but removing or overly modifying essences to make the ritual system more dominant is not desirable.))
((I agree with this statement. A combat debuff encourages quick, clever casting rather than instadeath spells, and a ritual system would help the creation of larger, more powerful spells through the sacrifice of items you may or may not have created just for that sole purpose. Demon idols are all the rage right now!

The only thing I'm not quite sure about is whether essences should get a nerf outside of battle as well, to encourage rituals more. An essence cap would work to this end, but would force players to attempt a ritual to do anything larger at all.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 26, 2015, 03:48:41 pm
Turn 132

Go to the southern shore of shipwreck lake, and look for loot (namely, the trident spear and any adamantine bits which look useful).

Then go north. Three knowledge essences whenever I can get around to them.

Spoiler (click to show/hide)

Viznor watched as meteors crashed into dirt a fair distance from him. As nothing terrible immediately followed, he decided that if anything dangerous crawls out of craters, he'll be able to at least see it coming. There was loot to be had. A short trip to the lakeshore later, Viznor found himself looking at gargantuan adamantine parts for a machine of some sort. Whatever the intended purpose of this was, Viznor called little, but the adamantine had value in of itself. A while later, Viznor was breathing heavily, with little to show for his effort. The pieces were too large and heavy to be of any use and dismantling them would take either some sudden insight or a whole lot more effort.

Cuberac attempts to summon a large cluster of mobile sharp cubes, using all essences.
Spoiler (click to show/hide)

Cuberac knew that there were mages out there whom would wish him harm just for being here. The ruins were an obvious proof of that. If he wanted a weapon, a weapon that would be able to aid him, none of those scattered in the armory would be of any use to him. Cuberac called forth a swarm of cubes, each smaller than a die, each armed with twelve sharp edges. Unfortunately for him, all the summoned dice were made from flint, which made them rather brittle and only mildly sharp.

"This can't be right- oh. This is going to be a pain."

Old King Coal takes a fighting stance with his shovel and claws, standing against the wall as so not to be attacked from behind, and prepares to fight an invisible enemy. If no attack comes, he makes 3 bone essences.
Spoiler (click to show/hide)

Looking at all the bones scattered around King suddenly realized how exposed he was from all sides. Quickly he moved towards a nearby wall and properly looked over the room once more. The bones would serve at least one purpose; it would be very hard to move around without causing at least some sound. Old King stood quietly, waiting, until unconsciously he even stopped breathing, so focused he was on hearing his opponent move. Suddenly, he heard some sort of scratching from somewhere. Quickly he looked the skeletons, seeking to find the source of movements. As bones lay still, a dreadful idea occurred to Old King. With dread, he looked upwards towards the ceiling, the dark and stalactite covered ceiling where so many creatures or even human assassins could be hiding. The scratching became audible enough to entirely cover up the panicked beating of Old Kings' heart, yet he saw nothing. Just as King was about to lash out blindly, unable to handle further paranoia, wall behind him blew open, sending Old King flying across the cavern. Several pieces of rock pierced Kings back, but that was one of his lesser problems at the moment. A fearsome human and insect hybrid stood in a hole where solid wall was moments ago. It stood on thick legs, with long, claw adorned hands reaching almost all the way to the ground. Its face was composed of a pair of hate filled eyes and massive mandibles that seemed like they would be able to bite off limbs without any trouble.

Walk cautiously towards the impact zone in the salt field,my velociraptors walking ahead of me
Make 3 essences


Spoiler (click to show/hide)

Seva sent his raptors ahead in case any traps were around, and moved forth towards thee impact side. Transition over to the salt fields went smoothly, as Sevas' shoes and his raptors tough skin stopped glass from causing any damage. Soon, Seva was overlooking a small crater from which peaked a teal tinted transparent crystal. Seva could feel magic radiating from the crystal; this was definitely something he'd be able to use. Yet as Seva sat down to meditate for a minute or two while he decided on a course of action, He felt an essence collapse in his hands. Magic that colored the essence imprinted itself onto the crystal, and soon it was covered by cracks. Before Seva's eyes, the crystal unfolded itself into a shape of a bird.

Kahel smiled to Xazoliomuhr:
"Well, while here it might be a second one, I'm sure you disposed of him perfectly. So, nothing to worry about."

And then turned to Dest Eterna, who walked beside him:
"Good to see another mage tired from too many wizards per square meter. I assume you're here for meteor, just as myself? If so - I'm perfectly fine to share our discovery - or fight against it back to back. Metaphorically speaking. But please, do ignore corpses laying beside it. I still have to collect my reward from one of them..."

Take shards from Jonas before exploring meteor crash. 3 temperature essences if possible.

Spoiler (click to show/hide)

{Actually, if you look back, I never added extra +1POT to essence rolls. That is because essences kinda don't count as spells in all ways except for consecutive casting penalties. Out of game reason, it is so that you could not create a loop of crafting +CMP/POT items to get better essences to craft stronger items.}

Kahel looked over where he had left Jonas, but all he found was a pile of ash. Someone had killed him and nicked the shards while they were at it. But Jonas was not the main purpose of Kahels trip, and so he moved on towards the crash site. There, in a small crater, within a tiny crater, laid a transparent, yet teal tinted crystal in a small circle of lava which was pouring from a nearby pool.

Dest Eterna looks at Kahel.
"I'm going away because some mages are trying to gather other mages to mass-slaughter and the killing mage gets lots of shards."

"Now i couldn't tell if a mage is trying to split us into separate places or gather us into a single place. Might even in between that."
Head towards the volcano. 3 Electric essences.
Spoiler (click to show/hide)

Dest Eterna separated from Kahel as the latter rushed off. Eterna, however, was having some minor trouble with the lava fields. They were rather dangerous, random lava pools were only part of a problem. There were also gas vents that spewed scalding poisonous volcanic gasses. There were good old pits that offered some fine tripping and leg breaking opportunities. Traveling pace stopped to a crawl as Dest Eterna made certain to avoid all the mentioned hazards. It was rather worrying to him, that the volcano itself would have all of those in greater quantities.

And now for my action:

The meteor plopping into the water like that disappointed Jiksap. The waves - which were, upon closer examination, tainted with blood - were rather large but settled quickly. Any further research about the meteor might have to be done underwater. At this moment, Jiksap remembered some good plans from a while ago...

Channel another spell into the backpack. Then 3 essences. Look around the shore for anything interesting, but look back at where the meteor landed every once in a while.
Spoiler (click to show/hide)

Jiksap continued looking over continuously subsiding waves and attempted to feed his backpack another spell. To his great surprise, the spell coursed through the backpack moving and reconnecting bits and pieces. The backpack was cooling down after absorbing a spell from recently. Someone had attempted to kill him. Yet the danger was not over, as one of his essences collapsed. Almost immediately, the miniature fusion reactor Jiksap was carrying around began beeping warning signals. It was overheating and rapidly becoming unstable. Immediately, Jiksap threw the generator towards the lake and dived to the opposite side. The generator did not fly all the way to the lake; in fact, it was not even really close. It fell into the mud, finished overheating, and with one last warning beep, exploded into blast of shrapnel. Jiksap was far enough to be safe from the blast, but now he'd be one reactor short.

Skelliborn
Action: Enchant Vortex Bane so that it instantly gives the user the experience, speed, and reflexes of someone who has had 10,000 years of experience fighting with Vortex Bane.
Mod -1 specific
((Its like the Avatar for blades))
Well, this looks interesting.
Head for the nearest meteor. If it contains treasure: loot it.
If it contains Sun-Goku, pray to him.
If it contains creatures that are trying to kill you, kill em.
If it contains superman, help him out.
If it contains another Marcus, kill him.
If it contains npcs or gods, talk to them.
If its a trap, curse Admiral Ackbar silently and kill the trap.
I think that covers everything.

Spoiler (click to show/hide)

Make a pair of essences. Make sure to keep up with the others.
Spoiler (click to show/hide)

Party speed = 3.5

Skeliborn and Gambler continued on their way, but decided to check out the impact site as it was on the way. Skeliborn enchanted his blade on the way to grant aditional skill to the user, possibly to avoid any unexpected cuts using a blade with a ring for a hilt. Two mages made quick time, and soon a large transparent teal tinted crystal was before them, sitting in a small crater. It radiated magic, but it was a clear magic, unbound to any particular affinity. Immediately, Skeliborn jumped the crystal and began gathering pieces of it. Nothing immediately terrible happened and soon Crimson landed nearby.

Keep moving towards my destination. Create two force essences on the way. Observe from the sky for anything dangerous.
Spoiler (click to show/hide)

Crimson flew after Gambler and Skeliborn, waiting until the two reached the crash site. There was a teal crystal within the crater, and Skeliborn immediately moved to pillage it. Gambler waited some distance away, possibly too having the idea of allowing Skeliborn to see if the crystal was dangerous first. As nothing strange or dangerous looking happened, Crimson landed no too far from the pair of mages.

After I put on the glasses I go and catch up with skelliborn and the gambler and on the way try to pull something nice out of my hat for them
Spoiler (click to show/hide)

As Nihilum was finding out, walking around a solid aether castle with aether detecting glasses on was not the best of ideas. It made everything seem as if it was the greatest of fogs ever seen, Nihilum could not see his hand in front of his face. None of this, of course, deterred him or made him reconsider his way in the slightest. After much bumbling and a bit of walking into walls, Nihilum finally managed to get out of the castle. To his great disappointment, his fellow adventurers were nobody to be seen, but that was okay.  He knew where they were going and would be able to catch up. While going, Nihilum attempted to pull nothing in particular out of his hat, sadly his hand failed to grasp anything no matter how he tried. It was not that sort of hat, which kinda made sense as most of those kind of hats were cylinders and this one was pointy one.

"Alright. Thought I'd ask since I'll be gone for a while. You take care!"

Summon a pair of walkie-talkies and give one to Grundar. Use a +1/+1 essence.
"I'm leaving on an expedition soon. There's a portal to the southwest that they're investigating and the group needs a healer. Grundar, I want you to stay here and guard the shop, maybe search the lakeshores for any interesting artifacts. Keep in touch and call me if anything happens."
Make 2 essences as I prepare to leave.
Does the armguard increase strength like I wanted it to? If not then modify it to do that.
Also get the puzzlebox full of gems from the junk box. I really don't know why that was in there.

{Fixed the shards, armguard does increase strength by 1}
Spoiler (click to show/hide)

James conjured a pair of sturdy looking walkie talkies and left one to Grundar. It took a while for the troll to get used to the small buttons, but he managed. This also tested the durability of the walkie talkies, and they proved to be capable of withstanding being poked by a troll’s claw. While Grundar fiddled with turnable knobs, James recovered a box of gemstones from his storage box and moved it to his dimensional pocket. Convenient spell that one was, probably the reason why anyone who could not cast it was not considered to be a serious mage.

make adjustments to the core so it can magically hear vocal commands and then prosses them.
Spoiler (click to show/hide)

Flare picked up the core and began reshaping it. There was so much wrong with it now that he looked more intensely at it. It could not hear orders, and it had almost no thought of its own making it especially stupid. There was so much to rework, and when Flare finished, he noted that rewriting all that was left from original would take barely any time at all; there were only two runes left from the original spell. Flare released the ball and allowed it to fall. It stopped midair and the semi-liquid metal rose upward and began spinning around the core in a set of three rings.

Craft three essences. Stand next to Jiksap.
(You get a doubleturn as your previous one was replaced by a question you did not answer and thus it was never made into a turn.}

Spoiler (click to show/hide)

Bob decided that there was no point in going any further in this particular way. There was nothing but grass and the edge of the island there. Now Jiksap, he would have something interesting going on. But where would he be? Bob returned to the castle, yet his friend was already gone somewhere. But he left enough scent for a predator scent to track, and Bob soon followed after his raptors, going almost as hunting hounds. Soon, Jiksap was in sight, overlooking a meteor falling into the lake. It was quite a sight, with waves reaching out over twenty meters away from the shore.

Let loose an experimental spell, the nature of which has been pm'ed.
On the unfortunate event of failure, run. Preferably away from the voracious sand-dweller and its pit of doom.


Spoiler (click to show/hide)

Xom panicked. This was without a doubt, one of the nastiest situations he was in and he did not appreciate that one bit, nor did he want to actually have to deal with this. So he focused his power and blasted the hidden creature with raw power hoping for the best. The results were rather spectacular. Whatever the creature was, it exploded violently, throwing Xom and numerous giblets of flesh and chitin into the air. Xom fell painfully into the sand, which somehow despite being annoyingly mobile when walked on suddenly turned brick hard, slowly turned over on his back, and checked himself for any missing limbs. To his great relief, all of his parts were still attached, and he was not even bleeding, not in any serious amounts anyway.

"You, Gog, will obey my commands for as long as I desire, your first job will be to fireball an unwilling Mage so I can grab his shards, do we have an understanding?"

Attack the oncoming Mage (Gloomy) the Gog will fireball him and I will blast him with demon fire, then loot his shards.
Quote from: Elephant Parade
Stuff

Spoiler (click to show/hide)

Blake and his new pet gog waited just around a castle corner, waiting for Gloomy to unsuspectingly move around and into sight. Just as the cursed mage did, gog threw a fireball in his general direction and confusion in Gloomy’s mind lasted just long enough for the fireball to reach him and slam right in his chest. As hexmancer fell screaming in pain and burning, Blake rushed him and conjured a burst of hellfire adding to the burns that Gloomy was now suffering. As his magic finally died out, Gloomy was burning rather seriously, enough to make one wonder how he was still alive, yet such was hellfire, all torture and no damage.
{Gloomy wizard, burning (2 turns to death)}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 26, 2015, 03:55:44 pm
Quote
[1][2][1][1]

Excuse me, Gloomy's curse was supposed to be fragility, not terrible luck.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 26, 2015, 04:03:57 pm
((That's RTD for you.))

"Well, serves me right... agh..."

Old King Coal reeled from the blow, but took a fighting stance and entered combat. He had not enough essences for a dependable attack spell and retreat would mean losing out on loot.

Old King Coal equips his sturdy glowing bone claws, wields his shovel with both hands, and goes after the insect man thing's head.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 26, 2015, 04:40:37 pm
Quote
[1][2][1][1]

Excuse me, Gloomy's curse was supposed to be fragility, not terrible luck.
((I felt bad as I saw the rolls.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 26, 2015, 04:50:44 pm
I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 26, 2015, 04:58:21 pm
I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
While this character is technically not against the rules until you actualy go and hunt down Blake, you are not dead yet. More miraculous things than you surviving have happened in this game.

They really have. Search for Falcon Punch.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: star2wars3 on November 26, 2015, 05:25:18 pm
((Uh DG. Several things.
1. In the turn you said that I had gathered crystal shards from the meteor. Those have not appeared in my inventory in the char-sheet.
2. If the blade gives me a full point on both dex and strength then I will have a total of 4 strength which would give me an additional point on dexterity while I'm holding the sword.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 26, 2015, 05:30:52 pm
((Uh DG. Several things.
1. In the turn you said that I had gathered crystal shards from the meteor. Those have not appeared in my inventory in the char-sheet.
2. If the blade gives me a full point on both dex and strength then I will have a total of 4 strength which would give me an additional point on dexterity while I'm holding the sword.))
((1. Probably sould had writen in something, but you were there for only a few seconds yet and there arr two mages nearby who might want you to share.
2. That would be END not DEX and only in combat.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Whisperling on November 26, 2015, 05:41:29 pm
Start heading north, to the meteor. On the way, try using another spell to figure out what it is (please PM me the info, as per usual), and make three binding essences.

Should I encounter anything on the way, remember my ring of +1 luck.

If I reach the meteor, begin looting.




((I'm pretty sure I'm missing the essences I made this turn on the character sheet. Also, I doubt it would change much of anything, but you missed my ring of +1 luck during the search for loot.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: XXXXYYYY on November 26, 2015, 05:47:28 pm
Grab some of the crystals as well & study what they are/do. Can its magic be harvested for easier casting?
Grab the big crystal. If it's too big to grab, summon an unbreakable glass chisel, and hit it parallel to a surface. This should split it cleanly into a more usable size. If this works, give the other mages chunks as well.
Make essences - one if a chisel was summoned, two if it was not.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 26, 2015, 05:59:26 pm
"Take care"
Travel south-west to catch up to the expedition.
While traveling see if I can modify the armguard to have a helicopter blade extending from the shoulder. Flight is a very good ability to have, especially when you want to travel fast.
Then forge 3 healing essences of course.

Does the armguard give +1 to strength stat, or +1 to strength rolls? Ideally the second.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Sarrak on November 26, 2015, 06:04:37 pm
"Interesting. I expected something entirely different..."

Kahel stroked his chin in thought. There were some prospects in harvesting this power. Or taking it for future studies... The main problem was that he became increasingly bored with relaxed lifestyle he lived here. And boredom was not something he'd accept for long...

Cast cooling on the crystal and take it with me to study later. Head back to the lands north of Tower in search of mages to kill, leaving Eterna in peace for now. Some sort of hill is preferable, so that I may oversee the lay of land. 3 essences, so that I may prepare for battle.

((I'm starting mage hunting. James, Jase, Crimson as well as Jiksap and Visnor are probably exempt because of posed danger, past camaraderie and usefulness.

DG, I'd like to clear out all nonactive mages as well. You may want to restrict shard gains or empower them a little as they would be an easy prey otherwise.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: NAV on November 26, 2015, 06:28:17 pm
((inactive mages could probably be considered soulless, so instead of getting the shards they carry+5, you could maybe just get the shards they carry.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 26, 2015, 06:38:07 pm
I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
((If you make a beeline straight for me for no reason what so ever I will call bullshit.  Otherwise you will be a worthy adversary.))

"Gog, finish him."

The Gog will finish him, and I will loot him.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Elephant Parade on November 26, 2015, 06:54:41 pm
I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
((If you make a beeline straight for me for no reason what so ever I will call bullshit.  Otherwise you will be a worthy adversary.))

"Gog, finish him."

The Gog will finish him, and I will loot him.
See Invisible isn't on your spell list, apparently.
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: fillipk on November 26, 2015, 07:03:14 pm
((OH no I saw it, I just didn't understand what it was talking about.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: Zormod on November 26, 2015, 09:08:28 pm
Cuberac takes a glace at these cubes, and sighs. They'd have to do, for now. He thenlooks for another room, and crafts 3 essences.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DreamerGhost on November 27, 2015, 03:29:53 am
((Viznor fixed.

An argument could be made that killing AFK mages should give less shards, as it is easyer to do, and would be out of character for most characters, and it would be unfair to award the rollplaying munchkins.
A counterargument would be, that by original plot, all mages entered the portal with intent to murder their felow casters for pleasure and profit. And that the afk mages are not exactly off limits for the rest of you.

I most likely won't mark the AFK as soulless.))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: H4zardZ1 on November 27, 2015, 03:57:06 am
"Hm...."
Go one hex east. 4 electric essences.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: AoshimaMichio on November 27, 2015, 05:57:23 am
((Who's the pink mage in the forest, a bit north of me?
Edit: Seems to be BlitzDungeoneer.))

Go to north where Alexander seems to be. Play essence roulette.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Sarrak on November 27, 2015, 07:32:49 am
GRAND COMPENDIUM (up to turn 46)

I'm trying to make a full list of notable characters and their relations (basically who killed who, not some alliances). Later, I'll try to add Power Comparison (my own analysis of mages, but may include other opinions) and Latest Sightings (Because map is quite difficult to understand sometimes).

SECTION 1: MAGES OF THE DUCK ISLAND

Those, who travel the duck. Living and dead, powerful and... not so much.
Descriptions are mostly taken from DG introductions.

Spoiler: Active ones (click to show/hide)


Spoiler: Living in Shadows (click to show/hide)

!WARNING! TOO MUCH COLORS.
Spoiler: Place of the Dead (click to show/hide)


ADDENDUM: LESSER CREATURES

Worthy foes of magi, as well as their minions. And lovely pets. Living and otherwise.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: _Shinju_ on November 27, 2015, 08:43:35 am
I continue on and make 4 essences then look around as I walk to see if I notice anything interesting with my glasses (like a magical aura)
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: FallacyofUrist on November 27, 2015, 01:11:21 pm
((DG, I'd like to clear out all nonactive mages as well. You may want to restrict shard gains or empower them a little as they would be an easy prey otherwise.))
((I'm just going to note that inactive mages may act in self-defense(see Jonas' fight with Alex Raman for an example).))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: endlessblaze on November 27, 2015, 01:58:30 pm
lets see now......

"shape into humanoid form. with a blade for your right arm."
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: FallacyofUrist on November 27, 2015, 02:01:13 pm
((The poll votes have gotten ridiculous. Clearly we have incredibly varying opinions on the matter.))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DreamerGhost on November 27, 2015, 03:50:08 pm
GRAND COMPENDIUM (up to turn 46)

I'm trying to make a full list of notable characters and their relations (basically who killed who, not some alliances). Later, I'll try to add Power Comparison (my own analysis of mages, but may include other opinions) and Latest Sightings (Because map is quite difficult to understand sometimes).

SECTION 1: MAGES OF THE DUCK ISLAND

Those, who travel the duck. Living and dead, powerful and... not so much.
Descriptions are mostly taken from DG introductions.

Spoiler: Active ones (click to show/hide)


Spoiler: Living in Shadows (click to show/hide)

!WARNING! TOO MUCH COLORS.
Spoiler: Place of the Dead (click to show/hide)


ADDENDUM: LESSER CREATURES

Worthy foes of magi, as well as their minions. And lovely pets. Living and otherwise.

Spoiler (click to show/hide)
This is awesome. But why four dead mages are in the Active list?
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Sarrak on November 27, 2015, 04:06:30 pm
Turn 46. I could not plow through everything we've been up to in one go. So, when I update, some more mages will come and go to pile of the dead bodies...
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: star2wars3 on November 27, 2015, 09:09:17 pm
Skelliborn
Action:
Grab a few of the crystal shards for later use and help The Gambler get the big shard that he is eyeing. Between the two of us get all the crystal. If the other party members show up, share some of the crystal shards.

In order to make my crystal more carriable, combine /magic the crystals into a crystal blade.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: endlessblaze on November 27, 2015, 09:29:13 pm
((and none of my chars arein there))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DAPARROT on November 28, 2015, 03:27:11 pm
Determine if the crystal be ready is obedient to me and/or intelligent
If the first is true, walk towards the castle with all of my birds
Otherwise, try not to anger it,attempt to talk to it if it is intelligent
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: thegamemaster1234 on November 29, 2015, 03:16:42 am
Rather than the typical disappointment one would feel at the loss of a cold fusion reactor, Jiksap was intrigued. It was a cold fusion reactor, not a hot one; why, then, would it explode in a very hot manner? He was immediately filled with the desire to find out.

Examine the wreckage, if any, of the fusion reactor. If there are no remains, examine the residual energy of the explosion (if necessary, summon a scanner to assist with this). If anything of interest is found, meditate on it. If not, search around some more. A beast of such magnitude must have been killed by something of equal greatness - and those are often machines. Even broken or shattered into fragments, such a thing could be useful...

Oh, and, uh, the normal three essences routine (two if I summoned a scanner).
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DreamerGhost on November 29, 2015, 05:30:05 am
Due to common ocurance of missing PM'ed turns, please post in thread at least some sort of message. Even if none of the results will show up in the thread, it should help me to keep track of PMs.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Crimson on November 29, 2015, 11:05:19 am
If there's some crystal left, take it. Then continue on my trek while creating two force essences.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: ATHATH on November 29, 2015, 11:53:41 am
I have sent my turn.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Elephant Parade on November 29, 2015, 12:27:49 pm
I'm pretty sure I sent a turn.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Beirus on November 29, 2015, 01:13:38 pm
I'm pretty sure things were done.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DreamerGhost on November 29, 2015, 01:33:20 pm
I'm pretty sure things were done.
I risk sounding a bit favoritist here, but you were around from turn one and it was pretty rare for you to not write a turn. Most evryone else are somewhat more fuzzy in my memory.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Beirus on November 29, 2015, 02:30:58 pm
I'm pretty sure things were done.
I risk sounding a bit favoritist here, but you were around from turn one and it was pretty rare for you to not write a turn. Most evryone else are somewhat more fuzzy in my memory.
((And yet Jase still doesn't have any accomplishments on Sarrak's list. I could have sworn he already made the salt fields and Cthulhu grass by Turn 46.  :P))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: FallacyofUrist on November 29, 2015, 02:48:58 pm
((This poll has gotten absurd. I wonder which option will have the most votes next?))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Atomic Chicken on November 29, 2015, 03:05:55 pm
PM
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Prismatic on November 29, 2015, 03:40:21 pm
Search the area for any shards the beast might have left behind.
Spend some time resting amidst the gore, creating 2 essences, and attempt to figure out the significance of the encoded parchment.
Following this, proceed to the next oasis.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: DreamerGhost on November 29, 2015, 03:43:47 pm
((The poll votes have gotten ridiculous. Clearly we have incredibly varying opinions on the matter.))
((This poll has gotten absurd. I wonder which option will have the most votes next?))

((The first and the last posts in the page. Something may indeed be happening. *looks* Oh, now those are some interesting results. That is 7-13 for nerfing essences in some way. But the votes to nerf are split between harshest and lightest nerfs. Should I just remake the pool with only those two options allowed?)
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Whisperling on November 29, 2015, 03:46:30 pm
((The poll votes have gotten ridiculous. Clearly we have incredibly varying opinions on the matter.))
((This poll has gotten absurd. I wonder which option will have the most votes next?))

((The first and the last posts in the page. Something may indeed be happening. *looks* Oh, now those are some interesting results. That is 7-13 for nerfing essences in some way. But the votes to nerf are split between harshest and lightest nerfs. Should I just remake the pool with only those two options allowed?)

((Sounds good.))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Elephant Parade on November 29, 2015, 04:00:30 pm
"Essences give SPD/DEX penalties" might not be enough on its own—if you can survive for even one turn, you can still cast your +10/+10 deathspell.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: ATHATH on November 29, 2015, 04:22:34 pm
"Essences give SPD/DEX penalties" might not be enough on its own—if you can survive for even one turn, you can still cast your +10/+10 deathspell.
The key word is "survive". If the other guy casts a +5/+5 debuffspell, he goes first and could interrupt the casting of your spell, and has more essences left over. Causing DEX penalties also nerfs sniping someone from acorss the map. I think it's a fair nerf.
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Sarrak on November 29, 2015, 04:32:04 pm
I'm pretty sure things were done.
I risk sounding a bit favoritist here, but you were around from turn one and it was pretty rare for you to not write a turn. Most evryone else are somewhat more fuzzy in my memory.
((And yet Jase still doesn't have any accomplishments on Sarrak's list. I could have sworn he already made the salt fields and Cthulhu grass by Turn 46.  :P))
((Thanks for reminding me about this. Laughed and completely forgot to actually add it.
"Jase decided that going in a portal is too mainstream and pulled out a landscape through it instead" describes your character and the beginning part of the game neatly. Nowadays, mages became much more mundane... Damn, they even use stairs! (See Whaz and the wall scaling episode for reference).))
Title: Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
Post by: Elephant Parade on November 29, 2015, 05:48:30 pm
"Essences give SPD/DEX penalties" might not be enough on its own—if you can survive for even one turn, you can still cast your +10/+10 deathspell.
The key word is "survive". If the other guy casts a +5/+5 debuffspell, he goes first and could interrupt the casting of your spell, and has more essences left over. Causing DEX penalties also nerfs sniping someone from acorss the map. I think it's a fair nerf.
((That's assuming that the other player has five essences. If they don't, they likely won't have a way to interrupt the casting in one turn, and we're right back where we started.))
Title: Re: Roll to Magic: Turn 131 Anticlimatic impacts
Post by: DreamerGhost on November 29, 2015, 05:48:49 pm
Turn 133

"Well, serves me right... agh..."

Old King Coal reeled from the blow, but took a fighting stance and entered combat. He had not enough essences for a dependable attack spell and retreat would mean losing out on loot.

Old King Coal equips his sturdy glowing bone claws, wields his shovel with both hands, and goes after the insect man thing's head.

Spoiler (click to show/hide)

Old King quickly recovered, and charged at the creature. The size difference was obvious, and natural weapons the creature possessed certainly seemed menacing. It most likely did not have any actual enemies within the complex, such an outrageous attack had a good chance to confuse the darned thing. Bugman, however, proved all of this to be wrong, by swiftly sidestepping the charge and striking Old king again as he was barreling past it. Steel hard claw struck King on the back, adding to his speed and throwing him off balance, throwing him on the ground once more. Yet the force of the blow was mitigated by Kings speed, allowing him to avoid anything worse than a bruise, returning two combatants back to square one.

Start heading north, to the meteor. On the way, try using another spell to figure out what it is (please PM me the info, as per usual), and make three binding essences.

Should I encounter anything on the way, remember my ring of +1 luck.

If I reach the meteor, begin looting.


Spoiler (click to show/hide)

Viznor practically ran the entire way towards the fallen meteor, clearing the distance in one go. Along the way, he found what he could about teal crystal that was now before him. The answer was clear enough, and Viznor packed the crystal up. It was not a very large one, and he counted a total of seven pieces large enough to be useful.

"Take care"
Travel south-west to catch up to the expedition.
While traveling see if I can modify the armguard to have a helicopter blade extending from the shoulder. Flight is a very good ability to have, especially when you want to travel fast.
Then forge 3 healing essences of course.

Does the armguard give +1 to strength stat, or +1 to strength rolls? Ideally the second.


Spoiler (click to show/hide)

{+1 to STR, not rolls.}James left Grundar to guard the shop and goods within, and ventured forth towards the team that was forming to deal with eldritch portal. But before he set out, he decided to see if his omnicube had some flight functions built in. There were some, or so it seemed, as a propeller extended from the shoulder upwards and began spinning wildly. Yet no matter how much James wanted it to, the propeller was just too small to lift him. It was probably intended to decrease falling speed or something along those lines, and there was simply not enough glass to form a larger one. Disappointed and having wasted quite a bit of time, James went off towards the forming team.

"Interesting. I expected something entirely different..."

Kahel stroked his chin in thought. There were some prospects in harvesting this power. Or taking it for future studies... The main problem was that he became increasingly bored with relaxed lifestyle he lived here. And boredom was not something he'd accept for long...

Cast cooling on the crystal and take it with me to study later. Head back to the lands north of Tower in search of mages to kill, leaving Eterna in peace for now. Some sort of hill is preferable, so that I may oversee the lay of land. 3 essences, so that I may prepare for battle.
Spoiler (click to show/hide)

Kahel looked over the shards. They did not seem to react to heat in any way, but they were undoubtedly quite hot from all the lava around them. Too hot to touch, but that was easy to fix. Kahel called up a spell to cool down the shards, yet the felling that was now becoming annoyingly familiar washed over Kahel. Entire area around him froze, including the magma pools. The sudden change of temperature caused rocks to shatter, sending pieces flying everywhichway. And Kahel was at the center of all those explosions. There was no real way to dodge them all, but Kahel managed to weather the hail of rock. The pieces turned out to be moving far slower than they seemed, and their impacts were entirely absorbed by Kahel's clothes. Yet what interested Kahel the most was that the crystals went from translucent teal to opaque blue in color. Kahel collected them either way, and rushed back towards the tower. It was a fun distraction, but he had murders that needed doing.

"Gog, finish him."

The Gog will finish him, and I will loot him.
Stuff
Spoiler (click to show/hide)

Gloomy tried to get up. If he could make use of Blake's arrogance he might still be able do something. But the pain was too great and trying to move only made it worse. Once more Gog fried Gloomy with its fire, and this time, at point blank range, the fire quickly consumed the unfortunate wizard, leaving only ash. Blake came over and fished out ten soul shards from still warm pile of dust. One down several more to go.

Grab some of the crystals as well & study what they are/do. Can its magic be harvested for easier casting?
Grab the big crystal. If it's too big to grab, summon an unbreakable glass chisel, and hit it parallel to a surface. This should split it cleanly into a more usable size. If this works, give the other mages chunks as well.
Make essences - one if a chisel was summoned, two if it was not.

Skelliborn
Action:
Grab a few of the crystal shards for later use and help The Gambler get the big shard that he is eyeing. Between the two of us get all the crystal. If the other party members show up, share some of the crystal shards.

In order to make my crystal more carriable, combine /magic the crystals into a crystal blade.

Spoiler (click to show/hide)

Gambler and Skeliborn split the meteor shards more or less equally, with the larger part going to Skeliborn and the large crystal going to Gambler. The shards pulsed with magic, they could probably be used to boost a spell of any type. It shouldn't be too hard to transfer their power into essence form for easy transport, although there was a chance that the shards could also be used as some alchemical ingredient. Skeliborn was fiddling with his own share, casting a spell to bind them into a particular form. His six shards floated in the air in a rough outline of a blade, then they merged and extended, forming a rough blade shape. But the spell could not go on any more, and the blade broke in half as magic binding it failed. A pair of medium sized shards lay at Skeliborns feet.

Cuberac takes a glace at these cubes, and sighs. They'd have to do, for now. He thenlooks for another room, and crafts 3 essences.
Spoiler (click to show/hide)

Cuberac ordered his swarm of cubes to follow, and abandoned the useless weapons in search for something else. And soon, he found it. A particularly sturdy looking door, with several signs of enchantments on it stood in a very durable looking wall. Very durable, however, was not enough this time. A good part of the wall had collapsed as whatever seemed to had ruined the castle struck it straight on, leaving a large hole with debris scattered far to the sides. Inside, there was a treasury, filled not with gold but rather magical items. Most of them were fakes, possibly to confuse thieves, but a wizard had little problem recognizing which things had been charged with magic and which had not. There were two items of value. One of them was a large dagger, sharp and well made, another was a small black pyramid.

"Hm...."
Go one hex east. 4 electric essences.

Spoiler (click to show/hide)

Dest Eterna continued his slow approach. In the distance he saw a field of relatively calm looking ground. It had far no lava pools, although gas vents were just as active. It also had several large boulders just lying around, and few corpses among the boulders. Eterna turned right and began walking around the field.

((Who's the pink mage in the forest, a bit north of me?
Edit: Seems to be BlitzDungeoneer.))

Go to north where Alexander seems to be. Play essence roulette.

Spoiler (click to show/hide)

Shias was in the process of rethinking his great idea, as it suddenly began looking a whole lot less great. The intruder into the forest was here somewhere, but druid was having other problems. Focusing power until it bursts seemed like it would be unable to cause too much damage, being armored as he was, yet magic cares not for armor. Although the armor bit was not entirely true. Sometimes it's worse for the wearers. As essence collapsed, Shias felt change in his Juggernaut form, but confusion was replaced by pain as many roots began drilling into his flesh, binding armor ever closer to him. Nothing vital was pierced, and the roots were not even all that deep, but taking the armor off would not be pretty.

I continue on and make 4 essences then look around as I walk to see if I notice anything interesting with my glasses (like a magical aura)
Spoiler (click to show/hide)

Outside of the Tower it was much easier to go around with aether vision. It was actually possible to see things, rather than uniform purple all around. Air had slightly less aether than the ground, and living things had more aether than nonliving. Wizards were greatest concentrations of them all. But as Nihilum looked over crystal shards that Skeliborn and Gambler had collected, he saw that they had no aether at all. It just somehow went around them, as if it was some distortion of space rather than an object.

lets see now......

"shape into humanoid form. with a blade for your right arm."

Flare ordered his golem to reshape itself as a test. Slowly, the liquid metal began moving differently around the core, changing distance from it. Two thin limbs formed, one bearing a blade. Core rose to the top of the figure, acting as a head. However, even though the golem was merely four feet tall, the limbs still looked too thin to support it. There was not all that much metal floating around the core, and it was clearly not enough to create a proper sized humanoid figure.

Determine if the crystal be ready is obedient to me and/or intelligent
If the first is true, walk towards the castle with all of my birds
Otherwise, try not to anger it,attempt to talk to it if it is intelligent

Spoiler (click to show/hide)

Seva carefully approached the shard-bird. It seemed rather happy to see Seva. It even flew up and landed on Seva's shoulder as some of trained birds did. The bird was rather heavy, but it merely rubbed its head against Seva and flew up and began playing with the parrots that were flying around. It would seem that he had acquired yet another pet.

Rather than the typical disappointment one would feel at the loss of a cold fusion reactor, Jiksap was intrigued. It was a cold fusion reactor, not a hot one; why, then, would it explode in a very hot manner? He was immediately filled with the desire to find out.

Examine the wreckage, if any, of the fusion reactor. If there are no remains, examine the residual energy of the explosion (if necessary, summon a scanner to assist with this). If anything of interest is found, meditate on it. If not, search around some more. A beast of such magnitude must have been killed by something of equal greatness - and those are often machines. Even broken or shattered into fragments, such a thing could be useful...

Oh, and, uh, the normal three essences routine (two if I summoned a scanner).

Spoiler (click to show/hide)

Jiksap carefully investigated the explosion remains. The reactor was completely ruined, but some fuel cells still remained. The reactor probably broke at the collection unit, this kind of things could not really be turned off, so the energy just collected until it had nowhere else to go. The reinforced fuel cells managed to survive the explosion, however, and were still entirely useful. Jiksap then went on to meditate on what to do with them and gather some power, but was soon interrupted as one of his essences collapsed. The magic was attracted to something within the lake, and soon, from the depths emerged an adamantine reactor core. It was devoid of both fuel and control systems, but the chassis and fusion inductors were built to last literally forever. The only problem was, the reactor core was as tall as Jiksap was.
Then, suddenly, with no warning, Bob belched out a veritable air blast, sending one of his raptors rolling. The raptor was unhurt, and Bob was somewhere between amazement and confusion.


Search the area for any shards the beast might have left behind.
Spend some time resting amidst the gore, creating 2 essences, and attempt to figure out the significance of the encoded parchment.
Following this, proceed to the next oasis.


Spoiler (click to show/hide)

Xom sat among the gore and thought that it was a pity that only creatures summoned by other mages could be used for creating soul shards. But that was neither here nor there. He had some decoding to do. Xom pulled out the note and got to work. A little while later, if he was correct, the note detailed how to make really great Caesar salad. Not entirely a waste, but not really what he was looking for. With a sigh, he stood up and walked over to the place where cacti fields were thicker. Thick enough to cover a decent amount, possibly even to hide something. Heck, they were too many in places to walk through.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 29, 2015, 05:51:02 pm
Quote
[2][1][1]

 >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(

Wow, that was a massive waste of time!


List of Gloomy's accomplishments:
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on November 29, 2015, 05:55:04 pm
Quote
[2][1][1]

 >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(

Wow, that was a massive waste of time!


List of Gloomy's accomplishments:
  • Successfully created one essence
((I honestly wanted for you to get a chance, so when I first rolled initiative and got you and Gog going at once I rerolled. Reults were 6 for Gog and 2 for you.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: BlitzDungeoneer on November 29, 2015, 05:55:42 pm
((But I thought Alexander was dropped down a pit where he met the gremlins?))
Tch. Now what was he to do about this poison?

Perhaps... Might as well. If this was fatal, there wasn't much else to do.

Alexander crafts three essences in preparation, while looking around the pit/hole. Was there anything else around, beyond however it was the gremlins disappeared?
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on November 29, 2015, 06:12:23 pm
((But I thought Alexander was dropped down a pit where he met the gremlins?))

He was, which is why while Shias knows you are around, has no idea where exactly Alexander is.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: endlessblaze on November 29, 2015, 06:13:44 pm
"I wonder...."

flare points to his throne.

"assimilate that throne into your form"
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Zormod on November 29, 2015, 06:16:20 pm
Cuberac examines both items before taking them. He also creates 3 essences.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: NAV on November 29, 2015, 06:34:26 pm
You forgot a +1 luck for the omnicube again.
And why am I missing 2 shards? Don't tell me they were stolen again.

Hurry up to the expedition! Depending on if that +1 luck helped, either take off and start flying or try again to get a working heliblade.
Of course 3 healing essences.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Sarrak on November 29, 2015, 06:36:30 pm
"Many hours have passed since the beginning... Now, it's time to finally achieve my dreams. Xazoliomuhr, all mages that I won't explicitly say to avoid, are your rightful prey. Strike first and go for the kill. Let the hunt begin!"

First victim, the most obvious one, was a Chaos wizard who spent his time gazing at the bloody expanse beneath him. Some other time, Kahel might have had pity for a lakegazer, yet he was bored and held no sympathy towards the followers of a Changing God.

We shall attack Chrisicus together, hopefully catching him half-aware. Just to test powers of the Chaos Gods, Kahel would freeze wizard's blood solid... With two chaotic essences. And demon going for a kill.

((I'm still digging up mages to kill... Ilium Skydepth and Blaze seem to be safe for now, as they are the only mages left inside the Tower.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on November 29, 2015, 06:37:52 pm
You forgot a +1 luck for the omnicube again.
And why am I missing 2 shards? Don't tell me they were stolen again.

Hurry up to the expedition! Depending on if that +1 luck helped, either take off or start flying or try again to get a working heliblade.
Or course 3 healing essences.


((Damnit. I somehow removed one shard instead of adding it when fixing previous mistake. And it did help, you get +1hex moved.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 29, 2015, 06:47:24 pm
((Wait, are you invincible while inside the tower?))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on November 29, 2015, 06:49:33 pm
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 29, 2015, 06:52:13 pm
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
((Oh, okay. This time, I'll wait around in there until the road is clear/I get my curses up.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: fillipk on November 29, 2015, 07:26:41 pm
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
((Oh, okay. This time, I'll wait around in there until the road is clear/I get my curses up.))
((The one exception to this rule is alcohol.))

"Very good, I shall reward you at some point, in the meantime we are heading towards the volcano."

Crush 10 shards for a new affinity, pm'd, head towards the volcano, going around the lake in the side with the desert, create 3 demon essences
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: thegamemaster1234 on November 29, 2015, 11:33:48 pm
The adamantine reactor appears, and Jiksap wishes he could resurrect whatever glorious mechanism it could have once belonged to. Actually, he didn't have to wonder -  Warhammer was printed on one of the beams. Such machines were known in Jiksap's world as a top-secret government project from an enemy world. Though many considered them to be mere conspiracy, everyone secretly wanted to drive one, and Jiksap was no exception. However, he also knew that he simply did not have the power.

Other objectives would have to come first.

Summon a set of scuba gear, then dive for the meteor. Create one essence.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: FallacyofUrist on November 29, 2015, 11:52:15 pm
"Bah! I don't have time for this! Why can't you just be weaker?"

Old King Coal was getting rather frustrated, a quality which his Evil Mentor/Poisoner/Teamaker/Assassin detested in him. No, frustration had to go. He would win this. Now.

Old King Coal grunts, then charges back into the fray, this time attempting to make use of his claws.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: AoshimaMichio on November 30, 2015, 03:19:38 am
((First time I try essence roulette, it collapses faster than usual three rounder...)

Hmm, either I have to seek for healer again, or wear this until death...

Three essences. Keep looking for the mage.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: H4zardZ1 on November 30, 2015, 03:48:48 am
"This place is odd. I'll inspect this."
Check all the corpses. If i could, 3 essences.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: ATHATH on November 30, 2015, 10:48:49 am
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
((Oh, okay. This time, I'll wait around in there until the road is clear/I get my curses up.))
Keep in mind that it has an anti-hostility field, and can make you forget hostile actions.

Do you see why F.E.C.E.S. wants to destroy it now?

Also, sorry about that. You were easy and conveniently close prey, and could snowball in power if left alone.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 30, 2015, 11:13:11 am
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
((Oh, okay. This time, I'll wait around in there until the road is clear/I get my curses up.))
Keep in mind that it has an anti-hostility field, and can make you forget hostile actions.

Do you see why F.E.C.E.S. wants to destroy it now?

Also, sorry about that. You were easy and conveniently close prey, and could snowball in power if left alone.
That hasn't changed! It looks like you didn't check out my new character sheet.

I hope you enjoy your future curse—I'm thinking pacifism.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: ATHATH on November 30, 2015, 02:55:07 pm
((Wait, are you invincible while inside the tower?))
((No, but there are numerous defences that protect people there.))
((Oh, okay. This time, I'll wait around in there until the road is clear/I get my curses up.))
Keep in mind that it has an anti-hostility field, and can make you forget hostile actions.

Do you see why F.E.C.E.S. wants to destroy it now?

Also, sorry about that. You were easy and conveniently close prey, and could snowball in power if left alone.
That hasn't changed! It looks like you didn't check out my new character sheet.

I hope you enjoy your future curse—I'm thinking pacifism.
Unfortunately for you, characters lose all knowledge gained after they first entered the arena when they respawn. Gloomier Wizard doesn't even know that F.E.C.E.S. exists, let alone that they killed him and that Tur is a member of it.

However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.

Also, turn pm'd.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Crimson on November 30, 2015, 05:01:20 pm
More traveling.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 30, 2015, 07:01:49 pm
However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DAPARROT on November 30, 2015, 07:12:58 pm
Walk towards the castle with all of my birds
Make 4 essences


Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: ATHATH on November 30, 2015, 08:10:50 pm
However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Why not? I genuinely want to help you.

I was serious about the pity, by the way. *ATHATH glares at Jase as he recalls his (ATHATH's) first Perplexicon*
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on November 30, 2015, 08:28:26 pm
However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Why not? I genuinely want to help you.

I was serious about the pity, by the way. *ATHATH glares at Jase as he recalls his (ATHATH's) first Perplexicon*
No, you don't. You're offering me some nebulous "ideas" in exchange for... a grudge? How does that even work? Will I magically drop the grudge IRL, or will the GM prevent me from acting on it wait no, that's already a rule.

I'd rather come up with my own ideas, thanks.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Beirus on November 30, 2015, 09:01:17 pm
However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Why not? I genuinely want to help you.

I was serious about the pity, by the way. *ATHATH glares at Jase as he recalls his (ATHATH's) first Perplexicon*
((Jase wasn't in that one. Also, you blatantly said you were going to spawn kill everyone in that one until they quit or you won. You've also said you were going to try and destroy this game if you couldn't win. Don't get pissy with me.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: ATHATH on December 01, 2015, 12:09:52 am
However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Why not? I genuinely want to help you.

I was serious about the pity, by the way. *ATHATH glares at Jase as he recalls his (ATHATH's) first Perplexicon*
((Jase wasn't in that one. Also, you blatantly said you were going to spawn kill everyone in that one until they quit or you won. You've also said you were going to try and destroy this game if you couldn't win. Don't get pissy with me.))
Touche.

However, I do pity you, so I'll offer you a deal: if you dismiss your grudge against F.E.C.E.S. and owe us a favor, I'll pm you some unique ideas for spells to use with your affinity. If they aren't unique (as judged by DG), you won't owe us a favor for the spells, and you get your grudge back, if you want it.
lol no
Why not? I genuinely want to help you.

I was serious about the pity, by the way. *ATHATH glares at Jase as he recalls his (ATHATH's) first Perplexicon*
No, you don't. You're offering me some nebulous "ideas" in exchange for... a grudge? How does that even work? Will I magically drop the grudge IRL, or will the GM prevent me from acting on it wait no, that's already a rule.

I'd rather come up with my own ideas, thanks.
Keep in mind the "unique ideas or your money favor back" clause. Also, I just realized a hole in that clause, so I'll add that they'll have to be useful. I just want to be on good terms with the guy who can disable someone from across the map and mind-control people at-will (interested yet?).
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: H4zardZ1 on December 01, 2015, 02:13:12 am
I just want to be on good terms with the guy who can disable someone from across the map and mind-control people at-will (interested yet?).
((Before i think it's worthy to light your character on lighting.... hmm... what is it again?))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Elephant Parade on December 01, 2015, 10:24:03 am
Keep in mind the "unique ideas or your money favor back" clause. Also, I just realized a hole in that clause, so I'll add that they'll have to be useful. I just want to be on good terms with the guy who can disable someone from across the map and mind-control people at-will (interested yet?).
I already knew I could disable people from across the map. Mind-control doesn't actually sound too useful.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: ATHATH on December 01, 2015, 10:49:04 am
Keep in mind the "unique ideas or your money favor back" clause. Also, I just realized a hole in that clause, so I'll add that they'll have to be useful. I just want to be on good terms with the guy who can disable someone from across the map and mind-control people at-will (interested yet?).
I already knew I could disable people from across the map. Mind-control doesn't actually sound too useful.
You'd know how to get at-will mind-control that doesn't count as a spell for the purpose of multiple-spell penalties, and a touch-based instant kill (possibly no-save as well!) attack. You'd also learn how to create what are effectively one-ups, see the future, raise the dead, and brew incredible potions.

Interested now?
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: _Shinju_ on December 01, 2015, 11:44:53 am
I go an collect some of the crystals they have collected and study them then try to turn some in to essences and study them more
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: star2wars3 on December 01, 2015, 02:07:09 pm
Skelliborn
Action:
 create 3 essences and head to the second meteor crash site on route to the destination. Once there, get the loot.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: XXXXYYYY on December 01, 2015, 03:10:29 pm
Summon a (glass) device to convert the crystal's energy into luck essences in a sustainable manner. All essences, provided that they can apply. If they can't, have it make glass essences instead.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: H4zardZ1 on December 02, 2015, 01:06:05 am
((As i think about the spells that could instakill someone easily no-conductivity curse might work(although i don't think that's hard to recover from). It might could work also in a combination of Electricity+highly conductive material(gold, copper, etc.) if you don't want the maluses and don't want curse as a affinity.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Sarrak on December 02, 2015, 02:08:11 am
((As i think about the spells that could instakill someone easily no-conductivity curse might work(although i don't think that's hard to recover from). It might could work also in a combination of Electricity+highly conductive material(gold, copper, etc.) if you don't want the maluses and don't want curse as a affinity.))
((Just to say, nearly all mages have an instakill spell up their sleeves that does not require an awful lot of essences and (in some cases) may be auto-targeted into other map tiles. Some obvious examples: Crimson demonstrated it with force sphere; Kahel can liquify flesh or easily make blood 50°C hot, killing all vital cells; James... No comments here.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: H4zardZ1 on December 02, 2015, 03:36:47 am
((I'll talk about this more. Touch-based instakill... Frost, fragile-touch, Touch of Erosion and Rot...
I thought about one that uses electricity.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Trewque on December 02, 2015, 10:09:17 am
Try to remember if I ate any beans. Also craft three essences.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Whisperling on December 02, 2015, 12:07:35 pm
Start heading back to the fortress. Make three knowledge essences whenever I can.

Idly think about the nature of memory as I walk. Maybe flip through my tip book as well.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on December 02, 2015, 01:43:24 pm
Update shecdule has moved from wenesdays to thursdays. That is still midle of the week-ish but it seems I just can't manage to ge turns writen on wenesdays.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Atomic Chicken on December 02, 2015, 03:14:20 pm
PM.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Whisperling on December 02, 2015, 11:23:34 pm
((If anyone wants to know what the meteors do, I'm in the mood for some trading. My battery allows payment in essences if you want to make it quick.))


((On a side note, I edited my turn. Probably not a big deal, but it can't hurt to make sure the changes happen.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on December 03, 2015, 01:42:50 pm
Sorry guys, it seems that there won't be an update until sunday. Some more might be droped as my study schedule tightens before holydays.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: star2wars3 on December 06, 2015, 06:00:47 pm
((I suspect that DG's schedule got crowded more. I geuss next update will be on a later date))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: Whisperling on December 06, 2015, 07:35:37 pm
((I suspect that DG's schedule got crowded more. I geuss next update will be on a later date))

((Wait and see. The update might get delayed, but saying so without word from the GM is putting the horse before the cart.))
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on December 07, 2015, 02:56:06 am
Once again, I am astounded that I still sometimes think that doing anything while sleepy is even remotely a good idea.
I wrote half a turn, saved it, and went to sleep. The thing is, I only thought I saved it, and actually saved only action of one guy.
As I was edditing charsheet as I went, I'll probably just try to remember what happened, rather than rerolling the turns, but I don't even right now.
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on December 07, 2015, 05:37:30 am
Turn 134

((But I thought Alexander was dropped down a pit where he met the gremlins?))
Tch. Now what was he to do about this poison?

Perhaps... Might as well. If this was fatal, there wasn't much else to do.

Alexander crafts three essences in preparation, while looking around the pit/hole. Was there anything else around, beyond however it was the gremlins disappeared?


Alexander looked over the pit, his eyes pausing on each of the holes through witch gremlins had escaped. It was too dark to see if gremlins were still lurking in them, especially if they were standing still, so Alexander made no assumptions. Edges of the pit looked solid enough to climb out, or at least roots that were near the edges did. Suddenly, sharp pain in one of his legs attracted Alexanders attention. Gremlin poked it with a spear and fled to a tunnel before Alexander could catch it. Another leaned out from a tunnel higher up and poked Alexander in the arm, also disappearing with haste afterwards. More and more of Gremlins began to poke Alexander whenever he wasn't looking, and Alexander noticed his reactions slowing down. The spears were no less poisoned than before.
{Alexander, slowed, autolosse initiative.}

"I wonder...."

flare points to his throne.

"assimilate that throne into your form"


The golem moved. It collapsed, then reformed back into humanoid form, turned at an angle that created an illusion of looking at the throne. Golem then collapsed once more, and liquidish metal began to swarm around a corner of the throne. A noise of grinding could be heard, and liquidish metal receded, forming humanoid shape once more. It was now heavily tinted with yellow from gold, but seemed to had reached the limit of such assimilation method.

Cuberac examines both items before taking them. He also creates 3 essences.

The pyramid was enchanted with some strange magic, a very specialized dispel kind of magic. It was likely made to deal with a particular spell, but being neither a enchanter nor having any experience with destroying spells, Cuberac had no idea what exactly it did. The dagger too, was imbued with strange magic, spatial magic, however true purpose once again eluded Cuberac. He pocketed both and took a look around through all the distractive fakes.

"Many hours have passed since the beginning... Now, it's time to finally achieve my dreams. Xazoliomuhr, all mages that I won't explicitly say to avoid, are your rightful prey. Strike first and go for the kill. Let the hunt begin!"

First victim, the most obvious one, was a Chaos wizard who spent his time gazing at the bloody expanse beneath him. Some other time, Kahel might have had pity for a lakegazer, yet he was bored and held no sympathy towards the followers of a Changing God.

We shall attack Chrisicus together, hopefully catching him half-aware. Just to test powers of the Chaos Gods, Kahel would freeze wizard's blood solid... With two chaotic essences. And demon going for a kill.
Kahel had plans, and the plans required power. It was, after all, what people came here for. There were few mages here, only Romanticanus, in fact, and that, combined with the fact that Kahel did not like warp sorcerers much, meant that he'd be the first one to die.
Xazoliomuhr Charged ahead first, swiftly and silently, his claws sinking deep into the ground where Romanticarnus was moments ago. Sorcerer had rolled away, losing only a bit of cloth to the demon's claws, and possibly by reflex, retaliated with demonfire. Ice demon screeched as it began changing, melting and mutating. Kahel was last to move, but his magic forged sharp needles out of Romanticarnus' blood, and his skin soon turned purple as internal bleeding took its toll.

"Very good, I shall reward you at some point, in the meantime we are heading towards the volcano."

Crush 10 shards for a new affinity, pm'd, head towards the volcano, going around the lake in the side with the desert, create 3 demon essences

Blake and gog began their long trip to the volcano. There was something he needed there, a part of a greater whole. There were plans set in motion, deals to make use of, and a prize worth going through all of this.

The adamantine reactor appears, and Jiksap wishes he could resurrect whatever glorious mechanism it could have once belonged to. Actually, he didn't have to wonder -  Warhammer was printed on one of the beams. Such machines were known in Jiksap's world as a top-secret government project from an enemy world. Though many considered them to be mere conspiracy, everyone secretly wanted to drive one, and Jiksap was no exception. However, he also knew that he simply did not have the power.

Other objectives would have to come first.

Summon a set of scuba gear, then dive for the meteor. Create one essence.

Jiksap called forth some scuba gear, but what appeared before him was a barrel. Jiksap had seen such devices before, and for the treasure in the lake, he was willing to risk it. The barrel turned out to be empty, or at least sounded empty when Jiksap kicked it. Things were looking up. Then Jiksap noticed that the barrel was entirely smooth, with no way of getting inside it. He began reconsidering the dive.

"Bah! I don't have time for this! Why can't you just be weaker?"

Old King Coal was getting rather frustrated, a quality which his Evil Mentor/Poisoner/Teamaker/Assassin detested in him. No, frustration had to go. He would win this. Now.

Old King Coal grunts, then charges back into the fray, this time attempting to make use of his claws.

Old king charged at the beast. He knew now how it moved, how it could move and how to attack. He had the creature all figured out. As he neared, he dived down, below where the claw would strike and stabbed towards the creature’s stomach. Old king was once more surprised by the creature's agility, as it leaped forward, jumping over him and striking him in the back, sending Old King once more into the bone piles, although still entirely unscathed. Was the creature toying with him?

((First time I try essence roulette, it collapses faster than usual three rounder...)

Hmm, either I have to seek for healer again, or wear this until death...

Three essences. Keep looking for the mage.

Shias searched the forest for Alexander. Trees spoke of his passing, but none could pinpoint exactly where. However, Shias was finding traces of Alexanders passing; broken branches, cuts on trees where he squeezed through with half of armory on his back, occasional step in particularly soft earth. With each trace Shias was running faster and faster, until suddenly, earth disappeared beneath him. Numerous spikes bounced off Shias wooden shell, as druid found himself in a pit full of spikes. A pit of spikes that had entirely nothing to do being here.

Walk towards the castle with all of my birds
Make 4 essences


Spoiler (click to show/hide)

Seva looked back at the flesh fields. There were some strange creatures there, and he had no desire of staying nearby. There were horrors beyond death. And there were some that went further. It did not take long to reach hills that surrounded the castle. A mage and a demon were walking away from it towards somewhere.

I go an collect some of the crystals they have collected and study them then try to turn some in to essences and study them more
Skelliborn
Action:
 create 3 essences and head to the second meteor crash site on route to the destination. Once there, get the loot.

Summon a (glass) device to convert the crystal's energy into luck essences in a sustainable manner. All essences, provided that they can apply. If they can't, have it make glass essences instead.
Spoiler (click to show/hide)
Nihilum and Gambler were having a minor argument about the shards, namely, about Gambler having them all and not wanting to share. Skeliborn would have also participated in discussion, but he had left to seek out the other meteor. He would arrive disappointed, as even from hills near the glass fields he could see the impact site, and a severe lack of crystals there.

Gambler, not wanting to deal with Nihilum's arguments or possible nicking of the shards, decided to forge a device to turn shards into more useful and less stealable essences. What happened, was that when he attempted to do the actual summoning of the device, the summoning portal bent itself out of shape, which considering that it was a literal hole in reality, was rather terrifying. Finally, after Gambler took few steps away and was about to start running, the portal coughed out a black box with a red button on it. On the box, in white letters words "Improbability drive" were written, with a warning note slapped on the side which read "Warning: Summons the clown"

Try to remember if I ate any beans. Also craft three essences.
Spoiler (click to show/hide)

Bob thought back to the last time he had lunch. It was a while ago, and he was not paying a whole lot of attention to the food as he was overseeing a bird migration from one forest to another due to a plague that turned colorful feathers into a dull shade of gray. Though some of the lunch might have had some mold on it, Bob clearly remembered it having been some sort of meat, as he shared a bit with a small woodpecker. So no beans there, magical or otherwise.

"This place is odd. I'll inspect this."
Check all the corpses. If i could, 3 essences.
Spoiler (click to show/hide)

There was a corpse of an elf some distance away from the rocks, and there were corpses of The Doctor and Marcus the mind mage. Doctor had a golden orb on him, other two corpses had nothing of value. The rocks were dormant, not reacting in any way to Destra's presence.

Start heading back to the fortress. Make three knowledge essences whenever I can.

Idly think about the nature of memory as I walk. Maybe flip through my tip book as well.

Spoiler (click to show/hide)

Viznor turned around and began heading back to the tower. It was probably safe now, for a given value of safe in a place with over twenty mages spread over slightly more than a quarter of a square kilometer. The book also had some advice on the matter, "Only where there is no life, can be no conflict". The most lifeless places here would have been the desert or the glass plains, but neither sounded particularly harmless.

You forgot a +1 luck for the omnicube again.
And why am I missing 2 shards? Don't tell me they were stolen again.

Hurry up to the expedition! Depending on if that +1 luck helped, either take off and start flying or try again to get a working heliblade.
Of course 3 healing essences.


Spoiler (click to show/hide)

James rushed forwards, until he saw Gambler and Nihilum arguing over something. Gambler, seemingly not wanting to continue the argument turned to a side and began a spell of summoning. Almost immediately, James saw that the spell went very wrong. The portal was supposed to be short and entirely static. Touching edge of such structure could have disastrous results, so speed and solidity were rather important. But somehow, it all went well enough, and the portal coughed something out. James landed near the two wizards, the propeller folding back into the gauntlet, and cautiously looked at the box that was not there before.

Gloomy, is back, better than before. No bombastic intro today, though.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 133 Unluckiest mage and celestial loot
Post by: DreamerGhost on December 07, 2015, 05:45:58 am
The most western time zone still has whole 15 minutes of sunday left. I'm gonna write this one down as a success.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 07, 2015, 06:12:42 am
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2) He's alive, so screw this. All essences!
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 07, 2015, 07:54:05 am
((Only issue I see with my turn is that my throne is electrum, not gold.))

give the golem better assimilation ability   
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 07, 2015, 09:16:01 am
"My, you are a worthy opponent!"

Old King Coal frowned as he considered his engagement. The creature, for all its powers, seemed simply to be playing(dangerously, anyway) with him. Hold on a minute.

"Wait a minute. You're not some sort of independent hunter. That's not your nature. You've been waiting so long for your master to return... but he's gone now. Or at least he should be gone. You are a minion. And a rather good one, at that. This was a test, methinks. And yes, I could try a new attack. I could use my powerful bone magic to destroy you. But I'm Lawful Evil, not Chaotic Evil. So I'm going to give you a choice, assuming you can understand me: Join me or die."

And with that, still on guard though, Old King Coal attempts to recruit the incredible creature.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 07, 2015, 09:33:14 am
Forgot some rather important news. Sadly, my schedule remains sporadic, meaning that I'd rather not make promises on updates in next few weeks. I can promise that there will be an update on Christmas, but anything before that is entirely up in the air. If I find myself with some time off before Christmas I will write up a turn, but that is not a guarantee.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 07, 2015, 09:43:11 am
((Considering the holiday season, that's quite understandable. I can wait.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 07, 2015, 11:17:55 am
Hide in the tower. Create 3 essences.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: AoshimaMichio on December 07, 2015, 12:11:51 pm
It's simple pit, right? No tunnels anywhere? In that case tear spikes off of the walls/floors/wherever they are attached to (grab few) and start digging one side of the pit to make it collapse, thus making easier path up. Or alternatively, if the pit is shallow enough then just climb up.

Look for traces who might have dug this. Ask plants around if they know anything.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: poketwo on December 07, 2015, 02:08:44 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES AND A SHARD
ALSO, RUN AWAY!
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Atomic Chicken on December 07, 2015, 02:24:15 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES
ALSO, USE THE OTHER HALF TO DODGE THE GUY'S ATTACK IF I FAIL


((Plot twist!))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 07, 2015, 02:28:45 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES
ALSO, USE THE OTHER HALF TO DODGE THE GUY'S ATTACK IF I FAIL


((Plot twist!))
((Hehehe... Welcome back, poketwo! I hope that you'll either make a good last stand or start anew (probably with vengeance in mind). I'm really glad that my hunt fished you out from an abyss of nothingness.))

"You were sleeping? With dragons, Tower-building and murderous mages all around?!"
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: poketwo on December 07, 2015, 02:39:33 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES
ALSO, USE THE OTHER HALF TO DODGE THE GUY'S ATTACK IF I FAIL


((Plot twist!))
((Hehehe... Welcome back, poketwo! I hope that you'll either make a good last stand or start anew (probably with vengeance in mind). I'm really glad that my hunt fished you out from an abyss of nothingness.))

"You were sleeping? With dragons, Tower-building and murderous mages all around?!"
"Nothing special, I've seen worse. You will so too, soon."
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: fillipk on December 07, 2015, 02:54:23 pm
((Welcome back.))

"Quickly we must head to the volcano, time is of the essence."

Continue towards the volcano make 3 demon essences.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 07, 2015, 03:00:07 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES AND A SHARD
ALSO, USE AN ESSENCE AND A SHARD TO QUICKLY ESCAPE!


((Hahahaha this is fantastic. You still can't do two spells per turn while in combat.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: poketwo on December 07, 2015, 03:11:50 pm
Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2)
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES AND A SHARD
ALSO, USE AN ESSENCE AND A SHARD TO QUICKLY ESCAPE!


((Hahahaha this is fantastic. You still can't do two spells per turn while in combat.))

((Obviously, Romanticarnus was sleeping. He didn't react to ANYTHING during this long nap. However, he was also either vital to whatever shceme Tzeentch was cooking up for the second. OR he just has real good, yet only activating near his death, precognation.

OR EVEN INSTALLING AN 'hostile intent' ALARM SYSTEM IN HIS BRAIN!))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DAPARROT on December 07, 2015, 03:14:40 pm
Pmed action
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 03:47:33 pm
Continue onwards, going to the ruined castle instead. Boredom means it's a great time for essence roulette, so do that once I travel as far as I'm going to get this turn. If the fortress' auras are working properly, doing the essence roulette there would be a good plan.

Don't forget about my ring of +1 luck, or, should I happen to be in the fortress, the luck aura.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 07, 2015, 04:02:11 pm
Continue onwards, going to the ruined castle instead. Boredom means it's a great time for essence roulette, so do that once I travel as far as I'm going to get this turn. If the fortress' auras are working properly, doing the essence roulette there would be a good plan.

Don't forget about my ring of +1 luck, or, should I happen to be in the fortress, the luck aura.


((All the auras disappeared from the castle the same turn that meteors appeared from the sky. Its just your luck ring))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 04:26:36 pm
Continue onwards, going to the ruined castle instead. Boredom means it's a great time for essence roulette, so do that once I travel as far as I'm going to get this turn. If the fortress' auras are working properly, doing the essence roulette there would be a good plan.

Don't forget about my ring of +1 luck, or, should I happen to be in the fortress, the luck aura.


((All the auras disappeared from the castle the same turn that meteors appeared from the sky. Its just your luck ring))

((That why I included "if the auras are working properly." It's unlikely that they've been fixed, but on the off chance that they are, I may as well take advantage of them.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Zormod on December 07, 2015, 04:32:50 pm
Cuberac, content with his new relics, decides to leave the castle, and craft 3 essences on the way.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 07, 2015, 04:35:51 pm
Skelliborn:

It appears that someone got to the meteor here first. I best be moving on. Now lets see...

I ask for help from the g-d of the forge.
Hepheastus be his name.
He is the greatest smith of all
and may he have fortune and fame.

Today I beg of help from you,
because their is work I need help to do.
I pledge my loyalty to you,
and pledge my services too.

And if though doth not like my rhymes,
you need only speak
and I will oblige.

Action:
1. Pray to Hephaestus for help/guidance/protection.

if Hephaestus does not appear and doesn't give a sign that he will arrive then create 3 essences and head towards the eldritch portal thing.

if Hephaestus does appear and he tries to kill me (probably due to bad rhymes), try to appease him by giving him the teal crystal shards. If that doesn't work, run towards the eldritch portal and defend self using my previously created magic items.(Vortex Bane and the swiss army knife of protection)

if Hephaestus is friendly and appears, wait to see what he has to say and create 3 essences.

if Sun-Goku shows up instead, follow the same set of rules as stated for the appearance of Hephestus. (You never know, it might happen)
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 04:54:17 pm
if Sun-Goku shows up instead, follow the same set of rules as stated for the appearance of Hephestus. (You never know, it might happen)

((I know exactly what the meteors are, and they have nothing to do with aliens. Or whatever "sun goku" is supposed to be, for that matter.))

((They're called Dragonshards, by the way. Unfortunately, the name isn't actually related to their function.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 07, 2015, 07:11:58 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DAPARROT on December 07, 2015, 07:25:51 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
((Pretty sure that only applies to attacks from other mages))
((Also, use double parenthesis when talking OOC))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 07:31:44 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
((Pretty sure that only applies to attacks from other mages))
((Also, use double parenthesis when talking OOC))

((Nope. First time around, the gate prevented Gloomy from becoming even more frail than he already is due to essence failure.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 07, 2015, 08:25:59 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
((Pretty sure that only applies to attacks from other mages))
((Also, use double parenthesis when talking OOC))

((Nope. First time around, the gate prevented Gloomy from becoming even more frail than he already is due to essence failure.))
((Can the gate only trigger once, or does it work any number of times?))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 08:37:29 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
((Pretty sure that only applies to attacks from other mages))
((Also, use double parenthesis when talking OOC))

((Nope. First time around, the gate prevented Gloomy from becoming even more frail than he already is due to essence failure.))
((Can the gate only trigger once, or does it work any number of times?))

((It triggers once for each character, at the moment they enter the game. Gloomier has already used up his turn of invulnerability.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 07, 2015, 08:38:22 pm
Wait. If you're protected from danger on the first turn, can't you use that to play infinite essence roulette?
((Pretty sure that only applies to attacks from other mages))
((Also, use double parenthesis when talking OOC))

((Nope. First time around, the gate prevented Gloomy from becoming even more frail than he already is due to essence failure.))
((Can the gate only trigger once, or does it work any number of times?))

((It triggers once for each character, at the moment they enter the game. Gloomier has already used up his turn of invulnerability.))
((This is his first real turn, actually; he only entered the game last turn, making this his first action.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 07, 2015, 08:45:06 pm
((This is his first real turn, actually; he only entered the game last turn, making this his first action.))

((It doesn't work that way, unfortunately. I'm guessing it's mostly just a way to prevent deaths by magma-covered portal.))

((You can, however, submit an action to be carried out as soon as you enter the game. Should you ever need to make a new character, that would be a great time to play essence roulette.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 08, 2015, 02:26:09 am
"Nothing to see here anymore... except the orb."
Pick the orb. Go west, and a bit south(1/3 of west).
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 08, 2015, 04:27:57 am
((This is his first real turn, actually; he only entered the game last turn, making this his first action.))

((It doesn't work that way, unfortunately. I'm guessing it's mostly just a way to prevent deaths by magma-covered portal.))

((You can, however, submit an action to be carried out as soon as you enter the game. Should you ever need to make a new character, that would be a great time to play essence roulette.))

Actualy, it does work that way. It is indeed there to prevent spawn camping, and there are rules beyond just first turn protection, but I don't want to tell them as people would likely abuse them.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 08, 2015, 06:08:59 am
((This is his first real turn, actually; he only entered the game last turn, making this his first action.))

((It doesn't work that way, unfortunately. I'm guessing it's mostly just a way to prevent deaths by magma-covered portal.))

((You can, however, submit an action to be carried out as soon as you enter the game. Should you ever need to make a new character, that would be a great time to play essence roulette.))

Actualy, it does work that way. It is indeed there to prevent spawn camping, and there are rules beyond just first turn protection, but I don't want to tell them as people would likely abuse them.
((Unfortunately... rules are there for abuse.
Add a rule that it doesn't protect someone from themselves. That includes collapsed essences.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 08, 2015, 06:19:56 am
if Sun-Goku shows up instead, follow the same set of rules as stated for the appearance of Hephestus. (You never know, it might happen)

((I know exactly what the meteors are, and they have nothing to do with aliens. Or whatever "sun goku" is supposed to be, for that matter.))

((They're called Dragonshards, by the way. Unfortunately, the name isn't actually related to their function.))

((The Sun-Goku would be due to my trying to call on a g-d.
Sun-Goku is basically the type of g-d that to get his help he would point you towards the strongest monster in the game and then say "Kill It".))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: _Shinju_ on December 08, 2015, 11:50:54 am
PM
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 08, 2015, 12:10:18 pm
Expedition to the portal!
On the way form a forearm mounted crossbow on the armguard. Make it a belt fed full auto crossbow.
4 healium essences.

Oh, and check with Grundar.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 08, 2015, 02:30:33 pm
Expedition to the portal!
On the way form a forearm mounted crossbow on the armguard. Make it a belt fed full auto crossbow.
4 healium essences.

Oh, and check with Grundar.


Are you trying to find a crosbow button on the armguard or is that a summoning?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 08, 2015, 02:32:00 pm
Crossbow button.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: XXXXYYYY on December 08, 2015, 06:45:38 pm
((Why do I keep summoning things? I have a better way of getting items. /facepalm))
Improve the badge, using all essences. Then look around a bit for a device matching my previous description.
((EDIT: Fun fact: there are 27-30 affinities in use at the moment(going by the charsheet), 27 of which are known. I may have started a project involving this, and I now somewhat regret doing so.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Crimson on December 09, 2015, 07:23:02 am
((Reminds me that I have yet to use my explosion affinity when not including essences.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Atomic Chicken on December 09, 2015, 07:50:38 am
((EDIT: Fun fact: there are 27-30 affinities in use at the moment(going by the charsheet), 27 of which are known. I may have started a project involving this, and I now somewhat regret doing so.))
((What kind of project?))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: XXXXYYYY on December 09, 2015, 01:09:58 pm
((EDIT: Fun fact: there are 27-30 affinities in use at the moment(going by the charsheet), 27 of which are known. I may have started a project involving this, and I now somewhat regret doing so.))
((What kind of project?))
((Just a Lil' arty thing. A symbol for each affinity currently in use, perhaps for each living character.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Zormod on December 09, 2015, 02:32:47 pm
((I wish you the best of luck on your artistic quest.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 09, 2015, 05:15:09 pm
Hey, DG, may you put a list of what character (and their player) corresponds to each color in the map spoiler? Right now, the map is a bit confusing.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 09, 2015, 05:17:13 pm
Hey, DG, may you put a list of what character (and their player) corresponds to each color in the map spoiler? Right now, the map is a bit confusing.
+1
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 09, 2015, 07:02:21 pm
Hey, DG, may you put a list of what character (and their player) corresponds to each color in the map spoiler? Right now, the map is a bit confusing.
+1
+1
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: poketwo on December 09, 2015, 07:15:51 pm
((I'M GOING TO WIN!))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 09, 2015, 07:27:09 pm
Hey, DG, may you put a list of what character (and their player) corresponds to each color in the map spoiler? Right now, the map is a bit confusing.
+1
+1
((Currently working on this, but very slowly. If you're fine with waiting until maybe Saturday - it would be finished.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 09, 2015, 07:31:40 pm
((I'M GOING TO WIN!))
Any particular reason?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: poketwo on December 09, 2015, 07:44:39 pm
((I'M GOING TO WIN!))
Any particular reason?

Well, I'll say its obvious, unless affinity things work when they are doing something they should not.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 09, 2015, 08:52:15 pm
((I'M GOING TO WIN!))
Any particular reason?

Well, I'll say its obvious, unless affinity things work when they are doing something they should not.

((They do, it just requires more ingenuity on the users part))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 09, 2015, 10:54:51 pm
((I'M GOING TO WIN!))
Any particular reason?

Well, I'll say its obvious, unless affinity things work when they are doing something they should not.
May you pm me more details? F.E.C.E.S. may be able to assist you.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 10, 2015, 02:30:00 am
Jiksap knew of diving barrels, of course, but was very disappointed to find a lack of an opening through which to breathe from. In fact, it appeared that there was no obvious way to open this container at all! Either someone lacked common sense in the purpose of a barrel-shaped hollow object, or there was more to this barrel than meets the eye.

Use machine sense on the barrel. If I can open it for the purpose of a diving barrel, dive after the meteor. Otherwise kick the stupid useless barrel around and call the creator of this entirely pointless three-dimensional mass some very bad names. Nerdy engineer bad names, of course.
Create 1 essence.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Trewque on December 10, 2015, 11:29:19 am
Tell my raptors to start investigating the nearby area, and to inform me if there is anything unusual, amiss, or interesting.

Craft 3 essences.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 12, 2015, 07:34:53 am
No turn yet, but I have some news.

First, prototype legend.
Spoiler: Legend (click to show/hide)

I'd like some feedback on that, especialy if you want something else added.

Then, it seems that votes on opinions on nerfing Essences have been exhauseted, with 8 to 15 in favor of nerfs, with the most popular nerf choice being SPD/DEX penalties. I will remake the pool with option of no nerf removed so that those who voted for no nerf could chose a nerf they find least terrible. The nerf will become active at the end of next turn.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 12, 2015, 08:53:25 am
Thanks a lot for the legend, seems like I have some more time to chill out and ignore my pet project (Grand Compedium).

I'm quite sure that new poll options would have no clear winner. But I might be mistaken.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Atomic Chicken on December 12, 2015, 10:46:22 am
PM'ed turn

The legend's excellent!
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 12, 2015, 01:15:32 pm
((The legend is good.))

((Very good.))

((Note that using essences to fight will become difficult at the end of next turn, so if you want to take advantage of that, you should.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 12, 2015, 02:11:40 pm
i don't like dis nerf. I guess I will go for ritual though just to still be able to do complex things.

wait no.... I'm going with cap
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 02:24:21 pm
"Wizard" isn't capitalized. Looks great, though!

Edit: I may have already mentioned this, but SPD/DEX penalties


If we're doing SPD/DEX penalties, a SPD roll of below 0 should cost you your turn, to prevent deathspells, but I still think rituals are better. They have so much potential: you could sacrifice objects or players; long-term cooperation would be encouraged; gods could get more involved. SPD/DEX penalties are also less meaningful outside of combat, and while out-of-combat essence use isn't as much of an issue as in-combat essence use, you really shouldn't be create a large-scale spell with one turn and the spell's description, regardless of how many turns you spent grinding for essences.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 12, 2015, 04:40:59 pm
((If two mages both go into negative spd in combat the one more negative moves last. No bottom to eqalize, meaning that +10/+10 doomspels can be prevented by +7/+7 doomspels nine times out of ten))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 12, 2015, 04:49:42 pm
But (one of) the problems is it's still all doomspells.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 12, 2015, 04:58:49 pm
((The thing is, you don't need to kill them in one hit. You just need to interrupt their spell via unconsciousness or extreme pain.

When used properly, that weakness would give small, clever spells a big advantage over meteor impacts.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 05:31:01 pm
((If two mages both go into negative spd in combat the one more negative moves last. No bottom to eqalize, meaning that +10/+10 doomspels can be prevented by +7/+7 doomspels nine times out of ten))
But (one of) the problems is it's still all doomspells.
Also, not everyone has the resources for even +7/+7 doomspells, meaning we're back to where we were before: those with essences have a colossal advantage over those without.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 12, 2015, 05:51:58 pm
Also, not everyone has the resources for even +7/+7 doomspells, meaning we're back to where we were before: those with essences have a colossal advantage over those without.

((I'm going to answer this by restating my previous argument.))

((The thing is, you don't need to kill them in one hit. You just need to interrupt their spell via unconsciousness or extreme pain.

When used properly, that weakness would give small, clever spells a big advantage over meteor impacts.))

((A +2+2 distraction could potentially make your opponent fumble a much larger spell. Once you're guaranteed the time to work, it's all about tactics and creativity- essentially, the art of stopping your opponent with as little power as possible.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 12, 2015, 05:53:55 pm
((If you use a +7/+7 doom spell in combat, you're basically going last. All it takes is one "ranged(-1) shatter(0 or -1) skull(-1)" to put an end to that doom spell. So yeah, what Whisperling said.))
((Or better yet, summon a sword ahead of time and stab stab.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 05:59:50 pm
Quote
((A +2+2 distraction could potentially make your opponent fumble a much larger spell. Once you're guaranteed the time to work, it's all about tactics and creativity- essentially, the art of stopping your opponent with as little power as possible.))
((But what if you don't have enough essences for even a +2/+2 spell? What if you were just in a fight, or you recently joined, or you just cast a huge spell? What if the other person struck from surprise? What's to stop me from instantly unleashing a +10/+10 curse on someone from across the map? Alternatively, I could feign diplomacy with someone, only to drop a +10/+10 deathspell on them from nowhere; speed penalties are meaningless if only one person is attacking. A conditional action might be able to take care of the second one, but adding "attack them if they attack me" to every action would get old fast.

I don't think you should be able to wield high-power, high-accuracy magic on a turn's notice, even if you go last within that turn.))

((If you use a +7/+7 doom spell in combat, you're basically going last. All it takes is one "ranged(-1) shatter(0 or -1) skull(-1)" to put an end to that doom spell. So yeah, what Whisperling said.))
((Or better yet, summon a sword ahead of time and stab stab.))
((One bad roll—out of two—will allow them to survive, though, and then you're dead for sure. The sword is similar: even if your affinity allows you to make decent gear, you're dead if you fail your attack roll.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 12, 2015, 06:10:13 pm
Ah, but the SPD penalties encourage making alliances- if you try to kill one guy with a +10/+10 doomspell, his buddy kills you next turn (you just used all of your essences).

It might be interesting if the penalties persisted for a few turns (depending on severity), or if you lost spellcasting from that affinity for a few turns (essences used/4, perhaps?), so that the allies of whoever you killed could find you and kill you much easier.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 12, 2015, 06:33:53 pm
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.

In any case, a temporary lack of magical power is a perfectly reasonable trade-off for fighting or casting a large spell. It's basically what happens in real life, albeit with exhaustion of a more physical kind.))


((As for new players...

I know the first incarnation of gloomy had a pretty bad experience, but in all honesty, he had some terrible luck to match. Literally every moderately-established player in the game has gotten past that initial stage of weakness. That's ~18 now, plus many others who have died over the course of 134 turns.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 12, 2015, 06:46:09 pm
I just want a system based on creativity rather than pure number management. And I want a simple elegant system rather than an increasing amount of rules patched onto a broken system.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 12, 2015, 07:23:10 pm
I just want a system based on creativity rather than pure number management. And I want a simple elegant system rather than an increasing amount of rules patched onto a broken system.
This. I'd move my vote (number restriction) to the ritual system if possible. Althogh essences seem vital, it is possible to discard them...
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 12, 2015, 08:03:17 pm
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.))
((Try combining that with force-type spells, and now you could kill someone with only +2/+2 or less(well, actually because it has more roll, so it becomes pot+str/cmp+dex roll instead)))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 12, 2015, 09:05:36 pm
I just want a system based on creativity rather than pure number management. And I want a simple elegant system rather than an increasing amount of rules patched onto a broken system.
This. I'd move my vote (number restriction) to the ritual system if possible. Althogh essences seem vital, it is possible to discard them...

I think suggested an idea in the initial nerf round of having a duel system, 1being essence based for quick spells, and the other being ritual magic, a slower yet more powerful magic that takes time and preparation. So I will ask again now, is it necessary to debuff essence (quick spell) based magic and replace it when we could create other magical options.

Even if essences as we know it are removed I for one will continue to use them. (Albeit I may need to enchant an object to break any new essence rules)

Here is an example of how ritual and essence magics could blend. You draw a summoning circle. You place objects that will be sacrificed within the ritual in the correct location, then you use essences to power up the ritual. (The original creation of vortex bane is a proto-type example of this)
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 09:18:47 pm
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.))
((Try combining that with force-type spells, and now you could kill someone with only +2/+2 or less(well, actually because it has more roll, so it becomes pot+str/cmp+dex roll instead)))
((That doesn't change the fact that—if you flub *one* roll, and it's a roll you likely have penalties on—your opponent has a 100% chance to kill you. One-turn kills should require creativity and preparation, and no, essences don't count as preparation.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 12, 2015, 09:33:01 pm
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.))
((Try combining that with force-type spells, and now you could kill someone with only +2/+2 or less(well, actually because it has more roll, so it becomes pot+str/cmp+dex roll instead)))
((That doesn't change the fact that—if you flub *one* roll, and it's a roll you likely have penalties on—your opponent has a 100% chance to kill you. One-turn kills should require creativity and preparati
on, and no, essences don't count as preparation.))
((Remember 'or less'? You could essentially insta-incapicate someone without using any essences at all.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 12, 2015, 09:35:45 pm
I have thought it over some more and I hereby change my vote to ritual magic
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 12, 2015, 09:44:37 pm
Keep in mind that one of the things I like about Roll to Magic is that combat is short and exciting, and doesn't drag on and on like the combat of other RTD's. Sure, it may take a while for a combat to happen, but that's part of why I joined F.E.C.E.S.- they help shake things up and make people spend essences before they can reach uber-do-everything levels of power.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 10:02:22 pm
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.))
((Try combining that with force-type spells, and now you could kill someone with only +2/+2 or less(well, actually because it has more roll, so it becomes pot+str/cmp+dex roll instead)))
((That doesn't change the fact that—if you flub *one* roll, and it's a roll you likely have penalties on—your opponent has a 100% chance to kill you. One-turn kills should require creativity and preparati
on, and no, essences don't count as preparation.))
((Remember 'or less'? You could essentially insta-incapicate someone without using any essences at all.))
((I'm aware. My point was that if you fail to interrupt them—which is extremely likely, if you just joined haven't pumped up STR—the other person can definitely kill you.))

Out of curiosity: DG, could you run the numbers on incapacitating/interrupting someone with an unarmed blow? Or, if that takes too much time, I'd like to know the minimum rolls required to interrupt someone with a punch.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 12, 2015, 10:13:23 pm
I'm guessing about 25% incapacitation. 50% chance to hit them, and 50% chance to stun or incapacitate if it hits. Of course it would also depend on stats and weapons/armour.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 12, 2015, 10:27:51 pm
I'm guessing about 25% incapacitation. 50% chance to hit them, and 50% chance to stun or incapacitate if it hits. Of course it would also depend on stats and weapons/armour.
((The hit chance would be 100% if they're casting a deathspell, thanks to the absurd DEX penalty. Still, that's a 50/50 chance of dying in one turn.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 13, 2015, 06:24:54 am
With no +/- on either side, stunning someone is 5/36 chance with unarmed blow.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 13, 2015, 06:50:45 am
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.))
((Try combining that with force-type spells, and now you could kill someone with only +2/+2 or less(well, actually because it has more roll, so it becomes pot+str/cmp+dex roll instead)))
((That doesn't change the fact that—if you flub *one* roll, and it's a roll you likely have penalties on—your opponent has a 100% chance to kill you. One-turn kills should require creativity and preparati
on, and no, essences don't count as preparation.))
((Remember 'or less'? You could essentially insta-incapicate someone without using any essences at all.))
((I'm aware. My point was that if you fail to interrupt them—which is extremely likely, if you just joined haven't pumped up STR—the other person can definitely kill you.))

Out of curiosity: DG, could you run the numbers on incapacitating/interrupting someone with an unarmed blow? Or, if that takes too much time, I'd like to know the minimum rolls required to interrupt someone with a punch.))
((The thing is, the force caused by the spell could be used to amplify the force of the punch(STR roll is supported by POT roll). Fail on CMP, and you lose your arm(and life).))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 13, 2015, 11:55:36 am
5/36
((Thanks. That probably gets a bit better with a huge DEX penalty, but it's still probably not good odds.))

Quote
((The thing is, the force caused by the spell could be used to amplify the force of the punch(STR roll is supported by POT roll). Fail on CMP, and you lose your arm(and life).))
((Not everyone has affinities that can support them in unarmed combat, and that just adds two more rolls they can fail. Trying to boost a punch would only make things worse, unless you used essences.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 13, 2015, 03:13:45 pm
((There is an argument to be made, that being mages, you are better at magic than you are at fist-fighting.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 13, 2015, 03:36:24 pm
Remember Whaz the Gloomy? Or Azenfar the Quick Death? Now those were two mages who could really hold their own in a fist fight.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 13, 2015, 03:39:06 pm
Remember Whaz the Gloomy? Or Azenfar the Quick Death? Now those were two mages who could really hold their own in a fist fight.
((If they hadn't come here, they would had had decent chances at becoming the Archchancellor of Unseen University.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 13, 2015, 05:59:39 pm
((I've thought things over, and I feel like fighting should be more about quick actions and spellcasting, rather than "kabam I kill you" spells all over.

Combat penalties would help, but if the opponent is unable to stop your amazing buffed spell, he's doomed. Imagine getting laser blasted from across a hex or two, and a homing modifier. No chance. Laser. FAL (fast as light). Even worse, the mage who did that to you simply blasted it out of nowhere with a 100% success rate cause he dumped a lot of essences in, as if there was no nerf at all.

Essence caps could fix that last part, though it would prevent anyone from attempting any particularly powerful spells on their own; alliances would become much more important, and then we get locked in a Cold War-type scenario. Doesn't sound like much fun.

Finally, there's the ritual magic thing. I imagine the old essences could be ejected into the world as usable trinkets for the rituals (so they don't just poof into nothing). Any cross-the-map instakill spells would require both time and resources, giving any potential targets time to prepare and increase chances of survival - or to attempt to mess up the ritual. In fights, the mages would be left with smaller spells and their items, leading to more strategy- and luck-driven battles.

My final vote is for rituals.

(And by the way, has anyone heard of Avatar: The Last Airbender TV series? You basically HAD to be good at fighting to do any good fire/earthbending.)))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 13, 2015, 06:00:45 pm
Remember Whaz the Gloomy? Or Azenfar the Quick Death? Now those were two mages who could really hold their own in a fist fight.
((If they hadn't come here, they would had had decent chances at becoming the Archchancellor of Unseen University.))

((Because they were actually fit?

...It sounds like mages outside the island are even more incompetent than we are.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 13, 2015, 06:18:31 pm
Remember Whaz the Gloomy? Or Azenfar the Quick Death? Now those were two mages who could really hold their own in a fist fight.
((If they hadn't come here, they would had had decent chances at becoming the Archchancellor of Unseen University.))

((Because they were actually fit?

...It sounds like mages outside the island are even more incompetent than we are.))

Consider this: The castle was a colaborative effort, and it took 130 POT. So for a solo mage, that would be 200 POT, or so. While length of a turn in a value entirely related to the plot, it is usually below one minute. Jase could build a fortress against both physical and magical, with dangerous traps inside and magical cannons outside in less than four hours.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 13, 2015, 07:23:30 pm
Consider this: The castle was a colaborative effort, and it took 130 POT. So for a solo mage, that would be 200 POT, or so. While length of a turn in a value entirely related to the plot, it is usually below one minute. Jase could build a fortress against both physical and magical, with dangerous traps inside and magical cannons outside in less than four hours.

((So, we're not lousy mages after all? Neat.

Actually... given 24 hours, we could probably conquer the multiverse. Anyone else want to give that a shot?))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 13, 2015, 08:07:17 pm
((lets start smaller, lets conquer that forest first. we can enslave the ents))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 13, 2015, 08:11:48 pm
((lets start smaller, lets conquer that forest first. we can enslave the ents))
((Ha-ha-ha. Very funny. I'll look for your dead body in the bushes later.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 13, 2015, 08:48:12 pm
((lets start smaller, lets conquer that forest first. we can enslave the ents))
((Ha-ha-ha. Very funny. I'll look for your dead body in the bushes later.))
((Little did anyone know but in the reality, the ents are more powerful than any of us mere mages. Because they maintain the natural balance on the duck or something like that))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 13, 2015, 10:37:27 pm
((Poketwo got banned, which is unfortunate because he just woke up for his fight against Kahel and I wanted to see how that went.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: AoshimaMichio on December 13, 2015, 11:50:28 pm
((lets start smaller, lets conquer that forest first. we can enslave the ents))

((Another name onto the list. I should write those names down somewhere before I forget them...))

((Poketwo got banned, which is unfortunate because he just woke up for his fight against Kahel and I wanted to see how that went.))

Really? What he did to earn that?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 13, 2015, 11:56:59 pm
I don't know, wasn't there when it happened. Just saw a post saying he was banned.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 14, 2015, 01:16:31 am
((I've thought things over, and I feel like fighting should be more about quick actions and spellcasting, rather than "kabam I kill you" spells all over.

Combat penalties would help, but if the opponent is unable to stop your amazing buffed spell, he's doomed. Imagine getting laser blasted from across a hex or two, and a homing modifier. No chance. Laser. FAL (fast as light). Even worse, the mage who did that to you simply blasted it out of nowhere with a 100% success rate cause he dumped a lot of essences in, as if there was no nerf at all.

Essence caps could fix that last part, though it would prevent anyone from attempting any particularly powerful spells on their own; alliances would become much more important, and then we get locked in a Cold War-type scenario. Doesn't sound like much fun.

Finally, there's the ritual magic thing. I imagine the old essences could be ejected into the world as usable trinkets for the rituals (so they don't just poof into nothing). Any cross-the-map instakill spells would require both time and resources, giving any potential targets time to prepare and increase chances of survival - or to attempt to mess up the ritual. In fights, the mages would be left with smaller spells and their items, leading to more strategy- and luck-driven battles.

My final vote is for rituals.

(And by the way, has anyone heard of Avatar: The Last Airbender TV series? You basically HAD to be good at fighting to do any good fire/earthbending.)))
((For light-speed projectiles(or just really fast), add a DEX roll only on the attacker's side(or any other kind of roll that affects one's perception). That simulates if the attacker doesn't turn their face(or eyes) fast enough to see their target, the target sees through the attack and dodge it before the light-speed projectile fired.
As for the ritual, you just need to place yourself a unknown thing that lasts for several turns(2?) and then BAM, someone's dead without them knowing what happened.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 14, 2015, 02:14:05 am
((Poketwo got banned, which is unfortunate because he just woke up for his fight against Kahel and I wanted to see how that went.))
((Welp. So much for an epic duel between cruel mage-hunter and eversleeping chaos sorcerer...))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 14, 2015, 05:51:27 am
((Poketwo got banned, which is unfortunate because he just woke up for his fight against Kahel and I wanted to see how that went.))
((Welp. So much for an epic duel between cruel mage-hunter and eversleeping chaos sorcerer...))
((Also we may never see how he had planned to win the game))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 14, 2015, 09:51:46 am
((I wantssss the font of magicssss in your foresssst ssssoooo badly....))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 14, 2015, 10:13:01 am
Quote
As for the ritual, you just need to place yourself a unknown thing that lasts for several turns(2?) and then BAM, someone's dead without them knowing what happened.))
((Thing is, you'd be spending multiple turns—more than 2, I'd imagine, assuming you want to hit someone from multiple tiles away—on a spell not even guaranteed to work; what if the target moves, or happens to go under cover? Personally, I'd be disinclined to burn several turns in hopes of maybe blasting a specific player.))

((Notably, more time spent on a stronger spell also means a higher chance of the target moving—that seems like a good balancer.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 14, 2015, 10:16:13 am
((lets start smaller, lets conquer that forest first. we can enslave the ents))

((Another name onto the list. I should write those names down somewhere before I forget them

((BRING IT NATURE BOY!))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 14, 2015, 10:54:02 am
Quote
As for the ritual, you just need to place yourself a unknown thing that lasts for several turns(2?) and then BAM, someone's dead without them knowing what happened.))
((Thing is, you'd be spending multiple turns—more than 2, I'd imagine, assuming you want to hit someone from multiple tiles away—on a spell not even guaranteed to work; what if the target moves, or happens to go under cover? Personally, I'd be disinclined to burn several turns in hopes of maybe blasting a specific player.))

((Notably, more time spent on a stronger spell also means a higher chance of the target moving—that seems like a good balancer.))
((Step 1: Go on a ritual for a touch-based instakill(pm it)
Step 2: Make the ritual go endless until someone disturbs
Step 3: Let the disturber touch you/touch them
You know what happens next.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 14, 2015, 11:05:36 am
Quote
As for the ritual, you just need to place yourself a unknown thing that lasts for several turns(2?) and then BAM, someone's dead without them knowing what happened.))
((Thing is, you'd be spending multiple turns—more than 2, I'd imagine, assuming you want to hit someone from multiple tiles away—on a spell not even guaranteed to work; what if the target moves, or happens to go under cover? Personally, I'd be disinclined to burn several turns in hopes of maybe blasting a specific player.))

((Notably, more time spent on a stronger spell also means a higher chance of the target moving—that seems like a good balancer.))
((Step 1: Go on a ritual for a touch-based instakill(pm it)
Step 2: Make the ritual go endless until someone disturbs
Step 3: Let the disturber touch you/touch them
You know what happens next.))
((Isn't this also possible with essences, though? You could enchant your hand with death, or something. Also, if someone disturbed your ritual with a ranged attack, you'd have wasted a bunch of turns.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Beirus on December 14, 2015, 12:44:32 pm
((What if we make rituals similar to channeled casting and make the essences into foci for the rituals. You could add up to a certain limit each turn to add to the CMP/POT of the ritual spell, along with other miscellaneous items that would add additional effects to the ritual or change the resulting spell in some way.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 14, 2015, 01:42:31 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: AoshimaMichio on December 14, 2015, 01:54:52 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
((And current system doesn't?))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 14, 2015, 02:24:20 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
((And current system doesn't?))

((There hasn't been a single not face-to-face murder yet. It is ratherr surprising.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 14, 2015, 02:42:59 pm
Forgotten blaze and accelerator already?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Sarrak on December 14, 2015, 03:19:52 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
((And current system doesn't?))
((There hasn't been a single not face-to-face murder yet. It is ratherr surprising.))
((Not every mage would follow an unspoken duel codex. There are some that would rather exploit presumed concepts for their own gains. First examples, such as Dwen and Marcus, already tried - and barely failed.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 14, 2015, 04:35:45 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
((And current system doesn't?))

((There hasn't been a single not face-to-face murder yet. It is ratherr surprising.))
What I meant was that the Ritual system wouldn't fix that.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 14, 2015, 04:41:59 pm
Forgotten blaze and accelerator already?
((It was a fist to chest, but it still counts.))

Arrgh. I don't want to seem to be too much FOR essence keeping, as rule changes are ultimately decided by you guys, and I'd rather not influence that, but both ending up with no essences and having somone with enough essences to snipe people across the map is kinda your own fault. You could had not spent so many before, and you could had killed them before they became global snipers.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 14, 2015, 04:51:12 pm
I honestly think the rules are fine as they are. If the guys are so afraid of Magic snipeing make an essence nullifer or something. And it's not like it will stop pepole from makeing "rings of +x stat"
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 14, 2015, 08:11:02 pm
See, the problem with the ritual system is that it encourages killing people from across the map, instead of in glorious combat.
It doesn't encourage it, per se; it actually makes it more difficult, since the target might have moved away by the time you've finished your spell. It just makes close-up combat more dangerous for established players.

I honestly think the rules are fine as they are. If the guys are so afraid of Magic snipeing make an essence nullifer or something. And it's not like it will stop pepole from makeing "rings of +x stat"
I—what? An "essence nullifier"? Is that a thing that can be made? While it won't stop people from making +stat rings, those aren't nearly as bad as essences, and can already be made anyway.

Forgotten blaze and accelerator already?
((It was a fist to chest, but it still counts.))

Arrgh. I don't want to seem to be too much FOR essence keeping, as rule changes are ultimately decided by you guys, and I'd rather not influence that, but both ending up with no essences and having somone with enough essences to snipe people across the map is kinda your own fault. You could had not spent so many before, and you could had killed them before they became global snipers.
Problem is, you can't always tell whether someone's going to be a global sniper. They might just be stockpiling essences to build something cool, enchant an item, or whatever. Killing people whenever they go over X essences would require obsessive charsheet-watching, and also be kinda meta and unpleasant.

As for not spending so many before: that's not always possible. Maybe somebody with a bunch of essences picked a fight. Maybe two somebodies picked fights in a row! Also, since you can carry as many essences as you like, it isn't really strategic; maybe if there was a hard  carry cap of 5 essences or so.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 15, 2015, 07:18:10 am
Presumably.  We won't know until we try to make one. Think outside the box people. We are mages!
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 15, 2015, 08:54:15 am
Well, the thing is, I like direct mage-to-mage fights, and the ritual system discourages that.

Who's to say that the ritual can't track someone? If you had a hair or a nail or something, you could probably make it target wherever the target is.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 15, 2015, 03:18:43 pm
Well, the thing is, I like direct mage-to-mage fights, and the ritual system discourages that.

Who's to say that the ritual can't track someone? If you had a hair or a nail or something, you could probably make it target wherever the target is.
And unless you're very stealthy (or lucky) getting a taglock will instead result in a fight with whoever you were trying to target. Running away would only encourage tracking and bounty hunting.

Though it would be quite hilarious if your supposed "mage X hair" was actually that of a field mouse or other random animal.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: ATHATH on December 15, 2015, 04:41:22 pm
Well, the thing is, I like direct mage-to-mage fights, and the ritual system discourages that.

Who's to say that the ritual can't track someone? If you had a hair or a nail or something, you could probably make it target wherever the target is.
And unless you're very stealthy (or lucky) getting a taglock will instead result in a fight with whoever you were trying to target. Running away would only encourage tracking and bounty hunting.

Though it would be quite hilarious if your supposed "mage X hair" was actually that of a field mouse or other random animal.
It's not that hard. Marcus left with one of Jase's hairs when he left the castle (I think it was the first time, but I'm not sure). I was going to make Jase constantly look like a clown, no matter what he did, but Dwen made his power-grab and distracted me.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 16, 2015, 01:50:48 am
Well, the thing is, I like direct mage-to-mage fights, and the ritual system discourages that.

Who's to say that the ritual can't track someone? If you had a hair or a nail or something, you could probably make it target wherever the target is.
And unless you're very stealthy (or lucky) getting a taglock will instead result in a fight with whoever you were trying to target. Running away would only encourage tracking and bounty hunting.

Though it would be quite hilarious if your supposed "mage X hair" was actually that of a field mouse or other random animal.
It's not that hard. Marcus left with one of Jase's hairs when he left the castle (I think it was the first time, but I'm not sure). I was going to make Jase constantly look like a clown, no matter what he did, but Dwen made his power-grab and distracted me.
Hahaha, that would've been hilarious. Regardless, if someone is caught in the act (pulled too hard on that rather attached hair, perhaps?)... *one of those cartoon dust cloud fights*

Obviously, part of this would be whether the characters would recognize what in the world this guy is doing hanging behind people's backs all the time. :P
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 16, 2015, 12:25:50 pm
SPD/DEX penalties are winning, I will leave the pool until next turn, although I doubt results will change.

However, is someone thinks up a formula for me to use when calculating how much CMP/POT ritual gets over time, and convinces the rest that the formula is not OP/too weak/nonsensical, I will add rituals.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 16, 2015, 12:48:49 pm
Technically they are tied since a couple people changed their votes and posted about it in thread.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 16, 2015, 01:11:40 pm
SPD/DEX penalties are winning, I will leave the pool until next turn, although I doubt results will change.

However, is someone thinks up a formula for me to use when calculating how much CMP/POT ritual gets over time, and convinces the rest that the formula is not OP/too weak/nonsensical, I will add rituals.
So rituals as a secondary feature? Neat!
Here's something random I thought up (slapped-together concept incoming, use what you like from it):
Spoiler: Ritual mechanics idea (click to show/hide)
Oh, er, before you read this... It's very big and overcomplicated, probably. I don't expect this to be used; the amount of rules here could merit an entire system.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 16, 2015, 01:28:53 pm
I like it. But I think simple rituals should be preformable without an item
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: AoshimaMichio on December 16, 2015, 01:55:53 pm
That is lots of rules. Dunno if I like too complicated magics. And more rules you add, more things DG has to keep track of. But I agree with few points: Rituals are stationary and cannot be paused. Failure to follow this rule should result uncontrolled magical discharge.

Ritual stability is a thing. Possible to lose but also possible to regain. Lose stability completely and gain explosion of wild magic.

And I don't like mixing essences with rituals.

Hmm, every turn ritual is going on POT roll is added to ritual power. When ritual ends, final tally is multiplied by some number related to ritual duration. Larger multiplier for longer rituals. Each additional caster increases the multiplier, but with diminishing returns. This way more caster means more power faster, but at some point it doesn't make much difference if you have 10 or 50 casters.
I'm playing with the math to see what would work best.

Edit: Numbers grow way too fast. If multiplier is seriously dropped low, then single turn joint casting such as creation of council tower should probably be banned (because that was quite owerpowered even back then).

E2: Maybe power added to ritual each turn diminish as number of casters grows? A*X. A=Total POT added to ritual power on one turn. X = number of casters multiplier. X starts from 1 and gradually gets lower as more casters join.
Hrm... I dunno where this is going...
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 16, 2015, 04:06:59 pm
((I have an idea for a system of ritual.

Since Rituals Are Meant To Take more Time And Preparation, The Shortest Basic Ritual Takes 2 Turns.

In The First Turn, A "Head" Mage states what the spell casted will be in the ritual (This can be public or private).

Once this is done, All Mages Participating in the ritual may choose to sacrifice items, shards, essences, etc. to help power up/ improve the chances of success for the ritual. (This works the same way as when casting quick spells).

Next, a roll is done for Potency and Luck using a D6<0 - 5> (Where the scores of all participating mages are combined)
If Potency on this first turn is 0 or less, the spell fizzles out and dies.

If Potency is greater than 0 but Luck is less than or equal to 0, the ritual collapses and a random magical will effect anyone near the casting site, with power and area effected being dependent on total potency so far.

On the next turn, the "Head" mage decides whether or not to continue the ritual. If he/she decides to halt the ritual, the spell fizzles out and all essences/magic shards/ items used on the ritual are destroyed and the power is lost.

If the "Head" Mage continues the spell, he may decide to declare that this is the final turn for casting the spell.

In every case where the spell continues, the D6 dice from earlier are rolled. If the total amount of Luck and Potency contributed on a given turn (Dice scores + Stuff Sacrificed) is 0 or less, the spell will collapse (Before deciding on collapse spell effect add on any bonuses that would have been counted to the total stats of the spell.)

Assuming that the spell doesn't collapse, add the total amount of bonuses gained on that turn to the spell's total stats.

(The head mage will have speed reduced to 0 while casting for the purpose of interfering mages, but all other participating mages can join or leave the ritual as they please. (although if this is their first time joining a spell, they must get permission from the "Head" mage.)))

((EDIT: I just read the posts above mine and saw that a similar system was proposed))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 16, 2015, 04:42:39 pm
I just want a system based on creativity rather than pure number management. And I want a simple elegant system rather than an increasing amount of rules patched onto a broken system.
This. I'd move my vote (number restriction) to the ritual system if possible. Althogh essences seem vital, it is possible to discard them...
I have thought it over some more and I hereby change my vote to ritual magic
If you accept these two vote changes, then essences being replaced with ritual magic is winning the poll right now.

For the rituals I think that the simpler the system the better it is, for the most part.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 16, 2015, 05:01:27 pm
I just want a system based on creativity rather than pure number management. And I want a simple elegant system rather than an increasing amount of rules patched onto a broken system.
This. I'd move my vote (number restriction) to the ritual system if possible. Althogh essences seem vital, it is possible to discard them...
I have thought it over some more and I hereby change my vote to ritual magic
If you accept these two vote changes, then essences being replaced with ritual magic is winning the poll right now.

For the rituals I think that the simpler the system the better it is.

Huh. Makes the discussion about the Ritual system all the more relevant. And now I've begun thinking about it and thought up a new game setting.
Spoiler: IfAnyoneWantsToRun (click to show/hide)
But it is not what we are looking for here.
Chosen Item afinities have to relate to main afinity of the user in direct or symbolic way, each turn of channeling is an extra d6
Spoiler: d6 (click to show/hide)
If half or more items are out, ritual colapses. Ritual can not use more than two items per mage using the ritual.

It would take a bit of tracking and has "big spells only" writen all over it, but that seems to be what it was suposed to be. Thoughts?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 16, 2015, 06:00:30 pm
I don't know......
mmm...... what if we go for using essences in rituals? we start the ritual and each turn after we can put ONE essence in. so essences are still useful but you cant kill someone on your first turn with a big mega spell because you have to wait for the next turn to give it power with the essence.

it would be useful for making objects and things, while avoiding BOOM "I win cuz I haz mora essences."   

ritual spells in combat would only be viable if you had someone to cover you while you cast. witch still leaves time for a fight and to disrupt the ritual.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 16, 2015, 10:39:25 pm
((Endlessblaze, what was your original choice? I have a feeling that it was for an essence cap, but I'm not certain.))

In any case, using essences in rituals would be incredibly slow. To get just a +2+2 bonus, you'd need a turn or two (assuming you're lucky) to make the +1+1 essences, then two turns to complete the ritual to use them. I don't feel like wasting four turns on what's (at best) a mediocre spell.

That's really the largest problem I have with exchanging essences for rituals. Essences, a least, can be made in the background, but the time and effort it would take to get even small bonuses with the proposed ritual systems is ridiculous.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 16, 2015, 10:59:51 pm
number cap was my first
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 16, 2015, 11:02:41 pm
((The main problem, in my opinion, with rituals, is that the game would get much less fun and much, much, slower to play.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: AoshimaMichio on December 17, 2015, 12:00:05 am
((The main problem, in my opinion, with rituals, is that the game would get much less fun and much, much, slower to play.))
Now how often you would use big spells anyway?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Whisperling on December 17, 2015, 07:09:11 am
number cap was my first

((In that case, SPD/DEX penalties and rituals should be tied at 10 right now.))


((The main problem, in my opinion, with rituals, is that the game would get much less fun and much, much, slower to play.))
Now how often you would use big spells anyway?

((I don't use big spells very often, but I do use ones with small bonuses for things like research and items. I really don't want to sit around doing nothing for three turns just to cast a spell with a relatively minor bonus.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: FallacyofUrist on December 17, 2015, 09:04:49 am
((Well said.))
((And considering Old King Coal's plans: there are going to be a lot of big spells in his future.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 17, 2015, 10:22:42 am
number cap was my first

((In that case, SPD/DEX penalties and rituals should be tied at 10 right now.))


((The main problem, in my opinion, with rituals, is that the game would get much less fun and much, much, slower to play.))
Now how often you would use big spells anyway?

((I don't use big spells very often, but I do use ones with small bonuses for things like research and items. I really don't want to sit around doing nothing for three turns just to cast a spell with a relatively minor bonus.))
((I can't see three turns being necessary for a minor bonus; ideally, one would only require one turn of preparation, or maybe a related item. Heck, for a +1 bonus, just going last in the turn might be penalty enough.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 17, 2015, 09:34:14 pm
Maybe we could combine rituals with essence cap, so middle-tier spells are still readily accessible but rituals required for larger ones?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 17, 2015, 09:36:42 pm
Maybe we could combine rituals with essence cap, so middle-tier spells are still readily accessible but rituals required for larger ones?
((That wouldn't solve the combat problem, unless we threw in the penalty, as well, and that's just too complicated.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: fillipk on December 18, 2015, 01:48:58 pm
Maybe we could combine rituals with essence cap, so middle-tier spells are still readily accessible but rituals required for larger ones?
And this was my original idea, thank you.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 19, 2015, 04:02:51 pm
I think this is taking too long. It's annoying seeing the game put on hold for this. Should we keep arguing, or leave the game as it is? I just want things to move forward for a change.

Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: endlessblaze on December 19, 2015, 04:19:10 pm
I say we just leave the game as is. honestly I'm not sure what started this essence argument anyways.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 19, 2015, 04:26:04 pm
I think this is taking too long. It's annoying seeing the game put on hold for this. Should we keep arguing, or leave the game as it is? I just want things to move forward for a change.

Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
Things are on hold until xmas wether or not you argue. It's just that I have several deadlines thet converge before winter break, and I kinda want not to fail.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: thegamemaster1234 on December 19, 2015, 07:23:06 pm
I think this is taking too long. It's annoying seeing the game put on hold for this. Should we keep arguing, or leave the game as it is? I just want things to move forward for a change.

Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
Things are on hold until xmas wether or not you argue. It's just that I have several deadlines thet converge before winter break, and I kinda want not to fail.
Oh. That's understandable. Winter break has already started for me, so I didn't know. Still, I don't want the game delayed any longer than necessary (past when you're ready to).
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 21, 2015, 02:58:47 am
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
be my test subject please
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 21, 2015, 10:52:48 am
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 21, 2015, 03:17:15 pm
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.

((Its still will be possible to snipe people form across the board if essences are removed, it will just take a bit more preparation))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 21, 2015, 03:55:11 pm
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.
((Its still will be possible to snipe people form across the board if essences are removed, it will just take a bit more preparation))
By "a bit more preparation", you mean "several turns of casting, during which the player likely will have moved away," right? That's pretty different from always-available death magic.

Anyway, even if cross-hex deathspells can't be entirely removed, better for them to be hard than easy, right?
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 21, 2015, 03:59:21 pm
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.
((Its still will be possible to snipe people form across the board if essences are removed, it will just take a bit more preparation))
By "a bit more preparation", you mean "several turns of casting, during which the player likely will have moved away," right? That's pretty different from always-available death magic.
((By my curent uderstanding of how rituals would work, ritual could be aimed at a person and not a place, menaing they can't just walk away, and several turns of previous casting are kinda required for essence snipes too. Secrecy can be maintained through PM's as to what the ritual will do. The only diference I see would be that caster(s) would need to stand still for that time, and (only if my sugested method is used) require ingredients.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: NAV on December 21, 2015, 04:28:11 pm
With essences you spend a while preparing, then you can cast whatever big spells you want whenever you want.

Rituals you spend a while preparing then you can cast a certain big spell at a certain time.

That is the main difference. Second one requires much more strategy and planning ahead to use effectively. Yes you can snipe someone from across the map but not at a moments notice.
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: Elephant Parade on December 21, 2015, 04:55:57 pm
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.
((Its still will be possible to snipe people form across the board if essences are removed, it will just take a bit more preparation))
By "a bit more preparation", you mean "several turns of casting, during which the player likely will have moved away," right? That's pretty different from always-available death magic.
((By my curent uderstanding of how rituals would work, ritual could be aimed at a person and not a place, menaing they can't just walk away, and several turns of previous casting are kinda required for essence snipes too. Secrecy can be maintained through PM's as to what the ritual will do. The only diference I see would be that caster(s) would need to stand still for that time, and (only if my sugested method is used) require ingredients.))
((Maybe being the target of a ritual should give you some kind of vague feeling after a few turns? An itching scalp, or something. Or some sort of appropriate environmental cue, maybe; a lightning ritual could cause clouds to appear, for example.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: H4zardZ1 on December 21, 2015, 09:09:20 pm
Also, even though there is all this talk of sniping across hexes, nobody's actually done it yet.
If essences aren't removed, I will change that; maybe not with this character, but certainly with my next.
((Its still will be possible to snipe people form across the board if essences are removed, it will just take a bit more preparation))
By "a bit more preparation", you mean "several turns of casting, during which the player likely will have moved away," right? That's pretty different from always-available death magic.
((By my curent uderstanding of how rituals would work, ritual could be aimed at a person and not a place, menaing they can't just walk away, and several turns of previous casting are kinda required for essence snipes too. Secrecy can be maintained through PM's as to what the ritual will do. The only diference I see would be that caster(s) would need to stand still for that time, and (only if my sugested method is used) require ingredients.))
((Maybe being the target of a ritual should give you some kind of vague feeling after a few turns? An itching scalp, or something. Or some sort of appropriate environmental cue, maybe; a lightning ritual could cause clouds to appear, for example.))
((About feeling, tingling is perfect for electric, nausea for both force and disease, feeling less pain for healing, etc.
Upon being turned to certain materials, the feeling is like being the material itself, like being turned into a gray stone causes you to feel gray and heavy.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: star2wars3 on December 26, 2015, 12:46:00 pm
((What about when you are targeted by a ritual you get the feeling that something is going to happen.))
Title: Re: Roll to Magic: Turn 134 Plots and Conflicts
Post by: DreamerGhost on December 26, 2015, 06:40:14 pm
Turn 135

Kahel muttered a curse while preparing a new spell. Seems like Chaos Gods still oversaw their adept. Demon was out for a moment, so it fell upon the Changer to thwart his godly counterpart plans on this reality.

Stop-freeze sorcerer in one place and finish him with cutlass charge. Use three essences (2 +1 and +1/+2) He's alive, so screw this. All essences!
"I! WAS! SLLLEEEEEEEEEEEEPPPPPIIINGGGGGGGGGGG!"

SEND THIS GIT STRAIGHT TO THE BASILICA OF TORMENT!(Before he kills me) HALF OF MY ESSENCES AND A SHARD
ALSO, RUN AWAY!

Spoiler (click to show/hide)

Kahel and Romanticarnus rushed to curse each other and Kahel proved swifter of the two. Romanticarnus froze solid, unable to move even a finger; he stood as a contender for most elaborate ice statue. Kahel calpmy walked over and swung his cutlass at the offending sorcerer. With a loud *twang*, it bounced off leaving only a small cut. It was on the neck, and would usually be considered a major wound, but it was not exactly the decapitation he expected. Suddenly, Kahel felt a bit more understanding of Ice demons' hate of the dwarf.

((Only issue I see with my turn is that my throne is electrum, not gold.))

give the golem better assimilation ability   
Spoiler (click to show/hide)

Flare pondered how to empower his golem. As it had liquid body it would seem that the best way would be to increase its mass. But yet again, how? Flare decided to abandon anything complicated and just pumped power into his creation. Immediately, Flare felt a pull towards his golem. The golem itself seemed to shrink, although that was just an increase in density. As Flare found out moments later, it was not that he was attracted to the golem, but his many metal items. The golem was now magnetic, although it seemed to attract all metals, not just iron.

"My, you are a worthy opponent!"

Old King Coal frowned as he considered his engagement. The creature, for all its powers, seemed simply to be playing(dangerously, anyway) with him. Hold on a minute.

"Wait a minute. You're not some sort of independent hunter. That's not your nature. You've been waiting so long for your master to return... but he's gone now. Or at least he should be gone. You are a minion. And a rather good one, at that. This was a test, methinks. And yes, I could try a new attack. I could use my powerful bone magic to destroy you. But I'm Lawful Evil, not Chaotic Evil. So I'm going to give you a choice, assuming you can understand me: Join me or die."

And with that, still on guard though, Old King Coal attempts to recruit the incredible creature.

Spoiler (click to show/hide)

The creature stopped to listed to King Coal, it waited as he spoke, and keen intelligence glistened in its eyes. It listened, and when King finished speaking it roared joyously(?) and beat it's chest with its mighty claws as a drum. Old king smiled and hoped that his new pet was not too playful. It would make no sense losing limbs to a friendly dive.

Hide in the tower. Create 3 essences.
Spoiler (click to show/hide)

Gloomier left the portal and walked off towards the eldritch tower nearby. It seemed like a happening kind of place, which meant that Gloomier was rather surprised to find the place practically empty. There was a bubble with shadowy something trapped inside in the middle of the courtyard, but beside that, it was empty. That was just as well, as Gloomier did not want to meet anyone just yet. He walked inside the tower and wandered down one of many corridors, finishing the trip in one unremarkable empty chamber with only one window to outside.

It's simple pit, right? No tunnels anywhere? In that case tear spikes off of the walls/floors/wherever they are attached to (grab few) and start digging one side of the pit to make it collapse, thus making easier path up. Or alternatively, if the pit is shallow enough then just climb up.

Look for traces who might have dug this. Ask plants around if they know anything.


Shias looked around. The pit was a bit too deep and the walls were too steep to climb out on his own (The lack of hands was coming back to bite). Upon closer inspection Shias saw that there were many tiny tunnels in the walls, but they were empty, whatever would use them were not here yet for some reason.

The plants around were quite helpful with information. Roots spoke of tiny creatures that buried around them, toiling for months to craft the pit. They collected broken branches and sharpened and placed them as a trap. Animals would occasionally fall in, die and eventually be devoured by the tiny creatures. Bones would be removed, and trap would be rebuilt. They were as ants in their ways, just larger and smarter.

((Welcome back.))

"Quickly we must head to the volcano, time is of the essence."

Continue towards the volcano make 3 demon essences.
Pmed action

Spoiler (click to show/hide)

Blake and Gog were about to turn around a corner of the castle, when Blake heard something strange. There were geese quacking, from somewhere westwards. Birds, usually, were nothing too strange, which confused Blake, as he thought why his well-honed instincts said it was strange. However, he trusted himself, and looked westwards, towards the hills. Then he remembered. In all the time he was here, he did not see any life larger than a bug, unless it was affiliated with other wizards. His suspicions proved correct, as a flock of geese flew over the hill and rushed him and his servant. Both managed to jump out of the way of the angry birds, but both landed on their stomach, making them waste precious seconds getting up which meant that geese were now all over them.

Continue onwards, going to the ruined castle instead. Boredom means it's a great time for essence roulette, so do that once I travel as far as I'm going to get this turn. If the fortress' auras are working properly, doing the essence roulette there would be a good plan.

Don't forget about my ring of +1 luck, or, should I happen to be in the fortress, the luck aura.


Spoiler (click to show/hide)

Viznor began his trip towards the ruined castle once more, leaving unknown mage behind. The mage was slightly unnerving, and Viznor took good care to make distance as quickly as he could without appearing too suspicious. Soon, he reached the tower, still upright, and with aura circles restored above it. It was a good enough place for a stop and power focusing, so good that Viznor opted to pause his trip there even though he felt that he could still continue for a while. Viznor found a quiet corner and began pulling on his power for as long as he could manage. Soon, he felt he could do it no more, and his newest essence collapsed, magic diving for his mind, but stopping midway and turning towards blue pyramid instead. On base of the pyramid, the only even wall, a picture of a book appeared. It would seem that now his choice in the matter would be limited merely to wether or not to use it.

"Nothing to see here anymore... except the orb."
Pick the orb. Go west, and a bit south(1/3 of west).
Spoiler (click to show/hide)

Destra took the orb from the doctor, noting that it was somewhat strange to move, as if it was full of liquid. Some identification magic later, Destra figured out why that was. The orb moved twice as fast through time, making it hit at twice the speed, although without any increase in impact. Probably something Doctor made for some reason. It mattered little to Eterna, as he left the lava fields and headed out southwest.

Expedition to the portal!
On the way form a forearm mounted crossbow on the armguard. Make it a belt fed full auto crossbow.
4 healium essences.

Oh, and check with Grundar.

Spoiler (click to show/hide)

James called on Grundar through his walkie-talkie and began moving towards the portal. Grundar was fine, not seeing anything particularly out of the ordinary, although when ordinary were fire flowers growing on a tree, it was only mildly comforting. Grundar seemed to be having a tiny bit of suspicion towards the flowers, and was keeping an eye on them just the same as his surroundings. Soon, James reached the edge between salt fields and fleshy grass. He decided to wait on the rest of the team, and reshaped the armguards propeller into a crossbow. Ammo could become a problem, as it was part of the structure, meaning he only had eight shots, but he’d have time to worry about that later.

((Why do I keep summoning things? I have a better way of getting items. /facepalm))
Improve the badge, using all essences. Then look around a bit for a device matching my previous description.
Spoiler (click to show/hide)


Gambler focused his power into golden badge of explorers. He felt the way it bent the strands of fate, and honed the bends, empowered them and forged new ones. But just as he was finishing, one of the stray pieces of thought from a chaotic essence moved and broke off one of the bends. There was a strand of fate there now that was as straight as nature intended. Gambler began pondering ways this could affect him and began pacing around. Just moments afterwards, he tripped on a stone and stumbled, losing his train of thought and noticing a jagged corner in the crater where crystal fell down. There was something metal there, or at least something sturdy. As he began digging out the converter, an old device used in times of war to turn useless magical items into power for war mages, he wondered how people unable to manipulate fate got through their lives.

Jiksap knew of diving barrels, of course, but was very disappointed to find a lack of an opening through which to breathe from. In fact, it appeared that there was no obvious way to open this container at all! Either someone lacked common sense in the purpose of a barrel-shaped hollow object, or there was more to this barrel than meets the eye.

Use machine sense on the barrel. If I can open it for the purpose of a diving barrel, dive after the meteor. Otherwise kick the stupid useless barrel around and call the creator of this entirely pointless three-dimensional mass some very bad names. Nerdy engineer bad names, of course.
Create 1 essence.

Spoiler (click to show/hide)

Jiksap suppressed the urge to kick the barrel into the water and see if it floats and sat down for a finer examination. Magical examination. He focused his mythical senses and flooded the barrel in front of him, hearing and decoding the echo into usable information. It seemed that the barrel was a miniature sub, or a life pod, and it opened and closed from inside. It made it mostly useless for Jiksap as a diving implement, but curiosity value kept Jiksap from just throwing the thing into the water. It did not stop Jiksap from describing the creator of said barrel as something physically impossible in loud voice for anyone to hear.

Tell my raptors to start investigating the nearby area, and to inform me if there is anything unusual, amiss, or interesting.

Craft 3 essences.


Spoiler (click to show/hide)

Bob looked around and sent out his raptors to scout the area. That air blast was probably wizardry, and keen senses of raptors might be able to pick up the culprit.  Duo went off with gusto and began running around the place, searching for something interesting. Anyone coming would find much harder to come close unnoticed, and they might even find something valuable. Any further thoughts were interrupted by Jiksap loudly asking someone unspecified to do something anatomically improbable.
Cuberac, content with his new relics, decides to leave the castle, and craft 3 essences on the way.

Spoiler (click to show/hide)

Cuberac pocketed his prizes and left the vault. As he was climbing a pile of rubble that led to a window that seemed to be the straightest way out, he heard something akin to a flock of geese. Obiviously, it couldn't be a flock of geese. Any large life here was magecraft, and why would any mage summon geese. That left some camouflage or illusion. Cuberac shrugged end left the castle. Whatever it was, he'd meet it before thinking how to deal with it.

Skelliborn:

It appears that someone got to the meteor here first. I best be moving on. Now lets see...

I ask for help from the g-d of the forge.
Hepheastus be his name.
He is the greatest smith of all
and may he have fortune and fame.

Today I beg of help from you,
because their is work I need help to do.
I pledge my loyalty to you,
and pledge my services too.

And if though doth not like my rhymes,
you need only speak
and I will oblige.

Action:
1. Pray to Hephaestus for help/guidance/protection.

if Hephaestus does not appear and doesn't give a sign that he will arrive then create 3 essences and head towards the eldritch portal thing.

if Hephaestus does appear and he tries to kill me (probably due to bad rhymes), try to appease him by giving him the teal crystal shards. If that doesn't work, run towards the eldritch portal and defend self using my previously created magic items.(Vortex Bane and the swiss army knife of protection)

if Hephaestus is friendly and appears, wait to see what he has to say and create 3 essences.

if Sun-Goku shows up instead, follow the same set of rules as stated for the appearance of Hephestus. (You never know, it might happen)


Spoiler (click to show/hide)
Skeliborn recited his lines with great conviction, same fire burning in his eyes as those of ferrous believers. Almost immediately, he heard an answer to his prayer. An incredibly loud whistling sound, followed by an impact in dirt where Skeliborn stood just a moment ago. When Skeliborn inspected the impact site, he found a slab of iron with words "Slam Poetry" etched into it.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Elephant Parade on December 26, 2015, 06:45:43 pm
Three more essences.

this is a fun mechanic (sarcastic face)


Create a curse-inflicting knife—+1/+1 essence and +1 essence. Create two essences.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 26, 2015, 06:46:15 pm
And so we are back! The turn could had come up a day earlier, but then I spent ten hours playing Heroes of the Storm with friends.

ESSENCES


Essences are limited to +5/+5 for each spell, and each essence used gives -1 to SPD, with each two giving -1 to DEX. This means that +2/+2 essences are sudenly more usefull than four +1 essences.

RITUALS

Unless someone comes up with an alternative, I'll be using this,

Huh. Makes the discussion about the Ritual system all the more relevant. And now I've begun thinking about it and thought up a new game setting.
Spoiler: IfAnyoneWantsToRun (click to show/hide)
But it is not what we are looking for here.
Chosen Item afinities have to relate to main afinity of the user in direct or symbolic way, each turn of channeling is an extra d6
Spoiler: d6 (click to show/hide)
If half or more items are out, ritual colapses. Ritual can not use more than two items per mage using the ritual.

It would take a bit of tracking and has "big spells only" writen all over it, but that seems to be what it was suposed to be. Thoughts?

Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 26, 2015, 07:27:56 pm
((Suddenly, 2 different spells are more potent than a single spell. And, a +3/+3 dude with a +7/+7 deathspell in his memory and +2/+3 and +3/+2 essences... . You got it.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Zormod on December 26, 2015, 08:15:12 pm
Head northwest. Fuse 1 POT and 1CMP essence. Create 1 essence.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on December 26, 2015, 08:43:03 pm
((Apparently Greek g-ds like poetry))

Apparently my words have cut straight to the heart of Hephaestus.

"I Offer My Power To You Hephaestus.
And Offer This Deal To You.
If Though Will Take Me As an Apprentice,
I Shall Call You Master And Obey You.

For Compared to You,
Great Lord Of The Forge,
I am still Only a Novice.

To You, I can be a source of power,
As there is strength in numbers.
For me I need new education,
To reach new heights out yonder."


Though hath sent a signal.
I will speak not in poet's tounge.
((Shakespearian English is still fair game))


Skelliborn

Action:

First pick up the iron tablet.

Next offer a deal to Hephaestus in which
1. You become his Apprentice
2. During the apprenticeship you call Hephaestus Master
3. During the apprenticeship Hephaestus co-inhabits Skelliborn's body along with Skelliborn's soul.


Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 26, 2015, 08:52:03 pm
((... maybe you prayed to Apollo?))

"Good boy. Now then- accurse it. Reality just decided to change on us. But I'll live."

((By the way, I'm already thinking of loopholes for the new essence system.))

Old King Coal did- [REDACTED:F.E.C.E.S_PLAN_EXEMPTION]. PM sending.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 26, 2015, 09:00:14 pm
((I feel there has been some misscomunication. You dodged the slab. Gods hate poetry so, you had 1/36 chance of death there.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on December 26, 2015, 10:08:16 pm
((Oh I misinterpreted that. I'll cross that out and rewrite my next action))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DAPARROT on December 26, 2015, 10:44:09 pm
All birds except the crystal one attack the wizard,I stay a safe distance away
2 more essences
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 27, 2015, 12:16:47 am
Quote from: FOU
((loopholes for the new essence system))
((1. Different spells are more potent than a single spell(also regards to weaknesses)
2. It doesn't care about non-essences bonuses))
((Need more help?))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on December 27, 2015, 12:47:56 am
((Whoo, the auras are back up!))

Enchant my bow so that it simply tells the user how best to aim. Use two +1+1 knowledge essences, and of course, take full advantage of the magic aura.

Four knowledge essences afterwards.

Of course, scram if something dangerous happens in my general vicinity.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: NAV on December 27, 2015, 01:11:41 am
James sits and waits for the rest of the expedition to arrive.
While waiting he tries to replace the armguards crossbow with a wrist mounted chainsaw, or at least some sort of blade.
Then he plays essence roulette with summoning essences..
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on December 27, 2015, 04:15:33 am
Head northwest. Fuse 1 POT and 1CMP essence. Create 1 essence.
((Hmm? What's this about 'fusing' essences? Trying to flip yourself inside out, are you?))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: AoshimaMichio on December 27, 2015, 04:38:27 am
I don't need to climb. All I need is to collapse part of the pit wall to form a ramp to walk up. By carving chunks out of it. Should be doable with my arms.

If this seems impossible to do, then simply make my legs grow longer until I can get out.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 27, 2015, 03:21:03 pm
Quote from: FOU
((loopholes for the new essence system))
((1. Different spells are more potent than a single spell(also regards to weaknesses)
2. It doesn't care about non-essences bonuses))
((Need more help?))
((I've got better loopholes than that. PM me if you're interested.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Zormod on December 27, 2015, 04:54:16 pm
((Hmm? What's this about 'fusing' essences? Trying to flip yourself inside out, are you?))
((IIRC, fusing essences is a mechanic that was confirmed quite a long time ago. Just widely unused.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 27, 2015, 07:34:08 pm
((Two things. First, we're heading up on 300 pages- you're catching up to Special People, DG! Two...))
((Hmm? What's this about 'fusing' essences? Trying to flip yourself inside out, are you?))
((IIRC, fusing essences is a mechanic that was confirmed quite a long time ago. Just widely unused.))
((... don't try to fuse essences. DG made a post a while back(if someone could quote it for me, they'll get a cookie from Old King Coal(made of bone)) saying that anyone who tries to make an essence using essences will get flipped inside out.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 27, 2015, 07:42:48 pm
((Two things. First, we're heading up on 300 pages- you're catching up to Special People, DG! Two...))
((Hmm? What's this about 'fusing' essences? Trying to flip yourself inside out, are you?))
((IIRC, fusing essences is a mechanic that was confirmed quite a long time ago. Just widely unused.))
((... don't try to fuse essences. DG made a post a while back(if someone could quote it for me, they'll get a cookie from Old King Coal(made of bone)) saying that anyone who tries to make an essence using essences will get flipped inside out.))

That was for making essences using essences. Fusing essences could had been a thing long ago, but nobody used it and now it is entirely out as evryone would just make sets of +5/+5's.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 27, 2015, 08:05:07 pm
((Found out a 'another ritual'; Since the essences +5/+5 hard limit is 'only' for a turn, someone could make some different things with the help of essences, combine with the help of essences, rinse and repeat until you get the desired object without the 'normal ritual'.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Elephant Parade on December 27, 2015, 08:53:25 pm
((Found out a 'another ritual'; Since the essences +5/+5 hard limit is 'only' for a turn, someone could make some different things with the help of essences, combine with the help of essences, rinse and repeat until you get the desired object without the 'normal ritual'.))
((Wouldn't that still take multiple turns, though? Personally, I don't think that rituals should be the only way to use powerful spells; they're just an obvious way.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 27, 2015, 09:00:52 pm
((Found out a 'another ritual'; Since the essences +5/+5 hard limit is 'only' for a turn, someone could make some different things with the help of essences, combine with the help of essences, rinse and repeat until you get the desired object without the 'normal ritual'.))
((Wouldn't that still take multiple turns, though? Personally, I don't think that rituals should be the only way to use powerful spells; they're just an obvious way.))
((Hence the 'Another Ritual'))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Elephant Parade on December 27, 2015, 09:19:51 pm
((Found out a 'another ritual'; Since the essences +5/+5 hard limit is 'only' for a turn, someone could make some different things with the help of essences, combine with the help of essences, rinse and repeat until you get the desired object without the 'normal ritual'.))
((Wouldn't that still take multiple turns, though? Personally, I don't think that rituals should be the only way to use powerful spells; they're just an obvious way.))
((Hence the 'Another Ritual'))
((Oh, okay. I thought you considered it a loophole.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on December 27, 2015, 10:07:32 pm
((If you want a loophole, alter how the games rules effect your character personally by using magic. ex: ring of cheating, mace of retcon, and other items. FYI, I'm mostly joking here although a mace of retcon would be nice))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 27, 2015, 10:14:46 pm
((I've considered signing up with a mage with the Meta affinity...))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on December 27, 2015, 11:38:04 pm
((I've considered signing up with a mage with the Meta affinity...))
(http://vignette3.wikia.nocookie.net/kirby/images/9/96/MetaKnightBrawl.jpg/revision/latest/scale-to-width-down/250?cb=20071130224133&path-prefix=en)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 27, 2015, 11:52:38 pm
((Brilliant. The possibility of using a mage with the Summon Meta Knight That Obeys My Orders affinity seems interesting to me.))
((But I was referring to something more like Metagame affinity. Mess with how the turn appears! Prevent players from controlling their characters! Give a character the ability to hear the voices of the players! And other shenanigansly stuffs!))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on December 28, 2015, 12:10:11 am
((Brilliant. The possibility of using a mage with the Summon Meta Knight That Obeys My Orders affinity seems interesting to me.))
((But I was referring to something more like Metagame affinity. Mess with how the turn appears! Prevent players from controlling their characters! Give a character the ability to hear the voices of the players! And other shenanigansly stuffs!))
((Yeah, I know. A character that breaks the rules of being a character. Good that this isn't a Piecewise game then, if the kneecap-breaking rumors be true.

Also, the Meta Knight was actually supposed to represent your character. Get it? Meta Knight? Meta Affinity? Ah whatever.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on December 28, 2015, 05:38:40 pm
((U could make a ring of cheating with a meta affinity))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 28, 2015, 07:27:19 pm
((The poll matter has been resolved.))
((Perhaps now you should determine whether or not essences should be usable as ritual fuel?))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on December 28, 2015, 11:52:57 pm
Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Prismatic on December 29, 2015, 10:44:12 am
((I'm back!))

Although the ancient forgotten secrets of Caesar salad production were indeed a fascinating discovery, Xom had been expecting something more...useful from the enchanted parchment. Perhaps other aspects of arcane wisdom were hidden within the code?
Have another go at decryption.

As for the cactus field: PM.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 29, 2015, 03:30:31 pm
((I'm back!))

Although the ancient forgotten secrets of Caesar salad production were indeed a fascinating discovery, Xom had been expecting something more...useful from the enchanted parchment. Perhaps other aspects of arcane wisdom were hidden within the code?
Have another go at decryption.

As for the cactus field: PM.

((You will need to think up a diferent method of decryption, as just thinking it out returned nothing.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: fillipk on December 29, 2015, 04:14:34 pm
quicktopic action
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Sarrak on December 29, 2015, 05:36:40 pm
Kahel signed. Yeah, he could understand the demon now...

Try to finish Chaos mage. Check demon and enlist his help if possible. If frozen Chaos adept does not pose immediate danger, create three essences.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: XXXXYYYY on December 30, 2015, 10:56:52 am
"Ooh, perfect."
Insert one of the crystals, then ping for any nearby lucky items. If any show up, go and get them.
Then make a couple a essences.
Wait for the remaining few members to catch up.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 30, 2015, 11:48:17 am
That speedy golden orb is something. Apply the orb to the throne. After that, Go south.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 30, 2015, 12:18:04 pm
That speedy golden orb is something. Apply the orb to the scepter. After that, Go south.
((Ermm... Remember when you threw your scepter away when council room was flooded with acid? And how you never picked it up after that? It is still there, on the floor, tempting small children and cats.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on December 30, 2015, 07:54:52 pm
That speedy golden orb is something. Apply the orb to the scepter. After that, Go south.
((Ermm... Remember when you threw your scepter away when council room was flooded with acid? And how you never picked it up after that? It is still there, on the floor, tempting small children and cats.))
((Am i still 'riding' my throne? If no, then use it at legs instead.))
((And no one picked that scepter yet.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 31, 2015, 10:07:20 am
That speedy golden orb is something. Apply the orb to the scepter. After that, Go south.
((Ermm... Remember when you threw your scepter away when council room was flooded with acid? And how you never picked it up after that? It is still there, on the floor, tempting small children and cats.))
((Am i still 'riding' my throne? If no, then use it at legs instead.))
((And no one picked that scepter yet.))
((You are still riding the throne and scepter is still not in anyones hands.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on December 31, 2015, 11:15:47 am
((I'd like to note that technically +10/+10 death spells using essences only are technically still permitted. See OP.))
Any number of essencess can be used on a spell.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DAPARROT on December 31, 2015, 12:13:29 pm
((I'd like to note that technically +10/+10 death spells using essences only are technically still permitted. See OP.))
Any number of essencess can be used on a spell.
Nope,2nd post after the turn update(would quote it but I'm on my phone) DG said max +5/+5
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 31, 2015, 01:19:07 pm
((I'd like to note that technically +10/+10 death spells using essences only are technically still permitted. See OP.))
Any number of essencess can be used on a spell.
((And it is fixed. Good catch on that, if anyone came in and read the rules they could get very confused when denied a murderblast.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on December 31, 2015, 04:57:53 pm
((As the new year begins, Skelliborn takes some time to reflect on the past one:))


((Happy New Year Everyone))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Crimson on December 31, 2015, 06:49:15 pm
((New Year's past here in my place already but still, Happy New Year to everyone.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on December 31, 2015, 10:17:40 pm
Happy new years to you guys.

It seems that many of you are celebrating as I only see 13 actions. It might be twice the playercap of half the games here, but I remember more people participating.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: FallacyofUrist on January 01, 2016, 10:55:19 am
((Happy new year.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: fillipk on January 01, 2016, 11:56:32 am
((Happy New Year all, I haven't made a resolution yet, too busy dealing with BIRDS.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 01, 2016, 12:59:29 pm
((Happy New Year!))

Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Zormod on January 01, 2016, 02:27:44 pm
((Happy New Year.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: _Shinju_ on January 01, 2016, 03:52:04 pm
((Happy New Year all, I haven't made a resolution yet, too busy dealing with BIRDS.))

Lol
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: star2wars3 on January 01, 2016, 09:02:27 pm
((Happy New Year!))


You have an amazing attack spell.

((You can overload enemies minds with by forcing a massive amount of garbage into them at one time.

Not to mention you can eliminate mythical beings by proving with a knowledge spell that it doesn't exist))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 01, 2016, 11:20:24 pm
((Happy New Year!))


You have an amazing attack spell.

((You can overload enemies minds with by forcing a massive amount of garbage into them at one time.

Not to mention you can eliminate mythical beings by proving with a knowledge spell that it doesn't exist))

((Information overload sounds perfect.))

((Using a spell to disprove magic might be a little... iffy, but there's probably a trick in there somewhere. "What I don't know won't hurt me" could be a fun concept to exploit.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: ATHATH on January 03, 2016, 02:46:44 am
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: AoshimaMichio on January 03, 2016, 04:10:21 am
11. Keep breathing.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: _Shinju_ on January 03, 2016, 02:26:41 pm
11. Keep breathing.
12. Repeat 11 
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Sarrak on January 03, 2016, 03:24:13 pm
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: H4zardZ1 on January 03, 2016, 09:05:24 pm
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on January 03, 2016, 09:07:03 pm
Bah! Your lists are not worthy of Jiksap's superior madness! :P
Spoiler: Jiksap's Goals (click to show/hide)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: XXXXYYYY on January 03, 2016, 09:19:02 pm
Spoiler: Goals (click to show/hide)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 03, 2016, 10:27:45 pm
-Pokeballs!

((We all know what DG's said about pokemon. Which is to say, don't do it, on threat of the game ending in sudden death.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: NAV on January 04, 2016, 02:04:22 am
Spoiler: James' goals (click to show/hide)
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on January 04, 2016, 03:27:15 am
Turn 136

Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.


Spoiler (click to show/hide)

Whatever the machine had, Jiksaps' magic opened the barrel with enough force to break most parts that could move. One would need to dig deep to find anything that could be truthfully described more generously than "scrap". Not too deterred, Jiksap examined the now wreckage and found that there were few devices ever meant to connect to outside besides the entrance, and those were four manipulator tentacles in what could be considered front side of the once barrel.

Three more essences.

this is a fun mechanic (sarcastic face)


Create a curse-inflicting knife—+1/+1 essence and +1 essence. Create two essences.

Spoiler (click to show/hide)

Gloomy reached deep within himself, towards the curse that crippled him. He took a piece from one of the few parts even his advanced knowledge could not seal away and separated it from the whole. For a moment, he grimly watched as the curse immediately repaired itself, and then he reopened his eyes, focusing on the real, bringing the piece of the curse outwards, where he shaped and forged it into a knife, with edge poisoned by magic. Gloomy looked upon his creation and grinned, thinking of how it would feel to share the affliction.
{Weakness - loss of one stat point for three turns. Consecutive cuts refresh the duration and remove one extra stat point}

Head northwest. Fuse 1 POT and 1CMP essence. Create 1 essence.
{Essence fusing stopped being a thing the moment new essence rules were announced.}
Spoiler (click to show/hide)

Cuberac left the castle, and ventured eastwards. Something nasty was going on beyond the east wall of the castle and he wanted no part of it. There was easily enough space for an entire parade between castle's east tower and island's edge, and it did not increase his travel time significantly. After reaching the east tower Cuberac turned northwest and managed to reach Mad inventor and his friend paleontomage before stopping to look around. As he looked back to the castle he saw a demon and a wizard being attacked by a bunch of geese. He was wrong in his initial assumptions, but he was safe in knowledge that it was only so because the truth did not make any sense.

Though hath sent a signal.
I will speak not in poet's tounge.
((Shakespearian English is still fair game))


Skelliborn

Action:

First pick up the iron tablet.

Next offer a deal to Hephaestus in which
1. You become his Apprentice
2. During the apprenticeship you call Hephaestus Master
3. During the apprenticeship Hephaestus co-inhabits Skelliborn's body along with Skelliborn's soul.

Spoiler (click to show/hide)

Skeliborn pulled the iron tablet out of the ground, and offered his servitude and his body to the god of smiths. The tablet grew hot in his hands, and disintegrated into a cloud of sparks that surrounded the mage. An engraving of hammer and anvil covered the last clear spot on Skeliborn's blade, and he felt heat of the forge blasting around him. Then just as soon the feeling passed, but Skeliborn felt a burning gaze in the back of his mind. There were places, one near the volcano to the northeast, another in the mountains to the southeast, and third somewhere else entirely. Skeliborn's mind was incapable of truly understanding the third location, but it was somewhere where he could go using a portal. There would have to be at least one on the island.

All birds except the crystal one attack the wizard,I stay a safe distance away
2 more essences

quicktopic action
Spoiler (click to show/hide)

Blake batted away bird after bird as he ran towards the gog. Then, in his panicked flailing, he noticed that he swatted away something lighter than a goose. Blake risked opening his eyes for a moment and he saw that among the flock of geese there was also a swarm of parrots. Even worse, one of the parrots managed to bite a chunk of flesh out of gogs cheek, and when it turned towards and incinerated the parrot, the rest of the birds surged towards it, covering the devil in fury of beaks claws and wings. The devil fell on the ground and began screaming in pain as dozens of tiny wounds covered its body. Blake felt that he needed a plan B, fast.

((Whoo, the auras are back up!))

Enchant my bow so that it simply tells the user how best to aim. Use two +1+1 knowledge essences, and of course, take full advantage of the magic aura.

Four knowledge essences afterwards.

Of course, scram if something dangerous happens in my general vicinity.

Spoiler (click to show/hide)

Viznor knew full well that firing a bow was an art he had no time to learn. Thankfully, being a wizard presented shortcuts to most goals in life. Viznor knew well the risks of taking these shortcuts as well as their wide variety, and chose to chance losing an item rather than his mind. He forced his magic upon the bow of transference, and when the spell subsided, carefully picked it up and readied an arrow to fire. He could feel his hands move to shift the bow for a better aim, although how useful it would be would need some real practice. Satisfied with enchantment, Viznor sat down to focus some extra power. Even with tower auras active one managed to collapse, flooding Viznors mind with thousands of names painters had for colors.
{Enchantment gives +1DEX to aiming rolls with the bow}

James sits and waits for the rest of the expedition to arrive.
While waiting he tries to replace the armguards crossbow with a wrist mounted chainsaw, or at least some sort of blade.
Then he plays essence roulette with summoning essences..

Spoiler (click to show/hide)

James waited for his allies near the edge of the flesh fields and fiddled with his armguard. He managed to convert the crossbow into a small chainsaw. It was too small to be a real chainsaw, more of a chainfist, but it would mess up anyone hit regardless and that was what James was looking for. Having finished his tinkering James looked back at his allies to be. They seemed to be busy doing... something. While being easily distracted was an affliction many mages shared, this was getting a bit ridiculous. One would think that an entire field of meat would serve as a decent reminder, but apparently that was not the case. James sighed and began charging essences. He was feeling rather bored, so rather than stopping still in the safe zone, he decided to go to the limit. Then, he reached the limit, and continued onwards. There was little point, and yet he continued. Finally, an essence collapsed, causing nearby fleshy ground to grow straight, thin and sharp pillars of bone. Maybe this is not the best place for such self-tests.

I don't need to climb. All I need is to collapse part of the pit wall to form a ramp to walk up. By carving chunks out of it. Should be doable with my arms.

If this seems impossible to do, then simply make my legs grow longer until I can get out.

Spoiler (click to show/hide)

Shias tested the walls that surrounded him, but each promising patch of dirt proved to be filled with roots that kept it all together. No wonder the whole thing hadn't collapsed after first rain. Thus, Shias fell on his backup plan, magic. Plants that shielded his feet began growing, lifting druid upwards and out of the pit. It was all going well, although breaking off from the growth was not planned and landing was not too glamorous, he was finally out of the pit and that was what really mattered. Now, he could return to the hunt.

Kahel signed. Yeah, he could understand the demon now...

Try to finish Chaos mage. Check demon and enlist his help if possible. If frozen Chaos adept does not pose immediate danger, create three essences.
Spoiler (click to show/hide)

Kahel thought of how much trouble his demon had with the dwarf and glared at his blade. It left a mark in the ice, so a few more strikes should do it? Kahel was about to get started, but stopped as he got a better idea. He flipped Romanticarnus so that the crack would be towards the ground and struck his neck with the blunt side. Ice shattered and sorcerers whole head broke off. Grinning, Kahel collected the shards and went off to see how his demon was doing. And the demon seemed to be on the verge of either death or rebirth, as mutations seemed to have slowed down so, that only tiny ice spikes kept appearing with no larger shifts. Finally, when even the tiny spikes stopped, the whole thing broke to pieces. One piece was far larger than the others and as it unfolded Kahel found himself looking at much burlier but also much clumsier figure. It still retained all of its sharp edges, making the overly toothy smile slightly less creepy and a lot more intimidating.

"Ooh, perfect."
Insert one of the crystals, then ping for any nearby lucky items. If any show up, go and get them.
Then make a couple a essences.
Wait for the remaining few members to catch up.

Spoiler (click to show/hide)
{It seems that you are with those of your team that are furthest away from the objective. there are none left to wait on.}

Gambler fed the small crystal shard into the device, and drained the resulting energies. Just as the shard was raw magic, so did the resulting essence could be applied to a spell of any kind. But Gambler looked further in his hunt for treasure. He cast a net of magic forth to see what else could be just lying around, yet the spell returned a chaotic pile of signals, showing even dirt as treasure because of rare plants that grew in it long in the past. Gambler decided to give it a rest and rather focus some power but here too his magic was not cooperating. Essence collapsed unto itself, and with a loud pop, a man appeared a dozen steps away from gambler. It had one wing of an angel and one of a devil. The man looked around, took a look at something resembling a wristwatch, muttered something about "one off" and disappeared. Only evidence of it ever being there was a snow white feather resting on the grass.

That speedy golden orb is something. Apply the orb to the throne. After that, Go south.
Spoiler (click to show/hide)

Dest Eterna channeled his power through the throne and fused it with the orb, spreading the enchantment through the artefact. It proved to be highly beneficial, as the throne began moving considerably faster. However, increase in speed resulted in few losses of control, hindering the overall progress. Nevertheless, Eterna managed to clear the ashen forest and travel all the way to the edge of tower premises.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: AoshimaMichio on January 04, 2016, 05:10:17 am
Shias digs his hands into ground, connecting with plants, to see what they see. To see the ground, tunnels, holes, life that resides underground.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: XXXXYYYY on January 04, 2016, 06:27:55 am
Oops, looked at the wrong map. Catch up.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: _Shinju_ on January 04, 2016, 06:35:58 am
oops i forgot to put pm in the chat
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: endlessblaze on January 04, 2016, 07:12:58 am
test the golems improved assimilation on my throne
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: thegamemaster1234 on January 04, 2016, 07:18:29 am
Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Sarrak on January 04, 2016, 08:09:47 am
((I must be close to the now-dead Chaos wizard on the map.))

Kahel smiled to himself - first victory was undoubtably not the last. And he remained largely unscathed by the fight. Perfect.

"Seems like you're still in shape, Xazoliomuhr. Surely, you wouldn't mind this wizard soul?"

Give the demon 11 shards to see how he uses them. Create four essences OR attack a minor mage in direct line of sight. Frozen blood, ice demon and swordsmanship.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: FallacyofUrist on January 04, 2016, 09:29:32 am
"Excellent. Alright then... seeing as I don't have a name for you, I'm going to call you Beast. I think that suits you. Now let's get along."

Old King Coal leaves the buried temple with his newly acquired loots. Once he gets to the pit, he climbs out of it using his climbing claws and hopes Beast can follow. If he(Old King Coal) succeeds with that, he makes 3 bone essences.

((No, I'm not going to tell you what I did last turn.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: DreamerGhost on January 04, 2016, 04:36:41 pm
Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.

I've seen smaller. Coffe does not help as much as I want it to. Fixe'd.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Zormod on January 04, 2016, 05:09:07 pm
((Well, it was worth a try.))
Continue moving northwest. Stop when I enter the forest. Make 3 essences.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Elephant Parade on January 04, 2016, 07:14:52 pm
Create arrows that impart a curse. All essences.

oh yeah and +2 essences for the essence god
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 04, 2016, 10:09:43 pm
-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Elephant Parade on January 04, 2016, 10:12:23 pm
Re: poll: I'm leaning toward "yes", because I'm not sure what else you could use? I mean, I guess you could create a ton of random objects or whatever, but that's not much more interesting than essences.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: fillipk on January 04, 2016, 11:04:27 pm
-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: DAPARROT on January 04, 2016, 11:30:02 pm
2 more essences
Birds will now attack the wizard,but some keep the demon on the ground
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 04, 2016, 11:30:27 pm
-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower

((Hellfire is not a stone.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Elephant Parade on January 05, 2016, 12:01:45 am
((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Whisperling on January 05, 2016, 12:27:02 am
((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))

((Well, fist and foremost, it's a giant, animate tower with a library, garden, and (unused) tavern. The whole "animate" thing basically means you can be lazy and tell it to take you places or retrieve random stuff.


Then, there are the auras. The most basic ones are the magic aura (which may give either +1+1 or +2+2 to pot and cmp rolls, depending on the day), and the aura of +1 luck.


The "defense" auras are what have consistently failed to prevent mass murder. First line of defense is the mindwipe aura, which makes people with hostile intent forget what they're doing. Its funding was cut, so to speak, so it basically just sits there doing nothing.

Then, there's a mysterious system only Beirus knows about. As far as we can tell, it throws attack spells into a "containment cell" of some sort, though there's really no telling what or where that is.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Zormod on January 05, 2016, 12:28:33 am
((IIRC, It has defences that cause offensive spells to fail while aiding non-offensive ones.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Beirus on January 05, 2016, 02:15:04 am
((It also has a regeneration aura. Also, Tower transportation and stuff fetching services are closed until Jase gets a few turns free of annoyances to actually get stuff done. And by that I don't mean I'm saying no locomotion or item fetching, I mean you won't go anywhere or get anything if you tried.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: H4zardZ1 on January 05, 2016, 05:45:03 am
((Then, there's a mysterious system only Beirus knows about. As far as we can tell, it throws attack spells into a "containment cell" of some sort, though there's really no telling what or where that is.))
((Chances are, due to the "offensive to other magic" part of the fillipk's acid alcohol it fails to work.))
Create a gold crown with gem sockets.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Trewque on January 05, 2016, 11:42:40 am
Craft 3 essences. Then find Jiksap and figure out what he is doing.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: thegamemaster1234 on January 05, 2016, 01:11:04 pm
Craft 3 essences. Then find Jiksap and figure out what he is doing.
((You seem to forget that you're right next to me? Might want to change your action.

Also, there's a map for that. Check it next time before insisting you are far away from someone.))

Search the wreckage for anything useful. Maybe an emergency scuba suit?

Two essences.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 05, 2016, 02:22:05 pm
Skelliborn

Action:
3 essence routine while catching up to the rest of the expedition.
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: NAV on January 05, 2016, 02:37:56 pm
"What's taking them so long?"
James summons 3 completely random items.

-Translate the omnicube instruction booklet
-Get some decent trade going
((Want to kill two birds with one stone?))
((Yes.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Andres on January 05, 2016, 05:20:19 pm
((Well, it's been long enough. Time to get back into the game. Just out of curiosity, what happened to the dragon that I fought as an acceleration mage?))

Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Crimson on January 05, 2016, 05:21:11 pm
((It's been dead for some time.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Andres on January 05, 2016, 05:59:22 pm
((So apparently James tried to have Azenfar's body buried at some point. Did that ever actually happen?))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: NAV on January 05, 2016, 06:07:07 pm
((Nope, treants interfered.))
Title: Re: Roll to Magic: Turn 135 Happy Christmas
Post by: Whisperling on January 05, 2016, 08:12:08 pm
((Yes.))

((Sounds good. I'll meet up with you as soon as I've finished enchanting my stuff.))


Enchant my shoes so that they tell me where/how best to step for the purposes of travel. Use one +1+1 knowledge essence, plus the magic aura, of course.

Make four knowledge essences afterwards. Should one collapse, remember I have both the lucky ring and fortress aura working in my favor.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 06, 2016, 02:43:40 pm
((DG, I noticed that in my turn you listed some of the landmarks in locations that aren't on the map unless the direction was given wrong/ preview of new areas on the map. Which is it?))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: ATHATH on January 06, 2016, 03:40:55 pm
((Nope, treants interfered.))
F.E.C.E.S. could assist in retrieving it... For a price.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: NAV on January 06, 2016, 03:46:25 pm
((James could retrieve it nearly effortlessly if he wanted. He isn't just because that might anger the treants.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: DreamerGhost on January 06, 2016, 03:49:17 pm
((DG, I noticed that in my turn you listed some of the landmarks in locations that aren't on the map unless the direction was given wrong/ preview of new areas on the map. Which is it?))

((For some reason I keep mixing up north/south and west/east. Fixed.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: ATHATH on January 06, 2016, 04:13:54 pm
((James could retrieve it nearly effortlessly if he wanted. He isn't just because that might anger the treants.))
Which is why you should hire F.E.C.E.S., which can take the blame and leave few leads (I won't promise no leads from this task, as it might violate my oath) back to you.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: NAV on January 06, 2016, 04:28:35 pm
((Sorry. Not interested. James was just trying to give proper burial to an acquaintance because he felt guilty about his death. Hiring an evil organization to steal the corpse isn't something he's going to do. I'm sure the treants turned him into tree food already, which is as good a burial as any.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: ATHATH on January 06, 2016, 04:43:51 pm
((Sorry. Not interested. James was just trying to give proper burial to an acquaintance because he felt guilty about his death. Hiring an evil organization to steal the corpse isn't something he's going to do. I'm sure the treants turned him into tree food already, which is as good a burial as any.))
We're the Forces of Evil and Chaos' Elite Squad- we're not all evil (although I think most of us are).
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: FallacyofUrist on January 06, 2016, 05:25:22 pm
((Besides- going on a side trip to do something good, of all things, would interfere with our plan- you know the one.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 06, 2016, 06:30:09 pm
((So right now it looks like we have a chance for 2 opposing alliances.))
((Obviously F.E.C.E.S. is a group/guild of evil mages.))

((And as of right now The Expedition is a sort of lose coalition that is here to destroy the eldritch portal/tower/thing.))
((I assume that that counts as good. Which gives me another idea))

((I would like to create a guild of mages to oppose the forces of evil (coughF coughE coughC coughE coughS )))
((At this point I am calling this guild T.O.A.M. (Pronounced like Tome )))
((This stands for The Order of Arcane Magics))
((I would like to specifically invite all current members of the expedition and anyone else who would like to join us))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: FallacyofUrist on January 06, 2016, 06:32:01 pm
((Uh oh. Better deal with birdmage fast then.))
((Also, IC you have no idea that F.E.C.E.S exists.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 06, 2016, 06:40:57 pm
((Oops, I'll edit that to be to fight forces of evil when I get the chance))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Andres on January 06, 2016, 07:13:18 pm
On the turn that I enter, I will enchant my shirt to give +1CMP when casting kinesis spells.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: thegamemaster1234 on January 07, 2016, 12:08:43 am
((So right now it looks like we have a chance for 2 opposing alliances.))
((Obviously F.E.C.E.S. is a group/guild of evil mages.))

((And as of right now The Expedition is a sort of lose coalition that is here to destroy the eldritch portal/tower/thing.))
((I assume that that counts as good. Which gives me another idea))

((I would like to create a guild of mages to oppose the forces of evil (coughF coughE coughC coughE coughS )))
((At this point I am calling this guild T.O.A.M. (Pronounced like Tome )))
((This stands for The Order of Arcane Magics))
((I would like to specifically invite all current members of the expedition and anyone else who would like to join us))
((A 'good' secret guild to counter an 'evil' secret guild? Sounds like !!fun!! Jiksap's in. He may be crazy, but he prefers the kind of people who wouldn't suddenly fill a room with toxic beer. He also hopes to have backup in case a very suspicious-looking druid decides to jump him.

On that note, I'd like to mention that a machine doesn't necessarily have to be inorganic...

Name suggestions:
Powerful Omniscient Orderly Peons
Chivalrous Revolutionary Arcane Practitioners
Dwarven Underground Nerdy Gurus

:P :P :P))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: AoshimaMichio on January 07, 2016, 01:14:53 am
He also hopes to have backup in case a very suspicious-looking druid decides to jump him.
((Have you done something to offend the druid or the nature? You know, he's an old man and already suffering dementia... Or right, machines.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: FallacyofUrist on January 07, 2016, 09:18:35 am
((By the way, I have an evil master plan that the rest of F.E.C.E.S doesn't know about. It involves killing you and getting at the thingamabob in your forest. And then [REDACTED].))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: H4zardZ1 on January 07, 2016, 09:31:31 am
((So right now it looks like we have a chance for 2 opposing alliances.))
((Obviously F.E.C.E.S. is a group/guild of evil mages.))

((And as of right now The Expedition is a sort of lose coalition that is here to destroy the eldritch portal/tower/thing.))
((I assume that that counts as good. Which gives me another idea))

((I would like to create a guild of mages to oppose the forces of evil (coughF coughE coughC coughE coughS )))
((At this point I am calling this guild T.O.A.M. (Pronounced like Tome )))
((This stands for The Order of Arcane Magics))
((I would like to specifically invite all current members of the expedition and anyone else who would like to join us))
((Sounds good, i will join. Lemme first finish the crown first...))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: AoshimaMichio on January 07, 2016, 11:45:02 am
((By the way, I have an evil master plan that the rest of F.E.C.E.S doesn't know about. It involves killing you and getting at the thingamabob in your forest. And then [REDACTED].))
((Ok, I'll add you into the list too. Again.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Trewque on January 07, 2016, 11:53:15 am
Craft 3 essences. Then find Jiksap and figure out what he is doing.
((You seem to forget that you're right next to me? Might want to change your action.

Also, there's a map for that. Check it next time before insisting you are far away from someone.))

Search the wreckage for anything useful. Maybe an emergency scuba suit?

Two essences.


(Good point. New action below (overrides previous action):)

Craft three essences. Then begin to meditate and try to find out how I can help Jiksap in retrieving the meteorite.
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Atomic Chicken on January 08, 2016, 02:24:02 pm
PM
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 11, 2016, 09:15:11 pm
((Toam will soon be releasing an official guild charter with a basic set of guild guidelines (relatively standard stuff for the most part) Probably won't be until after the next turn is released))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: thegamemaster1234 on January 11, 2016, 09:38:32 pm
((Toam will soon be releasing an official guild charter with a basic set of guild guidelines (relatively standard stuff for the most part) Probably won't be until after the next turn is released))
((Nothing about my... name suggestions? :P :P :P

I mean, come on, if it's the anti-F.E.C.E.S., we at least also deserve to have a name based on one of the many words related to solid excrement.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 12, 2016, 06:27:19 am
((1. We have no idea that FECES exists yet IC.
2. I was hoping to have a slightly more dignified name.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: AoshimaMichio on January 12, 2016, 06:34:14 am
((All anti-F.E.C.E.S. coalition needs is a simple hygiene spell. Problem solved.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: FallacyofUrist on January 12, 2016, 10:49:11 am
((That will only make us more powerful!))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 12, 2016, 02:53:58 pm
((Why make a simple Hygiene spell when we can make a complicated one using blades, Rube-Goldberg machines and other random stuff.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 12, 2016, 03:45:41 pm
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity
XXXXYYYYThe GamblerLuck, Glass
_Shinju_NihilumAbsence
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: XXXXYYYY on January 12, 2016, 05:17:41 pm
((I will join as well.))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 12, 2016, 05:25:53 pm
((Editing List. Welcome to TOAM))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: thegamemaster1234 on January 12, 2016, 05:51:44 pm
((All anti-F.E.C.E.S. coalition needs is a simple hygiene spell. Problem solved.))
((A simple hygiene... SPELL? Ahahahahahaaaa...

Field Lords Of Strengthening Sanctity... F.L.O.S.S.
Sojourners Of Arcane Providence... S.O.A.P.
Super Haxorz Against Malice in Protected Open Ovals (or something)... S.H.A.M.P.O.O.
Battle Archmages Throughout Humanity... B.A.T.H.

:P :P :P))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: Elephant Parade on January 12, 2016, 07:49:48 pm
((Hygiene? How about F.O.A.M., or "Friends of All Magic"?))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 12, 2016, 08:30:37 pm
((All anti-F.E.C.E.S. coalition needs is a simple hygiene spell. Problem solved.))
((A simple hygiene... SPELL? Ahahahahahaaaa...

Field Lords Of Strengthening Sanctity... F.L.O.S.S.
Sojourners Of Arcane Providence... S.O.A.P.
Super Haxorz Against Malice in Protected Open Ovals (or something)... S.H.A.M.P.O.O.
Battle Archmages Throughout Humanity... B.A.T.H.

:P :P :P))

((The one I liked best was SOAP. Until I realized that in 2 AP classes I take SOAP is part of an acronym used for analyzing documents. Needless to say, SOAP is out for now. ))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: _Shinju_ on January 13, 2016, 06:37:23 am
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity
XXXXYYYYThe GamblerLuck, Glass

((May I join))
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: DreamerGhost on January 13, 2016, 09:18:39 am
Turn 137

Shias digs his hands into ground, connecting with plants, to see what they see. To see the ground, tunnels, holes, life that resides underground.

Spoiler (click to show/hide)

Shias reached out to the roots beneath the earth, the vast web that fed the plants above. However, the roots were almost as old as earth above them, and magic within them was rigid and difficult to move. Shias' spell managed to reach out for a few meters, before receding, and found nothing unusual.

Oops, looked at the wrong map. Catch up.

Spoiler (click to show/hide)

Gambler left the device behind, and rushed off towards the eldritch fields. James was waiting there, and Skeliborn was not too far away. The shards proved to be intriguing, but ultimately, not that important. There was no point in further delaying the venture towards the center of this trouble.

test the golems improved assimilation on my throne

Golem set itself upon the throne again, grinding away a sizable chunk this time, and as it moved away from the throne and coalesced back into vaguely humanoid form, it no longer looked lanky. It was now slightly larger than average human, and probably weighted over a ton. The extra mass would mean a loss of fine control, but there was certain efficiency about being able to kill with a single punch.


Kahel smiled to himself - first victory was undoubtably not the last. And he remained largely unscathed by the fight. Perfect.

"Seems like you're still in shape, Xazoliomuhr. Surely, you wouldn't mind this wizard soul?"

Give the demon 11 shards to see how he uses them. Create four essences OR attack a minor mage in direct line of sight. Frozen blood, ice demon and swordsmanship.
{You did not specify in any way which of the two choices should be used. Gonna use 4 essences, as I do not know which mages count as 'minor'.}

Spoiler (click to show/hide)

Xazoliomuhr opened its maw far wider than one would think it should be capable and eleven soul shards disappeared among entirely too many teeth. Forward facing spikes of ice emerged from the top of ice demon's massive fists, and he raised one hand experimentally. Icicle shot forward, and flew all the way to the middle of the lake where it embedded several inches in the mound of flesh. Another spike of ice grew from where first one was just fired in a few seconds, and the demon grinned.
{Ranged attack gained.}
{Sharpshooter(+1 to aiming DEX rolls) trait gained.}

"Excellent. Alright then... seeing as I don't have a name for you, I'm going to call you Beast. I think that suits you. Now let's get along."

Old King Coal leaves the buried temple with his newly acquired loots. Once he gets to the pit, he climbs out of it using his climbing claws and hopes Beast can follow. If he(Old King Coal) succeeds with that, he makes 3 bone essences.

((No, I'm not going to tell you what I did last turn.))
Spoiler (click to show/hide)

Old King Coal and his new minion traced back to the collapsed temple through which Old King originally entered. Beast did not seem too bothered by light, which was good news as far as King was concerned. Many creatures that dug tunnels like Beast were averse to sunlight. The duo began climbing upwards, but while King managed to get to the entrance without too much trouble, Beast was having a hard time getting more than few feet up. As it turns out, claws that are good at digging are not necessarily as good at climbing. But as King was wondering what to do, Beast seemed to have decided on something, as it crushed a hole in the wall and disappeared in it. Mere minute later, ground nearby Old King burst upwards, as Beast emerged from a freshly dug tunnel.

((Well, it was worth a try.))
Continue moving northwest. Stop when I enter the forest. Make 3 essences.
Spoiler (click to show/hide)

Cuberac marched past two wizards by the bloody lake without a thought, he was feeling extra fine having dodged the bird cloud that was busy trying to swarm some other unlucky sod and it felt in his step. Cuberac walked all the way to the forest line before he remembered that he was supposed to meet up with someone.

Create arrows that impart a curse. All essences.

oh yeah and +2 essences for the essence god


Spoiler (click to show/hide)

Gloomy, unsatisfied with just the dagger, reached towards his curse again, this time, calling forth a set of seven arrows, each with a curse of frost, chilling and slowing any injured by them. Now only to find something that could actually shoot them.

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower
2 more essences
Birds will now attack the wizard,but some keep the demon on the ground


Spoiler (click to show/hide)

Blake dodged and weaved and rolled as cloud of birds focused their efforts on him. Blake knew it was too late to save the demon, and that his best chance was escaping to the Tower. Blake continued dodging the birds until he found himself with a moment to breathe as birds scattered to attack all at once. Moment was all Blake needed, as he conjured a shell of hellfire around himself and bent his legs to start running. Blake barely managed to cover his eyes as shield cracked and leaked out. Fireball exploded outwards, destroying feathers and searing flesh. Few birds, all of them parrots, managed to escape, but Blake was not unscathed either. His body was covered in many burns, enough so that any exertion would be cripplingly painful. But Blake knew he had to move, that this was his only chance, so he suppressed the pain and sprinted towards the Tower.
{Seared - Each STR, DEX, and SPD roll triggers a END roll. On failure (2 or 1), action is aborted/failed as pain overwhelms you}

Create a gold crown with gem sockets.

Spoiler (click to show/hide)

Eterna forced some of his power through the throne, and called forth a crown of gold. Yet as he focused of integrity of the spell, he failed to entwine enough power, and instead of majestic crown before him appeared a simplistic circlet, with only a single empty gem socket.


Search the wreckage for anything useful. Maybe an emergency scuba suit?

Two essences.

Spoiler (click to show/hide)

Jiksap carefully looked over what remained of the craft, but all he found could neatly be split into two categories; solid metal and completely ruined. The only remaining question was if there was enough solid metal parts in this for this scrap to qualify as a heap or if it was just a pile.

Skelliborn

Action:
3 essence routine while catching up to the rest of the expedition.


Spoiler (click to show/hide)

Skeliborn thought about his tasks, specifically the one that laid beyond the island. There probably were ways there, but where? Skeliborn thought about it and smiled. The eldritch field had a source that was connected to many places. It might just be useful. With that, Skeliborn joined Gambler and James waiting at the edge of the field.

"What's taking them so long?"
James summons 3 completely random items.

Spoiler (click to show/hide)

James reached into the aether and tugged onto it with no clear desire in mind. The portal twitched, and from it spilled forth a great number of acorns. Among the huge pile of acorns James noticed a craft book and a bone saw. As James wondered if there was any deeper meaning to what the portal spat out, Gambler and Skeliborn arrived and stopped next to him, just before the flesh tongues. It was about damn time.

Enchant my shoes so that they tell me where/how best to step for the purposes of travel. Use one +1+1 knowledge essence, plus the magic aura, of course.

Make four knowledge essences afterwards. Should one collapse, remember I have both the lucky ring and fortress aura working in my favor.


Spoiler (click to show/hide)

Viznor was not feeling particularly rushed. The Tower would deter all but most determined of assailants, and anyone willing to brave tower defenses would cause enough noise for Viznor to notice. Viznor knew that this would not last. He would need to leave eventually, as magic which protected him also protected others. But he was not going to leave unprepared. Viznor put on his shoes he had just finished enchanting, and tried them out. There seemed to be an extra spring in his step, as Viznor marched around.

Craft three essences. Then begin to meditate and try to find out how I can help Jiksap in retrieving the meteorite.

Spoiler (click to show/hide)

Bob looked at Jiksap digging through a pile of what was most definitely scrap and thought about his own ability to recover whatever was underwater. He could summon some amphibian creature and order it to recover underwater treasure. If he knew how it looked. And if there was nothing too dangerous beneath the water. And the meat did not prove too distracting. Yeah, it was doable.


From the portal entered Henry the Best, not to be confused with Henry the Beast or Henry the VIIIth. A master of force of mind, capable mage of kinetic school and author of bestselling book of Duels using kinetic magic. Carefully, he tried out his magic at minimal strength, and though it confirmed that all was same here as it was before he entered the portal, the enchantment withered away moments after appearing.
Spoiler (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: FallacyofUrist on January 13, 2016, 09:32:16 am
"Well. I didn't know you were that good at digging... perhaps we'll be able to put that skill to good use, yes?"

Old King Coal twitched slightly, then frowned.

"... accurse it, Blake. Bloody incompetent allies... okay Beast... we've got a demon summoner ally of mine to rescue. As much as I hate that word, it's the only one that works right now."

Old King Coal and Beast head to south of the magic castle, north of the southernmost lake. Old King Coal will make 2 bone essences in the process.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Trewque on January 13, 2016, 11:51:19 am
Reach my magic into the earth and try to sense if there is a path that can be successfully dug to the meteorite.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 13, 2016, 12:13:23 pm
Reach my magic into the earth and try to sense if there is a path that can be successfully dug to the meteorite.
((You sure? Jiksap has a rather promising hunk of scrap metal and machinery that just might come in handy. Maybe we should do something together for once.

Also, I doubt that would work anyway. The lakebed is probably sand or soil, and the meteorite is probably resting on that. You can't dig to the underwater surface without a cave-in or flooding the tunnel.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: fillipk on January 13, 2016, 12:24:24 pm
((Hmm that means demon is still alive.))

continue running towards the castle I've almost reached safety.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Atomic Chicken on January 13, 2016, 01:10:55 pm
((Hmm that means demon is still alive.))

Steal the demon's fire resistance then continue running towards the castle.
((Didn't you just sprint off and leave the gog to die some three tiles away?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: fillipk on January 13, 2016, 01:40:57 pm
((Hmm that means demon is still alive.))

Steal the demon's fire resistance then continue running towards the castle.
((Didn't you just sprint off and leave the gog to die some three tiles away?))
((yes but I forgot to check the map and see how far I had gone, editing action now.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Zormod on January 13, 2016, 02:11:21 pm
Pm'ed action.
((This action might be revealed when it is no longer relevant to gameplay, from my point of view.))
((This information is provided for spectators, so please do not use it ingame unless you recieved it there as well. In fact, it would be better if everyone unaffected by this left it completely unused.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: AoshimaMichio on January 13, 2016, 02:31:18 pm
Shias the Druid
Mildly frustrated Shias crafts four essences and then continues searching for the other mage who is certainly around somewhere. Perhaps he has fallen into holes too?
Title: Re: Roll to Magic: Turn 136 Midnight coffe edition
Post by: star2wars3 on January 13, 2016, 02:40:13 pm
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity
XXXXYYYYThe GamblerLuck, Glass

((May I join))

Yes. Welcome to TOAM
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DAPARROT on January 13, 2016, 03:02:26 pm
Fly after the demon Mage,use both essences to summon a large peregrine falcon(about 50-100% larger)
To dive at him
All birds +velociraptors follow me,try to attack him
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Andres on January 13, 2016, 03:48:17 pm
Try the enchantment again.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 13, 2016, 04:21:18 pm
((Hmm that means demon is still alive.))

continue running towards the castle I've almost reached safety.
Fly after the demon Mage,use both essences to summon a large peregrine falcon(about 50-100% larger)
To dive at him
All birds +velociraptors follow me,try to attack him

((Just to make it clear, Tower is close enough for Blake not to roll SPD, meaning there is no risk to fall over in pain. This does not make him impossible to catch, but it is unlikely.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 13, 2016, 05:49:34 pm
Skelliborn
So it looks like most of us are here so before we go farther I'd like to invite you to a guild I'm creating called TOAM, or The Order of Arcane Magics. The goal of the guild is to provide a deterrent to would be serial killers and other criminals. In addition it will serve to assist each other with complex spells and difficult quests. In short, a guild that works to empower the forces of good.

Back to the matter at hand, I'm going to go through the Eldritch portal and I will use Vortex bane to close it behind me. I intend to re-enter this world by the use of a dimensional blade.

Action:
Enchant my swiss army knife to give me the affinity of Portals
Essences used:
4 Blade essences +1CMP
Blade essence +1/+1
Blade essence +1POT


((Also, DG u forgot to add the anvil engraving onto Vortex Bane))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DAPARROT on January 13, 2016, 05:57:23 pm
((That's what the falcon is for))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 13, 2016, 06:03:31 pm
((What Falcon?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 13, 2016, 07:34:40 pm
Fly after the demon Mage,use both essences to summon a large peregrine falcon(about 50-100% larger)
To dive at him
All birds +velociraptors follow me,try to attack him

((This falcon, apparently))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 13, 2016, 09:33:16 pm
((Seems legit))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Sarrak on January 14, 2016, 06:46:42 am
((Sorry for that. I'll try to be more clear next time. Btw, you forgot to add crafted essences.))

"Ranged attack? Perfect. Now mages would concentrate their spells on me, forfeiting their lives in the process. Hm... About that, do you hear something?"

Walk around the Tower, seeking mages to hunt. ((Triad, Jiksap, Viznor & newest arrivals excluded.))

If found: Concentrate on one mage, using demon as a sharpshooter while I close for the kill.
If not: Slowly walk south around the lake. There must be some mages on the shore! Craft four essences to prepare.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Prismatic on January 14, 2016, 11:01:00 am
Enchant my swiss army knife to give me the affinity of Portals
Just my opinion, but obtaining an entire affinity simply by enchanting an item seems seriously overpowered, especially when the affinity in question has nothing to do with your current affinity. I feel that obtaining new affinities should require effort, as in collecting soul shards, discovering artifacts, and other such methods, rather than by simply casting a cheap spell.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 14, 2016, 12:27:08 pm
Enchant my swiss army knife to give me the affinity of Portals
Just my opinion, but obtaining an entire affinity simply by enchanting an item seems seriously overpowered, especially when the affinity in question has nothing to do with your current affinity. I feel that obtaining new affinities should require effort, as in collecting soul shards, discovering artifacts, and other such methods, rather than by simply casting a cheap spell.
So far, Skeliborn has been capable of enchanting his blade with Vortex Bane, Acid Vacuum, and Skill. I'll agree that gaining entire affinities through this does seem quite ridiculous, however. DG, what's your word on the matter?
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 14, 2016, 12:58:23 pm
Enchant my swiss army knife to give me the affinity of Portals
Just my opinion, but obtaining an entire affinity simply by enchanting an item seems seriously overpowered, especially when the affinity in question has nothing to do with your current affinity. I feel that obtaining new affinities should require effort, as in collecting soul shards, discovering artifacts, and other such methods, rather than by simply casting a cheap spell.
So far, Skeliborn has been capable of enchanting his blade with Vortex Bane, Acid Vacuum, and Skill. I'll agree that gaining entire affinities through this does seem quite ridiculous, however. DG, what's your word on the matter?

My opinion is that it would be too OP. Skeliborn will need to find another course of action if he wants portals. Besides that, the sword has reached maximum enchantment density for it's material. Any more enchantment would either destroy previous enchantments or the sword itself.

The anvil engraving is not in the description because it does not affect sword's function in any way.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: FallacyofUrist on January 14, 2016, 01:26:10 pm
((It would definitely be possible to get an affinity by enchanting an item... but absurdly difficult.

See the Gambler's focus crystal.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 14, 2016, 01:31:34 pm
Besides, you can get James to do it.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 14, 2016, 03:54:48 pm
((Couldn't Skelliborn just create a temporary, blade-shaped portal when he wants to come back? I doubt it would be easy, per se, but it's not ridiculously overpowered.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 14, 2016, 06:46:37 pm
((May I suggest a compromise. Make the swiss army knife have the affinity if the spell works but give it a ridiculous debuff for all spells I casy using the portal affinity. (Like -30 cmp when  casting portal spells or -10 potency) given that the most I can put into a spell is +5/+5, this debuff would make the portal affinity unusable for me until I spend several turns creating essences and slowly adding them into the blade))

((OK I exaggerated alot on debuffs))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 15, 2016, 03:53:00 am
PM. And some other dude gets it.
Edit:
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity
XXXXYYYYThe GamblerLuck, Glass
_Shinju_NihilumAbsence
((You forgot/don't know the fact that i had a gold throne that gives me gold affinity?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 15, 2016, 08:22:59 am
((Obviously, such artifacts of power exist, though creating them yourself is a bit stupid without enormous amounts of power. Besides, you don't know the secret of the ancients to doing it or whatever. And what if those affinity items work by storing part of someone's soul???))

A heap of scrap indeed! A more... undamaged machine would've been better, but as I always say (and them too!) there is no such thing as useless!
Pollute the water by emptying my tankful of liquid into it. Make a makeshift scuba gear using the tank as an air tank (and some scrap parts for the rest).
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 15, 2016, 08:57:33 am
((Then so much the better. Didn't you see what I wanted to do on my first-second turn?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 15, 2016, 09:00:17 am
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity, Gold
XXXXYYYYThe GamblerLuck, Glass
_Shinju_NihilumAbsence
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 15, 2016, 10:25:17 am
((Then so much the better. Didn't you see what I wanted to do on my first-second turn?))
((What I meant by storing part of a soul is literally stuffing an affinity into an item. You separate your affinity from yourself and put it in the item.

Also, I'm pretty sure DG is serious about enchantment density. I would not try making it any more awesome than it already is at this point.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 15, 2016, 02:47:13 pm
Skelliborn
So it looks like most of us are here so before we go farther I'd like to invite you to a guild I'm creating called TOAM, or The Order of Arcane Magics. The goal of the guild is to provide a deterrent to would be serial killers and other criminals. In addition it will serve to assist each other with complex spells and difficult quests. In short, a guild that works to empower the forces of good.

Back to the matter at hand, I'm going to go through the Eldritch portal and I will use Vortex bane to close it behind me. I intend to re-enter this world by the use of a dimensional blade.
"TOAM eh? You can count on my support for that. Good luck in the portal, guess this is a one man expidition after all?"

James takes the saw, the book, and three acorns. He starts reading the book while crafting 4 healing essences.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 15, 2016, 06:05:47 pm
Well the goal of the expedition is still to close the Eldritch Portal. I just have a habit of going through strange portals. And no one is stopping you from joining me.


Anyway if you are staying on this side I'd like to ask you a favor. At some point I will likely try to get back to this world by telaporting to a blade. Assuming it works, I may end of getting stabbed. So could you keep my swiss army knife with you and enchant it with a regenerative ability.

Action:
If James excepts, give him the Swiss army knife.
Summon the Spiked Cleats of Flight
using no essences. If the result is overall an upgrade from whatever the assumed starting clothing is, wear the cleats.

Finally, go through the eldritch portal, with Vortex bane at the ready. (so I get the skill bonuses. I am going into a potentially hostile place afterall)

((crossed out old action. Also, should I assume that you are now part of TOAM James))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 15, 2016, 06:12:47 pm
((Then so much the better. Didn't you see what I wanted to do on my first-second turn?))
((What I meant by storing part of a soul is literally stuffing an affinity into an item. You separate your affinity from yourself and put it in the item.

Also, I'm pretty sure DG is serious about enchantment density. I would not try making it any more awesome than it already is at this point.))

((1. Oh. I get what you mean now.))
((2. I was never enchanting Vortex Bane this turn, I was enchanting the swiss army knife))
((3. Changing my plans completly))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Atomic Chicken on January 16, 2016, 09:41:29 am
PM'ed. Also, create an essence.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Crimson on January 16, 2016, 10:05:27 am
Action PM'ed.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 16, 2016, 10:10:13 am
"I rather stay on this side. But sure I'll enchant the knife for you."
James takes the swiss army knife.

((You can assume James is part of TOAM.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: XXXXYYYY on January 16, 2016, 02:14:36 pm
Make a couple of essences.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 02:22:45 pm
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 16, 2016, 02:28:13 pm
Hey Salsa, do you know your old character "Blighted Witness" is actually still alive?
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 02:29:10 pm
Yep. I'm gonna forget about him now.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 16, 2016, 02:29:51 pm
Alright. I like your new affinity, wondering how it will work.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 02:30:49 pm
If I even get to join. I doubt he like me very much for just leaving
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 16, 2016, 03:59:47 pm
If I even get to join. I doubt he like me very much for just leaving

((I doubt it caused much trouble. If anything, an inert dot on the map is less trouble than an actual player.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 16, 2016, 07:24:09 pm
Name: Bernardo Hoagie, Sheriff Magician
Affinity: The Law
Description(optional): Wears a longcoat and a white hat, along with a shiny badge.
STR=1
DEX=3
SPD=0
END=1
POT=3

1) I'm gonna need some examples of spells that afinity would have.

2)Your previous character is still alive. Kinda. For a given value of alive. Standing in the midle of an eldrich field does things to a person over time.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 16, 2016, 09:06:22 pm
TOAM Table OF Publicly Declared Current Members (WIP)
Username                        Character Name                    Affinities                     
star2wars3SkellibornBlades
thegamemaster1234Professor JiksapMachines
H4zardZ1Dest EternaElectricity, Gold
XXXXYYYYThe GamblerLuck, Glass
_Shinju_NihilumAbsence
NAVJamesHealing, Summoning
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 10:06:57 pm
I think I'd like my previous character to become an enemy, if that's okay.

I'll give you power examples later.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 16, 2016, 10:12:01 pm
((So basically you are giving DG his very own character. More or less ))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 16, 2016, 10:43:01 pm
1) I'm gonna need some examples of spells that afinity would have.

((Just off the top of my head:))

Spoiler: Examples (click to show/hide)

((Those last two would probably require some fancy bonuses, for obvious reasons.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 10:44:56 pm
((So basically you are giving DG his very own character. More or less ))
((Yes))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 10:54:37 pm
As a basic summary, my character is a mix of Anti-Mage/Cleric. He enforces the Multiversal Laws of Reality and Morality, established by Status Quo, founder of the Sheriff Magi, or more commonly called, White-hats. Bernardo's purpose here is simply that magic has been severely abused in this location, and he's cleansing it, and returning it to normality.

Bernardo's spells consist of disabling and executing lawbreakers, rewarding those who follow the law and those who wish to redeem themselves and plea for mercy, and cleanse the land of excess magic and broken laws of physics. So I see him as primarily a debuffer, with a few buffs for those who follow the Status Quo.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 16, 2016, 11:11:41 pm
((So based on that, in general is he friendly to other mages?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 16, 2016, 11:19:58 pm
((No, not very friendly at all. These large groups of power-hungry Magi cause all sorts of damage to normality, what with making fireballs from nothing, or healing and ripping portals to other dimensions for whatever they want. The fact that it's all condensed in a small area greatly multiplies the ripple effects elsewhere. He will always hear out a plea bargain though.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 16, 2016, 11:59:19 pm
((Just out of curiosity, how much would he mind knowledge and/or binding magic? Seems like they would be a bit less destructive than all the summoning and such that's going on, but I guess you never know.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 17, 2016, 12:04:55 am
((It really depends on how much it screws with conventional reality. The more magic breaks what makes sense, the more it unacceptable and necessary to fix it becomes. So knowledge, would be okay, as long as it didn't start to become too dark, then it begins to infringe on morality. Binding would be kinda okay, as long as it wasn't anything too reality breaking or evil.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 17, 2016, 12:41:59 am
((I'm guessing he has serious problems with summoning, but not so much with healing?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 17, 2016, 12:43:32 am
((You know, he'll probably hate Jace...))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Sarrak on January 17, 2016, 07:05:06 am
((I foresee turmoil and bloodshed in the future. Welcome back, Salsa!))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 17, 2016, 08:43:15 am
((Given that my character is trying to close a creepy eldritch portal, wouldn't that give my character 1 saving grace in the eyes of your new character))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 17, 2016, 08:46:27 am
((Yes, that would. He'd probably try to set you on the "right path" since it seems to him you are misguided, but have good intentions))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 17, 2016, 10:47:45 am
((I just realized that I haven't actually posted an action. I blame my horrible, busy schedule.))

Using one +1+1 knowledge essence, enchant my clothes so that they make anyone trying to aim at me "know" I am slightly to the left or right of my actual position.

Four knowledge essences afterwards. As always, keep my luck ring and the fortress' luck field in mind should one fail.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 17, 2016, 11:10:54 am
Spoiler: Sample Powers: The Law (click to show/hide)
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 17, 2016, 11:59:36 am
((Just wondering... what would Bernardo have against a mad scientist and his paleontologist friend?

..He'll probably try to kick our butts the moment we summon a robot dinosaur. Or summon mechanical parts. Or magically repair something. Or build a laser cannon. Oh god. I already have one.

OH NO I FORGOT TO PAY THE ELECTRICITY BILL))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 17, 2016, 12:16:08 pm
((He's there to clean up, and your entire purpose being there is more than enough to start cracking down. That being said, there's much bigger fish to fry, and seems to me that you wouldn't be in TOO much trouble, comparatively speaking.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 17, 2016, 01:46:57 pm
Spoiler: Sample Powers: The Law (click to show/hide)

I'm gonna give you conditional curses/enchantments (A condition for activation and dispelling both manadatory). I'll also give you "enforce physical law", to prevent bending laws of physics for spellcasting. This, plus summoning law spirit (various ranks) should give you all spells you thought up, if used correctly, without making it too ambigious what you can and can't do.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 17, 2016, 01:51:45 pm
((Okay, that sounds good. Thanks.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 19, 2016, 01:40:47 pm
((Okay, that sounds good. Thanks.))
You could also summon Lawful-Aligned beings, like Formians.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 21, 2016, 01:06:25 am
((Well. This is most CERTAINLY interesting.))

((I'm just going to leave this here for now))

Name: Chorkinaan
Affinity: Physicality (there may not be a word in the english language; this was the best I could come up with)
Description: A short man always wearing a fancy hoodless black-patterned cloak. He has very long hair, and his right hand has an enormous scar which looks as though half of the skin is gone from it.
STR=3
DEX=3
SPD=0
END=1
POT=1

((The idea here is that he can create magical projections in solid form. The easiest way to do this is to create a simple shape (Cube, pyramid, sphere, cylinder, etc.) which is brittle, as heavy as average wood, moves normally, and fades in about an hour. Creating a complex shape such as that of furniture incurs a -1, as would a shape which moves abnormally. (floating, nonmoving, falls sideways or upwards...) This also applies to shapes which are too big; for every 1-meter cube it fills, barring the first, that's another -1.))

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 21, 2016, 01:10:18 am
((Oop, missed a few of the rules. Boy do I feel awkward. Either way, some help and advice would be appreciated.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 21, 2016, 03:58:10 am
((Well. This is most CERTAINLY interesting.))

((I'm just going to leave this here for now))

Name: Chorkinaan
Affinity: Physicality (there may not be a word in the english language; this was the best I could come up with)
Description: A short man always wearing a fancy hoodless black-patterned cloak. He has very long hair, and his right hand has an enormous scar which looks as though half of the skin is gone from it.
STR=3
DEX=3
SPD=0
END=1
POT=1

((The idea here is that he can create magical projections in solid form. The easiest way to do this is to create a simple shape (Cube, pyramid, sphere, cylinder, etc.) which is brittle, as heavy as average wood, moves normally, and fades in about an hour. Creating a complex shape such as that of furniture incurs a -1, as would a shape which moves abnormally. (floating, nonmoving, falls sideways or upwards...) This also applies to shapes which are too big; for every 1-meter cube it fills, barring the first, that's another -1.))

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
(((Un?)fortunately, it is a word in English. It can mean 2 things:
1. Intense physical orientation (Lower other stats, higher strength)
2. Physical aspect(Which, means, a aspect in a aspect. Confusing, eh?)
In other words, you can not only create various physical shapes, but also add another physical aspects (like weight, strength, melting point, etc.) and convert your own magic(or other stats) into physical power(strength).))
((Cycle, Flow, Fabric and Chain Reaction. Have anyone thought about any of that aspect yet?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Sarrak on January 21, 2016, 06:01:22 am
((So many newer mages... I feel bad deciding on not hunting them for a while. So much easy shards...))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: FallacyofUrist on January 21, 2016, 09:10:49 am
((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
((Join F.E.C.E.S! For extra murder, loot hunting, and [REDACTED]!))
((Advice number two: make 3 essences of your affinity in each non-combat turn, and hopefully in each of your combat turns as well. Essences are the thing used in combat. The thing. Although the boost to a spell you can get from them is capped at +5/+5, that's still pretty substantial...))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 21, 2016, 10:15:23 am
((Yeah, but at +5+5 you end up with horrible speed and dex penalties...))

((As for tips- stay in the eldritch tower for a +1+1 magic bonus and some measure of protection. There's also a library and garden.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 21, 2016, 11:46:53 am
I think Corporeality might suit your vision better, but you might prefer your current affinity.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 21, 2016, 06:15:48 pm
((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
((Join F.E.C.E.S! For extra murder, loot hunting, and [REDACTED]!))
((Advice number two: make 3 essences of your affinity in each non-combat turn, and hopefully in each of your combat turns as well. Essences are the thing used in combat. The thing. Although the boost to a spell you can get from them is capped at +5/+5, that's still pretty substantial...))

((Better yet join TOAM.  (Although IC your character knows nothing about the existence of either guild)))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 21, 2016, 06:28:56 pm
((Or how about you join the Whitehats. Help clean up the mess these greedy mages have made.

As for affinity name, I thing Geometric Manifest sounds cool.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 21, 2016, 06:40:38 pm
((And here's an exposition dump on the two three teams. Oh, the things I do to avoid studying.


F.E.C.E.S, as far as I know, is basically a comically evil group. Mostly made up of newly characters, if I remember correctly, but I suppose there could be a few secret members or something. They've basically announced that they're planning something, but as far as I know nobody outside the group knows a whole lot about what they're doing and how much of what they're saying is the truth.

TOAM is pretty new, and I don't think they've actually done a whole lot yet. I think the characters in it tend to be slightly more powerful and experienced, but that's neither here nor there. They're supposed to be the "good" group, though they're much too new to have backed it up.

The Whitehats... appear to be a one-man team for the time being. Basically devoted to anti-magic, although they don't technically exist yet. Probably nice enough, although the opposition to physics-defying shenanigans is a bit out of place here.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Elephant Parade on January 21, 2016, 06:53:11 pm
((The Acronym That Shall Not Be Used wanted to destroy the tower, if I remember right. I shouldn't have to explain why that's an unpleasant thing to do.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 21, 2016, 09:00:26 pm
((No matter which way you look at things, the possibility of an Age of Guilds is very likely. Of course, according to the WhiteHats, it may be the Guilded Age.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 21, 2016, 09:28:23 pm
((Thanks everyone for all the little bits of help. I think that's hit on something for my aspect of physicality: giving magical energy physical form, including altering physical properties. With that little bit of help, I think I've got a very viable wizard here, with a choice between sealing people in magical cubes, augmenting his own strength with physical-ified energy, and sabotaging constructions by making them spongy, brittle, light, etc. I can probably get into the world soon, but I'd at least like to see how the current turn plays out before I start taking any actions. Thanks, everyone!))

((On the note of guilds, from what I've gathered so far, one guild involves being a stick-in-the-mud who obeys the laws of physics (nope), one involves being a stick-in-the-mud who picks up other people's messes (super nope), and being a relentless murder-hobo who kills and loots anything in his way (maybe). It's up in the air, but you've heard my picks. Heh. DF has such a great community.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Salsacookies on January 21, 2016, 09:36:04 pm
((Thanks, glad to have you here, and I'm glad my guild's just a simple "nope". I doubt anybody'll join willingly, but the Whitehats always listen to a plea deal! :) ))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 22, 2016, 04:06:51 am
((I would suggest joining TOAM! Your affinity for physical stuff may be of great interest to a certain tinkerer/inventor/madman. For example, he would greatly enjoy having his stuff modified to have structural elements of what is essentially pure vibranium.

Speaking of which, vibranium giant robots, anyone? With extra SNIKT!!))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 22, 2016, 06:15:28 am
((Even better, and totally unique (not), a giant adamantine mech))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 22, 2016, 07:49:12 am
((Now all you need to do is start creating a super-heavy mesh of razor wire above things you don't like. Gory, to be sure, but it's a great recipe for mage slices.))


((As for guilds... Truth to be told, I've got an inclination to stay neutral. Certainly wouldn't mind it if someone wanted to partner up, but I'm reluctant to join one of the big groups.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 22, 2016, 09:13:46 am
((Why think only mechs? Try something like frickin' airboards, air hail, water beams, etc.
Let me ask you for a intelligence test:                                                                     
What is the most logical use of my Electricity aspect?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 22, 2016, 11:28:43 am
((Why think only mechs? Try something like frickin' airboards, air hail, water beams, etc.
Let me ask you for a intelligence test:                                                                     
What is the most logical use of my Electricity aspect?))

((Inventing the lightbulb?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 22, 2016, 11:52:08 am
((Why think only mechs? Try something like frickin' airboards, air hail, water beams, etc.
Let me ask you for a intelligence test:                                                                     
What is the most logical use of my Electricity aspect?))
((It depends what you want to do. Power electrical devices. Directly electrocute people, chain electricity through multiple people or metal/water. Taser for non-lethal attack. Create electromagnets and use them as a railgun, or for propulsion, or as magnets. Directly influence the electrical signals in people's brains to instakill them, control their thoughts, control their bodies. Use it as a defibrillator to save someone from a heart attack.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 22, 2016, 01:55:39 pm
((Why think only mechs? Try something like frickin' airboards, air hail, water beams, etc.
Let me ask you for a intelligence test:                                                                     
What is the most logical use of my Electricity aspect?))
((It depends what you want to do. Power electrical devices. Directly electrocute people, chain electricity through multiple people or metal/water. Taser for non-lethal attack. Create electromagnets and use them as a railgun, or for propulsion, or as magnets. Directly influence the electrical signals in people's brains to instakill them, control their thoughts, control their bodies. Use it as a defibrillator to save someone from a heart attack.))
((Or, y'know, lightning bolts.*

*DISCLAIMER: We are not responsible for any disappointments regarding grounded targets.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Beirus on January 22, 2016, 02:48:44 pm
((Now all you need to do is start creating a super-heavy mesh of razor wire above things you don't like. Gory, to be sure, but it's a great recipe for mage slices.))


((As for guilds... Truth to be told, I've got an inclination to stay neutral. Certainly wouldn't mind it if someone wanted to partner up, but I'm reluctant to join one of the big groups.))
((You want to join up with Jase and Crimson? It's not so much a guild or anything as you help if we ask for it, we help if you ask, and you do whatever you want in between. Oh, and protect the Tower. The Tower is nice. Ironsnake, you're invited as well.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Sarrak on January 22, 2016, 02:51:15 pm
((You want to join up with Jase and Crimson? It's not so much a guild or anything as you help if we ask for it, we help if you ask, and you do whatever you want in between. Oh, and protect the Tower. The Tower is nice. Ironsnake, you're invited as well.))
((You may depend on me while I'm close to the Tower. And, seeing mages flocking right back to it, I may be there for quite some time.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 22, 2016, 02:54:24 pm
((Why think only mechs? Try something like frickin' airboards, air hail, water beams, etc.
Let me ask you for a intelligence test:                                                                     
What is the most logical use of my Electricity aspect?))
((It depends what you want to do. Power electrical devices. Directly electrocute people, chain electricity through multiple people or metal/water. Taser for non-lethal attack. Create electromagnets and use them as a railgun, or for propulsion, or as magnets. Directly influence the electrical signals in people's brains to instakill them, control their thoughts, control their bodies. Use it as a defibrillator to save someone from a heart attack.))
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 22, 2016, 03:22:37 pm
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
((According to ATHATH:
Question: What is the most logical use of my Electricity aspect?
Answer: Not informing you of ways to kill me.

That doesn't seem quite right. If I did fail the intelligence test, then that means the way to pass the intelligence test is by not answering the question correctly. Also I didn't inform him of anything that poses a serious threat to me.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 22, 2016, 03:33:50 pm
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
((According to ATHATH:
Question: What is the most logical use of my Electricity aspect?
Answer: Not informing you of ways to kill me.

That doesn't seem quite right. If I did fail the intelligence test, then that means the way to pass the intelligence test is by not answering the question correctly. Also I didn't inform him of anything that poses a serious threat to me.))
((So someone messing with your brain signals doesn't matter to you? May I ask what kind of neural security hardware you are using?))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 22, 2016, 03:58:07 pm
((Now all you need to do is start creating a super-heavy mesh of razor wire above things you don't like. Gory, to be sure, but it's a great recipe for mage slices.))


((As for guilds... Truth to be told, I've got an inclination to stay neutral. Certainly wouldn't mind it if someone wanted to partner up, but I'm reluctant to join one of the big groups.))
((You want to join up with Jase and Crimson? It's not so much a guild or anything as you help if we ask for it, we help if you ask, and you do whatever you want in between. Oh, and protect the Tower. The Tower is nice. Ironsnake, you're invited as well.))

((Sounds good! And I certainly can't argue with protecting the tower.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 22, 2016, 04:18:38 pm
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
((According to ATHATH:
Question: What is the most logical use of my Electricity aspect?
Answer: Not informing you of ways to kill me.

That doesn't seem quite right. If I did fail the intelligence test, then that means the way to pass the intelligence test is by not answering the question correctly. Also I didn't inform him of anything that poses a serious threat to me.))

((Critical information was given. I see several ways from that list which if modified slightly could be used very effectively in a mage duel. Like for example throwing a light-bulb at another mage.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Beirus on January 22, 2016, 04:25:48 pm
((I'm disappointed nobody suggested he use his Electricity magic to do musical performances like people do with those Tesla Coils.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 22, 2016, 04:47:37 pm
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
((According to ATHATH:
Question: What is the most logical use of my Electricity aspect?
Answer: Not informing you of ways to kill me.

That doesn't seem quite right. If I did fail the intelligence test, then that means the way to pass the intelligence test is by not answering the question correctly. Also I didn't inform him of anything that poses a serious threat to me.))
((So someone messing with your brain signals doesn't matter to you? May I ask what kind of neural security hardware you are using?))
What I meant was that the smart thing to do (it was an intelligence test) was to not give him an advantage by helping him (unless you get something worthwhile in return).

As to the last question: If you read Tur's description, you would know that the Manipulator already controls him. I feel reasonably confident that a god of Mind Control will not allow you to wrest control of Tur away from him without an incredibly hard fight.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 22, 2016, 04:51:37 pm
((That's... really just a flavor thing. We know by now that DG only lets characters enter with the advantages of a conventional human.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 22, 2016, 05:15:04 pm
((Oh ATHATH, I did get something worthwhile out of it. I enjoyed it. And I lost nothing. Net gain.
Really that's less a test of intelligence and more a test of pragmatism.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 22, 2016, 05:18:17 pm
((Oh ATHATH, I did get something worthwhile out of it. I enjoyed it. And I lost nothing. Net gain.
Really that's less a test of intelligence and more a test of pragmatism.))
Ah, but he gained an advantage, and gained more than you did.

However, I do agree with your second point. To each, their own philosophy.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 22, 2016, 05:20:46 pm
((So you're saying my ideas were good enough to give him an actual advantage?  :D))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 22, 2016, 05:31:03 pm
Sorry for the drought in updates. Was having exams, but now they are over and I should be able to return to schedule, which means next update should be this sunday.


((Thanks everyone for all the little bits of help. I think that's hit on something for my aspect of physicality: giving magical energy physical form, including altering physical properties. With that little bit of help, I think I've got a very viable wizard here, with a choice between sealing people in magical cubes, augmenting his own strength with physical-ified energy, and sabotaging constructions by making them spongy, brittle, light, etc. I can probably get into the world soon, but I'd at least like to see how the current turn plays out before I start taking any actions. Thanks, everyone!))

I thought your initial idea of your affinity was rather underpowered (Wood afinity would had gien you all you could do and more), but this seems to fit well enough. All your creations will remain entirely magical, and therefore both vulnerable to manipulation and outright dispelling. On the other hand, you decide all the rules of what you create, without any boring stuff like laws of physics. For example your swords don't have to be monomolecular, they can be much sharper. You'll be added in next update and you can post what you will do upon emerging from portal (your first turn) now.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 22, 2016, 06:54:13 pm
((I'm disappointed nobody suggested he use his Electricity magic to do musical performances like people do with those Tesla Coils.))
((Reminds me of A minute of coexistence (https://soundcloud.com/rolemusic/a-minute-of-coexistence) (which combines tesla coils noise with...something else).
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
Too late- i already know how to do all that without them saying it.
((So you're saying my ideas were good enough to give him an actual advantage?  :D))
Don't worry, i won't kill you since you gave answer(not when i am being killed by you)
Clearly, you've failed the test- the correct answer is to not inform him of new ways to kill you.
((According to ATHATH:
Question: What is the most logical use of my Electricity aspect?
Answer: Not informing you of ways to kill me.

That doesn't seem quite right. If I did fail the intelligence test, then that means the way to pass the intelligence test is by not answering the question correctly. Also I didn't inform him of anything that poses a serious threat to me.))
((So someone messing with your brain signals doesn't matter to you? May I ask what kind of neural security hardware you are using?))
What I meant was that the smart thing to do (it was an intelligence test) was to not give him an advantage by helping him (unless you get something worthwhile in return).

As to the last question: If you read Tur's description, you would know that the Manipulator already controls him. I feel reasonably confident that a god of Mind Control will not allow you to wrest control of Tur away from him without an incredibly hard fight.
Anyway, i have a way of fighting cannot-be-mind-controlled people(usually those pesky elementals which doesn't have nerves at all, but since your nerves where your senses come from are still unprotected...); Think on how i can do the following thing: Laser (hint: spinning electricity), Tornado and Fire. Add with the fact that i want another affinity...))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: FallacyofUrist on January 22, 2016, 07:01:49 pm
((Laser. Electrons are not photons. Therefore... however, voltage can generate light...))
((The easier way to do it would be to [REDACTED]. I'm not helping you with your magic, you're an enemy of F.E.C.E.S!))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 22, 2016, 07:09:31 pm
Eh, I won't need nerves soon anyway, and if I want to engage you in combat, I can [Redacted].
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: NAV on January 22, 2016, 07:17:50 pm
((FREE ELECTRON LASER!))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: Whisperling on January 22, 2016, 07:27:11 pm
((Just take a rock and fire it at the speed of lightening. Instant crater.

Or you could create a device to turn electricity into light.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 22, 2016, 07:31:39 pm
Eh, I won't need nerves soon anyway
(usually those pesky elementals which doesn't have nerves at all
Need i say more?
EDIT:
((Just take a rock and fire it at the speed of lightening. Instant crater.

Or you could create a device to turn electricity into light.))
((For example: Speed of electricity-0.93(?) lightspeed
Antimatter annihilation energy is equal to a collision at 0.9 lightspeed
Antimatter annihilation energy is equal to 90TJ*2 per gram
A rock must be heavier than a gram, so... boom, everything is now dust.

Ah, forgot i can use a gold orb instead of rocks.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ATHATH on January 22, 2016, 07:54:44 pm
By the way, new guy(s), if you want to learn more about F.E.C.E.S. (we're more than just some flat "for the evulz" villains, and actually work together, unlike most "classic" villains), pm me, and I can set up a meeting.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: star2wars3 on January 22, 2016, 09:20:36 pm
((For that matter TOAM isn't just a group that cleans up other people's messes. We are a Mage Guild of Adventurers who work to protect the world from evil.

Msg me and I can arrange a meeting))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 23, 2016, 12:07:43 am
((Now all you need to do is start creating a super-heavy mesh of razor wire above things you don't like. Gory, to be sure, but it's a great recipe for mage slices.))


((As for guilds... Truth to be told, I've got an inclination to stay neutral. Certainly wouldn't mind it if someone wanted to partner up, but I'm reluctant to join one of the big groups.))
((You want to join up with Jase and Crimson? It's not so much a guild or anything as you help if we ask for it, we help if you ask, and you do whatever you want in between. Oh, and protect the Tower. The Tower is nice. Ironsnake, you're invited as well.))

((Catch me shortly after I spawn in, explain in-character that you're a small, loosely-formed group of mages who help each other do shit for profit and stuff, and you've got a deal.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 23, 2016, 12:52:04 am
Sorry for the drought in updates. Was having exams, but now they are over and I should be able to return to schedule, which means next update should be this sunday.


((Thanks everyone for all the little bits of help. I think that's hit on something for my aspect of physicality: giving magical energy physical form, including altering physical properties. With that little bit of help, I think I've got a very viable wizard here, with a choice between sealing people in magical cubes, augmenting his own strength with physical-ified energy, and sabotaging constructions by making them spongy, brittle, light, etc. I can probably get into the world soon, but I'd at least like to see how the current turn plays out before I start taking any actions. Thanks, everyone!))

I thought your initial idea of your affinity was rather underpowered (Wood afinity would had gien you all you could do and more), but this seems to fit well enough. All your creations will remain entirely magical, and therefore both vulnerable to manipulation and outright dispelling. On the other hand, you decide all the rules of what you create, without any boring stuff like laws of physics. For example your swords don't have to be monomolecular, they can be much sharper. You'll be added in next update and you can post what you will do upon emerging from portal (your first turn) now.

((Well, that's great. But really, would my creations be that vulnerable? Sure, if someone can directly manipulate magic, or dispell them, that's it, but this is magic given a strong physical aspect, so it's not quite the same. It definitely wouldn't be harder to dispel or manipulate than a puff of magical fire, some magically-enforced darkness or whatever, but this is still far from raw magic. Anywho, I suppose I'll just post my action.))

Look around as I leave the portal. Well... This is interesting. Create a tiny cube in my hand to see if my magic works the same. (I'm assuming it does, considering previous flavor text) Well now. That's reassuring. That, on the other hand... That tree, the bloody lake... And all these people around here, too. This is most certainly not reassuring. Seem's I'm late to the party. Well, I suppose I might as well get comfortable. Maybe I can get a lead on something from here... Walk a few paces beside the portal, then make four physicality essences. Keep an eye out for anyone approaching me, threatening me, speaking to me, etc.
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 23, 2016, 03:24:26 am
((Sorry, but i chosen the color teal with black glow. Do you want to change your color to something else? y/n))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 23, 2016, 12:53:23 pm
((Sorry, but i chosen the color teal with black glow. Do you want to change your color to something else? y/n))

((How's that? :3 ))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 24, 2016, 03:19:35 am
((Sorry, but i chosen the color teal with black glow. Do you want to change your color to something else? y/n))

((How's that? :3 ))
((He means that you chose the same colors as Eterna's. Your speech colors also show up on your map icon so it's pretty important. Also helps distinguish between who's talking/rolling/etc..))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: H4zardZ1 on January 24, 2016, 10:07:13 am
snip[REDACTED]snip
((Think harder, sir. I just discovered something, and....))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: ironsnake345 on January 24, 2016, 06:51:19 pm
((Sorry, but i chosen the color teal with black glow. Do you want to change your color to something else? y/n))

((How's that? :3 ))
((He means that you chose the same colors as Eterna's. Your speech colors also show up on your map icon so it's pretty important. Also helps distinguish between who's talking/rolling/etc..))

((I knew that. to fix the situation, I just switched the colors, then said "how's that?" to clarify that that'd work out. Then I gave a cheeky :3 to lampshade how lazy my technique was.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: thegamemaster1234 on January 24, 2016, 08:04:03 pm
((Sorry, but i chosen the color teal with black glow. Do you want to change your color to something else? y/n))

((How's that? :3 ))
((He means that you chose the same colors as Eterna's. Your speech colors also show up on your map icon so it's pretty important. Also helps distinguish between who's talking/rolling/etc..))

((I knew that. to fix the situation, I just switched the colors, then said "how's that?" to clarify that that'd work out. Then I gave a cheeky :3 to lampshade how lazy my technique was.))
((Oh, I see. Sorry for misunderstanding then.))
Title: Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
Post by: DreamerGhost on January 25, 2016, 09:38:13 am
Turn 138

"Well. I didn't know you were that good at digging... perhaps we'll be able to put that skill to good use, yes?"

Old King Coal twitched slightly, then frowned.

"... accurse it, Blake. Bloody incompetent allies... okay Beast... we've got a demon summoner ally of mine to rescue. As much as I hate that word, it's the only one that works right now."

Old King Coal and Beast head to south of the magic castle, north of the southernmost lake. Old King Coal will make 2 bone essences in the process.

Spoiler (click to show/hide)

Old King Coal moved off southwards, passing the Tower and reaching the edge of area still frozen by the long dead dragon. Old king never saw the beast, and just took the frozen grassland as just one more curiosity of the battlefield. Old King saw Seva flying high above, which meant that Blake should be somewhere here too. Had he missed him?

Reach my magic into the earth and try to sense if there is a path that can be successfully dug to the meteorite.
Spoiler (click to show/hide)

Bob reached downwards with his magic, seeking through layers of dirt to see if there was any alternative method of getting the meteor. But the ground was rather fresh compared to what Bob usually worked with, it had barely spent centuries here, compared to millions of years that stone had. Blood of the worm in the lake however, was old enough. It rushed into the ground beneath Bob, and as he released the spell after finding nothing, he found himself waist deep in crimson mud.

((Hmm that means demon is still alive.))

continue running towards the castle I've almost reached safety.
Fly after the demon Mage,use both essences to summon a large peregrine falcon(about 50-100% larger)
To dive at him
All birds +velociraptors follow me,try to attack him

Spoiler (click to show/hide)

Blake rushed towards the Tower shining so very close, and yet the burn wounds made it feel so far away. Blake knew he shouldn't look back, but he did. Seva was flying over the southern lake, and Blake smiled. He was here. He was safe. His arm pushed on the gates of the Tower. The gates were locked. Demonologist was stunned in confusion for a moment, and then began franticly pushing and pulling the gates, yet they stood still. A cry of a bird stopped Blake from pounding on the door and he turned his head just fast enough to see a massive falcon fly by, followed immediately by stripes of pain on his back, as eagle flew off, it's claws bloodied.

Shias the Druid
Mildly frustrated Shias crafts four essences and then continues searching for the other mage who is certainly around somewhere. Perhaps he has fallen into holes too?
Spoiler (click to show/hide)

Shias began wandering through the thicket again. Trees were still as silent. Animals were still nowhere to be found. Same was true for the mage that was stuck somewhere here. The silence was eerie, but before Shias became truly worried, he felt now familiar sensation, as ground gave in under him and he fell. This time, the bottom was even, and there was an exit visible further on. However, what he had fallen in was more akin to a cave rather than a pit, and there were two rather large wolves in here.

Try the enchantment again.
Spoiler (click to show/hide)

Henry rubbed his hands for luck and sent magic into his shirt again. The spell fizzled and dissipated before reaching the cloth. Henry spared a sideways look at giant all-magic-proof portal that brought him here. It shouldn't be doing anything, but since his shirt was still unenhanced and he could have no bearing on any lack of success, that only left the giant mcguffin.

((Sorry for that. I'll try to be more clear next time. Btw, you forgot to add crafted essences.))

"Ranged attack? Perfect. Now mages would concentrate their spells on me, forfeiting their lives in the process. Hm... About that, do you hear something?"

Walk around the Tower, seeking mages to hunt. ((Triad, Jiksap, Viznor & newest arrivals excluded.))

If found: Concentrate on one mage, using demon as a sharpshooter while I close for the kill.
If not: Slowly walk south around the lake. There must be some mages on the shore! Craft four essences to prepare.
Spoiler (click to show/hide)

Kahel thought about who to target next. Strongest mages were right out. If he began hunting newcomers, those with mild amount of power would be able to become powerful enough to challenge him. By those criteria, there was one target that was particularly suitable. Dest Eterna was sitting on a floating golden throne not too far away. Xazoliomuhr raised his hand, and an icicle shot out towards Eterna, catching him unaware and piercing through his stomach, a wound not immediately lethal, but it would kill him eventually, he'd bleed out once ice melted. Satisfied by the distraction, Kahel charged at Destra, however, electricity mage improvised his weaponry. Kahel barely managed to roll away as several ton throne whizzed by him faster than he could run. The icicle that failed to serve as distraction, still managed to cloud Destras mind somewhat. His plans were replaced by immediate need to escape.


A heap of scrap indeed! A more... undamaged machine would've been better, but as I always say (and them too!) there is no such thing as useless!
Pollute the water by emptying my tankful of liquid into it. Make a makeshift scuba gear using the tank as an air tank (and some scrap parts for the rest).

Spoiler (click to show/hide)

It was time for another test of what he had conjured before. Jiksap pulled out the tank full of unknown liquid, popped the cap and flipped it over the lake. Orange liquid flowed into the water, sunk beneath the bloody water and disappeared. Jiksap waited for a while, but nothing interesting happened and he turned towards his scuba project. It was not too difficult to clear the tank of liquid, but reconstructing it into an air tank proved harder. Air would need to be compressed to avoid airflow problems, which required a pump. Jiksap managed to construct an air pump from some scrap and a rubber band and some magic, and turned it on. It began whirring, and he could feel a current of air going in the makeshift tank. Then there was a loud *pop* and a large gash appeared on the side of the pump, leaking all the air that was pumped into it.

Skelliborn
So it looks like most of us are here so before we go farther I'd like to invite you to a guild I'm creating called TOAM, or The Order of Arcane Magics. The goal of the guild is to provide a deterrent to would be serial killers and other criminals. In addition it will serve to assist each other with complex spells and difficult quests. In short, a guild that works to empower the forces of good.

Back to the matter at hand, I'm going to go through the Eldritch portal and I will use Vortex bane to close it behind me. I intend to re-enter this world by the use of a dimensional blade.
"TOAM eh? You can count on my support for that. Good luck in the portal, guess this is a one man expidition after all?"

James takes the saw, the book, and three acorns. He starts reading the book while crafting 4 healing essences.

Spoiler (click to show/hide)

James gathered up newly conjured, definitely psychologically unrelated objects and flopped open the book. To no surprise at all, it was full of various craft recipes and advice. How to build a birdhouse. How to construct a kite. How to sew a sweater. How to carve a spoon. How to craft paper ornaments. How to decorate with salt crystals. Amusing and not very useful for someone who can just conjure things from thin air. Then again, everyone needs a hobby.  James pondered the usefulness of the book as he conjured extra essences. The very last one collapsed, and once again, the power loosed moved towards the flesh fields. Large fleshy growths akin to Venus flytraps sprouted, if the flytrap in question was large enough to bite a head off and filled with bony spikes.

Well the goal of the expedition is still to close the Eldritch Portal. I just have a habit of going through strange portals. And no one is stopping you from joining me.


Anyway if you are staying on this side I'd like to ask you a favor. At some point I will likely try to get back to this world by telaporting to a blade. Assuming it works, I may end of getting stabbed. So could you keep my swiss army knife with you and enchant it with a regenerative ability.

Action:
If James excepts, give him the Swiss army knife.
Summon the Spiked Cleats of Flight
using no essences. If the result is overall an upgrade from whatever the assumed starting clothing is, wear the cleats.

Finally, go through the eldritch portal, with Vortex bane at the ready. (so I get the skill bonuses. I am going into a potentially hostile place afterall)

Spoiler (click to show/hide)

Skeliborn looked at the fields of flesh before him. Somewhere in the center there was a portal that could bring him to the place where his quest goal laid. He attempted to summon a pair of shoes to help on the journey, however, the spell could not bend his magic quite that much. What appeared before Skeliborn was a set of five throwing knives, each with a meter long leather strip attached to the handle, and both knives and leather seemed to be entirely immune to effects of gravity. Skeliborn sighed and ventured forth towards the center of the flesh fields. What awaited there was a portal set in something akin to a tree, if tree had been constructed from bone, with branches of red, blood covered tentacles and leaves of quite possibly poison filled stingers. There were two options here. One was to simply dash to the portal and hope for the best. The alternative was to deal with the "tree" first and then enter the portal unmolested by it.

Make a couple of essences.

Spoiler (click to show/hide)

Gambler just stood at the edge of the flesh field and wondered how did this go so wrong so fast. Skeliborn was going off alone in the heart of where all this nonsense originated, to go through the portal rather than destroy it. James was just standing there, conjuring acorns and improvements to the field of leather tongues, which now included man eating plants and spears of bones. This was not the way he had imagined this going. Not one bit.


Using one +1+1 knowledge essence, enchant my clothes so that they make anyone trying to aim at me "know" I am slightly to the left or right of my actual position.

Four knowledge essences afterwards. As always, keep my luck ring and the fortress' luck field in mind should one fail.

Spoiler (click to show/hide)

Viznor forced a conjuration of inaccuracy into his clothes, and they became light teal in color, as if all red color was suddenly washed out of them. But the spell was not perfect and it was leaking. It would hold for a bit, but would fail eventually. And that was going to happen sooner rather than later, Viznor thought with a frown.
{-1DEX to those aiming at you, 3 turns}


The Portal came to life once more and two new magicians entered the battlegrounds.
First of the pair was Chorkinaan, nicknamed Cornucopia by some for his ability to conjure any object of his desires. Others were not quite as happy for him, which left a large scar on his right hand as a permanent reminder that power makes you important for all kinds of people.
Spoiler (click to show/hide)

He made a small test of conjuring a cube with no properties, which dissipated as soon as he affirmed his magic was still working well and forgot about it. Chorkinaan moved away from the portal ass to not obstruct any new arrivals and began focusing power.

The next one to enter through the portal was known as Bernardo and bore the title of Sheriff Magician. There were numerous mages who thought that since they had power they were free from any kind of law, and Bernardo was there to show them just how wrong they were. He pulled out his official one time use space-time fracture detector and turned it on. Both scales moved to yellow. Bernardo frowned as device dissipated into nothing. Yellow meant no immediate danger, but seeing as it took him about four seconds to find out that some major law breaking was going on around here, he'd have his work cut out for him.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: FallacyofUrist on January 25, 2016, 09:50:58 am
"One of these days I'm going to need to get some wings or a jetpack... or something."

Quicktopic action.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Sarrak on January 25, 2016, 10:47:08 am
"Ah, my apologies. I did not intend you to suffer. So, what's your next action would be, Master of Electricity?.."

Kahel ceased his speech abruptly, seeing that his opponent flew away.

"Damn. He needed to hear me at least! Xazoliomuhr, could you snipe him from this distance?"

If we cannot reach injured mage (ice shards and guided missiles), seek others to kill. There must be some nearby, if sounds are of any indication. Proceed to physical elimination.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Whisperling on January 25, 2016, 10:49:02 am
Use binding to "seal" the magic within the enchantment and stop it from leaking. Use my +1 +1 binding essence.

Four binding essences afterwards. Those two +1s to luck should make it relatively safe.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Zormod on January 25, 2016, 12:31:40 pm
Create 3 essences.
I actually cubed my STR here, followed shortly after by crushing Tur's face with my bladed hypercube (a cube completely covered in blades, with the almost invisible exeption of a pair of handholds..
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Salsacookies on January 25, 2016, 02:07:41 pm
"So, this is the epicenter of reality's breaking? Time to shut this show down, before it hits its climax."

Create 2 Essences, then Bernardo will walk to Kahel's Location
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: ironsnake345 on January 25, 2016, 02:44:27 pm
While still watching for anything interesting happening, attempt to create a longsword of magical energy using a +1/+1 essence and a +1 CMP essence. (-1 complex shape, -1 extra tough, -1 long lasting.)
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: thegamemaster1234 on January 25, 2016, 03:39:28 pm
((DG: It appears my action was misread. I am using the tank I just emptied as an air tank, not the ruined barrel. Also, as my portable tank already automatically compresses/decompresses its contents, an air compressor shouldn't be necessary.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: star2wars3 on January 25, 2016, 05:35:55 pm
((If much of what I'm about to fight is a bunch of tounges, that means I can use a ghost pepper shaped like a blade to win))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: star2wars3 on January 25, 2016, 06:01:00 pm
Skelliborn:
"Well, Well, Well. So your the Gaurdian of this portal. I don't suppose you'd let me pass?"
Action:
3 essence routine.
((After all the "Tree" might be friendly))



((Also. In case diplomacy fails, Get ready to cue epic boss music. This seems somewhat fitting. (https://www.youtube.com/watch?v=5b9srgISwfc)))
((Or This (https://www.youtube.com/watch?v=EdveCgbEQAQ)))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Andres on January 25, 2016, 06:25:16 pm
Henry the Best takes off his shirt and rubs it against the portal, hoping to get some anti-magic protection on it.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: ironsnake345 on January 26, 2016, 02:06:20 am
While still watching for anything interesting happening, attempt to create a longsword of magical energy using a +1/+1 essence and a +1 CMP essence. (-1 complex shape, -1 extra tough, -1 long lasting.)


((my knowledge of how this forum game works marches on. I rewrote this to fit the essences I ACTUALLY have.))


((At least I caught myself before anyone had a bad time.  ;D ))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: H4zardZ1 on January 26, 2016, 02:58:20 am
"Ouch."
Continue southwest, to the zerg-grass. 2 Electric Essences.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Sarrak on January 26, 2016, 04:27:34 am
"Ouch."
((... I suggest checking your stomach with some healer. Shards of ice are not exactly beneficial for the long-term health.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: AoshimaMichio on January 26, 2016, 11:18:13 am
Everybody knows wolves don't eat wood. They might piss on me, but that's just wolves marking territory. Tolerable price, really. Ignore them. Pretend to be a tree. I'm really good at that.
Ah, and two essences if it doesn't tip them.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: ATHATH on January 26, 2016, 01:37:18 pm
What is Shias's opinion on Eldritch Trees? You might have a dual-boss fight on your hands.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Whisperling on January 26, 2016, 01:41:41 pm
What is Shias's opinion on Eldritch Trees? You might have a dual-boss fight on your hands.

((I'm gonna take a guess and say he isn't interested in protecting horrible abberations, but I suppose you never know.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: XXXXYYYY on January 26, 2016, 01:42:46 pm
Gambler nods back.
"Heh, sorry about that. Got distracted for ah bit."
The Gamber watches Skelliborn run off into the eldritch land, and facepalms.
"We're gonna 'ave to bail 'im out after 'e ends up gettin' 'imself 'urt, aren't we?"
Gambler gets out the Molotov cocktail and stasis'd sticky grenade.
{---INIT---}
MARK 1
Is there a clear path to Skelliborn?
    Yes:
        Run up to him.
        Is the 'tree' hostile?
            Yes:
                Use grenade on 'tree'.
            No:
                If Skelliborn's going to do something stupid/dangerous, stop him.
     No:
         Sigh angrily, make two essences.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: DreamerGhost on January 26, 2016, 07:03:50 pm
((DG: It appears my action was misread. I am using the tank I just emptied as an air tank, not the ruined barrel. Also, as my portable tank already automatically compresses/decompresses its contents, an air compressor shouldn't be necessary.))

((That makes so much more sense, I have no idea why I thought otherwise. However, you still rolled a three, so the pump part of the tank is now busted.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: DAPARROT on January 26, 2016, 08:11:24 pm
Finish off the demon Mage,falcon and velociraptors will help
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: NAV on January 26, 2016, 08:35:00 pm
Enchant the swiss army knife with healing. Safety knife!  Use a couple essences. Make note that Skeliborn owes me 2 favours now.
Casually stab my hand to make sure it works.
Make 3 healing essences.

James nods at The Gambler.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: fillipk on January 26, 2016, 08:36:44 pm
Throw up a last ditch wall of hellfire and wait.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: star2wars3 on January 26, 2016, 09:12:11 pm
Enchant the swiss army knife with healing. Safety knife!  Use a couple essences. Make note that Skeliborn owes me 2 favours now.
Casually stab my hand to make sure it works.
Make 3 healing essences.

James nods at The Gambler.

((I'll pay you back ASAP/ feel free to PM any requests.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: AoshimaMichio on January 27, 2016, 01:52:04 am
What is Shias's opinion on Eldritch Trees? You might have a dual-boss fight on your hands.

((I'm gonna take a guess and say he isn't interested in protecting horrible abberations, but I suppose you never know.))
((Eldritch Trees are fine as long as they stay in their own natural enviroment. But bringing that entire enviroment elsewhere is not nice thing to do.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: _Shinju_ on January 27, 2016, 02:33:22 pm
PM
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: thegamemaster1234 on January 27, 2016, 02:55:33 pm
Hmm. Well, the tank was made for liquids and not gasses, after all... which makes even less sense now that I think about it, since gasses are really just depressurized liquids... Okay, here's what I've tried so far: summoning, and tinkering. What haven't I done? Oh, that's right, biological enhancement!! What could possibly go wrong?!

Because living things are really just machines made of organic matter, modify my respiratory system so I can breathe underwater. Preferably without losing the ability to breathe on land. Use a total of +5/+5.
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: FallacyofUrist on January 27, 2016, 03:36:14 pm
((  :o oh no))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: thegamemaster1234 on January 27, 2016, 04:05:29 pm
((  :o oh no))
((Presuming that the "oh no" is in response to my action, I'd like to point out that getting +5/+5 will involve a chaotic essence. If I am mistaken and the "oh no" was not directed towards Jiksap's reveal as having control over all living matter on this duck, I'm pointing that out anyway.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: ATHATH on January 27, 2016, 06:16:15 pm
What is Shias's opinion on Eldritch Trees? You might have a dual-boss fight on your hands.

((I'm gonna take a guess and say he isn't interested in protecting horrible abberations, but I suppose you never know.))
((Eldritch Trees are fine as long as they stay in their own natural enviroment. But bringing that entire enviroment elsewhere is not nice thing to do.))
The question, then, is if this is its natural environment. Do we know what the duck was like before it was set up for this arena-thing?
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Whisperling on January 27, 2016, 07:08:06 pm
((Actually, the eldritch fields weren't even a part of the original arena. They got here when someone (Jace, I think) decided to feed a portal with five shards and caused it to collapse.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Beirus on January 27, 2016, 07:29:04 pm
((Actually, the eldritch fields weren't even a part of the original arena. They got here when someone (Jace, I think) decided to feed a portal with five shards and caused it to collapse.))
((It didn't collapse, he brought the landscape through the portal. It's inverted.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Whisperling on January 27, 2016, 08:48:16 pm
((Actually, the eldritch fields weren't even a part of the original arena. They got here when someone (Jace, I think) decided to feed a portal with five shards and caused it to collapse.))
((It didn't collapse, he brought the landscape through the portal. It's inverted.))

((...This makes me wonder whether it's possible to get to the displaced part of the duck via the portal-in-a-tree.))

Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Crimson on January 28, 2016, 04:42:26 am
Action Pmed
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: Prismatic on January 28, 2016, 06:41:04 am
Use Molotov on flytraps.
((That probably won't be very effective without a source of fire.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: FallacyofUrist on January 28, 2016, 09:30:30 am
((Considering how lucky the Gambler is...))
((We will see.))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: star2wars3 on January 28, 2016, 02:03:14 pm
((If it doesn't explode my sword might absorb the alcohol and use it to power up.))

((Assuming its in range))
Title: Re: Roll to Magic: Turn 138 Falcon hunting and flight
Post by: DreamerGhost on January 28, 2016, 08:36:16 pm
Turn 139

"One of these days I'm going to need to get some wings or a jetpack... or something."

Quicktopic action.
Finish off the demon Mage,falcon and velociraptors will help
Throw up a last ditch wall of hellfire and wait.

Spoiler (click to show/hide)

Seva fell, giving up altitude for speed, and flew towards Blake. But he was not the first one to reach the demonologist. Falcon returned, however, this time Blake was ready for it. He leaped to the side, and the massive bird flew harmlessly by, few feet away from Blake. Unfortunately, the movement cost him. As velociraptors approached, hungry for blood, Blake was too overcome with pain to dodge their bites. And when Seva himself finally arrived, Blake no longer had anywhere to dodge.
However, all of the strikes had sacrificed speed for strength, and barely managed to scratch Blake, let alone incapacitate him. With a command, a wall of sulfur flame appeared around Blake. All of his enemies managed to dodge out of a fiery demise, but both raptors and the falcon were cut off from Blake. In a ring of fire there were two mages. The most dangerous cage match was about to begin. Somwhere not too far away, Old king was failing to force a spine to levitate.

"Ah, my apologies. I did not intend you to suffer. So, what's your next action would be, Master of Electricity?.."

Kahel ceased his speech abruptly, seeing that his opponent flew away.

"Damn. He needed to hear me at least! Xazoliomuhr, could you snipe him from this distance?"

If we cannot reach injured mage (ice shards and guided missiles), seek others to kill. There must be some nearby, if sounds are of any indication. Proceed to physical elimination.
Spoiler (click to show/hide)
Kahel looked around and filtered what he saw through the criteria he wanted. It was a pity that Destra had escaped, but he had the insight to get far away to make any attempts to fire at him mostly futile, and the continue moving, and there was nothing he could really do about it. Old King Coal on the other hand, was just standing out in the open.
Xazoliomuhrs shot went wide, alerting Coal and his Beast, although Beast did not react fast enough. Kahel was upon Old King Coal, but he mostly managed to dodge the strike, the swing of the blade cut through clothes but left only a scratch on actual flesh. Kahel did not have the time to strike again, as he was forced to dodge himself, as Beast struck the ground where he stood with enough force to send bits flying. The shockwave messed up Kahels landing and he fell to the ground, although the claws of the Beast were momentarily struck in the ground.

"So, this is the epicenter of reality's breaking? Time to shut this show down, before it hits its climax."

Create 2 Essences, then Bernardo will walk to Kahel's Location
Spoiler (click to show/hide)

Bernardo focused some power and went towards a mage who walked around in company of an ice brute. He seemed to be part of the solution, and was actively attempting to remove people of Bernardos "to interrogate" list. Truly, a shining example of magic society. Pity that so very often they turned out to secretly be the masterminds of crime. Such is the way of wizardly crime.

Use binding to "seal" the magic within the enchantment and stop it from leaking. Use my +1 +1 binding essence.

Four binding essences afterwards. Those two +1s to luck should make it relatively safe.

Spoiler (click to show/hide)

Viznor focused on the spell that was fraying around the edges, and cut them off, reinforcing where he could and sealing where he couldn't. The result was cloth that refused red, even things around it looked more teal. It would probably have some interesting interactions with blood though.

While still watching for anything interesting happening, attempt to create a longsword of magical energy using a +1/+1 essence and a +1 CMP essence. (-1 complex shape, -1 extra tough, -1 long lasting.)
{I'd argue that sword is not that complex of a shape.}
Spoiler (click to show/hide)

Chorkinaan called forth his first creation in this realm - a sword of unnatural toughness. The sword was entirely weightless, of some dull, indescribable color, and had neither temperature nor texture. That was the flaw of this craft, anything unasked did not exist.

Gambler nods back.
"Heh, sorry about that. Got distracted for ah bit."
The Gamber watches Skelliborn run off into the eldritch land, and facepalms.
"We're gonna 'ave to bail 'im out after 'e ends up gettin' 'imself 'urt, aren't we?"
Gambler gets out the Molotov cocktail and stasis'd sticky grenade.
{---INIT---}
MARK 1
Is there a clear path to Skelliborn?
    Yes:
        Run up to him.
        Is the 'tree' hostile?
            Yes:
                Use grenade on 'tree'.
            No:
                If Skelliborn's going to do something stupid/dangerous, stop him.
     No:
         Use Molotov on flytraps.
         Is there a clear path?
             Yes:
                 GOTO 1
             No:
                 Sigh angrily.

Skelliborn:
"Well, Well, Well. So your the Gaurdian of this portal. I don't suppose you'd let me pass?"
Action:
3 essence routine.
((After all the "Tree" might be friendly))



((Also. In case diplomacy fails, Get ready to cue epic boss music. This seems somewhat fitting. (https://www.youtube.com/watch?v=5b9srgISwfc)))
((Or This (https://www.youtube.com/watch?v=EdveCgbEQAQ)))
Spoiler (click to show/hide)

Gambler took one look at Skeliborn running towards certain doom and swore. He then looked at flytraps that were in the way and swore again. But there was a solution, and it was flammable. Threw the Molotov at the carnivorous forest in front of him, and then remembered that it was not a magic explosion potion and that it needed to be lit. Bottle smashed against bone barbs harmlessly and shattered, spilling flammable liquid everywhere. In an amazing stroke of luck, the flytraps were for some reason fascinated by it, and began licking the flammable liquid up. Gambler, having experience in both amazing luck and how quickly it flees when not used, ran through the forest of horrors and towards Skeliborn.

But he was too late. In some unfathomable leap of logic, Skeliborn decided that there was a chance that a creature growing on an eldritch portal and looking like something that could feature in a PSA of dangers of eldritch corruption might be friendly. The tree attempted to snatch blade mage with one of the tentacle branches, but Skeliborn managed to dodge them for long enough to conjure a few essences and mess one of them up. Magic flowed from the collapsed essence into the tree and stingers grew into small barbed knives. Almost immediately after, Gambler managed to reach the tree, and threw a grenade into the tentacles that were after Skeliborn pair of them got stuck on it and were torn off by the explosion. That left thirteen more to deal with.

Henry the Best takes off his shirt and rubs it against the portal, hoping to get some anti-magic protection on it.

Spoiler (click to show/hide)

Henry took off his shirt and rubbed the portal with it. Absolutely nothing happened. Obiviously, the shirt was just too stylish to contain any magic. It was well known fact that good fashion sense and magic power were inversionally proportional. That was the only reason he wasn't the greatest of wizards by power, and merely one of the best.

"Ouch."
Continue southwest, to the zerg-grass. 2 Electric Essences.

Spoiler (click to show/hide)

Eterna flew further away from Kahel and his ice beast and towards flesh fields. It might had looked silly to go from one danger to the next, but next to flesh fields was the only person on the island capable of healing people. The flesh fields themselves seemed to had grown some carnivorous looking flytraps, but luckily James was standing at the edge of the field, not going deeper inside. The icicle was beginning to melt, and while frost had dulled the pain it did not quite remove it. And soon, it wouldn't stop the bleeding either.

Everybody knows wolves don't eat wood. They might piss on me, but that's just wolves marking territory. Tolerable price, really. Ignore them. Pretend to be a tree. I'm really good at that.
Ah, and two essences if it doesn't tip them.


Spoiler (click to show/hide)

Shias stood perfectly still and made his best tree impression. One of the wolves carefully walked towards him and sniffed his wooden exterior. It then licked the wood, and having seemingly affirmed that it was, in fact, wood, moved back to the entrance and dropped back to sleep. Other wolf soon followed. The trouble was, leaving almost certainly included sneaking past two only half asleep wolves while in a mobile tree.

Enchant the swiss army knife with healing. Safety knife!  Use a couple essences. Make note that Skeliborn owes me 2 favours now.
Casually stab my hand to make sure it works.
Make 3 healing essences.

James nods at The Gambler.
Spoiler (click to show/hide)

James forced an enchantment upon the knife, one of more ancient enchantments of healing. Healing shiv; it was a great tool for torture, although it was first forged by healers who hated (usually for taking their help for granted) people they had sworn to heal. James stabbed his hand and swiftly regretted it, as though even knife left no wound, it still hurt a whole lot.

Hmm. Well, the tank was made for liquids and not gasses, after all... which makes even less sense now that I think about it, since gasses are really just depressurized liquids... Okay, here's what I've tried so far: summoning, and tinkering. What haven't I done? Oh, that's right, biological enhancement!! What could possibly go wrong?!

Because living things are really just machines made of organic matter, modify my respiratory system so I can breathe underwater. Preferably without losing the ability to breathe on land. Use a total of +5/+5.
Spoiler (click to show/hide)

Jiksap gave up on mechanical means. He did not have the parts and he no longer had the patience. Jiksap’s hands clasped on his throat, he took a deep breath, and forced his breathing system to change. The magic shifted and changed his lungs, throat and neck, but when spell ended, Jiksap suddenly felt like choking. He hoped that it was not the absolute worst case scenario and dive in the water. Almost immediately he felt better. It was not quite like breathing, but he wasn't choking anymore. His worry came true; he gained ability to breathe underwater at the cost of being able to breathe air.

Spoiler: Map (click to show/hide)

Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: star2wars3 on January 28, 2016, 09:01:56 pm
Well, you have some skill, but you made a fatal mistake eldritch tree. The thing about absorbing a mage's magic is  you give them access to alter your very being. So Game Over tree. Game Over.

Skelliborn

Action:

Force the eldritch tree to destroy itself using the blades on its tentacles.
Accept help from any mages who try to help

Modifiers:

-2 mobile

Essences:
Use two +1CMP blade essences
one +1 POT blade essences

Aim the spell at whichever tentacles are trying to molest kill me.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: XXXXYYYY on January 28, 2016, 09:40:50 pm
((My plan to get the flytraps drunk worked! Muahahaha. Honestly, though, my plan was just to get flammable liquid everywhere, then figure it out from there. Most likely through prodigious luck and/or summoning a small glass bomb.))

"...Ya tried diplomatizing tha tree. Tha tree with bloody tentacles and stingers. I will never understand ya. Time ta get ta work, I guess."
Go for quick jabs with the stilleto. Aim to disable bits, primarily through the good old method of stab then jiggle (to use the sharp point to ruin the inner bits) then withdraw an back off. Focus on not getting hit.
Attempt to use my luck to aid me in combat - let it, in part, control my stabs and dodges. It may not be the most elegant style, but it can be effective, provided the user is sufficiently lucky.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Zormod on January 28, 2016, 09:51:33 pm
Attempt to summon a crate of healing pills, using 1 CMP and 1 POT essences. Use some of its contents immediately. Then loot Tur's corpse. Move toward the normal castle. Send minicubes at Old King Coal, if I see him this turn.

I don't think my earlier PM is relevant anymore, so I'm revealing it.
For those who don't wish to look for it:
Spoiler (click to show/hide)
((This information is provided for spectators, so please do not use it ingame unless you recieved it there as well. In fact, it would be better if everyone unaffected by this left it completely unused.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ATHATH on January 28, 2016, 10:27:11 pm
Alas, Zormod's telling the truth. I suppose I'll be back, eventually.

I was this close to ultimate power, dang it.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: FallacyofUrist on January 28, 2016, 10:51:54 pm
"ARE YOU KIDDING ME."

Quicktopic action.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Zormod on January 28, 2016, 10:56:40 pm
((You did a good job with the contracts, but you revealed contract #2 too early, if you ask me. If you had waited until you had the redstone, I probably would have just signed it. Of course, you were probably going for that and a single botched roll decided to screw everything up as they tend to do. It was a very good try, and I hope to combat one of your characters again someday.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Whisperling on January 28, 2016, 11:40:05 pm
I was this close to ultimate power, dang it.

((This seems to be a recurring theme.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ironsnake345 on January 28, 2016, 11:51:58 pm
Perfect; this sword will serve me greatly. But, y'know what they say. The best offence is a great defense. burn the last of my essences to create a similarly weightless large shield (not greatshield size; -1 toughness, -1longevity) Now, let's see here... There's a tower off that way, seems to be a scuffle at its base. And that's a demon over there, and that dandy man looks to be getting involved, definitely want to avoid that. Hmmm... Chorkinaan creates 3 essences while evaluating what he can see, parameters in mind being loot potential and personal danger
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ATHATH on January 29, 2016, 01:22:40 am
I was this close to ultimate power, dang it.
((This seems to be a recurring theme.))
Alas, it is the curse of constant planning: I have an idea of how it will all go down, I gather the necessary components of my plan, and am almost ready- and then someone casually walks by and defeats me within the span of a turn or two.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: H4zardZ1 on January 29, 2016, 03:58:23 am
"James, can you heal me?"

If he accepts to heal me, create a electric crystal with 2 +1/+1, 3 +1POT and 2 +1CMP essences.
If he refuses to heal me, cauterize the wound with electricity(not that it will help very much)
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Sarrak on January 29, 2016, 06:00:18 am
"Kidding? Not really... Ahem. And so they fought - mage against mage, beast against beast... Or something like that. You may want to do some taunting, I suppose."

Mage elimination ahoy!
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Salsacookies on January 29, 2016, 06:04:21 am
I approach Kahel.

"Eh, I see your a Mage, right? Can you fill me in on what's happening here? I'm kinda new."
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Sarrak on January 29, 2016, 06:23:31 am
Completely unamused by total strangers coming before him in the middle of a fight, Kahel tried his eloquence:

"Well, we have here a growing community of mages. Some peaceful, some not. All gathered to make use of crystallized souls of other mages and powerful creatures to reach their own aims... Though some choose to build structures instead. Sorry, I would have tried to give you an excursion, yet I'm currently trying to kill the Bone Master. Do not mind us, really."
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Salsacookies on January 29, 2016, 06:31:14 am
"Oh, is this Bone Master in front of us right now?"
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Sarrak on January 29, 2016, 06:37:33 am
"...Yes. Though we're not aquanted, every mage needs to know affinities of his rivals."
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Salsacookies on January 29, 2016, 06:44:20 am
"Ah, okay then. I got this."

I point my stave towards the Kahel's opponent, and fire a bolt of Magic to Fire towards it. I consume both essences doing so. [Ranged: -1]
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: NAV on January 29, 2016, 08:42:14 am
"James, can you heal me?"
"Okay. 1 shard."
Healy healy heal then get shard.
Then 3 healy essences.


Edit:
"You know what? It's free. It's not right to charge injured people for healing. Keep the shard."
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ATHATH on January 29, 2016, 10:06:03 am
"Ah, okay then. I got this."

I point my stave towards the Kahel's opponent, and fire a bolt of Magic to Fire towards it. I consume both essences doing so. [Ranged: -1]
We could have been allies, Slasacookies...
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Salsacookies on January 29, 2016, 10:45:37 am
"Ah, okay then. I got this."

I point my stave towards the Kahel's opponent, and fire a bolt of Magic to Fire towards it. I consume both essences doing so. [Ranged: -1]
We could have been allies, Slasacookies...
Are you Toam?
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: AoshimaMichio on January 29, 2016, 11:28:17 am
Well, growing got me out last time, might try it again. Using single +2/1 essence and +1 POT essence.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Elephant Parade on January 29, 2016, 11:33:16 am
"Ah, okay then. I got this."

I point my stave towards the Kahel's opponent, and fire a bolt of Magic to Fire towards it. I consume both essences doing so. [Ranged: -1]
We could have been allies, Slasacookies...
Are you Toam?
He is a member of Team Evil Jerkmages.

I'm pretty sure you couldn't have been allies.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Salsacookies on January 29, 2016, 11:48:56 am
Nope. Toam will be uneasy at best.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ATHATH on January 29, 2016, 11:55:38 am
Nope. Toam will be uneasy at best.
But Tur served a God of Law! What is T.O.A.M. going to help you with- "Oh, we don't think that actually trying to win the game is very nice, so we can't help you with your purge. Also, one of the most blatant purge targets (James) is our ally. Sorry!"?
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ironsnake345 on January 29, 2016, 02:16:04 pm
WHAT are that bunch of fools doing? This is like a circus clown act with questionably deadly magic!
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: DAPARROT on January 29, 2016, 03:20:20 pm
Bludgeon him to death with my wings
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Sarrak on January 29, 2016, 05:18:53 pm
WHAT are that bunch of fools doing? This is like a circus clown act with questionably deadly magic!
Bludgeon him to death with my wings
((This made me laugh so hard...))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: star2wars3 on January 29, 2016, 06:36:43 pm
((Just an average day on the duck))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Andres on January 29, 2016, 08:41:23 pm
((Where is Forric on the map? I can't seem to find him.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: ironsnake345 on January 29, 2016, 10:01:41 pm
WHAT are that bunch of fools doing? This is like a circus clown act with questionably deadly magic!
Bludgeon him to death with my wings
((This made me laugh so hard...))
((I know, right? I relayed that little funny moment to my mom, and she laughed about as hard as I did. I love funny coincidences like that!))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: star2wars3 on January 30, 2016, 07:53:26 am
((Where is Forric on the map? I can't seem to find him.))

((Forric is near the shipwreck))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Andres on January 30, 2016, 03:02:39 pm
((Where is Forric on the map? I can't seem to find him.))

((Forric is near the shipwreck))
((Thanks.))

Go one tile up and one tile up-left.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: thegamemaster1234 on January 30, 2016, 11:01:15 pm
((Hey DG, could you please send me a PM of what exactly my staff can do? I'd like to know if it's just a weapon or if it has other purposes.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Whisperling on January 31, 2016, 08:53:40 am
Take off a sock, prick my finger, and let a few drops of blood fall in it ("aim" the hole at the wall, just in case). Observe the results, and put the sock back on afterwards.

Then, using 1 +1+1 knowledge essence, enchant my alchemy book so that it can lead me to whatever reagents are necessary for the recipes I can actually use. Test it out in the fortress' garden.

Make 4 binding essences afterwards. Two +1s to luck, and all that.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Elephant Parade on January 31, 2016, 12:06:06 pm
+3 essences.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: fillipk on January 31, 2016, 02:15:47 pm
Blast him with hellfire as he tries to bludgeon me.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Whisperling on January 31, 2016, 02:55:56 pm
((Just posting again to mention that I edited my action.))
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: Atomic Chicken on January 31, 2016, 04:22:41 pm
PM'ed action.
2 essences.


Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: thegamemaster1234 on January 31, 2016, 05:49:43 pm
Though Jiksap may have lost his ability to breathe on land, he would not be deterred from why he attempted that experiment in the first place. Annoyed, he also noted that talking underwater works quite like one would expect: badly. Blood-tainted waters were rarely a place for diplomacy anyhow.

Go get that meteor! 3 essences along the way.
Title: Re: Roll to Magic: Turn 139 Cagefighting and Extreme gardening
Post by: DreamerGhost on February 01, 2016, 02:57:55 pm
Turn 140

Well, you have some skill, but you made a fatal mistake eldritch tree. The thing about absorbing a mage's magic is  you give them access to alter your very being. So Game Over tree. Game Over.

Skelliborn

Action:

Force the eldritch tree to destroy itself using the blades on its tentacles.
Accept help from any mages who try to help

Modifiers:

-2 mobile

Essences:
Use two +1CMP blade essences
one +1 POT blade essences

Aim the spell at whichever tentacles are trying to molest kill me.

((My plan to get the flytraps drunk worked! Muahahaha. Honestly, though, my plan was just to get flammable liquid everywhere, then figure it out from there. Most likely through prodigious luck and/or summoning a small glass bomb.))

"...Ya tried diplomatizing tha tree. Tha tree with bloody tentacles and stingers. I will never understand ya. Time ta get ta work, I guess."
Go for quick jabs with the stilleto. Aim to disable bits, primarily through the good old method of stab then jiggle (to use the sharp point to ruin the inner bits) then withdraw an back off. Focus on not getting hit.
Attempt to use my luck to aid me in combat - let it, in part, control my stabs and dodges. It may not be the most elegant style, but it can be effective, provided the user is sufficiently lucky.


Spoiler (click to show/hide)

Gambler and Skeliborn stood firm as numerous tentacles descended upon them. Gambler knew he did not have the skill to fight off something with half a dozen of limbs, and that was the best case scenario, the one where tree split tentacles equally between the two of them. But he had something better than skill to rely on. Luck. Sure, many would say that luck was a finite resource, and if abused, would fail sooner or later, compared to skill on which one could always rely. But it was impossible to train for every scenario, and Gambler had better grasp on his luck than most. First swing connected with one of blades on the tentacle, and with surprising strength, tentacle swung the blade and Gamblers arm, and Gambler reeling backwards. While walking backwards, in attempt to maintain balance and not fall down, Gambler accidentally sunk his stiletto into another tentacle to the hilt. The tentacle twitched as stiletto drained magic from it, and fell lifeless. Gambler, however, was so surprised by running backwards into the tentacle that he jumped away from the tentacle, pulling out the stiletto and unwittingly placing it in the way of another tentacle that was moving towards him with intent to strike. With tactic on the entirely opposite side of "trying", Gambler took out two tentacles.

Skeliborn stood still and charged his magic. Tentacles moved closer. Still closer. The spell would turn weapons of his enemy against it, but this did not reduce the primal fear Skeliborn felt. There was just something about standing still while enemy approached with clear intent to kill that scared people. The fear proved too much for Skeliborn. The spell faltered, and blades on tentacles failed to stop them from lashing out at Skeliborn and Gambler.

Tentacles grabbed onto Skeliborn and Gambler, blades biting into them, and pulling both towards the tree, where more tentacles could reach them. Several new tentacles attacked the two mages while they were still disoriented by the pull, but found no purchase, as Skeliborn managed to parry the tentacle that attacked him with his sword while Gambler stabbed another tentacle, reducing the total number left to ten. This did not bring much joy to the mages, as they were now close enough for the tree to strike them with all ten of those tentacles at once.

Attempt to summon a crate of healing pills, using 1 CMP and 1 POT essences. Use some of its contents immediately. Then loot Tur's corpse. Move toward the normal castle. Send minicubes at Old King Coal, if I see him this turn.

Spoiler (click to show/hide)

Cuberac pooled his magic through pain and attempted to call forth a box of healing pills. The pain was gone, for now, but that was not a mark of anything good. Injury induced shock could kill just as well as injury itself. And other symptoms of shock were showing themselves as well. Cuberac felt as if there was a layer of wool over his mind, as his thoughts dulled and his heart rate accelerated. The spell meant bring healing pills conjured a small cube of sand. Cuberac swore and moved out of the forest. Predators, both animal and wizardly could be attracted to the blood very quickly. As he passed near the portal, he saw King Coal in combat. This was a chance, and Cuberac sent his sharpened cubes at him. Although, attempted to send could be more accurate, if still generous. The cubes did not as much as twitch, remaining entirely inert. Cuberac swore again and continued moving.

"ARE YOU KIDDING ME."

Quicktopic action.
"Kidding? Not really... Ahem. And so they fought - mage against mage, beast against beast... Or something like that. You may want to do some taunting, I suppose."

Mage elimination ahoy!
"Ah, okay then. I got this."

I point my stave towards the Kahel's opponent, and fire a bolt of Magic to Fire towards it. I consume both essences doing so. [Ranged: -1]
Spoiler (click to show/hide)

Xazoliomuhr shot another Icicle at Beast, but the projectile flew too high as Beast bent over and buried into the earth at amazing speed. Kahel had better luck, even as King Coal turned to rush to help his ally, Kahel managed to catch his left arm with his blade, cutting flesh to bone. The cut would render the arm useless, but did not stop Old king from moving. He ran towards where Seva and Blake fought, as Bernardo tried and failed to channel power of Law to aprehend him. However, King's plan to get into the Tower was stopped by double fold obstacle. Not only gates to the Tower were closed, the gates were blocked by hellfire that Blake had summoned. Additionally, raptors and the hawk that Seva had summoned still waited outside the ring of hellfire and were eyeing King with interest.
{Old King Coal, left hand useless, Bleeding (7 turns till death)}

Perfect; this sword will serve me greatly. But, y'know what they say. The best offence is a great defense. burn the last of my essences to create a similarly weightless large shield (not greatshield size; -1 toughness, -1longevity) Now, let's see here... There's a tower off that way, seems to be a scuffle at its base. And that's a demon over there, and that dandy man looks to be getting involved, definitely want to avoid that. Hmmm... Chorkinaan creates 3 essences while evaluating what he can see, parameters in mind being loot potential and personal danger
Spoiler (click to show/hide)

{Just noticed that you have 9 stat points and not 8. Pick either STR, SPD or END to lose a point from.}

Chorkinaan forged another object, a buckler this time, just as undescript as the sword, same lack of color, texture, weight and temperature. Chorkinaan tested the items, bashing his sword and shield together. They eerily produced no sound at all. There was a flaw that the experiment showed to Chorkinnan. Without weight, the blade had no impact, the blade could cut but not chop. But dealing with that could wait, Chorkinaan had time and he began gathering power. The very last essence he attempted failed, and shaper felt his magic drain into the earth beneath his feet. He jumped away, and just in time, as snow and grass began running like water, mixing in colors and sinking below. Then spell evaporated, and ground became solid again, tiny bits of grass still there.

"James, can you heal me?"

If he accepts to heal me, create a electric crystal with 2 +1/+1, 3 +1POT and 2 +1CMP essences.
If he refuses to heal me, cauterize the wound with electricity(not that it will help very much)


"James, can you heal me?"
"Okay. 1 shard."
Healy healy heal then get shard.
Then 3 healy essences.


Edit:
"You know what? It's free. It's not right to charge injured people for healing. Keep the shard."
Spoiler (click to show/hide)

Eterna called upon his power and coalesced it into a solid gem of electricity. Power sparked away from it, it was a miniature thundercloud, although all miniature lightning bolts arched away from hand with which Eterna held the gem. He pocketed it, and braced for healing. Eterna winced as James pulled out the icicle, some pieces of flesh frozen to it, and tossed it away. Then came the spell. Guts knitted back together, followed by muscle and finally, the skin. The wound was gone as if it never existed. James congratulated himself with another job well done, and resumed watching  the flesh fields.

Well, growing got me out last time, might try it again. Using single +2/1 essence and +1 POT essence.
Spoiler (click to show/hide)

Shias decided that sneaking was not an option. There was a tested method that was sneakier and had far lesser chance of failing. Once more wood at his feet grew, pushing him upwards. As he rose to the edge of the pit, the wooden pillars separated cleanly from his feet and Shias stepped without sound on the forest floor. Right, back to hunting. Third time's the charm, right?

Bludgeon him to death with my wings
Blast him with hellfire as he tries to bludgeon me.
Spoiler (click to show/hide)

Seva decided to go for the uncomplicated approach. His opponent was injured and in pain. There was an opportunity to be abused here, and Seva fully intended to. Blake's burns felt fresh again as a barrage of wing bashing fell upon him. However, bird wings are not all that threatening, as light bones do not lend themselves for solid hits. Blake managed to persevere for long enough to weave a spell. Seva was forced to stop his attack as a blast of hellfire covered him. The pain took its toll upon Blake however, and hellfire barely managed singe Seva's feathers. It was distracting, however, and Beast made use of that, as Seva suddenly found ground disappear from under his feet. Beast threw a solid punch that sent Seva flying all the way through Blake and into the closed gates. The cage match was turning ugly, quickly. The hellfire ring was receding, though, and flames now were low enough to jump over, if one could jump well.

Go one tile up and one tile up-left.

Spoiler (click to show/hide)

Henry put his shirt back on and went off northwest. There was nothing much of interest near the portal, some mages were slugging it out but that was of no consequence to him. There were more interesting sights towards northwest.

Take off a sock, prick my finger, and let a few drops of blood fall in it ("aim" the hole at the wall, just in case). Observe the results, and put the sock back on afterwards.

Then, using 1 +1+1 knowledge essence, enchant my alchemy book so that it can lead me to whatever reagents are necessary for the recipes I can actually use. Test it out in the fortress' garden.

Make 4 binding essences afterwards. Two +1s to luck, and all that.


Spoiler (click to show/hide)

Viznor pulled off one of his socks, and allowed a drop of blood to drip from a tiny wound on his finger. Sure, he could just conjure the knowledge, but Viznor was not above doing actual research. The drop of blood fell on the sock, dyeing it red for a moment before red was pushed out in a fine mist. The place where blood drop had fallen was entirely dry. That was probably not beneficial to not bleeding out.

Viznor shrugged at the blood-proof sock, put it back on and went off to the garden. There, he enchanted his alchemy book to make terms and names easily understandable. The garden was a wealth of ingredients, however, without anything to place a potion in, Viznor had no chance to practice.

Though Jiksap may have lost his ability to breathe on land, he would not be deterred from why he attempted that experiment in the first place. Annoyed, he also noted that talking underwater works quite like one would expect: badly. Blood-tainted waters were rarely a place for diplomacy anyhow.

Go get that meteor! 3 essences along the way.

Spoiler (click to show/hide)

Jiksap dived further beneath the waves. The swimming felt surprisingly great. It was kind of like flying, actual flying, not just a ballistic orbit. If not for all the blood and alcohol around, Jiksap would had enjoyed the swimming a whole lot more. As it was, he swam swiftly and expected piranhas. It wasn't piranhas. It was a large electric eel. The water seemed to had supercharged the creature, making it some five meters in length, and normal electricity was replaced by physics free magical lightning. The eel had spun itself around a cluster of blood red shards. That was the prize Jiksap was looking for! Not teal meant that they were different from the bunch and could be something interesting.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 01, 2016, 03:04:58 pm
((DG, you forgot to add all the bonuses I get from my Vortex Bane during combat))

Ok I admit it, the tree probably isn't friendly. Still, we're not dead yet.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: NAV on February 01, 2016, 03:32:24 pm
"There, all better. Try to be more careful cause Duck Island's a dangerous place and I might not be there to heal you next time. Now I gotta go help those two fight the portal, it looks like they might be losing."

James transforms his omnicube back into a full sized chainsaw and runs to help Gambler and Skeliborn. Heal any of their injuries then chainsaw any hostile tentacles.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Salsacookies on February 01, 2016, 03:38:55 pm
I take cover behind something, generating 3 essences when I get there.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Zormod on February 01, 2016, 03:59:19 pm
Summon a cluster of healing cubes, use all essences. Consume as many healing cubes as I need to fight properly as soon as I receive them. Attack Kahel, if I can.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ironsnake345 on February 01, 2016, 04:03:34 pm
((Uh, no? I have spd 0, end 1, pot 1, str 3, and Dex 3. That's 8, I never had a point in speed.))

((Also, I'm getting really confused about this tower that people seem to keep talking about. Can someone fill me in? It's just not clicking on my head!))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Zormod on February 01, 2016, 04:08:17 pm
((There is a giant eldritch tower on spawn tile. It was summoned by Jase and many others. I'll go fetch the page it appears on.))
Edit: No I won't, because DG found it first.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: XXXXYYYY on February 01, 2016, 04:10:37 pm
"'Lright, needs magic ta use tha tentacles. 'T's somethin' ta work on, at least."
Stab the tentacles that try and touch me, starting with the one that's holding me (and possibly Skelliborn, if it's not too much danger). Avoid getting hit to the best of my ability and back away from the tree a bit in order to reduce the number of attacks coming at any given time.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: thegamemaster1234 on February 01, 2016, 04:14:24 pm
Jiksap eyed the serpentine aquatic creature with interest. Such creatures were rare, and it was a shame that many were often killed merely for being dangerous. Speaking of danger, if other supercharged animals are about, being alone is likely one of the worst predicaments. He reasoned now was time for another experiment.

Attempt to tame other organic mechanism. With magic.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Sarrak on February 01, 2016, 04:20:19 pm
"Dammit! Can somebody take me seriously and fight like decent mage should? Why are you always running away?!"

Deep, dark anger swelled inside Kahel's chest, feeding on his bloodthirsty plans of minion studies and growing sense of supremacy. If left unchecked, it would change him soon enough... But as for now, his mind was centered on relieving the Duck of several irritating mages.

Kill opposing mages, starting with Bone Master and his ally.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: DreamerGhost on February 01, 2016, 04:28:52 pm
((Uh, no? I have spd 0, end 1, pot 1, str 3, and Dex 3. That's 8, I never had a point in speed.))

((Also, I'm getting really confused about this tower that people seem to keep talking about. Can someone fill me in? It's just not clicking on my head!))

{For some reason I hat writen down an exra point in SPD. It's fixed now. And the tower they are talking about was created here. (http://www.bay12forums.com/smf/index.php?topic=139646.msg6536983;topicseen#msg6536983)}

((DG, you forgot to add all the bonuses I get from my Vortex Bane during combat))

Ok I admit it, the tree probably isn't friendly. Still, we're not dead yet.
{Your sword gives bonus to stats, not rolls, which means, with your curent stats, it does nothing.}
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Andres on February 01, 2016, 04:35:56 pm
Go up one tile, sneak behind Forric, and hit him on the head. Empower the forward kinetic energy of my punch, leaving the backwards kinetic energy alone.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 01, 2016, 04:54:43 pm
Skelliborn

Action:
Attack the tree with Vortex Bane repeatedly until the tree dies a bloody, bloody, death.

((Essentially Berserker State))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Salsacookies on February 01, 2016, 04:57:54 pm
"Dammit! Can somebody take me seriously and fight like decent mage should? Why are you always running away?!"

Deep, dark anger swelled inside Kahel's chest, feeding on his bloodthirsty plans of minion studies and growing sense of supremacy. If left unchecked, it would change him soon enough... But as for now, his mind was centered on relieving the Duck of several irritating mages.

Kill opposing mages, starting with Bone Master and his ally.
I Bless Kahel with the Law to aide in his endeavors until he begins using the Law for other purposes.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: FallacyofUrist on February 01, 2016, 06:30:11 pm
"Hello everybody! I have an important announcement to make! I AM GOING TO GO ON A MURDER SPREE! Starting with sword guy and his minion! And his other minion! Then I am going to kill the bird-winged guy that's killing my ally! And his minions too! Then I'm going to kill someone else, just for fun! Actually, no. Demon summoner guy, get out of dodge. I'm going to do something absolutely horribly a bad idea."

Beast continues the beatdown. As for Old King Coal... quicktopic action.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Elephant Parade on February 01, 2016, 06:59:05 pm
+2 essences.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ironsnake345 on February 01, 2016, 07:04:40 pm
((Ok, I see. That's impressive. I bet the whole island must've quacked again when they pulled that one. But what's this about quick topic actions? I'm only up to page 38 (20 entries per page) of the archive.))

Chorkinaan swings his blade with a slight frown. Huh. Well, I suppose a weightless sword sounds better on paper than it does in your hand. I guess some modifications are in order.

Using a +1/+1 essence, Alter the physical properties of the sword to give it weight as if it were forged of iron, but not gravity. (In other words, it has inertia, but it doesn't fall.) Move center of mass close to the tip of the blade, so that its wielder's strength is magnified in the strike. (Like swinging around a half-empty bottle of soda)

Then give the shield a similar amount of inertia (without gravity) using the +1 pot essence.


If there's time after that, attempt to foil the would-be assassin north and west of here by attempting a sneak attack of my own on him.
(To be clear, I'm assassinating an assassin)
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Whisperling on February 01, 2016, 07:16:20 pm
((Ok, I see. That's impressive. But what's this about quick topic actions? I'm only up to page 38 (20 entries per page) of the archive.))

((The people in FECES use quicktopic to coordinate. It's basically the equivalent of PMing their action.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 01, 2016, 07:22:19 pm
"Hello everybody! I have an important announcement to make! I AM GOING TO GO ON A MURDER SPREE! Starting with sword guy and his minion! And his other minion! Then I am going to kill the bird-winged guy that's killing my ally! And his minions too! Then I'm going to kill someone else, just for fun! Actually, no. Demon summoner guy, get out of dodge. I'm going to do something absolutely horribly a bad idea."

Beast continues the beatdown. As for Old King Coal... quicktopic action.

((If my character could here that IC, he would find away to slay your character. (With Hepheastus's help, probably the old falling anvil trick)))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Elephant Parade on February 01, 2016, 07:31:59 pm
((Wait, does FoU have two characters?))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: DAPARROT on February 01, 2016, 07:36:08 pm
Me and one velociraptor will continue the attack on the demon mage
The falcon and another velociraptor will attack the beast
The last velociraptor will attack the guy who just threatened to kill everyone
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Whisperling on February 01, 2016, 07:36:59 pm
((Wait, does FoU have two characters?))

((...Sort of, I guess. He has Old King Coal, who is the normal character, plus Beast, who Old King Coal found in a cave and ended up recruiting as a minion.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Elephant Parade on February 01, 2016, 07:37:30 pm
((Wait, does FoU have two characters?))
((...Sort of, I guess. He has Old King Coal, who is the normal character, plus Beast, who Old King Coal found in a cave and ended up recruiting as a minion.))
((Oh, okay.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ironsnake345 on February 01, 2016, 11:05:50 pm
((Ok, I see. That's impressive. I bet the whole island must've quacked again when they pulled that one. But what's this about quick topic actions? I'm only up to page 38 (20 entries per page) of the archive.))

Chorkinaan swings his blade with a slight frown. Huh. Well, I suppose a weightless sword sounds better on paper than it does in your hand. I guess some modifications are in order.

Using a +1/+1 essence, Alter the physical properties of the sword to give it weight as if it were forged of iron, but not gravity. (In other words, it has inertia, but it doesn't fall.) Move center of mass close to the tip of the blade, so that its wielder's strength is magnified in the strike. (Like swinging around a half-empty bottle of soda)

Then give the shield a similar amount of inertia (without gravity) using the +1 pot essence.


If there's time after that, attempt to foil the would-be assassin north and west of here by attempting a sneak attack of my own on him.


((Just re-posting to say I've made a couple edits to this.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: AoshimaMichio on February 02, 2016, 01:45:27 am
Nature is persistent. The mage will be found. Eventually.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Crimson on February 02, 2016, 07:51:28 am
Action PMed.
Title: Re: Roll to Magic: Turn 66 Reverse fishing
Post by: ironsnake345 on February 02, 2016, 11:06:06 am
((Everyone starts with 10 shards.))
((Actually, 5))
((I don't know how I failed to notice that. Excuse me while I commit sudoku.))
((I've only just discovered this hilarious quote. Mind if I sig this?))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: FallacyofUrist on February 02, 2016, 03:46:39 pm
((In other news, 300 pages. Let us clap our hands for DG and his persistence with updating this game.))

((*clapping begins*))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Sarrak on February 02, 2016, 04:02:10 pm
((It is glorious!))

((*clapping intensifies*))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ironsnake345 on February 02, 2016, 04:15:40 pm
((It was inevitable.))

ROARING APPLAUSE
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Salsacookies on February 02, 2016, 04:24:20 pm
((Congrats))
*Small cheer*
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ATHATH on February 02, 2016, 04:35:43 pm
*claps vigorously*
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Zormod on February 02, 2016, 04:51:16 pm
*More clapping*
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: _Shinju_ on February 02, 2016, 07:01:44 pm
PM
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 02, 2016, 07:38:31 pm
*Here's to another 300*
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: AoshimaMichio on February 02, 2016, 11:50:57 pm
((What are you guys talking about? It's only page 91)).
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Salsacookies on February 03, 2016, 10:14:07 am
((They have messed with their page settings like we have. 50 posts per page for us vs just 15 posts for them.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: H4zardZ1 on February 03, 2016, 10:15:56 am
"Let me try this..."
Create a electric ball that is made from really small sparks. Throw it at the tentacles.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: fillipk on February 03, 2016, 11:14:12 am
Well then I will use my secret affinity on Seva's wings and dodge the raptor.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ATHATH on February 03, 2016, 11:34:13 am
*Here's to another 300*
See, this is what I'm talking about- unlike T.O.A.M., F.E.C.E.S. wants to win, and in a timely manner.

A better toast would be "Here's to DG continuing to GM amazing games".
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Trewque on February 03, 2016, 11:56:14 am
Craft three essences, then ask Jiksap if he's alright.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Prismatic on February 03, 2016, 03:48:27 pm
Action pm'ed.
((I've got no problem with the results being posted here for this turn.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 03, 2016, 06:16:27 pm
*Here's to another 300*
See, this is what I'm talking about- unlike T.O.A.M., F.E.C.E.S. wants to win, and in a timely manner.

A better toast would be "Here's to DG continuing to GM amazing games".

300 pages doesn't mean 300 turns. It just means lots of content including both turns, conversations, dialogues, etc.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ATHATH on February 03, 2016, 08:01:49 pm
*Here's to another 300*
See, this is what I'm talking about- unlike T.O.A.M., F.E.C.E.S. wants to win, and in a timely manner.

A better toast would be "Here's to DG continuing to GM amazing games".

300 pages doesn't mean 300 turns. It just means lots of content including both turns, conversations, dialogues, etc.
I know. But I still plan to win before then, and there could very well be a RtM 2 after this one.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: star2wars3 on February 03, 2016, 08:59:01 pm
*Here's to another 300*
See, this is what I'm talking about- unlike T.O.A.M., F.E.C.E.S. wants to win, and in a timely manner.

A better toast would be "Here's to DG continuing to GM amazing games".

300 pages doesn't mean 300 turns. It just means lots of content including both turns, conversations, dialogues, etc.
I know. But I still plan to win before then, and there could very well be a RtM 2 after this one.
For all we know, DG could continue the game past when  the first person wins so that we can pray to whoever becomes the new g-d. And by the way, F.E.C.E.S. will be wiped out long before the 600 page mark. (And no, not solely by the hands of F.E.C.E.S.)
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Whisperling on February 03, 2016, 09:08:58 pm
For all we know, DG could continue the game past when  the first person wins so that we can pray to whoever becomes the new g-d.

((This would be great.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: FallacyofUrist on February 03, 2016, 09:14:53 pm
((Indeed.))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ATHATH on February 03, 2016, 11:23:33 pm
*Here's to another 300*
See, this is what I'm talking about- unlike T.O.A.M., F.E.C.E.S. wants to win, and in a timely manner.

A better toast would be "Here's to DG continuing to GM amazing games".

300 pages doesn't mean 300 turns. It just means lots of content including both turns, conversations, dialogues, etc.
I know. But I still plan to win before then, and there could very well be a RtM 2 after this one.
For all we know, DG could continue the game past when  the first person wins so that we can pray to whoever becomes the new g-d. And by the way, F.E.C.E.S. will be wiped out long before the 600 page mark. (And no, not solely by the hands of F.E.C.E.S.)
Well, there are some situations for which a new arena may be required, like if James summons and detonates a nuke or something.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: Zormod on February 04, 2016, 12:22:00 am
((Not even the most powerful beings can erase what's already gone.
I hope he does continue after a player wins.
He could just repaint a few tiles if a disaster happens, like what happened when the Spawning tile was turned white by the ice dragon, or when the energy vortex fused with the forest.))
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: Whisperling on February 04, 2016, 12:23:28 am
Use a knowledge spell to find EXACTLY what to say (and how to say it) in order to convince the Tome of Earth to help me. Don’t rely on luck for anything- just use magic to uncover whatever happens to be the perfect thing to say.

Use my +1+1 knowledge essence, 1 +1+2 knowledge essence, both my +1 POT knowledge essences, and 3 +1 CMP knowledge essences on the spell for a maximum bonus of +5+5.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: thegamemaster1234 on February 04, 2016, 01:34:01 pm
Craft three essences, then ask Jiksap if he's alright.
This may prove quite difficult as I am now underwater, attempting to tame a magilectric eel through manipulation of its fortunately organic mechanism brain.

Actually, come to think of it, I should totally get into bioscience. Symbiotic wings organism on my back? Amphibious breathing? Become Mr. Fantastic?? The possibilities are endless!!!
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: ironsnake345 on February 04, 2016, 02:32:27 pm
This may prove queite difficult as I am now underwater, attempting to tame a magilectric eel through manipulation of its fortunately organic mechanism brain.

Actually, come to think of it, I should totally get into bioscience. Symbiotic wings organism on my back? Amphibious breathing? Become Mr. Fantastic?? The possibilities are endless!!!

Become Mr. Fantastic??

Become Mr. Fantastic??

Become Mr. Fantastic??

((Stealing this.  8) ))
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: DreamerGhost on February 04, 2016, 07:34:08 pm
Ever had vacation, and then forgot which day of the week it is?

Because this is what happened to me. The update should be tomorow, unless I mess up further.

As for endgame and one player winning, I have a plan for that. It will be more interesting than "You are a winrar, cogragulthuns", I prommise that.
Title: Re: Roll to Magic: Turn 140 The rain of fails and din of battle
Post by: DreamerGhost on February 05, 2016, 10:05:00 pm
Turn 141

"'Lright, needs magic ta use tha tentacles. 'T's somethin' ta work on, at least."
Stab the tentacles that try and touch me, starting with the one that's holding me (and possibly Skelliborn, if it's not too much danger). Avoid getting hit to the best of my ability and back away from the tree a bit in order to reduce the number of attacks coming at any given time.
Skelliborn

Action:
Attack the tree with Vortex Bane repeatedly until the tree dies a bloody, bloody, death.

((Essentially Berserker State))
"There, all better. Try to be more careful cause Duck Island's a dangerous place and I might not be there to heal you next time. Now I gotta go help those two fight the portal, it looks like they might be losing."

James transforms his omnicube back into a full sized chainsaw and runs to help Gambler and Skeliborn. Heal any of their injuries then chainsaw any hostile tentacles.

Spoiler (click to show/hide)

Skeliborn quickly got back on his feet and charged the tentacles. They writhed around him, attacking from all sides, but Skeliborn managed to avoid the attacks and cleaved away three tentacles. Gambler was not having as much luck, tentacles did not give him the chance to get up, and he was forced to roll to avoid being sliced. Gambler did not roll in time. First tentacle slammed into his left shoulder, pinning the mage to the ground and cutting deep wounds in flesh. Entire arm flared up with pain as poison began to spread, and tentacle began draining blood through the blades as if they were some bizarre serrated straws. Further away, a tentacle that was drained of magic shuddered to life again.

But Gambler was experienced in such situations (or overcome with adrenaline), and managed to ignore the left shoulder for the moment as to parry the other tentacles away. Luckily for him, they were all aiming for upper body, had any attacked his legs, they would had been out of reach of his stiletto, and Gambler doubted that a good kick would discourage them. Although he managed discourage other tentacles from partaking in tasting his blood, few managed to get a few scratches on left side of his stomach, and Gambler could feel his entire left side going numb. But he held out and he held out enough.

James' glass chainsaw shredded the tentacle that was draining Gambler, and James tore out the part that remained in the wound. Gambler swore in pain as removing tentacle tore out some extra flesh, but James placed his hand over the wound and the pain slightly subsided. The wound was still bleeding, and Gambler was still feeling both pain and numbness from the poison, but he could move his left arm again. Less than half of the tentacles remained, and with a competent healer he merely needed to outlive the vampiric tree. To further improve matters, Nihilum had reached them, and he seemed to have a protective ward of some sort, which, knowing his particular skillset, probably doubled as Gateway to the Void. The tree was as good as macabre set of furniture.
{7/15 tentacles remaining}

Summon a cluster of healing cubes, use all essences. Consume as many healing cubes as I need to fight properly as soon as I receive them. Attack Kahel, if I can.

Spoiler (click to show/hide)

Cuberac stopped moving. He concentrated, he discarded evrything he could, supressed the pain, the fear and as much of lightheadedness as he could. He focused on one particular spell and he cast it with all power he could manage. It was not a whole lot of power, as he was still horibly injured, but a pile of red cubes apeared before Cuberac. There was no time to doubt wether or not the spell had failed. If it had, Cuberac was as good as dead. He crunched the cubes between his teeth, they proved to have taste and texture of chalk, and swalowed, followed by another mouthfull and another until no more cubes were left. Cuberac risked a glance at his arm. It was still covered in blood, but it did not seem to be bleeding anymore. Cuberac checked, and while his arm was still horribly maimed and entirely useless due to lack of about half the bone structure it needed, it was not bleeding anymore. He was not bleeding to death anymore and that felt like the best thing ever. Then the effect of shock began to pass and Cuberac had to fight the need to throw up.

Jiksap eyed the serpentine aquatic creature with interest. Such creatures were rare, and it was a shame that many were often killed merely for being dangerous. Speaking of danger, if other supercharged animals are about, being alone is likely one of the worst predicaments. He reasoned now was time for another experiment.

Attempt to tame other organic mechanism. With magic.
Spoiler (click to show/hide)


The problem with being mad inventior, is that most of the time, the inventiors fail to appreciate complexity of the object as they are taking it apart with a sledgehammer. Biological organs were complicated enough, and the brain was most complicated of them all by a wide margin. Jiksap attempted to instil friendliness into the eel, but what he found was an uncountable number of patterns which were unhelpfully unlabeled and presented no clear way to accomplish what he wanted. The eel however, being a magical creature, not only managed to notice that someone is messing with its brain, but also managed to figure out that that particular someone was most likely the mage that wasn't here a while ago. The eel did not like the impromptu brain surgery prospect and expressed its dislike by attempting to take a bite out of Jiksap. Its alarmingly large teeth bit into Jiksaps mechanical hand, but luckily failed to penetrate anything important in there.

Me and one velociraptor will continue the attack on the demon mage
The falcon and another velociraptor will attack the beast
The last velociraptor will attack the guy who just threatened to kill everyone

"Hello everybody! I have an important announcement to make! I AM GOING TO GO ON A MURDER SPREE! Starting with sword guy and his minion! And his other minion! Then I am going to kill the bird-winged guy that's killing my ally! And his minions too! Then I'm going to kill someone else, just for fun! Actually, no. Demon summoner guy, get out of dodge. I'm going to do something absolutely horribly a bad idea."

Beast continues the beatdown. As for Old King Coal... quicktopic action.
"Dammit! Can somebody take me seriously and fight like decent mage should? Why are you always running away?!"

Deep, dark anger swelled inside Kahel's chest, feeding on his bloodthirsty plans of minion studies and growing sense of supremacy. If left unchecked, it would change him soon enough... But as for now, his mind was centered on relieving the Duck of several irritating mages.

Kill opposing mages, starting with Bone Master and his ally.
I Bless Kahel with the Law to aide in his endeavors until he begins using the Law for other purposes.
"Dammit! Can somebody take me seriously and fight like decent mage should? Why are you always running away?!"

Deep, dark anger swelled inside Kahel's chest, feeding on his bloodthirsty plans of minion studies and growing sense of supremacy. If left unchecked, it would change him soon enough... But as for now, his mind was centered on relieving the Duck of several irritating mages.

Kill opposing mages, starting with Bone Master and his ally.
Well then I will use my secret affinity on Seva's wings and dodge the raptor.

Spoiler (click to show/hide)

Seva and Kahel were first to act, and Seva took the opportunity. The hellfire had died out almost completely, and one of the raptors easily jumped over the flames. The bird mage chose to use his considerably more dense fists against Blake this time, and the effect was immediate. Although it helped that demonologist was in too much pain to dodge, Seva felt that it was his quick thinking that made the most of it. His punch sent Blake reeling backwards with a cracking noise in his chest, where velociraptor strategically placed a bite in one of Blake’s shins, which caused him to fall backwards right into the pit which Beast had created. He'd live, sure, but he was out of the fight if only for this moment. The Beast was also beset by creatures that Seva had summoned, but its thick hide made them less than a distraction, and he swiped at Seva, trying to grab him and bring him down. The bird mage was observant and agile, however, and dodged the attack without much trouble.

Just beyond the shrinking ring of flames Kahel was doing his best to stab Old King Coal somewhere important, however King had seemingly given up on attacking and did his best dodging. He practically walked backwards as he dodged every strike of Kahel's blade, however he took one step too far and walked on still burning hellfire ring, where his clothes on that leg began smoking. This was not his primary concern, or any concern at all, as Xazoliomuhr had given up on shooting spikes and attempted to catch Old king with very sharp and cold claws. This attempt also didn’t work out too well, as Old king dodged each strike with unnerving agility and even more unnerving smile.Meanwhile, Bernardo took upon himself to help Kahel, and cast a shell of law magic around him. The shell would enforce physics, making any one spell that passed through it virtually powerless… Including Kahel’s own.

Old King Coal jumped backwards, creating a gap between Ice demon and himself, a gap enough to pull out his trump card, his secret weapon, a heart of a mimic. In hands of a common man, it was a dangerous substance, as it could transform them into many forms of animals, and was often the beginning of were-curses. In hands of a wizard, it was an immensely dangerous weapon, as innate powers that coursed through every wizard removed almost all restrictions when choosing a being into which to morph. And Old King was far too insane to choose anything even remotely reasonable. He popped the heart into his mouth and swallowed it whole without even bothering to chew. His body split into tiny strands and flew upwards. A moment later, a shadow covered the island.

{Ten seconds of this. (https://youtu.be/WyTj4Sbtulo?t=10s)}

A prismatic dragon appeared on the island. The description extremely huge did not do it justice. incredibly massive did not come close. Incomprehensibly colossal was the best description mind could give, and it was still merely nearby the truth. Dragon's right front foot rested on the ash lands near the volcano. It's left front claw dug gashes into the earth in northwest plains. Its back feet gripped the base of southeast mountain and leveled hills in the southwest respectively. Its wings covered the sky.

Dragon looked around curiously. It had appeared here, for some unknown reason, with all memories before right now too foggy to access. Its left front leg was injured and was bleeding slightly, though it could not remember why. It seemed to be located on a tiny patch of land in a great expanse of nothingness. Then it noticed something absolutely horrifyingly terrible. Something so unjust and inappropriate that it shook it to its very bones. There was a box around it. It was trapped in a space where it couldn't even really stretch its wings to full length. Someone or something had the astonishing lack of smart thoughts and had the arrogant idea to trap it. Dragon carefully nuzzled to the magic shell that surrounded the island to make certain that there indeed was a barrier, as it seemed too absurd for it. It was still there, it was no illusion, no nightmarish dream. Dragon took a deep breath and opened the passages deep in its throat to the draconic breath, the greatest destructive power of any dragon. First it would break this pathetic box, and then it would break whoever made it.

Go up one tile, sneak behind Forric, and hit him on the head. Empower the forward kinetic energy of my punch, leaving the backwards kinetic energy alone.
Chorkinaan swings his blade with a slight frown. Huh. Well, I suppose a weightless sword sounds better on paper than it does in your hand. I guess some modifications are in order.

Using a +1/+1 essence, Alter the physical properties of the sword to give it weight as if it were forged of iron, but not gravity. (In other words, it has inertia, but it doesn't fall.) Move center of mass close to the tip of the blade, so that its wielder's strength is magnified in the strike. (Like swinging around a half-empty bottle of soda)

Then give the shield a similar amount of inertia (without gravity) using the +1 pot essence.


If there's time after that, attempt to foil the would-be assassin north and west of here by attempting a sneak attack of my own on him.
(To be clear, I'm assassinating an assassin)

Spoiler (click to show/hide)

Henry was wrought by doubt. Sure, he was best at sneaking, but that was dishonorable. He didn’t need to sneak; he could win in honorable combat. But he didn’t need to engage in honorable combat, he was too good at sneaking for it not to be an option. He wanted glorious combat. He wanted to show off his sneaking. There was a dilemma, but before he could solve it, he had reached Forric. There was an option of a bit of both, and Henry's body took that option before his brain could decide if it was a good idea. He empowered his hand with the tiniest bit of magic and lightly tapped Forric. He'd know henry was good at sneaking and magic, but chose honorable combat. Why would that matter to a guy he wanted to kill did not quite manage to get through Henry's mind before the action. Forric reacted to the tap with a roll forward, getting a few meters ahead before sprawling in the dirt and looking upwards with something akin to fear. Henry looked at his hand for a moment. Sure he was good, but that seemed more akin to some sort of religious experience, and he wasn't a god yet. Why did it become darker here?

A minute behind in the past and a bit of distance away, Chorkinaan was trying to add some mass onto his equipment. The blade became fair bit heavier, although slightly shy of what he wanted. The shield however, shuddered, and instead of gaining mass, lost a dimension, and then the impossibly flat object that used to be shield fell straight through the island, never to be seen again. Chorkinaan swore, but rushed on ahead after Henry. There were some fighting here, but they all chose to do battle, While Henry was trying to get someone who seemed to simply want to be left alone. Chorkinaan managed to reach Henry and Forric just as Henry tapped Forric which provoked entirely unreasonable reaction from him - probably work of magic - and Chorkinaan charged forward to deal with the honourless sneak. Henry noticed Chorkinaan coming, and readied himself to dodge, but that proved almost entirely unnecessary. Something vaguely leg shaped that occupied more space than most villages dug into plains nearby and Chorkinaan almost dropped his sword in amazement. Just what the hell just happened?

+2 essences.
Spoiler (click to show/hide)

Even from the chamber in which he was Gloomier heard the rush of wind as a mass of air was displaced. It would seem that the battle outside was getting rather intense. Though from what he could see, it became strangely darker outside of the Tower. Not really dark, but a bit darker, as if there was a shadow covering the land. Was someone throwing around some top class magic?

Nature is persistent. The mage will be found. Eventually.

Spoiler (click to show/hide)

Shias continued his search through the forest, but besides few extra pits in which he managed not to fall into, he found nothing of interest. Suddenly, he heard the rattle of branches as the arcane wind that the one spirit he had met inhabited moved around him. "The fate has taken a most destructive turn. You must flee, or you shall perish. Forrest heart connects to all forests, it shall open you a path out of here. Hurry, there is little time" And with this warning, Pavasaris fled towards the center of the forest, possibly to show Shias the way, possibly to flee himself. A tremor came from North, and Shias noticed that the forest suddenly came alive, and many creatures began moving southwards, towards the heart.

"Let me try this..."
Create a electric ball that is made from really small sparks. Throw it at the tentacles.

Spoiler (click to show/hide)

Eterna too wanted to help out the wizards in destruction of the portal guardian, even if only out of gratitude for James. However, he had just dealt with one stomach wound and had no desire to experience it again. Helping from afar was still an option, and one he chose to undertake. Yet barrage from a distance can be tricky, as Destra was now experiencing, ass the electricity he conjured suddenly drained through his throne and into the ground. But before Eterna could swear, something impossibly large landed on the hills nearby.

Craft three essences, then ask Jiksap if he's alright.

Spoiler (click to show/hide)

Bob was entirely unalarmed by his legs being trapped in quicksand, this was hardly something to be bothered about, he could dig himself out later and it was pleasantly cool if one didn’t mind standing in blood. To Bob, such matters were trivial, though he looked intently at the waves, searching for traces of his friend. The blood was rather obscuring the view, but if Jiksap needed help he'd surely use something that would cause some exciting effects on the surface. Suddenly, it became darker, and after Bob decided that this was probably not a cloud he looked upwards to see what it might be. Being stuck in quicksand immediately became more relevant.

Use a knowledge spell to find EXACTLY what to say (and how to say it) in order to convince the Tome of Earth to help me. Don’t rely on luck for anything- just use magic to uncover whatever happens to be the perfect thing to say.

Use my +1+1 knowledge essence, 1 +1+2 knowledge essence, both my +1 POT knowledge essences, and 3 +1 CMP knowledge essences on the spell for a maximum bonus of +5+5.

Spoiler (click to show/hide)

Viznor focused on possibilities. Specifically the possibilities of his relationship with the living tome of earth. They had come off on a bad start, but he felt that it could still be mended. he cast out his net in the pool of possibilities, looking for an answer as to how to stop the book from hating him. There were a few ways, one of them was a honest desire to learn earth magic contained within, although that would take too long to be of practical use in the death match. Another was an apology and return of the book to a practitioner of earth magic, which needed a practitioner of earth magic, of which there were none nearby. There was also a possibility of someone respectable (read: powerful) of earth magic practitioners/ related creatures vouching for your innocent intentions. You yourself could swear an oath on your power that you would not try this on anyone ever again, but that would limit your abilities in the future. Then, for some reason, pool changed, and all possibilities now began with words "We are getting out right now". Viznor broke the spell and glanced at his solid knowledge book. The cover read "Run".

World events

As the gargantuan dragon appeared and darkened the skies, some strange things happened around the island.

Part of the volcano seemingly exploded, and something within began glowing with red light. The volcano itself spat out a cloud of ashes, and possibly several dozen magma rocks, as lava began flowing from one side.

In the middle of the bloody lake, a vortex formed once again, now even larger than before. Blue light shone from the depths, as water began receding from the shores, dragging with it dirt, water plants and fish of all kinds.

Within the forest, emerald light shone through the trees, somehow unobstructed by neither numerous tree trunks nor any foliage. Wind rushed through the tree branches, gathering seeds as animals vacated the edges of the forest.

The entrance portal flared to life, tearing open a fog covered window to someplace else. Numerous enchantments that were supposed to hold the gateway shut against even the strongest of magic’s were quietly burning away.

The portal in the middle of eldritch fields reopened and began glaring with purple and brown. Ghosts of things that could have been, creatures of nightmares and living shadows rushed into the portal from the places that reside just at the edge of one's eyes. Bone surrounding the portal cracked, as tentacles began bashing against the structure that supported them.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 05, 2016, 10:06:23 pm
I had fun writing this one. Feel free to link something that represents you reaction to thiss turn.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 05, 2016, 10:08:30 pm
((AHAHAHAHAHAHAHAHHAHAHAHAHAHAH!!! PREPARE TO DIE!!!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Salsacookies on February 05, 2016, 10:20:22 pm
"Well, at least it made my job easy. Whitehats, Call in... The Nuke."

Keeping my hat on my head, I send out a call to the other Whitehats. Nuke this place, it's too far gone. Afterwards, out the portal I go.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: fillipk on February 05, 2016, 10:24:30 pm
Use my secret affinity on Seva's wings, destroy them
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 05, 2016, 10:26:17 pm
I had fun writing this one. Feel free to link something that represents you reaction to thiss turn.

(http://i.imgur.com/Cy3j3LR.png?1)

FoU

why would you do that

why would you ever do that
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 05, 2016, 10:31:51 pm
((I'd like to propose a new, temporary alliance: Wizards Against Dragons. I'd also like to extend an invite to all players who aren't teamed up with FoU.))

edit: oops, doublepost
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DAPARROT on February 05, 2016, 10:34:18 pm
Continue attacking the demon Mage with the help of all of my velociraptors
Falcon will keep attacking the beast,aiming for its eyes

nope, me and all my minions run through the portal

What the hell is that
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 05, 2016, 10:46:56 pm
Well well sell, so another catastrophe strikes. Hopefully it's a dragon because I would love to get me some dragon scale equipment.

Then again, its probably just the eldritch tree calling for reinforcements.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Andres on February 05, 2016, 11:13:48 pm
((Love your characterisation of Henry.))

Tell Forric that Chorkinaan was trying to kill me and convince him to help me. If someone accuses me of trying to kill Forric, counter by saying that I would've done more than give him a light tap on the shoulder if that were the case. If I succeed in convincing Forric, gang up on Chorkinaan and kill him, doing the same thing I tried to do to Forric. If I fail, I run back to the central portal.

Actually, on second thought, new plan. Seeing that the lake is not only closer, but also draining into something the likes of which every living thing besides some mages is running towards, Chorkinaan immediately books it for the bloodied lake and dives for the receding waters in attempt to ride the currents to the heart, taking a deep breath before he goes under. If this spits me out underwater, I can always just create a super-non-dense brick with handles that I can ride up to the surface. If possible, Chorkinaan creates 3 or 4 essences on the way.
While Chorkinaan's away and Forric's distracted, I go up behind Forric and snap his neck, enhancing the snap with my magic. I then loot his corpse and run to the portal tile. ((Not actually gonna go through the portal or anything, it's just on the way.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 05, 2016, 11:33:15 pm
((I'd like to propose a new, temporary alliance: Wizards Against Dragons. I'd also like to extend an invite to all players who aren't teamed up with FoU.))

edit: oops, doublepost
((Maybe jumbo the dragon is friendly. Then again, the last Dragon had a major superity complex))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: H4zardZ1 on February 06, 2016, 12:09:25 am
"Looks like that's one huge thing. I don't know what the heck is that, through..."
(I have a odd intuition about the castle.... Maybe i should go there and check? Wait a minute... that is not a good idea right now.)
Go into the portal. 5 essences, or until one collapse.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 06, 2016, 12:22:49 am
((Maybe jumbo the dragon is friendly. Then again, the last Dragon had a major superity complex))

((Jumbo the dragon is FoU and currently wants to kill everyone on the island via the endless void. It... might be a good idea to make a run for the portal.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 12:57:46 am
((Maybe jumbo the dragon is friendly. Then again, the last Dragon had a major superity complex))

((Jumbo the dragon is FoU and currently wants to kill everyone on the island via the endless void. It... might be a good idea to make a run for the portal.))
((Yep. Hahahahahaha!!!!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 02:41:57 am
Chorkinaan puts his hands up defensively. Woah-ho-ho! I do NOT think now's the time to be squabbling! I mean, THAT... Chorkinaan indicates the impossibly-large dragon above everything ...Would appear to intent upon destroying the walls of this pocket dimension with its breath! That, and the portal here seems to be acting up... How's about we call a truce, at least until we're all not in severe, mortal danger? Yeah? Great! Chorkinaan breaks off in a mad sprint for the portal, screaming bloody murder in his terror.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 03:05:15 am
((IT'S HAPPENING!!! THE DEATH OF THE DUCK!!! QUACKOCALYPSE!!!))
(http://www.anxietydisordersontario.ca/wp-content/uploads/2012/03/panic-2.jpg)
https://youtu.be/WhddM1dlu78?t=28s (https://youtu.be/WhddM1dlu78?t=28s)


((By the way, if you don't mind me asking, why isn't the enormous god-damn dragon listed on the sheet?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: AoshimaMichio on February 06, 2016, 03:13:28 am
((Abandon (https://i.imgur.com/CKqbO.gif) the thread (https://i.imgur.com/UyLJJ.gif).
I'm outta here (https://i.imgur.com/antqm.gif).
But good lord (https://i.imgur.com/cnW0Er7.gif), I can't wait to see how this turns out (https://i.imgur.com/JkOzKst.gif).))

"Haah, damn mages..." Shias sighs. Then he follows the spirit's recommendation and escapes this place through the Forest Heart.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 06, 2016, 12:09:59 pm
((By the way, if you don't mind me asking, why isn't the enormous god-damn dragon listed on the sheet?))

((It's listed in Old King Coal's status bar.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 06, 2016, 01:05:20 pm
I don't know if I should laugh at how few think that getting the hell out of dodge is a good idea or to be sad that my writing didn't describe dragon as something fearsome. I'll try to fix that.

The dragon's main body is some three hundredth meters in air, meaning that most unboosted spells won't even reach it.
The dragon's scales are thicker than average human is tall.
The dragon could destroy the Tower by accidentally stepping on it/brushing by, and wouldn't even notice.
Everything on the island, from smallest insects to creatures that aren't by most definitions of existing, are fleeing.
Dragon literally weights more than five million tons.
The shell that keeps dragon in also keeps the atmosphere in.
All portals on the island, including the one that is supposed to be one way only exit, activated.

Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Salsacookies on February 06, 2016, 01:08:06 pm
(Wow. I take it the game ran long enough, then. 300 pages is quite an achievement, but what other games do you have planned?)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Zormod on February 06, 2016, 01:19:22 pm
Cubearc felt immense relief, and laid upon the ground to gaze toward the stars. He would survive. He would thrive. He would live, and become a god.

Then the sky became dark. He saw true perfection. He saw true fear. He was going to die.


Time to GTFO. Grab Blake, if I can. Use my dagger to assist in this endeavor, if I can.

Spoiler: Original Reactions (click to show/hide)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 06, 2016, 01:20:55 pm
((Should I assume that everyone knows about the dragon ic?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 01:25:46 pm
(Wow. I take it the game ran long enough, then. 300 pages is quite an achievement, but what other games do you have planned?)
((Now, I'm not DG, but I'm going to note that DG mentioned a rituals system earlier in this thread, a system which nobody's used yet... he might make a game based on that.))
((Alternatively: Roll to Survive Impact: following the crash landing of the duck on some sort of dangerous plane/world/whatnot, all the remaining mages must survive over a longer time scale on said plane... and survive each other... yeah, some sort of sequel to Roll to Magic in which the survivors of this event compete on a new, larger, world... to survive. Bonus points for native inhabitants. That would be wonderful.))
~~~
((Assuming that... say... the mages don't band together to weaponize multiple Fonts of Magic in an attempt to cancel the transformation early...))
((In any case, this transformation is going to last 3 turns. That should be long enough to ruin everything, yeh?))
((DreamerGhost: any other commentary on this turn, and what's probably going to happen now? And sequel plans?))
~~~
((Should I assume that everyone knows about the dragon ic?))
((Most people probably do. Jiksap is underwater, so maybe not him... and there might be a few people in other dimensions... maybe...))
~~~
((DreamerGhost: What would the Lotus Bomb do to Mr. Doomsday Dragon?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 01:33:08 pm
((Whoops- accidental double post.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: XXXXYYYY on February 06, 2016, 01:37:18 pm
Spoiler: Reaction (click to show/hide)
"Nope. Nope. Nooope. Nope. Nada. Not dealing with this. Not staying here. Haha, nope."
Whelp. Time to get the hell out of dodge. Through the portal. Luck guide me. Stab anything that gets in my way.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 01:47:44 pm
Chorkinaan puts his hands up defensively. Woah-ho-ho! I do NOT think now's the time to be squabbling! I mean, THAT... Chorkinaan indicates the impossibly-large dragon above everything ...Would appear to intent upon destroying the walls of this pocket dimension with its breath! That, and the portal here seems to be acting up... How's about we call a truce, at least until we're all not in severe, mortal danger? Yeah? Great! Chorkinaan breaks off in a mad sprint for the portal, screaming bloody murder in his terror.
Actually, on second thought, new plan. Seeing that the lake is not only closer, but also draining into something the likes of which every living thing besides some mages is running towards, Chorkinaan immediately books it for the bloodied lake and dives for the receding waters in attempt to ride the currents to the heart, taking a deep breath before he goes under. If this spits me out underwater, I can always just create a super-non-dense brick with handles that I can ride up to the surface. If possible, Chorkinaan creates 3 or 4 essences on the way.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: NAV on February 06, 2016, 01:49:37 pm
(http://i2.kym-cdn.com/photos/images/original/001/053/753/f94.gif)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 02:02:57 pm
((I can't keep this grin off my face.))

((So... I changed my sig. This moment... the best moment one of my characters in an RTD has ever had... ever.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 06, 2016, 02:26:45 pm
My Reaction IIC:

The eldritch tower took like 40 essences to make give or take a few and it takes up less than a full hex.
Jumbo the dragon takes up almost 100 hexes and must be THOUSANDS of times more powerful than every mage on the duck, combined.

My 1st Reaction IIC (https://www.youtube.com/watch?v=jNYsIHGBJzw)

IC

We were bound to be triumphant until, almost all at once, we weren't. In a flash, when we should have been destroying the portal, we ended up being forced to retreat through it to save our own skins.

When we saw the mighty shadow traverse the land and heard the savage beast roar, we knew, we could never return to the world that once was.

The world had met its match.

And so, we ran for our lifes towards the portal into the distant unknown of eldritch lands.



And The World Died (https://www.youtube.com/watch?v=QvYi1MRvX_o)


Skeliborn

Action:

Go through the portal as fast as possible while still defending from the eldritch stuff. Try to protect the other members of TOAM if possible.

Drag James through the portal to save his hide
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 06, 2016, 03:00:23 pm
(Wow. I take it the game ran long enough, then. 300 pages is quite an achievement, but what other games do you have planned?)
Oh. Ohhh. OHHHHHHHH.
I see. You guys thought the game is ending.

THE GAME IS NOT ENDING, I AM MERELY CHANGING THE MAP.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: TheBiggerFish on February 06, 2016, 03:01:11 pm
((PTW.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 03:04:42 pm
((How much of a change will it be, on a scale from 25 to a 100(where the normal scale is 1 to 10)?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 06, 2016, 06:12:51 pm
((Well clearly a 100 as after the dragon is finished, the entire map will be scorched earth, something much different than before.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 06, 2016, 06:14:44 pm
((Well clearly a 100 as after the dragon is finished, the entire map will be scorched earth, something much different than before.))

((I think the new map is through the escape portals.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 07:44:39 pm
((What (http://sd.keepcalm-o-matic.co.uk/i/panic-and-run-away-screaming-like-a-little-girl.png) I'm (http://rack.3.mshcdn.com/media/ZgkyMDEzLzA2LzE4L2Q4L0FsYWRkaW4uYThmZTUuZ2lmCnAJdGh1bWIJMTIwMHg5NjAwPg/2ae4ba6f/8d0/Aladdin.gif) doing (http://www.beyondanxietyanddepression.com/sites/beyondanxietyanddepression.com/files/styles/article_list/public/how-stop-panic-attacks-step-step.jpg?itok=D7sJ-P3Y) in (http://rack.0.mshcdn.com/media/ZgkyMDEzLzA2LzE4LzJkL0FCdWdzTGlmZS40ZjU1Mi5naWYKcAl0aHVtYgkxMjAweDk2MDA-/b080ee67/f66/A-Bugs-Life.gif) character (https://media.giphy.com/media/lXiREnsa0QPLt5qNO/giphy.gif) is (http://rack.0.mshcdn.com/media/ZgkyMDEzLzA2LzE4L2I2L0pvaG5ueURlcHBwLmM1YjNkLmdpZgpwCXRodW1iCTEyMDB4OTYwMD4/70417de1/fe5/Johnny-Depp-panics.gif) basically (http://rack.3.mshcdn.com/media/ZgkyMDEzLzA2LzE4LzliL0hvd0lNZXRZb3VyLmYzMTQyLmdpZgpwCXRodW1iCTEyMDB4OTYwMD4/d610f337/9ab/How-I-Met-Your-Mother.gif) this (https://www.youtube.com/watch?v=SIaFtAKnqBU).))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: H4zardZ1 on February 06, 2016, 09:28:22 pm
((Lemme edit turn...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 06, 2016, 10:27:37 pm
Jiksap immediately noticed several strange things going on. The eel which once attacked him is now retreating towards a vortex of light which is also causing the water to drain. Just as well, everything has grown darker.

Now, in Jiksap's world, there were theories about everything. Only one in particular involved mass exodus of living things from a world, skies growing dark, and this strange feeling that everything is about to explode.

The Apocalypse is here, as foretold by Dr. Hexxikrop of Grommet University.

Obviously, there are two options: escape, or die.
Jiksap did not care.
He came to this world because none could accept his madness.
All except the God of Machines, his only true friend and ally.
The end of this world was inevitable. It is but one cog in the grand clockwork of the universe. The same held true for him.
So Jiksap did not care for either option.
Neither life nor death mattered to him now.

Hey there, Machine God. It's been great, ya know? I never did get to rebuild that adamantine mech, or create pokeballs, or anything big really. I never even got to give my jet a Starscream mode. But just between you and me, I don't care. As long as I can be a part of this universe, a cog in the machine, I am happy. And so I make my final request... This world doesn't really have to end yet, right? Whatever happens is just a function of the machine. Make me a part of it. A part of this world, so that it may yet not end.

Final request to Machine God to be integrated into this world, to protect it from harm, to give it life. To give itself the ability to react to threats with all its might, even if only for this incident, and even if it doesn't work. As an offering, I give my body, my soul, and all I have made, in this world and those before it.

Oh, and, uh, in the case I'm ignored and still underwater while the apocalypse is happening, GTFO through the vortex. We do what we must, because, we can...


((To make things clear, I'm trying to make an epic ending of my character, and potentially a World Vs. Dragon crazy thing. In actuality, the world just isn't strong enough to stop the dragon without destroying itself anyway. Thing is, if that dragon gets out, it'll continue to ravage dimension after dimension for as long as it exists. Hey, that's a lot of major machine-smashing going on.

So no, this isn't really me trying to save the world. Onwards to the new map!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 10:55:31 pm

((Ok. Now that that's done, to completely diffuse the mood, I'mma drop a brick joke on Y'all. I ran that last turn through gizoogle.))

Oldskool Mackdaddy Coal jumped backwards, bustin a gap between Ice demon n' his dirty ass, a gap enough ta pull up his cold-ass trump card, his secret weapon, a ass of a mimic. In handz of a cold-ass lil common dude, dat shiznit was a gangbangin' fucked up substance, as it could transform dem tha fuck into nuff formz of muthafuckas, n' was often tha beginnin of were-curses. In handz of a wizzle, dat shiznit was a immensely fucked up weapon, as innate powers dat coursed all up in every last muthafuckin wizzle removed almost all restrictions when choosin a funky-ass bein tha fuck into which ta morph fo' realz. And Oldskool Mackdaddy was far too crazy ta chizzle anythang even remotely reasonable yo. Dude popped tha ass tha fuck into his crazy-ass grill n' swallowed it whole without even botherin ta chew yo. His body split tha fuck into tiny strandz n' flew upwardz fo' realz. A moment later, a gangbangin' finger-lickin' dirty-ass shadow covered tha island.[/size]{Ten secondz of all dis bullshit. (https://youtu.be/WyTj4Sbtulo?t=10s)}A prismatic dragon rocked up on tha island. Y'all KNOW dat shit, muthafucka! Da description mad big-ass did not do it justice. incredibly massive did not come close. Incomprehensibly colossal was tha dopest description mind could give, n' dat shiznit was still merely nearby tha real deal. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack. Dragon's right front foot rested on tha ash landz near tha volcano. It's left front claw dug gashes tha fuck into tha earth up in northwest plains. Its back feet gripped tha base of southeast mountain n' leveled hills up in tha southwest respectively. Its wings covered tha sky.Dragon looked round curiously. Well shiiiit, it had rocked up here, fo' some unknown reason, wit all memories before right now too foggy ta access. Its left front leg was fucked up n' was bleedin slightly, though it could not remember why. Well shiiiit, it seemed ta be located on a tiny patch of land up in a pimped out expanse of nothingness. Then it noticed suttin' straight-up horrifyingly shitty. Right back up in yo muthafuckin ass. Somethang so unjust n' inappropriate dat it shook it ta its straight-up bones. There was a funky-ass box round dat shit. Dat shiznit was trapped up in a space where it couldn't even straight-up stretch its wings ta full length. Right back up in yo muthafuckin ass. Someone or suttin' had tha astonishin lack of smart-ass thoughts n' had tha arrogant scam ta trap dat shit. Dragon carefully nuzzled ta tha magic shell dat surrounded tha island ta make certain dat there indeed was a funky-ass barrier, as it seemed too absurd fo' dat shit. Dat shiznit was still there, dat shiznit was no illusion, no nightmarish dream. Dragon took a thugged-out deep breath n' opened tha passages deep up in its throat ta tha draconic breath, tha top billin destructizzle juice of any dragon. I aint talkin' bout chicken n' gravy biatch. First it would break dis pathetic box, n' then it would break whoever made dat shit.

Ghetto eventsAs tha gargantuan dragon rocked up n' darkened tha skies, some strange thangs happened round tha island.Part of tha volcano seemingly blew up like a muthafucka, n' suttin' within fuckin started glowin wit red light. Da volcano itself spat up a cold-ass lil cloud of ashes, n' possibly nuff muthafuckin dozen magma rocks, as lava fuckin started flowin from one side.In tha middle of tha bloody lake, a vortex formed once again, now even larger than before. Blue light shone from tha depths, as wata fuckin started recedin from tha shores, draggin wit it dirt, wata plants n' fish of all kinds.Within tha forest, emerald light shone all up in tha trees, somehow unobstructed by neither a shitload of tree trunks nor any foliage. Wind rushed all up in tha tree branches, gatherin seedz as muthafuckas vacated tha edgez of tha forest.Da entrizzle portal flared ta game, tearin open a gangbangin' fog covered window ta someplace else. Numerous enchantments dat was supposed ta hold tha gateway shut against even tha strongest of magic’s was on tha fuckin' down-lowly burnin away.Da portal up in tha middle of eldritch fieldz reopened n' fuckin started glarin wit purple n' brown. I aint talkin' bout chicken n' gravy biatch. Ghostz of thangs dat could have been, creaturez of nightmares n' livin shadows rushed tha fuck into tha portal from tha places dat reside just all up in tha edge of one's eyes. Bone surroundin tha portal cracked, as tentaclez fuckin started bashin against tha structure dat supported dem wild-ass muthafuckas.

((Running these last couple pages through gizoogle has entertained me to no end.)) Another one of my favorite moments from gizoogle has just become my sig, and some of the names that get translated are just hilarious; my favorites being Jizzle, Henry the dopest, and Oldsckool Mackdaddy Coal.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Salsacookies on February 06, 2016, 11:13:31 pm
((Thanks fo' showin me tha phatnizz of gizoogle. Well shiiiit, it aint nuthin but pimped out!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 11:15:03 pm
((Oldschool Mackdaddy Coal. I like.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 06, 2016, 11:19:39 pm
((Oldschool Mackdaddy Coal. I like.))
((Hate to break it to you, but I think Oldskool Mackdaddy Coal is about to get wasted.))


((My personal favorite was how Mr. Fantastic translates into mista muthafuckin dunkadelic. I laughed for entirely too long at that one.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 11:38:24 pm
((I'll bet you a priority waitlist spot in my RTD that Oldschool Mackdaddy Coal survives this apocalypse, even after becoming human again.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: H4zardZ1 on February 06, 2016, 11:38:50 pm
((Let's try compare that huge, huge dragon with a normal star size.......))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 06, 2016, 11:40:26 pm
((... answer: Time Stop. Plane Shift.))
((Or just Prismatic Sphere around it and hope for the best...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: H4zardZ1 on February 07, 2016, 12:03:41 am
Quote
((Or just Prismatic Sphere around it and hope for the best...))
((1. Encase a (very powerful) summon in a prismatic sphere
2. Fight with someone with tons of shardas
3. ???
4. Profit))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: NAV on February 07, 2016, 12:38:22 am
"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"

Assuming I have time for a spell, which I might not, just preemtively heal myself from whatever might happen. Again, and a third time.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 07, 2016, 12:57:36 am
"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"


((No! I wanted you to survive! you're my favorite character!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 07, 2016, 08:19:39 am
"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"


((No! I wanted you to survive! you're my favorite character!))

((Don't worry about it. I owe James a favor so worst case scenario I move him to safety forcefully in order to save his life. Granted my method of moving you may not be the safest so I recommend coming through the portal now))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 07, 2016, 08:24:52 am
Oh Gizoogle, you make even the most bleak things amusing.

I never knew it translated "Heart" into "Ass".
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 07, 2016, 09:02:00 am
..
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 07, 2016, 09:47:07 am
((Well... Shit. And I have no time to write now...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 07, 2016, 11:30:05 am
((Hurray! Now we have two souls attempting Operation: Planet Awakening! Except James isn't trying to sacrifice himself to the greater powers to do so. Oh well. Have a great time in that coffin after the atmosphere blows out. Dr. Ransom would be proud (please please PLEASE tell me that coffin was trying to be a C.S. Lewis' Space Trilogy reference!!!).))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 07, 2016, 12:20:02 pm
Oh Gizoogle, you make even the most bleak things amusing.

I never knew it translated "Heart" into "Ass".

((I think there's a bit of a historical in-joke with that. It turns out, the shape commonly called a heart was not originally based on the shape of the human heart, but on the shape of a woman's buttocks while bending over in the doggystyle position. Thus, hearts are little asses.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 07, 2016, 12:43:28 pm
Oh Gizoogle, you make even the most bleak things amusing.

I never knew it translated "Heart" into "Ass".

((I think there's a bit of a historical in-joke with that. It turns out, the shape commonly called a heart was not originally based on the shape of the human heart, but on the shape of a woman's buttocks while bending over in the doggystyle position. Thus, hearts are little asses.))

((A diferent theory is that there was a plant that acted as efective contaceptive whose leaves were shaped like that. Either way, it only makes the joke more funny.))

"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"

Assuming I have time for a spell, which I might not, just preemtively heal myself from whatever might happen. Again, and a third time.

I never wrote down any coffin in your inventory, possibly an oversight on my part. Could you find where it came from?
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: NAV on February 07, 2016, 01:20:01 pm
I'm trying to transform the omnicube into a coffin, or something similar to hide in. It will probably be a tight fit.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 07, 2016, 01:53:18 pm
I'm trying to transform the omnicube into a coffin, or something similar to hide in. It will probably be a tight fit.

Even though being a fit doctor probably makes James apealing, I'm uncertain if he qualifies to truly become the sleeping beauty.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ATHATH on February 07, 2016, 02:46:34 pm
Even though his soul was shattered, all of Tur's shards glowed with a single emotion- joy. The Manipulator begins denying other gods access to those within the arena (and starts helping the dragon destroy the arena, if he can). He also attempts to close the portals that are unnecessary for the destruction of the arena, and informs the dragon of the time limit for its form.

I love how you guys are trying to attack or invoke your gods to try to destroy the dragon. It's so futile, it's hilarious. To keep this in perspective, CR 25 tends to be where you start fighting proper gods- not the weaklings like Imhotep, but gods that have abilities that are around the level of "always wins initiative". This thing is CR 66. It practically eats gods for breakfast. Even if you could fight it, it can stop time (Time Stop) on a whim 11 or so times per day, whenever it wants to (including during your action ((Greater) Celerity FTW), and can rewrite reality to make you never exist (it can cast Wish). It also has Spell Resistance 76 (in a d20 system), so don't even try casting a spell on it.

Here are its stats, by the way (scroll down until you reach the Prismatic Dragon entry): http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 07, 2016, 02:51:08 pm
Action edit: drag/make James go through the ELDRITCH PORTAL in addition to self.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 07, 2016, 02:51:53 pm
PM sent. I'm not sure why I even PM'd the action, honestly.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 07, 2016, 03:42:51 pm
Null Nevermore: eat popcorn.

((Plus I maximized the thing's size.))
((Thank you, ATHATH. DnD epic monsters are going to be my go-to transformations whenever possible.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Atomic Chicken on February 07, 2016, 03:43:31 pm
((...and it started off as such a regular turn! One minute we're watching a collection of mages fight to the death in their typical wizardly ways, and the next we're facing a potentially world-ending catastrophe on a scale that this island-in-the-void has likely never before experienced. I absolutely love the creativity that goes into the interpretation and writing of these turns; everything unravels in that flowing plot-like manner that gives the impression that we're not actually making stuff up as we go along. Of all the things I'd expected might bring about the apocalypse, the mimic's heart was something I'd never even thought to consider.))

I love how you guys are trying to attack or invoke your gods to try to destroy the dragon. It's so futile, it's hilarious. To keep this in perspective, CR 25 tends to be where you start fighting proper gods- not the weaklings like Imhotep, but gods that have abilities that are around the level of "always wins initiative". This thing is CR 66. It practically eats gods for breakfast. Even if you could fight it, it can stop time (Time Stop) on a whim 11 or so times per day, whenever it wants to (including during your action ((Greater) Celerity FTW), and can rewrite reality to make you never exist (it can cast Wish). It also has Spell Resistance 76 (in a d20 system), so don't even try casting a spell on it.

Here are its stats, by the way (scroll down until you reach the Prismatic Dragon entry): http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm.
((I'd just like to point out that we're playing Roll to Magic, not D&D. None of this is actually canon unless DG says it is.)) 

Edit:

Ilium watched the obscured skies as the threads of reality began to strain around him. This world, birthed of magic, had been a young one, and yet, like so many before it, had come to meet doom untimely. 

The world was going to die. It was time to leave.
PM.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 07, 2016, 03:50:59 pm
((... oh sure, DG has to convert its stats to our system... but that doesn't make any of its abilities any less existent.))
((What were the other things you were expecting to potentially bring about the apocalypse?))
((Interesting facts from the F.E.C.E.S quick topic:))
((Originally, I was planning to become a beholder. Then an ancient black dragon(still a major pain to deal with, but not so world-ending). Then ATHATH was like, "dude. That is like, underpowered. Be more powerful." And I was like... "KILL EVERYBODY PRISMATIC DRAGON FORM MAX SIZE ULTIMATE GO!". Paraphrasing, note.))
((I overdid it slightly.))
((Of course, the mimic's heart... the whole "any creature" thing was just so easy to exploit...))
((So. Yes. Summary of this turn: *static*.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Salsacookies on February 07, 2016, 03:53:30 pm
(Here's everyone reaction in a nutshell.) (http://youtu.be/ARXqNc5DGXU)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: XXXXYYYY on February 07, 2016, 06:15:50 pm
"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"

Assuming I have time for a spell, which I might not, just preemtively heal myself from whatever might happen. Again, and a third time.
The gambler pauses for a moment, hearing this, then stops just short of the portal.
"'m not lettin' ya die here. Mages are a violent bunch an' 'm not lettin' one of my partners die so easily."
The gambler lends his magic to James, granting his prayer the luck it needs to awaken the gods. Use the essence I've got, and +1/+1 in shards.
If the dragon's foot gets close or if the barrier keeping us alive is getting seriously weak, run through the portal, dragging James if necessary/possible.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: H4zardZ1 on February 07, 2016, 08:28:20 pm
Even though his soul was shattered, all of Tur's shards glowed with a single emotion- joy. The Manipulator begins denying other gods access to those within the arena (and starts helping the dragon destroy the arena, if he can). He also attempts to close the portals that are unnecessary for the dragon's escape, and informs it of the time limit for its form.

I love how you guys are trying to attack or invoke your gods to try to destroy the dragon. It's so futile, it's hilarious. To keep this in perspective, CR 25 tends to be where you start fighting proper gods- not the weaklings like Imhotep, but gods that have abilities that are around the level of "always wins initiative". This thing is CR 66. It practically eats gods for breakfast. Even if you could fight it, it can stop time (Time Stop) on a whim 11 or so times per day, whenever it wants to (including during your action ((Greater) Celerity FTW), and can rewrite reality to make you never exist (it can cast Wish). It also has Spell Resistance 76 (in a d20 system), so don't even try casting a spell on it.

Here are its stats, by the way (scroll down until you reach the Prismatic Dragon entry): http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm.
((On the contrary, smashing anything above or equal to stellar-sized into a ruler of a planet(or world, if you ask) does not work too well...
Here's all types that pass some of the resrictions:
Black holes might be immune of timestops; The singularity itself is encased by the event horizon space warp that speeds time into nigh-infinite speeds(10^100?).
Warp-spaced(yes, those who do not pass the locally sped up speed of light due to space warping)mass-type projectile are also the same; Magic-cancelling(IF the space warp was created by magic)the (potentially damaging)warp will cause the projectile into speeding up near the speed of light, causing the insane(lightspeed)-mass object to practically pierce through anything.
And don't forget those things which converts magic immediately into normal energy; Doing so will cause the thing into piercing all magic resistance...


...And i can't think of more.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 07, 2016, 09:06:11 pm
((In one word Ret-con. After all if you prevent the dragon from ever existing then it can't ever stop you from existing. Come to think of it. Absence could work too))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 07, 2016, 09:20:08 pm
((Absence could work too))

((Say, maybe absence of the mimic's heart? You might need some time magic to make it work, but it'd be a lot easier than trying to cast a spell on an island-sized dragon.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 07, 2016, 09:25:24 pm
((A miracle of Aethernet connection has happened!

This turn is maddening, awesome and absolutely hilarious (many thanks, ironsnake345). Hereby, I put request for Mortal Combat: Prismatic Dragon versus Duck-Island!

As for music... "Bye Bye Life" from the film All That Jazz seems oddly appropriate from a mage perspective.))


First several seconds, Kahel was too stupefied to think of something to say. No mage in his sane mind would use mimic's heart for such unstable transformation. Entirety of possibilities - wasted in a single gulp! Impossible! Absolutely impossible!

Then, the fear came. Mage turned prismatic dragon, mage that Kahel has wounded, stood now far above, taller than mountains, his wings shadowing entire island. There were no hope and no rescue from it's wraith. Prismatic breath, most potent of weapons, shredded ethereal and real with same easiness. And what magic could hope to subdue the beast in time?!

Thirdly and lastly, Kahel the Changer, one of the greater warrior mages of the Duck island, finally came to his senses... Partially, at least:

"Ahahah! What a majestic ending! Behold the treasure wasted on an ultimate revenge possible against this very land!"

Mage paused, finally realizing the imminent danger he was in.

"Ah well, why bother with pathetic speeches... Xazoliomuhr? I was extremely pleased by your service. Hereby, I declare our contract finished. You may save yourself or follow me to seek even greater crusades and many souls to reap - now, it's entirely your choice to make."

If distance seems reasonable, run to the Whirlpool. It's bad luck to follow the way you arrived, side-by-side with those you just tried to kill.

Otherwise, follow the road of the Damned, as seen by souls and shades venturing back through the main portal.


...

A mad laugh could be heard as the island crumbled to its inevitable end. A malevolent shade empowered by deaths and made ethereally incarnate, walked to the eldritch portal along with things long gone and things that were never made known. Shadows danced along the battleaxe edge while content grin stretched eerily on a face of the mage once dead.

"Run, run for your lives, insolent mages... For the Death itself walks in my wake. Cycle is endless. Welcome your Oblivion now for the life to rise anew!"
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ATHATH on February 07, 2016, 09:27:30 pm
((Absence could work too))

((Say, maybe absence of the mimic's heart? You might need some time magic to make it work, but it'd be a lot easier than trying to cast a spell on an island-sized dragon.))
Unfortunately for you, the dragon has more than twice the INT and WIS scores of Sherlock Holmes, and thus knows what you'd try to do to kill it before you do.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 07, 2016, 09:30:17 pm
((... Sarrak... in that last bit of your action post... are you referring to Whaz?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 07, 2016, 09:33:36 pm
((... Sarrak... in that last bit of your action post... are you referring to Whaz?))
((Yep. I think that he deserves at least a honorable mention, being the most successful mage of this game - in its intended form, at least. Also, it's still hilarious remembering his unique relationship with magic.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 07, 2016, 09:41:22 pm
((Absence could work too))

((Say, maybe absence of the mimic's heart? You might need some time magic to make it work, but it'd be a lot easier than trying to cast a spell on an island-sized dragon.))
Unfortunately for you, the dragon has more than twice the INT and WIS scores of Sherlock Holmes, and thus knows what you'd try to do to kill it before you do.
I don't think that's how INT and WIS work in AD&D, much less this game. :P
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 07, 2016, 09:47:32 pm
((Okay... so time shenanigans. I get the feeling that trying a change in the timeline that dramatic would... generate quite a bit of Paradox.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 07, 2016, 09:52:42 pm
((Okay... so time shenanigans. I get the feeling that trying a change in the timeline that dramatic would... generate quite a bit of Paradox.))

((...Not really. It's only a turn ago, and the dragon hasn't really done much besides scare everyone.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 07, 2016, 09:56:21 pm
((Absence could work too))

((Say, maybe absence of the mimic's heart? You might need some time magic to make it work, but it'd be a lot easier than trying to cast a spell on an island-sized dragon.))
Unfortunately for you, the dragon has more than twice the INT and WIS scores of Sherlock Holmes, and thus knows what you'd try to do to kill it before you do.
((And good thing, too. DG has clearly spent the time to make a new map (or will be spending) and a change of scenery would be really nice. Also, with the dragon's crazy unlimited power, I'm wondering if it's possible for it to transcend the limit on its transformation. Of course, this also gives me the potential to explore a new character. Affinity ideas include Energy (Rayman anyone?) and Tunnels (ultimate dwarfiness alert! Prepare for quantum tunnel contained black hole portal madness!).

One more thing: everyone should be feeling a bit lighter about now, considering the immense mass of this dragon compared to this tiny floating island. The Moon is much less massive than the Earth, and it causes the tides. This dragon must be at least a tenth of the duck's mass, so unless there's a special gravity field keeping everything Earth-like...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 07, 2016, 10:22:25 pm
((Okay... so time shenanigans. I get the feeling that trying a change in the timeline that dramatic would... generate quite a bit of Paradox.))
((It is less of time shenanigans and more like even the dead run away from the abomination you became (due to the game world collapsing in itself, I thought it was accented quite clearly). Nice work breaking it, FoU. Nice work.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 07, 2016, 10:43:52 pm
Roll to Magic Monty Python

Skeliborn: Lets go to Camelot

DreamerGhostEvilBunny: There's a giant Doomsday Dragon the size of the moon.

Skeliborn: Let's not go to Camelot. Tis a silly place.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 07, 2016, 10:51:45 pm
((Okay... so time shenanigans. I get the feeling that trying a change in the timeline that dramatic would... generate quite a bit of Paradox.))
((Nice work breaking it, FoU. Nice work.))
((Oh, you haven't seen anything yet.))
((Really. I'm serious. Here's a math assignment for all the denizens of this game: thus far, I've had 4 characters(No, None, Jonas, Old King Coal). Assign a certain amount of destruction/kills/ruination a number, then tally up the number for each character. What you should see is exponential growth.))
((I haven't even told the other members of F.E.C.E.S about my plan for my next character.))
((Actually, I should PM DreamerGhost about my plan- I don't even know if it'll be valid yet.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: _Shinju_ on February 08, 2016, 11:49:22 am
PM
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 08, 2016, 11:52:11 am
((Okay... so time shenanigans. I get the feeling that trying a change in the timeline that dramatic would... generate quite a bit of Paradox.))
((It is less of time shenanigans and more like even the dead run away from the abomination you became (due to the game world collapsing in itself, I thought it was accented quite clearly). Nice work breaking it, FoU. Nice work.))
((The dead are fleeing even when their souls are actually scattered to oblivion (through used shards) or still trapped in shards? Maybe it's a kind of residual spirit kind of thing?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Trewque on February 08, 2016, 12:04:12 pm
"The time to act is now, clearly. I wish that I had more time to prepare, but oh well. Some things never change."

Use my 5 +1/+1 Paleomancy essences. Morph myself into an http://jurassicpark.wikia.com/wiki/Indominus_rex (http://jurassicpark.wikia.com/wiki/Indominus_rex), then get to the nearest portal and pass through it.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 08, 2016, 02:35:02 pm
Since the Dragon was kinda sudden, and people are still having plans, I think I'll try to get the next turn up on Thursday. To keep some content up, I might post the new map tomorow.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 08, 2016, 02:56:29 pm
To keep some content up, I might post the new map tomorow.

((Sounds good!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 09, 2016, 10:51:31 am
((So, I'm assuming that the whirlpool will basically drag me into the heart of the lake if I make it to the water.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 09, 2016, 03:02:54 pm
((There are 4 types of people in this game:))
((1. Those who think the dragon might be friendly (eternal optimist)))
((2. Those who think the dragon will stomp on them like an insect (eternal pessimist)))
((3. Those who know that the dragon can 1-shot them a thousand times over but stay anyway (optimistic pessimist)))
((4. Those who summoned/ created/ brought the wrath of the dragon in the first place (chaotic evil or clumsy good/neutral)))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 09, 2016, 03:19:40 pm
((There are 4 types of people in this game:))
((1. Those who think the dragon might be friendly (eternal optimist)))
((2. Those who think the dragon will stomp on them like an insect (eternal pessimist)))
((3. Those who know that the dragon can 1-shot them a thousand times over but stay anyway (optimistic pessimist)))
((4. Those who summoned/ created/ brought the wrath of the dragon in the first place (chaotic evil or clumsy good/neutral)))

((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 09, 2016, 03:30:10 pm
running into extinction.))

((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Zormod on February 09, 2016, 03:30:40 pm
((I'd stay and fight, but it looks like the dragon is trying to let all the air out of the arena. While it might not succeed, I'd rather not take that chance.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 09, 2016, 04:16:28 pm
The new map is in (Might change if people toy with portals/throw landscape features through them)

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 09, 2016, 04:31:25 pm
((I can't wait to explore the new map. I assume the center hex is the new spawn portal.))

((On a side note I'm sig-ing the quotes below))

((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 09, 2016, 05:01:29 pm
((I assume the center hex is the new spawn portal.))

Yes, that is the center portal through which newbies would enter. Of course, since not evryone went to the center portal, not evryone will emerge through it.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 09, 2016, 05:28:03 pm
((Remember not to throw out the old map. We may be switch9ing to a new map/dimension but the old one still exists and I have unfinished business. Aka I will find a way to get back there to complete the Hepheastus quest.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ATHATH on February 09, 2016, 06:41:15 pm
Also, DG, keep in mind that the dragon can cast Wish to duplicate the effect of Polymorph, allowing it to transform into something small enough to fit through one of those portals.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 09, 2016, 06:45:32 pm
Also, DG, keep in mind that the dragon can cast Wish to duplicate the effect of Polymorph, allowing it to transform into something small enough to fit through one of those portals.
The dragon can cast Wish? That's beyond absurd. I'm going to assume it can't, for now, because that would be ten miles past broken.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 09, 2016, 07:19:39 pm
((So it looks like we've got a larger map this time... Hmm... Bees? Jungle? Glacier? Neat variety.

Also, the new map should be a Turtle. Cause it sorta looks like a turtle shell.
Well, as much as the last map was a duck, anyhow.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 09, 2016, 08:37:17 pm
((Turtle sounds good to me. I've been making a few guesses at what the various new zones are based on past turns in other dimensions etc))
((If I messed up on any of the known tiles then please tell me so I can fix this map))
((Also the aqua zone refers to the general area with lots of water on the map. I ran out of room for a big label on the hexes))
(http://i.imgur.com/lSfQKJc.png)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Elephant Parade on February 09, 2016, 08:52:20 pm
Quote
pleins
grrrrrr

I agree with everything else, though I'd argue that the "beach" is more like an island. To me, the savannah looks like some kind of rocky wasteland.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: NAV on February 09, 2016, 08:58:48 pm
Looks like a rocky wasteland with geysers.
"Iced meadow" is called tundra.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 09, 2016, 10:18:43 pm
((With the lighting I had on when making the map it looked like Acadia trees but on a second glance Volcanic Guyser Zone may be a better name given the naming pattern I've been using))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 09, 2016, 10:51:23 pm
Guyser

((I really do hate to be this guy, but it's spelled geyser.

Sorry about that. These things just tend to drive me a little crazy.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: fillipk on February 09, 2016, 11:50:47 pm
((So since I'm basically dead should I create a new character?))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 10, 2016, 08:28:29 am
Guyser

((I really do hate to be this guy, but it's spelled geyser.

Sorry about that. These things just tend to drive me a little crazy.))
((I dont blam yu. Saem geos fur mi.))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 10, 2016, 08:41:53 am
((So since I'm basically dead should I create a new character?))

((You could still try to drag someone down with you))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Sarrak on February 10, 2016, 09:45:33 am
((So since I'm basically dead should I create a new character?))
((You could still try to drag someone down with you))
((Quite literally, this time!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ironsnake345 on February 10, 2016, 10:35:12 am
((Now let's see... Wheeeere to set up shop?  Do I find a nice secluded spot on a glacier? Do I ride a boat to the far shore and conjure up a beach hut? Do I get gems from the possibly eldritch place and build a shining home out of the useless, sparkly rocks? Do I build a house which sinks into the swamp and Thus creates an underground bungalow held out of the depths by a wide buoyant brim around the top and/or some surrounding trees? Do I create a structure held aloft by funnel shapes catching water from the geysers? Decisions, decisions!))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Salsacookies on February 10, 2016, 10:56:34 am
((I don't think that eldritch plane belongs there...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: ATHATH on February 10, 2016, 11:25:53 am
Also, DG, keep in mind that the dragon can cast Wish to duplicate the effect of Polymorph, allowing it to transform into something small enough to fit through one of those portals.
The dragon can cast Wish? That's beyond absurd. I'm going to assume it can't, for now, because that would be ten miles past broken.
Yes, yes it can. It has 38th level Sorcerer Spellcasting (21th level spellcasting is where you start doing things like animating the Earth or creating new species, but you need to research those kinds of spells, so the dragon doesn't have them. It does still have 9th level spells, though, and that's the level where Wish is at), and the sample dragon has Wish as a spell known. It also knows Gate, so it can create its own portals if they're all destroyed.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: thegamemaster1234 on February 10, 2016, 12:12:55 pm
((Reserving this character in case Jiksap dies.))
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Prismatic on February 10, 2016, 04:03:01 pm
((The new map looks great!))

Also, DG, keep in mind that the dragon can cast Wish to duplicate the effect of Polymorph, allowing it to transform into something small enough to fit through one of those portals.
The dragon can cast Wish? That's beyond absurd. I'm going to assume it can't, for now, because that would be ten miles past broken.
Yes, yes it can. It has 38th level Sorcerer Spellcasting (21th level spellcasting is where you start doing things like animating the Earth or creating new species, but you need to research those kinds of spells, so the dragon doesn't have them. It does still have 9th level spells, though, and that's the level where Wish is at), and the sample dragon has Wish as a spell known. It also knows Gate, so it can create its own portals if they're all destroyed.
((Given that we're not playing DnD, those mechanics have negligible significance here until DG gives us his verdict on the matter. In any case, it seems that the dragon has no access to its memories, which may imply that it is acting on primal instinct and casts some doubt upon the degree of control FoU actually has on the creature's actions.))

Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 10, 2016, 05:00:33 pm
((I have no control over the dragon's actions. That said, it is doing what I want...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 10, 2016, 05:05:28 pm
Urgh. Too many interconected posts, too little time. I'm getting up at why o clock tomorow, and thus can't do the turn today. Should have it tomorow.

To clarify, Dragon can't cast actual spells, but it still has power which can manifest in mysterious ways.
I am planning to delay actual arrival of Mages to second island until either there is nobody important left on Duck island, or interdimensional entrophy tears the island apart. Shouldn't take longet than three turns and since many mages are geting into the portals, the turns should pass through quicker than average.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: FallacyofUrist on February 10, 2016, 05:09:40 pm
Old King Coal: After you shift back into your human form, use your last few moments before the lack of atmosphere takes you to pray to become the Avatar of Armok.

((Note the fact that Armok is the god of destruction and blood, evil, whatnot... of all the gods who would sponsor Old King Coal's survival, it would be him or Zentol...))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: star2wars3 on February 10, 2016, 08:26:32 pm
Urgh. Too many interconected posts, too little time. I'm getting up at why o clock tomorow, and thus can't do the turn today. Should have it tomorow.

To clarify, Dragon can't cast actual spells, but it still has power which can manifest in mysterious ways.
I am planning to delay actual arrival of Mages to second island until either there is nobody important left on Duck island, or interdimensional entrophy tears the island apart. Shouldn't take longet than three turns and since many mages are geting into the portals, the turns should pass through quicker than average.

((In that case save a copy of some entropy fractured world for when I return to finish the Heaphestus quest))
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Crimson on February 11, 2016, 12:06:47 am
Action PMed
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: Whisperling on February 11, 2016, 06:35:52 pm
My action has been edited.

EDIT: Actually, it's pm'd now.
Title: Re: Roll to Magic: Turn 141 The time to panic is now
Post by: DreamerGhost on February 12, 2016, 04:40:02 am
Turn 142

"Well, at least it made my job easy. Whitehats, Call in... The Nuke."

Keeping my hat on my head, I send out a call to the other Whitehats. Nuke this place, it's too far gone. Afterwards, out the portal I go.

Bernardo looked upon the dragon casting a shadow over the island. Whenever crime happened, it happened suddenly, and this was no exception. Oh sure, it was neither timebreaking nor mindbending, but this was still mostly official lands, and one wizard was about to raze them. Then again, the wizard had turned into a dragon at the moment, and law mostly did not apply to dragons for multitude of reasons, not least of which was high lethality of apprehending such criminals. Proper officer material was hard to find and took some time to train, and they knew better than to throw their lives away for no purpose. For Bernardo, the choice was clear here. He ran towards the portal, as he still had a duty here, there was still great amount of suspects to interrogate and criminals to punish. He disappeared within the light of center portal.

Use my secret affinity on Seva's wings, destroy them
Continue attacking the demon Mage with the help of all of my velociraptors
Falcon will keep attacking the beast,aiming for its eyes

nope, me and all my minions run through the portal

What the hell is that
"Ah well, why bother with pathetic speeches... Xazoliomuhr? I was extremely pleased by your service. Hereby, I declare our contract finished. You may save yourself or follow me to seek even greater crusades and many souls to reap - now, it's entirely your choice to make."

If distance seems reasonable, run to the Whirlpool. It's bad luck to follow the way you arrived, side-by-side with those you just tried to kill.

Otherwise, follow the road of the Damned, as seen by souls and shades venturing back through the main portal.

The world was going to die. It was time to leave.
PM.
Spoiler (click to show/hide)

In most cases, careful thought about what to do next helped people more than wild panic. It was one of many reasons why assassins worked up close and personal rather than sending trained animals. However when the smart thing to do was to run in wild panic, animalistic instinct held a momentary advantage over human mind, and it was rarely visible as clearly as it was now. Before Blake could get back on his feet, Beast had already climbed out of the pit and managed a third of distance to the portal. Xazoliomuhr too, before Kahel finished speaking, had already made good progress towards the lake. Listening to inspiring speeches could wait for until it was out and away from Dragon's shadow.

Kahel looked at Ice demon swiftly moving away, and ran after him. Not for another inspiring speech of course, the demon merely managed to choose the same exit as Kahel did. As he ran to the lake Kahel noticed that waterline had receded some ten meters, revealing a plethora of water plants that were of very little interest to Kahel. He dived in the waves and attempted to swim towards the shining center. In practically no time immensely powerful currents of the whirlpool dragged Kahel underwater, but he managed to keep his mouth shut and his lungs filled with more air than water. His obsidian orb shone like never before, and Kahel felt a surge of strength, enough to get above the water and take another breath of sweet sweet air. But it was not all well. As Kahel neared the center of the whirlpool, the water became more inclined and he felt himself falling into the blue light. As the light touched his obsidian orb and staff, fire burst from inside once molten stone, only to be immediately extinguished and rock crumbled to dust.

Back near the Tower, Seva thought that it was well the time to move and whistled his pets close. Blake, lying in freshly dug dirt had other ideas. He had little chance to get out and have another go, but he still had a chance at spiting Seva. He rose from the pit, congealed his newly acquired power around his hands and lunged at Seva. The bird mage felt the attack coming, however. It was not too difficult, as he dodged out of the way almost entirely by reflex, after intense sensation of something wrong appearing just behind him. Blake's hands closed where Seva's wings just were and a flash of light and destructive magic washed over both Seva and Blake. It was too weak to harm either of two mages, but nearby grass withered away. Seva fled towards the center portal and vanished within the light, as Blake fell back into the pit. Soon, Illium ran by the by the pit and towards the portal, quietly hoping that nobody saw how he managed to mess up throwing a Molotov and set a part of wall next to himself on fire.

While Chorkinaan's away and Forric's distracted, I go up behind Forric and snap his neck, enhancing the snap with my magic. I then loot his corpse and run to the portal tile. ((Not actually gonna go through the portal or anything, it's just on the way.))
Spoiler (click to show/hide)

Henry looked at the dragon and then at the portal. The portal was close, very close. Close enough to delay immediately running towards it. Forric was also close, and quite distracted by the whole dragon thing. Henry sneaked towards the distracted mage and positioned his hands in place for a quick twist. Forric noticed just a second too early and began moving, however the spell that Henry forged had compensated and the strike sent Forric sprawling on the grass with a dislocated Jaw, but still bit too alive for Henry's plans.

Actually, on second thought, new plan. Seeing that the lake is not only closer, but also draining into something the likes of which every living thing besides some mages is running towards, Chorkinaan immediately books it for the bloodied lake and dives for the receding waters in attempt to ride the currents to the heart, taking a deep breath before he goes under. If this spits me out underwater, I can always just create a super-non-dense brick with handles that I can ride up to the surface. If possible, Chorkinaan creates 3 or 4 essences on the way.
Spoiler (click to show/hide)

Chorkinaan had one look at the dragon above and took no time rushing off towards the shining whirlpool. Forric and Henry could work out their argument or die trying, Chorkinaan had better plans. The water was receding rapidly, but the currents became very strong just few meters in. Chorkinaan dived in the water and began swimming towards the center. The water nearly pushed him away from his goal several times, but Chorkinaan managed to hold on and reach the center. He disappeared within the blue light.

"Looks like that's one huge thing. I don't know what the heck is that, through..."
(I have a odd intuition about the castle.... Maybe i should go there and check? Wait a minute... that is not a good idea right now.)
Go into the portal. 5 essences, or until one collapse.
Spoiler (click to show/hide)

Eterna thought through his chances and decided that eldritch portal was likely far more survivable than staying on the island. Sure, the portal promised poison, maddening ghosts and tentacles, but all of those merely had a high chance of being lethal rather than being a guaranteed death. Without hesitation, Eterna rushed towards rapidly breaking apart bone arc and dived through it.

"Haah, damn mages..." Shias sighs. Then he follows the spirit's recommendation and escapes this place through the Forest Heart.

Shias looked through the trees with longing. Alexander was still there somewhere, among absurd numbers of trap pits. But he had ran out of time, and Shias knew better than to throw away his life by turning this hunt in a personal matter. Druid turned and began running towards emerald light in the center of the forest. The lotus on the altar was wide open, and the altar itself had disappeared within green light. Animals of all sizes ran towards and through the green light, while birds and seeds carried by wind disappeared within the light above the lotus. Shias wondered as to how to proceed without running over tiny creatures scurrying towards the portal, when a huge treant grabbed him and tossed him into emerald light just below where birds were flying through. Druid disappeared within the portal.

Cubearc felt immense relief, and laid upon the ground to gaze toward the stars. He would survive. He would thrive. He would live, and become a god.

Then the sky became dark. He saw true perfection. He saw true fear. He was going to die.


Time to GTFO. Grab Blake, if I can. Use my dagger to assist in this endeavor, if I can.
Spoiler (click to show/hide)

Cuberac ran without looking up. He didn’t want to look up. As long as he did not look up, it was a cloud and not five million tons of murder. As her reached the portal, he spared a look to the Tower nearby. Blake was there, lying in the dirt, alone, without strength to get up. Cuberac swore at his good nature, but Blake was not the one who had tried to steal his free will with a divine contract. Cuberac rushed towards him, and grabbed Blake with his one good hand. He grabbed Blake by one of his hands, as dragging him in any other way efficiently pretty much required two hands. It would had been a problem if the goal hadn't been so close. As it was, Cuberac managed to drag Blake into the portal without dislocating any bones in Blake's arm. All this physical exertion caused him to miss entirely that five of his shards were, for a moment, filled by more impotent rage than the rest.

IC

We were bound to be triumphant until, almost all at once, we weren't. In a flash, when we should have been destroying the portal, we ended up being forced to retreat through it to save our own skins.

When we saw the mighty shadow traverse the land and heard the savage beast roar, we knew, we could never return to the world that once was.

The world had met its match.

And so, we ran for our lifes towards the portal into the distant unknown of eldritch lands.



And The World Died (https://www.youtube.com/watch?v=QvYi1MRvX_o)


Skeliborn

Action:

Go through the portal as fast as possible while still defending from the eldritch stuff. Try to protect the other members of TOAM if possible.

Drag James through the portal to save his hide


"Well, looks like this is it. Save yourselves. I'm staying right here, spent too long on this island to leave it like that."
James says a prayer to the Duck, asking it to wake up and defend itself and its inhabitants. He shouts this prayer with as loud as he can, through his enchanted megaphone, and using his dragonbreath power. Not just to make the Duck hear, but to make all the other Duck Island's inhabitants hear in the hope they join in. Use all my shards for the prayer.

Then James transforms his cube into a coffin and gets in. It requires an opposed luck roll to destroy, no matter the strength of the attack, remember?


He makes a call to his loyal follower Grundar.
"Grundar! Save yourself, leave through the nearest portal. But before you do, I want you to get some seeds from the Tree, and a branch too. If I don't make it, plant those on the other side for me and David, alright?"

Assuming I have time for a spell, which I might not, just preemtively heal myself from whatever might happen. Again, and a third time.
The gambler pauses for a moment, hearing this, then stops just short of the portal.
"'m not lettin' ya die here. Mages are a violent bunch an' 'm not lettin' one of my partners die so easily."
The gambler lends his magic to James, granting his prayer the luck it needs to awaken the gods. Use the essence I've got, and +1/+1 in shards.
If the dragon's foot gets close or if the barrier keeping us alive is getting seriously weak, run through the portal, dragging James if necessary/possible.

Spoiler (click to show/hide)

Skeliborn looked with at James with the sort of look reserved for things that make no sense. James felt like staying on the island. With the dragon. In a glass box. Gambler knew better than to try convince James, but Skeliborn was having none of this. Before James could do anything stupid, Skeliborn rushed him, trying to grab onto something that would make easier to drag the moron. James was having none of this either. He had a plan, but he had no time to explain it to Skeliborn, and thus, replaced explanation with a well-aimed punch to solar plexus. It caused no damage and gave him time to work. If he had cared only about results, it was as good as an explanation, but faster. Skeliborn collapsed on the ground as James pulled out his leafy megaphone and began shouting. Not just simply shouting, he called upon his draconic breath, amplifying his voice thousand fold, while Gambler bent luck to hopefully make the Duck care. The leafy megaphone sat out a wave of wind, the noise too powerful for human ears to register as anything but pain, and it flew off, spreading around the island and leaking around the edges.   

The land shook, and James moved swiftly to the next part of his plan. He sent a message to Grundar, and as that was all that he could realistic do, reshaped his cube into a coffin of a stasis cell and positioned himself within. When Skeliborn got back up, he noticed that there was a glass coffin lying in the dirt nearby. Unluckily for him, no beautiful sleeping princess was to be found inside. On the good side, someone who was not resisting was far easier to carry. Skeliborn and Gambler grabbed upon the edges of the coffin and carried the entire thing towards the eldritch portal while everything dangerous was too busy trying to flee for their lives.

Hey there, Machine God. It's been great, ya know? I never did get to rebuild that adamantine mech, or create pokeballs, or anything big really. I never even got to give my jet a Starscream mode. But just between you and me, I don't care. As long as I can be a part of this universe, a cog in the machine, I am happy. And so I make my final request... This world doesn't really have to end yet, right? Whatever happens is just a function of the machine. Make me a part of it. A part of this world, so that it may yet not end.

Final request to Machine God to be integrated into this world, to protect it from harm, to give it life. To give itself the ability to react to threats with all its might, even if only for this incident, and even if it doesn't work. As an offering, I give my body, my soul, and all I have made, in this world and those before it.

Oh, and, uh, in the case I'm ignored and still underwater while the apocalypse is happening, GTFO through the vortex. We do what we must, because, we can...

Spoiler (click to show/hide)

Jiksap had known that this was a long time coming in a way only a true zealot could know. The end was coming. The shadow of doom had fallen upon the island, all life was trying to flee, but Jiksap did not want to follow it. He had done his part, and wanted little more than to keep the island going. It was a nice place, worth protecting and admiring. Jiksap offered a prayer to the Machine God, asking to be assigned as part of the island, to allow it to defend itself now and forever. Bit of ammo that managed to survive the destruction of adamantine mech floated past Jiksap, carried by a current. It smashed into red crystals that Jiksap was interested before and detonated, sending out a shockwave of unnatural strength. Bits and pieces of ammo crystal and rock embed themselves in Jiksap who himself was knocked unconscious by the explosion. His body floated up to the surface where whirlpool dragged him inwards and mad inventor disappeared within the blue light.

"The time to act is now, clearly. I wish that I had more time to prepare, but oh well. Some things never change."

Use my 5 +1/+1 Paleomancy essences. Morph myself into an http://jurassicpark.wikia.com/wiki/Indominus_rex (http://jurassicpark.wikia.com/wiki/Indominus_rex), then get to the nearest portal and pass through it.

Spoiler (click to show/hide)

Bob looked at the quicksand like mud in which he was stuck and decided against trying to dig himself out of it. It would take too long, and he had little desire to do digging through anything less ancient than what his magic reached. Just no interesting fossils otherwise. Bob chose instead to call upon one of his transformation spells, becoming a creature of legend, awe and unusually for such, provable existence. Ground was ripped apart as Bob's legs grew several times, just as his body grew to tower over the surroundings. Indomitable Rex stood for a moment, looking around curiously, before Bobasaurus Rex ran towards the center portal and disappeared within the light.

World Events
Dragon finished charging up its breath and opened up on the enchantment that surrounded the island. For a moment, flames of all kinds were directed aside through lines of binding magic, illuminating huge part of enchanted wall. Then, breath broke through, shattering the spell and letting the atmosphere out. Great wind formed as air escaped, and Dragon rode it off the island.

Sound rolled around the island, coming from eldritch fields it managed to reach the great duck that was beneath the earth, carrying island on its back. It heard the cry, and returned a fearful quack, as it saw the atmosphere drained, its world left exposed and mighty dragon fly off it. It quacked again n sorrow and rage as Dragon turned back at it, both seeing other as enemy, both guilty of a great crime to the other. However they were not alone there. Duck Island was far too small to create light of its own, it would be many millions of years until it would grow to such power. It had used light of another, and that another was angry. A'tuin (http://d20npcs.wikia.com/wiki/A'tuin_the_Star_Turtle) was a gentle creature, but its might was great and its wrath terrible. It allowed the Duck to borrow light of its sun to nurture the young world creature, and had grown to like it over the years. To see it ravaged as such, hurt A'tuin and it chose to move to prevent any further harm. Great maw caught the dragon, crushing it whole, and tossed it into its sun to forever perish. Duck quacked in gratitude. It would take many years for it to heal, but heal it would.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: DreamerGhost on February 12, 2016, 04:41:49 am
Remaining active wizards on the map:

Xom
Nihilum
Henry the Best
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: AoshimaMichio on February 12, 2016, 05:40:55 am
Oh. That universe.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 12, 2016, 05:56:06 am
((I like the Disk World Reference DG. Well played))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: TheBiggerFish on February 12, 2016, 06:41:33 am
((Did someone want me?))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: thegamemaster1234 on February 12, 2016, 07:48:04 am
((I guess that was quite different than from what I thought would happen... and Jiksap's not dead yet! Whoopee. He's also got mech ammo and blood crystals stuck in him. And my friend is now a genetically engineered carnivorous dinosaur.))

Hope that the portal didn't drop me off on land. Wake up. 3 essences if underwater. If not, find some and quick!
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Sarrak on February 12, 2016, 09:15:22 am
((Great work at overseeing our escape DG! Cheers for A'tuin!))

(Every time I try to say something lengthy, it never works... Perhaps, I should have one good philosophic conversation with a sane mage and finish with mad ramblings for a while... Staff is, sadly, lost, yet I remember quite clearly the process of its making. Repeating it same way again in the new world would be meaningless, yet with some experiments, I may achieve intended results...)
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: FallacyofUrist on February 12, 2016, 09:54:33 am
I'm going to prepare two characters now. One for in case there are fonts of magic on the new map, and one for the case that there isn't.


Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: ATHATH on February 12, 2016, 11:52:16 am
The Manipulator gazed in cold rage as he saw his minion tossed into a sun, and turned to the duck. Before, A'Tuin and the wards surrounding the duck had protected it... but now, the wards were broken and A'Tuin had spent a considerable portion of his power tossing the dragon into the sun. The Manipulator reached into the duck, and ripped out its heart. He then slowly so that everyone on the duck has time to escape crushed the heart while channeling his fury through it, causing the duck unbearable amounts of pain. Eventually, the duck died, and the Manipulator shattered its corpse into dust.

Spoiler: New Character (click to show/hide)

First action: crush four of my shards to put an extra point into Pot, then make three essences.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Elephant Parade on February 12, 2016, 12:07:23 pm
First action: +2 essences. Unless, y'know, we'll see our locations before we can act, which seems likely.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Sarrak on February 12, 2016, 12:34:57 pm
Spoiler: New Character (click to show/hide)

First action: crush some of my shards to put an extra point into Dex, then make three essences.
((Specifying stat to raise costs six shards. Five for a random one and four for POT.
Also, why do you want so much POT with all your characters? As battles show, physical stats matter more at first.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Zormod on February 12, 2016, 12:38:07 pm
((Actually, I think most useful stats are POT turn 1, and then STR and END for the win.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Sarrak on February 12, 2016, 12:43:38 pm
((Actually, I think most useful stats are POT turn 1, and then STR and END for the win.))
((For the warrior mage, SPD>DEX=END. And, maybe, CMP. If you rely heavily on magic, END>>CMP=DEX>POT. Only enchanters may benefit in short order from great POT. And they are very rare.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: DreamerGhost on February 12, 2016, 01:02:52 pm
I'm going to prepare two characters now. One for in case there are fonts of magic on the new map, and one for the case that there isn't.



Fonts are a thing on the new map.

The Manipulator gazed in cold rage as he saw his minion tossed into a sun, and turned to the duck. Before, A'Tuin and the wards surrounding the duck had protected it... but now, the wards were broken and A'Tuin had spent a considerable portion of his power tossing the dragon into the sun. The Manipulator reached into the duck, and ripped out its heart. He then slowly so that everyone on the duck has time to escape crushed the heart while channeling his fury through it, causing the duck unbearable amounts of pain. Eventually, the duck died, and the Manipulator shattered its corpse into dust.


Not cannon.
First action: +2 essences. Unless, y'know, we'll see our locations before we can act, which seems likely.
((I guess that was quite different than from what I thought would happen... and Jiksap's not dead yet! Whoopee. He's also got mech ammo and blood crystals stuck in him. And my friend is now a genetically engineered carnivorous dinosaur.))

Hope that the portal didn't drop me off on land. Wake up. 3 essences if underwater. If not, find some and quick!

When action ends on first map I'll write up a turn of all those who entered portals apearing. And the fun immedietly distracting stuff that is around them, such as, say, ice cold water.

I'm considering adding extra combat spells to shard shop. As in, ability to cast more than one spell per combat round. Would that be OP? What cost should it be? Something to think about while the trio post their actions.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Sarrak on February 12, 2016, 01:36:42 pm
I'm considering adding extra combat spells to shard shop. As in, ability to cast more than one spell per combat round. Would that be OP? What cost should it be? Something to think about while the trio post their actions.
((Extra spells would be detrimental for combat abilities, in my opinion. Either you lose all your DEX & SPD, hoping for a miracle, or lunge two half-assed spells. Enchanting yourself with spell-like abilities before battle is much more profitable.

I suggest using shards for one-turn +1 to all rolls of one stat. It can give you a hefty bonus, allowing to dodge a barrage of arrows or actually catch the faster mage before he runs away.

Another interesting way of using shards is correcting or altering existing spells. Like Kahel spending 7 shards for a proper ghost-form instead of an unreliable one. May be done with or without LUCK roll, but needs more shards in latter case.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: ATHATH on February 12, 2016, 01:51:24 pm
Spoiler: New Character (click to show/hide)

First action: crush some of my shards to put an extra point into Dex, then make three essences.
((Specifying stat to raise costs six shards. Five for a random one and four for POT.
Also, why do you want so much POT with all your characters? As battles show, physical stats matter more at first.))
I've edited my sheet.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Elephant Parade on February 12, 2016, 02:04:05 pm
Being able to dualcast would give you a huge advantage over everyone who couldn't.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: NAV on February 12, 2016, 02:27:19 pm
Here is my proposed fix to multicasting. Instead of giving each successive spell in a turn another -1, we count the number of spells you're trying to cast then give that penalty to all spells.
Example:
1 spell? (CMP 5, POT 5)
2 spells? (CMP 5-1, POT 5-1), (CMP 5-1, POT 5-1)
3 spells? (CMP 5-2, POT 5-2), (CMP 5-2, POT 5-2), (CMP 5-2, POT 5-2)
Etc.
Instead of the current:
(CMP 5, POT 5), (CMP 5-1, POT 5-1), (CMP 5-2, POT 5-2), Etc.

It makes sense because if you're casting multiple spells in a turn you have to rush each spell. This change would hopefully make multicasting balanced enough to reintroduce to normal combat. It would also interfere with essence production and stop people from adding "and make 2 essences" to the end of each turn, which is the opposite of a problem in my opinion.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Sarrak on February 12, 2016, 02:54:12 pm
Here is my proposed fix to multicasting. Instead of giving each successive spell in a turn another -1, we count the number of spells you're trying to cast then give that penalty to all spells.
Example:
1 spell? (CMP 5, POT 5)
2 spells? (CMP 5-1, POT 5-1), (CMP 5-1, POT 5-1)
3 spells? (CMP 5-2, POT 5-2), (CMP 5-2, POT 5-2), (CMP 5-2, POT 5-2)
Etc.
Instead of the current:
(CMP 5, POT 5), (CMP 5-1, POT 5-1), (CMP 5-2, POT 5-2), Etc.

It makes sense because if you're casting multiple spells in a turn you have to rush each spell. This change would hopefully make multicasting balanced enough to reintroduce to normal combat. It would also interfere with essence production and stop people from adding "and make 2 essences" to the end of each turn, which is the opposite of a problem in my opinion.

Great suggestion. I support this.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: fillipk on February 12, 2016, 03:14:38 pm
((So I'm dead now? I didn't even get to mess with the wings.  Oh well, I think I'm going to drop out now.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: thegamemaster1234 on February 12, 2016, 03:19:56 pm
--snip--
What's the current problem with multicasting? Is it that the first spell having no penalties is really that game-breaking? Sorry, but this just discourages multicasting and essence creation as a whole and would just slow the game down.

Also, no more essence roulette (all of them fail). And if someone never gets to cast the second spell, that player would still get a penalty just for trying, which doesn't feel fair IMHO.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: NAV on February 12, 2016, 03:37:24 pm
The problem is that it is overpowered, so overpowered we aren't allowed to use it in combat. Yes it really is that game breaking, especially for higher leveled characters. Its the difference between trading a strong spell for two weaker ones, which is balanced, or adding a weaker spell to a strong spell with no drawbacks, which is very unbalanced.

Yes slowing down essence production and preventing essence roulette is a very good thing. Essences weren't nerfed nearly enough, ideally they should be removed from the game entirely and people can actually use rituals.

Yes they absolutely should get a penalty for trying to cast two spells in a turn, even if they never get to cast the second one. They are still dividing their concentration and rushing the first spell for the chance to cast a second.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: DreamerGhost on February 12, 2016, 04:03:48 pm
((So I'm dead now? I didn't even get to mess with the wings.  Oh well, I think I'm going to drop out now.))

Actually, you were dragged to the main portal by Cuberac.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Prismatic on February 12, 2016, 04:23:39 pm
Pm'ed

Fonts are a thing on the new map.
What's this about fonts?

Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: fillipk on February 12, 2016, 04:33:47 pm
((Oh so I'm not dead, okay then.))

See if I can patch my wounds up somehow, probably get some demonic assistance.  Then stay close to Cuberac, and make 2 secret affinity essences
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: ATHATH on February 12, 2016, 05:05:48 pm
--snip--
What's the current problem with multicasting? Is it that the first spell having no penalties is really that game-breaking? Sorry, but this just discourages multicasting and essence creation as a whole and would just slow the game down.

Also, no more essence roulette (all of them fail). And if someone never gets to cast the second spell, that player would still get a penalty just for trying, which doesn't feel fair IMHO.
+1

Honestly, if it ain't that broken, don't try to fix it. Keep in mind that most "broken" strategies are available to all mages in the arena, so they don't upset the balance of the game too much.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Elephant Parade on February 12, 2016, 05:13:07 pm
--snip--
What's the current problem with multicasting? Is it that the first spell having no penalties is really that game-breaking? Sorry, but this just discourages multicasting and essence creation as a whole and would just slow the game down.

Also, no more essence roulette (all of them fail). And if someone never gets to cast the second spell, that player would still get a penalty just for trying, which doesn't feel fair IMHO.
+1

Honestly, if it ain't that broken, don't try to fix it. Keep in mind that most "broken" strategies are available to all mages in the arena, so they don't upset the balance of the game too much.
Something doesn't need to be unbalanced to be bad, or even broken. Essences completely change the nature of the game; you can consider that change to be good or bad, but it *is* a change.

Similarly, multicasting is a pretty big deal. It allows you to get a ton of stuff done in one turn. In combat, it would give an insane advantage to anyone capable of it.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 12, 2016, 05:16:03 pm
I'm going to prepare two characters now. One for in case there are fonts of magic on the new map, and one for the case that there isn't.



((I'd recommend a color of pure white for Wayfarer. That way even if he talks none of us will know about it))

((On another note. If I get a turn while in the state between the Duck and the Turtle (A'Tuin?)))

Skeliborn

Action:

3 essences
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: DreamerGhost on February 12, 2016, 05:32:09 pm

((On another note. If I get a turn while in the state between the Duck and the Turtle (A'Tuin?)))

No, and the new island is not on a turtle.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: ATHATH on February 12, 2016, 06:16:57 pm
--snip--
What's the current problem with multicasting? Is it that the first spell having no penalties is really that game-breaking? Sorry, but this just discourages multicasting and essence creation as a whole and would just slow the game down.

Also, no more essence roulette (all of them fail). And if someone never gets to cast the second spell, that player would still get a penalty just for trying, which doesn't feel fair IMHO.
+1

Honestly, if it ain't that broken, don't try to fix it. Keep in mind that most "broken" strategies are available to all mages in the arena, so they don't upset the balance of the game too much.
Something doesn't need to be unbalanced to be bad, or even broken. Essences completely change the nature of the game; you can consider that change to be good or bad, but it *is* a change.

Similarly, multicasting is a pretty big deal. It allows you to get a ton of stuff done in one turn. In combat, it would give an insane advantage to anyone capable of it.
It's a good thing that we can't cast multiple spells in one turn in combat, then, isn't it?

It just helps speed up the game. Imagine how far behind we'd be if everything took 2-3 times as long to make.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Whisperling on February 12, 2016, 06:26:35 pm
((Easy multicasting is overpowered in just about any form. When you take into account that the vast majority of significant actions are magical, it basically allows people to double up on their turns.

Maybe it should be possible, somehow, but it should be much more obscure difficult, and impermanent than going on killing spree.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: FallacyofUrist on February 12, 2016, 07:10:03 pm
((So I'm dead now? I didn't even get to mess with the wings.  Oh well, I think I'm going to drop out now.))
((But good sir... you hast been saved by Cuberac, who dragged your character through the portal!))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 12, 2016, 07:42:03 pm

((On another note. If I get a turn while in the state between the Duck and the Turtle (A'Tuin?)))

No, and the new island is not on a turtle.

((Oh Well. Was worth a try.))
((In light of that I present:))


((I plan to add to that later))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: ironsnake345 on February 13, 2016, 12:58:58 am
Woah-ho-ho MAN, were those currents rough! Chorkinaan looks around and notices all the other magi traveling through the blue portal. Oh, hello. I see you guys are also fleeing an imminent apocalypse. Some day, ah? I tell you what, I did NOT expect THAT on my way through the portal here. Say, do you guys hear quacking sounds?
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Andres on February 13, 2016, 01:30:25 am
Punch Forric in the jaw to stun him, then punch him in the throat with a kinetic enhanced fist. (All such kinetic punches will only increase forwards kinetic force WITHOUT increasing backwards kinetic force, thus increasing damage to the enemy without getting damaged in turn.)
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: H4zardZ1 on February 13, 2016, 01:59:36 am
((It is easy to multicast without actually casting multiple spells in a turn:
1. Create spell(or [insert affinity here] grenade)orbs that is cast when [insert trigger here]
2. Enchant it until you are 'happy'
3. ???
4. Profit

That being said, 'fixing' the OP essences, while the ritual can also be even more OP(despite the fact i don't use it); Someone could  make a/n spell orb/s that effectively insta-kills and insta-loots everyone in half a mile radius with the rituals.))

Punch Forric in the jaw to stun him, then punch him in the throat with a kinetic enhanced fist. (All such kinetic punches will only increase forwards kinetic force WITHOUT increasing backwards kinetic force, thus increasing damage to the enemy without getting damaged in turn.)
((The (recoil) damage is from the deceleration trauma (the deceleration itself is from Newton 3rd's law, which you said 'backwards kinetic force'). Adding force while the fist is in contact is the best idea.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Whisperling on February 13, 2016, 10:43:45 am
((The issue with rituals, I think, is that there's at least a 1/3 chance per turn that a one-person ritual will spontaneously fail. Adding a second item only makes that more likely. Teamwork... doesn't really happen so much, which means the whole system is a bit of a useless mess.

It's less a matter of the progression (which is often better than essences), but rather the fail chance and the per-person item cap that would make it a pain to use.))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 13, 2016, 12:41:13 pm
((The issue with rituals, I think, is that there's at least a 1/3 chance per turn that a one-person ritual will spontaneously fail. Adding a second item only makes that more likely. Teamwork... doesn't really happen so much, which means the whole system is a bit of a useless mess.

It's less a matter of the progression (which is often better than essences), but rather the fail chance and the per-person item cap that would make it a pain to use.))

((A way to fix that problem is by making rituals exponential based on the number of turns))
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Whisperling on February 14, 2016, 12:15:40 pm
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 14, 2016, 06:28:36 pm
Fraid not. The effects of the Uber-dragon appear to have caused some ripples in space-time that are causing those of us in the portals to see visions of pasts, presents, and futures among other things.
The voice of Skeliborn disappears from the room, leaving behind an aura of mystery and unease.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: FallacyofUrist on February 14, 2016, 06:39:39 pm
Through the air, through the void... Old King Coal had shifted back. He was rather dead, and he never had a chance to pact himself with Armok. A bone boline(a rather special dagger) slipped out of his clothes and flew through the void, going... somewhere.

Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: star2wars3 on February 14, 2016, 07:38:06 pm
Meanwhile in another part of the void, a bone boline appeared from nowhere, circled once or twice around Skeliborn and disappeared.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: NAV on February 15, 2016, 01:08:41 pm
Wait in my glass coffin.
What does going through the portal look/sound/feel like; is there any space or time between the entrance and exit?
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: thegamemaster1234 on February 15, 2016, 04:39:50 pm

((On another note. If I get a turn while in the state between the Duck and the Turtle (A'Tuin?)))

No, and the new island is not on a turtle.

I had no idea this crazy Discworld weird plot s#*€ was going on when I called the new map Turtle. I merely thought that the island being referred to as a duck was simply a silly way to express sentimentality. In the naming of the sentimental object after a Earthly avian creature way.

So obviously I follow up with the naming of the soon-to-be sentimental object after an amphibian Earthly creature instead.

((Coming up with explanations that are much more long-winded and pointless than they deserve to be is apparently something I have a knack for. Did I mention that I have typed nearly all of my actions, including this post and the one on the turn of the Apocalypse, on my phone?))

Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: Whisperling on February 15, 2016, 04:42:19 pm
((The duck thing actually originated because of a typo, not anything having to do with Diskworld.

EDIT: Here's the quote-))

Entire island quacked from the power of the spell cast.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: DreamerGhost on February 15, 2016, 05:24:04 pm
Turn 142.1

Punch Forric in the jaw to stun him, then punch him in the throat with a kinetic enhanced fist. (All such kinetic punches will only increase forwards kinetic force WITHOUT increasing backwards kinetic force, thus increasing damage to the enemy without getting damaged in turn.)

Spoiler (click to show/hide)

Forric and Henry jumped to action, both fueled by adrenaline from battle and impending apocalypse. Forric proved slightly quicker and gibbered out a spell towards Henry. Despite broken jaw reducing his speech to gibberish, he managed the evocation correctly and a beam of heat flew towards Henry. Kinetic mage ducked and rolled forward, coming to stop just in front of Forric, where he stood up while ramming his fist into Forric's chin, putting strength of his entire body into the strike and topping it off with magic. Pieces of teeth flew from Forric's mouth everywhere, and cracking of shattering skull could be heard for half a mile. Henry swiftly collected the shards and then the wind hit. The atmosphere was escaping, and before facing the problem of having nothing to breathe Henry still had to deal with the problem of wind strong enough to send him flying. He managed to hold on for the moment, but would that last?



Meanwhile, not bothered by anyone, Nihilum entered the eldritch portal, now entirely visible as Tentacles smashed away bone and fled through.



A fair distance away, humanoid creature of all colors of the rainbow, from blood red to plague yellow and sea blue ran towards the volcano, rolled upwards to the top and stopped.



University stuff delayed me just long enough for _Shinju_ to send me the action. Next turn will come out the same day Xom/Prismatic and Henry's/Andre's actions are in.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: thegamemaster1234 on February 15, 2016, 05:27:51 pm
((The duck thing actually originated because of a typo, not anything having to do with Diskworld.

EDIT: Here's the quote-))

Entire island quacked from the power of the spell cast.
((But in the end, that doesn't matter because I was giving a long-winded and pointless explanation to symbolic object titling phenomena. The typo was made, and the joke stood. Only later was the true implications of this now-canon hysterical happenstance revealed to the public.

And yes, I added in those exceptionally long words just to show off my vocabulary of meaningful phonetic symbols (that most other highly intelligent, self-aware mammals raised with similar phonetic patterns probably also have knowledge of), just as well as my apparent aptitude for utilizing such words in exceptionally long-winded and pointless explanations, similarly to this one.))

Spoiler: Ballot (click to show/hide)
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: TheBiggerFish on February 16, 2016, 07:43:03 am
((You are quite verbose, yes.))
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: Trewque on February 17, 2016, 12:06:40 pm
Craft three essences. Use my sense of smell (is analogous to tyrannosaurs, which means that I can locate where someone is in 3-D space from many miles away) to pinpoint the location of Jiksap. Call my raptors to me, then head towards Jiksap's location.
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: endlessblaze on February 18, 2016, 01:20:50 am
(if I'm still alive and have not already)

-flare knew something was happening. he could feel it. not that he needed to considering THIS WAS NOT A SUBTLE END OF THE WORLD AT ALL!-

grab my stuff. run for the portal.
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: Andres on February 18, 2016, 02:31:41 am
Use 10 shards to double up on my Kinesis affinity. Run to the portal, using kinesis to boost myself there.

((Very sorry for lateness. Also holy crap my rolls were good that time! Two 4's and three 6's!))
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: ironsnake345 on February 19, 2016, 01:33:09 am
((Is anyone still there? The forum seems to be awfully quiet.))
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: Andres on February 19, 2016, 01:39:02 am
((Yes?))
Title: Re: Roll to Magic: Turn 142.1 Down to two
Post by: DreamerGhost on February 19, 2016, 06:48:25 pm
Turn 143

Use 10 shards to double up on my Kinesis affinity. Run to the portal, using kinesis to boost myself there.
Spoiler (click to show/hide)

There were times when Henry greatly approved of wind. Usually, the time was it was hot. Or where he needed for his cape to billow heroically. Or if he wanted his hair to look extra spectacular. Or his coat extra menacing. This was not one of those times, and the wind, while having fantastic effect on his hair and shirt, was unwelcome. Henry braced himself against the ground, but the wind was too strong and Henry felt himself slowly slipping away from the portal. If physical strength was not enough, it was time to go with magic. Henry concentrated power on his feet and leapt forward kicking out craters of dirt. Wind kept him from making any large leaps, but he managed to reach the portal in less than a dozen steps.


Spoiler (click to show/hide)

Xom was holding firmly onto a rock and was, for the moment, safe from the chance of exploring space without a spacesuit. But that only applied for as long as he did not try to search for the key, or go into a portal, or try anything other than holding on until all of the islands air escaped. It was not particularly delightful prospect of thought, and Xom began looking around for a way out. He looked at the mouth of the volcano. He could try jumping. Wind would carry him quite far. But if he went too far, he would need to learn to breathe vacuum. If he went not far enough, he'd have a chance to train swimming in lava. His eyes wandered further away from the volcano and momentarily stopped at the salt plains. Xom smiled. He took out his five shards, tossed them into volcano's mouth, and followed up with a blast of magic to the portal itself. Beam of light above the portal wavered and shrunk until it was a barely noticeable line. Then the light surged outwards, claiming Xom and greater part of the volcano.




Jase looked around. He was on a portal pad, forged of solid stone, same as it was when he first entered. Grass around the portal also seemed identical, just as the gang of wizards around him. Though there were diferences enough to keep him from nostalgia.

There were a total of nine mages with him included that apeared on the pad. Seva was also looking around curiously, but that only lasted for a moment before he was distracted by his raptors geting distracted and starting to run around, chasing eachother. Bernardo was also there, checking his variety of suspicious looking tools and tossing them out one after another, as his equipment was not designed to survive traveling through such a portal once, let alone twice.

Cuberac was there, dragging along almost unconcious Blake with his one good arm. He dropped the demonologist in surprise as he saw towering T-Rex that was Bob. Behind the duo stood Illium, wondering if portal defences protected from more than magic, say, molotovs to be more specific.


Tall, rocky mountains separated main portal from a sprawling eldritch field. Origins of the field were unclear, but the ground was somewhat spongy and full of tiny holes. It was as if untold amounts of ants decided to make their homes in the pale dirt, digging up millions of tiny tunnels wherever eyes could see.

Gambler and Skeliborn placed down James' glass coffin and together with Nihilum and Eterna took a look around. The ground, despite the tunnels, did not seem any worse to walk on than common dirt. There were, however, some other, larger curiosities. Four of them were near a pool of some brown, thick liquid. It resembled some sort of slime in texture and large bubbles seemed to rise from below at semi regular intervals. Some distance away stood towers of what appeared to be reflective and colorful crystal. Several figures stood near one of the towers, where they gathered in formation and charged forward.

 As they approached, Trio of mages saw that the figures were in fact skeletons, with spikes of crystals growing out of them in a way uncannily resembling bone cancer. Not a single bit of flesh could be seen remaining on them. The swamp plat out a particularly large bubble, and from it emerged a heap of meat. It was as if someone had piled up three hundredth pounds of eels into one place and painted them all red and yellow. The mass was not alone, as several other deformed piles left the lakeshore. Against all sense, they somehow managed to move at half decent speed and charged towards the approaching skeletons. The two groups tore into each other, bone tearing flesh and flesh breaking bone. Soon, more figures began gathering at the towers and in greater numbers, while telling popping sounds signaled emerging of more flesh heaps.



In another direction entirely, within great forest to the south, lone figure awoke among the woods. Shias looked around, and saw a pair of squirrels playing in branches of a tall oak tree. Beneath them, a wild boar was crunching acorns that had fallen on the ground. For the moment, there seemed to be nothing dangerous nearby, though Shias knew well how quickly that could change.



In the lake to the east a figure emerged from under the slow rolling waves. Another soon followed it. Kahel and Chorkinaan were in the process of reconsidering the wisdom of their initial choice, as water around them proved to be chilling cold. It wasn't uniformly cold; rather there were several streams of chilling water mixing through mostly bearable temperatures, as if someone had thrown a block of ice into a pool. It could had been exactly the case, thought Kahel, looking at floating icebergs not too far away. Fair distance beneath the two wizards, Jiksap was swimming around, blissfully unaware of how cold the water around him was. There were more than just gills that he had gained trying to access underwater treasures.



First thing that Xom noticed was that the rock he was holding on to was slipping downwards from his grasp. Then his mind took note of how light he felt. This was followed by sudden realization that the rest of the volcano was no longer connected to the chunk to which he was holding to. While he began wondering what could had happened to so much rock, a quicker part of his brain deduced that he was falling. Xom peered over what he figured was the edge of his chunk and noticed that he and about thousand tons worth of various sized rocks were falling onto a land that seemed to be spewing boiling hot water. If his elemental form had possessed the required glands, he felt he'd most likely be overcome by adrenaline.




Invisible and undetectable to other mages, mostly due to not yet being truly and entirely on the island, Viznor Flare and Gloomy were mostly making themselves busy, but each sparring an occasional glance to nearby windows. They were still all blocked by aether, meaning that they were still trapped inside, though neither of them saw it as such. Viznor was working in the library while Flare labored with his Golem and Gloomy toiled in the halls. All of them had some plans that did not require outside world, but they all noticed that the purple wall behind the windows began to fade.

Amulet on Jase's neck gained another crack.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DreamerGhost on February 19, 2016, 06:50:38 pm
This whole thing where I waited the few guys to finish up while forcing the rest to sit around doing nothing? Did not seem to work out all that well, probably won't try that again.

We are back to the game fellow mages. Do check if i missed someone/something.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Elephant Parade on February 19, 2016, 07:25:22 pm
+3 essences.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Sarrak on February 19, 2016, 07:30:37 pm
"Quite a chilling experience..."

Go to the shore and regulate body temperature with a spell. Then, make 2 essences.

((I presume demon I still alive and somewhere close?))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Salsacookies on February 19, 2016, 07:58:07 pm
Create 3 essences

"Just so you know, there's a comfy cell for each and every one of you at Magi Penitentiary. Life sentences for ALL of you. Now, who the HELL, SUMMONED THAT DAMN DRAGON!!!"
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: FallacyofUrist on February 19, 2016, 08:29:27 pm
Do check if i missed someone/something.
((If I'm correct, Wayfarer(my latest character) should have joined the game this turn.))

Edit:
((Next time I nuke the world, I'll be sure to be more thorough.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: fillipk on February 19, 2016, 08:43:32 pm
"Nobody "summoned the dragon *cough cough* but some Mage toyed with more power then he rightfully should have had, he is no more. *hack coug* Now if any amoung you is a healer I could use some assistance, it seems we may need to work together for a bit before we continue this death match."

Recieve healing, make 2 essences
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: endlessblaze on February 19, 2016, 08:49:39 pm
((so is the tower traveling through a portal to? I just got back and I need to catch up))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: star2wars3 on February 19, 2016, 09:24:27 pm
((I see DG isn't giving me a chance to diplomatize the eldritch creatures))

Good to see everyone made the trip here safely. Unfortunately, we seem to have landed in some eldritch dimension. We need to form a perimeter and create a safehouse in case we need to retreat at some point.

James. Do you think you could create a secure building or something?
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Crimson on February 20, 2016, 03:21:52 am
((Looks like some new interesting adventures await.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: ironsnake345 on February 20, 2016, 04:16:22 am
GAH! I wasn't expecting to wind up on ice! Shivering, Chorkinaan attempts to create a cube in front of himself, the size of his own head, heavy as iron, and gravitating in such a way that it falls southeast; with a graspable handle, which he grabs onto as it materializes and plunges through the water to the shore. (Releasing, of course, if it makes to slide up out of the water and continue falling.) Use the +1/+1 essence for this.

((When you have to specify all the physical properties of an object, you end up with long messages.  :P))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: AoshimaMichio on February 20, 2016, 04:20:36 am
Shias grants himself a small smile. Nature at peace. What a happy moment. I pray this can become a state of world...

Explore around briefly, maybe the Forest Heart can be found nearby.

Summon powerfull fertilizer. Essences used: three +1/+1, chaotic +2/+1 and +1 POT.



GAH! I wasn't expecting to wind up on ice! Shivering, Chorkinaan attempts to create a cube of solid magic in front of himself, the size of his own head, heavy as iron, and gravitating in such a way that it falls southeast; with a graspable handle, which he grabs onto as it materializes and plunges through the water to the shore. (Releasing, of course, if it makes to slide up out of the water and continue falling.)

((When you have to specify all the physical properties of an object, you end up with long messages.  :P))
((More you define it, more roll maluses you get. I think.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Zormod on February 20, 2016, 01:42:40 pm
"I'll assist you, for a small favor."
Summon a cluster of healing cubes. Form 2 essences.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: star2wars3 on February 20, 2016, 01:48:41 pm
((Internal))
((Master, We Have Arrived At The New World, but in the process, the old world may be out of reach. Do you have any directions for me?))


Skeliborn

Action:

Fight the enemies using vortex bane while talking to Hepheastus.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Andres on February 20, 2016, 04:50:10 pm
This whole thing where I waited the few guys to finish up while forcing the rest to sit around doing nothing? Did not seem to work out all that well, probably won't try that again.
((Again, very sorry for taking so long to post. I'll make sure to keep on top of things from now on.))

For most people, fighting another mage for a few shards while the world is literally ending could be considered "ill-advised" or "dangerous" or "mind-bogglingly suicidal". But for Henry? He's the best around, and no giant dragon-induced void of nothing - *puts on sunglasses of +3 coolness* - is ever going to keep him down.

Go down two tiles and enchant my shoes (items which naturally control kinetic energy to improve running) to give me +1CMP to Kinesis spells.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: thegamemaster1234 on February 20, 2016, 08:38:51 pm
Jiksap awakes to delightfully watery conditions. The water was cold, but he didn't notice that. Apparently biomodification often comes with unexpected benefits. As his previous treasure hunt was quite inconclusive, he decided to hunt for more. There's always some kind of underwater ruins or shipwreck in places with icebergs, right??? Even on world maps with no actual civilization or oceans, just like the last one?!??

Oh wait, he's covered in shrapnel. Part of it is beautiful metal and the rest appears to be that red crystal that neat eel was guarding. Not a total loss, then. Maybe being covered in crystal and shrapnel will actually come in handy for once. If he can move, that is. Which is why he's about to go treasure hunting. Obviously.

Go treasure hunting, create 3 essences
Also, assess damage to body and equipment.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: H4zardZ1 on February 20, 2016, 08:48:41 pm
(Hmm... A crystal tower... Let's see...)
"Okay, let's take a look around first..."
Enchance the electric gem. Take a closer look at the tower.
Edited.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DreamerGhost on February 21, 2016, 12:57:45 pm
If some people have posted an action before Turn 143 and haven't reposted it afterwards, please do so. I will check if an action is missing, but it would save me the search if you reposted.



This whole thing where I waited the few guys to finish up while forcing the rest to sit around doing nothing? Did not seem to work out all that well, probably won't try that again.
((Again, very sorry for taking so long to post. I'll make sure to keep on top of things from now on.))

You were not alone in taking a day or two, nor was people taking their time the only reason. For one, I kinda expected more than three people to stay on the island, and more than one to post their actions rather than sending PM's. As it was, for majority of players it was a pause happening for no real reason.

((so is the tower traveling through a portal to? I just got back and I need to catch up))

Jase is carrying it in an amulet.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Whisperling on February 21, 2016, 01:08:55 pm
Action PM'd.
Title: Re: Roll to Magic: Turn 142 There is always a bigger fish
Post by: FallacyofUrist on February 21, 2016, 03:46:00 pm
I'm going to prepare a character now.
((This.)) ((My next char is this.))
~~~
Jase is carrying [the tower] in an amulet.
:o ((wot))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: ironsnake345 on February 21, 2016, 04:21:30 pm
GAH! I wasn't expecting to wind up on ice! Shivering, Chorkinaan attempts to create a cube in front of himself, the size of his own head, heavy as iron, and gravitating in such a way that it falls southeast; with a graspable handle, which he grabs onto as it materializes and plunges through the water to the shore. (Releasing, of course, if it makes to slide up out of the water and continue falling.) Use the +1/+1 essence for this.

((When you have to specify all the physical properties of an object, you end up with long messages.  :P))
((Re-posting to say I've made modifications.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: NAV on February 21, 2016, 05:55:43 pm
Out of stasis pod. Transform it back into an armguard.
Check if the portal still exists and if it's two way.
Try to radio Grundar.


Good to see everyone made the trip here safely. Unfortunately, we seem to have landed in some eldritch dimension. We need to form a perimeter and create a safehouse in case we need to retreat at some point.

James. Do you think you could create a secure building or something?
"I really don't think this is a good place to make a safehouse. We should get moving, see if we can find somewhere safer and find any other survivors."
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: star2wars3 on February 21, 2016, 06:55:53 pm
Out of stasis pod. Transform it back into an armguard.
Check if the portal still exists and if it's two way.
Try to radio Grundar.


Good to see everyone made the trip here safely. Unfortunately, we seem to have landed in some eldritch dimension. We need to form a perimeter and create a safehouse in case we need to retreat at some point.

James. Do you think you could create a secure building or something?
"I really don't think this is a good place to make a safehouse. We should get moving, see if we can find somewhere safer and find any other survivors."
Fair enough. Any idea on a direction to go in. I'll follow your lead.

Oh and I think I've reduced my debt to you as I just saved you from dieing in the Duckpocalypse.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DAPARROT on February 21, 2016, 10:41:55 pm
(Talking to cuberac) Hey,that guy you have there, I was trying to kill him earlier but then the dragon showed up, so unless you really want him alive how about we kill him and split the shards

walk to the forest,make 2 essences
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Zormod on February 21, 2016, 11:07:23 pm
"I prefer him living, thanks. If he tries to backstab or anything of the sort, I'll be sure you get your fair share."
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DAPARROT on February 22, 2016, 01:17:14 am
ok, that's fine, see you later.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: NAV on February 22, 2016, 08:40:16 am
Out of stasis pod. Transform it back into an armguard.
Check if the portal still exists and if it's two way.
Try to radio Grundar.


Good to see everyone made the trip here safely. Unfortunately, we seem to have landed in some eldritch dimension. We need to form a perimeter and create a safehouse in case we need to retreat at some point.

James. Do you think you could create a secure building or something?
"I really don't think this is a good place to make a safehouse. We should get moving, see if we can find somewhere safer and find any other survivors."
Fair enough. Any idea on a direction to go in. I'll follow your lead.

Oh and I think I've reduced my debt to you as I just saved you from dieing in the Duckpocalypse.
"No idea. Southeast might be a good choice, at least if this world matches the old one."

"Consider your debt gone. I'm not so sure you actually saved me though since the dragon was defeated and space isn't too bad. Hmm, I promised my tree I wouldn't abandon it so I have to find a way back. Or I guess I can summon it here."

((I'm not actually sure if we saw the dragon get eaten?))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: star2wars3 on February 22, 2016, 09:33:04 pm
((It died after I we left I think))

((Also in the old world the portal was North East of the eldritch area))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: H4zardZ1 on February 23, 2016, 06:53:21 am
(Hmm... A crystal tower... Let's see...)
"Okay, let's take a look around first..."
Enchance the electric gem. Take a closer look at the tower.
Just edited.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Trewque on February 23, 2016, 12:00:37 pm
Use my 3-d smell abilities to locate Jiksap and go to him. Craft 3 essences.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: fillipk on February 23, 2016, 03:31:02 pm
"You know I'm coming after you bird Mage, it's just not the right time right now."
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Atomic Chicken on February 23, 2016, 05:44:09 pm
Travel southwest, scouting the region. Create 3 essences.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: Prismatic on February 23, 2016, 06:32:47 pm
You were not alone in taking a day or two, nor was people taking their time the only reason. For one, I kinda expected more than three people to stay on the island, and more than one to post their actions rather than sending PM's. As it was, for majority of players it was a pause happening for no real reason.
((Sorry about that; I've been quite busy lately.))

Using all remaining essences, Xom discharges magic charged with his affinity, with no clearly defined intention in mind, attempting to target gravitational forces around him. Follow up with a rapid essence roulette. No better time to do so than when you're plummeting to your potential destruction alongside several tons of igneous material, right?
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: XXXXYYYY on February 23, 2016, 09:04:40 pm
((Busy with school stuff ATM))
Follow the others; If something's obviously hostile and looks beatable, attack it. If it doesn't look beatable, run.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DreamerGhost on February 25, 2016, 06:45:09 pm
Turn 144

+3 essences.
Spoiler (click to show/hide)

Gloomy calmly waited within one unremarkable room within the Tower. Shell of aether still surrounded the Tower, meaning that they were still in transit. Gloomy was in no real hurry, though he did feel a little apprehensive about the new land. The previous island had been explored fairly well by mages, and numerous traps and dangerous creatures would had been rendered harmless. This place was fresh and full of trouble. As if to confirm his pessimism, one of essences collapsed upon Gloomy and a curse of open palm fell upon him.
{Curse of Open Palm - Can't use physical attacks in combat. 3 Turns}

"Quite a chilling experience..."

Go to the shore and regulate body temperature with a spell. Then, make 2 essences.

((I presume demon I still alive and somewhere close?))
{Yes, for a given value of "Close" and "Alive"}
Spoiler (click to show/hide)

Kahel did not like the cold water around him. His body liked the cold even less, and reflexive action kicked in, overriding the sensible response of getting out of the water. Cold shock forced Kahels hands around his body while he gasped for air. He stopped floating and got a lungful of water. Coughing while half drowning was making getting on shore rather complicated.

Create 3 essences

"Just so you know, there's a comfy cell for each and every one of you at Magi Penitentiary. Life sentences for ALL of you. Now, who the HELL, SUMMONED THAT DAMN DRAGON!!!"
Spoiler (click to show/hide)

Bernardo was rather furious. Not only did the wizards around him display most casual disregard for law of any kind, their relentless tampering with most illegal magic forced him through the portal again, ruining all of his equipment. He'd arrest all of them. Some of them for their own good. The exact method of arresting escaped Bernardo's thoughts at the moment, as they were occupied by calculations of whether or not he had enough high security containment cells for all of them.

"Nobody "summoned the dragon *cough cough* but some Mage toyed with more power then he rightfully should have had, he is no more. *hack coug* Now if any amoung you is a healer I could use some assistance, it seems we may need to work together for a bit before we continue this death match."

Recieve healing, make 2 essences
"I'll assist you, for a small favor."
Summon a cluster of healing cubes. Form 2 essences.
Spoiler (click to show/hide)

Cuberac called forth a bunch of red fleshy looking cubes. He carefully picked one up and examined it. Their texture was rather similar to meat and they felt wet. Well it was not the weirdest thing he had seen, and he felt that he had done the spell properly. One of Cuberac's many talents was his ability to multitask. As he was examining the cube, he was also focusing power, and as it happened one of essences collapsed, magic flowing down his arm and into the cube he was holding. From there, magic chained to the other cubes and they all began wriggling, as if there was something alive within. Cuberac eyed the cubes, then Blake, then cubes again, and extended the cube he was holding to Blake. Demonologist also eyed the cube suspiciously, but after his years of dealing with demons, the cube didn’t even reach his worst ten meals, so he chewed and swallowed the cube. Unsurprisingly, it tasted like raw meat, but what amazed Blake was that it actually worked well. Wounds on his back had closed, and few more cubes got rid of his burns. The cubes seemed to have no effect on bones, leaving Blake's rib broken, but he now felt considerably better than he had a few minutes ago.

GAH! I wasn't expecting to wind up on ice! Shivering, Chorkinaan attempts to create a cube in front of himself, the size of his own head, heavy as iron, and gravitating in such a way that it falls southeast; with a graspable handle, which he grabs onto as it materializes and plunges through the water to the shore. (Releasing, of course, if it makes to slide up out of the water and continue falling.) Use the +1/+1 essence for this.

((When you have to specify all the physical properties of an object, you end up with long messages.  :P))
Spoiler (click to show/hide)

Chorkinaan surged from beneath the waves, taking a deep breath of cold air. The water was so cold it burned, but he knew that if he could still feel the cold he was still fine, provided he got out soon. Chorkinaan conjured up a weighty slab and grabbed onto it. For most it would had been an idea most mad, but rather than falling down the slab fell towards southeast, carrying Chorkinaan towards the shore. Water grew warmer swiftly as he approached land and moved away from icebergs. The wind on the shore still felt chilly as Chorkinaan was soaking wet, but that could be fixed far more easily.

Shias grants himself a small smile. Nature at peace. What a happy moment. I pray this can become a state of world...

Explore around briefly, maybe the Forest Heart can be found nearby.

Summon powerfull fertilizer. Essences used: three +1/+1, chaotic +2/+1 and +1 POT.



Spoiler (click to show/hide)

Shias spent a few more seconds just enjoying the environment. Heart of the forest should be somewhere nearby, not to count variety of interesting things that could be found in any forest. Shias heaved and rose to his feet. Or, to be more precise, he attempted to rise. His limbs, head aside, couldn't move. They seemed to be bound down with something, which, upon closer inspection turned out to be roots. Somehow, his Juggernaut suit had rooted itself into the ground.

((Internal))
((Master, We Have Arrived At The New World, but in the process, the old world may be out of reach. Do you have any directions for me?))


Skeliborn

Action:

Fight the enemies using vortex bane while talking to Hepheastus.


Skeliborn suddenly became aware of one of the required parts being in a crystal tower nearby.  He also became aware that moving back to the Duck Island was still possible through portals. Then he refocused himself back on his surroundings and became aware that there wasn't really anyone to fight. Cancer skeletons and tentacled heaps were doing battle with each other and completely ignored the group near the pools. That might change if he attacked, and while Skeliborn had no fear of glorious combat, his companions might appreciate some time for enacting their own plans.

For most people, fighting another mage for a few shards while the world is literally ending could be considered "ill-advised" or "dangerous" or "mind-bogglingly suicidal". But for Henry? He's the best around, and no giant dragon-induced void of nothing - *puts on sunglasses of +3 coolness* - is ever going to keep him down.

Go down two tiles and enchant my shoes (items which naturally control kinetic energy to improve running) to give me +1CMP to Kinesis spells.
Spoiler (click to show/hide)

Henry's arm slid to one of his pockets and pulled out his Cool Shades +3(cracks). He had cut out holes in the actual glasses ages ago because he was unable to see a damn thing through them otherwise, but they still looked cool. Most things did on him. Henry jogged southwards, towards the swamped forest. Dead trees were still standing here and there, even though their roots had long since perished in rising water. Before going further, Henry welded an enchantment to the intention of his shoes. It would hold for a while even without any extra reinforcement.
{+1CMP, 2 turns}

Jiksap awakes to delightfully watery conditions. The water was cold, but he didn't notice that. Apparently biomodification often comes with unexpected benefits. As his previous treasure hunt was quite inconclusive, he decided to hunt for more. There's always some kind of underwater ruins or shipwreck in places with icebergs, right??? Even on world maps with no actual civilization or oceans, just like the last one?!??

Oh wait, he's covered in shrapnel. Part of it is beautiful metal and the rest appears to be that red crystal that neat eel was guarding. Not a total loss, then. Maybe being covered in crystal and shrapnel will actually come in handy for once. If he can move, that is. Which is why he's about to go treasure hunting. Obviously.

Go treasure hunting, create 3 essences
Also, assess damage to body and equipment.


Spoiler (click to show/hide)

Jiksap inspected numerous cuts on himself. It seemed that none of them hit anything too important, which meant that he wasn't in immediate danger, however he was still bleeding. Underwater, blood would have trouble coagulating and there was added danger of predators appearing. But he had a bit of time before either became a problem. He chose to use the time to look around. It was a fair bit darker near the bottom as light was having trouble getting through so much water, but it was still bright enough to see. A pair of shards of the red crystal seemed had survived the explosion and floated into the portal.

(Hmm... A crystal tower... Let's see...)
"Okay, let's take a look around first..."
Enchance the electric gem. Take a closer look at the tower.
Edited.
Spoiler (click to show/hide)

Eterna forced a bit more power in his gem, making it spark even more and grow slightly in size. But mostly it was the sparking that increased, the gem seemed to grow a tad bit unstable. It would probably be fine if nobody knocked it around too much. Probably. Eterna decided that he had some more interesting stuff to do and glided off towards one of the crystalline towers. As he closed in, he saw that the towers were constructed out of numerous pieces of different colors, but nevertheless looked as if they were carved out of a single stone. As he looked, another of crystal skeletons left the tower and ran off towards the battle.

Out of stasis pod. Transform it back into an armguard.
Check if the portal still exists and if it's two way.
Try to radio Grundar.


Good to see everyone made the trip here safely. Unfortunately, we seem to have landed in some eldritch dimension. We need to form a perimeter and create a safehouse in case we need to retreat at some point.

James. Do you think you could create a secure building or something?
"I really don't think this is a good place to make a safehouse. We should get moving, see if we can find somewhere safer and find any other survivors."

James opened his glass coffin disappointed. It would seem that Prince Charming was busy today. Or was disassembled into eldritch monstrosities by the neighborhood. The second was probably more likely, sons of kings rarely stopped to consider that they might lose and die, even if the place looked like someone had torn a piece of hell off and brought it back as a souvenir. He reshaped the omnicube back into an armlet and looked around with intent in mind. Portal was nowhere to be seen, which meant that it was hidden somewhere. Where exactly was less complicated of a guess as it might had seemed, as there was only one place that was both not underground and large enough. James looked back into the stinking pools that were oozing flesh piles, and activated his radio.

"Oh boss! You made it, good to hear. I found a swamp and a forest and tried to plant the stuff as you told me, but some guys in dresses with long beards appeared and told me that it was 'unnatural' and 'corrupted' and that it would 'burn down the forest'."

(Talking to cuberac) Hey,that guy you have there, I was trying to kill him earlier but then the dragon showed up, so unless you really want him alive how about we kill him and split the shards

walk to the forest,make 2 essences
Spoiler (click to show/hide)

Seva considered a fresh plan with Cuberac, but he refused to attack his injured friend. Not wanting to be the single in a two on one battle, Seva just left. He calmly traveled on foot towards the forest edge, actually enjoying the walk after he had his fill of flying. It did not take long to reach the edge of the forest, but Seva stopped just before it. The forest was both larger and denser, meaning that the amount of nasty things inside was likely also higher.

Use my 3-d smell abilities to locate Jiksap and go to him. Craft 3 essences.
Spoiler (click to show/hide)

Bob the T-rex turned his giant head around trying to catch a whiff of Jiksap's smell, but was met with failure. Predators of such size hunted creatures that were appropriately large, and their senses appropriately unsuited to finding small mammals. Besides which, Jiksap could had been far away, and his smell hadn't yet reached Bob. There was a sudden feeling of falling and Bob found himself back on the ground full wizard again. T-rex proved a bit too large of a change to maintain for long.

Travel southwest, scouting the region. Create 3 essences.
Spoiler (click to show/hide)

Ilium looked around, wondering what mages here would think about him. They did not see much of him, and what they saw was rather polite, but that missing portion of time could be interpreted as so many dangerous things. Some larger plot. Ilium looked around and noticed a nice looking swamp with enough trees to play a hide and seek for days. That would do, he decided and wandered off while nobody was looking. It took a combination of swamp gas stench, perilous mud under his feet and a small island of a hill full of croaking frogs for Ilium to consider the downside of paranoia.

Using all remaining essences, Xom discharges magic charged with his affinity, with no clearly defined intention in mind, attempting to target gravitational forces around him. Follow up with a rapid essence roulette. No better time to do so than when you're plummeting to your potential destruction alongside several tons of igneous material, right?

Spoiler (click to show/hide)

Xom was falling. He was falling like a meteor from the sky, fire and brimstone and all. It would had been really cool if he wasn't in immediate deadly danger. As it was, Xom panicked. He began throwing magic around with no rhyme or reason, not hoping for the best but because he thought it couldn't get any worse. He was wrong, as anyone who could had seen falling boulders turning all colors of the rainbow would had told him, but he didn't know that just yet. Magic charged brimstone fell, causing dust clouds to rise up. Where dust clouds merged, lightning discharges could had been seen. The dust clouds were charged with Xom's magic, and as he fell on it in his elemental form, their weight counted not in physical but in magical sense. Xom fell on the dust as if on a pillow. By sheer luck he had succeeded, both in surviving and causing a local storm to cover him from opportunists.

((Busy with school stuff ATM))
Follow the others; If something's obviously hostile and looks beatable, attack it. If it doesn't look beatable, run.

Gambler was looking at his allies with worry. None of them seemed to be too worried about any of the terrors of this place, and Skeliborn seemed to be outright itching to do battle with whatever the things were supposed to be. Looking at him Gambler caught himself thinking about who he'd bet on in a three way between Skeliborn, skeletons and meatballs.

I'm going to prepare a character now.
Spoiler (click to show/hide)

Wayfarer stepped out of the portal and gazed at his suroundings. It was diferent from waht he had expected which caused him to suspect a trap and quickly run through all the people who could had aranged this. Then he noticed other mages, all of them seemingly entirely  unprepared to do battle. Then something to the east fell with a deafening crash and magic charged clouds rose from the ground. Wayfarer tensed again. He tensed because the unexpected sound messed up his concentration for a moment and he lost track of an essence. Magic leaked outwards and solid force tendrils extended from his mask and around his head in thick bands. The mask did not stop until it turned into a full on helmet. On one hand, it would deal with some damge. On another, once it broke, shards would cut through any number of arteries on his scalp.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Andres on February 25, 2016, 07:01:08 pm
((Does having essences still slow down your speed? I'm looking at Bob T. Baker's sheet and from all the essences he has he shouldn't be able to move.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: DreamerGhost on February 25, 2016, 07:06:25 pm
((Does having essences still slow down your speed? I'm looking at Bob T. Baker's sheet and from all the essences he has he shouldn't be able to move.))
((You lose initiative, which is a SPD determined roll in combat, but not Travel speed, which is a SPD determined roll out of combat.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 25, 2016, 07:21:12 pm
((Does having essences and not using them decrease your initiative? Or is it just using essences?))

Wayfarer noted that his mask had shifted into a helmet. Useful. But of course, anyone who looked at him would have to see his horribly scarred face. Wayfarer was going to have to make another solid force mask.

Wayfarer removes his helmet from his head, then heads straight north, making 4 solid force essences as he goes.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Andres on February 25, 2016, 07:23:20 pm
Go up 1 tile and up-left 3 tiles. Boost my speed with Kinesis magic. Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)

Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 25, 2016, 09:45:34 pm
PM action
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: DAPARROT on February 25, 2016, 10:07:02 pm
call out to the birds of the forest, asking about what dangers lie within

make 2 essences
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: NAV on February 25, 2016, 10:15:10 pm
"Well I have no idea which way to go. You're the luckiest Gambler so could you guess a random direction?"

Follow Gambler! Also heal Gambler because his sheet says he's still injured and poisoned.
If Gambler doesn't do anything then guess my own direction to go.
Don't just blindly walk into obstacles though. Go around or fly over anything in the way.

Oh, and remember to give Skelliborn back his enchanted swiss army knife.
And of course make 3 essences. Healing.

To Grundar:

"Don't worry, we'll find the perfect place to plant it. For now try to find Jase or Crimson and stick with them until we find each other."
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Sarrak on February 25, 2016, 11:15:31 pm
*cough* "Damn it!" *cough*

Try again! To hell with additional essences, swim to the closest land after heating up.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: AoshimaMichio on February 25, 2016, 11:57:15 pm
Uproot.
Summon powerfull fertilizer. Essences used: three +1/+1, chaotic +2/+1 and +1 POT.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 26, 2016, 12:22:10 am
"Well I have no idea which way to go. You're the luckiest Gambler so could you guess a random direction?"

Follow Gambler!
Also heal Gambler because his sheet says he's still injured and poisoned.

To Grundar:

"Don't worry, we'll find the perfect place to plant it. For now try to find Jase or Crimson and stick with them until we find each other."
((How's it feel having outlived an in-game world?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: thegamemaster1234 on February 26, 2016, 12:56:56 am
((Does having essences and not using them decrease your initiative? Or is it just using essences?))

Wayfarer noted that his mask had shifted into a helmet. Useful. But of course, anyone who looked at him would have to see his horribly scarred face. Wayfarer was going to have to make another solid force mask.

Wayfarer removes his helmet from his head, then heads straight north, making 4 solid force essences as he goes.

((Nothing said your helmet was revealing your face. Many helmets, especially during the Medieval era, completely covered the head except for eye slits.))

((Also, I noticed that on my sheet it calls the shards "red dragonshards", even though there is no clear link between them and a dragon (but a decently clear one to a certain long-dead sea monster). Kind of a cool name though? :P))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 26, 2016, 02:53:03 am
((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: star2wars3 on February 26, 2016, 06:15:17 am
So guys. My master who I'm apprenticed too just sent me an image of a crystal tower I'm supposed to go to. Interested?

Skeliborn

Action:

Try to store the eldritch portal within the  5 throwing knifes.

(I'm thinking that if you align the 5 blades as the points of a Pentagram the eldritch portal reforms between the blades)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: thegamemaster1234 on February 26, 2016, 07:00:53 am
((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
((These are really cool, I'm looking forward to the danmaku character as bullet hell games are one of my favorite genres (using a gigawings style Reflect/Laser Barrier would be pretty awesome, btw - provided you have a projectile to reflect). You might want to fix Jeremy though; he's only got six statpoints allocated right now.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: H4zardZ1 on February 26, 2016, 08:20:07 am
It would probably be fine if nobody knocked it around too much. Probably.
(Looks like it was fragile.... I have an idea! But wait... how do i do that?)
"Hey, anyone here can give me an elastic string or dart?

Shape the gem into an orb.

((Using that low result CMP roll due to pain maluses into a grenade.... cheap))

((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
The sign idea reminds me of a joke. Sending it in...
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: thegamemaster1234 on February 26, 2016, 10:47:59 am
((Regarding silly but potentially deadly characters... (no stat sheets provided)))
Spoiler: Pied piper (click to show/hide)
Spoiler: Bake sale (click to show/hide)
Spoiler: Obesity outbreak (click to show/hide)
Spoiler: SCP-#€@ (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 26, 2016, 10:58:09 am
Spoiler: Bake sale (click to show/hide)
((I like this one. After Wayfarer, I might run her- but with some changes.))
Spoiler: Some Changes (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Whisperling on February 26, 2016, 11:49:06 am
((Nah, cooking lets you make potions and boil people alive. Not so with baked goods.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Sarrak on February 26, 2016, 12:02:43 pm
((Nah, cooking lets you make potions and boil people alive. Not so with baked goods.))
((Baked goods are actually better than potions... As for their offensive uses, rock-hard shuriken cookies could be thrown at enemies in small batches.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: H4zardZ1 on February 26, 2016, 12:06:12 pm
((Nah, i am more interested with a guy who can do halitosis howls and tooth guns.
...Too bad i am more interested into a different affinity))((...Tried mirror affinity?))
((Nah, cooking lets you make potions and boil people alive. Not so with baked goods.))
((Baked goods are actually better than potions... As for their offensive uses, rock-hard shuriken cookies could be thrown at enemies in small batches.))
((Yes, but some dude with a Flour affinity with Cooking can summon cookies(minus chocolate chips) at will. ))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Salsacookies on February 26, 2016, 12:07:20 pm
(Just cut off the gas from the oven. She's defenseless without her oven.)

3 more essences
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 26, 2016, 12:12:12 pm
((I have so much to say in response to all this))

(( You might want to fix Jeremy though; he's only got six statpoints allocated right now.))

((Fixed. Also, his name isn't Jeremy, it's Jerremy. Double letter names are my trademark))

Spoiler: SCP-#€@ (click to show/hide)

((SO MUCH NOPE AND YET SO MUCH YESS))
((How would that work though? Refuse to die and then load saves by the power of determination? Nah, DG would never let that fly. Probably more like using determination to bolster yourself or an ally (yeah right) and allowing to keep fighting through pain that would cripple a normal man, maybe empower your own attacks. Or even sap determination from others and weaken their attacks their defense, if you try hard enough even make them give up on life. Beware the demon child!))

Spoiler: Bake sale (click to show/hide)
((I like this one. After Wayfarer, I might run her- but with some changes.))

((Oh, well, in response to that, I'd like to request that my backup characters not be snatched up by others. Besides Daniell))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 26, 2016, 03:55:25 pm
((Well, I guess you guys can take bubble the clown as well, but the whole point of him is to play a clown, who acts like a clown, talks like a clown, walks like a clown, fights like a clown. Do not take bubble the clown unless you are prepared to fully role play a potentially-deadly clown fighting for power.))
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: ironsnake345 on February 26, 2016, 03:59:59 pm
The sign idea reminds me of a joke. Sending it in...
((What's the joke? Is it a pm action?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: fillipk on February 26, 2016, 04:47:24 pm
"Well I've felt worse, so you said you wanted a favor, what is it?"
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: H4zardZ1 on February 26, 2016, 08:57:47 pm
The sign idea reminds me of a joke. Sending it in...
((What's the joke? Is it a pm action?))
Hint: other thread
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: ironsnake345 on February 26, 2016, 11:29:44 pm
The sign idea reminds me of a joke. Sending it in...
((What's the joke? Is it a pm action?))
Hint: other thread
((Other thread?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: H4zardZ1 on February 27, 2016, 06:55:07 am
The sign idea reminds me of a joke. Sending it in...
((What's the joke? Is it a pm action?))
Hint: other thread
((Other thread?))
((You don't really know where do most joke ends? So i'm just dragging the quote here:
Spoiler: Here. (click to show/hide)
))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 01:15:43 pm
The sign idea reminds me of a joke. Sending it in...
((What's the joke? Is it a pm action?))
Hint: other thread
((Other thread?))
((You don't really know where do most joke ends? So i'm just dragging the quote here:
Spoiler: Here. (click to show/hide)
))
((Well)

((This is the first I'm hearing of that thread.))




((It's aptly named))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 01:24:04 pm
((Welp, looks like it's platypus island. Gonna go look up platypus noises.))

http://youtu.be/dsd7ZfdZcNU (http://youtu.be/dsd7ZfdZcNU)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Zormod on February 27, 2016, 03:29:53 pm
"Well I've felt worse, so you said you wanted a favor, what is it?"
"I believe I'll need your help in performing a ritual. I'm not quite sure what magical assistance I'll need, but a bodyguard would be a great boon."

Try that Essence roulette thing.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: fillipk on February 27, 2016, 03:40:11 pm
Move to a safe distance, same hex just farther away, and make 3 essences

"Very well, but I am a bit low on power at the momment."
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: fillipk on February 27, 2016, 03:46:04 pm
((Sorry for double posting, but since we can only give up to +5/+5 with essences, do we need to use other items and elicit help from other people to get more power?  For example if I was to grab a player and sacrifice them to the demons would I get a bonus to my spell?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: NAV on February 27, 2016, 03:50:05 pm
So guys. My master who I'm apprenticed too just sent me an image of a crystal tower I'm supposed to go to. Interested?
"Wish I could but I have to find my troll and rescue my tree. Good luck on your quest."
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 27, 2016, 03:51:16 pm
((I imagine so. There are lots of options to boost your spells beyond +5/+5. One option: simply boosting your potency and CMP stats using shards. 12 shards will either get you a permanent +1 to CMP, or a permanent +1 to POT, your choice. Or just crush 10 shards to gain another copy of one of your affinities and get +1/+1 to spells of that affinity always. Other options to boost your spells include: divine aid(pray for power, tap the Swarm, tap time fluxes, whatnot), using a Font of Magic, crushing shards, enchanting your items to boost your casting... and of course, casting a spell with another player helping you- a multicast. Such was how James' plum tree was created.))
((Or just make your spells more efficient, or use the ritual system.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 03:56:48 pm
((I imagine so. There are lots of options to boost your spells beyond +5/+5. One option: simply boosting your potency and CMP stats using shards. 12 shards will either get you a permanent +1 to CMP, or a permanent +1 to POT, your choice. Or just crush 10 shards to gain another copy of one of your affinities and get +1/+1 to spells of that affinity always. Other options to boost your spells include: divine aid(pray for power, tap the Swarm, tap time fluxes, whatnot), using a Font of Magic, crushing shards, enchanting your items to boost your casting... and of course, casting a spell with another player helping you- a multicast. Such was how James' plum tree was created.))
((Or just make your spells more efficient, or use the ritual system.))


((Ok, I have been posting entirely too often lately, but I'll bite. How does running a forum game in your sigtext work?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Andres on February 27, 2016, 03:57:28 pm
((How do I make enchantments permanent? Do I need to use shards?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 27, 2016, 04:00:45 pm
((Ok, I have been posting entirely too often lately, but I'll bite. How does running a forum game in your sigtext work?))
((Ah, so you noticed. Send in actions via PM or via posting in a thread where I'm very active(don't do it if it would likely annoy the GM or clutter the thread, though)(and hope that I'll notice). Then I change my sig based on dice rolls and whatnot.))
~~~
((How do I make enchantments permanent? Do I need to use shards?))
((Based on what I've seen, MORE POWER AND COMPETENCY. Shards work for that, but using enough essences or just being lucky enough will also help.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 04:30:30 pm
((Ok, I have been posting entirely too often lately, but I'll bite. How does running a forum game in your sigtext work?))
((Ah, so you noticed. Send in actions via PM or via posting in a thread where I'm very active(don't do it if it would likely annoy the GM or clutter the thread, though)(and hope that I'll notice). Then I change my sig based on dice rolls and whatnot.))
~~~
((How do I make enchantments permanent? Do I need to use shards?))
((Based on what I've seen, MORE POWER AND COMPETENCY. Shards work for that, but using enough essences or just being lucky enough will also help.))


((Interesting... In that case, I think I'm going to have to suggest an action. :3. *carefully peer through the hole which has been burnt in the grid*))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 05:57:07 pm
(("You jump through it. Well, you're not dead... yet."))
((Oh shit. well, that didn't go how I expected it to. You're definitely the funniest GM I've ever met. I'm just gonna let someone else pick the next action :3))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 27, 2016, 05:57:44 pm
((the jumping through it wasn't your action. If you rolled a one, it would have been.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: XXXXYYYY on February 27, 2016, 06:48:30 pm
Close eyes. Rotate, and rely on luck to find the best direction to head. Open eyes. Go that way. Make Two Essences.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 07:54:15 pm
((Someone else posted next action in FOU's sigtext; I'm grabbing this. *Use grappling hook that was in back pocket this entire time to latch onto the hole that has been jumped out of. Climb back up.*))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: FallacyofUrist on February 27, 2016, 08:22:29 pm
To avoid clogging the thread, I recommend that you send sig game actions to me via PM.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: star2wars3 on February 27, 2016, 09:13:55 pm
So guys. My master who I'm apprenticed too just sent me an image of a crystal tower I'm supposed to go to. Interested?
"Wish I could but I have to find my troll and rescue my tree. Good luck on your quest."
And to you to. Oh and a word of advice. The portals to the old world haven't disappeared. This means that it should be possible to move all the portal heads in this world to a central location to allow quick access to different areas of the other world. Or vice versa of course. If you find a portal, try to summon it into a magical artifact. I for one will try moving the eldritch portal to spawn. Or if someone moved the Tower, to there.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Whisperling on February 27, 2016, 09:27:24 pm
Action PM'd.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 27, 2016, 09:40:12 pm
To avoid clogging the thread, I recommend that you send sig game actions to me via PM.
((Sounds good.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: H4zardZ1 on February 27, 2016, 09:53:38 pm
Platypus:
Quote
The island whirrs about.
((A simple formula for everyone hating the ritual system:
(Essences used(per turn average)+POT and CMP bonus+Normal Dice)*Turns*Mages
If you have enough POT and CMP bonus, or your inventory is clogged with essences, forget rituals and go into the normal multi-turn casting. In other words: Rituals UP plz buff))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 28, 2016, 12:06:15 am
Platypus:
Quote
The island whirrs about.
((A simple formula for everyone hating the ritual system:
(Essences used(per turn average)+POT and CMP bonus+Normal Dice)*Turns*Mages
If you have enough POT and CMP bonus, or your inventory is clogged with essences, forget rituals and go into the normal multi-turn casting. In other words: Rituals UP plz buff))
((What's per turn average?))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: thegamemaster1234 on February 28, 2016, 01:34:20 am
Platypus:
Quote
The island whirrs about.
((A simple formula for everyone hating the ritual system:
(Essences used(per turn average)+POT and CMP bonus+Normal Dice)*Turns*Mages
If you have enough POT and CMP bonus, or your inventory is clogged with essences, forget rituals and go into the normal multi-turn casting. In other words: Rituals UP plz buff))
((What's per turn average?))
((More importantly, what's multi-turn casting? I haven't seen this before...))

Jiksap was pleased to discover that these small shards were picked up by the whirlpool. He doesn't quite know what they're good for yet, but such things come in time. It was also good to find out his wounds weren't as bad as one would have thought based on the description; maybe water really does help muffle explosions after all?

Treasure hunting was quite profitable. Perhaps doing it again would be even more so? Only one way to find out!

More treasure hunting! 3 essences along the way. Follow a path going closer to shore.
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Whisperling on February 28, 2016, 10:21:44 am
Rituals UP plz buff

((I agree with this, but I still think rituals should be more involved than just continuing a spell.

Here’s a tentative system, because why not. It’s a bit like the current one, but there are extra goodies thrown in, failures are less common (but much more nasty), and there’s some room for flexibility. Not sure how it’d go over, but I’ve had it bouncing around in my head for a while now, so it’s good to get it out.))

Spoiler: System (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: DreamerGhost on February 28, 2016, 04:16:25 pm
Rituals UP plz buff

((I agree with this, but I still think rituals should be more involved than just continuing a spell.

Here’s a tentative system, because why not. It’s a bit like the current one, but there are extra goodies thrown in, failures are less common (but much more nasty), and there’s some room for flexibility. Not sure how it’d go over, but I’ve had it bouncing around in my head for a while now, so it’s good to get it out.))

Spoiler: System (click to show/hide)

The system looks fine, though POT values would need to be greater, otherwise you can just channel a spell for virtualy same effect. Possibly increase per component/wizard/turn?
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: ironsnake345 on February 28, 2016, 05:34:37 pm
Rituals UP plz buff

((I agree with this, but I still think rituals should be more involved than just continuing a spell.

Here’s a tentative system, because why not. It’s a bit like the current one, but there are extra goodies thrown in, failures are less common (but much more nasty), and there’s some room for flexibility. Not sure how it’d go over, but I’ve had it bouncing around in my head for a while now, so it’s good to get it out.))

Spoiler: System (click to show/hide)

The system looks fine, though POT values would need to be greater, otherwise you can just channel a spell for virtualy same effect. Possibly increase per component/wizard/turn?


((I think that sounds like a good idea. Adding extra effects to the spell increases risk, but spending more turns channeling decreases risk of end spell result while maybe raising power, and using more physical/magical/etc components as foci helps stabilize the channeling process, and using multiple wizards essentially multiplies the power and stability of the ritual IF they can mesh their magic properly. (probably a few rolls involved in that one... Maybe effective communication and magi in question being allies would carry bonuses?) This would make ritual casting much more interesting, and worthwhile.))
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: Whisperling on February 28, 2016, 08:19:42 pm
The system looks fine, though POT values would need to be greater, otherwise you can just channel a spell for virtualy same effect. Possibly increase per component/wizard/turn?

((I think that sounds like a good idea. Adding extra effects to the spell increases risk, but spending more turns channeling decreases risk of end spell result while maybe raising power, and using more physical/magical/etc components as foci helps stabilize the channeling process, and using multiple wizards essentially multiplies the power and stability of the ritual IF they can mesh their magic properly. (probably a few rolls involved in that one... Maybe effective communication and magi in question being allies would carry bonuses?) This would make ritual casting much more interesting, and worthwhile.))

Spoiler: Long reply (click to show/hide)
Title: Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
Post by: DreamerGhost on February 29, 2016, 08:04:37 pm
Turn 145

Wayfarer noted that his mask had shifted into a helmet. Useful. But of course, anyone who looked at him would have to see his horribly scarred face. Wayfarer was going to have to make another solid force mask.

Wayfarer removes his helmet from his head, then heads straight north, making 4 solid force essences as he goes.
Spoiler (click to show/hide)

Wayfarer sighed. The protection offered by the helmet was just not worth the guarantee of death it promised should it break. His face felt wind for the first time in months. It felt strange. Wayfarer knew better than to bother exploring this strangeness, what he wanted was northwards and he set out without delay.

Go up 1 tile and up-left 3 tiles. Boost my speed with Kinesis magic. Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
PM action
Spoiler (click to show/hide)

Chorkinaan saw Henry approaching from far away. Calmly, he left his sword floating in the air and grabbed hold of his improvised floater. Henry, as luck would have it, was coming from the exact direction to which the floater was modified to fall to. Chorkinaan waited until Henry was close enough for a chance and released the floater. It flew off, rapidly accelerating, but Henry managed to sidestep it without much trouble. Chorkinaan was not too upset, it would had been nice if he failed to dodge, but he still had his blade. When Henry reached him the sword proved very useful, as Chorkinaan made use of the increased range it offered to strike first. Henry smiled. The strike was too weak, he saw that there was no weight behind it, he called the feint and didn’t even bother to dodge. Magic swirled around his fist as he closed in and struck. The whole idea of feints was not committing to actual attack, however, allowing Chorkinaan enough of a window remaining to evade the fist, energy sending a blast of air uselessly far away behind Chorkinaan.

call out to the birds of the forest, asking about what dangers lie within

make 2 essences

Spoiler (click to show/hide)

Seva called out to many birds of the forest. Walking through a forest one could hear birdsongs, even see one here and there, but there are so many left unseen. It took a call as this to truly see how many there actually were. Birds flew by in hundreds, none stopping by but all speaking in a song about the forest. There were dangerous animals. There were creatures that lurked underground and hunted any beasts that wandered too close. There were places near the swamps where ground would swallow the wingless in an instant. Treants sometimes fought with the creatures that hunted from beneath. Sometimes, the underground creatures fought among themselves, turning the ground as if it was boiling liquid and leaving caves waiting for something heavy enough to walk over.

"Well I have no idea which way to go. You're the luckiest Gambler so could you guess a random direction?"

Follow Gambler! Also heal Gambler because his sheet says he's still injured and poisoned.
If Gambler doesn't do anything then guess my own direction to go.
Don't just blindly walk into obstacles though. Go around or fly over anything in the way.

Oh, and remember to give Skelliborn back his enchanted swiss army knife.
And of course make 3 essences. Healing.

To Grundar:

"Don't worry, we'll find the perfect place to plant it. For now try to find Jase or Crimson and stick with them until we find each other."
Close eyes. Rotate, and rely on luck to find the best direction to head. Open eyes. Go that way. Make Two Essences.
Spoiler (click to show/hide)

James looked at gambler again. The spot of blood around his shoulder had grown, reminding James that he was still bleeding. It would probably be nice to heal that before he bled out. Gambler began spinning in place, possibly some part of his spell, but that would give little trouble for James. With each spin Gambler made wound in his shoulder grew less and less painful, until the pain subsided completely. He took this as a time to start moving ad stepped forward. He felt something akin to mud under his feet but continued moving. The muddy substance became deeper and deeper with every step. Soon, as Gambler raised his leg for a step his feet didn’t breach surface. Then his knees. It took liquid reaching his waist and something slimy and cold beginning to wriggle up his leg for Gambler to begin reconsidering his method of navigation. James meanwhile, was having some problems of his own. One of his essences had imploded and mutated one of the flesh heaps, causing it to grow a dozen eyes of various sizes which the creature used to observe it's surroundings and James in particular with great enthusiasm.

*cough* "Damn it!" *cough*

Try again! To hell with additional essences, swim to the closest land after heating up.
Spoiler (click to show/hide)

Kahel struggled against the water. More civilized part of his mind had ideas as to how properly and without much noise get to the shore. That part had to stand away as more primal need to get out of the water right now had fully overtaken Kahel. He half floated half swam towards a small island of sand and rocks and collapsed on the shore. He was out of the water and it was time to enjoy sweet air without obstructions while lying calmly on the beach. Everything else could and would wait.

Uproot.
Summon powerfull fertilizer. Essences used: three +1/+1, chaotic +2/+1 and +1 POT.

Spoiler (click to show/hide)

Shias ordered the roots that bound him to the earth to move and they did. Slowly and carefully he stood up, roots dragging behind him as some sort of strange cape. It could be inconvenient if someone decided to climb on him from behind, but he was mobile once more. It was a tad late to ask the forest for permission of entry, but a small gift should help. Shias conjured fertilizer for the trees, focusing on spreading it through a large area. However, the magic was feeling somewhat mischievous. The spell twisted ever so slightly and forest floor was overrun with organic smell of sewage. Trees probably wouldn't mind though some wolf who had marked its territory around here might feel rather hurt.

So guys. My master who I'm apprenticed too just sent me an image of a crystal tower I'm supposed to go to. Interested?

Skeliborn

Action:

Try to store the eldritch portal within the  5 throwing knifes.

(I'm thinking that if you align the 5 blades as the points of a Pentagram the eldritch portal reforms between the blades)

Spoiler (click to show/hide)

Skeliborn was faced with a problem. Namely, "Would carrying portal infused knives in a bag have a chance of accidentally forming a portal?". Saner person would wonder how exactly he was going to bind a portal to a few knives, or if it was even possible to move portals, or possibly if it was good idea to try to move one. They would ponder through calculations of power, possibility of repercussions and chances of universe unraveling itself. Skeliborn was blissfully unburdened by such thoughts. Eldritch energies overcharged the knives, causing metal and leather to split and reveal the flesh beneath. The metal knives turned into an amalgamation of chitin and bone and leather strips now reassembled an extremely cleanly flayed snake. It was probably nothing to worry about.

3 more essences
Spoiler (click to show/hide)

Gloomy was looking calmly through a window to the scene outside. There was a cloud of magic charged dust where one would suspect a geyser. That would probably soon result in a lot of magically charged water. It was entirely irrelevant to Gloomy, although it was possible that someone was trying to assemble a siege weapon over there.

"Well I've felt worse, so you said you wanted a favor, what is it?"
"I believe I'll need your help in performing a ritual. I'm not quite sure what magical assistance I'll need, but a bodyguard would be a great boon."

Try that Essence roulette thing.
Spoiler (click to show/hide)

Cuberac was waiting. Sure, Blake was fine now, but he could explode into tentacles at any moment. Neither of them had any idea about what exactly was in the cube and Cuberac knew enough to dislike unknowns. But it was fine for the moment and thus Cuberac decided to stretch his power. It did not take long for power to snap back. Flint cubes scattered to all sides before accelerating back into Cuberac. There were too many to dodge, but they were not that troublesome if they were ramming rather than cutting. Cuberac hunched down and endured stone flying into him. It hurt, but less than getting cut would. When Cuberac finally stood back up there were dozen sharpened flint cubes scattered around, none of them floating anymore.

Move to a safe distance, same hex just farther away, and make 3 essences

"Very well, but I am a bit low on power at the momment."
Spoiler (click to show/hide)

Blake took a few steps away from Cuberac. People who chose to brave essence roulade were danger twice over, as they were likely to explode in immediate sense and were clearly insane meaning that they were just as likely to explode sometime later. The decision proved prudent as soon Cuberac's flint cubes began attacking him. They didn’t seem to be doing damage so Blake merely waited for them to stop with mild amusement on his face.

Jiksap was pleased to discover that these small shards were picked up by the whirlpool. He doesn't quite know what they're good for yet, but such things come in time. It was also good to find out his wounds weren't as bad as one would have thought based on the description; maybe water really does help muffle explosions after all?

Treasure hunting was quite profitable. Perhaps doing it again would be even more so? Only one way to find out!

More treasure hunting! 3 essences along the way. Follow a path going closer to shore.
Spoiler (click to show/hide)

Jiksap continued exploring the murky depths. Luck was still smiling on him, as he brushed aside mud from what seemed to be a box decorated with gold and with one of those stainless steel locks. It wouldn't take long to open if he had required tools. And by required tools Jiksap meant a hammer. He was a straightforward person and locks were only as good as the stuff holding them in place. Of course there was no realistic way to get a good swing underwater, but that could be solved later. Jiksap looked around and noticed that water ahead of him was somewhat muddier that that around. Something had raised up the dirt, question was where it was now.

Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on February 29, 2016, 08:05:39 pm
I'm beat today. PM's will go out tomorow.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DAPARROT on February 29, 2016, 08:17:27 pm
ok, so stay off the ground

enter the forest, staying in the branches of the trees, make 2 essences
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Andres on February 29, 2016, 08:23:42 pm
"I'll make it easy for you, Chorkinaan. Give up the shards and I'll let you go."
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: FallacyofUrist on February 29, 2016, 08:26:21 pm
Wayfarer was silent. As always. A new mask could wait until he had a means of defending himself. And that... would need more essences.
Such tedium. But that was outweighed by what he saw in the distance.

Wayfarer heads northwest(northeast?) to the edge of the icy area, but no further. While doing so, he also does another solid force essence roulette.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: star2wars3 on February 29, 2016, 08:44:42 pm
Looks like I have insurance ad Transportation. Now... To the crystal tower.

Skeliborn

Action:

Travel to the crystal tower. 3 Essences along the way.(If one collapses, stop making essences)
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: ironsnake345 on February 29, 2016, 09:51:42 pm
"I'll make it easy for you, Chorkinaan. Give up the shards and I'll let you go."

Damn, and here I was thinking I could win this fight with resourcefulness. You're a dangerous foe, I'll give you that, but I've got some deadly magic under my hat too, AND a weapon. No deal, bestie!

Using his chaotic essence, Chorkinaan attempts to increase the rigidity of Henry the Best's skin as much as possible. If Henry can still move, he follows up with a good slash from the sword.

((Wow, this fight is getting epic. Stealth karate-chop interrupted by sneak attack interrupted by apocalypse, then followed by gravity screw, epic charge and power punch, and then some resourceful sword master shit. This is a really badass fight. That's why he's henre the best, isn't it? Everything he does turns out badass!))

((Edit: my dad even says the events of this forum game would make a good movie))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Andres on February 29, 2016, 10:52:16 pm
((What does a chaotic essence do? It says nothing about them in the OP.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Whisperling on February 29, 2016, 10:59:27 pm
((What does a chaotic essence do? It says nothing about them in the OP.))

((They can either help or hurt your spell depending on a luck roll.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: AoshimaMichio on March 01, 2016, 01:59:28 am
That wasn't exactly how I planned this.

Gather fallen acrons/cones/other tree seeds. Or any fallen seeds that I come accross.
Craft 3 essences.
Shatter two shards if luck has not been against me so far.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Sarrak on March 01, 2016, 02:16:07 am
Recuperate somewhat, check if thermal balance is good to go. Explore, make 3 essences. Else, heat up and explore.

((Why, END, why?!))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: star2wars3 on March 01, 2016, 04:56:51 pm
Recuperate somewhat, check if thermal balance is good to go. Explore, make 3 essences. Else, heat up and explore.

((Why, END, why?!))
((I think the question is: Why Not?))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Elephant Parade on March 01, 2016, 10:28:11 pm
+3 essences. Again.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: H4zardZ1 on March 02, 2016, 08:04:16 am
I think you missed my action, DG:
It would probably be fine if nobody knocked it around too much. Probably.
(Looks like it was fragile.... I have an idea! But wait... how do i do that?)
"Hey, anyone here can give me an elastic string or dart?

Shape the gem into an orb.
And forgot i said this, so everything balances each other:
((Step 1: Go on a ritual for a touch-based instakill(pm it)
Step 2: Make the ritual go endless until someone disturbs
Step 3: Let the disturber touch you/touch them
You know what happens next.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Salsacookies on March 02, 2016, 10:56:42 am
Begin investigating the site by the geyser
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Trewque on March 02, 2016, 12:12:03 pm
Craft three essences. Follow Jiksap wherever he heads to.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: NAV on March 02, 2016, 12:20:52 pm
Heal myself and Gambler after the lightning storm.

Then pull Gambler out of the mud. Use helicopter mode if it helps. Then continue on our way.
Title: Re: Roll to Magic: Turn 143 Back on track
Post by: DreamerGhost on March 02, 2016, 05:19:08 pm
It would probably be fine if nobody knocked it around too much. Probably.
(Looks like it was fragile.... I have an idea! But wait... how do i do that?)
"Hey, anyone here can give me an elastic string or dart?

Shape the gem into an orb.
Spoiler (click to show/hide)

Eterna focused on preparing the sparking crystal for its new purpose. It was unstable, but maybe he'd be able to harness the instability. There was plenty of power in the crystal, it merely needed to reach an equilibrium where it would be at the edge of collapse but wouldn't reach for it without interference. However before Eterna could finish the spell, discharges from the crystal became more intense, electricity ran through Eternas arm forcing an uncontrollable twitch that sent the crystal flying. Crystals flight arc ended above the yellowish goo, right above Gambler where it stopped adhering to physics and expanded outwards forming a miniature maelstrom of thunderbolts. The crystal had collapsed. It would discharge its power momentarily.

{Posting in a new post to attract atention. It might be important to some people other than H4zardZ1}
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Zormod on March 02, 2016, 05:22:36 pm
Form 3 essences, go east.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Andres on March 02, 2016, 05:27:25 pm
((Who is Eterna? I'm looking at the map and I see no one called Eterna.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on March 02, 2016, 05:53:04 pm
((Who is Eterna? I'm looking at the map and I see no one called Eterna.))
((Dest Eterna))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Whisperling on March 02, 2016, 09:22:25 pm
So, the auras should be back up now, right? If so, refer to my alchemy book to find the appropriate tools (with a special emphasis on bottles and such, obviously), then make an alchemist's kit out of solid binding. Specifically, the binding of nasty reactions and dangerous reagents. Use my +1+1 binding essence and 2 +1 CMP binding essences.

Make four binding essences afterwards.


Help Jace with a +1+1 knowledge essence, and see if I can make the tower shape some solid aether into a few bottles or something. Four binding essences afterwards.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: fillipk on March 03, 2016, 12:18:29 am
Follow Cuberac and create 3 essences, also can you pm me what the ??? is in my inventory
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: star2wars3 on March 03, 2016, 06:18:13 am
Welp, looks like someone played essence roulet 1 to many times.

Skeliborn

Action: summons a blade that rapidly absorbs electricity.{sidd note but not related to the blade's creation: I'm calling the new blade Volten Vorn}

Stand between my fellow companions and the blast with 2 hands on the new blade facing straight at the blast.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: NAV on March 03, 2016, 09:50:23 am
Action edited to include some healing.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: ironsnake345 on March 03, 2016, 10:04:33 am
((Who is Eterna? I'm looking at the map and I see no one called Eterna.))
((Have you posted an action? I dont see an action besides your little "bargain," and that basically just ended up being flavor text))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: thegamemaster1234 on March 03, 2016, 04:49:14 pm
Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: ironsnake345 on March 04, 2016, 06:10:33 pm
((Am I wrong about the schedule or is the update a couple days late?))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Whisperling on March 04, 2016, 07:04:07 pm
((Am I wrong about the schedule or is the update a couple days late?))

((The update schedule is technically supposed to be Thursday and Sunday these days. The schedule has kinda gone out the window since a hiatus during the holidays, though, so it's pretty typical.

I miss the days when I could actually rely on the schedule, honestly. Even so, I don't really think it's coming back. The game's become a bit too big for its own good.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on March 04, 2016, 07:13:29 pm
((Am I wrong about the schedule or is the update a couple days late?))

((The update schedule is technically supposed to be Thursday and Sunday these days. The schedule has kinda gone out the window since a hiatus during the holidays, though, so it's pretty typical.

I miss the days when I could actually rely on the schedule, honestly. Even so, I don't really think it's coming back. The game's become a bit too big for its own good.))

((It might be true. I get distracted while writing updates, usually whenever I need to think about what effect will happen because of a LUCK roll or conjure up some random treasure and find myself with half the update unfinished at 2am. As for schedule, I still try to get an update each four days or so, which makes next update time tomorow and the one after that on wenesday. Will probably try to go back to wenesday and sunday/saturday updates from there, though again, I sometimes fuck up while writing.))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: ironsnake345 on March 04, 2016, 09:59:13 pm
((Am I wrong about the schedule or is the update a couple days late?))

((The update schedule is technically supposed to be Thursday and Sunday these days. The schedule has kinda gone out the window since a hiatus during the holidays, though, so it's pretty typical.

I miss the days when I could actually rely on the schedule, honestly. Even so, I don't really think it's coming back. The game's become a bit too big for its own good.))

Spoiler: heartfelt excuse (click to show/hide)


((Oh man, I know the feel. I was getting a bit cofused with the schedule is all, is why I was asking. If you did manage to make it back on schedule, that'd be awesome, but hey, shit happens.  ;) ))
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: Atomic Chicken on March 05, 2016, 02:40:22 pm
Continue exploring, travelling south-west. 3 essences.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on March 05, 2016, 09:27:50 pm
Turn 146

ok, so stay off the ground

enter the forest, staying in the branches of the trees, make 2 essences
Spoiler (click to show/hide)

Seva climbed up one of the taller trees at the edge of the forest. Tree branches were less densely packed here than they were in the forest on the duck island, but they would hold, provided an occasional large leap between two large enough branches. Seva felt no desire to go on the ground and he was winged in case of a fall. He wondered what had happened. There was a branch bit far away, right? So he jumped and the branch turned out to be rotten and broke easily. He attempted to fly rather than fall and flew straight in another tree, which explained why it was somewhat difficult to breathe and why he was feeling taste of blood. Then he fell all the way down, hitting a few branches, which was good because they slowed him down. That was where scratches came from. Then there were few branches in last five meters and he missed all of them, which is why his left leg refused to move and was bent in a strange way. Now that his mind had caught up with the events, Seva felt his leg begin to send pain signals to him, telling him to do something and be quick about it.

Wayfarer was silent. As always. A new mask could wait until he had a means of defending himself. And that... would need more essences.
Such tedium. But that was outweighed by what he saw in the distance.

Wayfarer heads northwest(northeast?) to the edge of the icy area, but no further. While doing so, he also does another solid force essence roulette.
Spoiler (click to show/hide)

Wayfarer traveled northwest, towards frozen mountains in the distance. The mountains seemed strange, this close there should had been an effect, but the grass underneath his feet was still green. It marked the ice as clearly magical in origin and that could be used. A while after Wayfarer set off he noticed something very strange that both proved his hypothesis and raised new questions. As if there was an invisible line drawn, the green grass ended, giving way to tundra plants. He stopped before the line as his miscast magic caused his helmet to grow sharp horns.

"I'll make it easy for you, Chorkinaan. Give up the shards and I'll let you go."

Damn, and here I was thinking I could win this fight with resourcefulness. You're a dangerous foe, I'll give you that, but I've got some deadly magic under my hat too, AND a weapon. No deal, bestie!

Using his chaotic essence, Chorkinaan attempts to increase the rigidity of Henry the Best's skin as much as possible. If Henry can still move, he follows up with a good slash from the sword.
Quote from: Andres
stuff
Spoiler (click to show/hide)

Chorkinaan was first to move and he went for a swift stab, trying to poke henry in the gut, however even such a small movement was not fast enough, as Henry swiftly bent out of the way with a grace of imperial belly dancer. Henry's movement was fluid, and as he moved away from the sharp edge he flicked his hand towards Chorkinaan. It was a backhand slap, as actual fighting went it was more of an insult than an attack, but Chorkinaan merely poked and did not lunge for the very reason to avoid such attacks and Henry's hand only reached air. The spell on the hand dissipated and created a blast of air strong enough to send sand beneath flying.

That wasn't exactly how I planned this.

Gather fallen acrons/cones/other tree seeds. Or any fallen seeds that I come accross.
Craft 3 essences.
Shatter two shards if luck has not been against me so far.

Spoiler (click to show/hide)

Shias was bothered for a moment, but sprang to action. Trees probably wouldn't mind and there probably weren't that many predators around anyways. Besides, any hunter that would lose its prey just from this was not worth full stomach anyways. Shias looked around and gathered a handful of seeds for later use. His preparations done, he chose to expedite the exploration. Something of interest was bound to be drawn to pure power that was in the shards, and they were so easy to use. Shias broke a pair and almost instantly, ground began to shift nearby. A loud screech emerged from the moving dirt, followed by surfacing of a face that had entirely too many sharp teeth to be natural. It was a smile that would had put an anglerfish to shame. The creature looked at Shias and dived back underground. Muddy water began to ripple and the ripples began rapidly nearing wood encased druid.

Recuperate somewhat, check if thermal balance is good to go. Explore, make 3 essences. Else, heat up and explore.
Spoiler (click to show/hide)

Kahel felt cold. And also wet. He was getting colder and if he hadn't known it was impossible he'd had sworn that he was getting more wet as well. Kahel raised his hands above his chest and sent a wave of heat into his wet clothes. Now he was warm and wet. But cold was returning. Kahel tried to dry the clothes but flames danced on his fingertips, searing them and leaving clothes untouched. There was an alternative to this, he thought. Kahel got up and began pacing around the tiny island. There was little of interest unless one was interested in small rocks, but the exercise might keep him warmer than lying about would.  On seventy-third step, which Kahel knew, because he counted to keep his mind away from the cold, the pebbles began to move as sand underneath them rose upwards. The pile of sand rose full six feet when it's bottom became a bit smaller giving the whole thing somewhat round shape. It was a gargantuan ball of sand. Before Kahel could come to terms with what was happening, the ball of sand leapt towards him. While Kahel was still wondering just what was happening, Kahels legs moved and threw him aside. The ball barely scratched him, causing no real damage, but it seemed to wobble around suspiciously and Kahel prepared himself for another jump.

+3 essences. Again.
Spoiler (click to show/hide)

Gloomy felt that the tower had finished charging up its systems. He knew because power from auras began coursing through him. It was nice to have them again, and not only because of power. There were several courses that were very straightforward, for example the one that damaged all major arteries, making a person bleed to death in minutes. Now that healing aura was up, he'd be able to experiment with far more dangerous curses with far less risk.

Begin investigating the site by the geyser
Spoiler (click to show/hide)

Bernardo proceeded towards the magic charged dust cloud in the distance. Proceeding was kind of like walking, but it was a special kind of walking that anyone even remotely related to being a copper knew how to do. One could proceed for hours without getting tired or standing out in the crowd. Neither quality was particularly relevant at the moment but Bernardo did it out of habit. The dust clouds were repainting themselves in various colors while gravel on the ground was moving around quite unnaturally. It was clear sorcery and there was probably someone to be arrested in the center of this. Of course, if he went in, the criminal might escape while the clouds were blocking Bernardo’s sight. It was a tricky situation.

Craft three essences. Follow Jiksap wherever he heads to.
Spoiler (click to show/hide)

Bob looked around. Regaining his wizardly form did nothing to clear up where exactly Jiksap was, and his raptors had no idea either. He probably was near to one of hearts of magic, though Jiksap didn’t know where to find one around here. There was some merit to the idea of just waiting for him to show up but that was rather unproductive. Unconsciously, Bob decided to wait until he thought up some better method of searching.

Welp, looks like someone played essence roulet 1 to many times.

Skeliborn

Action: summons a blade that rapidly absorbs electricity.{sidd note but not related to the blade's creation: I'm calling the new blade Volten Vorn}

Stand between my fellow companions and the blast with 2 hands on the new blade facing straight at the blast.

Heal myself and Gambler after the lightning storm.

Then pull Gambler out of the mud. Use helicopter mode if it helps. Then continue on our way.

Spoiler (click to show/hide)

James and Skeliborn both charged into the strange liquid after Gambler, both intending to save him a possibly unwarranted electric shock. Skeliborn conjured up a new blade of what appeared to be coal, rushed through the muck to Gambler and raised the blade high above his head. James was there a moment later, trying to drag Gambler away. Something more than just the thickness of liquid resisted him, but after a few good tugs it let go and James managed to drag Gambler ashore. The storm above discharged, sending its power to where Gambler was a moment ago and where Skeliborn was now. It went through the sword, then through Skeliborn's arms and then into the water. Thunderclap rolled over the land, smell of ozone spread around and Skeliborn fell backwards into the water. His hands were still frozen in place around the sword but his arms were bent in strange places. When electricity coursed through his muscles they twitched with enough strength to snap bone. Completely paralyzed, Skeliborn floated on whatever the liquid was.

Form 3 essences, go east.
Spoiler (click to show/hide)

Cuberac, his deal complete, headed eastwards. There was some interesting stuff going on there, not least of which was reappearance of Tower. The gates were still closed, but that still left the cloud of strange magic. The more Cuberac thought about the cloud the more suspicious of it he got. Could it be a summoning ritual? Some sort of excavation? Some semi-natural occurrence? Whatever it was, it fascinated Cuberac.

Follow Cuberac and create 3 essences, also can you pm me what the ??? is in my inventory
Spoiler (click to show/hide)

Blake went after Cuberac, but what promised to be an interesting chase immediately ended when Cuberac walked away ponderously slowly, Blake was walking and he still had to slow down to not overtake Cuberac. It's one of the strange phenomena of time, whenever someone walks slower than they usually do, the time seems to stop for them. Even a short trip left Blake bored.

Continue exploring, travelling south-west. 3 essences.
Spoiler (click to show/hide)

Ilium continued on his path of exploration towards treasure and glory. At least he dreamt about treasure and glory. What he did find was frogs, dead trees, frogs, stinking swamp gass, frogs, a giant toad, frogs, and about twelve mud patches, each of which atempted to steal his shoes. Ilium had expected better of the world but the lazy thing refused to provide.

Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.
Spoiler (click to show/hide)

Jiksap focused his power onto the box in his hands, exploring the surprisingly complex mechanism beneath. Whoever crafted the box had intended their work to protect something of great interest to people with great lock picking and spying skills, or at least with money to hire people with such skills. Pity that the artificer who made this had neglected magical protections. The great complexity of the lock would still prove a challenge as this spell hadn't enough power in it to unlock entirety of the lock and trying it piecemeal had the uncomfortable chance of setting off one of numerous trap systems in the lock. While Jiksap was working on his loot, the disturbance in the mud grew steadily.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on March 05, 2016, 09:28:25 pm
Sorry secret keepers, PM's will again arive tomorow.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Andres on March 05, 2016, 10:43:48 pm
((Stop dodging so I can murder you!))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: star2wars3 on March 05, 2016, 10:53:25 pm
Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: DAPARROT on March 06, 2016, 03:10:30 am
Replace my legs with parrots legs, of the same size,use all non-chaotic essences, see if the crystal bird can help
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Atomic Chicken on March 06, 2016, 12:40:23 pm
((I think my turn may have been missed.))

((That aside, a suggestion: DG, could you mark the tower on the map if it's officially present? It's quite an important landmark in my opinion.

Also, can anyone explain how rituals currently work? I see no mention of them in the OP, and I'm not even sure whether we're still using the original system.))

Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: ironsnake345 on March 06, 2016, 01:22:39 pm
((Stop dodging so I can murder you!))
((You first!))

Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell) Chorkinaan casts a spell to raise The rigidity of Henry's skin, with the only parameter in mind being "a lot." Use the chaotic essence for this.

You need to slow down!
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Zormod on March 06, 2016, 03:26:22 pm
Continue going east, create 3 more essences.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: NAV on March 06, 2016, 03:37:43 pm
Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
Heal Skelly.
Turn the omnicube into a winch, including a chain and hook. Toss the hook to Skelly and reel him in once he hooks it around himself.
Or just drag him to safety the old fashioned way if I can't get the winch working.

Occasionally glance at the eye covered blob.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: FallacyofUrist on March 06, 2016, 03:43:15 pm
Wayfarer was pleased. What he saw in the distance looked like a font of magic. He would need to prepare in order to capture it, however. But first he wanted a mask.

A simple trick his first master had taught him came to mind. It was much easier to craft items magically by shaping material, compared to simply conjuring the item out of the air.

Wayfarer creates(-1 or 0) a chunk of solid force, using a +1 CMP essence and a +1 POT essence, then plays solid force essence roulette.

((Also, Old King Coal is still on the list of living characters. As much as his incredible reality warping insanity needs to be memorialized, I don't think he's still alive...))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: star2wars3 on March 06, 2016, 04:28:19 pm
Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
This time I'd say I was stupid. I should've used Vortex Bane. After all, its already extremely resistant to magic and physical attacks.

I think I know a way to pay back my new debt to you. Quick question. Do you mind if I make you immune to blades?

Skelliborn:

Action:

Use a 1 turn ritual magic to make James immune to sharp objects.

Mods: -1 Side effect: a tattoo of a runic blade appears on James hand.
((I'm using blade shaped tattoos as a way to enchant people the same way as I can enchant normal blades. As such, the ruins within any given blade tattoo are the Blade ruins for whatever spell I cast on that person. ))

Essence Usage:
3 Blade essences +1CMP
Blade essence +1/+1

Item Sacrifices:
The coal like blade which I tried to use to block the electricity


Once James has healed me, get out of the liquid.


((The tattoo shouldn't make a difference for this spell due to how strictly it relates to blades. The technique is more magic theory for seeing if I can add blade enchants to people/ creatures/ non-blade objects))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: ATHATH on March 06, 2016, 11:25:49 pm
I'm still waiting on my Quicktopic actions, by the way.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: ironsnake345 on March 07, 2016, 12:02:10 am
Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell)


((this is my passive aggressive way of saying I think you forgot an action last turn.))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: AoshimaMichio on March 07, 2016, 01:46:58 am
That was exactly how I didn't plan this.

Prepare to fight for survival: Create hard wood spikes from my exterior shell pointing up and down in such manner that I'm hard to swallow whole. Use +1/+1.
Fight defensively.
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: thegamemaster1234 on March 07, 2016, 01:22:18 pm
Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.

(Forget something? ;))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: NAV on March 07, 2016, 01:44:28 pm
"Immune to blades? Can't say that's a huge priority since I've already got this armour and healing. Can't hurt though, unless I'm trapped and have to saw off my legs to escape or something. Sure, go for it. Just make sure I can still shave and trim my nails."
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Sarrak on March 07, 2016, 01:50:53 pm
"Water, cold, sand... Now even the most basic elements, those I should have mastery of, oppose me!"

Fry this sand blob into glass with extreme prejudice! Using 1 essence to assure moderate success. Run away if this fails really badly.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: DreamerGhost on March 07, 2016, 04:19:16 pm
Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell)
((this is my passive aggressive way of saying I think you forgot an action last turn.))

So I did. Damnit.

CMP [4+1=5]
POT [1+1=2]

Henry's skin turns rugged in patches, becoming akin to leather. This, while dulling Henry's sense of touch does little to stop him from trying to punch Chorkinaans head off.

{Bit of a pity you rolled one on POT. I had began thinking up having Henry suffer dammage equal to his STR roll due to him breaking apart his own skin to the point of flaying himself.}

I'm still waiting on my Quicktopic actions, by the way.
Quicktopic is the one place that does not tell me when people write on it. There are few things to clear out, but afterwards I'll do all the turns I owe you.

((I think my turn may have been missed.))

((That aside, a suggestion: DG, could you mark the tower on the map if it's officially present? It's quite an important landmark in my opinion.

Also, can anyone explain how rituals currently work? I see no mention of them in the OP, and I'm not even sure whether we're still using the original system.))

I did intend to mark the tower before but messeed up the time managment and didn't make it. It should be there on next turn. It has been added as has been your missing turn.

As for Rituals, the stuff is still kinda hanging in the air. I'm considering just cutting all the complex ideas and making it as follows:

1)Wizard begins casting a ritual, specifying the intended effect and ritual sacrifices(items).
2)CMP and POT are rolled, essence boosting is allowed. On CMP 1 the ritual fails. On CMP 6 the ritual fires off early. Either effect can be avoided by burning one of the ritual sacrifices. POT is pooled.
3)Repeat 2 until wizard decides the ritual is powered enough.
4)Ritual fires off, remaining sacrifices are destroyed adding 2 POT per sacrifice.

Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.

Would this work?
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Salsacookies on March 07, 2016, 04:29:36 pm
I use my essences to create a Law Field, to put an end to this wild magic storm
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Whisperling on March 07, 2016, 04:51:34 pm
As for Rituals, the stuff is still kinda hanging in the air. I'm considering just cutting all the complex ideas and making it as follows:

1)Wizard begins casting a ritual, specifying the intended effect and ritual sacrifices(items).
2)CMP and POT are rolled, essence boosting is allowed. On CMP 1 the ritual fails. On CMP 6 the ritual fires off early. Either effect can be avoided by burning one of the ritual sacrifices. POT is pooled.
3)Repeat 2 until wizard decides the ritual is powered enough.
4)Ritual fires off, remaining sacrifices are destroyed adding 2 POT per sacrifice.

Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.

Would this work?

So, basically multi-turn casting with sacrifices and fail chance tossed in? Definitely better than the existing system, that's for sure. I'm still kinda disappointed that it's so bland, but if I'm perfectly honest with myself, a more in-depth one wouldn't really suit the game.

So yeah, sounds good.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: ATHATH on March 07, 2016, 07:03:34 pm
Yeah, it would work just fine.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: ironsnake345 on March 07, 2016, 09:25:15 pm
Spoiler: post (click to show/hide)
Ah, cool. So that worked out. In this case, I'm changing my action to this: Continue slashing at Henry whilst casting skin-rigidifying spells, the only parameter in mind for said spells being "by a lot." No essences 'cause I'm out. (I think)
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: H4zardZ1 on March 08, 2016, 02:35:15 am
"Welp. I didn't except that to happen....
Now i'll try to fix it with this."

Summon(-1) a golden rod that connects to the ground(grounding rod?).
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: thegamemaster1234 on March 08, 2016, 07:08:04 am
Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.

(Forget something? ;))
((Reposting to increase chances of DG noticing that he forgot my turn ;)))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: _Shinju_ on March 08, 2016, 12:43:25 pm
PM
Title: Re: Roll to Magic: Turn 145 Unpacking
Post by: DreamerGhost on March 08, 2016, 04:56:39 pm
Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.

(Forget something? ;))
((Reposting to increase chances of DG noticing that he forgot my turn ;)))

{Double Damnit. I can't help but feel that most of this could had been avoided by delaying update until Saturday. Added.}
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Whisperling on March 08, 2016, 11:32:17 pm
((Flight time!))

Using both my affinities, cast a spell which researches a design for extremely dexterous wings (at the expense of speed, if need be), then builds them from solid binding.

Use my knowledge essence +1 POT, 2 knowledge essences +1+1, my binding essence +1+1, my binding essence +1 POT, one binding essence +1 CMP, and one knowledge essence +1 CMP for a maximum boost of +5+5.
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: thegamemaster1234 on March 09, 2016, 08:20:18 am
That growing patch of disturbed mud was getting quite suspicious. Who's to say there aren't any sea monsters that hide on the ocean floor? Smaller species are known to do this as well. Getting away from that spot is probably a good idea.

Swim away from the suspicious mudspot, towards the shore. Create two essences along the way. (Don't forget to take the box!)
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Atomic Chicken on March 09, 2016, 05:44:02 pm
Spoiler (click to show/hide)
((Great, thanks! The ritual stuff sounds good to me, but I feel that sacrifices require more clarification, and an example if possible. Should sacrifices be items of significant power or value? The way they are currently defined, it seems to me that an Earth-aligned mage could simply use a random pile of rocks and dirt to power his earthquake rituals.))

PM'ed action. After that, make an essence and continue exploring, travelling south.
((So as to prevent errors: it appears that my position on the map wasn't updated last turn.))
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: fillipk on March 09, 2016, 06:11:08 pm
Continue following Cuberac, create 3 essences
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: Trewque on March 10, 2016, 11:47:45 am
Summon a loyal Tyrannosaurus Rex, using 5 essences (non-chaotic).
Title: Re: Roll to Magic: Turn 146 Crits all around
Post by: DreamerGhost on March 10, 2016, 06:19:38 pm
Turn 147

((Stop dodging so I can murder you!))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
Ah, cool. So that worked out. In this case, I'm changing my action to this: Continue slashing at Henry whilst casting skin-rigidifying spells, the only parameter in mind for said spells being "by a lot." No essences 'cause I'm out. (I think)
Spoiler (click to show/hide)

Henry, by now very angry at the nimbleness of his opponent, charged past Chorkinaans sword and struck Chorkinaan just above his left eye. The magic around Henry's fist discharged early but effectively, mangling and tearing away flesh cutting through supraorbital artery and letting blood spill freely. Chorkinaans left eye was rendered useless by plentiful blood spilling over it. Henry's victory was short lived. There was a glint in Chorkinaan's right eye as he finally had the opening he wanted. His blade plunged into Henry's stomach cutting through guts and poking several inches out of Henry's back. The pain distracted Henry quite well from the fact that his skin was becoming hard enough to light matches with.
{Chorkinaan: Bleeding, 10 turns to death. No depth perception, -1 to DEX rolls.}
{Henry the Best: Bleeding, 3 turns to death.}

Replace my legs with parrots legs, of the same size,use all non-chaotic essences, see if the crystal bird can help
Spoiler (click to show/hide)

Seva knew well that he had little knowledge when it came to medicine and did not feel that what he knew was nearly enough to deal with broken bones. There was an alternative in magic, though before trying Seva gave an asking look at his crystal bird. It looked back innocently. Seva sighed and focused on his legs. As he began to cast, the same fog on his mind that blocked the pain from broken bones reaching the brain intensified, mudding the streams that gave power to the spell and the streams that shaped the spell. Previous preparations could not support the entire spell on their own but they managed to prevent the worst outcome. As Seva managed to focus enough through the mindfog to comprehend what he was seeing again, he saw that he did gain a pair of parroty legs, both of which were too short by about a half, and one of which was still broken.

Continue going east, create 3 more essences.

Spoiler (click to show/hide)

Cuberac continued eastwards, passing both the tower and the magical clouds, but coming closer to a patch of land dotted by geysers. Numerous pools of water dotted the land, many of which were hot enough to see the steam coming off them and few which erupted as miniature volcanoes, spitting out water several meters into the air. It was amazing how far the water could fly from such bursts, a droplet surprised Cuberac enough for him to fumble a rather important part of essence crafting. Sand from around Cuberac stuck into a small pile which formed into a cube, which then became clear glass, which then formed several mirrors inside and then suddenly turned entirely black.

Wayfarer was pleased. What he saw in the distance looked like a font of magic. He would need to prepare in order to capture it, however. But first he wanted a mask.

A simple trick his first master had taught him came to mind. It was much easier to craft items magically by shaping material, compared to simply conjuring the item out of the air.

Wayfarer creates(-1 or 0) a chunk of solid force, using a +1 CMP essence and a +1 POT essence, then plays solid force essence roulette.

Spoiler (click to show/hide)

Wayfarer sat down for the time being and focused on conjuring a piece of solid force. It turned out to be rather small piece but it could serve as a base for further work. Wayfarer began meditating. He dragged his power to his hands, longer and more persistently than he had before. His comparative lack of magical skill limited the usefulness of the exercise, but when he finally finished and released the congealed metaphorical scraps of such exercise they flowed into previously small piece of solid force expanding it considerably. It was nice when problems solved each other.

That was exactly how I didn't plan this.

Prepare to fight for survival: Create hard wood spikes from my exterior shell pointing up and down in such manner that I'm hard to swallow whole. Use +1/+1.
Fight defensively.

Spoiler (click to show/hide)

Shias was so surprised by the sudden appearance of the creature that he momentarily froze in place. He'd never know, but the creature was also quite surprised by him and only its beastly instinct allowed it to beat the druid in recovery speed. A spike shot out of the ground, it seemed to be metallic in nature but there was also something organic about it. The spike lightly bopped Shias on his face and disappeared back underground. While Shias mind was trying to process what was happening, another part of him was moving automatically. His lips spoke the words without any influence of conscious thoughts and his armor grew numerous spikes turning him into a bastard son of a treant and cactus. Moments later, when his mind finally caught on to what was happening, it made a note that the armor was now more cumbersome and that the enemy had a ranged weapon.

"Water, cold, sand... Now even the most basic elements, those I should have mastery of, oppose me!"

Fry this sand blob into glass with extreme prejudice! Using 1 essence to assure moderate success. Run away if this fails really badly.
Spoiler (click to show/hide)

Kahel, feeling rather done, looked at the blob before him. The water was far more trouble than it was worth, but now even land near the water was attacking him. He would stop this and he would do so now. Heat washed over the blob, and Kahel noticed something strange. There was something boiling and evaporating but it wasn't the sand. There was something holding the sand together and it seemed to react poorly to fire. Kahel the rethought this hypothesis, replacing "poorly" with "violently" as blob charged at him again, forcing Kahel to dive and roll out of the way.

I use my essences to create a Law Field, to put an end to this wild magic storm
Spoiler (click to show/hide)

Bernardo cast out his magic as accusation. It flew forward, taking great offence in the clouds of magic before it. When the spell met the clouds there was a discharge of rainbow colored lightning and dust fell neatly downwards. A liquid of some sort, smelling strongly of rotten eggs, condensed in puddles where magic cut a tunnel through the clouds. There seemed to be a humanoid figure ahead, though it was still obscured by the clouds.

Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
Heal Skelly.
Turn the omnicube into a winch, including a chain and hook. Toss the hook to Skelly and reel him in once he hooks it around himself.
Or just drag him to safety the old fashioned way if I can't get the winch working.

Occasionally glance at the eye covered blob.

Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
This time I'd say I was stupid. I should've used Vortex Bane. After all, its already extremely resistant to magic and physical attacks.

I think I know a way to pay back my new debt to you. Quick question. Do you mind if I make you immune to blades?

Skelliborn:

Action:

Use a 1 turn ritual magic to make James immune to sharp objects.

Mods: -1 Side effect: a tattoo of a runic blade appears on James hand.
((I'm using blade shaped tattoos as a way to enchant people the same way as I can enchant normal blades. As such, the ruins within any given blade tattoo are the Blade ruins for whatever spell I cast on that person. ))

Essence Usage:
3 Blade essences +1CMP
Blade essence +1/+1

Item Sacrifices:
The coal like blade which I tried to use to block the electricity


Once James has healed me, get out of the liquid.


((The tattoo shouldn't make a difference for this spell due to how strictly it relates to blades. The technique is more magic theory for seeing if I can add blade enchants to people/ creatures/ non-blade objects))
Spoiler (click to show/hide)
[/spoiler]

James extended his healing magic towards Skeliborn and watched his left arm fix itself. He then reached out with healing power again, and Skeliborns right arm's wound vanished without a mark. James pressed a few buttons on his armlet and it reshaped itself into a winch with both chain and a hock and a nice large spike to affix it to the ground. Things were looking good and James tossed the hook and chain over to Skeliborn. Sword mage did not react to this at all. His hand still clutched the blade with enough strength to turn the fingers white and he was still corpse stiff. Paralysis still remained strong.

Some distance away, Eterna was forced to jump off his throne as the spell meant to summon a lightning rod summoned a large cube of stuff just above him. The cube fell straight on the throne, specifically on the seat where it managed to stay even after previously floating throne fell.

((Flight time!))

Using both my affinities, cast a spell which researches a design for extremely dexterous wings (at the expense of speed, if need be), then builds them from solid binding.

Use my knowledge essence +1 POT, 2 knowledge essences +1+1, my binding essence +1+1, my binding essence +1 POT, one binding essence +1 CMP, and one knowledge essence +1 CMP for a maximum boost of +5+5.

Spoiler (click to show/hide)

Viznor felt that it was time for him too to gain the ability of flight. Unlike many others, he did not build for aesthetics but rather for function. A function fair degree different than others. Where they built for speed, he built for agility. White strands of binding reached out from his back, congealing into white plates which then split into tiny diamond shaped parts. Viznor flexed the wings experimentally. They split into pieces and joined back on command, spinning and twisting as ordered. It should be exceptionally easy to change direction with these.

That growing patch of disturbed mud was getting quite suspicious. Who's to say there aren't any sea monsters that hide on the ocean floor? Smaller species are known to do this as well. Getting away from that spot is probably a good idea.

Swim away from the suspicious mudspot, towards the shore. Create two essences along the way. (Don't forget to take the box!)
Spoiler (click to show/hide)

Jiksap leered at the mud clouds and kicked off towards the shore. Something jumped from the mud towards where he had been moments ago, but Jiksap swam off so swiftly that the attacker thought that it would be easier to find something else. Jiksap swam close enough to the shore that he almost reached the surface when he stood on the bottom. It was a choice between dangerous underwater creatures and dangerous land walking wizards.

Continue following Cuberac, create 3 essences
Spoiler (click to show/hide)

Blake continued sneaking after Cuberac, following him through the same path that had no obvious goal. But the monotony had its uses and Blake made us of it to charge his magic batteries. A beam of light, possibly a reflection shone from somewhere around Cuberac into Blake's eyes, momentarily blinding him and making him to lose focus. There was a rush of power and a churning feeling in Blake's stomach. When he looked again he noticed that his skin was now fair few shades more red than it was before.

Summon a loyal Tyrannosaurus Rex, using 5 essences (non-chaotic).
Spoiler (click to show/hide)

Bob considered his experience as a T-rex. Sure, he didn’t try it himself, but such a creature could prove devastating. Being devastating was what carried T-rex to the top of the food chain so many years ago. Transforming into one was difficult to sustain on account of extra magic to keep the mind intact, but creating one would solve that. Bob called to the long lost reality where such creatures walked the earth and called one forth. On one hand it was a T-rex, alive and it wasn't trying to eat his face. On another, Bob thought, it appears to be about two weeks old. It was comparatively tiny, smaller than himself and its teeth were barely visible under flesh. It seemed to have greater chance to kill people by adorableness rather than actual murder.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Andres on March 10, 2016, 07:09:14 pm
((Crap, if I hadn't rolled a 1 on CMP and released it early, I might've actually killed you there.))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Zormod on March 10, 2016, 07:18:05 pm
Move to that tree tile, generate 3 more essences.

In the Docs Corpse tab, the forum name and character name of Fallacy of Urist's character None are reversed.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: XXXXYYYY on March 10, 2016, 09:09:30 pm
((Oh dear. Sorry for missing a couple of turns.))
Search for something to help cart Skelliborn around and ping for lucky locations nearby.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Elephant Parade on March 10, 2016, 09:48:24 pm
Using all non-chaotic essences, apply Deathcurse to self. The Deathcurse will, upon my death, transfer any and all nearby curses to the magician most responsible for it. Oh, and it's permanent.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: FallacyofUrist on March 10, 2016, 11:47:39 pm
Wayfarer was pleased with the hunk of solid force he held. But he had yet more to do before he braved the icy wastes in search of a potential Font of Magic.

Wayfarer magically reshapes(0) his helmet into a mask(-1 or 0(due to making it from material instead of conjuring it)). He uses all of his chaotic essences, and a +1 CMP essence on this task. Afterwards, he makes 4 solid force essences.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: ironsnake345 on March 11, 2016, 12:43:55 am
((Yess! GG, mate, GG.))

Hah! Who's-eeuugh. Who's the best NOW, Henry? Gods damn, that stings...

Chorkinaan takes a defensive stance and prepares to harass Henry to death. If Henry strikes, he parries and/or dodges. If Henry runs, he chases. If Henry attempts to bind his wounds, only then does Chorkinaan directly attempt to draw blood.

((Going for not dying here whilst not allowing Henry to not die.))
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: ironsnake345 on March 11, 2016, 12:44:55 am
GG


((I mean that sincerely. That was an awesome fight. Well done.))
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Andres on March 11, 2016, 01:22:44 am
"Still me..."

((The fight's not done yet. The dice gods' favour is fickle and I may yet regain the advantage.))
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: AoshimaMichio on March 11, 2016, 01:36:16 am
Hrm, not good.

Trying to trap it with with roots (use chaotic +1/+1) and then trying to give it a manual beating.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: ironsnake345 on March 11, 2016, 02:41:30 am
"Still me..."

Let's see you say that when I'm smugly bandaging my new scar and you're bled out and soulless on the ground!

((Hooray for battle banter!))
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: thegamemaster1234 on March 11, 2016, 09:17:25 am
Oblivious to the current mage fighting events, Jiksap nears the shore of the lake. The underwater realms were just as dangerous, if not more than, the surface. Being without his dinosaur buddy doesn't help either. Of course, he remembers that he can't go back yet, as his breathing system was built for the sea.

But if he's lucky, that may have been merely a side-effect of having a new system imposed upon his body. He tests the airs...

See if I'm really stuck down here by poking my head above the water a bit. If I'm safe, go looking for Bob. If not, take another crack at lock picking. Another essence afterwards regardless.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: DAPARROT on March 11, 2016, 02:32:28 pm
huh, at least I can probably fix it now

fix my broken leg, since its a bird leg now
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: NAV on March 11, 2016, 05:22:39 pm
Unparalyze Skelliborn and reel him in. Heal him again for good measure.
"Don't worry about the enchantment, you can give it to someone who needs it more. I have to go. Try to be more careful."

Either this turn or next, activate helicopter mode and fly in a random direction that hopefully leads to Grundar. Try to sense that branch he's holding with my plant sense, probably better than flying at random.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: H4zardZ1 on March 11, 2016, 09:36:30 pm
"Looks like i can't do anything with that. Anyone have rubber gloves and can give it to that dude over there?"
2 Essences.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: star2wars3 on March 12, 2016, 03:41:07 pm
Unparalyze Skelliborn and reel him in. Heal him again for good measure.
"Don't worry about the enchantment, you can give it to someone who needs it more. I have to go. Try to be more careful."

Either this turn or next, activate helicopter mode and fly in a random direction that hopefully leads to Grundar. Try to sense that branch he's holding with my plant sense, probably better than flying at random.
I'll try not to do anything to dangerous.
Skeliborn:

Action:
Meditate on getting unparalyzed.(Not exactly magic but no need to use magic every turn)

Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Salsacookies on March 12, 2016, 03:54:53 pm
Three Essences.

"You are are currently under trial, for the UNLAWFUL practice of magic, and for the BLATANT TOYING with the laws of PHYSICS! How, do you PLEAD?"
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Prismatic on March 12, 2016, 05:40:18 pm
Xom, having somehow received the stranger's message across the billowing winds, pauses to laugh momentarily before roaring back through the dust clouds:

Law? LAW?! Laws are nothing but synthetic constructs designed to inhibit the naturally chaotic flow of magic and entropy! Who are you to impose such vile perversions of nature on this plane? Law is MEANINGLESS here.

Continue doing stuff. Follow up with essence roulette. Xom cares not for things as trivial as personal safety.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: ATHATH on March 12, 2016, 05:47:17 pm

Xom, having somehow received the stranger's message across the billowing winds, pauses to laugh momentarily before roaring back through the dust clouds:

Law? LAW?! Laws are nothing but synthetic constructs designed to inhibit the naturally chaotic flow of magic and entropy! Who are you to impose such vile perversions of nature on this plane? Law is MEANINGLESS here.

The Manipulator marks Xom for death.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: thegamemaster1234 on March 12, 2016, 06:04:56 pm

Xom, having somehow received the stranger's message across the billowing winds, pauses to laugh momentarily before roaring back through the dust clouds:

Law? LAW?! Laws are nothing but synthetic constructs designed to inhibit the naturally chaotic flow of magic and entropy! Who are you to impose such vile perversions of nature on this plane? Law is MEANINGLESS here.

The Manipulator marks Xom for death.
The God of Machines grinds indifferently. All is but a cog in the grand scheme of the cosmos.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Whisperling on March 12, 2016, 11:28:39 pm
Action PM'd.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: Atomic Chicken on March 13, 2016, 03:46:06 pm
Travel further south-west, do a PM'ed action, create 2 essences and explore.
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: DreamerGhost on March 13, 2016, 04:38:45 pm
Turn 148

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
Hah! Who's-eeuugh. Who's the best NOW, Henry? Gods damn, that stings...

Chorkinaan takes a defensive stance and prepares to harass Henry to death. If Henry strikes, he parries and/or dodges. If Henry runs, he chases. If Henry attempts to bind his wounds, only then does Chorkinaan directly attempt to draw blood.

Spoiler (click to show/hide)
Henry was blinded by pain and rage. He swung a charged blow at Chorkinaan but his quary had expected the blow and jumped backwards pulling out the blade as he went. Once more the magic unfolded into thin air with a harmless bang but situation was different this time. Henry was fighting against the clock and they both knew that. Chorkinaan hadn’t even bothered to try and iflict another wound, opting a defensive stance to keep himself alive while life leaked out of Henry.

Move to that tree tile, generate 3 more essences.

{That is suposed to be a geyser.}
Spoiler (click to show/hide)

Cuberac left the strange cube behind and proceeded deeper in the geyser filled fields. Small lakes that marked geyser exit points were decorated by colorful mineral formations.  There were quite a few, some of them bubbling and possibly to be blamed for the stench of rotten eggs that hung in the air.

Search for something to help cart Skelliborn around and ping for lucky locations nearby.

Spoiler (click to show/hide)

Gambler sent out a searching ping and results that returned were stunning. Unimaginable wealth was close, something so valuable that even several beings considered gods would want it. Gambler was returned to reality by a sharp *pling* and something impacting his chest. He looked down to see that his golden treasure seeker badge had shattered into tiny golden strips. Gambler remembered that his spell considered time just another direction and that his spell, while accounting for value/danger ratio, did not actually care about the amount of danger if prize was great enough. He looked upwards. There was something falling towards him.

Wayfarer was pleased with the hunk of solid force he held. But he had yet more to do before he braved the icy wastes in search of a potential Font of Magic.

Wayfarer magically reshapes(0) his helmet into a mask(-1 or 0(due to making it from material instead of conjuring it)). He uses all of his chaotic essences, and a +1 CMP essence on this task. Afterwards, he makes 4 solid force essences.
Spoiler (click to show/hide)

Wayfarer picked up his helmet and focused on it. Thin film of solid force covered the remaining gap in front of the helmet; concealing the wearer and making the world seem few shades darker from inside. It was probably for the best, as while snow was cold it was no less reflective for it. The future was bright and cold, but he just gained a solution for one of those.

Hrm, not good.

Trying to trap it with with roots (use chaotic +1/+1) and then trying to give it a manual beating.
Spoiler (click to show/hide)

Next spike came at Shias at far greater speed than one before, striking out of the ground with clear intent of impaling the druid. The druid, however, was far from the spike by the time it surfaced. He called upon the surrounding trees and sent their roots to capture the creature. There was another shriek as ground began boiling again over a patch of dirt, and Shias charged towards it. However, while he was still only halfway there the ground stopped boiling and a line of disturbed earth shot off from where the creature was. It had torn through the trap and escaped.

Oblivious to the current mage fighting events, Jiksap nears the shore of the lake. The underwater realms were just as dangerous, if not more than, the surface. Being without his dinosaur buddy doesn't help either. Of course, he remembers that he can't go back yet, as his breathing system was built for the sea.

But if he's lucky, that may have been merely a side-effect of having a new system imposed upon his body. He tests the airs...

See if I'm really stuck down here by poking my head above the water a bit. If I'm safe, go looking for Bob. If not, take another crack at lock picking. Another essence afterwards regardless.
Spoiler (click to show/hide)

Jiksap carefully raised a hand above the waterline. Nothing happened and he felt slightly embarrassed that he bothered. He knew that his skin wasn't harmed by air and figured that this was merely worry coming from when he almost choked on land. It wasn't a particularly joyous experience. He carefully raised his head above the water. It was going well, until he raised his neck where his gills were. Immediately, he began feeling breath fleeing and immediately dived back in the water. Few tries proved that practice was not helping and he was water bound for near future. The lock was proving difficult as well. The springs on locks were merely coated bronze, they were actually iron and thus provided more resistance than his carefully put together spell could handle.

huh, at least I can probably fix it now

fix my broken leg, since its a bird leg now
Spoiler (click to show/hide)

Seva was struggling with his broken leg. Bone parts mostly returned to where they should have been, but they refused to knit back together, though some parts moved wrongly and rather painfully. It would probably heal well enough if left alone and with some setting. In a month or so. If nobody came around wanting something vitally important to Seva.

Unparalyze Skelliborn and reel him in. Heal him again for good measure.
"Don't worry about the enchantment, you can give it to someone who needs it more. I have to go. Try to be more careful."

Either this turn or next, activate helicopter mode and fly in a random direction that hopefully leads to Grundar. Try to sense that branch he's holding with my plant sense, probably better than flying at random.
Spoiler (click to show/hide)

James reached out again with his power to heal Skeliborn. Damage to his nerves had been fairly extensive, both from the electricity and from damage caused by snapping bones and muscles. It took two tries to repair everything, or at least repair enough for Skeliborn to gather the mobility to grab onto the hock and get dragged ashore. His duty as a healer done, James said his goodbyes and took off to search for Grundar. Or he would had taken off, if his plant searching spell hadn't returned a headache instead of information.

"Looks like i can't do anything with that. Anyone have rubber gloves and can give it to that dude over there?"
2 Essences.
Spoiler (click to show/hide)

Eterna asked the group if anyone could help him with his predicament, but they seemed somewhat busy. The wizardly kinds of busy, where they do nothing whatsoever yet seem to be very focused on something. Gambler was looking at something above, James was having a headache, or hangover, it was hard to guess just from the way he held his head in his hands. Skeliborn was recovering from paralysis and Nihilum was thinking about something.

Unparalyze Skelliborn and reel him in. Heal him again for good measure.
"Don't worry about the enchantment, you can give it to someone who needs it more. I have to go. Try to be more careful."

Either this turn or next, activate helicopter mode and fly in a random direction that hopefully leads to Grundar. Try to sense that branch he's holding with my plant sense, probably better than flying at random.
I'll try not to do anything to dangerous.
Skeliborn:

Action:
Meditate on getting unparalyzed.(Not exactly magic but no need to use magic every turn)


Spoiler (click to show/hide)

A glass hock on chain laid across Skeliborn's chest. He was up to ears in some strange muck and entirely helpless to grab onto it to escape. It was probably some fresh kind of torture. It made sense, there was only so much excitement one could wring from sharp edges and blunt instruments. Almost without thinking, Skeliborn raised his hand and grabbed onto the chain. This event amazed Skeliborn so much that he managed to keep hold until slimy murk was replaced by soft dirt and James face appeared above. There was still a bit of remaining, albeit disappearing lack of sense of touch but he was otherwise fine.

Xom, having somehow received the stranger's message across the billowing winds, pauses to laugh momentarily before roaring back through the dust clouds:

Law? LAW?! Laws are nothing but synthetic constructs designed to inhibit the naturally chaotic flow of magic and entropy! Who are you to impose such vile perversions of nature on this plane? Law is MEANINGLESS here.

Continue doing stuff. Follow up with essence roulette. Xom cares not for things as trivial as personal safety.
Three Essences.

"You are are currently under trial, for the UNLAWFUL practice of magic, and for the BLATANT TOYING with the laws of PHYSICS! How, do you PLEAD?"

Spoiler (click to show/hide)

Bernardo began the required naming of crimes that the criminal had committed. Bernardo had a great voice for shouting which is why he enjoyed this part, but he did it because it was important. Most mages were not ashamed of their crimes, it was what made them criminals rather than mages with poor control over their skills, which meant that if they denied some particular crime it was a fairly good clue that there was another arrest worthy sorcerer parading around. The criminals in question usually used the time of reading to escape, resist or commit more criminal activity and Xom went for third option. Blobs of liquid began floating in the air as gravity began to fail. The liquid was met by few small pebbles, few larger pieces and one particular stone which had certain pyramidine quality about it. Xom was having some trouble of his own without any help from the sheriff as chaos around him was beginning to tear at his rather orderly body structure.

Using all non-chaotic essences, apply Deathcurse to self. The Deathcurse will, upon my death, transfer any and all nearby curses to the magician most responsible for it. Oh, and it's permanent.

{For a while now, there has been a cap of +5/+5 essence bonus to spells. It aplies to all spells and not just combat magic. If you alter your action acordingly I'll add it to Turn 148.}
Use the +1 CMP essence, the +1 POT essence, and four +1/+1 essences.
Spoiler (click to show/hide)

Gloomy thought about the dangers out of the tower. He probably could take a wizard on and win. Maybe take another on and win. But it would be so much easier if he could choose the battles rather than have the battles forced onto him. The trick was to make himself unsavory for those that would attack him. Thankfully, studies of pyramid curses had an answer; modified Mummy's curse would be capable of doing what he wanted. Magic weaved around Gloomy and threads of it traced off to objects he held and to the neighboring room. Sadly, no thread traced to the curse that maimed him, that one would not be moved so easily.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 147 Possibly good edition
Post by: DreamerGhost on March 13, 2016, 04:39:33 pm
Using all non-chaotic essences, apply Deathcurse to self. The Deathcurse will, upon my death, transfer any and all nearby curses to the magician most responsible for it. Oh, and it's permanent.

{For a while now, there has been a cap of +5/+5 essence bonus to spells. It aplies to all spells and not just combat magic. If you alter your action acordingly I'll add it to Turn 148.}
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: FallacyofUrist on March 13, 2016, 04:46:59 pm
((By the way, did you edit Wayfarer's character sheet to remove a point of potency? Because Wayfarer got that point of potency from 4 shards...))

Wayfarer examined his helmet-mask thing. It would do for the moment. But sooner or later he would want to improve it. But now... he had more preparation to do.

Wayfarer donned his helmet-mask thing. Then he cast a spell to make his hunk of solid force larger. Afterwards, he played solid force essence roulette once again.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: DreamerGhost on March 13, 2016, 05:11:04 pm
((By the way, did you edit Wayfarer's character sheet to remove a point of potency? Because Wayfarer got that point of potency from 4 shards...))

Wayfarer examined his helmet-mask thing. It would do for the moment. But sooner or later he would want to improve it. But now... he had more preparation to do.

Wayfarer donned his helmet-mask thing. Then he cast a spell to make his hunk of solid force larger. Afterwards, he played solid force essence roulette once again.

Damnit. Yes I did. I found that he had 9 stat points, thought I did a mistake, found the sheet you sent and "Fixed the mistake". Wait a moment while I deal with that.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: star2wars3 on March 13, 2016, 06:19:33 pm
Thank you for healing me James. I sure was an idiot back there. Although, I will say that having that near death experience has given me insight on how to improve upon my magic.


Now lets see if this works...

Convert the blade that looks like coal into essences.
Then create 2 more essences while heading towards the crystal tower Hepheastus pointed out to me..
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: ironsnake345 on March 13, 2016, 06:31:59 pm
Happy with how things are going, Chorkinaan continues with this strategy while monologuing boastfully to Henry, punctuated occasionally by an audible wince at his flayed head. Do you know what it takes to be the best wizard, Henry? Believe it or not, it takes more than just magic power.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Elephant Parade on March 13, 2016, 06:40:11 pm
Using all non-chaotic essences, apply Deathcurse to self. The Deathcurse will, upon my death, transfer any and all nearby curses to the magician most responsible for it. Oh, and it's permanent.

{For a while now, there has been a cap of +5/+5 essence bonus to spells. It aplies to all spells and not just combat magic. If you alter your action acordingly I'll add it to Turn 148.}
Use the +1 CMP essence, the +1 POT essence, and four +1/+1 essences.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: H4zardZ1 on March 14, 2016, 05:40:09 am
EDIT:
2 essences.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Salsacookies on March 14, 2016, 05:44:20 am
I consume all essences and shards to fire a Massive bolt of Magic-Consuming Fire at the magic cloud.

2 Shards: +1 to COMP roll

3 Shards: +3 to POT Roll


"For your transgressions, I sentence you to LIFE IN PRISON!!! But first, to break your toy...."
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: AoshimaMichio on March 14, 2016, 05:50:39 am
Scare it away by walking at its direction while stomping the ground as hard as I possibly can. Generally use normal animal kingdom scare tactics; appear as large and dangerous as possible (wide stance), brightly colored to indicate I'm very toxic/venomous (spell).
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: DreamerGhost on March 14, 2016, 03:38:26 pm
Malanalam, Joiner of Extremes, Prothet of Retribution and quite competent practicioneer of Inversion magic entered the arena. He came ready to spin advantages into lethal weaknesses, power into ruin and victories into defeats. For the moment, he restricted himself to inverting gravity of a nearby peeble and watching it slowly float away.

{ATHATH is back}
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Zormod on March 14, 2016, 05:38:41 pm
Make 3 essences.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: FallacyofUrist on March 14, 2016, 06:12:19 pm
For the moment, he restricted himself to inverting gravity of a nearby peeble and watching it slowly float away.
((... talk about magic- if physics applied, that pebble should have exploded.))
((Good for ATHATH.))
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: DreamerGhost on March 14, 2016, 06:47:58 pm
For the moment, he restricted himself to inverting gravity of a nearby peeble and watching it slowly float away.
((... talk about magic- if physics applied, that pebble should have exploded.))
((Good for ATHATH.))
((Had he been that inept at inversion magic, the peeble would had turned into ethereal antimater and would had killed all ghosts on the island))
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Whisperling on March 14, 2016, 08:17:37 pm
For the moment, he restricted himself to inverting gravity of a nearby peeble and watching it slowly float away.
((... talk about magic- if physics applied, that pebble should have exploded.))
((Good for ATHATH.))
((Had he been that inept at inversion magic, the peeble would had turned into ethereal antimater and would had killed all ghosts on the island))

((So... There would have been a 50% chance of Kahel dying?))
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Elephant Parade on March 14, 2016, 09:24:27 pm
Impart my wide knowledge of curses into a conjured book! Up to 5 chaotic essences, using the strongest first.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: thegamemaster1234 on March 15, 2016, 07:59:55 am
For the moment, he restricted himself to inverting gravity of a nearby peeble and watching it slowly float away.
((... talk about magic- if physics applied, that pebble should have exploded.))
((Good for ATHATH.))
((Had he been that inept at inversion magic, the peeble would had turned into ethereal antimater and would had killed all ghosts on the island))
((The pebble would only explode if all gravitational forces involved were inverted (and actually, perhaps not even then - the internal force of gravity is probably small enough that the pebble could retain its form due to atomic bonds). Presumably, this was only inverting the gravity from the island on the pebble. Although, in that case, the pebble would be more flying away than floating. Kind of like falling up. Which is, in fact, exactly what's happening. Maybe this was only a partial inversion?))
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: Trewque on March 15, 2016, 10:44:23 am
Use five non-chaotic essences and attempt to age the Tyrannosaurus Rex to adulthood.
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: NAV on March 15, 2016, 11:59:53 am
Fly. Looking for Grundar. Try again to sense the branch.
Then make 2 summoning essences.

Call Grundar to make sure he's still alright. Ask if he's seen any mages or anything else interesting. How goes his orders to find Jase or Crimson?
Title: Re: Roll to Magic: Turn 147 Fortune hates the cheaters
Post by: DAPARROT on March 15, 2016, 03:40:30 pm
try again to fix my leg, climb back up into the trees if it works

((also it still says turn 147))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Andres on March 15, 2016, 05:35:47 pm
((Chorkinaan was supposed to have -1DEX from the injury I inflicted.))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)

((Not talking because two turns close to death and have a chest wound.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: ironsnake345 on March 15, 2016, 10:13:20 pm
((Chorkinaan was supposed to have -1DEX from the injury I inflicted.))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)

((Not talking because two turns close to death and have a chest wound.))


((Why am I laughing so hard at the fact that I have forced Henry the Best to begin tryharding?))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Andres on March 15, 2016, 10:34:27 pm
((Tryharding?))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: ironsnake345 on March 16, 2016, 02:01:59 am
((long story short, it's when somebody is throwing every amount of casual-ness in their actions out the window, and focusing entirely on their task, not speaking, not diverting their gaze, just silently trying really, really hard. I think it's become so mainstream as a way to mock the fact that it was originally used as an insult. It's become more of a neutral thing, but it's a way to note that somebody's having a hard enough time that they can't afford to split their focus.))

((And I really didn't know why it struck me as funny when it occurred to me that that's basically what Henry is doing in this situation.))

((On a side note, because I got a bit worried I was crossing a boundary or two, I really don't mean to insult players when I'm roleplaying Chorkinaan's battle banter and trash talk; in reality I actually really respect all the guys playing on this forum and their playstyle, but Chorkinaan strikes me as the kind of guy who enjoys being tauntingly abrasive in conflicts, so that's how I roleplay him.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Andres on March 16, 2016, 02:14:32 am
((Henry's not talking because talking makes the hole in his chest hurt even worse. Also, your character taunting our characters is not seen as you insulting us.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: H4zardZ1 on March 16, 2016, 03:48:23 am
((You can just quote your last turn action or post the sentence/something that is similar to "Same as last turn".))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Andres on March 16, 2016, 04:03:19 am
((meh))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: AoshimaMichio on March 16, 2016, 05:01:02 am
((You can just quote your last turn action or post the sentence/something that is similar to "Same as last turn".))
((Please never post action akin of "Same as last turn". At least show some courtesy to GM and quote the action you are repeating.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Whisperling on March 16, 2016, 11:48:03 am
Five binding essences, for now. Will probably edit this into an actual action when I have time.
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Prismatic on March 16, 2016, 01:16:44 pm
"For your transgressions, I sentence you to LIFE IN PRISON!!! But first, to break your toy...."
"So that's how it is, eh? You turn up uninvited in clearly-warded territory, interrupt my rituals, blatantly attempt to impose your ideology...and now threaten to take away my freedom and destroy my work? My patience runs thin, law mage."
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Salsacookies on March 16, 2016, 01:23:28 pm
"So that's how it is, eh? You turn up uninvited in clearly-warded territory, interrupt my rituals, blatantly attempt to impose your ideology...and now threaten to take away my freedom and destroy my work? My patience runs thin, law mage."
"As Bernardo, Sheriff Magician, Reality be thy jurisdiction. By the way of Status Quo, allow me the pleasure of personally seeing the imprisonment of this renegade's being, so that his antics may not poison Reality non-ever again. All, Praise, The STATUS QUO!"
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Prismatic on March 16, 2016, 01:38:14 pm
"It is decided.

I am XOM.

You're going to have a bad time."
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: star2wars3 on March 16, 2016, 01:54:51 pm
"It is decided.

I am XOM.

You're going to have a bad time."
Kazulovania (https://www.youtube.com/watch?v=CdaduOiiR10)
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Whisperling on March 16, 2016, 03:04:47 pm
PM action, actually.
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: fillipk on March 17, 2016, 03:14:38 pm
((I think I'm going to have to drop out, sorry.  This is fun though and if things get less busy I'll hop back in))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Sarrak on March 17, 2016, 03:36:19 pm
"I need more tests... IF this construct is vulnerable to fire, it might be interesting to turn it into glass and test its properties afterwards."

More heat! +1 essence
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: DreamerGhost on March 18, 2016, 03:20:19 am
I lost the turn.
I thought I'd finish it in the morning and it wasn't saved.
I'm a bit sad at the moment.
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: Andres on March 18, 2016, 03:47:02 am
((Did I win the fight? If not, feel free to reroll all the actions. I don't mind.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: XXXXYYYY on March 18, 2016, 05:46:51 am
Dodge!
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: thegamemaster1234 on March 18, 2016, 06:33:16 am
((I feel sorry for you, DG. Then again, this lets me post my action...))

Summon a breathing collar to keep my gills hydrated while on the surface. Use two +1/+1 essences.
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: FallacyofUrist on March 18, 2016, 08:42:53 am
((Ouch.))
Title: Re: Roll to Magic: Turn 148 Fortune hates the cheaters
Post by: DreamerGhost on March 20, 2016, 04:59:28 pm
Turn 149

Wayfarer examined his helmet-mask thing. It would do for the moment. But sooner or later he would want to improve it. But now... he had more preparation to do.

Wayfarer donned his helmet-mask thing. Then he cast a spell to make his hunk of solid force larger. Afterwards, he played solid force essence roulette once again.
Spoiler (click to show/hide)

Wayfarer focused his power into the slab of solid force he held, the spell congealing around existing material, growing it greatly. The slab expanded almost explosively, falling out of Wayfarer's hands and onto the ground. It was now as large as Wayfarer's torso and a tad too heavy to lift, let alone carry anywhere. Satisfied, Wayfarer sat down and began meditating. He focused his power, mentally blocking away his natural senses. The magic lingered, he channeled it longer than he had ever before, longer than he thought wise or even sensible, less for usefulness and more to see what would happen. And indeed, Wayfarer found something new, but he didn’t like what it was. Magic felt the same about him and surged violently. Wayfarer barely managed to roll away as slab of solid force before him grew massive spikes right through where he just was, skewering edges of his cloak.

Thank you for healing me James. I sure was an idiot back there. Although, I will say that having that near death experience has given me insight on how to improve upon my magic.


Now lets see if this works...

Convert the blade that looks like coal into essences.
Then create 2 more essences while heading towards the crystal tower Hepheastus pointed out to me..


Spoiler (click to show/hide)

Skeliborn looked at the carbon blade. It had brought him a great deal of pain and he wanted to get rid of it. But there was no reason why it should go to waste. Skeliborn drained the essence of the blade, taking away all that made it sword. When spell subsided, what was left in his hand was a rod of carbon. Personal grievances dealt with, Skeliborn set out to do the task god residing within him had ordered. It did not take long, but it did require some sneaking. Massive ruby tower stood before him, and from the only visible entrance the skeleton soldiers waked out to do battle at irregular intervals.

Happy with how things are going, Chorkinaan continues with this strategy while monologuing boastfully to Henry, punctuated occasionally by an audible wince at his flayed head. Do you know what it takes to be the best wizard, Henry? Believe it or not, it takes more than just magic power.
((Chorkinaan was supposed to have -1DEX from the injury I inflicted.))

Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)
{Taking defensive stance has bonuses. Probably should had noted that in some way though.}
Spoiler (click to show/hide)

Henry rushed towards Chorkinaan, another lethally charged fist flying through the air only to discharge harmlessly. Henry's sight was becoming unfocused, he felt fuzzy and cold. There was very little time left and he could feel it. Chorkinaan could also feel that his opponent wasn't going to last much longer which made him willing jump around, taunting the mage that came to try to kill him.

Make 3 essences.

Spoiler (click to show/hide)

The geysers were not all that dangerous, thought Cuberac after spending some time around them. The geysers spat out boiling hot blasts of water, true, but if he kept away from them, they were harmless. The stench was terrible, but not actually poisonous. There were no dangerous creatures around, due to geysers and the smell, which suited Cuberac just fine. In contemplation, he hardly noticed as a leak of his magic slashed nearby pebbles into tiny cubes.

I consume all essences and shards to fire a Massive bolt of Magic-Consuming Fire at the magic cloud.

2 Shards: +1 to COMP roll

3 Shards: +3 to POT Roll


"For your transgressions, I sentence you to LIFE IN PRISON!!! But first, to break your toy...."
"It is decided.

I am XOM.

You're going to have a bad time."
Spoiler (click to show/hide)

Bernardo focused his power, he charged his spell with essences and soul shards and fired a bolt of Law into the center of the field, straight through the path he had cut before. Tendrils of dust extended from the surrounding clouds and attacked the bolt, but they were all burned off by Bernardo's magic. The bolt flew all the way to the silhouette in the center and exploded. The shockwave met the clouds and they burned with fractals. A two meter tall crystal structure of sulfur appeared, its edges recurring infinitely until they became fuzzy and glowed with pale white light. A rainbow appeared around the cleared out part of field, if it could be called so, being a ring close to the ground and consisting of about thirteen colors scattered around seemingly randomly. In the middle of the field, fairly close to Xom formed a floating pyramid, no more than three meters tall, formed from blocks of volcanic stone with a cap of white. The cap began to glow and spark and hum. Xom, seemingly oblivious to the pyramid, and for that matter, all else that was happening around him, conjured what appeared to be a gateway to another reality. Reality that was, for some reason, filled with flashing colors and frogs. The gateway, which was for some strange reason shaped like a beast of some sort, somehow turned to Xom and charged while roaring.

EDIT:
2 essences.

Spoiler (click to show/hide)

Eterna glared at the cube of gold occupying his throne. It was not that large, some 50 centimeters on each edge, but it was still gold and gold was heavy. He had tried but the cube couldn't reasonably be neither pushed nor lifted, and it came as no great surprise to Eterna, as from what he remembered of gold's density, the cube weighted almost three tons. He couldn't use the throne to deal with this either, as cube blocked whatever magic links throne had from interacting with Eterna. If he ever wanted to travel in style again, he'd need to work for it.

Scare it away by walking at its direction while stomping the ground as hard as I possibly can. Generally use normal animal kingdom scare tactics; appear as large and dangerous as possible (wide stance), brightly colored to indicate I'm very toxic/venomous (spell).
Spoiler (click to show/hide)

Shias did not particularly want to battle whatever was underground. He was not averse to it, but there was no benefit to be gained. However, the easy way out, simply escaping, was also not an option Shias liked, as he still had much to do in the forest. There was a way out, and even though it was somewhat unreliable, it suited druids’ interests best. Magic coursed around him, repainting his armor and empowering sound of his steps. The creature, whatever it was, was not impressed. Spike shot out of the ground with enough speed to show that the creature was done messing around. Had Shias failed to get out of the way in time, there was little doubt it would had been able to cause considerable damage. But get out of the way he did, albeit by ramming himself in a nearby mess of branches.

Impart my wide knowledge of curses into a conjured book! Up to 5 chaotic essences, using the strongest first.
Spoiler (click to show/hide)

Many mages had spent their lives trying to find the origins of living tomes. It was clear that they were creations of great wizards, but rare few knew how to make one and they did not share such knowledge easily. And thus, decades were spent trying to find the secrets in ink, or parchment, or magic contained within. Mostly that resulted in unfortunate accidents, as such tomes were rarely friendly. They were rarely friendly even to their creators, and Gloomy released breath he hadn't realized he held when conjured tome opened obediently. There were few of his weaker curses contained within, but that could be improved.

Use five non-chaotic essences and attempt to age the Tyrannosaurus Rex to adulthood.
{Essences differ in power, please do specify which ones you want to use next time.}
Spoiler (click to show/hide)

Bob looked at T-rex he summoned. It was adorable, and he could probably woo numerous archeologists with the prospect of watching it grow, but he needed something fiercer right now. Something a bit older and a fair deal larger. Bob focused on the tiny T-rex and pulled it across its timeline. T-rex seemingly froze in place, and, moments later, began changing. Its teeth grew sharper and its skin became rougher. The entire form began to grown, but it was not just simple growth. Wounds appeared and healed, leaving scars, as T-rex moved through time. When spell ran out, tiny and adorable creature was no more. While not yet at the peak of its growth, T-rex stood larger than any land predator, over two meters in height and five meters in length, heavy enough to crush a man by simply lying down and bearing several scars as marks of experience in battle.

Fly. Looking for Grundar. Try again to sense the branch.
Then make 2 summoning essences.

Call Grundar to make sure he's still alright. Ask if he's seen any mages or anything else interesting. How goes his orders to find Jase or Crimson?


Spoiler (click to show/hide)
{I am quite certain you cant't fly anywhere, as your jetpack is curently so much scrap.}

James reached out again, trying to sense the link between him and branch of the enchanted tree. The connection was faint, but James managed to hold onto it and home in on it. South. The branch was southwards. It was too far to get anything clearer through such a weak link, but he knew where to go. He walked slowly, taking care to keep a fair distance between himself and skeleton spawning towers. He either was good at sneaking or the skeletons did not care much of him. Whichever it was, James managed to reach the edge of strange ground without incident. Before he could relax though, he heard a strange slithering sound behind him. The eyed flesh heap had followed him all the way to the edge.

James kept his eyes on the heap, but his hands grabbed the communicator and he called Grundar for status update. "Oh boss, I got the branch planted. The druids changed their opinion when it set some huge bug on fire. Said that it would be good to deal with swamps. I see the Tower is up again, I'll go check there."

try again to fix my leg, climb back up into the trees if it works
Spoiler (click to show/hide)

Seva cast his spell again, and finally, the bone shards returned to their places and grew back with refreshing sensation. It was refreshing mostly due to pain, but Seva also felt the unfamiliar rush from joy of having useful legs again. He climbed nearby tree, claws on his feet evening out the disadvantage of having legs woefully unsuited for such climbing. Down below, a trail of disturbed dirt reached where Seva was and stopped in confusion.

"I need more tests... IF this construct is vulnerable to fire, it might be interesting to turn it into glass and test its properties afterwards."

More heat! +1 essence
Spoiler (click to show/hide)

Kahel was first to move again, making use of time the ball spent recovering from its previous charge to blast it with heat again. Larger part boiled away this time, releasing a decent amount of sand and reducing the size of the ball considerably. It charged again, but its reduced mass merely knocked Kahel to the ground, causing no real damage.

Dodge!
Spoiler (click to show/hide)

Gambler steadied himself, watching where the unidentified thing was falling and whether he would need to dodge. As it turned out, he didn’t, and the thing fell into the pond of glop. The repulsive liquid splattered all around, waves in the pond sent wetness out on the shores, and steam clouds formed as the fallen object cooled. Except that it wasn't actually cooling. Gambler, feeling that it was safe to look, well, at least safe from getting any of the cursed stuff in his eyes, used the chance to identify the object. He felt his heart sink into his heels as realization hit. It was first called magmastone, for its mysterious ability to remain indefinitely hot, no matter what was around it. Only far later was the true nature of material discovered and its current name assigned. It was Eternity, supposed material which Gods used to forge their tools from. It could be used as an energy source, any energy, from magical to physical to divine and damned.  This chunk here was larger than Gambler was, and a bar of this would be able to buy him favors from any being that relied on more than physical strength. Heck, even most of those would want to deal with him for great enchantment possibilities. Gambler was about to jump back into the pond when numerous large fleshy tongues emerged from the liquid and grabbed onto his prize.

Summon a breathing collar to keep my gills hydrated while on the surface. Use two +1/+1 essences.
Spoiler (click to show/hide)

Jiksap gave some thought to his predicament. After last time he risked changing his body and managed to bar his access to anywhere above water level, with possible exception of aquariums, he wasn't about to rush at the chance to do it again. On the other hand, unless he dealt with his gills, he wouldn't be able to get to where the action was. Then it clicked. He didn’t need to undo the modifications; he needed what he had tried before, but in reverse. While Jiksap wondered what he'd call his scuba device meant to keep the water inside, portal spat out archaic full-body suit with massive brown helmet with a window in front.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 20, 2016, 05:00:48 pm
PM's are being currently written.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Elephant Parade on March 20, 2016, 05:04:07 pm
Gloomy jot down notes on the cursed items he's created thus far: the mirror, the arrows, and the dagger.

also +3 essences
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Andres on March 20, 2016, 06:05:59 pm
((Ok seriously!? Another 6 and 7 for my casting rolls, another 1 for STR, and another 5 DEX he dodged with. Such bullshit.))

Crush 5 shards and hope it heals me. Take an aggressive stance, forsaking all defence. Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.) If I kill him and the shards I crushed didn't heal me already, I'll immediately use the 10 shards I'll get to get the Healing affinity and heal myself.

((EDIT: I'm not actually mad or anything. They're just rolls.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Salsacookies on March 20, 2016, 06:57:26 pm
Craft 6 essences, and watch what's going on with this Xom guy. Seems he's having issues without his magic.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DAPARROT on March 20, 2016, 07:27:49 pm
keep traveling through the forest, looking for a magical location, also make 2 essences
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: star2wars3 on March 20, 2016, 07:49:56 pm
Skeliborn, just about to crush what remained of the carbon rod that in one form had caused him so much agony suddenly had an epiphany.

Skeletons are made of bone and most life bones are carbon based. I can use this knowldege...

Skeliborn:

Action:
 
Traverse just outside the site of the skeletons, making an enormous blade summoning circle around the tower. Create the circle by cutting a line through the ground with Vortex Bane. Be careful not to get spotted by potential enemies. (As a trade off, I go slower)

Summon 3 essences while traveling.


((It was massive summoning circle or massive eldritch portal. This is much safer.))


Skeliborn:

Action:

Go back to where the Gambler was. (where this new meteor landed)

summon a flaming sword and light the lake on fire with it.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: FallacyofUrist on March 20, 2016, 09:00:26 pm
Wayfarer was two things: silent, and irritated.
The hunk of solid force had grown a tad bit more than he intended.
And it nearly hurt him.
And it was going to be a tad bit more difficult to shape into a weapon. But...
Wayfarer smirked under his mask. He would have a weapon. One way or another.

Wayfarer uses his chaotic +1 CMP essence, his chaotic +1/+1 essence, 2 +1 POT essences, and 3 +1 CMP essences, and crushes his last shard for +1 POT, and shapes(0) the hunk of solid force into a sword(0 because shaping) that absorbs the kinetic energy exerted on it by gravity(-?).
Afterwards, he makes 2 solid force essences.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: ironsnake345 on March 21, 2016, 12:01:37 pm
((Ok seriously!? Another 6 and 7 for my casting rolls, another 1 for STR, and another 5 DEX he dodged with. Such bullshit.))

((I know, right? I'm getting so lucky right now! On the bright side, all these blasts of air are making you look really badass.))

Chorkinaan continues with his strategy and continues monologuing, ready to cap off his gloating as Henry begins to lose consciousness From blood loss. To be the best wizard, it takes might, it takes finesse, it takes skill! But above all, more than anything else, to be the best wizard takes four things:
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: star2wars3 on March 21, 2016, 01:34:54 pm
((Ok seriously!? Another 6 and 7 for my casting rolls, another 1 for STR, and another 5 DEX he dodged with. Such bullshit.))

((I know, right? I'm getting so lucky right now! On the bright side, all these blasts of air are making you look really badass.))

Chorkinaan continues with his strategy and continues monologuing, ready to cap off his gloating as Henry begins to lose consciousness From blood loss. To be the best wizard, it takes might, it takes finesse, it takes skill! But above all, more than anything else, to be the best wizard takes four things:

((Waiting for the rest of the rant.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: NAV on March 21, 2016, 03:55:14 pm
"Now that's some good news, and a good plan. Just how did Jase manage to bring the tower over on such short notice?"

Try to communicate with the Eyeblob using blinking, hand signals, and words to see if it understands or reacts to anything.
Assuming nothing goes wrong keep traveling south, Eyeblob can follow if it wants. Fly at a low hover using the omnicube's mini helicopter mode.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Zormod on March 21, 2016, 05:17:49 pm
Essence roullete, please.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: ironsnake345 on March 21, 2016, 07:53:03 pm
((Ok seriously!? Another 6 and 7 for my casting rolls, another 1 for STR, and another 5 DEX he dodged with. Such bullshit.))
((I know, right? I'm getting so lucky right now! On the bright side, all these blasts of air are making you look really badass.))
Chorkinaan continues with his strategy and continues monologuing, ready to cap off his gloating as Henry begins to lose consciousness From blood loss. To be the best wizard, it takes might, it takes finesse, it takes skill! But above all, more than anything else, to be the best wizard takes four things:
((Waiting for the rest of the rant.))
((I can't wait to bring this home. I'm loving this fight.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: H4zardZ1 on March 22, 2016, 05:12:28 am
(Let's see if this works...)
Punch the cube above the throne. Empower my arm with electricity when i am punching it.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: AoshimaMichio on March 22, 2016, 12:03:10 pm
When next spike strikes, pretend to die and wait until it begins eating me. Then make my suit extend its spikes through its skull.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 22, 2016, 01:07:04 pm
(Let's see if this works...)
Punch the cube above the throne. Empower my arm with electricity when i am punching it.

{You do understand that the electricity will do nothing to actually protect your arm from what you are trying to do, yes?}
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Whisperling on March 23, 2016, 09:55:26 am
PM'd action.

EDIT: If I go, take that book I found with me.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Sarrak on March 23, 2016, 03:25:40 pm
Raising on his feet again, Kahel smirked and carefully weaved a final spell to finish and glass his foe.

Turn sand into glass through heat application! 2 remaining essences.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Prismatic on March 23, 2016, 05:56:57 pm
"You have no idea what damage your interruption has just done, do you? HERE, LET'S SHARE THE FUN!"

Run towards the sheriff, attempting to assume elemental form. Give the guy a bear hug. 

((I envisage many amusingly miserable failures. Bring it on DG!))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: ironsnake345 on March 23, 2016, 06:23:52 pm
"You have no idea what damage your interruption has just done, do you? HERE, LET'S SHARE THE FUN!"

Run towards the sheriff, attempting to assume elemental form. Give the guy a bear hug. 

((I envisage many amusingly miserable failures. Bring it on DG!))
((Aren't you trapped inside a prism with a portal shaped like a bear?))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Prismatic on March 24, 2016, 03:51:13 am
((Aren't you trapped inside a prism with a portal shaped like a bear?))
((I'm...actually not sure about that. The way I interpreted the previous turn, a pyramid-shaped floating object appeared close to Xom, rather than him being enclosed by a prism. I overlooked the "structure of sulfur" entirely. DG, could you clarify?

Oh, and the portal beast is technically never described as being bear-shaped. That's the bear hug you're thinking of. :P ))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: ironsnake345 on March 24, 2016, 11:56:56 am
((Aren't you trapped inside a prism with a portal shaped like a bear?))
((I'm...actually not sure about that. The way I interpreted the previous turn, a pyramid-shaped floating object appeared close to Xom, rather than him being enclosed by a prism. I overlooked the "structure of sulfur" entirely. DG, could you clarify?

Oh, and the portal beast is technically never described as being bear-shaped. That's the bear hug you're thinking of. :P ))
((Oh yeah. I think you're right. Carry on, Xom.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 24, 2016, 12:03:05 pm
((Aren't you trapped inside a prism with a portal shaped like a bear?))
((I'm...actually not sure about that. The way I interpreted the previous turn, a pyramid-shaped floating object appeared close to Xom, rather than him being enclosed by a prism. I overlooked the "structure of sulfur" entirely. DG, could you clarify?

Oh, and the portal beast is technically never described as being bear-shaped. That's the bear hug you're thinking of. :P ))

You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: ironsnake345 on March 24, 2016, 01:54:29 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: star2wars3 on March 24, 2016, 02:36:59 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Don't worry. I assure you that magic has wanted all of us dead at one time or another))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Whisperling on March 24, 2016, 02:50:32 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Don't worry. I assure you that magic has wanted all of us dead at one time or another))

((Eh... Not really. Viznor has been pretty lucky so far, although that might be because he's taken exactly one trip outside the Tower since it was created.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: Prismatic on March 24, 2016, 03:16:15 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Well, at least the weather here's great...right?))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 24, 2016, 04:24:12 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Well, at least the weather here's great...right?))

Weather further than three meters away from you is mostly sulfuric acid and gravity fluctuations.
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: star2wars3 on March 24, 2016, 07:46:19 pm
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Well, at least the weather here's great...right?))

Weather further than three meters away from you is mostly sulfuric acid and gravity fluctuations.
((I'm in an eldritch hex. Mere sulfuric acid and gravity fluctuations are much better weather.))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: H4zardZ1 on March 25, 2016, 08:37:44 am
(Let's see if this works...)
Punch the cube above the throne. Empower my arm with electricity when i am punching it.

{You do understand that the electricity will do nothing to actually protect your arm from what you are trying to do, yes?}
((Yep, increasing strength of the punch only.))
You are indeed not traped. The pyramid is just another unknown thing that wants you dead.
((That awkward moment when everything wants you dead, up to and including magical architecture.))
((Well, at least the weather here's great...right?))

Weather further than three meters away from you is mostly sulfuric acid and gravity fluctuations.
((I'm in an eldritch hex. Mere sulfuric acid and gravity fluctuations are much better weather.))
((Not to mention leftovers of a strange goop rain and a flung electric bolt))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 25, 2016, 03:15:36 pm
Turn 150

Gloomy jot down notes on the cursed items he's created thus far: the mirror, the arrows, and the dagger.

also +3 essences
Spoiler (click to show/hide)

Gloomy, having barely allowed his fingers to cool from magic of creating his book of curses was already looking for ways to improve it. Writing down assorted knowledge in such books also gave them power, although it was comparatively minor compared to actual spellwriting. Gloomy looked around him for something to write with, but knowing that nothing of the sorts was to be found here, pulled out one of his frost arrows. Books of magic were useful in such cases, as they would remember how the magic item moved around them, and if it formed words, they could later conjure ink to solidify such memories. Carefully, Gloomy wrote down what he had created before.

Crush 5 shards and hope it heals me. Take an aggressive stance, forsaking all defence. Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.) If I kill him and the shards I crushed didn't heal me already, I'll immediately use the 10 shards I'll get to get the Healing affinity and heal myself.
Chorkinaan continues with his strategy and continues monologuing, ready to cap off his gloating as Henry begins to lose consciousness From blood loss. To be the best wizard, it takes might, it takes finesse, it takes skill! But above all, more than anything else, to be the best wizard takes four things:
Spoiler (click to show/hide)

Henry felt the beat of his heart slowing. He crushed his five shards and looked as magic left them and plunged into the sea. Someone would get to have a bad time, but it did not matter to him anymore. He had seconds left, no more. In last all or nothing gamble he encased his fist in magic and charged Chorkinaan. If he managed to hit just this one time, he could still fix this. Even if he just grazed his enemy again, he'd at elast be able to take Chorkinaan down with him. Chorkinaan knew this as well, which is why, when Henry charged, Chorkinaan danced out of the way leaving just his leg extended in Henry's path. Henry fell and struck earth, blasting away enough sand to reveal waterline beneath. He fell to never rise again. Henry the Best was no more.

"You have no idea what damage your interruption has just done, do you? HERE, LET'S SHARE THE FUN!"

Run towards the sheriff, attempting to assume elemental form. Give the guy a bear hug. 
Craft 6 essences, and watch what's going on with this Xom guy. Seems he's having issues without his magic.
Spoiler (click to show/hide)

The white gleaming top of the pyramid gleamed even whiter and an equally bright white light lanced at where Xom used to be, separating ground into several piles of monochrome dust. Xom, entirely unperturbed by being shot at order powered disintegration rays, charged at Bernardo. He was the one responsible for destroying his playground and calling the police pyramid. It was very impolite of him, but Xom knew that it was only because Bernardo never had a good chance to have fun. Xom, being kind and generous wizard, charged at Bernardo with full intent of having the sheriff join the fun rather than impede it for once. It was why Xom’s body went through several dozen forms while Xom flew past Bernardo, who had wisely moved aside.

Xom landed in the dirt, back to his usual self, but his shapeshifting was not entirely without effect. The beast in the center of the whole mess was momentarily puzzled. It had thought that wizard next to it had called it to bind it, but the wizard ran away and turned into a creature of chaos. Comprehension dawned in what passed for a mind within the beast and it leapt upon the pyramid, dragging it down and trying to tear it apart. Where two met, they burned, but pyramid, being magical, pyramidal and made of stone held off the attack with little damage.

keep traveling through the forest, looking for a magical location, also make 2 essences
Spoiler (click to show/hide)

Seva wandered through the branches. The fall, subsequent flight and subsequent fall again brought him deeper in the forest, where branches were closer to each other and trees were larger. It made traveling above ground relatively easy, but while observing things from a distance was safer, it was also far harder to make out interesting details. Seva continued his journey finding only more tracks of supermoles that terrorized the area.

Wayfarer was two things: silent, and irritated.
The hunk of solid force had grown a tad bit more than he intended.
And it nearly hurt him.
And it was going to be a tad bit more difficult to shape into a weapon. But...
Wayfarer smirked under his mask. He would have a weapon. One way or another.

Wayfarer uses his chaotic +1 CMP essence, his chaotic +1/+1 essence, 2 +1 POT essences, and 3 +1 CMP essences, and crushes his last shard for +1 POT, and shapes(0) the hunk of solid force into a sword(0 because shaping) that absorbs the kinetic energy exerted on it by gravity(-?).
Afterwards, he makes 2 solid force essences.

Spoiler (click to show/hide)

Wayfarer wanted a weapon before all else. Good armor was just as important, but that took longer to make. The slab before him melted and fell in a familiar shape but of unfamiliar size. Wayfarers spell striped the bindings of gravity from the new forged blade while the spark of life in his magic went further, making the blade feel less massive for the one wielding it. Between these two enchantments, the five meter long and meter wide blade Wayfarer had just made was almost wieldable.

"Now that's some good news, and a good plan. Just how did Jase manage to bring the tower over on such short notice?"

Try to communicate with the Eyeblob using blinking, hand signals, and words to see if it understands or reacts to anything.
Assuming nothing goes wrong keep traveling south, Eyeblob can follow if it wants. Fly at a low hover using the omnicube's mini helicopter mode.

Spoiler (click to show/hide)

James looked at the heap of flesh decorated liberally with eyes. It looked back, parts of it moving around rhythmically. James blinked first, and after some more observation, found that the thing didn’t blink at all. As an inside joke, James named the creature Blinky and continued his attempts to communicate. The creature didn't seem to react to blinking or flailing of arms, and did none of the commands James expressed by voice but it was possible it was just too proud to be commanded like that. Still, as James reconfigured his minicopter and began flying, Blinky followed close behind.

Essence roullete, please.
Spoiler (click to show/hide)

Cuberac was waiting. He did not know for what exactly, but he was patient and there was nothing nearby to disturb him. However, he was there to disturb what was around him. Nearby geyser shot out water in cubes of various sizes as more of Cuberac's magic leaked out. The cubes fell to the ground and ran off in currents of tiny droplet sized cubes.

When next spike strikes, pretend to die and wait until it begins eating me. Then make my suit extend its spikes through its skull.
Spoiler (click to show/hide)

Intimidation didn’t seem to work, the creature was braver than average, thought Shias. Of course, it was just as possible that the creature simply didn’t notice the whole spell due to being underground, but Shias discarded that train of thought before that particular stop. Another plan sprang to mind, as he stood calmly and allowed the spike strike him. The spike barely scratched the surface of the wood, but Shias fell forward with a heavy *thud* and remained motionless, waiting for the creature to try to eat its lunch. The creature however, remained motionless, for some reason unwilling to approach.

(Let's see if this works...)
Punch the cube above the throne. Empower my arm with electricity when i am punching it.
Spoiler (click to show/hide)

Ability of human body is far more amazing than what people believe it to be. That is because while human body can do a whole lot of astonishing things, it is not built to survive them. It is one of the reasons why nobody attempts to reach the edge of ability, the other being psychological and biological safety mechanisms preventing such attempts. Eterna bypassed most of these safety mechanisms with his electrical power and struck the offending gold cube. There was a crack akin to a thunderclap at the moment of impact as cube collided with the backrest of the throne, leaving a few inches of seat free to use. The clap was loud enough to completely block out Eternas finger bones shattering into many sharp pieces.

Raising on his feet again, Kahel smirked and carefully weaved a final spell to finish and glass his foe.

Turn sand into glass through heat application! 2 remaining essences.
Spoiler (click to show/hide)

Once more Kahel attacked the blob with heat, but this time he shaped it like a spear, focusing it in one area. Something boiled away again but the sand did not fall away, it melted and turned into glass, catching on nearby sand like an invisible jellyfish. The ball jumped at Kahel, but this time the jump was so halfhearted that Kahels rather impressive dodge roll went entirely to waste. The thing collapsed and stopped moving.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DreamerGhost on March 25, 2016, 03:18:07 pm
PM's are being processed.

 Star2Wars3/Skeliborn your turn is not there because it depends quite a bit on what Gambler does, and there is no post as of yet. I'll wait a day, and if I get no action from XXXXYYYY I'll just add your action to the turn.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Andres on March 25, 2016, 03:29:23 pm
((My very first action said to crush 5 shards and to hope it healed me. Why didn't I crush 5 shards?))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DreamerGhost on March 25, 2016, 04:46:30 pm
((My very first action said to crush 5 shards and to hope it healed me. Why didn't I crush 5 shards?))
((Because I got a bit too used to you doing the same thing over and over. Fixed. You didin't get to live, but you did get to deprive Chorkinaan from getting 5 shards.))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: XXXXYYYY on March 25, 2016, 04:52:49 pm
PM's are being processed.

 Star2Wars3/Skeliborn your turn is not there because it depends quite a bit on what Gambler does, and there is no post as of yet. I'll wait a day, and if I get no action from XXXXYYYY I'll just add your action to the turn.
((Again, quite sorry. Life has been hellishly busy lately.))
If someone else is casting a spell to retrieve the Eternity (_s_ removing the distance, etc), increase the probability of success.
Else, do the following spell:
Using the Eternity as a power source, invert the probability of the Eternity suddenly teleporting directly next to my location.

((Inverting, in this case, refers to subtracting the probability from 1. Thus, .1 would become .9, .00001 would become .99999, and .4 would become .6.))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Andres on March 25, 2016, 04:53:42 pm
((gg))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: ironsnake345 on March 25, 2016, 06:11:57 pm
((gg))
((gg indeed))


Chorkinaan looked down at Henry, who had lost too much blood to be able to stand and was slowly losing his grip on reality. Triumphantly, Chorkinaan finished his monologue. It takes the insanity to attempt the impossible, the sanity to keep your goal in sight, the strategy to overcome the obstacles in the way, and the luck to reach the end. That can't last forever, Henry, and just like that the throne of the best is lost. Good night, bitter ex-prince, and may flights of angels put a damper on your overwhelming ego. Chorkinaan collects Henry's soul shards and condenses 3 essences.  Here's hoping I don't have to manually bind the wound. I can't imagine a way to do that without a lot of stinging happening as cloth rubs against exposed flesh.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DAPARROT on March 25, 2016, 08:05:47 pm
look for a part of the forest that has less (preferably none) of those moles

make 2 essences
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: FallacyofUrist on March 25, 2016, 09:28:36 pm
The sword was beyond massive. Beyond colossal. At this point, it could only be described as... Absurdly Huge.
Wayfarer sighed. He was hoping for something actually usable. Then again, courtesy of the modifications he made to the sword, the possibility of wielding it was just barely out of reach. Only barely out of reach, as opposed to impossibly far out of reach.
If he was just a bit stronger... or the sword was just a little lighter...
Wayfarer decided that he was going to work towards a pair of strength boosting gauntlets.
Never mind the sheer impracticality of using the weapon, regardless of whether or not it was possible.

Wayfarer created(-1 or 0) another chunk of solid force, then made 3 solid force essences.

((Well this is a thing that's happening...))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Elephant Parade on March 25, 2016, 10:44:48 pm
Create a cursed grenade. It, like, explodes into a curse or something.

also +2 essences

running out of ideas at this point

edit: ideas that don't require rituals/billions of essences
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: AoshimaMichio on March 26, 2016, 09:25:15 am
((Fights need to resolve faster. This is distracting me from my long term plan.))

Wait it out. Either the beast goes away or it tries to eat me at which point I try to impale it from inside by extending the various spikes on me. Should the latter scenario come to reality, apply +1/+1 essence to the spell.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DreamerGhost on March 26, 2016, 03:43:58 pm
The sword was beyond massive. Beyond colossal. At this point, it could only be described as... Absurdly Huge.
Wayfarer sighed. He was hoping for something actually usable. Then again, courtesy of the modifications he made to the sword, the possibility of wielding it was just barely out of reach. Only barely out of reach, as opposed to impossibly far out of reach.
If he was just a bit stronger... or the sword was just a little lighter...
Wayfarer decided that he was going to work towards a pair of strength boosting gauntlets.
Never mind the sheer impracticality of using the weapon, regardless of whether or not it was possible.

Wayfarer created(-1 or 0) another chunk of solid force, then made 3 solid force essences.

((Well this is a thing that's happening...))

{You can actually swing the sword, it's just that:
1)It's larger than you, so you can't realy do anything more complex than a simple slash and
2)It's so large that anything you do will be seen from a mile away.
Probably should had worded the turn better.}
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on March 26, 2016, 04:01:39 pm
Skeliborn:

Action:

Go back to where the Gambler was. (where this new meteor landed)

summon a flaming sword and light the lake on fire with it.

If someone else is casting a spell to retrieve the Eternity (_s_ removing the distance, etc), increase the probability of success.
Else, do the following spell:
Using the Eternity as a power source, invert the probability of the Eternity suddenly teleporting directly next to my location.


Spoiler (click to show/hide)
Gambler wondered for a moment, whether or not he wanted Eternity more than he wanted to not fight whatever was in the lake. A decision was reached when he spared a thought on what would happen if the lake creature got its tentacles on eternity and Gambler wove a spell. Eternity that was wrapped in tentacles in the middle of the lake shimmered and disappeared, the bulk of it appearing next to gambler while some bits and pieces crumbled into the lake. Skeliborn soon arrived, blazing toothpick in hand, and plunged it into the orange liquid. It bubbled as flames heated it, but the effect was soon outdone by the bubbling where pieces of Eternity had fallen. Several minor beholders rose from the water, their eyestalks still mere tentacles and their main eye mostly unmagical, but instead of teeth they had spikes of something glowing green. The five of them flew swiftly over the lake towards Gambler.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: NAV on March 26, 2016, 04:32:23 pm
Use another locating spell to find the branch. I promised I wouldn't abandon it.

2 summoning essences.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: ironsnake345 on March 26, 2016, 04:35:59 pm
((Why am I listed as having 15 shards? I thought Henry the Best crushed 5?))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DreamerGhost on March 26, 2016, 04:51:00 pm
((Why am I listed as having 15 shards? I thought Henry the Best crushed 5?))
{He did, but as to make killing strong players more rewarding, extra affinities and stats give extra soul shards. In this case, his extra afinity gave you extra five shards.}
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: star2wars3 on March 26, 2016, 06:21:51 pm
Seems you like you're in need of assistance Gambler. Need a hand? And no, I'm not cutting off my hand.

Skeliborn:

Action:

Attack the mobs that are attacking the Gambler using Vortex bane.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: ironsnake345 on March 26, 2016, 06:23:39 pm
((Why am I listed as having 15 shards? I thought Henry the Best crushed 5?))
{He did, but as to make killing strong players more rewarding, extra affinities and stats give extra soul shards. In this case, his extra afinity gave you extra five shards.}
((Cool))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: H4zardZ1 on March 26, 2016, 07:08:02 pm
The sword was beyond massive. Beyond colossal. At this point, it could only be described as... Absurdly Huge.
Wayfarer sighed. He was hoping for something actually usable. Then again, courtesy of the modifications he made to the sword, the possibility of wielding it was just barely out of reach. Only barely out of reach, as opposed to impossibly far out of reach.
If he was just a bit stronger... or the sword was just a little lighter...
Wayfarer decided that he was going to work towards a pair of strength boosting gauntlets.
Never mind the sheer impracticality of using the weapon, regardless of whether or not it was possible.

Wayfarer created(-1 or 0) another chunk of solid force, then made 3 solid force essences.

((Well this is a thing that's happening...))
((In that odd size, i would've called that thing a tower sword.))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: star2wars3 on March 26, 2016, 08:14:18 pm
The sword was beyond massive. Beyond colossal. At this point, it could only be described as... Absurdly Huge.
Wayfarer sighed. He was hoping for something actually usable. Then again, courtesy of the modifications he made to the sword, the possibility of wielding it was just barely out of reach. Only barely out of reach, as opposed to impossibly far out of reach.
If he was just a bit stronger... or the sword was just a little lighter...
Wayfarer decided that he was going to work towards a pair of strength boosting gauntlets.
Never mind the sheer impracticality of using the weapon, regardless of whether or not it was possible.

Wayfarer created(-1 or 0) another chunk of solid force, then made 3 solid force essences.

((Well this is a thing that's happening...))
((In that odd size, i would've called that thing a tower sword.))
((Want to trade for a flaming toothpick. Just kidding))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: thegamemaster1234 on March 26, 2016, 09:30:39 pm
((Well dang, this is the first time I've actually missed posting an action! Whoops.))

While the suit was not quite what Jiksap was hoping for, it would serve well enough for now. Doing this would require shifting some equipment around, but eventually everything ends up where it can be used.

Put on the suit, and examine the landscape above the surface. 2 essences afterwards.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: H4zardZ1 on March 27, 2016, 07:15:55 am
"Oh okay, i need a hand. Literally or metaphorically, both if you want to."
Sit at the throne and then cover my right hand with gold.
((Edits turn if anyone wants to heal me, or should i have a noodle hand?))
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Whisperling on March 27, 2016, 11:08:15 am
Action PM'd.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: XXXXYYYY on March 27, 2016, 12:38:49 pm
"Thanks."
If there is time to cast a spell before the beholders arrive, cast the following spell:
        Enchant Gambler & Skelliborn to increase the chance of them striking something important.

Once they arrive, stab as many as possible with the stiletto, utilizing its magic draining to incapacitate, as the beholders obviously used magic for most things.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Zormod on March 27, 2016, 01:04:59 pm
Attempt to summon a cube of vespene gas.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: star2wars3 on March 27, 2016, 08:05:12 pm
"Oh okay, i need a hand. Literally or metaphorically, both if you want to."
Sit at the throne and then cover my right hand with gold.
((Edits turn if anyone wants to heal me, or should i have a noodle hand?))
I'll get to you once I've protected those who are being swarmed by monsters.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: Prismatic on March 30, 2016, 02:11:32 pm
PM sent.
Title: Re: Roll to Magic: Turn 150 Duels abound
Post by: DreamerGhost on March 30, 2016, 04:19:22 pm
Turn 151

Chorkinaan looked down at Henry, who had lost too much blood to be able to stand and was slowly losing his grip on reality. Triumphantly, Chorkinaan finished his monologue. It takes the insanity to attempt the impossible, the sanity to keep your goal in sight, the strategy to overcome the obstacles in the way, and the luck to reach the end. That can't last forever, Henry, and just like that the throne of the best is lost. Good night, bitter ex-prince, and may flights of angels put a damper on your overwhelming ego. Chorkinaan collects Henry's soul shards and condenses 3 essences.  Here's hoping I don't have to manually bind the wound. I can't imagine a way to do that without a lot of stinging happening as cloth rubs against exposed flesh.
Spoiler (click to show/hide)

Chorkinaan collected the soul shards from his fallen opponent and finished monologuing at the cooling corpse. It was a well-known fact that giving information to enemies that still live, no matter how close to death they may seem, is a terrible idea which led to downfall of countless wizards. Nothing was said about corpses however and Chorkinaan, just as countless other mages, majority of them in fact, could not keep themselves from gloating. What good was the ability to smite your enemies if you couldn't laugh at their pathetic attempts after all?

look for a part of the forest that has less (preferably none) of those moles

make 2 essences


Spoiler (click to show/hide)

Seva felt that the whole mole thing was more trouble than he was looking for. He hopped through the branches away from where he had fallen, but each time he stopped there was a tunnel to be seen somewhere. Next time Seva jumped on a branch it shifted suddenly beneath him. This time, Seva managed to keep himself from falling off and landed on a more static tree. The tree, or more precisely, treant on which Seva just was, struck the ground with one of its huge hands scooping up a small hill worth of dirt. Some creature dug through one of the walls in newly created pit and another tunnel quickly moved away from it.

The sword was beyond massive. Beyond colossal. At this point, it could only be described as... Absurdly Huge.
Wayfarer sighed. He was hoping for something actually usable. Then again, courtesy of the modifications he made to the sword, the possibility of wielding it was just barely out of reach. Only barely out of reach, as opposed to impossibly far out of reach.
If he was just a bit stronger... or the sword was just a little lighter...
Wayfarer decided that he was going to work towards a pair of strength boosting gauntlets.
Never mind the sheer impracticality of using the weapon, regardless of whether or not it was possible.

Wayfarer created(-1 or 0) another chunk of solid force, then made 3 solid force essences.
Action PM'd.

Spoiler (click to show/hide)

Wayfarer was in the midst of his preparations for braving the ice ahead when Viznor rose unseen and unheard behind him. Wayfarers wings split apart and began flapping independently to provide constant lift and a stable firing position. Viznor drew back the glowing string of Bow of transference and a spell flowed from the bow onto the string where it formed an arrow. The string lashed back and arrow flew off towards Wayfarer. It missed him by about a meter and bounced off harmlessly from absurdly huge blade. The effect was so inexistent that Wayfarer finished crafting essences and set aside a fist sized chunk of solid force before he noticed that there was a glowing arrow next to his sword. He turned around, seeking the source and noticed Wayfarer floating in the air behind him, a bow in his hands.

Create a cursed grenade. It, like, explodes into a curse or something.

also +2 essences

Spoiler (click to show/hide)

Gloomy pondered what new curses to craft. The ones that flayed and those that maimed were all fine and good, but if there was one thing Gloomy had learned, it was that repetition was doom. It was far easier to dismantle a known curse than it was to deal with something never seen before. Gloomy pondered this as curse grenade in his hand crumbled slowly and he wondered if it would work to simply toss it away.

Wait it out. Either the beast goes away or it tries to eat me at which point I try to impale it from inside by extending the various spikes on me. Should the latter scenario come to reality, apply +1/+1 essence to the spell.

Spoiler (click to show/hide)

The creature waited for a while longer before moving away. Digging sounds suddenly reached Shias ears and then faded away as creature moved towards some other prey. Shias carefully got up, and as no other spikes attempted to impale him, looked around. Ground was disturbed in a line towards edges of the forest, where roots were rarer. While magic could create various incredible creatures, Shias had a faint suspicion that this one was something else.

Use another locating spell to find the branch. I promised I wouldn't abandon it.

2 summoning essences.

Spoiler (click to show/hide)

James continued searching for the branch. The sensor spell returned a slightly different direction this time, indicating that he was close, but a single branch, even a burning one, could be difficult to find when placed next to a forest. Yet James noticed a glimmer of orange in a sea of green and flew towards it. He found the branch already taking roots, possibly courtesy of one of the druids Grundar had mentioned. The branch was about meter and a half tall, with about a dozen bright orange flowers, each of which seemed to glow slightly.

Seems you like you're in need of assistance Gambler. Need a hand? And no, I'm not cutting off my hand.

Skeliborn:

Action:

Attack the mobs that are attacking the Gambler using Vortex bane.

"Thanks."
If there is time to cast a spell before the beholders arrive, cast the following spell:
        Enchant Gambler & Skelliborn to increase the chance of them striking something important.

Once they arrive, stab as many as possible with the stiletto, utilizing its magic draining to incapacitate, as the beholders obviously used magic for most things.

Spoiler (click to show/hide)

The beholders sped towards the two mages, but they were still some distance away. Gambler took this opportunity to enchant the luck of himself and Skeliborn. The enchantment was rushed, but it would at least give them an advantage on the first strike. Beholders flew towards them without slowing down, seemingly intent to ram into them, but duo stood unafraid. It was the reason why, when the first beholder curved around them Gambler and Skeliborn were took entirely by surprise. Second and third managed to get through as well, but fourth was caught right in the eye by Gambler's stiletto while fifth was cleaved in half by Skeliborn's blade. They then turned around to face an attack from behind, but it never came. Trio of beholders were seemingly oblivious to the mages and were attempting to bite off pieces of Eternity instead. One of them bit into the side of the slab, but fount it too hard to bite through. Other two, more wisely reached for the frayed edges where bits had fallen off during teleportation. Each managed to swallow a lump with immediate effects; they grew in size, their glowing teeth were replaced with obsidian black and previously blind eyestalks grew eyes glowing with inner power.

While the suit was not quite what Jiksap was hoping for, it would serve well enough for now. Doing this would require shifting some equipment around, but eventually everything ends up where it can be used.

Put on the suit, and examine the landscape above the surface. 2 essences afterwards.

Spoiler (click to show/hide)

Jiksap donned the reversed diving suit and tested the surface again. It didn’t feel like leaving the water, in fact, it didn’t feel like anything. Quarter inch of metal can do that to sense of touch. The small window in the helmet revealed a grassy plain, with nothing of any great interest whatsoever. Jiksap faintly heard a splash of water before him and something smacked into the water next to him. The something turned out to be about a third of a shark, sharp rows of teeth still recognizable underneath the blood.

"Oh okay, i need a hand. Literally or metaphorically, both if you want to."
Sit at the throne and then cover my right hand with gold.
Spoiler (click to show/hide)

Eterna sat down on the edge of the throne and felt the magic connect to him. His hand was broken in too many places to see where the fractures actually originated, but it might be possible to patch it up. Gold could do it, but first attempt resulted in gold cube behind Eterna becoming slightly thinner and slightly longer. Other mages were unlikely to help anytime soon either due to sudden appearance of beholders.

Attempt to summon a cube of vespene gas.

Spoiler (click to show/hide)

Cuberac called towards a particular shape of particular material and in front of him appeared a small green cube. It was about a foot tall and there were few buttons and plugs on the top of it. Somewhere, far away, probe left a refinery empty handed causing a Korean pro to lose in a tournament.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: DreamerGhost on March 30, 2016, 04:21:27 pm
Todays delay is brought by: Easter.
PM's are being processed.
Prismatic, your action is delayed for a day in case salsacoockies posts an action.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: ironsnake345 on March 30, 2016, 06:52:35 pm
((On Wayfarer's and Viznor's turn, you put Wayfarer's name instead of Viznor's twice.))

((Ok, done nitpicking. Action, Ho!))

Well, that's an interesting mix. Here goes nothing... Using all three essences, Chorkinaan attempts to patch up his flayed skull by creating a patch of physical magic, with its only asked physical properties being that it is flexible in a manner similar to cloth. If he succeeds, he then proceeds to dab up blood from around the wound with shreds of Henry's clothing. Chorkinaan notices a mysterious mechanical figure rising out of the water, and regards it with curiosity.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: DAPARROT on March 31, 2016, 02:34:46 am
Oh,hello. Sorry for landing on you.

If treant is hostile, run. Try to get out of the forest
Otherwise, continue looking for a safer area
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: star2wars3 on March 31, 2016, 05:27:11 am
Well well well, seems like someones angry over the death of their buddies. Your luck is just about out though. You may have drained the power from some eternity but the thing is, now it's spread out which reduces its effectiveness due to distillation. Prepare to get wrecked by a blade somewhere along the tier of legendary.

Game over, Beholder. Game over.

Skeliborn

Action:

Attack the enhanced beholder with vortex bane, (The unbreakable, unmagicable, volcanic glass (extremely sharp), etc blade.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: FallacyofUrist on March 31, 2016, 08:33:53 am
((For some reason, Jase has no essences. Huh.))

Wayfarer was silent for a moment. He stared at his opponent.
One might expect that the gigantic sword that just blocked his opponent's arrow could not be wielded by anybody smaller than a giant.
You would be quite wrong if you expected that.

Wayfarer grabs his absurdly huge sword and swings it at his winged enemy.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Prismatic on March 31, 2016, 09:33:09 am
Prismatic, your action is delayed for a day in case salsacoockies posts an action.
((No problem. In fact, feel free to delay it until Salsacookies shows up, just to keep things fair.

On a side-note, I just looked through the character sheets and noticed that Bernardo still has some essences. Did you forget to remove them when he fired the law bolt, or was he able to make some during the previous turn?))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Trewque on March 31, 2016, 10:58:49 am
Craft 3 essences. Meditate and see if any good ideas come to me.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: AoshimaMichio on March 31, 2016, 11:49:56 am
Summon Seed of Yggdrasil. Essences: +1/+1,  +1/+2,  +2CPM.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Zormod on March 31, 2016, 04:00:21 pm
Summon a cube-shaped power generator that runs on vespene gas. Use 1 +1 POT and 2 +1CMP essences to assist.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: thegamemaster1234 on March 31, 2016, 04:32:01 pm
Clearly the suit was in desperate need of upgrades, particularly in the sensory department. Being near the water was probably not a good idea, though. And so stuff happens.

Move away from the water a bit. Probably towards that cool eldritch tower which managed to cross worlds. 2 essences along the way. Avoid any dangerous-looking specimens.

((Can we have the ritual rules on the OP? Would be nice instead of having to search upwards of 20 pages.))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: AoshimaMichio on March 31, 2016, 11:46:54 pm
((Can we have the ritual rules on the OP? Would be nice instead of having to search upwards of 20 pages.))
+1. I was looking for them yesterday.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: DreamerGhost on April 01, 2016, 07:46:59 pm
((Can we have the ritual rules on the OP? Would be nice instead of having to search upwards of 20 pages.))
+1. I was looking for them yesterday.

{Added them. Should had done so before but forgot. For some good news, thread has gained over 100k reads! It feels kinda impressive to me.}
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: NAV on April 01, 2016, 09:00:51 pm
"Hello druids? My friend said I could find you here."

Walkie-talkie to Grundar.
"Hey. I found the branch, thank you for taking care of it. Did you find Jase yet?"

Reach out to the branch. Let it know I'm here and sorry about what happened. Ask how it feels.
This is a talking turn, so craft 3 summoning essences.


((Congrats on the 100k views.))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: DreamerGhost on April 03, 2016, 11:59:13 am
{I count 11 actions, counting those that are PM'd. I count 26 character sheets of live wizards. I'm gonna want at least three more action posts before I write a Turn.}
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Whisperling on April 03, 2016, 12:37:30 pm
((...Oops.))

PM'd action.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Atomic Chicken on April 03, 2016, 12:44:05 pm
PM sent.

((100,000 views is pretty impressive. Congratulations DG!))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: star2wars3 on April 03, 2016, 03:51:30 pm
((Congrats on 100k views))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: TheBiggerFish on April 03, 2016, 05:05:02 pm
((Congrats on 100k views))
((Here's to 100K more.))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: Elephant Parade on April 03, 2016, 05:24:15 pm
((Congrats on 100k views))
((Here's to 100K more.))
((It's already 1/100 of the way there!))
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: _Shinju_ on April 04, 2016, 02:11:01 pm
i run over to the gambler and skeliborn to focus my ward to protect them  Need help, just tell me what yo need me to do guys
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: XXXXYYYY on April 05, 2016, 01:17:15 pm
Stab one of the bigger beholders. Aim for the eye.
Title: Re: Roll to Magic: Turn 151 Flying threats
Post by: DreamerGhost on April 06, 2016, 10:22:37 am
Turn 152

Well, that's an interesting mix. Here goes nothing... Using all three essences, Chorkinaan attempts to patch up his flayed skull by creating a patch of physical magic, with its only asked physical properties being that it is flexible in a manner similar to cloth. If he succeeds, he then proceeds to dab up blood from around the wound with shreds of Henry's clothing. Chorkinaan notices a mysterious mechanical figure rising out of the water, and regards it with curiosity.
Spoiler (click to show/hide)

Having finished the battle with technically, merely a single strike, Chorkinnan turned to dealing with his wounds. He was under no allusions as to his medical skills, but it did not take a genius to figure out that the amount of blood that he was losing was unsustainable. Thus, as his first spell, Chorkinaan summoned a patch of same featureless material that he used and it covered the wound as cloth. The blood still seeped around the edges but the stream was reduced considerably, it seemed that it would now be able to seal naturally before Chorkinaan ran out of blood. Speaking of which, there was still rather much of it on Chorkinan’s face and especially his eye. Thankfully, Henry was no longer using his shirt and agreed to borrow it to Chorkinaan for wiping up the blood. It was nice to be able to see with both eyes again.
Oh,hello. Sorry for landing on you.

If treant is hostile, run. Try to get out of the forest
Otherwise, continue looking for a safer area

Spoiler (click to show/hide)

Seva, to make sure that he wasn’t angering treant capable of crushing ten of him with a single arm, greeted the treant and apologized from jumping onto it. Treant ignored Seva entirely and moved off after the supermole. Even though comparing sizes Seva was about as large as a sparrow would had been on an average apple tree, it was still a bit rude of treant, but Seva cared little. He moved on, deeper into the forest and higher up from the ground. Not long after that, he found a group of rather large nests at the very top of the forest. Each was over a half meter in diameter, and many were decorated in various bright colored scraps of cloth and metals. From above, Seva heard voices.
“Look new one”
“It is bright!”
“It looks strange”
“Let’s greet it!”
A rather large creature landed next to Seva. It was smaller than him, but not by much, and it was followed by few others. The creature seemed a strange mix of bird and human, garbed in same colorful cloth that covered the nests to cover it’s human parts and provide decoration brown feathers failed to. They were forest harpies, as smart as their mountain cousins but curious instead of bloodthirsty.
“Hello new feathers” one of them greeted.

Well well well, seems like someones angry over the death of their buddies. Your luck is just about out though. You may have drained the power from some eternity but the thing is, now it's spread out which reduces its effectiveness due to distillation. Prepare to get wrecked by a blade somewhere along the tier of legendary.

Game over, Beholder. Game over.

Skeliborn

Action:

Attack the enhanced beholder with vortex bane, (The unbreakable, unmagicable, volcanic glass (extremely sharp), etc blade.

i run over to the gambler and skeliborn to focus my ward to protect them  Need help, just tell me what yo need me to do guys
Stab one of the bigger beholders. Aim for the eye.
Spoiler (click to show/hide)

The unpowered beholder and one of the larger ones remained on the Eternity, eating sizable chunks of it. The other of the larger ones left newfound lunch and moved to the mages that would want to chase them off. All of beholder's secondary eyes focused on Skeliborn and each of them unleashed white beams onto the mage. Few of them missed and another bounced off Skeliborn's sword, but few hit their target, making Skeliborn considerably slower. Nihilum reshaped his barrier to defend against any more of such beams, leaving Gambler and Skeliborn available to attack. Gambler charged first, slashing at beholder's main eye with his stiletto, leaving a wound that while shallow, quickly turned black and began to spread. Skeliborn charged in from the side, and slashed through eyestalks meeting almost no resistance. This beholder was rendered blind and magicless, but other two took this chance to feed on Eternity and grow. Smaller beholder grew to the size of the one they just dealt with, but the other one became even fiercer, all of beholder’s eyestalks now bore eyes and the center one turned cobalt. Its teeth grew larger and purple froth was now visible on them.

Wayfarer was silent for a moment. He stared at his opponent.
One might expect that the gigantic sword that just blocked his opponent's arrow could not be wielded by anybody smaller than a giant.
You would be quite wrong if you expected that.

Wayfarer grabs his absurdly huge sword and swings it at his winged enemy.
PM'd action.
Spoiler (click to show/hide)

Wayfarer swung his blade overhead for maximum reach. It rose, slowly, and then fell with the kind of unstoppable momentum reserved to landslides. The strike proved as unsuccessful as Wayfarer's attempts to stop the blade from burying about a third of its length in the ground as Viznor rose higher up. Once again his wings aligned themselves to provide stable flight and arrow flew true this time. It caught Wayfarer in his left leg, a minor injury, but the magic within the arrow unwound and bound Wayfarer's ability to cast. While Wayfarer was trying his best to pull out his sword without putting too much weight on left leg, Viznor swooped down and grabbed the arrow that had missed before.

Craft 3 essences. Meditate and see if any good ideas come to me.
Spoiler (click to show/hide)

Bob sat down to think for a while on what to do next. He had no clue where his friend was, and little way of finding out. The solution was, to make himself visible so that Jiksap could find him. That was taken care of by summoning a T-rex. There was a possibility that someone would attack him, so it would be wise to get some defenses, but again, T-rex. There were of course all the mages going around that he'd probably eventually want to relieve of their shards, but there was no need to rush. That pretty much left only summoning more creatures as to prepare for all eventualities.

Summon Seed of Yggdrasil. Essences: +1/+1,  +1/+2,  +2CPM.
Spoiler (click to show/hide)

Shias, now finally having some time to do what he actually intended to do, called through the common ancestry of all plants all the way back to the archetype of all trees, the world tree Yggdrasil. From that tree he called back its essence and stored it in one of the seeds he had gathered. It grew in size, becoming as large as a fist, and became hard as a rock. Now he’d need to find a good place for it. Yggdrasils could grow anywhere, but if shias wanted to get good results he’d need to find a place where soil was rich in both magical and mundane.

Summon a cube-shaped power generator that runs on vespene gas. Use 1 +1 POT and 2 +1CMP essences to assist.
Spoiler (click to show/hide)

Cuberac called to the cubeverse again, and summoned forth a black cube with two valves marked "Input" and "output" on opposite sides of the black cube. It was probably a generator, as Cuberac didn’t feel the spell failing, but a generator of what, exactly? Vespene was too precious to be used as simple fuel by many of those that knew of it, and generator might be one to make something else than just electricity.

Clearly the suit was in desperate need of upgrades, particularly in the sensory department. Being near the water was probably not a good idea, though. And so stuff happens.

Move away from the water a bit. Probably towards that cool eldritch tower which managed to cross worlds. 2 essences along the way. Avoid any dangerous-looking specimens.
Spoiler (click to show/hide)

Jiksap got out of the water without any great hurry. The creature was probably too large to get out on waters this shallow. That it might notice something moving quickly was not a factor in the slightest. Not at all. Ground proved to be fairly even, which meant that Jiksap had no risk of hitting something with his foot and falling with a neat hard surface all around his head. The visor, though it left a lot to be desired, revealed to jiksap a familiar looking tower and a rather large looking beast on the way there. Jiksap moved out, taking some care to walk around the beast, and managed to reach the gates just as they finished closing up.

"Hello druids? My friend said I could find you here."

Walkie-talkie to Grundar.
"Hey. I found the branch, thank you for taking care of it. Did you find Jase yet?"

Reach out to the branch. Let it know I'm here and sorry about what happened. Ask how it feels.
This is a talking turn, so craft 3 summoning essences.

Spoiler (click to show/hide)

James looked around the sapling for any druids but saw none. It made sense that people who spend up to their entire lifetimes in the forests would be able to stay invisible among branches. James took his best unthreatening stance and called out to any druids that might be nearby. None answered. They were probably all out on a break or something. Grundar reported getting in the tower, but not finding Jase yet. Linking to the branch proved uncomplicated, but the thought within was nonexistent. There was a seed of thought there, but the tree was too small and hadn't commanded enough magic to house thoughts.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DreamerGhost on April 06, 2016, 10:23:39 am
PM's are being processed.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: AoshimaMichio on April 06, 2016, 12:04:15 pm
I AM SHIAS, THE MIGHTY DRUID OF THE WEST! HOW YOU DARE TO MISTAKE ME FOR SEVA THE BIRDBRAIN!?

Also look for better place for the seed in direction the landswimmer didn't go. Carefully. I don't want to attract anything that would become hindrance.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DreamerGhost on April 06, 2016, 12:06:23 pm
I AM SHIAS, THE MIGHTY DRUID OF THE WEST! HOW YOU DARE TO MISTAKE ME FOR SEVA THE BIRDBRAIN!?

Also look for better place for the seed in direction the landswimmer didn't go. Carefully. I don't want to attract anything that would become hindrance.

{Your names are just so damn simmilar to me, sorry. Fixed.}
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: Zormod on April 06, 2016, 02:36:21 pm
Attach the vespene cube to the generator's input valve. Create 4 essences.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: star2wars3 on April 06, 2016, 05:37:36 pm
I think I have a plan on beating these monsters. Notice how they're mostly attacking me?

I can distract the attention of the beholder leaving you two to cast spells to our favor.

Nihilum, can you maintain your ward?

Gambler can you either buff the luck of us or debuff the luck of the beholders?

Skeliborn

Action:

Slice the beholders into ribbons with vortex bane, starting with the ones feeding on eternity.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: FallacyofUrist on April 06, 2016, 06:02:25 pm
Wayfarer felt his casting ability be bound. Hopefully that would be temporary. In the meantime...

Viznor swooped down and grabbed the arrow that had missed before.
Assuming, based on this, that Viznor is on the ground... if that is the case, Wayfarer will let go of his sword and tackle Viznor, hopefully disarming him of the arrow in the process.

If Viznor is still currently flying, Wayfarer works to get his sword out of the ground, then prepares to be attacked.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: Whisperling on April 06, 2016, 10:32:02 pm
Assuming, based on this, that Viznor is on the ground...

((Not sure why I'd land when I could just fly within arm's reach of the ground. Final say is DG's, though.))

PM'd action. Do the ground plan, but don't land (got to keep that bonus from my wings).
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: ironsnake345 on April 07, 2016, 12:56:23 am
Assuming, based on this, that Viznor is on the ground...

((Not sure why I'd land when I could just fly within arm's reach of the ground. Final say is DG's, though.))
PM'd action.
((An arm's reach is still close enough to be tackled.))

((Anyway, action time.))
Ah, fantastic. Now I've got a new scar with a magical bandage. Life is good. Now, to business... Hmm... I'm going to guess that release of chaotic soul energy into the water is nothing good, perhaps something alive, and if so I'd wager sentient, though perhaps not sapient. Prob'ly quite dangerous in there right now. I suppose I COULD confirm part of that theory if I threw some MEAT in there...
Chorkinaan eyes Heny's corpse with the face of a man about to perform the ultimate act of debauchery.
Mmmmm, no, you've been humiliated enough.
...for now.
Either way, I ought to keep track of that mechanical-looking fellow. No doubt, consorting with that individual is going to result in either treasure or friendship with some kind of mad scientist, both extremely positive results. That's an interesting tower anyway.
Chorkinaan begins walking towards Jiksap, but stops a hex from his location, wary of possible aggression. He creates another three essences along the way.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: star2wars3 on April 07, 2016, 05:21:02 am
((Just to check, who are the current members of F.e.c.e.s.?))
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DreamerGhost on April 07, 2016, 04:21:26 pm
Assuming, based on this, that Viznor is on the ground...
((Not sure why I'd land when I could just fly within arm's reach of the ground. Final say is DG's, though.))

((Basically, the situation is))

((An arm's reach is still close enough to be tackled.))


((Just to check, who are the current members of F.e.c.e.s.?))
((With TUR dead and Blake without an action for a while, I think it's safe to say F.E.C.E.S is no more.))
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: thegamemaster1234 on April 07, 2016, 06:38:25 pm
Ah, yes. The purple eldritch castle. Many fond memories are here.. well, it's mostly the time when some drunkard dwarf tried to drown the entire Council with magic-canceling acidic booze. There is work to be done. Great and glorious work indeed.

Go to an empty room in the castle and summon a box of assorted gizmos. 1 essence afterwards.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: NAV on April 08, 2016, 05:03:29 pm
"Stay safe. I'll be right back."
Get going to Jase's castle. On the way summon a piece of food and toss it to blinky.
And 2 summoning essences.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DAPARROT on April 08, 2016, 05:51:17 pm
Hello, I'm Seva, a birdmage. Could I stay here for a while? The rest of the forest seems to dangerous.
If allowed to stay, look around and make 3 essences
Otherwise, keep searching for a safe location
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: XXXXYYYY on April 08, 2016, 06:37:07 pm
"My stiletto's good against 'ese. 'll go after the smaller one."
There are some downsides to being what amounts to a floating eyeball and mouth. Primary among these is having a huge weak point in the form of a large gel-filled sack in the front. Take advantage of this and stab the smaller one in the eye.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: star2wars3 on April 08, 2016, 08:33:37 pm
Sounds good. Now let's win this battle.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DreamerGhost on April 10, 2016, 03:47:22 pm
I'm feeling rather sick and I count 10/26(potential) actions. Update wil come tomorow, there is time until then.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: ironsnake345 on April 10, 2016, 04:12:35 pm
((I always have a tab open for, like, a bunch of sites I visit often, and my browser is set to go back where I left off when I close and re-open it. Makes it easy to keep up with forum games and stuff.))


((Wait... Oh my god. The next post is going to be post number 5,000 on this topic. What will it be? WHAT WILL IT BE???))


((Oh, by the way, does anyone know how long it's been since all the currently idle players last posted actions? It might be helpful for establishing a hitlist to help clean up platypus island.))


((...If that's what post 5,000 turns out to be, I will LAUGH.))
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: Elephant Parade on April 10, 2016, 05:43:51 pm
PM sent, since it looks like my action wasn't counted.

Edit: That was a confirmation of the fact that I've sent a PM, not a statement that I've sent a new PM, just in case it wasn't clear.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: TheBiggerFish on April 10, 2016, 06:16:02 pm
((Well that was an anticlimactic 5,000th post.))
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: ironsnake345 on April 11, 2016, 02:39:22 am
((Well that was an anticlimactic 5,000th post.))
((Indeed.  :P))
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: H4zardZ1 on April 11, 2016, 03:21:20 am
Due to lak of ???...
2 essences
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: Sarrak on April 11, 2016, 10:43:36 am
Look at the defeated sandpile, see if glassifying went the way predicted. Three essences afterwards.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: DreamerGhost on April 11, 2016, 06:30:23 pm
Turn 153

I AM SHIAS, THE MIGHTY DRUID OF THE WEST! HOW YOU DARE TO MISTAKE ME FOR SEVA THE BIRDBRAIN!?

Also look for better place for the seed in direction the landswimmer didn't go. Carefully. I don't want to attract anything that would become hindrance.
Spoiler (click to show/hide)

Shias ran swiftly through the forest, seeking a place of magic. If it was somewhere here, the only way it could exist without being easily noticeable was if it merely resulted in more trees. Anything else would leave an obvious mark, or at least an obvious one for a druid. What Shias found was along the lines of what he expected but not what he wanted. He deftly dodged a thick vine going for him and looked over the large grove of man eating plants. They mostly held onto trees, growing in symbiotic relationship, with tree providing firm structure and man-eater giving out extra nutrients and they were all extra hungry. Probably wouldn't had targeted Shias tree covered body otherwise.

Attach the vespene cube to the generator's input valve. Create 4 essences.
Spoiler (click to show/hide)

Cuberac connected vespene container and blackbox generator. The generator hummed for a moment and then two blue buttons appeared on top of it, one with a lightning bolt on it and another with a stylized eye. Four strips of metal rose from the generator and grabbed onto the vespene tank, holding it in place but not so tightly that it couldn't be removed. Two blue strips appeared onto the generator. next to the buttons, one full, other half filled and about three times shorter than the other. The shorter one was filling while longer one was emptying.

I think I have a plan on beating these monsters. Notice how they're mostly attacking me?

I can distract the attention of the beholder leaving you two to cast spells to our favor.

Nihilum, can you maintain your ward?

Gambler can you either buff the luck of us or debuff the luck of the beholders?

Skeliborn

Action:

Slice the beholders into ribbons with vortex bane, starting with the ones feeding on eternity.

"My stiletto's good against 'ese. 'll go after the smaller one."
There are some downsides to being what amounts to a floating eyeball and mouth. Primary among these is having a huge weak point in the form of a large gel-filled sack in the front. Take advantage of this and stab the smaller one in the eye.

Spoiler (click to show/hide)

Skeliborn charged ahead first, rushing towards the two beholders still trying to gorge themselves on Eternity. The smaller one rose from the feast and began moving to block Skeliborn but it was too slow and Skeliborn charged past the confused beholder. He swung his blade against the larger one who was still trying to eat but it was a trap. Bolt of lightning shot from the center eye of the larger beholder but luckily for Skeliborn, its poor aim meant that it met his blade at an angle where antimagic enchantments took care of the rest, redirecting lightning bolt into the ground. The sword caught beholder in its teeth, tossing it away from eternity and breaking a fair few off in the process. Gambler was not doing as well, however. Smaller beholder caught him with all of its slowing beams, Nihilum's barrier helping but only a bit. He was still slowed enough to completely miss his strike, as beholder slid almost insultingly slowly out of the way.

Wayfarer felt his casting ability be bound. Hopefully that would be temporary. In the meantime...

Viznor swooped down and grabbed the arrow that had missed before.
Assuming, based on this, that Viznor is on the ground... if that is the case, Wayfarer will let go of his sword and tackle Viznor, hopefully disarming him of the arrow in the process.

If Viznor is still currently flying, Wayfarer works to get his sword out of the ground, then prepares to be attacked.
Assuming, based on this, that Viznor is on the ground...
PM'd action. Do the ground plan, but don't land (got to keep that bonus from my wings).
Spoiler (click to show/hide)

Wayfarer took one look at Viznor diving for his missed arrow and took the risk. He left his sword and charged towards his opponent. He'd only have a moment of possibility, but he couldn't think about that now. He saw Viznor's face alight with surprise as he dived towards him but Wayfarer grasped only air. At the last moment Viznor managed to rise out of Wayfarer's reach and launched an arrow at his enemy. The arrow, due to rushed fire and surprise afflicted aim bounced off a rock two feet away from Wayfarer and broke into pieces.

Ah, fantastic. Now I've got a new scar with a magical bandage. Life is good. Now, to business... Hmm... I'm going to guess that release of chaotic soul energy into the water is nothing good, perhaps something alive, and if so I'd wager sentient, though perhaps not sapient. Prob'ly quite dangerous in there right now. I suppose I COULD confirm part of that theory if I threw some MEAT in there...
Chorkinaan eyes Heny's corpse with the face of a man about to perform the ultimate act of debauchery.
Mmmmm, no, you've been humiliated enough.
...for now.
Either way, I ought to keep track of that mechanical-looking fellow. No doubt, consorting with that individual is going to result in either treasure or friendship with some kind of mad scientist, both extremely positive results. That's an interesting tower anyway.
Chorkinaan begins walking towards Jiksap, but stops a hex from his location, wary of possible aggression. He creates another three essences along the way.
Spoiler (click to show/hide)

Chorkinaan looked back at Henry's corpse, but decided against the traditional wizard funeral (body sacrificed to science) and opted to follow strange creature that came from the sea. Sneaking after it was possibly optional as the helmet it wore was spectacularly vision blocking, but walking softly was a habit Wizards developed at the time when they still needed to walk to a place to affect it with magic. However, the chase was off at the halfway, as Chorkinaan noticed something that might impede his sneaking. There was a T-rex up ahead, seemingly peaceful but that might only apply to the mage nearby, possibly the summoner.

Ah, yes. The purple eldritch castle. Many fond memories are here.. well, it's mostly the time when some drunkard dwarf tried to drown the entire Council with magic-canceling acidic booze. There is work to be done. Great and glorious work indeed.

Go to an empty room in the castle and summon a box of assorted gizmos. 1 essence afterwards.
Spoiler (click to show/hide)

Gates opened before Jiksap and closed soon after him. He traveled well remembered way to the council rooms. There was only one mage there, Flare, who seemed to be busy with some golem creation, and Jiksap decided to leave him to it. He conjured a box of random parts and sat down in his chair. It was getting better wear than most of his creations.

"Stay safe. I'll be right back."
Get going to Jase's castle. On the way summon a piece of food and toss it to blinky.
And 2 summoning essences.


{Err... Who's Blinky? And if it's the sapling, what kind of food?}
Spoiler (click to show/hide)

{Insert summoning food here}
James, his work here finished, went off towards the eldritch Tower to make sure that it was indeed Jase who was responsible for that. The trip did not take long and James saw with his own eyes a Tower remarkably identical to the one in which he almost drowned in acid. The gates were closed, although flying over the walls wouldn't be too difficult. Might be impolite, though.

Hello, I'm Seva, a birdmage. Could I stay here for a while? The rest of the forest seems to dangerous.
If allowed to stay, look around and make 3 essences
Otherwise, keep searching for a safe location

Spoiler (click to show/hide)

"A birdmage?"

"He's a hag!"

"A hag, a hag!"

A hag is something of a honorary title among Harpies, usually meaning someone who's smart enough to avoid traps with shiny bait. It is not the most precise or polite of descriptions, but it was the one Seva knew. It meant that he was welcome here for a while at least, which should be enough for any of his plans.

"Can you make my feathers red?"

"Can you make my claws shiny?"

Of course, hospitality involved its own set of inconveniences. The chirping is somewhat distracting, so you are not exactly surprised when your essence failed and leaked into nearby harpy, turning her wings silvery. The chirping subsided for a moment only to return twice as loud and enthusiastic.

Due to lak of ???...
2 essences

Spoiler (click to show/hide)

Eterna sat on the edge of his throne and looked around at what was happening. The most important event was probably Gambler Skeliborn and Nihilum fighting with some beholders over a piece of rock. One of beholders attempted to blast Skeliborn with a lightning bolt but missed, while another managed to curse Gambler into quite a predicament. Now that he looked closer, that was no simple rock they were fighting over, that was Eternity, the easiest to use power source ever and possibly also the most expensive material. It might be worthwhile to but in... Or to grab the loot and scram while they are busy.

Look at the defeated sandpile, see if glassifying went the way predicted. Three essences afterwards.
Spoiler (click to show/hide)

Kahel inspected his attacker and found it properly dead. Good part of sand on one side was glassed, giving that side green look contrasting with sandy brown for the rest. Essence collapsed and flowed into the thing, cracking the glass open with rapid temperature changes and allowing liquidy insides to flow out. It would seem that what tried to kill Kahel was a giant slime, which had integrated sand in its outer layer to increase its durability and camouflage ability. As it failed spectacularly, Kahel now had access to about fifty liters of magical acid.

"You have no idea what damage your interruption has just done, do you? HERE, LET'S SHARE THE FUN!"

Run towards the sheriff, attempting to assume elemental form. Give the guy a bear hug. 

{I think it was delayed enough}
Spoiler (click to show/hide)

Xom transformed into a swirling mass of sounds and rushed towards Bernardo. The Sherrif, not to be outdone, blasted Xom with order, undoing Xom's transformation and sending thoughts of tax forms through his mind. But magic that stopped Xom's transformation did nothing to cancel his momentum, and to deal with that Bernardo finished up his magic by pirouetting out of Xom's way, as a matador dealing with a raging bull. Behind them, gatebeast was tossing the pyramid around without seeming to cause much damage.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 11, 2016, 06:33:12 pm
Still feeling a bit poorly, PM's will be procesed tomorow, so in 10-12 hours. Elephant Parade don't worry, I plan to implement your atempt without retcons, at the very begining of next turn (it will happen IC then, I'll resolve it with the rest of PM's).
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Elephant Parade on April 11, 2016, 07:07:39 pm
You know what would be neat? Special essences—that is, essences which carry some sort of special effect or drawback, specific to the affinity they belong to. For example, a roll of 6 might (for me) create a +3/+3 essence that curses me when I use it.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: ironsnake345 on April 11, 2016, 10:40:07 pm
((That might take a fair bit of effort on DG's part, but it'd give him a lot of room to creatively screw with us players.  :P I bet my special essences would be actually physical, and I have to lug them around maybe can throw them or something.))

Oop! Almost forgot! Don't want my bandage to fade on me. Enhance the magical bandage I created so that it doesn't fade away after a few turns, as I assume my creations normally do. Alright, then. Now only one question remains: this is clearly a building built by mages, for mages, so I know that the mechanical suit guy is almost certainly a magitech, but are these guys friendly, or are they hostile? Well, a good mage is crazy enough to hope for the best, but sane enough to prepare for the worst. How's that ritual go again... Consume 12 shards, if I remember correctly in a rather drinking manner, to gain a permanent boost to cmp rolls. Then two essences.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: AoshimaMichio on April 11, 2016, 11:50:12 pm
You know what would be neat? Special essences—that is, essences which carry some sort of special effect or drawback, specific to the affinity they belong to. For example, a roll of 6 might (for me) create a +3/+3 essence that curses me when I use it.
((And we already have chaotic essences.))

Shias doesn't feel like wasting any more time fighting.
Put these man-eaters asleep until I leave this hex. Chaotic +1/+1, +1 CPM, +1 POT.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: ironsnake345 on April 12, 2016, 01:59:50 am
((And we already have chaotic essences.))
((oh yeah, good point.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 12, 2016, 05:20:47 am
((Creates 6/6 essence with a naturally rolled 21))

Seems like we're making progress.
Sees Gambler hit by beams.
Are you alright over there?
Skeliborn

Action:
Continue battling the big Beholder using Vortex Bane.


Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 12, 2016, 06:07:01 am
Ah, yes. The council chambers. A place worthy of the events to come.

Start a PM ritual, using as many gizmos from the box as I can for sacrifices (items must be different, right? Nothing said they couldn't have been summoned with the same spell). Use a +1 CMP essence to boost the roll.

PM sent.

Jiksap's mind is set. Only he knows the results of this ritual.
What will it do? Does it spell destruction, or creation? A mix of both? Only time will tell.
Rest assured, if all goes to plan, it will be awesome.
Title: Re: Roll to Magic: Turn 152 The day of rest
Post by: Prismatic on April 12, 2016, 08:25:38 am
{I think it was delayed enough}
Agreed.

"You have no idea what damage your interruption has just done, do you? HERE, LET'S SHARE THE FUN!"

Run towards the sheriff, attempting to assume elemental form. Give the guy a bear hug. 
Spoiler (click to show/hide)
Xom transformed into a swirling mass of sounds and rushed towards Bernardo. The Sherrif, not to be outdone, blasted Xom with order, undoing Xom's transformation and sending thoughts of tax forms through his mind. But magic that stopped Xom's transformation did nothing to cancel his momentum, and to deal with that Bernardo finished up his magic by pirouetting out of Xom's way, as a matador dealing with a raging bull. Behind them, gatebeast was tossing the pyramid around without seeming to cause much damage.
Er...this was actually my previous turn (http://www.bay12forums.com/smf/index.php?topic=139646.4920.msg6896054#msg6896054)'s action. I had sent you this turn's action via PM, I believe. It's been a while though.

sending thoughts of tax forms through his mind
It is terrifying.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: FallacyofUrist on April 12, 2016, 08:27:31 am
Rest assured, if all goes to plan, it will be awesome.
((I see what you did there.))
You know what would be neat? Special essences—that is, essences which carry some sort of special effect or drawback, specific to the affinity they belong to. For example, a roll of 6 might (for me) create a +3/+3 essence that curses me when I use it.
((I might take the Essences affinity as a secondary affinity one of these days... and rest assured I've got plenty of ideas with regard to "special essences". MWAHAHAHA.))
Quote from: Viznor's Character Sheet
No shards
((Did you just use all of your shards on an arrow against Wayfarer? Or was that something else?))

Wayfarer realized that the fight had come to an impasse.

He decided to end that impasse.

Totally a PM action.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DAPARROT on April 12, 2016, 09:50:29 am
Do what the harpies ask me to do, then take a look around
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: NAV on April 12, 2016, 09:53:12 am
Spoiler: Blinky (click to show/hide)
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 12, 2016, 03:50:59 pm
Rest assured, if all goes to plan, it will be awesome.
((I see what you did there.))

((Oh, did I accidentally reference something while half-asleep and trying to come up with a phrase to indicate the possibility of impending awesome? Wow! I had no idea! Now if only I knew what it was...))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Zormod on April 12, 2016, 03:53:11 pm
Form 3 essences, then wait. Push the eye button.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 12, 2016, 04:44:47 pm
Rest assured, if all goes to plan, it will be awesome.
((I see what you did there.))

((Oh, did I accidentally reference something while half-asleep and trying to come up with a phrase to indicate the possibility of impending awesome? Wow! I had no idea! Now if only I knew what it was...))

((It was "I have leftover tortilla chips. I should go make nachos", or something like that))
Title: Re: Roll to Magic: Turn 149 Motherload has landed
Post by: DreamerGhost on April 12, 2016, 05:02:01 pm
Spoiler: Blinky (click to show/hide)

Oh, that blinky. I don't know if it actually eats yet, and James had no clue about any of it. For all he knows, that could summon anything from cotton candy to bioweapon coctail. But {rolls} it has indeed managed to follow you even though you flew at maximum speed, catching up while you looked for the sapling.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Sarrak on April 13, 2016, 08:04:11 am
((DG, I've just noticed that 'Lost Stuff' section in the doc describes items recently lost in dragon-caused Duckalypsis. Mayhaps, they need to be deleted and new items should be lost by careless mages?

Also, note on aesthetics: would random black fields be straightened someday in the future? This is not really needed, but mildly irritates from time to time.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 13, 2016, 08:25:20 am
Also, note on aesthetics: would random black fields be straightened someday in the future?
((Are you talking about the edges of the map where void gives way to grey spots? Yeah, I would also like it if those were filled in.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 13, 2016, 08:31:25 am
((DG, I've just noticed that 'Lost Stuff' section in the doc describes items recently lost in dragon-caused Duckalypsis. Mayhaps, they need to be deleted and new items should be lost by careless mages?

Also, note on aesthetics: would random black fields be straightened someday in the future? This is not really needed, but mildly irritates from time to time.))

The lost stuff section hasn't been updated since Duckalypsis since nobody lost anything since then. Unless I missed something, in which case tell me and I'll update it.

The black edges are caused by Hexographer making a gif with transparency layers, but it can be (And probably will be) fixed by cuting into unused vod part by croping a bit of immage away.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Sarrak on April 13, 2016, 09:34:29 am
((Eh. Sorry, I was still ranting about docs - they are randomly filled with blackened spaces, which must have separated different entities. It is especially obvious at the beginning of the Corpse section. You do not have to change it, of course.

Funny is that we've found another aesthetic issue through slight misunderstanding...))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 13, 2016, 10:15:27 am
((Eh. Sorry, I was still ranting about docs - they are randomly filled with blackened spaces, which must have separated different entities. It is especially obvious at the beginning of the Corpse section. You do not have to change it, of course.

Funny is that we've found another aesthetic issue through slight misunderstanding...))

{It was fixed and I discovered that it is possible to add and delete rows and columns. As something unrelated, I noticed, that after removing NPC's from death lists, dead list exceeds Char list by only five sheets.}
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Atomic Chicken on April 13, 2016, 11:05:47 am
PM sent.

((DG, I've just noticed that 'Lost Stuff' section in the doc describes items recently lost in dragon-caused Duckalypsis. Mayhaps, they need to be deleted and new items should be lost by careless mages?
((The old world is not known to have been destroyed beyond losing its atmosphere (although that in itself implies quite a number of grave consequences) . An enterprising mage might somehow find ways of returning, surviving and retrieving the loot.))

The lost stuff section hasn't been updated since Duckalypsis since nobody lost anything since then. Unless I missed something, in which case tell me and I'll update it.
((If memory serves, the Gambler left an item to essence converter and an improbability drive running around somewhere on the old island. And one essence collapse on this island resulted in an unidentified cube which was never picked up.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Trewque on April 13, 2016, 11:07:02 am
"Looks like there's a castle close to me. Probably worth investigating..."

Head towards the castle. Once there, ask it where Jiksap is.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 13, 2016, 11:17:12 am
((Eh. Sorry, I was still ranting about docs - they are randomly filled with blackened spaces, which must have separated different entities. It is especially obvious at the beginning of the Corpse section. You do not have to change it, of course.

Funny is that we've found another aesthetic issue through slight misunderstanding...))
((I don't know what you're talking about. The black spaces in the docs are very clearly just lines to separate entities, just like you said. There's no randomness about it. I do remember it sort of being like that in the past though - have you really not looked at it for that long?))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Sarrak on April 13, 2016, 11:20:54 am
((See the post of DG above. He just fixed that. Before, those separating lines were 'broken' by several copy-pastes in the very beginning of this game.

Either this, or I somehow managed to look at the long-since edited document for ages in its initial glory.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 13, 2016, 11:21:35 am
"Looks like there's a castle close to me. Probably worth investigating..."

Head towards the castle. If anyone attacks me, nail them with an explosion using 5 essences.

((Explosion? Have you forgotten what your affinity is?! I am fairly certain that explosions and paleomancy are not related, unless you can explain that in a reasonable manner. Also, you should specify what essences you're using, as not all essences are the same.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Whisperling on April 13, 2016, 11:57:09 am
PM action.

Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 13, 2016, 06:11:09 pm
"Looks like there's a castle close to me. Probably worth investigating..."

Head towards the castle. If anyone attacks me, nail them with an explosion using 5 essences.

((Explosion? Have you forgotten what your affinity is?! I am fairly certain that explosions and paleomancy are not related, unless you can explain that in a reasonable manner. Also, you should specify what essences you're using, as not all essences are the same.))
((Maybe he ment a dinosplosion. (I'm sorry. I couldn't resist making that pun)))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 13, 2016, 07:56:29 pm
"Looks like there's a castle close to me. Probably worth investigating..."

Head towards the castle. If anyone attacks me, nail them with an explosion using 5 essences.

((Explosion? Have you forgotten what your affinity is?! I am fairly certain that explosions and paleomancy are not related, unless you can explain that in a reasonable manner. Also, you should specify what essences you're using, as not all essences are the same.))
((Maybe he ment a dinosplosion. (I'm sorry. I couldn't resist making that pun)))
((Bad puns aside, I'm fairly certain that a rule of this game is that spells not easily traced to the caster's affinity need to be explained so their effects can be carried out as intended (and to apply complexity minuses, and to see if the spell really can be cast at all). One great example from near the start of the game was James abusing cellular reproduction ("healing") to cause cancerous tumours.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Sarrak on April 14, 2016, 12:45:00 am
"Hm. How unusual. Slimes normally don't live in sands while there are plenty of water awailable... So, about acid."

Animate the dangerous liquid. After all, such a bodyguard is better than nothing. All essences.
Then, search the island, looking for my demon and other things of interest.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 14, 2016, 05:17:25 am
((Eh. Sorry, I was still ranting about docs - they are randomly filled with blackened spaces, which must have separated different entities. It is especially obvious at the beginning of the Corpse section. You do not have to change it, of course.

Funny is that we've found another aesthetic issue through slight misunderstanding...))

{It was fixed and I discovered that it is possible to add and delete rows and columns. As something unrelated, I noticed, that after removing NPC's from death lists, dead list exceeds Char list by only five sheets.}
((Bring out your dead!!!))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 14, 2016, 06:06:25 pm
I began writing a turn but paused. Some still haven't written their turn ( XXXXYYYY/Gambler, NAV/James), and it's my fault for some (Beirus/Jase).
Besides, there are 10 Action posts in thread. I'm going to count The AFK people and post a list and adjust my expectations acordingly, but my schedule isin't completely off the rails, it's not impossible to write something in three days period that seperates the turns.

On a diferent not Blood power, yay or nay.
Bood power: Lesser and Greater.
Lesser, adds +1/+1 to a spell, can exceed +5/+5 max essence limit, doesn't give DEX/SPD malus, but inflicts a wound.
Greater, adds +3/+3 to a spell, can exceed +5/+5 max essence limit, doesn't give DEX/SPD malus, inflicts a magical wound related to afinity used, more lethality potential than lesser version.

Just something to end the fights faster, one way or the other.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: NAV on April 14, 2016, 11:44:21 pm
Knock knock knock on the gate. Look around, is there anyone else nearby?

While waiting I suppose I'll work out and become Strong! Working out works by slightly damaging your muscles which then heal even stronger over a few days.
Cast a spell pump more juice into this healing and make it happen much faster. Then do a bunch of pushups, situps, squats, and other bodyweight exercises. Heck, see if I can turn my cube into some exercise equipment to use.
I don't want to look like a bodybuilder though, so modify the spell to increase muscle density and efficiency more than size.
Use 5/5 of non-chaos healing essences.


((This is something I've been planning on doing since the start of the game, and one of the reasons I chose the healing affinity. Just never got around to it for some reason.))

On a diferent not Blood power, yay or nay.
Bood power: Lesser and Greater.
Lesser, adds +1/+1 to a spell, can exceed +5/+5 max essence limit, doesn't give DEX/SPD malus, but inflicts a wound.
Greater, adds +3/+3 to a spell, can exceed +5/+5 max essence limit, doesn't give DEX/SPD malus, inflicts a magical wound related to afinity used, more lethality potential than lesser version.

Just something to end the fights faster, one way or the other.
((Injuries + healing = Profit! I support this.

Would you have to injure yourself on purpose then get a boost to your spell, or do you activate the boost then an injury appears? I like the first one better.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Beirus on April 14, 2016, 11:49:34 pm
((It would be interesting if you injured yourself to get the power, but what would the threshold be between the lesser and greater?))

Let James in. Go greet him after I finish up some other stuff that I'll PM.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 15, 2016, 03:13:08 am
Would you have to injure yourself on purpose then get a boost to your spell, or do you activate the boost then an injury appears? I like the first one better.))

The latter.

Greater blood power would likely give you wounds that can't be healed by magic.

Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Beirus on April 15, 2016, 03:19:53 am
((Seems like the Greater would be useful as a last resort of sorts. After all, no use for that blood if you're going to die in a turn or so. Kind of like crushing all your shards before you die. That would also make it more situational and less useful for general spellcasting if magic can't heal it, . For normal use, the lesser would probably be used since there is a healer for sale if you can get to him afterwards. Might be interesting to see someone overdo it and suffer death by a thousand cuts while trying to make a ring of +1 sparkling, though.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 15, 2016, 05:29:29 am
I think this could be a cool mechanic but it would also be nice to sacrifice someone/something else's blood.

((Probably doable by redirecting damage to something else in general))

On a second note, during most of next week, I will be away on college tours with noncertain Internet access.

If I can't post my actions will be as follows
if Beholders still live/other enemies, fight them using vortex bane.
Else if Beholders are dead. Take my 3rd of the eternity and 3 essence routine.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: H4zardZ1 on April 15, 2016, 09:20:00 am
((What do you think you can do with a brittle wall?))


2 essences.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Elephant Parade on April 15, 2016, 03:23:20 pm
+3 essences.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 15, 2016, 05:15:17 pm
((Brittle wall + smash = debris))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 15, 2016, 05:17:22 pm
I think this could be a cool mechanic but it would also be nice to sacrifice someone/something else's blood.

((Probably doable by redirecting damage to something else in general))

On a second note, during most of next week, I will be away on college tours with noncertain Internet access.

If I can't post my actions will be as follows
if Beholders still live/other enemies, fight them using vortex bane.
Else if Beholders are dead. Take my 3rd of the eternity and 3 essence routine.


{Fourteen minutes and twelve seconds away from having full 24 hours between identical posts. You were so close.}
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 15, 2016, 06:40:19 pm
Turn 154

Oop! Almost forgot! Don't want my bandage to fade on me. Enhance the magical bandage I created so that it doesn't fade away after a few turns, as I assume my creations normally do. Alright, then. Now only one question remains: this is clearly a building built by mages, for mages, so I know that the mechanical suit guy is almost certainly a magitech, but are these guys friendly, or are they hostile? Well, a good mage is crazy enough to hope for the best, but sane enough to prepare for the worst. How's that ritual go again... Consume 12 shards, if I remember correctly in a rather drinking manner, to gain a permanent boost to cmp rolls. Then two essences.
{Your creations, despite being abomination to physics, do not fade. You still have your sword.}
Spoiler (click to show/hide)

Chorkinan crushed a dozen of his shards and drained the combined reflexive knowledge from them. There was quite a lot of it, mostly diagrams and such. He'd probably now even be able to draw circles by hand. The more intended part of this also succeeded and it meant that he's now wouldn't need to focus as much when casting. Which was very useful, since majority of Chorkinaan's attention was captured by the Tower. The gates were closed, and nothing moved around in the tower, which mixed well with its general "horrendously haunted" image. But information that could be gleaned from looking at a distance was rapidly draining, and Chorkinaan knew he'd need to get closer, namely inside, if he wanted to know more.

Shias doesn't feel like wasting any more time fighting.
Put these man-eaters asleep until I leave this hex. Chaotic +1/+1, +1 CPM, +1 POT.

Spoiler (click to show/hide)

Shias raised his staff and magic flowed out to the plants. All as one they slumped, vines wrapping protectively around themselves, and became entirely inert. Many of them blended with the forest so well that one could walk through the grove without ever noticing them. Few red shapes appeared from among the still man-eaters and clamored down to Shias. As they closed in, the druid noticed that the red shapes were imps, and that they wore what appeared to be gardener's overalls with several extra pockets. They got together in a group and approached Shais, the one in the front seemingly carrying more stuff in his pockets than his peers, judging from how bulged they were.

"What's the big idea here? We had a deal, we use no magic on the plants and you let us to grow the stuff in peace."

Do what the harpies ask me to do, then take a look around
Spoiler (click to show/hide)

Seva listened to the many requests of the harpies and filtered out that the main theme was adding more colors. It was something to do while he was here and having a bunch of grateful harpies was rather worthwhile as far as he was concerned. Magic spread, this time intentional, and harpies surrounding Seva found their feathers taking upon various decorative patterns, made of bright red blue and green. Harpies surged away to see how well they looked flying in the sunlight, allowing Seva to look around a bit better. There were nests in the treetops, as he saw before but now as he looked there were few more that he had missed as they were less decorated possibly belonging to younger harpies.  The rest of the forest tops were clear of anything that wasn't to be expected at the top of a tree. All was just leaves and wood, Harpies would chase away anything dangerous to the eggs, so there was little surprise there. The number of nests indicated that a part of the group was out, possibly hunting, which meant that what he had encountered were the guards of the nests. They were probably smarter than they appeared if they were left to guard, but they seemed so impressed by their sudden colorfulness that sudden treachery was not on Seva's worry list.

Form 3 essences, then wait. Push the eye button.
Spoiler (click to show/hide)

Cuberac completed his rituals of condensing power and returned to exploring the artifact. The smaller bar was a bit more filled while the longer was a bit emptier. The lightning seemed rather self-explanatory, but eye could mean many things. He pressed the button. A blue light shot from the other end of the engine, fell to the ground and formed an all blue version of Cuberac holding the device. Experimentally, Cuberac put the device down and blue version of him suddenly became colorful, appearing like a mirror image of himself. The device created illusions! When Cuberac looked at the bars again, the shorter one had depleted most of what it had.

Wayfarer realized that the fight had come to an impasse.

He decided to end that impasse.

Totally a PM action.

PM action.
Spoiler (click to show/hide)

Wayfarer, seeing that he was at a disadvantage, rushed off towards his sword. Viznor, of course, had no intentions of allowing his enemy to rearm himself. Ground turned to glue for Wayfarer as binding spell made simple soil stick to him as tar. He attempted to get his sword out of the ground but progress was slow as ground pulled back. Viznor took this opportunity to aim an arrow with more dedication and precision than before into a target that wasn't really moving. The arrow flew true this time, catching Wayfarer in his right leg. Viznor smiled, his target wasn't running anywhere now.

{Wayfarer, crippled: Can only move one hex on foot.}

"Looks like there's a castle close to me. Probably worth investigating..."

Head towards the castle. Once there, ask it where Jiksap is.

Knock knock knock on the gate. Look around, is there anyone else nearby?

While waiting I suppose I'll work out and become Strong! Working out works by slightly damaging your muscles which then heal even stronger over a few days.
Cast a spell pump more juice into this healing and make it happen much faster. Then do a bunch of pushups, situps, squats, and other bodyweight exercises. Heck, see if I can turn my cube into some exercise equipment to use.
I don't want to look like a bodybuilder though, so modify the spell to increase muscle density and efficiency more than size.
Use 5/5 of non-chaos healing essences.

Spoiler (click to show/hide)

It was a time between any major doom events, as shown by mages beginning to gather again within the Tower. They weren't gathering there due to lack of doom, rather, since they were gathering there wouldn't be anyone to cause trouble but it still applied. James and Bob met next to the tower gates. James was decked out in various bling, while Bob was walking around with a T-rex. They looked each other over, decided they were equal enough in the stylishness (as far as mages can have style) to not need to kill all witnesses and thus remained peaceful while waiting. James however felt that there was some need to expand his repertoire of options and opted for some Muscle Magic. The cube changed into appropriate weights that were somehow heavier than the cube. With some inventive use of the weights and some magical steroids, James managed to gain some solid muscle in under two minutes, gaining eternal envy of anyone who has ever cared about bodily looks. It wouldn't make great difference on its own, but paired with the help of his glass gauntlet James would be able to do some serious work now. The gate soon opened, and James got the chance to show off his new great curves to his friend Jase.

"Hm. How unusual. Slimes normally don't live in sands while there are plenty of water awailable... So, about acid."

Animate the dangerous liquid. After all, such a bodyguard is better than nothing. All essences.
Then, search the island, looking for my demon and other things of interest.

Spoiler (click to show/hide)

Kahel exerted his power over the acidic goo and a ball as large as his head rose in the air. It was rather less than he expected but slimes were magical creatures and as such, possessed some minor resistance to magic. Besides, many uses of acid did not require all that much of it. Kahel experimentally tugged the ball into shapes with his thoughts. He wouldn't need much at all.

((What do you think you can do with a brittle wall?))


2 essences.
Spoiler (click to show/hide)

Eterna continued watching the show before him. It distracted from the shattered fist which was now swelling up in interesting colors. He began thinking about the throne and gold on it again. The cube moved enough to allow him connection, but if he wanted to fly anywhere on it, he'd need to move it or risk falling off.

+3 essences.
Spoiler (click to show/hide)

Gloomy sat in what he was beginning to look at as his personal room and watched through what he was beginning to think of as his personal window. There were two battels visible from the tower, but only one was of interest to him. Viznor's arrow jolted, seemingly accidentally, and moved just a bit, striking an important tendon in Wayfarer's leg. It would seem that the battle had finally turned.

Let James in. Go greet him after I finish up some other stuff that I'll PM.
Spoiler (click to show/hide)

Jase left the business unstated and finished what he was working on. His newest magical ring glowed with same flow that its model did, and sat on his finger quite comfortably. But there would be time for admiration later, Jase had guests to entertain. He passed the thought again through his mind and frowned. The Tower was turning him into an intellectual snob. The matter was not helped when he saw that James now bore a figure that asked for word "sculpted" which made the armor he wore seem even more stylish. If he wasn't the only not homeless wizard in this plane, his status as the most stylish would have been seriously threatened.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: DreamerGhost on April 15, 2016, 06:41:58 pm
PM's are being processed. That includes yours, Prismatic, I haven't forgotten.

star2wars3, I'm going to wait a day for XXXXYYYY/Gambler, and if he does not post, add your turn in.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: FallacyofUrist on April 15, 2016, 06:59:25 pm
Oh pain. Wayfarer realized that he couldn't run now. And his sword was still stuck in the ground.

Assets:
1 facemask/helmet thing.
1 absurdly huge sword, currently unusable due to being embedded in the ground.
1 fist-sized chunk of solid force.
Assorted low-power essences.


And his foe... hugely outclassed him. Time for drastic measures.
After all, his physical attacks were basically useless against this foe, and there was no way his magic was going to be sufficient unless he made use of a blood sacrifice.
Sure, it would be a pain. But it was preferable to what was basically a 100% chance of death.

So PM action.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Whisperling on April 15, 2016, 07:15:31 pm
((Blood sacrifices sound neat, but there might need to be some limits on how they're used. I can imagine someone spawning a character, killing them with a death-by-a-thousand cuts sacrifice, then spawning a second character to pick up whatever the last one made.

Maybe make the wounds appear before the spell is cast? Overdo it, and you might end up killing yourself for nothing.))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: ironsnake345 on April 15, 2016, 11:20:07 pm
{Your creations, despite being abomination to physics, do not fade. You still have your sword.}
((Well, I had specified permanence on that, so I didn't know.))

Well, that place seems active. Who was that... I believe the first one was Jase Blackthorn? ...With wings? And his guest, the bodybuilder... His name was James, I believe. I can't seem to remember either of their affinities... I'd have to say this gentlemen here is Bob T Baker, the only paleomage I've ever met. Why can I remember wizards' names so well? I'm awful with names, but I never seem to forget a wizard's name. Well, enough talking to myself, time to prepare for the worst. Good idea to get a bit of preparation going anyway. Chorkinaan creates a shield for himself, its asked properties being that it is weighted as if forged from steel (which is lighter than straight iron), unnaturally tough, and not affected by gravity. Essences: +1cmp, chaotic +1pot, and one +1/+1.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Sarrak on April 16, 2016, 09:12:31 am
"Yeah. This should be suitable for my purposes."

Search the island. Try to find demon. Make three essences.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: AoshimaMichio on April 16, 2016, 09:50:38 am
"Imps as gardeners. This is new." Shias wonders aloud. "I'm Shias, Druid of the West, and I'm new on these lands. I sought out to grow my own plants and found this place, and put the overly hungry plants to sleep. Have you not been feeding them properly? And as a new person on this area I'm not familiar with deals you have made with forest. Do you have Token of Deal?"

Demand to see their sign of deal in non-hostile manner and inspect its validity. Maybe they are just lying? If they have no proof of deal, then consult the forest.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Zormod on April 16, 2016, 02:17:35 pm
Make 2 essences, try to touch the illusion.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: XXXXYYYY on April 16, 2016, 02:27:58 pm
PM's are being processed. That includes yours, Prismatic, I haven't forgotten.

star2wars3, I'm going to wait a day for XXXXYYYY/Gambler, and if he does not post, add your turn in.
((Got caught up in school stuff, sorry.))
Let Luck guide my hand. Try and stab the Beholder that slowed me in the eye.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Elephant Parade on April 16, 2016, 03:00:01 pm
Remember that ring I made a couple of turns ago? Make another one of those, as well as three essences.

Also, put on the first one, if I haven't already.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 16, 2016, 04:09:01 pm
I think this could be a cool mechanic but it would also be nice to sacrifice someone/something else's blood.

((Probably doable by redirecting damage to something else in general))

On a second note, during most of next week, I will be away on college tours with noncertain Internet access.

If I can't post my actions will be as follows
if Beholders still live/other enemies, fight them using vortex bane.
Else if Beholders are dead. Take my 3rd of the eternity and 3 essence routine.


{Fourteen minutes and twelve seconds away from having full 24 hours between identical posts. You were so close.}

((I had error 504 gateway timeout when I did the first post and the first time I reloaded the page I was still on the write a post page. I  assumed that the post hadn't posted so I pressed post button again. I quickly realized my mistake and tried to retcon it but I see you saw it within the 1 minute or so where I had identical posts

On a side note, it turns out that I have internet so I will be able to post an action while I'm away from home.))
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: DAPARROT on April 16, 2016, 09:50:07 pm
PM action
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: star2wars3 on April 17, 2016, 07:24:12 am
PM's are being processed. That includes yours, Prismatic, I haven't forgotten.

star2wars3, I'm going to wait a day for XXXXYYYY/Gambler, and if he does not post, add your turn in.
((Got caught up in school stuff, sorry.))
Let Luck guide my hand. Try and stab the Beholder that slowed me in the eye.
((Creates 6/6 essence with a naturally rolled 21))

Seems like we're making progress.
Sees Gambler hit by beams.
Are you alright over there?
Skeliborn

Action:
Continue battling the big Beholder using Vortex Bane.


((I think it's been 2 days))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: DreamerGhost on April 17, 2016, 01:40:58 pm
PM's are being processed. That includes yours, Prismatic, I haven't forgotten.

star2wars3, I'm going to wait a day for XXXXYYYY/Gambler, and if he does not post, add your turn in.
((Got caught up in school stuff, sorry.))
Let Luck guide my hand. Try and stab the Beholder that slowed me in the eye.
((Creates 6/6 essence with a naturally rolled 21))

Seems like we're making progress.
Sees Gambler hit by beams.
Are you alright over there?
Skeliborn

Action:
Continue battling the big Beholder using Vortex Bane.


((I think it's been 2 days))

{Damnit, knew I forgot something.}
Spoiler (click to show/hide)

Larger beholder that had just caught Skeliborn's sword clamped down on the blade to hold it in place. It's eye gleamed cobalt again and Skeliborn dived aside, holding onto the handle as his mass fell beneath the beholder and beneath the lightning bolt that blasted through where his head was. Bit further away, Gambler was having his own problems. His first blind swing placed his hand in perfect position to be bitten through. This did not distract him enough from moving with grace of a professional dancer, first tossing the beholder away and then plunging his stiletto and about half of his fist in the eye of the beholder that had just bit him. Skeliborn, not wanting to be outdone, pulled out his blade with several of Beholder's teeth, but while he was too close for beholder to dodge, it still managed to turn a hit into a glance on its scaly hide.


Only two people are AFK'ing and they are:
Blake Thorne
Flare

Character sheets included three corpses though. Oops. Fixed now.

If nobody is against the Blood Power, I'll add it on next turn, which is likely going to be on tuesday.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: FallacyofUrist on April 17, 2016, 03:01:31 pm
If nobody is against the Blood Power, I'll add it on next turn, which is likely going to be on tuesday.
((Recommendation: as it is, the Blood Power has quite a few ways in which it can be abused. James in particular... he could just heal every bit of damage taken from it.
So, I like the Blood Power: but here's an idea as to how to improve it:

The Blood Power cannot be used more than once per turn, the injury appears before the spell is cast and the pain from said injury can disrupt the spell(roll END to successfully cast), and Blood Power cannot be used while an injury from a previous use of Blood Power is still present.

Sound good?))
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: Elephant Parade on April 17, 2016, 03:38:37 pm
If nobody is against the Blood Power, I'll add it on next turn, which is likely going to be on tuesday.
((Recommendation: as it is, the Blood Power has quite a few ways in which it can be abused. James in particular... he could just heal every bit of damage taken from it.
So, I like the Blood Power: but here's an idea as to how to improve it:

The Blood Power cannot be used more than once per turn, the injury appears before the spell is cast and the pain from said injury can disrupt the spell(roll END to successfully cast), and Blood Power cannot be used while an injury from a previous use of Blood Power is still present.

Sound good?))
I agree with your first, second, and fourth limitations, but your third suggestion is a bit much; if it goes through, nobody will actually use Blood Power.

(except you, Mr. 3 Endurance  :P)
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: star2wars3 on April 17, 2016, 04:13:36 pm
Have an absence of teeth beholder. heh heh heh.

Skeliborn

Action:
Keep slicing/stabbing the larger beholder.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Beirus on April 17, 2016, 06:26:52 pm
"You look different, James. Did you do something with your hair? And Bob, I see you brought a pet. Make sure you clean up after it. Nice to see the two of you made it through. Grundar is already here, but I would like to catch up with you before you go to see him if you have a moment, James."  Jase greets the arrivals to the Tower.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: NAV on April 17, 2016, 11:08:46 pm
"Of course I have a moment, I came here to talk to you actually. How're ya doing?"

3 healing essences while I talk to Jase.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: H4zardZ1 on April 18, 2016, 05:16:50 am
"Well, what can i do to help?"
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: thegamemaster1234 on April 18, 2016, 08:14:49 pm
Ah, yes. The council chambers. A place worthy of the events to come.

Start a PM ritual, using as many gizmos from the box as I can for sacrifices (items must be different, right? Nothing said they couldn't have been summoned with the same spell). Use a +1 CMP essence to boost the roll.

PM sent.

Jiksap's mind is set. Only he knows the results of this ritual.
What will it do? Does it spell destruction, or creation? A mix of both? Only time will tell.
Rest assured, if all goes to plan, it will be awesome.

((I find a disturbing lack of this action within the previous turn.... (reads PM) oh, dang

Also, I did roll a 5 CMP on a box of assorted gizmos, so I thought that would be good enough. I guess not.
Then again, it was a 3 made a 5 with bonuses, not a natural 5... oh well.
Can I have my action changed to this instead?

Ritual preparations by summoning two more boxes, one of assorted electrical parts, and one of assorted clockwork parts.))
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Whisperling on April 18, 2016, 10:17:56 pm
PM action.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Beirus on April 19, 2016, 02:45:13 am
"I still live, so I suppose I'm well enough. Since you seem to be missing the two mages you went to join, I assume the appearance of the beast interfered with your expedition. At least you were close enough to the portal to get through it. Odd, isn't it, that they just brought us to another battlefield. I wonder how many other battlefields there are, or if we'll have need of them. But pardon my blathering. My work has been time consuming, and left little time for conversation. I guess the desire to talk just builds up. What was it you wanted to talk about?"

I sent a thing.
Title: Re: Roll to Magic: Turn 153 Flesh eating beasts for all
Post by: H4zardZ1 on April 19, 2016, 06:40:43 am
2 essences.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: DreamerGhost on April 20, 2016, 02:08:04 am
Turn 155

Oh pain. Wayfarer realized that he couldn't run now. And his sword was still stuck in the ground.

Assets:
1 facemask/helmet thing.
1 absurdly huge sword, currently unusable due to being embedded in the ground.
1 fist-sized chunk of solid force.
Assorted low-power essences.


And his foe... hugely outclassed him. Time for drastic measures.
After all, his physical attacks were basically useless against this foe, and there was no way his magic was going to be sufficient unless he made use of a blood sacrifice.
Sure, it would be a pain. But it was preferable to what was basically a 100% chance of death.

So PM action.
PM action.
Spoiler (click to show/hide)

Both Viznor and wayfarer began preparing their magic, one hopeful and the other defensive. Wayfarer began the spell first, but Viznor's magic was simpler, making both of them unleash their spells at the same time. A defensive shroud surrounded Viznor, flickering about due to few faults in its construction. Wayfarer was better with his spell and a glowing chunk of solid force appeared in the air. The trouble was that it appeared some three meters away from Viznor. It began falling to the ground, but was beaten in speed by an arrow shot by Viznor, although its aim was not much better as it nailed a shrub fair distance away from Wayfarer.

Well, that place seems active. Who was that... I believe the first one was Jase Blackthorn? ...With wings? And his guest, the bodybuilder... His name was James, I believe. I can't seem to remember either of their affinities... I'd have to say this gentlemen here is Bob T Baker, the only paleomage I've ever met. Why can I remember wizards' names so well? I'm awful with names, but I never seem to forget a wizard's name. Well, enough talking to myself, time to prepare for the worst. Good idea to get a bit of preparation going anyway. Chorkinaan creates a shield for himself, its asked properties being that it is weighted as if forged from steel (which is lighter than straight iron), unnaturally tough, and not affected by gravity. Essences: +1cmp, chaotic +1pot, and one +1/+1.

Spoiler (click to show/hide)

Chorkinaan edited reality once more, this time for protective purposes. A good shield was second best thing after a full set of armor, and Chorkinaan knew what to want in a shield. His magic, however disagreed. It felt jealous of his inclination to physical, rather than magical approach to murder, and decided to teach Chorkinaan a lesson. The shield was everything he wanted, but it also had everything that could turn a shield useless. The grip on the shield was razor sharp. The shield was bent outwards, meaning that it would catch rather than deflect attacks, but even that would be difficult to achieve, as the shield was about as large as a bowl.

"Yeah. This should be suitable for my purposes."

Search the island. Try to find demon. Make three essences.
Spoiler (click to show/hide)

Kahel continued his exploration of the island, and found out that it was indeed as barren as it looked. There weren't even any plants here, possibly the work of the slime he had killed. But it was not entirely empty. A creature stood before Kahel, and he couldn't help but think that it looked a bit like a jellyfish. If Jellyfish could fly, had been red and had several tentacles that were armed with several kinds of needles in addition to the usual poisonous ones. One of the needle tentacles was raised towards Kahel and the needle disappeared, only to reappear in Kahel's chest with a wet *thud*. It seemed to be coated in something, but that something was either not very effective or slow acting, as Kahel didn’t feel anything unusual. The pain was there, but that was to be expected when one gets stabbed.

"Imps as gardeners. This is new." Shias wonders aloud. "I'm Shias, Druid of the West, and I'm new on these lands. I sought out to grow my own plants and found this place, and put the overly hungry plants to sleep. Have you not been feeding them properly? And as a new person on this area I'm not familiar with deals you have made with forest. Do you have Token of Deal?"

Demand to see their sign of deal in non-hostile manner and inspect its validity. Maybe they are just lying? If they have no proof of deal, then consult the forest.

I have no clue how the stuff goes around in your forest, but druids here don't do written agreements. I can understand reluctance to sign on anything involving demons, but locals seem to distrust paper itself for some reason.  They planted a bunch of flowers that are supposed to change color if people cast magic, though how they differentiate it from ambient magic I have no idea. The head imp informed Shias. He also helpfully led the druid to one of alleged magic detecting flowers. It certainly had a bit of an artificial look to it, a single bulb on a thin and long stalk, it seemed far too easy to be destroyed by anyone brushing by to have grown all naturally. The flower was bright orange. As they approached closer, the flower changed its color into deep blue with grains of gold. "Oh damnit, you used a spell to put our plant's to sleep, didn’t you?"

Make 2 essences, try to touch the illusion.
Spoiler (click to show/hide)

Cuberac carefully walked over to the illusion and attempted to touch it. The illusion moved away. He lunged at the illusion and it deftly dodged out of the way. It was rather useful, as anyone trying to discern true from false would have no less trouble testing which was which.

Remember that ring I made a couple of turns ago? Make another one of those, as well as three essences.

Also, put on the first one, if I haven't already.

Spoiler (click to show/hide)

Gloomy gathered his power again and attempted to forge another ring. The ring part went off okay, but everything afterwards was a complete disaster as magic began fraying into sharp edges. Some less experienced mage would have likely lost their clear thinking (and fingers) but Gloomy had (unfortunately) large amount of experience with this. Magic that attempted to tear off his fingers resolved into eight glowing rings around his fingers sans thumbs. One of the rings moved forward, neatly pushing off the ring Gloomy had conjured before and only returned to its original position after the ring clattered on the ground. The glowing curse that had pushed off the ring began to unravel rapidly, the tears spreading to nearby rings as well. It would seem that at least the first ring was a success.

{Slippery fingers, 1 turn}

"Of course I have a moment, I came here to talk to you actually. How're ya doing?"

3 healing essences while I talk to Jase.
Spoiler (click to show/hide)

James struck up a conversation with Jase, happy to see a familiar face again. They hadn't parted long ago, but massive dragons have this time extending quality in memory. Jase too was happy to see James, and was swift to share some thoughts as to the nature of the Islands.

Ritual preparations by summoning two more boxes, one of assorted electrical parts, and one of assorted clockwork parts.
Spoiler (click to show/hide)

Jiksap conjured forth a pair of extra boxes filled with parts. There was some good stuff in there, possibly enough to construct something interesting to more people than just Jiksap. It wouldn't be going in construction through the usual means though. What Jiksap crafted this for was magic.

2 essences.

Spoiler (click to show/hide)

Eterna continued watching the good show before him. He wondered if he should help, but decided against it. It looked dangerous, and the golden throne wasn't half bad. Besides, they seemed to be doing just fine.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: DreamerGhost on April 20, 2016, 02:09:57 am
PM's are being processed.

To clarify, Blood power can be used any ammount of times, but grows more severe rapidly with each use. The first use will require END 5 (roll+bonuses) to entirely avoid injury.

Star2wars3, same as last turn.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: AoshimaMichio on April 20, 2016, 02:47:58 am
"Well of course, I didn't want to be eaten and didn't want to kill them either. Worry not, I will resolve this problem I have caused."

Seek out the local druids to explain my interference on the matter (and if the man eaters wake up while imps are still standing amongst them, well, that solves their hunger issues). If imps know where to find them, then employ this knowledge, otherwise rely on whispers of the forest. Make two essences on the way. Maybe I'll be someday free of distractions and able to focus on more important study of nature.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: thegamemaster1234 on April 20, 2016, 07:18:16 am
With preparations complete, nothing stands between Jiksap and ultimate power!!!
Or something like that.

Begin PM ritual, using one +1CMP essence on the roll. Use all three recently summoned mechanical parts boxes as sacrifices.
((For clarification: PM is the same as before.
DG: if you want me to resend it, I can.))
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: FallacyofUrist on April 20, 2016, 08:18:57 am
((Um... a potential mistake in the turn: I'm pretty sure you used the action that I wanted to use only if Blood Sacrifices were not a thing this turn, and they are definitely a thing this turn... based on the fact that Wayfarer didn't use a Greater Blood Sacrifice like I wanted- sorry for the inconvenience.))

Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Trewque on April 20, 2016, 10:33:32 am
Have castle take me to where Jiksap is. Craft 3 essences.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: ironsnake345 on April 20, 2016, 10:36:38 am
Damn it... I just want to not die! Why don't you and I see eye to eye, magic? Chorkinaan condenses more of the same material onto the shield, attempting to turn the razor sharp grip round and add a wide rim around the bowl, which should hopefully bring the shield to a usable size. 1 +1/+1 essence. Hopefully, this will render the shield usable, even if it ends up an awkwardly sized buckler. That bowl's catching of weapons could come in handy anyway.
Actually, I'm being too sane about this... I need to step over the boundaries of the original plan once in a while. This could provide a VERY interesting backup, heh heh heh! The grip is razor sharp on both sides, right? The part facing in towards the shield as well as facing out away from it? If that's the case, chorkinaan adds some material with no asked properties onto the INSIDE of the bowl, to create a grip in order for him to wield the shield, using the razor-sharp grip as a weapon, with the bowl acting as a really nice handguard. No essences. (If that's not the case, the plan with a big strike-through on it happens.)
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: DreamerGhost on April 20, 2016, 11:42:36 am
((Um... a potential mistake in the turn: I'm pretty sure you used the action that I wanted to use only if Blood Sacrifices were not a thing this turn, and they are definitely a thing this turn... based on the fact that Wayfarer didn't use a Greater Blood Sacrifice like I wanted- sorry for the inconvenience.))

They kinda weren't a thing this turn? Due to there being some confusion about their balance? I'm just going to put up a poll.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: AoshimaMichio on April 20, 2016, 12:20:00 pm
((My opinion about the Blood Power: Make it limited resource. The second wind that burns your mind to power magic. Ditch the minor buff and keep only the large one. Let it be used X times. Once all X times are used the mage dies. With boom.))
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Zormod on April 20, 2016, 01:45:07 pm
Summon a cluster of mobile sharp cubes, using 3 +1/+1 essences and 2 +1/+0 essences.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: XXXXYYYY on April 20, 2016, 05:19:10 pm
PM's are being processed.

To clarify, Blood power can be used any ammount of times, but grows more severe rapidly with each use. The first use will require END 5 (roll+bonuses) to entirely avoid injury.

Star2wars3, same as last turn.
((Really sorry :-[. Been busy preppin' and going on vacation for the past few days.))
If the one that was just stabbed is dead (or will be shortly without any more help), shank the one that Skelliborn is fighting.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: FallacyofUrist on April 20, 2016, 05:32:07 pm
Wayfarer was silent as he processed this new development.

Wayfarer then attempted to work his sword out of the ground and use it as a shield.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: ironsnake345 on April 20, 2016, 08:30:28 pm
((Edited my post with a really DEVIOUS change of plans I thought of earlier today. Nyeh heh heh!  ;D ))
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: DAPARROT on April 21, 2016, 10:13:37 am
Summon 2 golden eagles,use all non-chaotic essences(adds up to +5/+5)
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: DreamerGhost on April 21, 2016, 02:43:33 pm
Have an absence of teeth beholder. heh heh heh.

Skeliborn

Action:
Keep slicing/stabbing the larger beholder.

If the one that was just stabbed is dead (or will be shortly without any more help), shank the one that Skelliborn is fighting.

Spoiler (click to show/hide)

Skeliborn pulled back his blade for another strike, desire for speed overpowering the desire for accuracy. The blade flew, but rather than the edge, Skeliborn managed to twist his hand so that Beholder was struck with the flat of the blade. But the speed of the strike proved useful, Beholder had no chance to dodge and the flat smacked it in the eye, causing it to close, making Beholder momentarily blind. But just as swiftly as Skeliborn struck, Beholder counterattacked, remainder of its teeth piercing through Skeliborn's right arm in several places and nuzzling ineffectually at countless others. Poison seeped into the wounds and Skeliborn fell in pain, his hand involuntarily releasing his beloved blade. As Skeliborn fell, Gambler charged, his magic draining stiletto poised to strike. It reached only air, as Beholder rose upwards, blinking as it attempted to clear its eye, and Gambler fell to the ground, straight on Skeliborn's writhing body.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: star2wars3 on April 21, 2016, 08:18:37 pm
Argh. It appears that I have been wounded. But that does give me some inspiration.

Gambler, would it be ok if I moved the eternity to another dimension until we're safe?
Skeliborn

Action:
Assuming Gambler doesn't speak up, place the antigravity eldritch throwing knives in a pentagram shape surrounding the eternity. Once the pile of eternity is through, remove the throwing knives. (If the portal forms, gravity should cause the eternity to fall into the other world, which since it has no atmosphere at the moment, shouldn't be an easily livable place for life.)

If Gambler speaks up, throw the flaming toothpick sword into the Beholder's eye instead.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: H4zardZ1 on April 23, 2016, 09:07:48 am
"I'll try to help, and i will test what happens too"
Drain electricity from a beholder, any of them that attacks Skelliborn (or any beholder that attacks Gambler, if no beholder attacks Skelliborn), or choose at a random beholder if no beholder attacks. Then move the electricity to another beholder following the conditions above.
1 +1/+1 essence, 1 +1/+2 essence.

Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Whisperling on April 23, 2016, 04:41:16 pm
PM action.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Beirus on April 23, 2016, 04:53:48 pm
I sent a PM too.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: star2wars3 on April 23, 2016, 09:06:29 pm
"I'll try to help, and i will test what happens too"
Shock the beholders.
Much thanks on the backup.My right hand seems to have been paralyzed by the Beholder's poison. Careful to stay out of range of the Beholder's melee range since we probably won't get any more backup and most of us are injured.

At this point, since I can't weild my weapon properly,  I'm going to try store the eternity in the old world. It should be hard for anything to survive their without special gear so while we can get back to it anytime, the Beholder's can't, and even if they could, the void of no atmosphere would probably kill them.

On the note of killing the Beholders, I have an idea.

All creatures are composed of matter and energy which must be woven or must flow in certain ways. If that flow is disrupted or disabled, it can drastically effect every aspect of a given creature.

What this means is that you, as a Mage of electricity, can effectively control the actions of living things by controlling the flow of energy within them.

In other words, you should be able to both force the beholder to attack itself and not attack us, and to drain it's energy. (I'm thinking along the lines of how living things do have some current running through them. If anyone else wants to explain the physics better, I encourage it since I'm typing this on a phone late at night)
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Whisperling on April 23, 2016, 09:12:06 pm
((The physics? Well, the nervous system operates using electrical and chemical signals. Correct manipulation of the aforementioned electrical signals could theoretically result in mind-control like effects, the main problem being precision and complexity.

TL:DR, Dest can probably do mind control with a -1 modifier.))
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Elephant Parade on April 23, 2016, 09:22:16 pm
+4 essences, and try to make yet another ring.

wait no

Try to make the ring again, and then +3 essences.

that was close
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: H4zardZ1 on April 23, 2016, 09:52:38 pm
"I'll try to help, and i will test what happens too"
Shock the beholders.
Much thanks on the backup.My right hand seems to have been paralyzed by the Beholder's poison. Careful to stay out of range of the Beholder's melee range since we probably won't get any more backup and most of us are injured.

At this point, since I can't weild my weapon properly,  I'm going to try store the eternity in the old world. It should be hard for anything to survive their without special gear so while we can get back to it anytime, the Beholder's can't, and even if they could, the void of no atmosphere would probably kill them.

On the note of killing the Beholders, I have an idea.

All creatures are composed of matter and energy which must be woven or must flow in certain ways. If that flow is disrupted or disabled, it can drastically effect every aspect of a given creature.

What this means is that you, as a Mage of electricity, can effectively control the actions of living things by controlling the flow of energy within them.

In other words, you should be able to both force the beholder to attack itself and not attack us, and to drain it's energy. (I'm thinking along the lines of how living things do have some current running through them. If anyone else wants to explain the physics better, I encourage it since I'm typing this on a phone late at night)

Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: Prismatic on April 24, 2016, 01:58:52 pm
((Missed a few turns, but I'm still around.))

Have another go at attempting to disintegrate Bernardo.
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: DreamerGhost on April 24, 2016, 04:38:35 pm
Turn 156

"Well of course, I didn't want to be eaten and didn't want to kill them either. Worry not, I will resolve this problem I have caused."

Seek out the local druids to explain my interference on the matter (and if the man eaters wake up while imps are still standing amongst them, well, that solves their hunger issues). If imps know where to find them, then employ this knowledge, otherwise rely on whispers of the forest. Make two essences on the way. Maybe I'll be someday free of distractions and able to focus on more important study of nature.
Spoiler (click to show/hide)

Imps had no clue where to find a druid, mostly because they never cared that much but also because they tended to wander around a lot. Druids never had any problem finding one another, and Shias suspected they listened to the forest to find out where they all were. Replicating the search in an unfamiliar forest was rather complicated, and the spell Shias sent out returned with only an approximate location of a druid. It remained active for some time, and managed to get Shias close enough for the druid to find him. Bearded figure in a undyed linen robe walked out from the trees and greeted Shias.
"Greetings brother. What brings you to our forest?"

Have castle take me to where Jiksap is. Craft 3 essences.

Spoiler (click to show/hide)

Bob wandered aimlessly through the tower, but soon found himself next to the door to the council chambers. Jiksap was inside, possibly. It was hard to tell from under the archaic diving suit, but he was surrounded by various mechanical parts and was performing a ritual of some sot with them. Unless another machine mage appeared on the island, he had to be Jiksap.

Damn it... I just want to not die! Why don't you and I see eye to eye, magic? Chorkinaan condenses more of the same material onto the shield, attempting to turn the razor sharp grip round and add a wide rim around the bowl, which should hopefully bring the shield to a usable size. 1 +1/+1 essence. Hopefully, this will render the shield usable, even if it ends up an awkwardly sized buckler. That bowl's catching of weapons could come in handy anyway.
Actually, I'm being too sane about this... I need to step over the boundaries of the original plan once in a while. This could provide a VERY interesting backup, heh heh heh! The grip is razor sharp on both sides, right? The part facing in towards the shield as well as facing out away from it? If that's the case, chorkinaan adds some material with no asked properties onto the INSIDE of the bowl, to create a grip in order for him to wield the shield, using the razor-sharp grip as a weapon, with the bowl acting as a really nice handguard. No essences. (If that's not the case, the plan with a big strike-through on it happens.)

Spoiler (click to show/hide)

Chorkinaan looked at the shield which was messed up in all ways possible, but where there were flaws, he saw opportunities. He conjured some more of indescribable material he used and created a handle on the other side of the shield, creating sorts of improvised sharpened knuckles. The nonsharp handles on the other side were rather thin, however, and Chorkinann did not want to find out what happened if physicality was broken and magic that held it unwound.

Summon a cluster of mobile sharp cubes, using 3 +1/+1 essences and 2 +1/+0 essences.

Spoiler (click to show/hide)

Cuberac felt that it was about time to rearm himself. The cube cloud from before worked out reasonably well, aside from all the times they didn’t, even if that was all the time. This time, just as he began casting the spell he felt it running away from him. The spell interpreted his will as a vague suggestion at best, and to Cuberac's terrified fascination, began bending into entirely too many edges. The result was a cube that appeared to be entirely blunt, but still managed to cut Cuberac's finger when he poked it. The blades were hidden somewhere, possibly higher dimensions.

Wayfarer was silent as he processed this new development.

Wayfarer then attempted to work his sword out of the ground and use it as a shield.
PM action.
Spoiler (click to show/hide)

Wayfarer rushed to his sword raised it out of the ground and placed it against Viznor as a shield. It was a decent idea, and massive size of the sword served the defensive purpose rather well. However, it did have a flaw. It became apparent as Viznor again caused the ground to bind to Wayfarer and hold him in place. The massive size and slow turning rate allowed Viznor to just fly from another side and shoot Wayfarer in the back. The arrow hurt and it seemed to had hit something rather important, possibly the liver, but it was not immediately fatal. But before Wayfarer could start getting used to never being able to drink again, the rest of his organs turned for the worse swiftly and violently. Shimmering black sword appeared pierced through his stomach, and just after the sword, Jase appeared behind Wayfarer in his elemental form, holding said sword. Wayfarer fell into darkness from which he would not rise.

Summon 2 golden eagles,use all non-chaotic essences(adds up to +5/+5)


Spoiler (click to show/hide)

Seva looked through his expansive memories of birds and chose one that would work until he could finish his large project. Magic congealed in his hand and he tossed a pair of Golden Eagles into the air. They glided around in a circle and landed on Seva's shoulders. Crystal bird, deprived from its usual perching place, landed on Seva's head. Its claws dug it a bit painfully as it searched for a better grip on an object too round for it to perch comfortably.

+4 essences, and try to make yet another ring.

wait no

Try to make the ring again, and then +3 essences.

that was close

Spoiler (click to show/hide)

Gloomy again attempted to create a ring of curses and bind it to the book. It went significantly better this time, the ring was shaped like a half dozen spiders clutching together in a net. Gloomy put the ring on as last of the slippery fingers curse faded. It glittered beautifully in the aetherlight.

((Missed a few turns, but I'm still around.))

Have another go at attempting to disintegrate Bernardo.

Spoiler (click to show/hide)

Xom was faster that Bernardo but his reflexive approach that allowed him to move faster resulted in a spell that caused his hair to flash with all colors of the rainbow and fall off in bunches. Bernardo took the opportunity to get physical and possibly disrupt his enemy. His swing was certainly strong enough to cause some serious damage. Xom managed to block the fist meant for his face but it still hurt him at least as much as it did Bernardo, and Sheriff managed to break a few of his fingers with the impact.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 24, 2016, 04:40:23 pm
PM's are being processed.

Star2Wars3 the same again, but now you are joined by H4zardZ1.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Elephant Parade on April 24, 2016, 04:55:16 pm
Quote
[6][6][6][5][6][5][3][5]
what

Quote
{You have been blessed by the RNG. What have you sacrificed, I may use it in the future}
I'm pretty sure the first Gloomy died for this, so you're probably out of luck.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: FallacyofUrist on April 24, 2016, 05:13:40 pm
((... now that Wayfarer's clearly dead: Clearly Viznor and Jase have plans regarding the ice font- otherwise I don't think they would have teamed up for... oh... 2.5 shards each?))

((Now then. If you don't mind, DreamerGhost, I'll do a Completely PM'd Character.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 24, 2016, 05:31:10 pm
((... now that Wayfarer's clearly dead: Clearly Viznor and Jase have plans regarding the ice font- otherwise I don't think they would have teamed up for... oh... 2.5 shards each?))

((Now then. If you don't mind, DreamerGhost, I'll do a Completely PM'd Character.))

((Will you want the afinity to be kept secret in the character sheet? It's pretty interesting one.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: FallacyofUrist on April 24, 2016, 05:37:35 pm
((... now that Wayfarer's clearly dead: Clearly Viznor and Jase have plans regarding the ice font- otherwise I don't think they would have teamed up for... oh... 2.5 shards each?))

((Now then. If you don't mind, DreamerGhost, I'll do a Completely PM'd Character.))

((Will you want the afinity to be kept secret in the character sheet? It's pretty interesting one.))
((Oh yes, please do. Secret affinity would be wonderful for this one...))

Edit:
((My secret plan for Wayfarer: turn 3 fonts of magic into boxes of Orden, travel to another dimension to preform the opening ritual, use time magic to get it done in a reasonable amount of time, come back and use death power to kill everybody.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: ironsnake345 on April 24, 2016, 06:29:21 pm
((Now then. If you don't mind, DreamerGhost, I'll do a Completely PM'd Character.))
((Ooh boy, I can't wait. This can't be good, but this can only be good.))

Well, that worked out! This is going to be a fantastic weapon, I can feel it. Now, back to business. Chorkinaan attempts once again to create a shield. same properties as before, using two +1/+1 essences. He then alters the properties of the grip of the physicality knuckles, giving it unnatural toughness just like the rest of the weapon, using no essences.

((I just love how before this turn, it was just called "wrong shield" in my inventory.))
((Also, I feel I must commend you, Beirus. That was a devilishly ingenious plan, masterfully executed. Well done.))[/b]
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Elephant Parade on April 24, 2016, 07:14:29 pm
Make another one of those rings, using my two weakest chaotic essences. +2 essences.
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: NAV on April 24, 2016, 09:00:08 pm
"I still live, so I suppose I'm well enough. Since you seem to be missing the two mages you went to join, I assume the appearance of the beast interfered with your expedition. At least you were close enough to the portal to get through it. Odd, isn't it, that they just brought us to another battlefield. I wonder how many other battlefields there are, or if we'll have need of them. But pardon my blathering. My work has been time consuming, and left little time for conversation. I guess the desire to talk just builds up. What was it you wanted to talk about?"

I sent a thing.
((I'm really sorry for taking so long to reply. I was pretty busy.))

"It sure is strange. This whole tournament is strange business. I wonder who or what could have the power to run it? Anyway I wanted to ask you if you know the fate of the old Duck Island, my companions dragged my through before I could see what happened but I should probably thank them for that. I think I managed to wake the duck so there might be some hope.

Anyway from now on I mostly plan on setting up somewhere out of the way and helping more people and hurting less. It sounds like you're working on something big, want any help or is it top secret? By the way do you know how Crimson's doing?"
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DAPARROT on April 24, 2016, 09:56:14 pm
Fly off towards the hills in the bottom left with my birds, make 2 essences along the way
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: AoshimaMichio on April 24, 2016, 11:50:29 pm
"Greetings brother. War, unfortunately, war of wizards. It has arrived to this land. And as part of the war, I stumbled upon imps tending plants not far from here and with a careless spell set off plats observing usage of magic. They claim they have made a deal, which I find unusual. There wasn't any imps in the area I was tending before this war, and certainly not gardening demons of any kind."

Inform the local manager about the unintentional even with gardening imps. Inquire what other deals are in place. Inquire about what's going on in the forest, about lay of the land, so to speak.
Make two essences.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: XXXXYYYY on April 25, 2016, 02:29:26 am
((Aah vacation))
Is the stiletto lodged in Skelliborn?
If so:
    Extract it with a minimum of internal-injury-making. Apologize profusely. GOTO Else.
Else:
    Attempt to stand up, and attack again. Far more cautiously this time.
    If the beholder is distracted and is not going to attack me or Skelliborn, try to help Skelliborn.

((Truly coded version here. (http://www.bay12forums.com/smf/index.php?topic=139646.msg6956494#msg6956494)))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: H4zardZ1 on April 25, 2016, 03:00:08 am
((Edited turn, sorry.))
((Aah vacation))
Is Stiletto lodged=True?
If So:
    Remove stilleto with minimum of internal-injury-making possible. GOTO Else.
    Then:
           Apologize profusely.
Else:
    Stand up
    Then:
           Attack Far more cautiously this time.
           Is Beholder distracted=True?
           If so:
                  Try to help Skelliborn.

Better pseudocode?
Title: Re: Roll to Magic: Turn 154 Magical styleoff/snoboff
Post by: Beirus on April 25, 2016, 04:10:00 am
"I still live, so I suppose I'm well enough. Since you seem to be missing the two mages you went to join, I assume the appearance of the beast interfered with your expedition. At least you were close enough to the portal to get through it. Odd, isn't it, that they just brought us to another battlefield. I wonder how many other battlefields there are, or if we'll have need of them. But pardon my blathering. My work has been time consuming, and left little time for conversation. I guess the desire to talk just builds up. What was it you wanted to talk about?"

I sent a thing.
((I'm really sorry for taking so long to reply. I was pretty busy.))

"It sure is strange. This whole tournament is strange business. I wonder who or what could have the power to run it? Anyway I wanted to ask you if you know the fate of the old Duck Island, my companions dragged my through before I could see what happened but I should probably thank them for that. I think I managed to wake the duck so there might be some hope.

Anyway from now on I mostly plan on setting up somewhere out of the way and helping more people and hurting less. It sounds like you're working on something big, want any help or is it top secret? By the way do you know how Crimson's doing?"
((It's all good. Hope nobody else will mind if we act like this conversation took place before Jase left to go get his stab on.))
((FoU, Jase did it for your equipment. Gonna try something that required an item from another mage, and you happened to be fighting Viznor, who Jase considers an ally. The font would just be a bonus, which I also have plans for.))
((Thanks, ironsnake.))

"I do not know what fate befell the Duck, but I plan on returning to find out."

Jase raises his hand to display his ring to James. "I was working on this. A prototype, but if it works, I can produce more. I believe they would be a great boon to those who would seek to protect this Tower from those who threaten it. And you are always welcome here, James. But I have not heard from Crimson since he departed before the dragon showed up. The big dragon, not the ice one."

"I have also wondered who or what would have created these battlefields. At the very least, I wonder what sort of insane being or beings would throw peaceful sorts like yourself, or explorers and experimenters like myself and Crimson, in with murderers and psychopaths. Though perhaps we are the insane ones, seeking a quick path to godhood and believing we could get there without a large amount of violence and bloodshed. I sometimes wonder if it would just be easier to go back through the portal and study the path to godhood with my remaining years. I might even obtain it if I were lucky enough. But then I think of all the things I would never see, the experiences I would never have. This place is dangerous, but exploring it is exhilarating. I wonder if perhaps the being or thing that made this place meant it as a way to dispose of dangerous mages with dreams of godhood. Or a test to make sure that only those worthy, or sufficiently bloodthirsty or psychotic, would obtain the mantle of deity. But the sort of deities that would produce are not the kind I would wish upon any existence."
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: XXXXYYYY on April 25, 2016, 05:11:28 am
stilleto   = Weapon("stiletto","glass",["Antimagic","Half-Ethereal"]) #"Type", "Materials", ["MagicProperties"]
gambler    = Character("XXXXYYYY", ["Luck"], [1,3,0,1,3]) #"Player", ["Affinities"], [Stats]
skelliborn = Character("star2wars3", ["Blades"], [3,1,1,1,1]) #"Player", ["Affinities"], [Stats]
beholder4  = Creature()#Omitted, we've seen this song and dance before

if stiletto.isLodgedIn(skelliborn):
    stiletto.removeWithCare()
    for i in range(3):
        gambler.apologize(skelliborn)
gambler.standUp()
if not stiletto.isLodged(): #If Skelliborn is freshly unstabbed, or it was not lodged in the first place
    gambler.attack(beholder4)
if beholder4.isDistracted() and not (beholder4.getTarget() == gambler or beholder4.getTarget() == skelliborn):
    gambler.help(skelliborn)

Better pseudocode?
Now actual (Python) code :P
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Atomic Chicken on April 25, 2016, 04:27:50 pm
((I was not expecting Jase's sudden contribution to Wayfarer's demise. This last assassination was even more cinematic than usual!))

the ice font
fonts of magic
The font would just be a bonus, which I also have plans for.
((Are fonts of magic something the average mage should know about? I have no idea what you two are referring to.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 25, 2016, 04:33:29 pm
((Are fonts of magic something the average mage should know about? I have no idea what you two are referring to.))

They are places of natural magic, where magic of some single afinity flows into the world. It creates zones of said afinity, can be conquered and used for casting superspells. The superspells are thought up on afinity by afinity basis, but one that anyone can cast is Dominion, which uses up one of your afinities to change the font to that afinity and grant you control over that font. This grants you a teritory where you can use said afinity freely with great bonuses, but you lose the afinity when outside. Another thing that anyone can do is to swap their afinity with that of the font.

The reason why this is not in OP is because only a single mage ever managed to take one, and was then bribed to leave it alone.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Whisperling on April 25, 2016, 05:05:38 pm
((That turned out to be a good thing, what with the uberdragon and all.

And, well... it was a very tempting bribe.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 25, 2016, 05:10:45 pm
((That turned out to be a good thing, what with the uberdragon and all.

And, well... it was a very tempting bribe.))
Have you reconsidered on getting an extra set of organs?
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Whisperling on April 25, 2016, 05:44:11 pm
Have you reconsidered on getting an extra set of organs?

"Possibly. I am, however, still uncertain as to why you are so eager to perform such a modification."
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: star2wars3 on April 25, 2016, 05:50:40 pm
((Action Compilation At Beholders))
"I'll try to help, and i will test what happens too"
Shock the beholders.
((Aah vacation))
Is the stiletto lodged in Skelliborn?
If so:
    Extract it with a minimum of internal-injury-making. Apologize profusely. GOTO Else.
Else:
    Attempt to stand up, and attack again. Far more cautiously this time.
    If the beholder is distracted and is not going to attack me or Skelliborn, try to help Skelliborn.

((Truly coded version here. (http://www.bay12forums.com/smf/index.php?topic=139646.msg6956494#msg6956494)))
Argh. It appears that I have been wounded. But that does give me some inspiration.

Gambler, would it be ok if I moved the eternity to another dimension until we're safe?
Skeliborn

Action:
Assuming Gambler doesn't speak up, place the antigravity eldritch throwing knives in a pentagram shape surrounding the eternity. Once the pile of eternity is through, remove the throwing knives. (If the portal forms, gravity should cause the eternity to fall into the other world, which since it has no atmosphere at the moment, shouldn't be an easily livable place for life.)

If Gambler speaks up, throw the flaming toothpick sword into the Beholder's eye instead.

Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Beirus on April 25, 2016, 06:14:43 pm
((Heh, I was wondering how Viznor ended up with the Tie of 117.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: ironsnake345 on April 25, 2016, 06:39:14 pm
((The plot thickens!))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 25, 2016, 07:16:43 pm
((Heh, I was wondering how Viznor ended up with the Tie of 117.))
((Magic))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 25, 2016, 07:47:44 pm
((Are fonts of magic something the average mage should know about? I have no idea what you two are referring to.))

They are places of natural magic, where magic of some single afinity flows into the world. It creates zones of said afinity, can be conquered and used for casting superspells. The superspells are thought up on afinity by afinity basis, but one that anyone can cast is Dominion, which uses up one of your afinities to change the font to that afinity and grant you control over that font. This grants you a teritory where you can use said afinity freely with great bonuses, but you lose the afinity when outside. Another thing that anyone can do is to swap their afinity with that of the font.

The reason why this is not in OP is because only a single mage ever managed to take one, and was then bribed to leave it alone.
((Suddenly the soul shard affinity becomes more and more of a good idea. After all:

to make a shard you get a debuff of -10.
With a Dominion you would be able to freely use the affinity freely with great bonuses. In combination with being able to put +5/+5 in essences and multiple turn rituals, Dominion is still OP.

Not to mention, you will quickly be able to upgrade the shard affinity you have and get shards exponentially.

This may be the type of BIG exploit you may want to fix dg))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Beirus on April 25, 2016, 08:32:14 pm
((DG already said way back that anyone trying to do that with a Shard affinity would be hunted and ripped asunder by the personified forces of reality or something.))
Title: Re: Roll to Magic: Turn 155 Totaly on time
Post by: DreamerGhost on April 26, 2016, 02:46:07 am
"I'll try to help, and i will test what happens too"
Drain electricity from a beholder, any of them that attacks Skelliborn (or any beholder that attacks Gambler, if no beholder attacks Skelliborn), or choose at a random beholder if no beholder attacks. Then move the electricity to another beholder following the conditions above.
1 +1/+1 essence, 1 +1/+2 essence.

((Aah vacation))
Is the stiletto lodged in Skelliborn?
If so:
    Extract it with a minimum of internal-injury-making. Apologize profusely. GOTO Else.
Else:
    Attempt to stand up, and attack again. Far more cautiously this time.
    If the beholder is distracted and is not going to attack me or Skelliborn, try to help Skelliborn.

((Truly coded version here. (http://www.bay12forums.com/smf/index.php?topic=139646.msg6956494#msg6956494)))
Argh. It appears that I have been wounded. But that does give me some inspiration.

Gambler, would it be ok if I moved the eternity to another dimension until we're safe?
Skeliborn

Action:
Assuming Gambler doesn't speak up, place the antigravity eldritch throwing knives in a pentagram shape surrounding the eternity. Once the pile of eternity is through, remove the throwing knives. (If the portal forms, gravity should cause the eternity to fall into the other world, which since it has no atmosphere at the moment, shouldn't be an easily livable place for life.)

If Gambler speaks up, throw the flaming toothpick sword into the Beholder's eye instead.


{Sorry about that. Yesterday was rather bussy.}
Spoiler (click to show/hide)

Beholder, seeing itself injured, surrounded and outnumbered, roared and rose about three meters in the air. There, its secondary eyes began glowing white and beams of light ravaged the land below. Eterna managed to escape unscathed, but was forced to vacate the throne as one of the beams washed over it. Gambler fared only slightly worse, edges of his robe were singed but he was otherwise fine. Skeliborn, lying prone on the ground, didn’t have enough time to move after Gambler rolled off him. Several beams cut into him, leaving charred flesh and smell of steak. As Skeliborn was lying on the ground unmoving in hopes that the pain will stay merely excruciating if he did, Eterna moved in to take revenge for being dethroned. Sparks of lightning gathered around the beholder, before discharging, dragging out what passed for instructions to its organs, leaving beholder floating innert in the air. The electricity had to go somwhere though, and despite Eterna's best attempts at routing it to ground {that was the last beholder}, electricity coursed down through him, leaving Eterna twitching on the ground and doubling up on the smell of burning meat. Gambler was left alone, and his attack was brutal but uncomplicated, burrying his stilleto holding arm to the elbow in beholders central eye and twisting his arm around until the creature fell to the ground lifeless. Pool of unindentifiable goop next to them began bubling in foreboding way again.

{Skeliborn, heavily burned, END roll for any roll requiring action besides casting. (You can still travel without rolls 1 hex at a time.)}
{Dest Eterna, Paralyzed, 2 turns}
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: H4zardZ1 on April 26, 2016, 03:10:04 am
((Sorry, but i edited the turn:
"I'll try to help, and i will test what happens too"
Drain electricity from a beholder, any of them that attacks Skelliborn (or any beholder that attacks Gambler, if no beholder attacks Skelliborn), or choose at a random beholder if no beholder attacks. Then move the electricity to another beholder following the conditions above.
1 +1/+1 essence, 1 +1/+2 essence.

))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 26, 2016, 05:20:23 am
((ElephantParade didn't steal my luck. This is Karma coming back to haunt me for surviving making 10 essences at a time.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Trewque on April 26, 2016, 11:08:09 am
"Hmm. It seems that Jiksap is attempting to do something. Perhaps I will join him."

Use three essences to summon three piles of bones: one from Triassic period, one from Jurassic, and one from Cretaceous.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: NAV on April 26, 2016, 12:27:13 pm
Snip
Snap
Snop
"That got deep pretty fast. Maybe we'll find the answers one day, and maybe this tournament will end. I'm gonna get Grundar now and try to summon my tree over, if it's even still alive. It's gonna be angry that I left it alone this long.

Farewell for now. And if you ever want muscles like mine let me know, not that you seem to need to use your body much."

Find Grundar and return to the druid's forest. We've got some work to do.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Zormod on April 26, 2016, 03:19:49 pm
Form 2 essences, try to move right.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: _Shinju_ on April 26, 2016, 03:28:29 pm
i pray to my goddess for help as i use an essence to make the eyes of the beholders absent
(Sorry for being a peace of crap mage and not checking bay12)
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Beirus on April 26, 2016, 03:38:21 pm
Snip
Snap
Snop
Snippity
"Gaze into the aether for too long and you get philosophical, I suppose. Take care, James. Hopefully I'll see you when I return, and we can have a drink and talk about lighter subjects. Try not to let the Tower get destroyed while I'm gone."
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Atomic Chicken on April 26, 2016, 03:43:45 pm
-snip-
Well, that explains it! Thank you DG.

((That turned out to be a good thing, what with the uberdragon and all.

And, well... it was a very tempting bribe.))
Have you reconsidered on getting an extra set of organs?
((And that's another long-standing mystery explained! Now, I wonder, how did Jase and Wayfarer ever gain knowledge of such places? Was it, perhaps, by the insight of Viznor?))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 26, 2016, 04:15:09 pm
(( Now, I wonder, how did Jase and Wayfarer ever gain knowledge of such places? Was it, perhaps, by the insight of Viznor?))
Right. Damnit. That was the other reason why it is not in OP, I would had told evryone but Viznor used magic and I didin't want him to be the only one who put in effort. Well, you still don't know how to use the fonts, or what can be found around them so all should be well.



H4zardZ1, your eddited action was retconed into the turn. Congrats on the victory. Boss comes out next turn.



Judging by the vote, Blood Power is now a thing from next turn onwards. It should be terribly useless except when you are in a bind, because a healing spell used could had as well been an essence.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 26, 2016, 04:34:21 pm
(( Now, I wonder, how did Jase and Wayfarer ever gain knowledge of such places? Was it, perhaps, by the insight of Viznor?))
Right. Damnit. That was the other reason why it is not in OP, I would had told evryone but Viznor used magic and I didin't want him to be the only one who put in effort. Well, you still don't know how to use the fonts, or what can be found around them so all should be well.



H4zardZ1, your eddited action was retconed into the turn. Congrats on the victory. Boss comes out next turn.



Judging by the vote, Blood Power is now a thing from next turn onwards. It should be terribly useless except when you are in a bind, because a healing spell used could had as well been an essence.
@Fonts Of Magic: Of course we know how to use Fonts of Magic. In fact, I think I know where to find several.
@The Boss: See: Signs Your GM Hates You.(D&D Meme)
Good Thing Dest Eterna Beat The Beholder.(Thus proving that the tazer is mightier than the sword)
Great job taking out that Beholder. It was really starting to become a pain.

Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that. But first....
Skeliborn

Action:
Drain the eldritch portal pools portal energy into my portal knives.

Upon accomplishing this, take my fourth of the eternity (I'm hoping that dead beholder drops the eternity in addition to regular beholder drops) For that matter, divide up all the loot as equally as possible among all four party members.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Whisperling on April 26, 2016, 05:41:09 pm
((Maybe, maybe not. Research is a wonderful thing.

Feels a little refreshing to get that into the open, though. Not that I want to lose an advantage, of course, but it's nice to be able to talk about the existence (if not the use) of the fonts freely.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 26, 2016, 06:13:50 pm
@The Boss: See: Signs Your GM Hates You.(D&D Meme)

((It could had been worse. You might had not been maimed and manage to send the Eternity through the portal. The portal that is made of five things that are as alive as one can be while still remaining a thing.  The portal you have never tested and don't know where it goes. The portal that was created by failing to capture entirety of eldritch energies from the pool that sent beholders at you.

That portal.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 26, 2016, 09:00:32 pm
@The Boss: See: Signs Your GM Hates You.(D&D Meme)

((It could had been worse. You might had not been maimed and manage to send the Eternity through the portal. The portal that is made of five things that are as alive as one can be while still remaining a thing.  The portal you have never tested and don't know where it goes. The portal that was created by failing to capture entirety of eldritch energies from the pool that sent beholders at you.

That portal.))
((I have complete faith in the portal as long as the Gambler is with me long enough to force reality to make it work via luck shenanigans))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: H4zardZ1 on April 27, 2016, 03:50:32 am
((Awesome might work, but this time, Practical works better.))
Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that.[/color][/glow]
...
Let the paralysis heal by doing nothing.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 27, 2016, 05:20:52 am
((Awesome might work, but this time, Practical works better.))
Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that.[/color][/glow]
...
Let the paralysis heal by doing nothing.
((Hey, DG merely said that the Beholder was inert, not dead. It might just be knocked out.))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: H4zardZ1 on April 27, 2016, 06:22:35 am
((Awesome might work, but this time, Practical works better.))
Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that.[/color][/glow]
...
Let the paralysis heal by doing nothing.
((Hey, DG merely said that the Beholder was inert, not dead. It might just be knocked out.))
((Gambler did the killing move, tho))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Sarrak on April 27, 2016, 03:11:10 pm
"The inhabitants of this land seem quite hostile and brainless. A pity, truly. Is there something better to experiment upon? I must find out after dealing with this distraction."

Kahel suddenly felt a bit stupid, telling his intentions aloud to a brainless jelly-tentacle-thing that tried its hardest to kill him. Yeah, seems like loneliness got him after all these years of secluded temperature studies... Still, that did not matter in short term. And as for long term, Kahel was sure to find solution or, at very least, a damn good psychic-mending mage to talk with.

Fry it distantly. If it lives, command acidic guardian ball to attack.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: thegamemaster1234 on April 27, 2016, 03:17:46 pm
Continue ritual. Use another +1 CMP essence.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 27, 2016, 08:02:44 pm
((Awesome might work, but this time, Practical works better.))
Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that.[/color][/glow]
...
Let the paralysis heal by doing nothing.
((Hey, DG merely said that the Beholder was inert, not dead. It might just be knocked out.))
((Gambler did the killing move, tho))
((Whoops let me retcon again))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: XXXXYYYY on April 28, 2016, 06:14:05 am
Shove my regeneration ring on Skelliborn's hand, and drag DE (alongside the rest of the eternity) to the SW, toward the gap in the mountains.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: Prismatic on April 28, 2016, 02:19:05 pm
Attempt to destabilise Bernardo's orderly state of mind.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 28, 2016, 05:15:58 pm
Turn 157

Well, that worked out! This is going to be a fantastic weapon, I can feel it. Now, back to business. Chorkinaan attempts once again to create a shield. same properties as before, using two +1/+1 essences. He then alters the properties of the grip of the physicality knuckles, giving it unnatural toughness just like the rest of the weapon, using no essences.
Spoiler (click to show/hide)

Chorkinaan, his newly crafted weapon in hand, returned to his attempts at creating something protective. The day was of disappointment for him, as what appeared before him was a perfectly flat sheet of the usual. It was a square, about 50cmx50cm, which made it large enough for the purpose, but once again there were bits wrong, as in, missing. Well, if the trend continued, next one should go right.

Make another one of those rings, using my two weakest chaotic essences. +2 essences.
Spoiler (click to show/hide)

Gloomy bent his curses again, and this ring was just a bit different from the others. It was a ring all right, but there were four places where it rose outwards, making it look square. Gloomy put it on, along the others, to both see if it was indeed what he wanted and because it was the easiest way to store them. It was a bit uncomfortable, but otherwise proper curse ring.

Fly off towards the hills in the bottom left with my birds, make 2 essences along the way
Spoiler (click to show/hide)

Seva left the harpies in peace and took to the air. His Eagles and crystal bird followed in the air while raptors ran over ground. The forest moved swiftly beneath Seva, and the tree line appeared before he had to land even once. His various birds gathered around like excitable dogs around their owner, each trying to make more noise than the other.

"Greetings brother. War, unfortunately, war of wizards. It has arrived to this land. And as part of the war, I stumbled upon imps tending plants not far from here and with a careless spell set off plats observing usage of magic. They claim they have made a deal, which I find unusual. There wasn't any imps in the area I was tending before this war, and certainly not gardening demons of any kind."

Inform the local manager about the unintentional even with gardening imps. Inquire what other deals are in place. Inquire about what's going on in the forest, about lay of the land, so to speak.
Make two essences.


Spoiler (click to show/hide)

Ah, that explains so much. Like why a Troll was trying to plant a burning tree... But if that was all, we wouldn't need to work so much. The imps are indeed allowed to stay there, and I'll go over and fix the painted lilies later. They are gardeners before demons, quite harmless really. They are helping us to deal with recent invasion of blade diggers. Terrible creatures, an ambush predator with insatiable appetite. They are what is occupying us most at the moment. If you have the time, we'd appreciate the help.   

"Hmm. It seems that Jiksap is attempting to do something. Perhaps I will join him."

Use three essences to summon three piles of bones: one from Triassic period, one from Jurassic, and one from Cretaceous.

Spoiler (click to show/hide)

Bob sat down on one of the free chairs and began summoning some resources for his own devices. Triassic period relics came easily, Jurassic produced merely a skull and Cretaceous returned a full skeleton, clad in meat and skin. It was rather alive, rather toothy and rather angry. The dinosaur was about a meter and a half tall, and focused on Bob. Paleontomage saw the flaw of entering a building with doorways too small for a T-Rex to fit through.

"That got deep pretty fast. Maybe we'll find the answers one day, and maybe this tournament will end. I'm gonna get Grundar now and try to summon my tree over, if it's even still alive. It's gonna be angry that I left it alone this long.

Farewell for now. And if you ever want muscles like mine let me know, not that you seem to need to use your body much."

Find Grundar and return to the druid's forest. We've got some work to do.

Spoiler (click to show/hide)

Finding Grundar proved as easy as walking to the council chambers. Few mages were there, each apparently busy doing a project of their own. James and Grundar left them in peace and headed out towards the forest. It was not a long walk, and soon they were among trees again.

Form 2 essences, try to move right.

Spoiler (click to show/hide)

Cuberac collected his stuff and took a few careful steps eastwards. There it was, the edge of the world. New land did not rise to meet him, unlike the first explorers of the Duck, and the sight below was different as well. Some distance away there was a mirror surface, reflecting the land and Cuberac looking down from it.

i pray to my goddess for help as i use an essence to make the eyes of the beholders absent
Great job taking out that Beholder. It was really starting to become a pain.

Oh. Your paralyzed. Looks like most of us are injured so we should probably deal with that. But first....
Skeliborn

Action:
Drain the eldritch portal pools portal energy into my portal knives.

Upon accomplishing this, take my fourth of the eternity (I'm hoping that dead beholder drops the eternity in addition to regular beholder drops) For that matter, divide up all the loot as equally as possible among all four party members.

...
Let the paralysis heal by doing nothing.
Shove my regeneration ring on Skelliborn's hand, and drag DE (alongside the rest of the eternity) to the SW, toward the gap in the mountains.

Spoiler (click to show/hide)
Gambler was first to move. Years of tavern games hones his instinct for feeling when the players were about to toss over table and punch him in the face, and it was telling him that they carried gloves made entirely of spikes today. He placed his healing ring on Skeliborn's finger and rushed to where Eternity and Eterna were lying. He grabbed both and attempted to run for it, but dragging a person with a single hand is hard work and dragging Eternity with the other was not exactly vacation either. Gambler managed to get about three meters away before the pool exploded.

Eterna was being dragged away from the pools, which he liked. His savior was dragging the prize with the other hand, which Eterna also liked. They were going away from the throne which he liked less, but was prepared to deal with later. Then the lake exploded, revealing a creature that one could expect to see in the shadow seas beneath the earth, and Eterna suddenly found his escape speed entirely inadequate. He focused on his training for such situations, sending very tiny amounts of electricity through his body and broke through paralysis and into fear.

{Dest eterna, Paralysis removed}

Nihilum prayed to his goddess, and saw her symbol appear above his companions here. All the danger seemed to be dealt with, and there was little threat to them besides each other. Just to be certain, Nihilum blasted the beholder corpses with his magic. His magic flowed around uncertainly, finally opting to go into the largest beholder, but it did not destroy.

Skeliborn was feeling optimistic. His wounds felt better since Gambler gave him the ring, the enemies were dealt with and all was good. He was feeling so optimistic, that when he noticed that the pool was bubbling intensely, he opted to drain the power away into his portal knives. As magic touched them, the blades bulged out immensely, their bone blades reshaping into something akin to sharpened skulls which attempted to bite Skeliborn's fingers off.

The lake water exploded, propelled upwards by the creature that emerged. It had some passing similarities with beholders, having a central eye surrounded by secondary ones, but there the similarities ended. Firstly, it was huge. The central eye was large enough for a human to lie on, and four secondary eyes were as large as the medium sized beholders. Mass of flesh extended downwards from the central eye, finding support in dirt at the bottom of the pool. It did not have a mouth, but a tentacle extended from its frame and joined the largest beholder, freshly infused with Nihilums energies. Tentacle and beholder corpse grew together, and the whole thing rose into the air. As it rose, Beholder's eye regenerated, while its mouth and secondary eyes shrunk into nonexistence. When it rose to its place next to the creature, it was just secondary eye, largest of the now five.

Spoiler: Boss Beholder (click to show/hide)

"The inhabitants of this land seem quite hostile and brainless. A pity, truly. Is there something better to experiment upon? I must find out after dealing with this distraction."

Kahel suddenly felt a bit stupid, telling his intentions aloud to a brainless jelly-tentacle-thing that tried its hardest to kill him. Yeah, seems like loneliness got him after all these years of secluded temperature studies... Still, that did not matter in short term. And as for long term, Kahel was sure to find solution or, at very least, a damn good psychic-mending mage to talk with.

Fry it distantly. If it lives, command acidic guardian ball to attack.
Spoiler (click to show/hide)

Kahel focused heat onto the creature before him, but something was wrong. His fingers felt like they were boiling, which was mostly because they were. Both of Kahel's hands were covered in pustules from burns, burns that ran so deep that there was no pain. The jelything in front of him opened a tube and pointed it forwards. Kahel thought about what it could be a moment too long to actually dodge the gout of flame rushing towards him. Burns expanded over him, searing away skin and sometimes biting into nerves below, dulling the pain.

{Kahel, Heavily burnt, physical rolls require END roll.}

Continue ritual. Use another +1 CMP essence.

Spoiler (click to show/hide)

Jiksap continued pouring power into the ritual, and soon found the value of his diligence in preparations. A box of parts erupted in pale blue flame, turning to ash in a matter of moments. Had that box not been there, the flame could had fallen on him. He still had two though, and if the ritual continued with this speed he'd make it before it was his turn to burn.

Attempt to destabilise Bernardo's orderly state of mind.
Spoiler (click to show/hide)

Xom chose a new target for his attack. Clearly, Bernardo's body was impervious to alterations, and so, Xom opted to attack sheriff’s mind instead. Torrent of unconnected thoughts of color and music and taste and frogs flooded Xom's mind, and he began wondering if he had miscast something. When the flood exhausted itself, Xom noticed that he was standing as if he had tossed something and Bernardo was lying in the dirt, as if he charged and someone tossed him forwards. Maybe it wasn't a miscast after all.


From the portal entered a new mage, one known as Mista J. When people said his name, they subconsciously extended the a and added on an h at the end, making it sound like an announcement of someone stepping on a stage. When he moved, it appeared that his form shifted slightly to amplify the appearance of movement. Causality seemed a bit clunky when he was around, and it all seemed to work out all right for him somehow. As he stepped down from the portal, some of the nearby grass turned brighter and more colorful and began to sway theatrically in the wind.

Spoiler (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DreamerGhost on April 28, 2016, 05:16:52 pm
PM's are being processed.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Whisperling on April 28, 2016, 05:31:55 pm
((...And, shoot. Missed the turn. Don't suppose I could just do a filler action of "make three binding essences"?))

PM action, anyway.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: FallacyofUrist on April 28, 2016, 05:39:27 pm
((CRIKEY. That boss.))

Act One. Scene One. Mista J. investigates the mystery castle.

"Now that's a big one- a castle I have seen, whatever could it be? What could be within? Whatever could be within? Now with my face's grin! And now- I HOPE- to hear- SOMEBODY- say- COME IN!"

Mista J. dances off to the castle, and attempts to get inside, making 4 (???) essences as he does so.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Sarrak on April 28, 2016, 05:59:34 pm
((I really miss my staff...))

Kahel hissed in pain and tried to alleviate it somewhat with careful cooling.

Cool the skin, making it insensate for a time.
Retreat to the lake while ordering acidic ball to attack.
Prepare for second round by using lake water to form several water blobs - future projectiles, jets or something else entirely, I'm not still sure.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: endlessblaze on April 28, 2016, 07:29:18 pm
((Wait I'm still alive?

Ummmm......))

Try to find out what everyone is up to
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Zormod on April 28, 2016, 11:25:33 pm
Summon a generic cube. Toss the cube off of the world. Form 2 essences as I watch.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: ironsnake345 on April 29, 2016, 12:04:01 am
((CRIKEY. That boss.))

Act One. Scene One. Mista J. investigates the mystery castle.

"Now that's a big one- a castle I have seen, whatever could it be? What could be within? Whatever could be within? Now with my face's grin! And now- I HOPE- to hear- SOMEBODY- say- COME IN!"

Mista J. dances off to the castle, and attempts to get inside, making 4 ( ??? ) essences as he does so.
Chorkinaan could not contain his laughter. What he had just witnessed was hilarious by means of being absolutely over-the-top and completely awesome.

PHHHAHAHA!!! I- ha ha! Holy crap! Ok, I have definitely NEVER met that guy before! There's no way in HELL that I would EVER forget somebody with such a... such an imposing presence!

Heh he ha, ok, aahh... Alright, back to business. Man, that just shattered my train of thought. I think I was on the idea of third time's the charm? Actually... This is a pretty sizeable sheet, just add an arm strap and I've probably got a functioning XXL square buckler. I'll probably whittle some material off of this at some point, make a few modifications, but until then, I suppose this'll work.

My gods, but I'm a chatterbox when I have only myself to talk to, thought Chorkinaan. After finishing laughing at the sheer over-the-top epicness of the very imposing man dancing towards the castle, Chorkinaan adds a strap of fabric-like(-?) physicality material onto the physicality sheet, leaving just enough room between the strap and the edge that a balled-up fist wouldn't show from behind the resulting shield if the strap were worn/fastened/whatever over the wrist.(0 because this is just aiming) He aims for the strap to be centered around the midpoint of the sheet's edge.(0, see before)

((The idea is that it's on the edge so that the hanging-off portion can be braced against the forearm, therefore making for better stability against crushing blows.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: AoshimaMichio on April 29, 2016, 01:48:33 am
"Troll planting flaming trees? Yes, when wizards go war, natural order retreats. I heard some of the recently arrived wizards bear particularly dangerous industrial affinity. After I have dealt with danger they present, I will return to help against blade diggers. Speaking about, can you direct me to any unoccupied spot of magical potential?"

Inquire about good spot for Yggdrasil and go there. If no location is provided, then continue seeking one. In meanwhile make three essences.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on April 29, 2016, 05:15:28 am
"Troll planting flaming trees? Yes, when wizards go war, natural order retreats. I heard some of the recently arrived wizards bear particularly dangerous industrial affinity. After I have dealt with danger they present, I will return to help against blade diggers. Speaking about, can you direct me to any unoccupied spot of magical potential?"

Inquire about good spot for Yggdrasil and go there. If no location is provided, then continue seeking one. In meanwhile make three essences.
((I knew their had to be monsters with the blade affinity. I'd help you out with them but I have to deal with 1000 Eyes. Oh and just a warning. If you go after one of my guild members IC... I'll let you imagine the rest))

((On second thought, I'm debating on summoning the invasion force from your area to mine. I'd really like an army to attack 1000 Eyes. That or a Kunai machine gun))

Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: AoshimaMichio on April 29, 2016, 05:23:03 am
((I haven't been paying attention what others are doing because there's too many wizards to keep track of, except those who are near me and my forest. I assume thread title is related to your 1000 Eyes.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DAPARROT on April 29, 2016, 09:59:31 am
Have my birds attack that other guy in the hills(think it's illium) while I stay in the air nearby
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on April 29, 2016, 02:49:19 pm
((I haven't been paying attention what others are doing because there's too many wizards to keep track of, except those who are near me and my forest. I assume thread title is related to your 1000 Eyes.))
((Actually, it's 1005 eyes total (And counting)))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 29, 2016, 03:02:33 pm
I have an idea of something I can summon to beat this thing but in the mean time I'm going to be a sitting duck. If I'm interrupted mid-spell we are probably all dead due to the spell using a large amount of Potency. So if you could stop the 1000 eyes from attacking me, it is much to your benefit.

Skeliborn

Action:

If the Boss is still alive:
Forge a Kunai shooting machine gun with infinite amo.
{Name = Dragon Breaker}
Modifiers:
 -3 Quick Modifier: Can only work in projectiles. Damage is increased by 50% per level, rounded down.
 -3 Cluster Modifier: Allows summoning of multiple objects at the same time, but individually smaller.
Subsection Total: +0POT/-6CMP


Essences:
Blade essence +1/-1
1 Blade essences +1CMP
2 Blade essences +1/+1
Blade essence +1/+2
Subsection Total: +4POT/+5CMP
Resultant Dubuffs: -5SPD/-2.5DEX

Blood Magic Bonus:
+4/+4 (1 greater/ 1 lesser)
Subsection Total: +4POT/+4CMP

Shard Usage:
1 shard → 1 POT
Susection Total: +1POT/+0CMP

Total Spell Bonuses: +9POT/+4CMP
Debuffs: -5SPD/-2.5DEX

Item Sacrifice:
2 Medium Teal Meteor Crystal Shards




If this succeeds, aim at 1000 Eyes and FIRE!!!!!!!!!

Else if the Boss has been killed already:
3 essence routine.

Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 29, 2016, 04:05:45 pm
Blood Magic Bonus:
+5/+5
Subsection Total: +5POT/+5CMP

You get +3/+3 for Greater. If you want to use Greater and a doubleshot of lesser, write so.
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on April 29, 2016, 05:32:49 pm
Blood Magic Bonus:
+5/+5
Subsection Total: +5POT/+5CMP

You get +3/+3 for Greater. If you want to use Greater and a doubleshot of lesser, write so.
((I think i'll just go for 2 greaters(Action Fixed)))
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: DreamerGhost on April 29, 2016, 05:46:55 pm
Blood Magic Bonus:
+5/+5
Subsection Total: +5POT/+5CMP

You get +3/+3 for Greater. If you want to use Greater and a doubleshot of lesser, write so.
((I think i'll just go for 2 greaters(Action Fixed)))

On one hand, it will work no matter what you roll on END. On another, I doubt you will be getting off the ground soon. Or at all.

EDDIT:I just noticed a problem in a form of suicidal casting. I think I will limit the Blood Power to one of each on a spell. Alternatively, it could be a roll of END to do it above one time for each extra use.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on April 30, 2016, 05:53:10 am
((Action fixed. Again))

Also pm'd a question about game mechanics
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: XXXXYYYY on May 01, 2016, 01:09:34 am
((Well. Godsdamn.))
Evasive manuvers!
Invert the probability of the bigholder's sudden and immediate death. Use my one essence.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: H4zardZ1 on May 01, 2016, 10:01:10 am
"We got a problem here..."

Try to convert the cyan eye to electricity. Use 1 +1POT and 1 +1CMP essence(s?).
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on May 01, 2016, 01:58:59 pm
"We got a problem here..."

Run away.

I assure you that everything is under control. But just in case I'm wrong, if I die I'd like to nominate Gambler to be the next guild master. He tends to make the sanest decisions most of the time.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DreamerGhost on May 01, 2016, 01:59:29 pm
I've got some bad news folks. This week is a bit test intensive for me, which means that I won't be able to get a turn out before tuesday, and possibly not even then.

Sorry about that.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: ironsnake345 on May 01, 2016, 02:43:42 pm
I've got some bad news folks. This week is a bit test intensive for me, which means that I won't be able to get a turn out before tuesday, and possibly not even then.

Sorry about that.
((Don't worry 'bout it! You have a life; I'm ok with that. Heck, I respect that! Take yer time, DG; it's the long-hiatused updates that are the best. That applies to a lot of things, really.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on May 01, 2016, 03:59:13 pm
((I have an idea for a character I might run if I don't survive this turn))
Spoiler: Skeliborn the 3rd (click to show/hide)
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: H4zardZ1 on May 02, 2016, 03:17:39 am
((Think about ink as i can die... :P

Anyway, where is the Golden Throne of Gold Affinity? I want to change the turn so please don't update soon))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DreamerGhost on May 02, 2016, 03:43:27 am
((Think about ink as i can die... :P

Anyway, where is the Golden Throne of Gold Affinity? I want to change the turn so please don't update soon))

((It's close enough for you to reach it in a few seconds, but you are curently being dragged away from it by Gambler.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: H4zardZ1 on May 02, 2016, 06:27:55 am
((Think about ink as i can die... :P

Anyway, where is the Golden Throne of Gold Affinity? I want to change the turn so please don't update soon))

((It's close enough for you to reach it in a few seconds, but you are curently being dragged away from it by Gambler.))
((Okay then))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: NAV on May 02, 2016, 11:20:02 am
"This is where we plant it."

Hand Grundar a shovel made from the omnicube and ask him to start digging.

Wait a while and if no one comes to object then begin the ritual to summon the tree here.
Sacrifices: Enchanted leaf megaphone, monomolecular wooden spear, and three acorns.
First turn use 5/5 of essences and 1/1 blood magic.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Atomic Chicken on May 02, 2016, 06:09:20 pm
Have my birds attack that other guy in the hills(think it's illium) while I stay in the air nearby
((Yep, that's Ilium. You've chosen to go after the most isolated, peaceful and paranoid mage on the island. He probably won't appreciate it.))

Continue PM stuff.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: thegamemaster1234 on May 02, 2016, 08:05:44 pm
It seems that Bob managed to summon something alive among dead things. He can probably handle it, though; such things tend to end up as allies anyway. Presuming it can fit through the doors, which the oddly placed thought text seemed to reference. And here I am providing a reference to other character's thought text inside my thought text! This is so totally meta!

Also, shouldn't that creature be forgetting what it's doing about now? The auras ARE back up, aren't they?

Continue that ritual!
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Whisperling on May 02, 2016, 08:10:33 pm
((The mindwipe field needs to be repaired. Forcfields are up, though.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Trewque on May 03, 2016, 10:39:49 am
Have castle send me to its largest room. Use 3 + Potency paleomage essences to make it an adult and obedient to me.

(Note: Do I still have my juvenile Utahraptor and adult Deinonychus with me? I see them on my charsheet, but I haven't done anything with them in a long time.)
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: star2wars3 on May 05, 2016, 05:41:29 pm
I've got some bad news folks. This week is a bit test intensive for me, which means that I won't be able to get a turn out before tuesday, and possibly not even then.

Sorry about that.
Spoiler: Pre-test Playlist (click to show/hide)
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: _Shinju_ on May 06, 2016, 05:19:50 am
I use lesser blood magic on skeliborn to make an absence of wounds and greater blood magic to make an absence of the big holders eyes
what good is a bad ass sword with no armor its like a desktop sized marshmallow with an insta-kill toothpick you will get squished and maybe you will get hits in but you are more likely to die, so good sir wanna be tank GET SOME GOD DAM ARMOR!, * coughs *, i would be more then happy t help if we don't die 
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: Elephant Parade on May 06, 2016, 09:38:19 am
Put on both rings. +4 essences.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DreamerGhost on May 07, 2016, 08:26:27 pm
Turn 158

Act One. Scene One. Mista J. investigates the mystery castle.

"Now that's a big one- a castle I have seen, whatever could it be? What could be within? Whatever could be within? Now with my face's grin! And now- I HOPE- to hear- SOMEBODY- say- COME IN!"

Mista J. dances off to the castle, and attempts to get inside, making 4 (???) essences as he does so.
Spoiler (click to show/hide)

Mista J. gazed upon the tall glowing purple tower with perpetual storm cloud cover above and trio of spinning magic circles between the clouds and the tower, and decided that it was a really fine place to visit. He walked, although "walked" might had been a wrong word for what happened. J's feet moved, and his legs moved, although the way they moved was impossible without either years of yoga classes or having bones broken in about ten places. J had a face that did not suggest yoga, which made the walk look positively painful for anyone watching. His legs bent in neat half-circles rather than bending angularly as people usually worked. He arrived at the gates and knocked once. Then twice. Then thrice. Then he knocked a catchy tune. Alas, gates remained closed.

Kahel hissed in pain and tried to alleviate it somewhat with careful cooling.

Cool the skin, making it insensate for a time.
Retreat to the lake while ordering acidic ball to attack.
Prepare for second round by using lake water to form several water blobs - future projectiles, jets or something else entirely, I'm not still sure.

Spoiler (click to show/hide)

Kahel rushed to cool himself, and in his haste the burned areas became white with frost. But the pain soothed slightly and that was enough for the moment. It was enough to convince him to reduce his escape into a tactical retreat. He sent the acid ball to have fun with the strange jellyfish, but rather than stay and watch he opted to go get some extra firepower. In exact opposite of the literal meaning of firepower, he forced some water to form into tiny orbs and sent them orbiting around himself. Then he sneered, because the orbs were the size of his thumb and did not hold all that much water.

((Wait I'm still alive?

Ummmm......))

Try to find out what everyone is up to

Flare woke from his slumber and looked around. He was alive, which was a surprise. He was also uninjured and in possession of all of his stuff. This was absolutely impossible to a degree that he chose to damn the rules and find out what was happening. Through dangerous and forbidden fourth wall magic, he conjured a slim book with script written on it. He went through it quickly. There were rule changes, as rituals and blood sacrifice were added while essence power was limited(max +5/+5) and using them now slowed people down. They moved to another world. There was a huge ass beholder boss to the eldritch fields in the north and an exceptionally strange structure in northeast. There was a cloud of magic charged dust to southwest, where a patch of reality moonlighting as a beast fought flying magical pyramid. Flare tossed the book aside and it *poof*ed into nonexistence.

Summon a generic cube. Toss the cube off of the world. Form 2 essences as I watch.

Spoiler (click to show/hide)

Cuberac spoke the words and in his hands appeared a perfectly generic green cube. It sailed through the air easily as Cuberac tossed it off the edge of the world. The cube fell, and it's reflection rose, the two finally meeting after about three seconds and bouncing away. The cube laid on the mirror surface for about five seconds more before disappearing into thin air.

Chorkinaan could not contain his laughter. What he had just witnessed was hilarious by means of being absolutely over-the-top and completely awesome.

PHHHAHAHA!!! I- ha ha! Holy crap! Ok, I have definitely NEVER met that guy before! There's no way in HELL that I would EVER forget somebody with such a... such an imposing presence!

Heh he ha, ok, aahh... Alright, back to business. Man, that just shattered my train of thought. I think I was on the idea of third time's the charm? Actually... This is a pretty sizeable sheet, just add an arm strap and I've probably got a functioning XXL square buckler. I'll probably whittle some material off of this at some point, make a few modifications, but until then, I suppose this'll work.

My gods, but I'm a chatterbox when I have only myself to talk to, thought Chorkinaan. After finishing laughing at the sheer over-the-top epicness of the very imposing man dancing towards the castle, Chorkinaan adds a strap of fabric-like(-?) physicality material onto the physicality sheet, leaving just enough room between the strap and the edge that a balled-up fist wouldn't show from behind the resulting shield if the strap were worn/fastened/whatever over the wrist.(0 because this is just aiming) He aims for the strap to be centered around the midpoint of the sheet's edge.(0, see before)

((The idea is that it's on the edge so that the hanging-off portion can be braced against the forearm, therefore making for better stability against crushing blows.))

Spoiler (click to show/hide)

Chorkinaan looked at the sheet, not with disappointment, but rather with disjointed sight of one thinking. Not all hope was lost here either. He conjured forth some leather-ish but otherwise indescribable straps and connected them to the sheet. He lifted it experimentally. It was just as uncomfortable as he expected it to be, but it did stay on his hand well enough to be used as a shield. A proper shield, or a full arm gauntlet would be better, but he had this sheet and it would work.

"Troll planting flaming trees? Yes, when wizards go war, natural order retreats. I heard some of the recently arrived wizards bear particularly dangerous industrial affinity. After I have dealt with danger they present, I will return to help against blade diggers. Speaking about, can you direct me to any unoccupied spot of magical potential?"

Inquire about good spot for Yggdrasil and go there. If no location is provided, then continue seeking one. In meanwhile make three essences.
Spoiler (click to show/hide)

"There is no place within the forest that would be suitable that I know of." responds the druid. This could be a problem. Shias had hoped to find a place of power for Yggdrasil, but if druids didn’t know of any such here, they didn’t exist. It would be impossible for a druid to miss something like that. Shias barely noticed how his vines grew longer and easier to accidentally wrap around something in his disappointment.

Have my birds attack that other guy in the hills(think it's illium) while I stay in the air nearby

Seva gazed from afar as his eagles streaked towards Ilium. His raptors, and Crystal bird attacked as well, but eagles seemed to dominate his sight. It was unsurprising, as eagle was the king of the sky, at least where nonmagical birds were concerned. Their great size covered considerably more of the landscape from Seva's eyes. It did not cover enough to prevent Seva from seeing if not the strangest sight of his life, then at least the strangest since coming here. As eagle impacted Ilium, the man bent over backwards in a way that suggested spine turning liquid. It was followed quickly by liquidation of bone in both hands and legs, after which his opponent seemingly disappeared entirely, folding up into nothingness.

I have an idea of something I can summon to beat this thing but in the mean time I'm going to be a sitting duck. If I'm interrupted mid-spell we are probably all dead due to the spell using a large amount of Potency. So if you could stop the 1000 eyes from attacking me, it is much to your benefit.

Skeliborn

Action:

If the Boss is still alive:
Forge a Kunai shooting machine gun with infinite amo.
{Name = Dragon Breaker}
Modifiers:
 -3 Quick Modifier: Can only work in projectiles. Damage is increased by 50% per level, rounded down.
 -3 Cluster Modifier: Allows summoning of multiple objects at the same time, but individually smaller.
Subsection Total: +0POT/-6CMP


Essences:
Blade essence +1/-1
1 Blade essences +1CMP
2 Blade essences +1/+1
Blade essence +1/+2
Subsection Total: +4POT/+5CMP
Resultant Dubuffs: -5SPD/-2.5DEX

Blood Magic Bonus:
+4/+4 (1 greater/ 1 lesser)
Subsection Total: +4POT/+4CMP

Shard Usage:
1 shard → 1 POT
Susection Total: +1POT/+0CMP

Total Spell Bonuses: +9POT/+4CMP
Debuffs: -5SPD/-2.5DEX

Item Sacrifice:
2 Medium Teal Meteor Crystal Shards




If this succeeds, aim at 1000 Eyes and FIRE!!!!!!!!!

Else if the Boss has been killed already:
3 essence routine.


((Well. Godsdamn.))
Evasive manuvers!
Invert the probability of the bigholder's sudden and immediate death. Use my one essence.

"We got a problem here..."

Try to convert the cyan eye to electricity. Use 1 +1POT and 1 +1CMP essence(s?).
I use lesser blood magic on skeliborn to make an absence of wounds and greater blood magic to make an absence of the big holders eyes
what good is a bad ass sword with no armor its like a desktop sized marshmallow with an insta-kill toothpick you will get squished and maybe you will get hits in but you are more likely to die, so good sir wanna be tank GET SOME GOD DAM ARMOR!, * coughs *, i would be more then happy t help if we don't die 
Spoiler (click to show/hide)
Appearance of gargantuan beholder was met with panic. And wizards panic in much the same way they express all other emotions, by firing off a flurry of spells. Nihilum was first, and unusually for a mage, his efforts were intentionally helpful. Burns disappeared from Skeliborn, leaving him in far better condition to avoid swift death.

Gambler and Eterna were next, firing off offensive magic, yet intricately magical nature of Beholder left their efforts lesser than they desired, but still significant. After Gambler fired off his death magic, a fair number of the thousand eyeballs simply exploded and the creature reeled backwards. Eterna's effort was slightly less rewarding as cyan eyeball discharged energy to nearby eyes, seemingly without great harm.

[Cyan, Red and Chitin easier to dodge by 1]

Skeliborn took the treat seriously and committed most of the four mages to the fight. He supercharged his magic by both blood and dragonshards, conjuring up a weapon worthy of his opponent. It was not a gun for a man to wield, it was a siege weapon. The thing could have been an AA flak gun for a society that traded off science for magic. The gun was facing the beholder, which was fortunate, as Skeliborn had no hopes of moving the thing. The release trigger looked intimidatingly large, possibly too large to move, but Skeliborn was optimistic on his success in that regard at least. The trouble was, such a weapon would be noticed and attacked after the first shot. The effect, however, should be devastating. Then Skeliborn felt the backlash from the blood magic. First pass felt like getting punched in the stomach by a boxer, which was one of the weaker side effects. The second pass sharpened Skeliborn's hand bones for just a second, resulting in his hands becoming bright red from internal bleeding. The ring would take care of this; he was lucky enough this time.

The Beholder reared its Chitin Eye. The ghastly thing split in the middle, revealing several rows of glowing teeth and enough poison to create a pale brown mist. It shot forward, aimed squarely at Gambler, following his every escape maneuver. Just before it snatched the mage, however, blue streak of electricity arched off it into the ground and they "eye" jerked to the side, missing Gambler but knocking him off his feet.



Spoiler: Boss Beholder (click to show/hide)

"This is where we plant it."

Hand Grundar a shovel made from the omnicube and ask him to start digging.

Wait a while and if no one comes to object then begin the ritual to summon the tree here.
Sacrifices: Enchanted leaf megaphone, monomolecular wooden spear, and three acorns.
First turn use 5/5 of essences and 1/1 blood magic.

Spoiler (click to show/hide)

Grundar began digging a pit, while James forged a ritual array. Magic connected to the sacrificial items and extended towards the forest where sapling of burning tree grew. It wrapped around it, and then under it, snatching the ground there as well. It seemed excessive to use such a spell for this, but forest had magic of its own and druids were not to be underestimated in their ability to meddle. Still, James felt that if he collapsed the ritual now, without outside interference, the sapling would arrive safely. Then the blood magic took its price and James coughed out a mouthful of blood. His throat hurt, but not quite so much that he'd have a basis to suspect something lethal. Speaking or eating would be a fair bit more difficult though.

{Dammaged throat, -1/-1 to casting, -1LUCK to conversations.}

Have castle send me to its largest room. Use 3 + Potency paleomage essences to make it an adult and obedient to me.

(Note: Do I still have my juvenile Utahraptor and adult Deinonychus with me? I see them on my charsheet, but I haven't done anything with them in a long time.)

{Your dinosaurs are still with you, I skipped out on writing them since you havent done much with them. Also, it seems you missed a sentence there. I'll just asume you are refering to the dino you jsut summoned.}
Spoiler (click to show/hide)

Bob focused his mind on the dinosaur he had just unintentionally called here. It was angry, and it had a good reason to be so. But Bob rather liked his limbs uneaten, which meant more magic. The unidentified dino grew slightly, seemingly having been not too far from its peak form, and now was looking at Bob with something other than hunger. It was good enough.

Put on both rings. +4 essences.
Spoiler (click to show/hide)

Gloomy placed the rings on his fingers for easier carrying around, and just to prevent them from getting lost. It could be problematic if someone found such a ring just lying around. He paused the production of more rings to catch his breath. The sights outside hadn't changed much, but that was also fine. It meant that there were no new problems that would need him to solve them.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: DreamerGhost on May 07, 2016, 08:28:37 pm
PM's shall be processed tomorow. Retcons are possible, and if your turn is affected by one, I shall post a notice.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: ironsnake345 on May 07, 2016, 09:18:14 pm
Well, it'll work. Not what I was hoping for, but it'll work. Now, let's see if I can pull this off... Chorkinaan attempts to move the center of mass of his sword closer to the tip, as he once did before.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: star2wars3 on May 07, 2016, 10:02:07 pm
((I take my statement from last turn back. The sword can be just as powerful as the tazer if used properly))
Title: Re: Roll to Magic: Turn 158 BEHOLD MISTA J.
Post by: FallacyofUrist on May 07, 2016, 10:09:23 pm
Act One. Scene Two. Mista J. gets irritated. And works his magic deliberately.

"And come on! I just want to share my joy! And COME ON! Is that really to much to ask? To bask in the sun of the castle's courtyard? To give you my card and explain what I do? So I say: It's time to try something new."

Mista J. does a zappidy. PM sending. Then he makes 3 ??? essences...
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: DAPARROT on May 07, 2016, 10:46:28 pm
Make 2 essences,try to figure out where ilium went,have my birds attack him if he comes back
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: H4zardZ1 on May 07, 2016, 11:05:23 pm
Same as before, but this time at the Chitin eyeball.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: AoshimaMichio on May 08, 2016, 03:59:25 am
Well, I have to work with I have then.

Seek out a calm place to work on, and for love of RNGesus, please let me be alone for once.
Make two essences.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: star2wars3 on May 08, 2016, 07:17:55 am
3, 2, 1, FIRE!!!!!!!!!
Skeliborn

Action:
Fire the Dragon Breaker
(Keep the trigger in the on state so that the Dragon Breaker continuously fires)
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Zormod on May 08, 2016, 11:32:06 am
Move to that purple tower, form 2 essences.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: XXXXYYYY on May 08, 2016, 05:13:34 pm
((I seem to have acquired aggro. Balls.))
Dodge, dodge, dodge, dodge. Aggro has been achieved. Maintain it until SB's Hueg Dakka Cannon has a chance to fire. If any part of the Bigholder gets too close, shank it.
If it won't end up getting me killed, decrease the chance of the HDC being destroyed.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Elephant Parade on May 08, 2016, 05:16:28 pm
Feed my book the two +1/+1 chaotic curse essences. +3 essences.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: star2wars3 on May 08, 2016, 07:41:43 pm
((DG: You revealed one of the eye's powers this turn without editing that part of the beholder's stats))
((Chitin eye power: poison))
Quote
Chitin Eye. The ghastly thing split in the middle, revealing several rows of glowing teeth and enough poison to create a pale brown mist.
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: thegamemaster1234 on May 09, 2016, 01:02:14 pm
It seems that Bob managed to summon something alive among dead things. He can probably handle it, though; such things tend to end up as allies anyway. Presuming it can fit through the doors, which the oddly placed thought text seemed to reference. And here I am providing a reference to other character's thought text inside my thought text! This is so totally meta!

Also, shouldn't that creature be forgetting what it's doing about now? The auras ARE back up, aren't they?

Continue that ritual!

((Did this happen? Also, this is my next action as well (providing the roll for this succeeded). A thing in {} below my action saying my current built up POT would be nice too.))
Title: Re: Roll to Magic: Turn 157 Bombastic Boss Battle Begins
Post by: DreamerGhost on May 09, 2016, 02:27:16 pm
It seems that Bob managed to summon something alive among dead things. He can probably handle it, though; such things tend to end up as allies anyway. Presuming it can fit through the doors, which the oddly placed thought text seemed to reference. And here I am providing a reference to other character's thought text inside my thought text! This is so totally meta!

Also, shouldn't that creature be forgetting what it's doing about now? The auras ARE back up, aren't they?

Continue that ritual!

((Did this happen? Also, this is my next action as well (providing the roll for this succeeded). A thing in {} below my action saying my current built up POT would be nice too.))

{Damnit, missed this. The thing with progress stats is in the rolls spoiler.}
Spoiler (click to show/hide)

As the ritual continued, Jiksap noticed that the items he wanted to combine began moving. The ritual was working, and it was working well. He was over halfway there.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: star2wars3 on May 09, 2016, 08:08:26 pm
((DG: You revealed one of the eye's powers this turn without editing that part of the beholder's stats))
((Chitin eye power: poison))
Quote
Chitin Eye. The ghastly thing split in the middle, revealing several rows of glowing teeth and enough poison to create a pale brown mist.
((It seems you missed the earlier so here's the quote))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: NAV on May 10, 2016, 09:57:18 am
I think you misunderstood the purpose of this ritual. I'm trying to summon the original tree or what's left of it from Duck Island to here.

Take a healing pill and continue the ritual. 5/5 more essences.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: DreamerGhost on May 10, 2016, 03:00:27 pm
((DG: You revealed one of the eye's powers this turn without editing that part of the beholder's stats))
((Chitin eye power: poison))
Quote
Chitin Eye. The ghastly thing split in the middle, revealing several rows of glowing teeth and enough poison to create a pale brown mist.
((It seems you missed the earlier so here's the quote))

{Added.}

I think you misunderstood the purpose of this ritual. I'm trying to summon the original tree or what's left of it from Duck Island to here.

{That makes a lot more sense, how did I miss that? Roll's stay the same, so I'll just write how you used the sapling as a focus next turn.}
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Whisperling on May 10, 2016, 07:21:03 pm
Action PM'd.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: thegamemaster1234 on May 11, 2016, 08:34:29 am
Just keep ritual'in...

Continue that ritual!
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: _Shinju_ on May 11, 2016, 12:22:35 pm
i remove the absence of the enchant absence of inaccuracy on the gun
You better be able to fire at the beholder. . . it may not be armor but this will hopfuly work
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: thegamemaster1234 on May 11, 2016, 12:26:32 pm
((DG: what does the "chaotic" rating on the ritual mean? Is it just for keeping track of how many sacrifices have been burned? Also, you said that stuff would destabilize on a 6, but I got a 7 (with 5 base roll) so if the idea is that it also applies to numbers lower than 1 (makes sense) or higher than 6 you should say so in the rules.))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: _Shinju_ on May 11, 2016, 12:28:20 pm
i remove the absence of the enchant absence of inaccuracy on the gun
You better be able to fire at the beholder. . . it may not be armor but this will hopfuly work
((Also, be mildly surprised when "enchant absence of accuracy" actually makes the gun less accurate.))
((it says inaccuracy ))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: thegamemaster1234 on May 11, 2016, 12:31:00 pm
((I realized my mistake and edited my post to contain something more meaningful ;)))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: _Shinju_ on May 11, 2016, 12:32:04 pm
((I realized my mistake and edited my post to contain something more meaningful ;)))
((okay))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Prismatic on May 11, 2016, 03:35:37 pm
Xom chose a new target for his attack. Clearly, Bernardo's body was impervious to alterations, and so, Xom opted to attack sheriff’s mind instead. Torrent of unconnected thoughts of color and music and taste and frogs flooded Xom's mind, and he began wondering if he had miscast something. When the flood exhausted itself, Xom noticed that he was standing as if he had tossed something and Bernardo was lying in the dirt, as if he charged and someone tossed him forwards. Maybe it wasn't a miscast after all.

Take advantage of the sheriff's prone status by distorting the ground around him. How are the beast and pyramid faring?

Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Trewque on May 13, 2016, 10:42:54 am
"Well, what's done is done. Now all I need is another type of fossil in order to begin a ritual."\

Summon fossil from the Pleistocene Epoch.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: DreamerGhost on May 13, 2016, 07:40:47 pm
Turn 159

Well, it'll work. Not what I was hoping for, but it'll work. Now, let's see if I can pull this off... Chorkinaan attempts to move the center of mass of his sword closer to the tip, as he once did before.

Spoiler (click to show/hide)

Chorkinaan's mind ventured out and about the effect of surprise. The way to deal with a sword was to parry it, ideally by the tip for easy redirection. What if it was an axe? What if the sword was an axe? Mass of his blade shifted towards the tip with no recognizable outward effects, but Chorkinaan felt it move, turning his sword into an axe.

Act One. Scene Two. Mista J. gets irritated. And works his magic deliberately.

"And come on! I just want to share my joy! And COME ON! Is that really to much to ask? To bask in the sun of the castle's courtyard? To give you my card and explain what I do? So I say: It's time to try something new."

Mista J. does a zappidy. PM sending. Then he makes 3 ??? essences...
Spoiler (click to show/hide)

Mista J., Slightly offended by this disruption to his exploration, bent the reality to conjure a wand of uncommon power specializing in creating various gateways. To a less magically inclined observer, it would have appeared that Mista J. pulled out a paintbrush. A bit of conjuring later, Mista J. stepped through the newly created door into the Tower's courtyard.

Make 2 essences,try to figure out where ilium went,have my birds attack him if he comes back
Spoiler (click to show/hide)

Seva and his entourage scattered out, looking for where Ilium might have gone and how he did it. But even sharp eyes of the eagles found nothing, and Seva was left with nothing of note. The crystal bird seemed to be quite alright with that and was catching and eating butterflies.

Same as before, but this time at the Chitin eyeball.
3, 2, 1, FIRE!!!!!!!!!
Skeliborn

Action:
Fire the Dragon Breaker
(Keep the trigger in the on state so that the Dragon Breaker continuously fires)

((I seem to have acquired aggro. Balls.))
Dodge, dodge, dodge, dodge. Aggro has been achieved. Maintain it until SB's Hueg Dakka Cannon has a chance to fire. If any part of the Bigholder gets too close, shank it.
If it won't end up getting me killed, decrease the chance of the HDC being destroyed.

i remove the absence of the enchant absence of inaccuracy on the gun
You better be able to fire at the beholder. . . it may not be armor but this will hopfuly work

Spoiler (click to show/hide)


Eterna, looking at the Chitin eye chasing after Gambler had an idea, the ancient idea that was born when for the first time a man outnumbered one of mankind’s many enemies. He flanked and blindsided the eyeball. Figuratively blindsided, as other eyes were still looking at him, but it was close enough. Chunks of the eye turned blue for a moment, and the discharged with a thunderclap, sending blood and smell of fried meat everywhere. The "eye" roared in pain, but continued chasing after Gambler.

However, Gambler was not just blindly running, or at least he later would say everyone that he wasn't just blindly running. Allegedly, he had a plan. He cast a spell to reinforce the weapon Skeliborn had created, which mostly fizzled, and what remained made the device creak ominously. From a safer position, Nihilum attempted to fix the lack of accuracy on the gun through careful abuse of his talents (The modus operandi for all wizards), and succeeded. The gun now shot in straight accurate lines. It still couldn't be aimed duo to its weight.

Gambler ran few last steps to his goal and ran forward, putting it all to luck as he often did. Behind him, the chitin eye opened up even more in anticipation for its meal. In front of him, Skeliborn's weapon opened fire. Miniature blades flew with great speed from the device with seemingly no limit. In moments, Chitin eye was backing away, its mouth full of ichor and sharp edges. It closed its mighty gob, only to have the previously undamaged outer portion become exposed to unrelenting fire of blades. It reeled backwards further, losing entirely too many chunks of meat to be really threatening again, but before it truly fell, Skeliborn's arms failed him and the gun's rattling threw him off onto the ground. To his great amazement, this turned out to be lucky, as the absence charged lightning eye sent a bolt through the trigger, where he just was, flaying it into dust.

{Chitin Eye horibly dammaged, it cannot be used anymore, but is leaking literaly tons of poison into the water.}

{Skeleton army scouts arive next turn.}


Spoiler: Boss Beholder (click to show/hide)

I think you misunderstood the purpose of this ritual. I'm trying to summon the original tree or what's left of it from Duck Island to here.

Take a healing pill and continue the ritual. 5/5 more essences.

Spoiler (click to show/hide)

James was prepared for situation such as this, where he needed healing and magic was not an option. Aura of the Tower probably would had patched him up before long, but there was no need. James swallowed one of his heal-all pills, and felt, to his relief, his throat reforming into what it was supposed to be. He continued the ritual, jumping from the sapling outwards, tracing back by its memory of the tree it once was. There was a full tree there. James could see it now in his mind's eye.

Feed my book the two +1/+1 chaotic curse essences. +3 essences.

Spoiler (click to show/hide)

Gloomier was too, in the tower and he was also trying a long term project, but his wasn't a ritual. He had a living tome of curses, and empowering it was as simple as giving it power. Few sparks of devious and sudden harm floated from Gloomy's fingers into the book and it flared as it devoured the sparks. It hungered for more.

Just keep ritual'in...

Continue that ritual!
Spoiler (click to show/hide)

Jiksap charged the magic around him more. The parts took to the air as some magic freed itself from Jiksap's careful bindings and caught onto the ritual. It couldn't do anything too far outside the parameters set by Jiksap, but it might still add a trick of its own. It would not be too long now.

Xom chose a new target for his attack. Clearly, Bernardo's body was impervious to alterations, and so, Xom opted to attack sheriff’s mind instead. Torrent of unconnected thoughts of color and music and taste and frogs flooded Xom's mind, and he began wondering if he had miscast something. When the flood exhausted itself, Xom noticed that he was standing as if he had tossed something and Bernardo was lying in the dirt, as if he charged and someone tossed him forwards. Maybe it wasn't a miscast after all.

Take advantage of the sheriff's prone status by distorting the ground around him. How are the beast and pyramid faring?
Spoiler (click to show/hide)

Xom made good use of Bernardo's troubles, and added some on top of it infusing the ground with some extra magic. Brnardo found his progress of getting back on his feet suddenly impeded as dirt turned into glass and chalk, both of which were somehow uncharacteristically slippery and gooey. Xom took the chance to spare a glance at the battle between pyramid and the beast. The beast seemed worse off of the two, now raggedy around the edges and fading, but still trying to take chunks out of the pyramid. The pyramid was a bit better, but not by much, there were stones missing and broken, with only the glowing top remaining unscathed.

"Well, what's done is done. Now all I need is another type of fossil in order to begin a ritual."\

Summon fossil from the Pleistocene Epoch.


Spoiler (click to show/hide)

Bob called back to the past again and pulled out a long and heavy bone. It was prehistoric ivory of a mammoth, a rather poor exhibit in Bob's expert opinion, but good enough for his purposes. The time was now. Soon, all would witness his glory.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: DreamerGhost on May 13, 2016, 07:42:42 pm
PM's shall be processed tomorow, because I hear birds outside. I wish I could say that the delay and late PM's are happening because of productive work on my part but that would be a lie, since I merely spent too much time playing Stellaris.
Title: Re: Roll to Magic: Turn 159 BEHOLD MISTA J.
Post by: FallacyofUrist on May 13, 2016, 08:55:35 pm
Act One. Scene Three. Mista J. searches the castle for inhabitants(youthfully), and discovers the effect it has on his magic when it boosts his essences.

"Now wherever could you blokes be-up in a tree? Flying free, up in the air? Without a care? But no! Not all mages are air mages and with that I say-ONWARDS, ON THIS JOYFUL DAY! FEEL MAH YOUTH!!! DISCOVER MAH TRUTH, THA TRUTH OF MWA! To all my naysayers! I say ptah! For I have arrived! And I seek joy!"

Mista J. dances throughout the castle, searching for inhabitants, all the while humming a slightly infuriating tune, screaming about youth, and making a total of 4 essences.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: H4zardZ1 on May 13, 2016, 09:29:47 pm
Turn the red eyeball into electricity, this time. If i am being aimed, then enhance my dex by robbing electricity from the whatever eye that was aiming at me to myself.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: Zormod on May 13, 2016, 11:32:22 pm
Move to that purple tower, form 2 essences.
Do this.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ironsnake345 on May 14, 2016, 01:34:48 am
Ah-ha! perfect! This'll work great! I aughta get some extra force in with each strike, plus it'll be confusing as hell to defend against! Actual swordy swords are too mainstream anyway. But... It'd send the wrong message if I ran in sword drawn ready for a fight. I need something to make clear that I am prepared, but without looking actively threatening...
A-ha! I've got it!
Chorkinaan creates a scabbard out of nondescript physicality material to fit his swordaxe. (swax?) Shape modifications include: a strap of physicality material to fasten it to his body, and a small hook to hang the "shield" on. If all goes well, he then forms a couple (2) essences, sheathes his sword and hangs his shield while walking towards the gates to the cool tower.

((The physicality knuckles can go in a pocket or something. I'm loving this RTD.))
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: AoshimaMichio on May 14, 2016, 02:37:21 am
Well, I have to work with I have then.

Seek out a calm place to work on, and for love of RNGesus, please let me be alone for once.
Make two essences.


What about me?
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Sarrak on May 14, 2016, 03:59:00 am
((Forgot to post...))

Greet the flying flamethrower with jets of water into tentacles. Several times, if needed.
Title: Re: Roll to Magic: Turn 158 Returning fire and teamwork
Post by: DreamerGhost on May 14, 2016, 07:56:23 am
Well, I have to work with I have then.

Seek out a calm place to work on, and for love of RNGesus, please let me be alone for once.
Make two essences.


Spoiler (click to show/hide)

Shias set out once more in an attempt to find a place with some peace and quiet. There should have been vast swathes of forest that fit such a description, even if he had yet to find any. Grumbling a bit, Shias walked around a tree and stopped. He stopped because what he found was incredible. There was a small open meadow, with trees just far enough to allow some light in. There was grass and flowers and what appeared to be a rabbit that fled when you approached. Some birds could have been heard above. It was akin to a picture meant to represent serenity of the forest. And just this once, he could feel that this was true.

Move to that purple tower, form 2 essences.

Spoiler (click to show/hide)

Cuberac collected what he had conjured and went off towards the Tower, careful to walk around the cloud of magic dust. There seemed to be something more intense going on in the center, but it was hard to see what exactly because of the dust. Even with the distraction and roundabout way, Cuberac made good enough time to see something amazing. There was a door in the Tower's gates. What made it amazing was that the door, unlike the stuff around it, seemed to be made of wood. There was no keyhole, and presumably, no lock.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: AoshimaMichio on May 14, 2016, 09:10:17 am
And here it is.

Let's begin. PM.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: thegamemaster1234 on May 14, 2016, 09:41:56 am
His ritual was charged; the time was now!
Soon, all will bask in the glory of Professor Jiksap's ultimate form!
...Or something like that.

Use all of my non-chaotic +POT-only essences and finish up this ritual!
Title: Re: Roll to Magic: Turn 156 Invisible Angel of Death
Post by: star2wars3 on May 14, 2016, 10:04:11 am
Boss comes out next turn.
{Skeleton army scouts arive next turn.}
((Deja Vu. At least skeleton army scouts shouldn't be anywhere as powerful as 1000 Eyes. After all these are only grunt monsters))
It seems that 1000 eyes has damaged the trigger on the dakka cannon. I think I have a fix but it involves transferring the power of the cannon to myself and modifying it slightly.
You know, some boss monsters would have the decency not to break other people's stuff. Don't get on my bad side. Don't do it.

Skeliborn

Action:

Modied Transferral of Power:

Transfer the power of the dakka cannon (Dragon Breaker) to my hand so that it fires at enemies I point a blade at.
(Essentially, making it so that the kunai are summoned from around my blade instead of inside the barrell of the dakka cannon)


Make the dakka cannon invulnerable to magic attacks
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: DAPARROT on May 14, 2016, 02:46:51 pm
Summon a dove feather, and send one of my birds of to find a piece of wood,about palm sized
Make an essence
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Zormod on May 15, 2016, 12:25:02 pm
Create 3 essences and enter that door.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: XXXXYYYY on May 15, 2016, 08:29:15 pm
If any (of the Bigholder's) eyes look my way, DOOOOODGE.
Summon a glass shard that constantly steals the Bigholder's luck.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ATHATH on May 16, 2016, 05:03:40 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: star2wars3 on May 16, 2016, 05:54:22 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
((You didn't miss much.))

((If your new character is literally the Bigholder(1000 eyes), I am going to shank it. Then I'm going to shank it again and again and again and again ...))


Action Changed
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ATHATH on May 16, 2016, 06:08:42 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
((You didn't miss much.))

((If your new character is literally the Bigholder(1000 eyes), I am going to shank it. Then I'm going to shank it again and again and again and again ...))


Action Changed
You're lucky that I'm just the Bigholder. I submitted a character and set him on essence-creating autopilot before I left. Sadly, he wasn't actually created (apparently). If he was... the Bigholder would be the least of your problems.

I had a spell idea prepared for each of you. Jase would be my best friend and hate all of your guts, Skelliborn would be forevermore unable to competently wield a sword, James would be writhing on the floor in agony as his body rotted apart, Crimson would explode, David would rise from the dead and serve me as a zombie, Shias would be marked for death by all of nature and/or mauled by a space-bear, King Coal would come back (still in dragon form)... Ah, what could have been (that didn't even include the numerous buffs I would have had!).

I'll give an Internet cookie to anyone (who isn't/wasn't a member of F.E.C.E.S.) who can guess what my affinity would have been.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: DreamerGhost on May 16, 2016, 06:13:43 pm
{Cut down the gloating, I do not allow auto creating essences because of this specific reason.

Also, to clarify, ATHATH gets to pick the eye and the target, but I promise to keep him from taking it out on just one mage.}
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: NAV on May 16, 2016, 06:29:41 pm
Finish the ritual. Summon the tree.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: XXXXYYYY on May 16, 2016, 08:08:53 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
((You didn't miss much.))

((If your new character is literally the Bigholder(1000 eyes), I am going to shank it. Then I'm going to shank it again and again and again and again ...))


Action Changed
You're lucky that I'm just the Bigholder. I submitted a character and set him on essence-creating autopilot before I left. Sadly, he wasn't actually created (apparently). If he was... the Bigholder would be the least of your problems.

I had a spell idea prepared for each of you. Jase would be my best friend and hate all of your guts, Skelliborn would be forevermore unable to competently wield a sword, James would be writhing on the floor in agony as his body rotted apart, Crimson would explode, David would rise from the dead and serve me as a zombie, Shias would be marked for death by all of nature and/or mauled by a space-bear, King Coal would come back (still in dragon form)... Ah, what could have been (that didn't even include the numerous buffs I would have had!).

I'll give an Internet cookie to anyone (who isn't/wasn't a member of F.E.C.E.S.) who can guess what my affinity would have been.
((What? No spell for me? I'm hurt. Hurt, I say!))
((Was the affinity Irony?))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: star2wars3 on May 16, 2016, 08:09:39 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
((You didn't miss much.))

((If your new character is literally the Bigholder(1000 eyes), I am going to shank it. Then I'm going to shank it again and again and again and again ...))


Action Changed
You're lucky that I'm just the Bigholder. I submitted a character and set him on essence-creating autopilot before I left. Sadly, he wasn't actually created (apparently). If he was... the Bigholder would be the least of your problems.

I had a spell idea prepared for each of you. Jase would be my best friend and hate all of your guts, Skelliborn would be forevermore unable to competently wield a sword, James would be writhing on the floor in agony as his body rotted apart, Crimson would explode, David would rise from the dead and serve me as a zombie, Shias would be marked for death by all of nature and/or mauled by a space-bear, King Coal would come back (still in dragon form)... Ah, what could have been (that didn't even include the numerous buffs I would have had!).

I'll give an Internet cookie to anyone (who isn't/wasn't a member of F.E.C.E.S.) who can guess what my affinity would have been.

((Tiss Tiss Athath's not actually created character. Skelliborn may not be able to weild a sword but that's not my character's name (Skeliborn). If you're going to go for trash talking, get your facts straight.))
((For that matter,  if your going to go Inversion mage, you should have started before there was a luck mage who can counter you))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Beirus on May 16, 2016, 09:10:11 pm
((Yeah, that Inversion affinity was posted publicly I think. And ATHATH, you could still have a character that could actually be Jase's friend.  Hell, he didn't even have an issue with the first Marcus other than not wanting to involve more mages than he needed to in his plan for the dragon that James then proceeded to kill. And of course I feel it is incredibly clear where the second Marcus went wrong. Like, blatantly obvious. There is an organic way to join a group and make friends that involes finding out how you can contribute to benefit the group. Walking into the tower and declaring that all mages inside should subjugate themselves to you and your god, and then proceeding to threaten one of the mages, is not that way. And trying to harm the Tower, which is the closest thing Jase has to a child, does give Jase a reason to hunt down and kill any followers of the Manipulator he encounters.  Which I guess would bar all your future characters from being friends with Jase so long as they continue to follow it. But you could still have a character that could be friends with Jase. It's just something you probably wouldn't choose to do because that would mean forgoing the benefits of the god you made up, and that might not be a character you would wish to play. But it's possible.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ATHATH on May 16, 2016, 11:05:09 pm
The Bigholder suddenly perks up, with a slight gleam behind its eyes.

"Die."

Pm'd action.


I'm back, baby.

((Yes, DG gave me permission to do this. By the way, what did I miss while I was gone?))
((You didn't miss much.))

((If your new character is literally the Bigholder(1000 eyes), I am going to shank it. Then I'm going to shank it again and again and again and again ...))


Action Changed
You're lucky that I'm just the Bigholder. I submitted a character and set him on essence-creating autopilot before I left. Sadly, he wasn't actually created (apparently). If he was... the Bigholder would be the least of your problems.

I had a spell idea prepared for each of you. Jase would be my best friend and hate all of your guts, Skelliborn would be forevermore unable to competently wield a sword, James would be writhing on the floor in agony as his body rotted apart, Crimson would explode, David would rise from the dead and serve me as a zombie, Shias would be marked for death by all of nature and/or mauled by a space-bear, King Coal would come back (still in dragon form)... Ah, what could have been (that didn't even include the numerous buffs I would have had!).

I'll give an Internet cookie to anyone (who isn't/wasn't a member of F.E.C.E.S.) who can guess what my affinity would have been.

((Tiss Tiss Athath's not actually created character. Skelliborn may not be able to weild a sword but that's not my character's name (Skeliborn). If you're going to go for trash talking, get your facts straight.))
((For that matter,  if your going to go Inversion mage, you should have started before there was a luck mage who can counter you))
Ding ding ding! One Internet cookie for you, sir:
(http://data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxMTEhUTExMVFhMWGB0ZGBgYGRcbGBsdGBgZGhoZGB4dHyggGyAlGxsaITEhJykrLi4uHiIzODMtNygtLisBCgoKDg0OGxAQGy0lHyUvLS0vNTUtLS0tLy0vLy0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLf/AABEIAN4A4wMBIgACEQEDEQH/xAAcAAACAwEBAQEAAAAAAAAAAAAABQMEBgIHAQj/xAA9EAABAgQEAwYFBAEDAwUBAAABAhEAAyExBBJBUQVhgQYicZGhsRMywdHwQlLh8RQHM2IjcoJTc5LC0hX/xAAaAQACAwEBAAAAAAAAAAAAAAAAAwIEBQEG/8QAKxEAAgICAgEDAwQCAwAAAAAAAAECEQMhBDESIkFRE2FxBTJCgRSRUqHB/9oADAMBAAIRAxEAPwD3GCCCAAggggAIIIIACCOJ05KAVKIAGphBju0n/pJ/8lW6D7wrJmhj/cxmPFKf7UaKKeJ4pJQWVMSDsKnyEY7G8TmL+ZZKW0oD0EKjiWJpRnfyH3ihk/UktQX+y5Dg/wDJmzxfamUn5UlXOw+/pC3Edrpn6EIHUlvaM0FlXNnLWvzgWlquw2A23qHipLnZpe9D48XEvYZTu0eJUS68o/4gD+YXzOJzlKOaYsgf81N5WiuqY45N0izKkKbvXfTlCXmyS7kxyxwj0kE3EKf5lGn7i/gIBiFhIIVMD81U5X0jlEsMTerHkxtppEe9fA1I3iPnL5DxXwdzOIL0Wun/ADV94hw/HpwLfFmf/NTe8U8RNDtQO7BxV7NvZ4pIkl7UNOW+sMjkkvcjKEX7Gqldr8Qi8wFP/MP7V9YYcL7dLUSqYhBl/wDBwr1UQfSMXxXD/ElBLFg3dNCahgCDBLlpCXS4GoOhF7w5crJFX5CfoQfsev8ADONSZ/8AtrBUzlJoodPqKQwjwsqLhQLV9uvrGn4H27mymTiAZiLZg2cf/rrXnF7DzU9T0VsnEa3E9Ngitw/Hy56BMlLC0nUexFweRizF9Oyn0EEEEABBBBAAQQQQAEEEEABBBHE2YEgqUWAuYAO4TcT42EumWQVak2HhvCzi3GSt0iiNtTs/2hL8WhFyH/iMrk8/+OP/AGaGHh/ymS4zFqWSVqzHbT+PARTnzwzuSGL7/mvSKmNnnutTUv8AntH2RlVLXWqn8iGAL6hjGXKTltmgkktFmeO6Ddtvbw+0Vmp61tTcRHheIpWAggqIU3dFFf8ALwjvEzAKNTybw3iLVMEz4hRDuSAaOGDeHOvtE4SMoFqa1dmvqYVoxaDWWrM18ta8oYIlTFJBPdLDu+4fziVUROjVQ+VOp1+giwZYADUJFTqWaAISA5Dm9epDbNEGImpS7moDkOzCtfPeBKws+JlABTmilE0oQ9H5xTnTspKbDRVGYmg5GM1xrtXMBKZVK3Zy52el3q0fOG46d3zOYF3rfUketPCLD48vHyYv6iuh1PLhRUKCppZg55iJeGqASn4dRQgOaA8j7eEUDiyrdgHZi530qaR1icOMzgZdmd7dH8ohVaOtl0rJWs0yigNLi5p5PHE00Jpz6a/1EaJjnKCy3ewqdaROZSSXI3oRfn7mItbOplYyH8Og3alPMtHWJkDbWw+kEvFoE0S1Ehakd0ENmY3SWYlha8Ty5OYqBd3Bdns9vKDaZ1UfOC8ZmYWaFy3LjvINlAaHYjQ6e/rPBeLS8TKEyWeRTqk6gx49iZL0bvNXxv8AYQw7JcZOGnpUoq+GvurAD+BPMGu/nF7i8lwdPorcjApK12ewQRHhp6ZiQtBCkqDgjWJI2DLCCCCAAggggAIIIIAPilAAk0AvGW4zxTOWH+2PXmXtDDtBjWHw0mp+bw2jJTZzWZqprrWvg1YyefymvRH+zS4fHv1s6mksS9RR/tvFITQotycedaxzNngqArlq5dgdRQ6RUnYsAFmq9i1B9Iyqsv8ARBMSZiwjQXNm3bnFpEpgBoaPtWvpFXhZz5liopp42MXsLIUS3nya7RNr2I2TLUlA7oCUjYARTxGCmYgskgINFFQIJGjdBV7wwRKSVUT3blga71MWykOGJDVobvYGBd2cfwVOE8KlSE5UISmtWDA/m0S4mZlZ3qaCjxJhFutQJqHuwBsH5+Ed4pQALpCgCCQQ9h/MEtq2cWjgyywPmHcRnu0uJQiUp8yqOQAasRQkWBLB+Y6M8dNShZJICspYEiupf+4wPGOPzJudKpbIshTmlmzgXGZzTk9nixx43P8AAvI6RFwjDErMxQC3amg/7a2Femzw9lSNSzux1bn9Yw6eKzksEqKcpoKMN33MP+E9rFTVplzUpCWbOkEs7AONusXM2KctlaM0h3KK3LUsWDv6Rd/x6AKqRv8AnN4vYTBpYKR8w13tUxFOmDOO8KEMzuS7MfaM9ssoronIEwgFJJow9najARJOmlRGX/yDGlxXyi58FKc3dBJIJNGLc/Tziqvul9dvHflSIt2dRSHCkjEGezKAILUzEhns1qf1FuWpNQ5o9zR9PD+Y4PeoCAo6W8q/nvTmksHZwfm18RHXb7OrRbmzsiFEKCjoXYixqNqs8QKw8wKZWUJarX9bbRNwyaMiAWKq7F2NDy0rFjEI1OtGbS+8Rb8WTWxj2Q7Q/wCPNyTCfgrLF/0nRfIaHodI9QBeotHheLlgKBIevP16RtuwHaeows0/+0o7fsP08to1OFyNeEv6KPLwfzRv4III0zPCCCCAAiHFz8iCra3jpE0Ie0OKrkGgduZ/j3hPIyrFjchuHH5zSEeKW5OZ9yd4ozEXDXGa+nPr9djE+KUo952s3jpvSKU6zlSmNPptHnJPyZtrSFmIqfhpI+IlIJcaGjjexhEUZpoQoli/i4sBy0/qHeJVeYhnUGzM7tYe8ZuVxEoxDTUUUO4UhiC+pPIvSzQ7DBisk0bHBYUoDJo4rYVbb6mLgRcBwz+0KF8clBQQpQSu3eOtQannSG6GpkUC5u7Ahvz0iE012MjRIDlB+sczZ1jS2+0cKIDk2IegJszmKcxQKq1Da+96/wAQtAz7jMUkFKjcKBJF60bneGisyykj5TW/Tz5QswzJfuuAXTvao/nxhlIV3UuANWegGjmGJaFtlHjuFzy7VTUvcNZ+kZxPDkzBlYNy56Hf+YfY+c5ISp3/AGke8VZWGMs93Q1Na8h0p1juOT7OTWqMviOxqVn5lJFWZqHqLcrxf4f2ZlSrJBULKNTTZ7RppqQwdwef1iH4RUWFvUj+odLLOqsWoR7J+GyXlMbBxrbbeF07C5ZqAy2JpTMkUrmP6dGL3MPVIEtKUA2hfMnB3VY09Yr+STGVo7nKAGWu+z0b3ihNlFwbJIs9TtWJ8Z3ilKaZVXYE2LgHm945xISGarX36tW/4YDqKYQkkApFKuwfodDEMwglrgnRrktc/npFzEylKAIopxWhDOHFfysLsTIQFgHW4dnpfTf2jq2BQ43MMtQMuhDV5iNBgsT8SW6qUD+L6wtx+EcVtRvJon7PrIVk1Z30/PtE5VKH4BWpHeKlDUfcwqSu13Bvbm8aDFqOZwXOuzc94R4yQ1X0d94jikNmrPX+x/HBipAUf9xDJmeLUV1FfOHseK9i+PnDYhJKmlK7syzM9FdCX8Hj2kGN7j5POG+0YufH4S10fYIIIeJOZiwASbAOYxuInlUxRNyXIv8AlI0nG5rS2/cW6XLeUZHGhQSVJBzMWA8fKsZH6jkuSj8bNLhQqLl8kikhmuPeFU1JzlPeysXTzGx0NIsYBEzI6w0w0UHBb6WrFjESgAS+/Pp7xSS9yy37GLkcZzy5xCQPgqWkBwKipVffzrGelY34cwLUrMy1Z9wUhQADuAlTjwIMSYWTMSme7GWqasAKrRTuNKOpriEJQorLLQVGqrBJZjl5hLU8I08UYJWitJtaLnaPHKnKQp3zAEKD1cDS+bSwibsLj1y8SkOcq37rlibu29L8iIo4iUosr4kt8xDBQZNTUVBAN+sP+x/Z2aqcJi0lKUEEFwcxL2b9LX8Y7la8HZFN+So9HmJdJU1T9vaFPEEMSbAMmmpoB6GHuISAG5dKQrxsrNUli/M2t4EjyjJcUmWfJtEHDFk1VzLPat/GGUxJcCjPYgl9h+WinwzDuc7fqYA8qH1EM56+8bct6X+lnjtBZTxstmZnFCev83jM8Y46iUGOYrPybOaMdh0h9ipeZYQSQCCWrVtz9oSdqeyyVETgSFS/0BzmBIr0DnWGYopy30Rk9UL8D2iaYlM5ikULEgGm5525bRreG8QTMJanMmvjTr0jzbj0pHeKSGRlS4+Uqykm4DUA5kvHXZ7jRStILkUo/wCeUWMmDVxI+VOmelYuaQfmL+j09IVTJgUsChch06XuYtKm5093bnrzfp5wgxvClieJqZpSA2dCqptTL1pFPHDye2MlKkMVTQleYA+H5fTaLElKiCb8tft1hdjJzrcWAr5eJi3gsUyTmVTR7jxO1jA4nUyadMyijF3dtOUZafjQZqQLi9XHh5gQ/wCKBpZyndm1rWvjHmqcQqTOJfMyzTYuaN6jk0P42Hzt/AvLkqj0eQnMkam3tW28cYMfDmKVdwwa1Dt+WinwbigWl0MA3zbFiSD6wzw2EKU/Eeq+8RR33J030hU4uN2Tg7Lc0BioM4oCQWBI/gWhZj5PcAY00vTblWLiCkBgKilySag1f3iOcQoKYA0ptvsHprXWFLTHIz6kMT+eUe29jMf8bBylO6kjIrxRT1DHrHi0yW7kv9PD1jef6UY9lTpB1AWPEUV1IKfKNTiZKnXyUuVC4X8HpEEEEahmiTtDOqkbAnzpCfErFAaPF/jMwiaRuwBZ2+WFWImEGpfnza58owOVO8kn96NjjxqEStiJuV9mueRb+YgmTApAaxoP76RFxAn1cjYAP9I+4SSWIchrchFRO7HtUQ4jAIKShg3LW/1rGQxXCESZuWWnN8QU+ICcrliwcesbrHYkISFFwHyjra312jNTpSpsxGUsXAf60vrD8WRwlpi5RtbEnDewkxanWWQ9gGBHm9Y9I4Xg0yUBKe6KC2gYCLmEksKkW0ppHBWHqx0b85w2eRurFKJ3ORqxvpbyihMlkliHbX3i7hZ3/TK1UGY02AJT9HiuqSFqoaXob7wmW2q9ycfuV8ROShINGp4be5gmSc1SdaMzin3rEsxIQxAswZ6X+0RTTmrzHUP+COHSNUh15ncgMKCj6iOlMEd5gRdq/jiBCq5GUzPm0vbl9ogU6gTRnYivrobROMqINWYntVw+Ucy87LLEppUd7M+oYA2BrTZstg5BlLQFEPtWwNNNY9A7SzzJlfERJlzC5FWYO7l25CgMefyjPnTM7BSzoBQNYACwEaGOflArztOj0vgMw5D3s2o8GBApF3GJIBUUglmB1L+FrQq4NLWkVyg0oLBmtDnEYgIQ6lMkBy+kU3HehqfyZHFzV94qSEh6hti354GGiJNjpvp/MfTJ+KVKSpwL6liI74akqCSW7hzMBcVa+v2iEkSTJvhlaSlqNU123DaRiOJYHIuaAnuzAAVPqArvDbSNvPmA/JUG7/LS/iRWFfEcpLCWVr/TZKWfUkx3DkeOWgnHyRn+y/CFAfEK6G4LM4U+YVtQt9jG8KGlgkN66M14UcM4YEDvjKNUpLp6bX/LwzmquzWZ62d3O/jEeRl+pIlhh4oXyFkqULd3c+hHKO81cqflYkhntRgdB3gHvesRLYKd3DUcb6xynuh6ZyDk2o4uLa+u0QobZUVJUtSswUhIIASzZmudKecN+weKCMfLeylKQ/NSS3qwiljCQzqD0tUQvwcwomIXqhQUORSoKB9LQ/DKpJkMsbi0foOCCCN4xTK8U/3VHQGo/LVhRMVUc7femlIZ46qlnc/WFk5QzJu29NmjzOf97f3/APTexL0r8EK0VPQ7PVh7CK5xOTu3c08vQRPh0d9WZwHY3c1tFXidiBQi1PWEvomdcSWPhEA5Hq+zFzfcPC+V3Vp0ZSTtQEdNI6ws0qllIfM5DHmane0XMJgM6symNNqc4ZWyFmhelqwq4lnY5CApqZqh+YBt1hkkUA11imtBVOylsqQVADy/PCJS2yEdFySsLljMKkVHiPaKq1pDgMkAg1oHf0i8iUAm3hTQW8Kwn4pLJAHMFtSNfKJ5HRGCssTbi1f6j6pPOgo2+0RDEZkpNXZhQ1ahJPKsUsbjJiGDBSQL2PRzaOaAuKHPoee8RSJLEUbVmp+c4Tp45LHzLArrF7h/G5E4ZZcyWpVwAQ7A1PNol9NtWRcvY441ITMlLSwJIoNyHanrCDg8hArkAbUAA8reXWNJJnpcs2bMzb9epharC945aA1Zje+1OYjkZuKpnWkxlJlAlme4j7P4cFJWJmrgNoG02ifDBgnVvK0STVuoO1+fpHXL4ChSnBpkIyp7qWZ6kmt+bvAEhAATciu1LExZxWVwDcmjco6lJZy1SQHrYF4jb9ztCWcjICCbWe5zN7xwiWmWk5iSpZatfAAaRZx8sF3FD3idgD47H8aKWOxWYBadD76g/SBbB6GGHmgoHe7xqqofXpaK+JmIamlRX30jD8ZlqnzpSMxYvYtXuknye8MeHTVSp3wJywpLOhdyfFQopg45END3xvT5JkFl3Q2mzHVlDAEOXrrt0/Gi9Iw2VNgndk3vCvDrSFEHQUAuXe+8OkocnUtU0zUsPfz8YTPWhsdlHEqfmz7vQmn5eFUxb9LQ0xTpQGNLtto4hSVUYGnSJ40dme9dm8b8bCyZmqkB/EUV6gwRm+w/EwjBSktbPtrMWd4I3ISuKZjTjUmifFoLl9SYo/EZV6nlQNdov41DTFNWrX2MKppq76l6Fhd23jzeTUn+Tcx7icTEnetegAMJsdN74DuNPzrD7EzABRna+sZqe6i6bksG0LRGt0SvRZwaWKgbk3/DSNBwlDAk106AAOIQ4OYJgK7ZVAEbKZz7iNDhFO1g4d+XKGR7FSBQJqS3h4a6wcNT31OwGnpWJqPXXQQumLKVoAJBKmLWvbwaOJ+LTCrVDXEkgbRWmJADF9639LXifELod+voIoTphareVjV36RKUt2RitEE1JJ7tdaW2irj8Ma5rgB/Aj126QwQkuQzihTyOxa+8cYhNya0Y86/3HK1YWeVcTlKmYtGHdgtnJfUt43ES8U4WMNOyBTKlqBB1SQxfZTcv4jVcQ7OoxE4Kz5FIYhhUhQIIJ5wg49wuZKQsqddznLAumqifPrSkaWHIpQS9xDVSdmp4YgSkJExYmzTVUwAd6pagLUBb3jmZNKlhRDAfSM5waYsy0vsKqqWNg7baQ0Qquti5illi3Jk4OkPcFNoAFM9NB1etafmkmKTm7pBd8w0N97iK+GBIRlTUnUEgcz5xZxYcqAOlPSF9ImfBOKgVAelA1+sE1SQKVLXL8j1iuFp7pFAKEDUFvtF/EgAUsBbbm4jkt7BCSbMJUoVDCr05j61+0Z0z8slKSSQASH+vWNJiZTgqehDEamugOnPnCDGYcKUTVhYEHwPjWsTxfc5MyUzEj/Ic95KRautz6WibjswpMlIChkBIdwe8p25sdaRcxnC1pWpRSVMlLsKJyqVQnrXpFYYUzsRmTWWlqkUoQ9NaxqRlGr+xW3VDfCKZSXuTf7P4OI02EWVMHZ2cs1ravvCTAICpqEBiAXV4aeFYd5paXGzuHHTwjNzMt40LuLLJNzligpFOfPzhhi1JOoyvoR7QvxIykJ1r4aR3H0dmb3srMIwssCY3zbfvVzgjS9jOFI/wpBUlJKk5qpD99RUPQiCNrHF+C/BlTmvJhxVBExVWNx108IVzKrozAXd62blR4f8AH5LELDVoXq7H7QhXTT6Rh8qPhla+9mpx5eWNMocWKiEgO4D6NXrC5EsAEg1J/kD1aGfEQ5NaZW/OgvFbBJFWBUHcO2nI84rXbY/2I8HKAKiotmsQ4rS4/Lw2lrYPbn52pCfGyhld22OgP4IszOJyyUsoAU0tavnHU2QaHQIDkV2B9YXYsH4ksigBO12bpF2WpJGh292itOqw8YnKyESbDYlK0BbgCtQaU2JjkyrtWE3FZgkoCUJZ6n0/mGfDJilpINxUHl+axJLyOPRGufWrADSj3ZxzjnEAt/3U6E0eJl4RKBckmhJ0OjfeIwBUd30p4+sQt9M790K5UwCYot3ikO5oQCSGOtzpHWKQFjKxUFO7sQBVwd9qRYn4YKBe9GqAaa05xVxEyYSWCQqldOYNevlDYz8exco2Lzw1lKysQwavjZn1i3w7CAALdlKaldT+eEfFlaBpmVb211jvC4NbAuQRtpflHZTTOKFFwBfxFBmSQC4qzUpSJVkEHlre0QCUsOSoP6f3CjifFFpoA9aZauXaF/udE6omOITnCe86r5QXYlmI/S8OMSQE0IAAScu3M69eUVcJgEoTV6lybvyc9IsTR3VAtYsGt47x2XpVAtivE4hP7uV7a9KQpPfopgc3d1o8M1SwmpZ3d7D1vtESQMpZnNbDkze0EXQNWcIy95JUCkuXcGoo3J7/AGir8NHypAS+gD9bR2lOYhIIAymhAr9havjEvB5KU0U6lFiH0qW5+Vom5aOKOw4Vw9BC1jOFEijWZ3cg/WKYCUzFO4RlYl3BsyiN33bXSNMuaySCWUflG7ByW1beMjjFZCVKI6c3jkG5MY9IV8a4imWlRvoDvtBgV5pSVAuVdBrToYUcXxAmKOqbJApo4UReuh28RGi/00wZnYqTKYlOfOvbKjvF/Fm6xoxwehfJUlk9V+x+hOHYf4cqXLp3EJTS3dAFIIsQRpGcU+LSs0stpXyv6Rk5iSxAqdBXeNuRGN4rhChZTlcOCDo2/pGT+pY3qa/Bo8GfcBZM+IUhCwCqhDWrcPrWIZvdKaDMCa6joIuTEgUr3RQP49W5RSxgfMQzANq9fx4ykvc0GZLjHHsxGoBPdHk9oz8ziiwcxSkJegJINLMNq6x1gpCVYwomlXw0kqmNRkpBr7QrxGKE1SSpC6uPogAcqPvGtiwxopzns1nBO3ISpKZgCU/ueg5nX+43nxEkBVKtZtRQvqKx5RwbgyVoUpYJIVlAG7gM3LyjadlZuSb8E/Jl7g1uachyhGfFBP0hCbfY54ioKS5GZrAV8usNeFgZaVDD00POK4wydMou/wDEcSMYlCgnKQlf6hoQLnxitGVPY1q1ou46zQp/xgaANV8wpX15fxDGfPSt0ip2vTfziiZWVy77vodxEGvVZ1dFZRZw6lJUABuDv5xKmSg/ufV6C3mYry8QJhOVCgHuoMDyAuYtCSzEqa+gMd2BEmWlSyhqpapy2L9XptFmXSiTRr3f7xDg0KZKyAlndJua0J28I+zCLAtqSlqHatN6RHo6fMTMCiwqwdjd6V9/OM3i5pTMBq4UAkAAAPr0reH+KxOVJU5tVnJoDYbloW4uSlZBFSr6DXantEoPdnJdFyTjUmrhTUpevUmOl4kgWAuN+v0hWkFChQMfre31jvHTFqSQjc6dQ3SJPZFI+KWFkpIBDvWxsQwgmlQIrlA/SBdtS9ecfOBFIdClPMZ3Lvaoe8WJyTel7E1NwPzlHHpklsqYkChJIAAJNRS+tfOLfDpPdCgrumoyncfnnCXi2FM5UuVLUQCTn8C120/OUaj4QQgAFgGDC1gLNVo69Rs6uyviMUWygFnYqpbw8uflGQ49w+bOW6WRdH/UNWqx7o9Orxq8f8tHF6PzP8VhBipjmpLJoAQFfW7FneO4ZNO0dyJNUY+fwmYJoQrLV1U2SQH6hqR65/olwgpE6eRT/aT6KX/9PWMWQVHIHUXYakklmHX3j3Xs5wsYbDSpIZ0p7x3UaqPVRMbPHm8nfsZmdeKoZQQQRbKoQu43g/iS3HzJqPqIYwRCcFOLi/clCbhJSRgllLilAdvd4qqSSaAABgXuGt6+8aHj/DcqviJHdN20P2MIJtHNzqGNhHnc2KWOXizcx5I5I2jA8Z7PLOackg5ipKhYguQGIoNL2u8Sdn+DLTKyTUd4uKhyxPy6sKkvzjWyAr4iyR3FAHrq3JosLSkzHYsWo3l6wyPJko+JCWK3Ynw8hKUhASANuVA+uj+UQy8MVTApLu4+/wBD5xemA53Ta3g1S/Qx9lTgUdw94KZ9RsOsI+o3tk/p0Wv/AOiE0W4NRY8h0j7LxYVqzit2/KWirOSk3bMNBsTUgfnrEKkkDMHJG+gfWOXYUOcLLT3Vn5mqAafhivjjnByEOLOD6wuk9pJQUUE5VJ/cwJrt9Y+YyfLKXEwglqpvd6GwBFH5wzxfVC26LWHkFDOrMTdgyQz1T7RIuapwWJQTlNnGoN4RjipUr4cpObLQqJoHpzJOsTz5k5JYsuzNQPyNoHFrs4nY8my6itNbF+fKKs6cU2axBB8ft9YX4efOLhIS9czk+mnlyihi50/vNLJLFiKe/gYj470SvQn7XcQmLXKky1suYoJJDlgASVeAHk0IuzpWrEjLNmFIc/Mpjl+VxW94rGi50ycShdQlJTUkhVjoDQU0jSdipCPhhSZSklVCtTqBD3FB5DbWNWo4sNFNtymaOdKzBJqN3P5+UjnPlKf2uXrWxr7dIvY+alKWc7OfprCVOJF6t6cjS8ZaVlz2LE1BKSWsN+T+do6mzXSnMWWpSRl/b4dI5w9JY7p1JF68g2nlHGCwClqBWWRcDk4ADx1V7nRvKkJlABIBcu51pqf6g+MpaVf9M3NzoGq4fp5R1LlupQf9Xd9Kebl44nYhkNaug9j5Qu/kZRRxhcK75BCbV5Fuv0hK6ionKCLs7Hbws0WMeSSdXp+b394imyJi05JYzTl0QAHLqBHpFjHHpC5sOwXEUzOLYaSlIUgKWTSjolrUCPBQB6CP0FHm/wDpj/poeHr/AMjETUzJ5RlSlIOWXmbNUl1EgAOw1u8ekRu44KEaRj5JubthBBBDBYQQQQAV8fhBNlqlqKgFapLEEFwR4EChobEEOIznE+DqluoHMiz6jx+8auPhEIz8eOVb7HYs0sb10ecYqU2XQguwuxBo8cTaMNf+RB/NY1HGeCsCuWBeoaoGrNGbVI/cQQNfYm8YObDPE/GRrY8scitFPHKJyplCqtQBQak6C/lEiZWVIQAbuW1rp+CJkoTsHNefX0gIzXozgt9PSEvY4jThC5UD9G94qzCA6ebfYgRJNllBPep4nXfpEc2SCCoKNPfZ/WONHVRgO284SylSfmBryB38o74ciVMllakhbMTnKvlswYgAauNdYS9psZ8TETJZJuGLBnF+kNODqISEBOYqozsCTQNUNX6RuYYeOJX2Z05J5H8F3G4X/EMqfJUr4SmK0BzlCmDpJFWLitbbxqOH44TWIWDtS4IufNoz3GkKTh2LEZQlyWYVcXpVJHimKXZTEqTLprXnQt7fWK/IxqUfL3GQdOkeioxCWKU95ixbfn1GscCU6kkd1IqUs5VehU9BWKuDmg1TRwMx1JBoS1S0XZKT3tgRZ9rPGe+ywkc4kS2cgFjTX8qYWzscACkC2tXccgzU1iyqSo0S7EO5208PzaKS8OpwQGHvd3jifyd8SqvCGccyy1CWH1idEgSwQK6P9Q/2i3h5CWvUjpy2tpHc4BSSGGYdWd6/SOufsHiQAuKBJcMpT2JNhyifED4YBckEih5aH7Qt4ItTqDJEticpDqzPd32BoxsLaxYmYVqOzjnHWt0CLc/EZiBUFmfxNbRSnTW/cU6Xu1uW/wCNH1c09eRIvvtFOeVN40fwB8NGicYnJSIiH+b9NGtrHqXYLsz8BP8AkTQPirHcH7EkPrZR12FN4XdiexjFOInobVEs67KW/oPPaPQo1uLx69cv6M3kZ79MQgggi8UwggggAIIIIACCCCAAhLxXgQW6pdFG6f0n7GHUELyYo5FUkThklB3E86VhVS+6QQRZ6a2PKK+ZnzApfwNagVEei4zBompyrDjTccwYy/FuCTEmjql1qB3hSjt7iMbkcGWPcdo1MPLjPUtMQBArrvQUb3vEeJypSVFmY22HhHRSQS9qtoPsa+8fMVUhLauBpTc6xS6LL2eU8T4TmmGegOkkkpq4evVod8IkkpzFeVQS4/cVG/Vy73EbTh3DAlSlqSMp0LZXq5Tq+n9xXmcCwxUVBOVSnBylndnIFRbW9TGhDmKqZWeDdox3Ec85aUNmzi5GVKQNg4Gw6DwLbDYYgpASkBIYDSlWPN6w0HDUAUBCmvmJdtXUfTk8dSOHADM7k8waM1a7n0hWXkKXXQyONp2yzw1YLAM5oXo+7+DRZx09vlVRxm2oXttC5bSgCQo/uIqR0ub6VjrEY5MslOYkgd5IBJ1bTqYq1fQ4YGcsE5dWvfQX8PrFKfNyd0glx+fnKOjjUGWFpUBsx82r4Rke0HHwCR+pqUUX6iGY8MpuiEsqirHGL4vLljMXYV5cy+14oYbtGhjlSs5lOCSGs/jzjKTkTFjMvKHFAkE0NAKFw75b62ihPlLQr5i4DB7EEe3KL8eFCtlWXIkeh4XjCVpagL1FXofM9Ysz0j5gfZ4RdguzWJxmdUsIPwyAoqIA7wLbnc2j1ngXYVKTnxJCjogE5fFRoT4W8Yi+HJyqKD/JilbZiuE8In4k5ZKCzsVuQlO+Y/Sp5R6F2c7Gy8ORMmH4k0VH7U/9oNzzPpGlkykoASlISkWAAAHgBHcXsXFhDb2ynl5Ep6WkEEEEWiuEEEEABBBBAAQQQQAEEEEABBBBAAQQQQALuIcGlTakMrcfUWPvGX4nwCZLcsVoNXTcNq2niI3MEVs3Fx5O1sfj5E4fg8xMyzJqDZz9Y4moJdiAeoZ60j0fGcOlTWzoBaxqCH8IS4rshLUSUrWnbUDyYmM7J+nTX7d/9F2HNg+9GKTKJZRdk3BUTbWh/mPk8u9B0Gu73/DGjX2MnWEyXl27wB2cMYqzuy87MUFUs0BurVx+3lCf8PMvYb/k4/kQCgd3DOf60FInViwU93KWqwcaa7RocP2ImO65yUjUJBU/Iu0MpPYuT+tcxfVIHs/kYnHg5X2iEuXjXueZcWBUgMAh7hNaFnqw2vCjhXZGfiZwmfDWtAZmCiAHe+lKfePd8P2fwqPlkId3dQzHoVO0MgIv4OI4dsq5OSpdI8eX2BmzR3ZKhUOpVC4o/fUC3h5Qzwf+lCWGZSENqAVq8zlDt4x6fBFmOFIQ80mKeznZ+TgpZlyQWJzKUpipR5sAKCjAQ2gghopuwggggAIIIIACCCCAAggggA//2Q==)
((Yeah, that Inversion affinity was posted publicly I think. And ATHATH, you could still have a character that could actually be Jase's friend.  Hell, he didn't even have an issue with the first Marcus other than not wanting to involve more mages than he needed to in his plan for the dragon that James then proceeded to kill. And of course I feel it is incredibly clear where the second Marcus went wrong. Like, blatantly obvious. There is an organic way to join a group and make friends that involes finding out how you can contribute to benefit the group. Walking into the tower and declaring that all mages inside should subjugate themselves to you and your god, and then proceeding to threaten one of the mages, is not that way. And trying to harm the Tower, which is the closest thing Jase has to a child, does give Jase a reason to hunt down and kill any followers of the Manipulator he encounters.  Which I guess would bar all your future characters from being friends with Jase so long as they continue to follow it. But you could still have a character that could be friends with Jase. It's just something you probably wouldn't choose to do because that would mean forgoing the benefits of the god you made up, and that might not be a character you would wish to play. But it's possible.))
Ah, but intimidation and plotting is so much more fun. And I did try making friends the "normal" way- I am/was a member of F.E.C.E.S.. While I do admit that it's quite nice to be able to have friends that can help execute your plans (and listen to you while you gloat about your plots to them), when you have to large of an alliance, there's no one to fight. When was the last time you tried to kill a mage for their shards, Beirus? When was the last time you even got close to winning the game?

I guess what truly causes me to target you and the rest of the "Triad" (it's really more of a group of five major mages, now) is envy. You have all of this power- enough to wipe out every other mage on the map (which would give you the 100 shards you need to ascend to godhood)- and you twiddle your thumbs instead of using it. I know that if I had that power, I could use it much more efficiently, and it bothers me to no end that you just... don't.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ATHATH on May 16, 2016, 11:06:08 pm
I can't seem to work out how to add the cookie to my post.

This is a bit embarrassing.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Elephant Parade on May 16, 2016, 11:06:19 pm
Feed all the chaotic +1/+1 essences to the tome. +3 essences, as usual, unless something goes horribly wrong.

time for curses
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: star2wars3 on May 17, 2016, 05:25:27 am
I can't seem to work out how to add the cookie to my post.

This is a bit embarrassing.
You could search imgur.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Whisperling on May 17, 2016, 06:32:52 am
I guess what truly causes me to target you and the rest of the "Triad" (it's really more of a group of five major mages, now) is envy. You have all of this power- enough to wipe out every other mage on the map (which would give you the 100 shards you need to ascend to godhood)- and you twiddle your thumbs instead of using it. I know that if I had that power, I could use it much more efficiently, and it bothers me to no end that you just... don't.

((Who are the other two, if you don't mind my asking?

n response:

I'm just going to say that I, personally, enjoy the game in a different capacity than you do. To you, the end goal is winning and/or amassing a bunch of power. To me, it's amassing power, but also running around and having fun with it. Less an emphasis on winning at all costs, more one of having fun with what's already there.

I am pretty risk-averse, which is one reason I mostly do PvE or slow-buildup power. I also prefer not to make enemies and to generally be nice, which leads to the pacifism you seem to hate.

In short: It's not a lack of efficiency, it's just a different desire within the game. Beirus is the same way, as far as I know, and probably Nav and Crimson as well. In any case, if they wanted to win the game in the first place, I think they'd already have done it. They've had plenty of time, after all.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: thegamemaster1234 on May 17, 2016, 07:25:51 am
Just make sure this doesn't turn into some kind of argument over how one should play the game. I'm more into the screwing around aspect myself, but if someone wants to legitimately enter to kill people and win, there's nothing wrong about that.

I believe the goal of the team players may be opposite of the generally accepted solution: instead of killing others for shards, go kill powerful monsters which is much more glorious than picking on weaker mages. It's slower, but can be much more exciting.

(@Whisperling: I believe the other two mages are Gambler and Skeliborn, as they have joined the power team.)
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ironsnake345 on May 17, 2016, 09:18:21 am
((Dayum! I'm-a go get some water, 'cause this plot just got THICK!))

((As for alliances, the only alliance I'm really looking forward to is between me and thegamemaster123. Simply for the awesome mechanical possibilities and/or clockwork power armor with sword grappling hooks. From there, maybe I'll be a peaceable magician, maybe I'll be a shard-hunting warlock. I'll be playing it by ear.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ATHATH on May 17, 2016, 10:52:36 am
Well, it's not necessarily winning that I enjoy, but making and executing the mad plots that (could) bring me to victory.

I prefer fighting against other players over monsters partially because players tend to be more intelligent and fortified than monsters. I enjoy trying to get around those fortifications.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Trewque on May 17, 2016, 11:00:35 am
(I stand with thegamemaster123. Biotech is in the works, I'm pretty certain. Assuming that thegamemaster123 doesn't object, I'll look forward to working with all of you.)
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: thegamemaster1234 on May 17, 2016, 03:45:13 pm
((Dayum! I'm-a go get some water, 'cause this plot just got THICK!))

((As for alliances, the only alliance I'm really looking forward to is between me and thegamemaster123. Simply for the awesome mechanical possibilities and/or clockwork power armor with sword grappling hooks. From there, maybe I'll be a peaceable magician, maybe I'll be a shard-hunting warlock. I'll be playing it by ear.))
((Honestly, Jiksap's affinity works well with just about anything. Adding in your affinity it may be possible to, say, make an infinite-ammo Uzi or something. Clockwork power armor though... Dang, this brings back memories of Clockwork Phase minecraft mod. That armor was so overpowered, I could fight a Chaos Guardian from Draconic Evolution and take very little damage. For a while, anyway...))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: BlackHeartKabal on May 17, 2016, 07:06:39 pm
((Is this still accepting new players?))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: FallacyofUrist on May 17, 2016, 07:08:33 pm
((Always. There is zero waitlist.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: BlackHeartKabal on May 17, 2016, 07:17:36 pm
Spoiler (click to show/hide)
Look at my surroundings.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Sarrak on May 17, 2016, 07:37:13 pm
In short: It's not a lack of efficiency, it's just a different desire within the game. Beirus is the same way, as far as I know, and probably Nav and Crimson as well. In any case, if they wanted to win the game in the first place, I think they'd already have done it. They've had plenty of time, after all.))

((It's pretty hard to win this game:
1. Shards are eagerly consumed for upgrades on both sides of conflict => meager gains from kills and no practically no stash.
2. Very lengthy and difficult process of killing other mages (exstencive preparation, finding someone, weaving intricate spells and praying for good rolls).
3. Reaching the goal with team is fun, yet improbable (barring scenario of shard-feeding one mage, but who would do that?). And alone, mages are essentially glass cannons - even one unfortunate miscast can end career of a mage-hunter.

I've opted for world exploration and minion interactions instead. And now, I really need a minion healer, as result...))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Beirus on May 17, 2016, 09:26:22 pm
((As far as I'm aware, the "Triad" refers to Jase, James, and Crimson, the only mages remaining from the original ten that first appeared on the Duck.))

Well, it's not necessarily winning that I enjoy, but making and executing the mad plots that (could) bring me to victory.

I prefer fighting against other players over monsters partially because players tend to be more intelligent and fortified than monsters. I enjoy trying to get around those fortifications.
((As for this, while I can understand and even agree with wanting to test yourself against other players and finding joy in it, I can't take this seriously because of the methods used. After your first character died, you literally made up a god and got it approved, then used it to give your later characters an advantage upon creation that no other players have had.  I can't speak for any other players, but for me it calls every victory you have over another mage into question, since we don't know if you actually managed to beat them through your own ingenuity and planning or if you won because you abused the power of the god you made up to make your character stronger than your opponent. I'm just going to stop there, and of course this is just my opinion. I would also like to make it clear that I don't hold any ill will towards you as a person.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: ironsnake345 on May 17, 2016, 09:28:51 pm
In short: It's not a lack of efficiency, it's just a different desire within the game. Beirus is the same way, as far as I know, and probably Nav and Crimson as well. In any case, if they wanted to win the game in the first place, I think they'd already have done it. They've had plenty of time, after all.))

((It's pretty hard to win this game:
1. Shards are eagerly consumed for upgrades on both sides of conflict => meager gains from kills and no practically no stash.
2. Very lengthy and difficult process of killing other mages (exstencive preparation, finding someone, weaving intricate spells and praying for good rolls).
3. Reaching the goal with team is fun, yet improbable (barring scenario of shard-feeding one mage, but who would do that?). And alone, mages are essentially glass cannons - even one unfortunate miscast can end career of a mage-hunter.

I've opted for world exploration and minion interactions instead. And now, I really need a minion healer, as result...))
((Well, actually, there's been a thing where people who upgrade themselves with shards are worth more shards when you kill them--I for example would probably be worth at least a couple extra if not a whole five extra on account of my self-enchanting into mastery of magic--so shards are becoming less of a limited and easily squanderable resource which is constantly diminishing at least as fast as it is rolling in and more of a treasure which builds up over time.))


((However, it's still possible for shards to leave the local EXP economy, so winning will be slow regardless. Plus, powerful magi who are worth extra shards present a VERY difficult obstacle to surmount, and that rule change was fairly recent anyway. In other words, don't be discouraged by the cirumstances, BlackHeart, but Sarrak has a quite valid point.))


((Welcome to platypus island. please don't make me bleed through my eyes. I just got the blood out of them.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: star2wars3 on May 18, 2016, 04:55:27 am
Spoiler (click to show/hide)
((By the way, you can post an action for the turn your character is introduced. I recommend retconning your character submission post to make it easier for DG))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Prismatic on May 18, 2016, 01:47:19 pm
Seize the opportunity to fire another disintegration ray.
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: Zormod on May 18, 2016, 01:59:11 pm
((It is still possible for The Manipulator to not exist, or be completely apathetic.))
Title: Re: Roll to Magic: Turn 159 One down, five to go
Post by: DreamerGhost on May 18, 2016, 04:28:49 pm
Turn 160

Greet the flying flamethrower with jets of water into tentacles. Several times, if needed.
Spoiler (click to show/hide)

When Kahel returned to the Jellyfish he noticed that it had light armor burns and only reminder of acid ball was tiny smoking puddles in sand. However, this did grant him an advantage of surprise. Kahel positioned himself, prepared his magic and launched a stream so weak that it failed to reach the jellyfish. Before he could remedy this failure by killing all witnesses, the Jellyfish turned and launched another spike at Kahel. His dodge attempt was interrupted when his burns flared with pain from movement, but his body chose that particular moment to turn ethereal, allowing Kahel to avoid consequences completely.

Ah-ha! perfect! This'll work great! I aughta get some extra force in with each strike, plus it'll be confusing as hell to defend against! Actual swordy swords are too mainstream anyway. But... It'd send the wrong message if I ran in sword drawn ready for a fight. I need something to make clear that I am prepared, but without looking actively threatening...
A-ha! I've got it!
Chorkinaan creates a scabbard out of nondescript physicality material to fit his swordaxe. (swax?) Shape modifications include: a strap of physicality material to fasten it to his body, and a small hook to hang the "shield" on. If all goes well, he then forms a couple (2) essences, sheathes his sword and hangs his shield while walking towards the gates to the cool tower.

((The physicality knuckles can go in a pocket or something. I'm loving this RTD.))
Spoiler (click to show/hide)

Chorkinaan called again upon the strange pseudo material that was the base of his creations, but this time it seemed to burst out uncontrollably. That was because it was exactly what was happening. Chorkinaan found himself bound in something that someone who had heard of belts, nets and armor but failed to grasp the principle behind the words and thought that they went really nicely together. It trapped Chorkinaan, ending his plans for moving anywhere almost as quickly as it took his balance.

Act One. Scene Three. Mista J. searches the castle for inhabitants(youthfully), and discovers the effect it has on his magic when it boosts his essences.

"Now wherever could you blokes be-up in a tree? Flying free, up in the air? Without a care? But no! Not all mages are air mages and with that I say-ONWARDS, ON THIS JOYFUL DAY! FEEL MAH YOUTH!!! DISCOVER MAH TRUTH, THA TRUTH OF MWA! To all my naysayers! I say ptah! For I have arrived! And I seek joy!"

Mista J. dances throughout the castle, searching for inhabitants, all the while humming a slightly infuriating tune, screaming about youth, and making a total of 4 essences.
Feed all the chaotic +1/+1 essences to the tome. +3 essences, as usual, unless something goes horribly wrong.

time for curses

Spoiler (click to show/hide)

Mistah J. spent no time admiring the Tower from outside and stepped inside to explore what interesting items might be inside. His strange walk carried him through the rooms as his strange shouts echoed through corridors and stairways. He wandered to the library, where strange humanoid creature was putting a leathery looking book back in a shelf. He traveled to the Council room which, few mages seemed to be using as a workshop. He paraded to a strange room right next to one with door suspiciously slightly open. There was a wizard inside, who, forewarned by Mistah J.'s songs and shouts had plenty of time to craft his spell. Singing and shouting ceased. Mistah J. could still speak, he was uninjured and his mind was clear. Clear of any rhymes, images and crazy shouts. What Mistah J. was now experiencing was an extremely severe Artist's Block.
It seems that 1000 eyes has damaged the trigger on the dakka cannon. I think I have a fix but it involves transferring the power of the cannon to myself and modifying it slightly.
You know, some boss monsters would have the decency not to break other people's stuff. Don't get on my bad side. Don't do it.

Skeliborn

Action:

Modied Transferral of Power:

Transfer the power of the dakka cannon (Dragon Breaker) to my hand so that it fires at enemies I point a blade at.
(Essentially, making it so that the kunai are summoned from around my blade instead of inside the barrell of the dakka cannon)


Make the dakka cannon invulnerable to magic attacks

Turn the red eyeball into electricity, this time. If i am being aimed, then enhance my dex by robbing electricity from the whatever eye that was aiming at me to myself.
If any (of the Bigholder's) eyes look my way, DOOOOODGE.
Summon a glass shard that constantly steals the Bigholder's luck.

Spoiler (click to show/hide)

The gargantuan Beholder began glowing blue. The blue light appeared at the bottom, then rose upwards until it reached the secondary eyes. Then, the glow subsided. Mages knew what that kind of behavior meant. Skeliborn proved exceptionally knowledgeable by creating a anti magic shell on the blade cannon.

Eterna also proved exceptionally knowledgeable, as when he saw red eyeball to rise upwards he immediately went on to electrocute it. The Red Eye split open and a shower of fluid fell upon the battlefield. This surprised Eterna, as the usual effects of his spells were somewhat more visible. This time, it would seem, flesh took it all.

Gambler conjured a colorful shard of glass. The Beholder seemed to had gained some luck in last few moments, and Gambler wanted to see if it would share. As he finished, the Red Eye seemingly burst open, spraying some clear liquid all over. It seemed that the shard had worked, but then the liquid fell upon him and everything around as a slimy rain. Gambler risked a breath and rubbed the shard. He was again wondering if it worked, because this smelled like napalm.

The Red Eye closed again, revealing scorched and torn parts caused by Eterna's lightning. It was hurt, quite a bit actually, but it could still heal from this. And the pesky mages below, wondering whether or not the Beholder would risk setting itself on fire to kill them would soon find out. They wouldn't be the only to discover the truth, as trio of skeletal scouts, recognizable by their light equipment (To say, none) and axes good for chopping and tearing, closed in and charged at the Beholder.
{Skeletal soldiers arrive next turn}.
{Battlefield and combatants covered in Napalm}
Spoiler: Boss Beholder (click to show/hide)

His ritual was charged; the time was now!
Soon, all will bask in the glory of Professor Jiksap's ultimate form!
...Or something like that.

Use all of my non-chaotic +POT-only essences and finish up this ritual!
Spoiler (click to show/hide)

Jiksap gripped all of the parts with his mind. He finally had enough power. There was a man walking around singing and shouting who had distracted him somewhat, but he pulled through and this would be his reward. And it would be good. Jiksap's dragonshards, his staff, fuel cells, crossbow and thaumic resonator fell towards him and fused with his watersuit and mechanical arm. Flash of light marked fusion of all the components, and Jiksap stood anew.

Traces of Dragonshard joined power cells with the rest of the suit. Thaumic trap rested easily on his back. The crossbow found its place on mechanical arm, and the staff whirred somewhere inside the mechanisms granting Jiksap even greater control. He felt faster, stronger, overall better. He now had might to truly do battle.
{IronMage suit, grants armor, crossbow(Auto reload), thaumic shield, water containment, +AllPhysStats.}

Summon a dove feather, and send one of my birds of to find a piece of wood,about palm sized
Make an essence

Spoiler (click to show/hide)

Seva, unsure of what to do as his prey disappeared in such a disturbing manner, opted for something bit more long term. There was a chance that Ilium would reappear. And as he waited, Seva conjured a feather of a dove, while one of the eagles fetched a palm sized piece of wood only slightly attached to the rest of the tree. Just as it arrived, the tree finally gave in and dropped on the ground leaving the Eagle with a palm sized piece of wood in its claws.

Create 3 essences and enter that door.
Spoiler (click to show/hide)

Cuberac focused himself, and carefully pulled on the handle. To his great surprise, the door actually opened and there were no traps beyond it. To his even greater surprise, after he walked through the door, a creature looking like a mannequin wearing a suit had came to life painted the door over with purple paint. No marks of the door remained a minute afterwards, not even a bulge where handle was supposed to be. Cuberac began reconsidering the "No traps on the door" theory.

Finish the ritual. Summon the tree.
Spoiler (click to show/hide)

James griped firmly onto the tree-house he had grown and pulled onto it with his magic. It was a grip beyond merely firm, and when the portal opened it pulled through more than just the treehouse. A small island of land sailed through, carrying not only the tree-house, but also all the dirt around its roots and few of the nearby plum trees.

Seize the opportunity to fire another disintegration ray.
Spoiler (click to show/hide)

Xom made good use of his opponent’s precarious position to blast him with raw magic. Bernardo cried out as his back warped into wounds, but it seemed that long years of using order magic left him with a bit of resistance. The wounds were certainly painful, but they did not look lethal. Yet the agitated ground refused to let go of Bernardo, leaving him writhing in pain and unable to return the favor.

Spoiler (click to show/hide)
Look at my surroundings.

{A new player! been a while since we had one of you}

The portal glowed once more, and through it entered Duritarium, the chosen of blood. He bore a fine ornamented and armored(decorative only, portal caused trouble otherwise) robe. He stood as a man of faith and integrity, two qualities nobody expected from a wizard.  His eyes scanned the surrounding lands, the mountains to the north, water to the east, forests to the south and eldritch looking tower to the west. The Tower caught his eye, as buildings constructed from gloom and shadows and magic tend to do.  The glowing purple walls were especially noticeable under the perpetual storm clouds, dimming only at the very top, just below the glowing, spinning magical circles.

{If you want a diferent color then tell me. I just picked one that looked most like blood to me.}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 18, 2016, 04:29:49 pm
PM's are being processed.

EDDIT: Or rather will be processed tomorow.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: BlackHeartKabal on May 18, 2016, 04:50:13 pm
Head towards the tower.
Title: Re: Roll to Magic: Turn 160 BEHOLD MISTA J.
Post by: FallacyofUrist on May 18, 2016, 05:03:07 pm
Act One. Scene Four. Mista J. discovers the absolute curse that is artist's block...

"Oh. Goodness."

Mista J...walks off. Uncaring. Unmotivated. Unfulfilled. He continues to explore the castle, however, in search of his muse. No essences.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Elephant Parade on May 18, 2016, 06:43:58 pm
Act One. Scene Four. Mista J. discovers the absolute curse that is artist's block...

"Oh. Goodness."

Mista J...walks off. Uncaring. Unmotivated. Unfulfilled. He continues to explore the castle, however, in search of his muse. No essences.
"And stay out!"

Feed all +1/+1 chaotic essences to tome. +3 essences, as usual.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ironsnake345 on May 18, 2016, 07:28:42 pm
Gah! Well, that sure ruined my good mood. I'll have to take a note of this... Thing. It might come in handy if I can create another one.
Chorkinaan targets a thin strip of this mistake which he is wearing, which runs all the way down whichever side of it is currently on his front side, and gives it a "very cold" melting point. With luck this will cause the strip to melt away, thus cleaving this armor-net-thing down one side and allowing it to fold open. If this succeeds, Chorkinaan removes the "armor" and uses both essences to try and create that scabbard again. Otherwise, Chorkinaan attempts to struggle free.

Either way, Chorkinaan makes a mental note of how he created what he just created. If he has any physical actions left, he also walks towards the bigholder fiasco.


And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DAPARROT on May 18, 2016, 08:43:26 pm
2 more essences, have my birds scout the area
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: thegamemaster1234 on May 18, 2016, 08:53:31 pm
HahHAHAAAhaHHaaHaAaa! At last, my voice is free! All can now hear the high-amplitude sound waves of the new and improved Professor Jiksap!

Jiksap is elated to finally be able to speak properly with other people again, thanks to the IronMage suit. He also enjoys being able to experience the world like any regular human being would, albeit from within a sweet metal exterior. This is true science. It was now time to test his new power! Or something.

((Could I have a PM about the functionalities of my suit? Some things appear obvious but others don't.))

Leave the castle in search of ADVENTURE!, which probably lies in the north-east! Three essences along the way.

((Reinforcement on the way! This action totally not stupid or meta!))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ironsnake345 on May 19, 2016, 12:42:57 am
HahHAHAAAhaHHaaHaAaa! At last, my voice is free! All can now hear the high-amplitude sound waves of the new and improved Professor Jiksap!

Jiksap is elated to finally be able to speak properly with other people again, thanks to the IronMage suit. He also enjoys being able to experience the world like any regular human being would, albeit from within a sweet metal exterior. This is true science. It was now time to test his new power! Or something.

((Could I have a PM about the functionalities of my suit? Some things appear obvious but others don't.))

Leave the castle in search of ADVENTURE!, which probably lies in the north-east! Three essences along the way.

((Reinforcement on the way! This action totally not stupid or meta!))


((aaaand editing my action))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Sarrak on May 19, 2016, 01:16:55 am
Really? Kahel could not believe, how pitiful and powerless he became after losing his trusty staff to the portal fluctuations... If not for the previously-cast enchantments, he would be already dead.

Jet it while retreating back to the lake. Try to bait the jelly-flamethrower thing there, to make the battle safer.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: H4zardZ1 on May 19, 2016, 04:08:58 am
"What should we do now?"
Convert the red eye again to electricity, but this time with 1 +1/+1 essence.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: star2wars3 on May 19, 2016, 05:28:29 am
HahHAHAAAhaHHaaHaAaa! At last, my voice is free! All can now hear the high-amplitude sound waves of the new and improved Professor Jiksap!

Jiksap is elated to finally be able to speak properly with other people again, thanks to the IronMage suit. He also enjoys being able to experience the world like any regular human being would, albeit from within a sweet metal exterior. This is true science. It was now time to test his new power! Or something.

((Could I have a PM about the functionalities of my suit? Some things appear obvious but others don't.))

Leave the castle in search of ADVENTURE!, which probably lies in the north-east! Three essences along the way.

((Reinforcement on the way! This action totally not stupid or meta!))
((Yay, finally someone with armor))
((Which is good since the skeleton army is probably going to attack us after they finish off 1000 eyes. In the meantime I'm working on mobilising/fixing the dakka-cannon. Ideally by making the dakka-cannon flyable))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: thegamemaster1234 on May 19, 2016, 07:19:09 am
And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Yes, it is I, the almighty Iron Mage (also known as Professor Jiksap), here to save the day! And don't you dare compare my new suit to that silly outfit I had on earlier!
((assuming that Jiksap rolls high enough SPD to enter the action/get close enough to talk))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: _Shinju_ on May 19, 2016, 10:47:26 am
(( sorry I goofed))((and ATHATH why are you in one of the heads, is it because you are being a salty sailor on the dead sea from all those character deaths ))
I make the napalm jelly absent
  Sorry i started to think, what would happen if i tried to make the eyes absent again
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ATHATH on May 19, 2016, 12:20:53 pm
"More for the slaughter?"

All of Bigholder's eyes begin to glow and shudder with energy.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Zormod on May 19, 2016, 12:52:26 pm
"Hello... Would you care to explain some things to me? Although, I can't be sure you can speak, or even think."
Regard mannequin, be prepared for violence. Form 3 essences if it speaks or fails to notice me.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: AoshimaMichio on May 19, 2016, 02:53:23 pm
Focus.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: star2wars3 on May 19, 2016, 07:57:48 pm
The good news is that we appear to reinforcements in the form of skeletons. The bad news is after 1000 eyes dies, they will probably come after us. (Groans)
Skeliborn

Action:
Fix the dakka-cannon's trigger


((This could get interesting with all those skeletons showing up soon))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: thegamemaster1234 on May 20, 2016, 08:23:39 am
((This could get interesting with all those skeletons showing up soon))
((And with me coming to the rescue, too (don't forget that I'm a member of TOAM).

I'm also considering taking up a little of your unique casting style. All this enchantment stuff could have a very wide variety of uses. For instance, I could enchant my taser bolts with Causes Blindness. Now wouldn't that be fun?!??))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: H4zardZ1 on May 20, 2016, 10:48:53 am
((Hmm, maybe a electricity-absorbing weapon that gets stronger the more electricity it absorbs? :b))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: thegamemaster1234 on May 20, 2016, 11:12:29 am
((Hmm, maybe a electricity-absorbing weapon that gets stronger the more electricity it absorbs? :b))
(("Stronger" is a pretty general term. Generally that might mean less breakable or even just sharper. Rather, a weapon that can absorb, store, and then discharge electrical energy (preferably in the form of some kind of projectile) would work much better.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: NAV on May 20, 2016, 11:18:16 am
"You're okay? I was so worried!"
Talk to tree.
Start replenish my summoning essences, 3 of them.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: XXXXYYYY on May 20, 2016, 02:38:18 pm
Summon an antimagic glass wall slightly towards the bigholder.
Dodge, hope not to get burned.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 20, 2016, 02:41:28 pm
Summon a glass hemisphere that renders what it is placed on massless.
If that succeeds, place it on the HDc.
Dodge, hope not to get burned.

{HDc? Also, I probably shouldn't alow you to do the orb either, as you have no afinities that have anything to do with mass.}
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: XXXXYYYY on May 20, 2016, 02:45:18 pm
Summon a glass hemisphere that renders what it is placed on massless.
If that succeeds, place it on the HDc.
Dodge, hope not to get burned.

{HDc? Also, I probably shouldn't alow you to do the orb either, as you have no afinities that have anything to do with mass.}
((Hueg Dakka Cannon, SB's blade launcher))
((That does make sense. I'll revise.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: H4zardZ1 on May 20, 2016, 07:17:57 pm
((Hmm, maybe a electricity-absorbing weapon that gets stronger the more electricity it absorbs? :b))
(("Stronger" is a pretty general term. Generally that might mean less breakable or even just sharper. Rather, a weapon that can absorb, store, and then discharge electrical energy (preferably in the form of some kind of projectile) would work much better.))
((Swords: Faster to swing
Projectile Throwers: Shoots faster))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: star2wars3 on May 20, 2016, 10:26:28 pm
((Hmm, maybe a electricity-absorbing weapon that gets stronger the more electricity it absorbs? :b))
(("Stronger" is a pretty general term. Generally that might mean less breakable or even just sharper. Rather, a weapon that can absorb, store, and then discharge electrical energy (preferably in the form of some kind of projectile) would work much better.))
((Swords: Faster to swing
Projectile Throwers: Shoots faster))
((Or you know increasing how much force something can withstand))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ironsnake345 on May 21, 2016, 04:58:32 am
And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Yes, it is I, the almighty Iron Mage (also known as Professor Jiksap), here to save the day! And don't you dare compare my new suit to that silly outfit I had on earlier!
((assuming that Jiksap rolls high enough SPD to enter the action/get close enough to talk))
Wait, you're Professor Jiksap? THE Professor Jiksap? Oh my gods, I feel so lucky right now! You have no idea how famous you are where I come from! Professor Jiksap, the legendary magitech who can construct the most wonderful thaumaturgical contraptions out of random parts! You're like a celebrity in my home town! I can't believe it's really YOU! you're Professor Jiksap!!!

Err... Anyway, the reason I wanted to talk was because, well, I've long had ideas of how I could be of use to a magitech. I can create basically anything of any shape with any physical properties, tuned with utmost precision to the absolute ideal mechanical properties! I would like to propose an alliance, or at least an alliance of sorts! ...That is, as soon as I get out of this failed attempt at a scabbard.
Hey, miscasts happen.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: thegamemaster1234 on May 21, 2016, 02:56:49 pm
And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Yes, it is I, the almighty Iron Mage (also known as Professor Jiksap), here to save the day! And don't you dare compare my new suit to that silly outfit I had on earlier!
((assuming that Jiksap rolls high enough SPD to enter the action/get close enough to talk))
Wait, you're Professor Jiksap? THE Professor Jiksap? Oh my gods, I feel so lucky right now! You have no idea how famous you are where I come from! Professor Jiksap, the legendary magitech who can construct the most wonderful thaumaturgical contraptions out of random parts! You're like a celebrity in my home town! I can't believe it's really YOU! you're Professor Jiksap!!!

Err... Anyway, the reason I wanted to talk was because, well, I've long had ideas of how I could be of use to a magitech. I can create basically anything of any shape with any physical properties, tuned with utmost precision to the absolute ideal mechanical properties! I would like to propose an alliance, or at least an alliance of sorts! ...That is, as soon as I get out of this failed attempt at a scabbard.
Hey, miscasts happen.

That sounds very useful indeed! Don't worry, miscasts happen to even the best of us. And you wouldn't believe what ridiculous components I had to work with to make this marvel!

I have a feeling that you might be more useful than my dinosaur-obsessed friend back at the castle, but don't tell him that. Also, shouldn't we be worrying a little more about that giant eye monster than yapping our possibly slightly unscrewed heads off?

Jiksap makes a mental note among his mind-council about his apparent famousness in his homeworld. Perhaps the attention-diversion fields often used to conceal his work and provide time to think among himselves didn't work as well as he had hoped...

Then again, maybe this was because of that one time where a legion of old rustbuckets attacked a town out of revenge, and he happened to be there. Within 10 minutes the entire lot was fleeing from weapons crafted of the recently scrapped.

...then he hung out a while, fixing just about everything in sight and playing Santa Claus a little. Yeah, this wacko must be from there. Most certainly.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ironsnake345 on May 21, 2016, 07:58:07 pm
And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Yes, it is I, the almighty Iron Mage (also known as Professor Jiksap), here to save the day! And don't you dare compare my new suit to that silly outfit I had on earlier!
((assuming that Jiksap rolls high enough SPD to enter the action/get close enough to talk))
Wait, you're Professor Jiksap? THE Professor Jiksap? Oh my gods, I feel so lucky right now! You have no idea how famous you are where I come from! Professor Jiksap, the legendary magitech who can construct the most wonderful thaumaturgical contraptions out of random parts! You're like a celebrity in my home town! I can't believe it's really YOU! you're Professor Jiksap!!!

Err... Anyway, the reason I wanted to talk was because, well, I've long had ideas of how I could be of use to a magitech. I can create basically anything of any shape with any physical properties, tuned with utmost precision to the absolute ideal mechanical properties! I would like to propose an alliance, or at least an alliance of sorts! ...That is, as soon as I get out of this failed attempt at a scabbard.
Hey, miscasts happen.

That sounds very useful indeed! Don't worry, miscasts happen to even the best of us. And you wouldn't believe what ridiculous components I had to work with to make this marvel!

I have a feeling that you might be more useful than my dinosaur-obsessed friend back at the castle, but don't tell him that. Also, shouldn't we be worrying a little more about that giant eye monster than yapping our possibly slightly unscrewed heads off?
Err... Giant eye monster?
...Sounds good! Point the way and I'll follow as soon as I'm able.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: star2wars3 on May 21, 2016, 08:22:51 pm
And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Yes, it is I, the almighty Iron Mage (also known as Professor Jiksap), here to save the day! And don't you dare compare my new suit to that silly outfit I had on earlier!
((assuming that Jiksap rolls high enough SPD to enter the action/get close enough to talk))
Wait, you're Professor Jiksap? THE Professor Jiksap? Oh my gods, I feel so lucky right now! You have no idea how famous you are where I come from! Professor Jiksap, the legendary magitech who can construct the most wonderful thaumaturgical contraptions out of random parts! You're like a celebrity in my home town! I can't believe it's really YOU! you're Professor Jiksap!!!

Err... Anyway, the reason I wanted to talk was because, well, I've long had ideas of how I could be of use to a magitech. I can create basically anything of any shape with any physical properties, tuned with utmost precision to the absolute ideal mechanical properties! I would like to propose an alliance, or at least an alliance of sorts! ...That is, as soon as I get out of this failed attempt at a scabbard.
Hey, miscasts happen.

That sounds very useful indeed! Don't worry, miscasts happen to even the best of us. And you wouldn't believe what ridiculous components I had to work with to make this marvel!

I have a feeling that you might be more useful than my dinosaur-obsessed friend back at the castle, but don't tell him that. Also, shouldn't we be worrying a little more about that giant eye monster than yapping our possibly slightly unscrewed heads off?
Err... Giant eye monster?
...Sounds good! Point the way and I'll follow as soon as I'm able.
((Totally not meta at all. (Actually considering that the skeleton army seems to have heard the commotion from a chunk away and the noise from dakka-cannon and 1000 eyes might have gotten farther, it might not be as meta as it looks.)))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 21, 2016, 08:29:44 pm
((Okay, can somebody explain to me how to actually make a character?))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Whisperling on May 21, 2016, 09:17:13 pm
((Okay, can somebody explain to me how to actually make a character?))

All right. So, you start with this sheet:

Quote
Name:
Affinity:
Description(optional):
STR=
DEX=
SPD=
END=
POT=

Name and description are purely cosmetic. You have 8 points to put into your stats. 0 points in a stat gets you a -1 on related rolls, 1 removes that, and 3/6/9 would give +1/+2/+3, and so on. POT is the only one you might not know, and that governs the strength of your magic.

Affinity is arguably the most important part, and determines what spells you can cast. You can make up any spell you like, as long as it relates to your affinity somehow. Complexity penalties can apply in certain situations/if the relationship is only marginal, though.

IE, someone with, say, glass could summon, manipulate, or enchant glass, someone with sickness could cause or accelerate that, transformation would let you transform a bunch of stuff (probably with penalties or something), and that sort of thing. Affinities (and spells) get a lot more creative, mind you, I'm just using basic examples.


So... does that help at all, or should I go a bit deeper? Tried to write this out quickly.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 21, 2016, 10:42:10 pm
That's actually not at all complicated.

But essences are confusing...

Spoiler: Sheet (click to show/hide)
Title: Re: Roll to magic
Post by: H4zardZ1 on May 21, 2016, 10:56:28 pm
Spoiler: Sheet (click to show/hide)
Magic, as in Arcane?
...Or something like magical nature?
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ATHATH on May 22, 2016, 01:36:45 am
That's actually not at all complicated.

But essences are confusing...

Spoiler: Sheet (click to show/hide)
Keep in mind that the broader your affinity is, the weaker it will be. Someone with the Cactus affinity would have much more control over cacti than someone with the Plant affinity would (unless the Plant affinity guy had a lot of shards). This isn't reflected with a direct bonus, by the way.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: AoshimaMichio on May 22, 2016, 02:54:20 am
But essences are confusing...

Essences are simply stored roll bonuses. Creation of essence is a spell, and depending your rolls you get single essence out of it, usually one that gives +1 to both competence and potency rolls. You use those essences whenever you think your spell needs boost.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: ironsnake345 on May 22, 2016, 03:18:12 am
That's actually not at all complicated.

But essences are confusing...

((Ok, so, let me explain how essences work.
During any turn (which is not a combat turn, I'm pretty sure that's a rule) you can create essences as an action. Creating an essence is basically casting a spell, albeit one with no real effect. This makes essence creation much less risky than spells which can backfire and have you immolate yourself by accident, as the worst that happens when an essence backfires is that some random event related to your aspect happens nearby. It is for this reason that most people create multiple essences in one turn, despite the fact that one essence = one spell cast, and multiple spells per turn carries a penalty: -1 cmp roll and -1 pot roll for each spell previously cast.

Now that the mechanics are out of the way, here's the point: an essence is a non-physical pattern of magic in your thoughts; basically a pre-charged spell which has yet to be given an effect and then cast. Maybe that's a bad analogy. Anyway, when you're casting a spell, you can choose to use essences from your essence inventory (basically infinite space since essences are not physical; visible in your character's block on the charsheet) and their bonuses will be added to the rolls made when determining how well your spell went. In the case of essences which have multiple bonuses, the listed bonuses are ordered competency first, potency second. Warning, though: essences take time to infuse into your spell, and each essence used will decrease dexterity rolls made to dodge by 0.5, and will decrease the speed roll to act first by 1. This absolutely stacks.
Oh, and, there's a limit of 5 essences per spell.

How an essence's power is determined, as my understanding goes, is what roll the essence creation spell succeeds with. For each spell, two dice are rolled: one for competency, which can only be enhanced by special means, and one for potency, which is a character stat. If the essence creation spell succeeds on competency it gains a cmp bonus, and the same goes for the potency roll. However, in the event of an overshot success (rolling a 6) something goes a bit wrong. Cmp overshots lead to pot penalties in the essence, and pot overshots turn the essence chaotic, meaning DG gets to screw with you when you cast a spell using the essence. (I.E. something random happens. DG does not actually screw with people all that much)

Now that I've gone over that in immaculate detail, the tl;dr version. When it's not a slugfest, you can cast a spell to make an essence. You can cast all the spells you want in a single turn, one essence per spell, but each extra spell has a -1/-1 which stacks. You can hold as many essences as you damn well want and pour up to five into one spell, which adds their bonuses to the spell's rolls. Each essence has a -0.5 to dodging and a -1 to going first when used in a slugfest. What bonuses an essence gets depends on how well you roll when you cast the spell to make it, but overshooting makes it get all funky. If the creation spell fails, your power seeps into the nearby area and does something.))

((Don't let the ol' wall of text fool you, it's actually pretty simple. If you've got any questions, ask away, I'm happy to help.))

((Also, there are more creative ways to make a nondescript character. Here, let me copy-paste one of my backup characters' descriptions.))
Spoiler: old character sheet (click to show/hide)
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 22, 2016, 04:43:16 am
((Ok, so, let me explain how essences work.
During any turn (which is not a combat turn, I'm pretty sure that's a rule) you can create essences as an action. Creating an essence is basically casting a spell, albeit one with no real effect. This makes essence creation much less risky than spells which can backfire and have you immolate yourself by accident, as the worst that happens when an essence backfires is that some random event related to your aspect happens nearby. It is for this reason that most people create multiple essences in one turn, despite the fact that one essence = one spell cast, and multiple spells per turn carries a penalty: -1 cmp roll and -1 pot roll for each spell previously cast.

You can create essences durning combat, but chances are you'll be bussy trying to melt other guys head.
Now that the mechanics are out of the way, here's the point: an essence is a non-physical pattern of magic in your thoughts; basically a pre-charged spell which has yet to be given an effect and then cast. Maybe that's a bad analogy. Anyway, when you're casting a spell, you can choose to use essences from your essence inventory (basically infinite space since essences are not physical; visible in your character's block on the charsheet) and their bonuses will be added to the rolls made when determining how well your spell went. In the case of essences which have multiple bonuses, the listed bonuses are ordered competency first, potency second. Warning, though: essences take time to infuse into your spell, and each essence used will decrease dexterity rolls made to dodge by 0.5, and will decrease the speed roll to act first by 1. This absolutely stacks.
Oh, and, there's a limit of 5 essences per spell.

Actually, there is a limit of +5/+5 per spell, the number of essences is unlimited.
How an essence's power is determined, as my understanding goes, is what roll the essence creation spell succeeds with. For each spell, two dice are rolled: one for competency, which can only be enhanced by special means, and one for potency, which is a character stat. If the essence creation spell succeeds on competency it gains a cmp bonus, and the same goes for the potency roll. However, in the event of an overshot success (rolling a 6) something goes a bit wrong. Cmp overshots lead to pot penalties in the essence, and pot overshots turn the essence chaotic, meaning DG gets to screw with you when you cast a spell using the essence. (I.E. something random happens. DG does not actually screw with people all that much)

CMP overshots make essences Chaotic. POT overshots do nothing. POT undershots also do nothing much, while CMP fails cause spell to go haywire.


That's actually not at all complicated.

But essences are confusing...

Spoiler: Sheet (click to show/hide)

Magic is too broad. It would allow you to do anything, but the malus for anything in particular would make you only able of injuring yourself. If you still want to try, think up three spells that you'd be able to do with the afinity. It saves suicides if people know what they'll be able to do before geting into the game.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 22, 2016, 07:10:15 am
"And stay out!"

Feed all +1/+1 chaotic essences to tome. +3 essences, as usual.

{You have no chaotic +1/+1 essences. Only +2/+1 and +2/+2.}
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 22, 2016, 07:13:05 am
((Reflecting magic, copying magic, dispelling magic.  And metamagic and stuff.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 22, 2016, 07:14:50 am
((Reflecting magic, copying magic, dispelling magic.  And metamagic and stuff.))

((Thats pretty much what Jase/Beirus does with his Aether afinity.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 22, 2016, 07:16:56 am
((*shrug?*))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 22, 2016, 07:27:09 am
((*shrug?*))

((What I'm saying is that if you want to do all that stuff you should take Aether afinity. It will make what you can and can't do clearer to everyone. Also, you'll be able to look through what has allready been done with it if you run out of ideas.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 22, 2016, 07:34:27 am
((Ah.  Edited.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: star2wars3 on May 22, 2016, 10:09:12 am
((Ah.  Edited.))
((Also, you can take an action the turn that you enter the game. I would recommend making essences (and possibly moving)))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: TheBiggerFish on May 22, 2016, 11:10:40 am
Well, arrive, make three Essences, and get away from things that might be trying to kill me.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Whisperling on May 22, 2016, 11:17:04 am
Well, arrive, make three Essences, and get away from things that might be trying to kill me.

((Might I suggest essence roulette? It's the perfect time, since the gate protects you from harm.

Essence roulette is making essences until one fails. That triggers a luck roll, and you get an effect depending on the roll and your affinity. Good luck gets you fun stuff, bad luck usually results in some sort of injury, which the gate should protect  against rather easily.))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: Elephant Parade on May 22, 2016, 11:18:16 am
Feed it three +2/+1 chaotic curse essences, then. Put on all three rings, and then conjure up five more essences, stopping early if something unpleasant happens.
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: DreamerGhost on May 22, 2016, 04:58:25 pm
Turn 161

Head towards the tower.

Duritarium was both unnerved and intrigued by the Tower; it was both mysterious and slightly menacing. It could be sold as top tier wizard bait; although all wizards would agree that they had no interest in the thing. Then they'd all try to steal it in the night. There was a bit too much of it here to steal though, so Duritarium chose to inspect it from up close instead. The purple walls turned out to have something akin to a purple fog sticking to them. Durtarium was unable to find out much more since the gates inside were closed and locked.

Act One. Scene Four. Mista J. discovers the absolute curse that is artist's block...

"Oh. Goodness."

Mista J...walks off. Uncaring. Unmotivated. Unfulfilled. He continues to explore the castle, however, in search of his muse. No essences.

Spoiler (click to show/hide)

Mista J. was feeling something akin to depression. All the joy in his life was drained. All the great ideas, all of his ability to move with grace and style unique to him was gone. He shuffled out of the room with the mage and dragged himself to the room he had skipped previously, the one with strangely open door. Inside, he found a mirror as tall as he was. He looked into the mirror and his sad reflection gazed back at him. Then the reflection reached outwards and punched Mista J. in the face.

Gah! Well, that sure ruined my good mood. I'll have to take a note of this... Thing. It might come in handy if I can create another one.
Chorkinaan targets a thin strip of this mistake which he is wearing, which runs all the way down whichever side of it is currently on his front side, and gives it a "very cold" melting point. With luck this will cause the strip to melt away, thus cleaving this armor-net-thing down one side and allowing it to fold open. If this succeeds, Chorkinaan removes the "armor" and uses both essences to try and create that scabbard again. Otherwise, Chorkinaan attempts to struggle free.

Either way, Chorkinaan makes a mental note of how he created what he just created. If he has any physical actions left, he also walks towards the bigholder fiasco.


And suddenly, someone else appears. Wait, look at that armor... This has to be the guy.

Oh! Um, hey! Are you that guy who walked into that tower a while ago wearing a similar-looking suit to the one you have on now? If so, I've been meaning to have a conversation with you! Um... Could you please come over here? I'm a little tied up.
Spoiler (click to show/hide)

Chorkinaan was not feeling optimistic about his chances to wriggle free. He was also not optimistic about what would happen if he tried to simply break free. This was going to be the third time in last ten minutes where he'd use magic to deal with nonsense caused by magic. The bindings split neatly in half as parts of them evaporated into mist, releasing Chorkinaan. The scabbard project was not going as well, however, as what Chorkinaan had conjured would have difficulties holding a pin. Oh well, he wasn't planning on keeping his sword sheathed anytime soon, as his childhood hero Professor Jiksap was going to fight some Uber Beholder and that was not something he'd want to miss.

2 more essences, have my birds scout the area
Spoiler (click to show/hide)

Seva ordered his flock of search parrots to spread out and search for anything of interest. Mostly, they found fruits in the trees. Some of them found peanuts. A few found gigantic swamp frogs which ate the parrots. None of them found any trace of Ilium. The results were not that great, unless one felt hungry for some frog legs.

HahHAHAAAhaHHaaHaAaa! At last, my voice is free! All can now hear the high-amplitude sound waves of the new and improved Professor Jiksap!

Jiksap is elated to finally be able to speak properly with other people again, thanks to the IronMage suit. He also enjoys being able to experience the world like any regular human being would, albeit from within a sweet metal exterior. This is true science. It was now time to test his new power! Or something.

Leave the castle in search of ADVENTURE!, which probably lies in the north-east! Three essences along the way.


Spoiler (click to show/hide)

Jiksap rushed out of the Tower and towards the eldritch fields. His armor felt like second skin, he felt fantastic and he almost ran past the place, giant beholder and all. The Beholder was acting surprisingly benign, though its central eye was glowing menacingly. Then, everything caught fire.

Really? Kahel could not believe, how pitiful and powerless he became after losing his trusty staff to the portal fluctuations... If not for the previously-cast enchantments, he would be already dead.

Jet it while retreating back to the lake. Try to bait the jelly-flamethrower thing there, to make the battle safer.

Spoiler (click to show/hide)

Kahel was feeling empty. The specific area in which he was feeling empty was the one in which his staff whispered him megalomaniacally. He wondered if he missed the voices less than the actual power. He wandered as he ran towards the water, the jellyfish trailing after him. It used fire so it would be useful to have water to use against it; it made sense enough to Kahel. Another spike flew past him and he responded with water jets. This time the stream flew off at great enough speed to cut off a few tentacles. The two arrived at the beach without about a third of jellyfish tentacles and about half of Kahel's water.

"What should we do now?"
Convert the red eye again to electricity, but this time with 1 +1/+1 essence.
I make the napalm jelly absent
  Sorry i started to think, what would happen if i tried to make the eyes absent again
The good news is that we appear to reinforcements in the form of skeletons. The bad news is after 1000 eyes dies, they will probably come after us. (Groans)
Skeliborn

Action:
Fix the dakka-cannon's trigger

Summon an antimagic glass wall slightly towards the bigholder.
Dodge, hope not to get burned.
Spoiler (click to show/hide)

Skeliborn focused on his dakka-cannon, trusting fully that his allies would be able to deal with the Beholder. The trigger extended outwards in length by about meter and a half and formed a serrated claymore. Pulling that with naked hands could prove troublesome, but it could be pulled.

Meanwhile, Nihilum was busy clearing the napalm jelly from around them, forming an area with little chance to actually catch fire. This proved exceptionally useful, as Eterna again thunderformed the Beholders red eye, causing arcs of electricity and ignition of the napalm. In about five seconds, everything burned, including the water. The clearing around the mages remained, but it severely limited their ability to dodge.

Gambler conjured a glass wall of antimagic in hopes that it would help if the Beholder fired anything towards the dakka-cannon. He looked it over, congratulated himself over a job well done as the wall created a shield just low enough for the cannon to fire over it and looked around to see why everything was red. He found himself in a circle of flames, about two meters off the edge with only his wall protecting him from the heat.

Above them all, Beholder's central eye began glowing with pale white light.

{Skeletal warriors have arived but you can't see them over the flames}
{Skeletal archers arrive next turn.}

Spoiler: Boss Beholder (click to show/hide)

"Hello... Would you care to explain some things to me? Although, I can't be sure you can speak, or even think."
Regard mannequin, be prepared for violence. Form 3 essences if it speaks or fails to notice me.
Spoiler (click to show/hide)

Cuberac awkwardly raised his hand to greet the mannequin. It raised a hand in return and walked off back into the Tower. This seemed a sign enough that he wasn't in any immediate danger, so Cuberac relaxed and had a look around. The inside of the walls was just as the outside. Tower was also just as purple, but it was unlocked. Cuberac was too busy being a nosy tourist that he hardly even noticed that bones in his maimed arm began to move gently.

"You're okay? I was so worried!"
Talk to tree.
Start replenish my summoning essences, 3 of them.


Spoiler (click to show/hide)

James, Grundar and the fire tree-house, the tree friends were reunited once more. James walked over to the tree and placed the hand on the bark to commune with the tree. What he heard was the most obviously fake despair he'd ever encountered. "Nooooooo, I was finally away from all the wizardry.” It sounded practiced. The leaves that had suffered from being in vacuum began recovering rapidly and recovering their yellow and red patterns.

Feed it three +2/+1 chaotic curse essences, then. Put on all three rings, and then conjure up five more essences, stopping early if something unpleasant happens.

Spoiler (click to show/hide)

Gloomy watched as Mista J. departed in a sad shuffle, looking approvingly at Mista's back. Good riddance and better yet, it made him feel himself again. There were too many mages here who didn’t appreciate exactly how much damage a good curse could cause. Maybe this would change now. He fed his book few more sparks of power and focused some himself. At the very end, magic slipped out of his grasp, but to Gloomy's delight, was eaten by the Tome. With the amount of power it was collecting, it should be able to use some half decent magic soon.


Well, arrive, make three Essences, and get away from things that might be trying to kill me.

Spoiler (click to show/hide)

Portal flared to life again, surprisingly soon after its last activation. When light subsided, left on the arcane pedestals was Magus N.A, specialist army mage from forces lost to temporal bombs. Before his disappearance, he was known for his skill of tampering with magic of all kinds, and if his skill was at least half of the rumors, he was a force to be reckoned with.

Magus looked around in the reflexive military way; quick scan for danger, followed by through scan of ambushes followed by a more relaxed look over of actual terrain. He found himself on a plain, with clearly artificial landscape surrounding him. Mountains to the north were far too close to the southern swamps and western lake for any two to be feasible naturally. The eldritch purple Tower to the east only reinforced his conviction. There was nothing obviously dangerous yet, so Magus spent his time freely observing the surroundings some more.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: DreamerGhost on May 22, 2016, 05:00:17 pm
PM's will be processed tomorow.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: Elephant Parade on May 22, 2016, 05:15:37 pm
Feed the tome all five chaotic +2/+1 essences. Create another resistance ring, along with four essences, stopping (as always) if anything awful happens.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 22, 2016, 06:05:44 pm
Long time no see Professor Jiksap. Don't suppose you could mount this dakka-cannon on a plane or something. Sort of impossible to aim this right now and we may need to adjust where its pointed at eventually.

Speaking of which...

READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Skeliborn

Action:

FIRE!!!!!!!!!!!!!!!!!!!!!!!!!/hold the trigger in the on position using the flat side of vortex bane so as to avoid destroying my hands.
((Dakka-cannon round 2 begin))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: DAPARROT on May 22, 2016, 06:23:08 pm
make essences until one collapses
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: FallacyofUrist on May 22, 2016, 07:46:24 pm
Act One. Scene Five. Mista J. reacts to being slugged in the face...

"OWWW! What in the wonderful world was that for-oh! Oh oh! My muse, my muse, it is back! So obtuse! Thank you good sir! Thank you me! My artist's block is now part of history!"
((I'm presuming that since it's not in Mista J.'s status that the artist's block is gone. If it's not, then please correct me.))

Mista J...dances off. He had a thing to do. Now that he had his muse back, he decided that he should share it. PM magickery, then 3 ??? essences.
((Edit: there goes that action.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: BlackHeartKabal on May 22, 2016, 08:43:02 pm
Duly ignore the tower, look for some sort of wildlife.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: Elephant Parade on May 22, 2016, 08:44:45 pm
Act One. Scene Five. Mista J. reacts to being slugged in the face...

"OWWW! What in the wonderful world was that for-oh! Oh oh! My muse, my muse, it is back! So obtuse! Thank you good sir! Thank you me! My artist's block is now part of history!"
((I'm presuming that since it's not in Mista J.'s status that the artist's block is gone. If it's not, then please correct me.))

Mista J...dances off. He had a thing to do. Now that he had his muse back, he decided that he should share it. PM magickery, then 3 ??? essences.
In case you didn't know: When I die, the Deathcurse means my killer gets saddled with a stupid number of curses. So, uh, don't do that, and maybe leave the tower, too. Breaking and entering is against the law, even if you don't actually break anything!

Edit: Kind of assumed you had murder on the mind, there, which might not be the case. Still, breaking into someone else's base is a great way to set off alarm bells!
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: TheBiggerFish on May 22, 2016, 08:54:02 pm
Towards that blue tree.

3 Essences.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ironsnake345 on May 23, 2016, 01:43:44 am
Holy crap! That's a full-grown beholder! It's even been grafting extra eyes! Wait... Sweet mother of oblivion, is that eternity?!? Oh man, if there's any chance of that being a reward, I've got to get in on this action!

Chorkinaan approaches the bigholder, but stops at the hex next door because he's a coward who knows what's good for him. He then casts a spell at range (it's been mentioned that these can function, albeit at a penalty, on anything within visible range) to change the color of the green eye to pitch black and as non-transparent as possible. (including the lens, meaning it's blind if this works. Most likely, the result of this is that eye either cannot fire, or the bigholder will need some serious eye-eye coordination to fire accurately with the green eye.) both essences.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: H4zardZ1 on May 23, 2016, 03:31:54 am
"Sorry for the ignition. Get yourselves ready for A TRIAL WITH FIRE!!!"
READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"Not this fire, through."
Take electricity from the main eye before giving up electricity to everyone friendly to enhance their dex. +1/+1 Lesser Blood Power and 2 1+/1+ Essences.
((Might be a stupid idea tho))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 23, 2016, 04:48:08 am
"Sorry for the ignition. Get yourselves ready for A TRIAL WITH FIRE!!!"
READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"Not this fire, through."
Take electricity from the main eye before discharging it to the Red eye. +1/+1 Lesser Blood Power.
((Might be a stupid idea tho))
((No no, I assure you that your idea of brilliant. Remember, every element has a weakness and several flaws which can be used to your advantage. What you've found is a way to disrupt that head's magic/ possibly cripple it))
Holy crap! That's a full-grown beholder! It's even been grafting extra eyes! Wait... Sweet mother of oblivion, is that eternity?!? Oh man, if there's any chance of that being a reward, I've got to get in on this action!

Chorkinaan approaches the bigholder, but stops at the hex next door because he's a coward who knows what's good for him. He then casts a spell at range (it's been mentioned that these can function, albeit at a penalty, on anything within visible range) to change the color of the green eye to pitch black and as non-transparent at all. (including the lens, meaning it's blind if this works. Most likely, the result of this is that eye either cannot fire, or the bigholder will need some serious eye-eye coordination to fire accurately with the green eye.) both essences.
((I invite you to join TOAM as soon as your within shouting  range but you aren't within sight of or even hearing range of us (meta-gamed) so to those of us who are already here this looks like a mage butting in late into a boss battle in order to steal (literally and or figuratively) the quest reward.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: H4zardZ1 on May 23, 2016, 09:38:54 am
"Sorry for the ignition. Get yourselves ready for A TRIAL WITH FIRE!!!"
READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"Not this fire, through."
Take electricity from the main eye before discharging it to the Red eye. +1/+1 Lesser Blood Power.
((Might be a stupid idea tho))
((No no, I assure you that your idea of brilliant. Remember, every element has a weakness and several flaws which can be used to your advantage. What you've found is a way to disrupt that head's magic/ possibly cripple it))
((I meant the Lesser Blood Power.))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: DreamerGhost on May 23, 2016, 12:52:36 pm
Act One. Scene Five. Mista J. reacts to being slugged in the face...

"OWWW! What in the wonderful world was that for-oh! Oh oh! My muse, my muse, it is back! So obtuse! Thank you good sir! Thank you me! My artist's block is now part of history!"
((I'm presuming that since it's not in Mista J.'s status that the artist's block is gone. If it's not, then please correct me.))

Mista J...dances off. He had a thing to do. Now that he had his muse back, he decided that he should share it. PM magickery, then 3 ??? essences.

No, it is not gone. I fucked it up here, forgot to write it down in the sheet, but the Artist's Block is a very specialized curse that was given a lot of power. It would wear out in a few in game days, but since each turn is about a minute of time, it is there as good as forever. Also, a copy of you just stepped out of the mirror. It may or may not try to:Kill you, pretend to be you and get you into trouble, steal your works and sell them, atempt to marry someone and leave on marriage day, cause end of the world or jaywalk.



If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.



Bad News My Great Players: I am having exams again. Which means, that updates will slow down for the time. Next turn should come out sometime this weekend.
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: star2wars3 on May 23, 2016, 01:29:23 pm
If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.
((Probably nothing to worry about. Unless the main eye is like a mini-deathstar. In that case, panic and hide behind whoever's closest))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: Whisperling on May 23, 2016, 02:08:13 pm
If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.
((Probably nothing to worry about. Unless the main eye is like a mini-deathstar. In that case, panic and hide behind whoever's closest))

((Judging by the Beholder's boss status... well, I'd say it's not dangerous like making ten essences wasn't dangerous.))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: DreamerGhost on May 23, 2016, 03:15:13 pm
If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.
((Probably nothing to worry about. Unless the main eye is like a mini-deathstar. In that case, panic and hide behind whoever's closest))

Your hope of surviving with such a flimsy shield is adorable.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: Zormod on May 23, 2016, 03:37:09 pm
Take a look around, form 3 more essences.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: XXXXYYYY on May 23, 2016, 06:32:50 pm
If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.
((Probably nothing to worry about. Unless the main eye is like a mini-deathstar. In that case, panic and hide behind whoever's closest))

Your hope of surviving with such a flimsy shield is adorable.
((Oh dear.))
Set the chance of the bigholder's eyemajjiks failing to as close to 1.0 as possible.
Also, dodge the attack, if possible, and take cover behind the wall.
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: FallacyofUrist on May 23, 2016, 07:19:48 pm
Act One. Scene Five. Mista J. suddenly reverts from his manic state...

"ohhhh.... ow... I don't feel so good... my muse... it's gone. It's gone. Once again, it's gone..."

Mista J...shuffled off... through the castle once again. Maybe something he found could restore his muse. Zilch(no) essences.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 23, 2016, 07:34:55 pm
If I had not comunicated it well enough, the Beholder is charging up it's main eye. You can tell that it has power due to it being really big and taking a turn to charge.
((Probably nothing to worry about. Unless the main eye is like a mini-deathstar. In that case, panic and hide behind whoever's closest))

Your hope of surviving with such a flimsy shield is adorable.
((Oh dear.))
((I mean, I do have a sword which can't be broken by any physical means and is probably unbreakable by magic as well.))
((Judging by the Beholder's boss status... well, I'd say it's not dangerous like making ten essences wasn't dangerous.))
((Wisperlings a knowledge mage. If he says the beholder isn't dangerous like making ten essences then he's probably right. In any case I'm just enjoying the boss battle))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: Whisperling on May 23, 2016, 08:00:39 pm
((That was a sarcastic way of saying that it's probably about as dangerous as the 10-essence stunt, not that it was less so. Sorry if it didn't come out right.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ATHATH on May 23, 2016, 08:38:44 pm
"Your fancy toys will not save you from my wrath."
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ironsnake345 on May 24, 2016, 12:00:23 am
((That was a sarcastic way of saying that it's probably about as dangerous as the 10-essence stunt, not that it was less so. Sorry if it didn't come out right.))
((it came out right. It was as clever as it was confusing. That is to say, quite clever!))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: H4zardZ1 on May 24, 2016, 02:53:33 am
Bad News My Great Players: I am having exams again. Which means, that updates will slow down for the time. Next turn should come out sometime this weekend.
((MORE TIME FOR MORE THINKING! At this case, i'll put extra essences into it...))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 24, 2016, 05:14:48 am
((That was a sarcastic way of saying that it's probably about as dangerous as the 10-essence stunt, not that it was less so. Sorry if it didn't come out right.))
((Actually I interpreted it in the other extreme. (Aka the boss beholder much more dangerous than 10 essence stunt) But now that I know that it's only as dangerous as a 10-essence stuff...[insert funny statement here]))

Epic Boss Beholder Music  (https://youtu.be/dQw4w9WgXcQ)
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: thegamemaster1234 on May 24, 2016, 08:33:39 am
Arriving at the scene, Jiksap was glad he didn't happen to be within that napalm field, although more for aiming reasons, since being covered in metal has the added benefit of being fireproof. Meanwhile, the Bigholder's center eye begins to glow... Oh crap. Nonononono. Magitech energy cannons make similar effects when charging. If something doesn't happen soon, they're doomed.

Enchant my crossbow with Applies Neurotoxin (shot bolts automatically apply neurotoxin on contact). Use two +1/+1 essences. Snipe that eye with a crossbow bolt!
((By the way, my char sheet no longer says "chaotic taser bolts". The bolt should have a random effect that comes with it.

Actually, my sheet doesn't mention my bolts at all. They were 20 chaotic taser bolts.))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: thegamemaster1234 on May 24, 2016, 09:27:35 am
...but since each turn is about a minute of time...
Wait, so does that mean we've succeeded in terraforming, treasure hunting, boss fighting, mech summoning, and destroying the world all in a measly two hours and forty minutes? Yikes!

Assuming we began at 8:00 AM, we'll be on our fourth world by nightfall. We'll also be fighting Cthulu himself with a magic-proof giant robot army.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: _Shinju_ on May 24, 2016, 11:48:18 am
Long time no see Professor Jiksap. Don't suppose you could mount this dakka-cannon on a plane or something. Sort of impossible to aim this right now and we may need to adjust where its pointed at eventually.

Speaking of which...

READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Skeliborn

Action:

FIRE!!!!!!!!!!!!!!!!!!!!!!!!!/hold the trigger in the on position
((Dakka-cannon round 2 begin))

(( did you forget about the fact that the trigger is made of a serrated claymore , how will you hold that down without something covering your hand))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: thegamemaster1234 on May 24, 2016, 12:04:42 pm
Long time no see Professor Jiksap. Don't suppose you could mount this dakka-cannon on a plane or something. Sort of impossible to aim this right now and we may need to adjust where its pointed at eventually.

Speaking of which...

READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Skeliborn

Action:

FIRE!!!!!!!!!!!!!!!!!!!!!!!!!/hold the trigger in the on position
((Dakka-cannon round 2 begin))

(( did you forget about the fact that the trigger is made of a serrated claymore , how will you hold that down without something covering your hand))
How about using his sword? Skeliborn could place the hilt on the trigger and pull both sides.

Or he could get a summoned glass gauntlet from Gambler, but that would probably take too much time.

((If Bigholder succeeds in firing:
Bigholder used Hyper Beam!
It was super effective!
TOAM mostly disintegrated!))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: DreamerGhost on May 24, 2016, 01:14:33 pm
...but since each turn is about a minute of time...
Wait, so does that mean we've succeeded in terraforming, treasure hunting, boss fighting, mech summoning, and destroying the world all in a measly two hours and forty minutes? Yikes!

Assuming we began at 8:00 AM, we'll be on our fourth world by nightfall. We'll also be fighting Cthulu himself with a magic-proof giant robot army.

((In cannon, you are all quite competent mages. That is the reason why, in cannon, a bunch of other mages funded by a ton of rich nonmages created the Entry Portal and connected the Islands. It's just not a good idea to have such people duke it out in your backyard.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: TheBiggerFish on May 24, 2016, 01:40:34 pm
((In which cannon, these? (https://en.wikipedia.org/wiki/Cannon#)  You meant canon...))
Title: Re: Roll to Magic: Turn 161 BEHOLD MISTA J.
Post by: Sarrak on May 24, 2016, 01:41:01 pm
((In cannon, you are all quite competent mages.))
((All woe lies with this single word. Most of us have just enough competence to be acnowledged a full-fledged mage. As nearly all other aspiring mages spontaneously combusted long before the actual magical training started...))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: _Shinju_ on May 24, 2016, 02:24:59 pm
((In which cannon, these? (https://en.wikipedia.org/wiki/Cannon#)  You meant canon...))
(( cannon is the gun, canon is the camera ))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: TheBiggerFish on May 24, 2016, 04:13:49 pm
((In which cannon, these? (https://en.wikipedia.org/wiki/Cannon#)  You meant canon...))
(( cannon is the gun, canon is the camera ))
((No, Canon is the camera, canon is the official storyline.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: thegamemaster1234 on May 24, 2016, 04:26:37 pm
((I actually find it quite funny that the definition of "canon" (in this context) refers to authentic written works (as opposed to parodies, etc.) when in actuality its modern use appears to have been expanded to represent anything recognized as official within a specified fictional setting. This is reflected by Urban Dictionary but not by official dictionaries. Yet.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ironsnake345 on May 24, 2016, 07:08:02 pm
((This is gonna be a fun week.))


((For some reason I'm considering starting my own rtd. Maybe I'm as crazy as Cornucopia.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 24, 2016, 08:13:14 pm
((If this turn becomes a slaughter, at least I'll be able to make another Monty Python reference.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: Sarrak on May 25, 2016, 08:26:47 am
Run knee deep into the lake to be able to dive against counter, and finish monster with water jets.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 27, 2016, 05:31:57 am
 Actual  Boss Music (https://youtu.be/tN6rvpeRPEk)
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 28, 2016, 08:00:32 pm
Defense clause based pm sent for if _shinju_/Nihilum forgets to post.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: DreamerGhost on May 29, 2016, 03:10:36 pm
Turn 162

Feed the tome all five chaotic +2/+1 essences. Create another resistance ring, along with four essences, stopping (as always) if anything awful happens.

Spoiler (click to show/hide)

Gloomy fed five more sparks of power into the tome, pushing it over the edge. The cover grew more elaborate, pages became older and dustier and the writings grew more complex. His tome had attained enough power to be comparable to a journeyman's, and was now capable of casting curses of considerable strength. The ring was bit more troublesome, fraying slightly at the edges, doubtlessly would evaporate before long.  The tome proved its use again, as noting the ring in the tome seemed enough to properly bind the ring into reality.

{Tome level up! It becomes harder to charge, giving -1/-1 to all charges placed inside (But not below 0).}

make essences until one collapses
Spoiler (click to show/hide)

Seva waited. Possibly for Ilium to reaper (or do another trick), but likely because he wanted to get a bit of an edge before starting his project. Crystal bird had finished eating all the butterflies and was now perched on his head. Between the two golden eagles it looked like a king between bodyguards

Duly ignore the tower, look for some sort of wildlife.

Spoiler (click to show/hide)

Duritarum, seeing that the tower was no less ominous from up close and was locked, decided to walk around it. Whatever ancient evil lurked within seemed to had been sealed well enough. Around the tower he found a surprising abundance of wildlife. Of course, "abundance" was only such when compared to what he expected to find, but there was all kinds of wildlife one could expect on a plain. There were various insects, some rodents and even a random scorpion, who probably wandered here from some magically sustained desert nearby.

Take a look around, form 3 more essences.

Spoiler (click to show/hide)

Cuberac took a better look around the place. The walls were covered in purple fog, just like outside. But here, drifting fog occasionally revealed gold sketching or even entire pictures, only to hide them away again. There were corridors and stairways leading to other parts of the tower. Cuberac's arm began to shape itself into what it has been before.

Act One. Scene Five. Mista J. suddenly reverts from his manic state...

"ohhhh.... ow... I don't feel so good... my muse... it's gone. It's gone. Once again, it's gone..."

Mista J...shuffled off... through the castle once again. Maybe something he found could restore his muse. Zilch(no) essences.

Spoiler (click to show/hide)

Mista J shuffled around the purple halls weakly, like a man suffering a severe hangover. Possibly appropriately, he found something that might help him, one way or another. What he found was a bar, with shelves lined with bottles, with a basement filled with barrels and some rarer beverages. Many of the labels were a mystery to him, due to having never tried the drinks they marked.

Run knee deep into the lake to be able to dive against counter, and finish monster with water jets.

Spoiler (click to show/hide)

Kahel ran towards the waves. The jellyfish floated after him, raising one of the tube-appendages. Flames washed over Kahel just before he managed to dive beneath the waterline, but a quick dive protected him from majority of the damage. It created a problem of its own, however, as salt within the water set all of Kahel's wounds burning again. Kahel began losing focus.

{Salted wounds - END roll before each magic cast.}

Long time no see Professor Jiksap. Don't suppose you could mount this dakka-cannon on a plane or something. Sort of impossible to aim this right now and we may need to adjust where its pointed at eventually.

Speaking of which...

READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Skeliborn

Action:

FIRE!!!!!!!!!!!!!!!!!!!!!!!!!/hold the trigger in the on position using the flat side of vortex bane so as to avoid destroying my hands.
((Dakka-cannon round 2 begin))

Arriving at the scene, Jiksap was glad he didn't happen to be within that napalm field, although more for aiming reasons, since being covered in metal has the added benefit of being fireproof. Meanwhile, the Bigholder's center eye begins to glow... Oh crap. Nonononono. Magitech energy cannons make similar effects when charging. If something doesn't happen soon, they're doomed.

Enchant my crossbow with Applies Neurotoxin (shot bolts automatically apply neurotoxin on contact). Use two +1/+1 essences. Snipe that eye with a crossbow bolt!
Set the chance of the bigholder's eyemajjiks failing to as close to 1.0 as possible.
Also, dodge the attack, if possible, and take cover behind the wall.

"Sorry for the ignition. Get yourselves ready for A TRIAL WITH FIRE!!!"
READY. AIM. FIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"Not this fire, through."
Take electricity from the main eye before giving up electricity to everyone friendly to enhance their dex. +1/+1 Lesser Blood Power and 2 1+/1+ Essences.
((Might be a stupid idea tho))
Holy crap! That's a full-grown beholder! It's even been grafting extra eyes! Wait... Sweet mother of oblivion, is that eternity?!? Oh man, if there's any chance of that being a reward, I've got to get in on this action!

Chorkinaan approaches the bigholder, but stops at the hex next door because he's a coward who knows what's good for him. He then casts a spell at range (it's been mentioned that these can function, albeit at a penalty, on anything within visible range) to change the color of the green eye to pitch black and as non-transparent as possible. (including the lens, meaning it's blind if this works. Most likely, the result of this is that eye either cannot fire, or the bigholder will need some serious eye-eye coordination to fire accurately with the green eye.) both essences.
Spoiler (click to show/hide)

Jiksap leapt bravely over the flames and rushed to get a better position against the Beholder. It was easier for him to do all the flame leaping due to airtight costume he had, but it looked impressive nonetheless. His bolts gleamed with potent toxin and flew right towards the center of massive eyeball looming over them. Had he shot a man, he most likely would had gained a kill. The house sized eyeball was far more resilient.

Gambler hid behind the wall he had conjured and threw a hex towards the Beholder. They were surrounded by fire and he was not going to stand in open for whatever was about to happen. Nihilum joined him behind the glass, though his own magic failed to appear in any noticeable way.

Skeliborn griped his runic blade tightly and pulled it with all his strength. The dakka cannon reacted to its claymore trigger and spat out a barrage of sharp edges. However, the blades flew mostly by the beholder, as the previous firing of it had dislodged it, moving the barrel away from the gargantuan foe. Seeing this, Skeliborn lost the will to hold on for long.

Eterna reached out towards the giant eyeball and felt the colossal mass of energy within. He drew from it, supercharging his allies movements, preparing them for what was about to go down. He only hoped it would be enough.

From far away, Chorkinaan looked at the beholder. To be more precise, he looked at the inferno that was the beholder and the land around it. He thought better than to go through the fire and opted for a long range curse. His was a good idea, but the execution fell short, the magic was too weak to affect the beholder in any real way.

White light surged through the main eye of the beholder, swirling around in patterns hidden by the glow. The entire structure rose about half a meter from the eyeball. Then the light shot towards a point in the center of the circle, leaving only a remnant of a concentric circle which quickly faded. Then the point exploded in a beam angled towards the attacking mages. Skeliborn dodged aside through the flames, managing to find a spot where flames were less severe and avoided any injury. Jiksap also avoided the beam, and his armor protected him from any great harm, although water inside became warmer almost instantly. Eterna leapt aside at the last moment, rolling through the flames and coming out on the other side of them.

The beam ravaged the land, transforming what it touched into lava. It clashed with the glass wall shielding Gambler and Nihilum, sending sparks flying. Gambler rolled away only to be showered by molten glass. Nihilum did not get off that lightly. The beam annihilated the wall, and sheared through Nihilum's ward and his left arm, destroying both instantly. It missed the dakka cannon by a hair, and finally ran out of power after melting a line to the outside of flame circle it had created.

{Nihilum, absence ward destroyed, left arm lost, Bleeding [3 turns]}

{Gambler, Heavy burns(Roll END for physical actions), Glass sheath rolling 1 on physical action causes an END roll based glass shard cuts.}

Spoiler: Boss Beholder (click to show/hide)



Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: DreamerGhost on May 29, 2016, 03:13:10 pm
PM's will be processed tomorow.



Towards that blue tree.

3 Essences.


Err... What blue tree?
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: TheBiggerFish on May 29, 2016, 03:16:22 pm
Actually, just, um head to that tower?
Title: Re: Roll to Magic: Turn 162 BEHOLD MISTA J
Post by: FallacyofUrist on May 29, 2016, 03:19:27 pm
Act One. Scene Six. Mista J.- BOOZE!

"Booze. Heh."

Mista J. grabbed a random bottle and chugged it...
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: Sarrak on May 29, 2016, 03:51:53 pm
((...Oh well. I can survive this. Probably. Still, having done this bad against portable flamethrower while I am the self-proclaimed master of Heat...))

I'm out of this. Bite Hlamodysa and swim underwater to the other side. If I start losing consciousness - cast something. Failure would ignite invigorate me for a time.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: XXXXYYYY on May 29, 2016, 04:03:09 pm
{Skeliborn, Heavy burns(Roll END for physical actions), Glass sheath rolling 1 on physical action causes an END roll based glass shard cuts.}
((Typo?))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on May 29, 2016, 04:09:56 pm
Skeliborn dodged aside through the flames, managing to find a spot where flames were less severe and avoided any injury.
-snip-
{Skeliborn, Heavy burns(Roll END for physical actions), Glass sheath rolling 1 on physical action causes an END roll based glass shard cuts.}

((Wait so apparently I avoided any injury and recieved heavy burns at the same time.
I'm  assuming that its one status or the other but I'm not sure which one))

((That or that annilation array split up the current timeline into multiple different timelines))

Timeline 1 Dialogue
 Ha ha ha ha, you have terrible aim 1000 eyes. Looks like I should rap this up before I laugh to death.

Timeline 2 Dialogue
That wsn't a nice thing to do 1000 eyes. Prepare for your destruction.

Skeliborn

Action:

Enchant the dakka-cannon with the homing enchant

Mod -3 (Homing)

Essences:
2 Blade essences +1CMP

If Gambler wants the ring back, return it to him
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: Zormod on May 29, 2016, 04:12:56 pm
Take a walk, try to create a perfectly generic cube.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: DreamerGhost on May 29, 2016, 04:29:36 pm
{Skeliborn, Heavy burns(Roll END for physical actions), Glass sheath rolling 1 on physical action causes an END roll based glass shard cuts.}
((Typo?))

{Yeah, that was a typo. You don't get to transfer the molten glass on Skeliborn.}
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: XXXXYYYY on May 29, 2016, 05:55:38 pm
{You don't get to transfer the molten glass on Skeliborn.}
((Aww.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 29, 2016, 07:28:58 pm
{You don't get to transfer the molten glass on Skeliborn.}
((Aww.))
((Aww man, and I was hoping we could transfer the molten glass onto [insert the name of a member of FECES here]))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: BlackHeartKabal on May 29, 2016, 07:35:01 pm
Well, blood is blood.
Rip and tear (the blood out of their bodies)
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: Elephant Parade on May 29, 2016, 07:47:09 pm
((Mind telling me what you're planning to do once you're in the tower, TBF?))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: TheBiggerFish on May 29, 2016, 07:51:17 pm
((Mind telling me what you're planning to do once you're in the tower, TBF?))
Knock on the door?  Take a look at the magic maybe.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DAPARROT on May 29, 2016, 09:48:38 pm
More essences,stop when one collapses
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ironsnake345 on May 29, 2016, 09:50:38 pm
Seva waited. Possibly for Ilium to reaper (or do another trick), but likely because he wanted to get a bit of an edge before starting his project. Crystal bird had finished eating all the butterflies and was now perched on his head. Between the two golden eagles it looked like a king between bodyguards
((So, he's waiting for Ilium to come out of nowhere with a cloak and a scythe? Sorry, this typo was just too funny for me to ignore.))

Damn! My magic fizzled! But maybe I can help otherwise... The artillery cannon! Chorkinaan approaches to the same hex (to avoid range penalties) and removes the physical property of weight from a randomly-chosen heavy-looking part of the Dakka cannon. One whose weight isn't hugely likely to be critical to the Dakka cannon's balance in its current resting orientation.

((I still welcome all forms of GM trolling even after editing my post.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: ironsnake345 on May 29, 2016, 09:53:56 pm
((Either me or star2wars3 is going to have to change our action. I'm excited to find out who.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: ATHATH on May 29, 2016, 11:13:12 pm
That's... That's all it did? I was expecting at least one death.

"You... You lived. That's... impossible."

"...Which means you'll make an excellent slave."

Begin swaying hypnotically, with all of my eyes trained on [pm'd person].
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: H4zardZ1 on May 30, 2016, 01:06:57 am
((Hey hey hey, where's the backlash of that lesser blood power?))
"That wasn't a nice thing to deal with, huh! At least i don't get hit by that beam."
Convert the red eye to electricity.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on May 30, 2016, 08:24:09 am
((Either me or star2wars3 is going to have to change our action. I'm excited to find out who.))
((Dude. Your spell has somewhere around a -4 cmp modifier because of all the specifics you mentioned. At best, and this is only if you roll a natural 10 on cmp, you could get a 6cmp total spell. What this means is that your spell has a large chance of backfiring. Either change or update your action.))
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: star2wars3 on May 30, 2016, 08:29:51 am
Seva waited. Possibly for Ilium to reaper (or do another trick), but likely because he wanted to get a bit of an edge before starting his project. Crystal bird had finished eating all the butterflies and was now perched on his head. Between the two golden eagles it looked like a king between bodyguards
((So, he's waiting for Ilium to come out of nowhere with a cloak and a scythe? Sorry, this typo was just too funny for me to ignore.))

Damn! My magic fizzled! But maybe I can help otherwise... The artillery cannon! Chorkinaan approaches to the same hex (to avoid range penalties) and conjures a thick band of iron-heavy upwards-falling physicality material wrapped around the dakka cannon, aimed for around its center of mass but (if possible) avoiding blocking up any important mechanical parts. ((I make complex commands because I don't want them to backfire because of a simple worst-possible-outcome interpretation which may or may not be GM trolling.))

((I welcome all forms of GM trolling))
((And as for your modifiers:
-2 upward-falling and iron-heavy
-1 wrapped around the dakka-cannon
-1 center of mass
Possible additional -1 first action = moving

This makes a total anywhere from a -4 to a-5))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: XXXXYYYY on May 30, 2016, 12:16:45 pm
Take back the ring.
Using the Bigholder itself as a power source, steal as much luck from it as magically possible. Drain it dry.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DreamerGhost on May 30, 2016, 01:19:06 pm
Actually, just, um head to that tower?

Spoiler (click to show/hide)
{Your movement will be visible in next turn's map.}

Magus decided to get the obvious out of the way first. Whatever dangers lay hidden in the calmness of the surrounding lands, the Tower was sticking out like a sore thumb. He felt confident in his ability to deal with possible traps and there was a better than average chance of finding useful artifacts. Besides, if he left it alone he'd have to suppress his disappointed curiosity, and he did not feel like he could spare thought to such a distraction.
Title: Re: Roll to Magic: Turn 161 Time to get out of here... Oh wait.
Post by: ironsnake345 on May 30, 2016, 01:39:48 pm
Seva waited. Possibly for Ilium to reaper (or do another trick), but likely because he wanted to get a bit of an edge before starting his project. Crystal bird had finished eating all the butterflies and was now perched on his head. Between the two golden eagles it looked like a king between bodyguards
((So, he's waiting for Ilium to come out of nowhere with a cloak and a scythe? Sorry, this typo was just too funny for me to ignore.))

Damn! My magic fizzled! But maybe I can help otherwise... The artillery cannon! Chorkinaan approaches to the same hex (to avoid range penalties) and conjures a thick band of iron-heavy upwards-falling physicality material wrapped around the dakka cannon, aimed for around its center of mass but (if possible) avoiding blocking up any important mechanical parts. ((I make complex commands because I don't want them to backfire because of a simple worst-possible-outcome interpretation which may or may not be GM trolling.))

((I welcome all forms of GM trolling))
((And as for your modifiers:
-2 upward-falling and iron-heavy
-1 wrapped around the dakka-cannon
-1 center of mass
Possible additional -1 first action = moving

This makes a total anywhere from a -4 to a-5))
((I don't think aiming anywhere specific on the Dakka cannon  causes a malus. It didn't when I created the shield. All that crazy aiming I did to get the strap in one specific shieldworthy spot didn't apply any penalties, to my knowledge. Either way, in character I have no way of knowing you're enchanting that  thing with homing, and this'll prove handy if anybody has to move or re-aim it anyway.))


((Actually, come to think of it, I've just thought of a different way to make the Dakka cannon light enough to be aimable without incurring any casting maluses. Editing action...))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: AoshimaMichio on May 30, 2016, 03:18:48 pm
So DreamerGhost, are PM's processed yet?
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DreamerGhost on May 30, 2016, 03:40:08 pm
So DreamerGhost, are PM's processed yet?

No. I fucked up yesterday and spent a good part of today sleeping. They are being processed right now.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: TheBiggerFish on May 30, 2016, 05:12:15 pm
Knock on the door.  Three essences.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: thegamemaster1234 on May 30, 2016, 08:42:34 pm
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

Despite the eye getting rather burned, poked, electrocuted, poisoned, and [whatever chaotic effect happened here]ed (unless you were implying that the bolt merely bounced off the lens), it still appeared to be going strong. That blade cannon appeared to be quite competent.

Assist Skeliborn in the homing spell. Add in my own twist: enchant the dakka cannon so that fired blades inflict Irritation of Eyes. (dakka cannon, being a cannon, can be considered a machine, albeit a crude one)
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on May 31, 2016, 05:00:17 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

Despite the eye getting rather burned, poked, electrocuted, poisoned, and [whatever chaotic effect happened here]ed (unless you were implying that the bolt merely bounced off the lens), it still appeared to be going strong. That blade cannon appeared to be quite competent.

Assist Skeliborn in the homing spell. Add in my own twist: enchant the dakka cannon so that fired blades inflict Irritation of Eyes. (dakka cannon, being a cannon, can be considered a machine, albeit a crude one)
((Thx for the assist))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DreamerGhost on May 31, 2016, 09:23:45 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: thegamemaster1234 on June 01, 2016, 07:13:41 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((OK, thanks for clarifying. Dakka Cannon should provide the necessary firepower ;)
Also, star2wars3, I can pull the trigger for you if you like. My metal arm should work much better than using hilt leverage.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on June 01, 2016, 10:56:02 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((OK, thanks for clarifying. Dakka Cannon should provide the necessary firepower ;)
Also, star2wars3, I can pull the trigger for you if you like. My metal arm should work much better than using hilt leverage.))
((Thx for the assistance))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: _Shinju_ on June 01, 2016, 12:15:22 pm
((wow i must pay more attention to this ))
I pray asking my goddess to cut the big holder off from all magic to help save my friends and i use the blood spouting from my arm and essences till i get the max buff to make absent all damage done by the bigholder in the past two turns 
((I hope this works ))
Title: Re: Roll to Magic: Turn 160 New players and Sucessful rituals
Post by: NAV on June 01, 2016, 01:08:37 pm
James sits and leans his back against the tree, regardless of whatever spikes may be there.

Fill my empty gas grenade canister with healing gas. Make a healing grenade.
+2 healing potions or pills too.
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: ATHATH on June 01, 2016, 01:19:52 pm
((wow i must pay more attention to this ))
I pray asking my goddess to cut the big holder off from all magic to help save my friends and i use the blood spouting from my arm and essences till i get the max buff to make absent all damage done by the bigholder in the past two turns 
((I hope this works ))
"A few of your 'friends' get hurt and you're already calling your mommy? I expected more from you."
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on June 02, 2016, 05:27:37 am
((wow i must pay more attention to this ))
I pray asking my goddess to cut the big holder off from all magic to help save my friends and i use the blood spouting from my arm and essences till i get the max buff to make absent all damage done by the bigholder in the past two turns 
((I hope this works ))
"A few of your 'friends' get hurt and you're already calling your mommy? I expected more from you."
((I wish you had added the line:
"As I expected. You are nothing." While looking at the absence mage.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: XXXXYYYY on June 02, 2016, 06:19:07 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((500 tons?! Wow. That's 75 agrican elephants, so roughly 30000 ft3,  which amounts to a sphere 23.35 feet in radius. 46.7 feet across, at minimum, provided the same density of flesh. How are we damaging this thing again?))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DreamerGhost on June 02, 2016, 06:39:29 am
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((500 tons?! Wow. That's 75 agrican elephants, so roughly 30000 ft3,  which amounts to a sphere 23.35 feet in radius. 46.7 feet across, at minimum, provided the same density of flesh. How are we damaging this thing again?))

((Arrgh. Imperial units >_<. One of my many weaknesses. I decided the bigholder would be the size of a two story house and went from there. 500 cubic meters did not seem like something too big for a boss and I figured it would have a density of 1kg/m3, more or less. You are hurting it because it has no internal skeletal system, which means the bossholder is pretty much made of weak points.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: FallacyofUrist on June 02, 2016, 08:11:56 am
((... maybe I should have gone with the "beholder" plan after all when I used the Mimic Heart.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: ironsnake345 on June 02, 2016, 10:07:35 am
((... maybe I should have gone with the "beholder" plan after all when I used the Mimic Heart.))
((This would be the perfect sig If it didn't require any context. Amazing quote.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: Whisperling on June 05, 2016, 11:53:46 am
PM action. Here's hoping that neither one of us kills ourselves!
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: star2wars3 on June 05, 2016, 05:22:35 pm
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((500 tons?! Wow. That's 75 agrican elephants, so roughly 30000 ft3,  which amounts to a sphere 23.35 feet in radius. 46.7 feet across, at minimum, provided the same density of flesh. How are we damaging this thing again?))

((Arrgh. Imperial units >_<. One of my many weaknesses. I decided the bigholder would be the size of a two story house and went from there. 500 cubic meters did not seem like something too big for a boss and I figured it would have a density of 1kg/m3, more or less. You are hurting it because it has no internal skeletal system, which means the bossholder is pretty much made of weak points.))
((Hey I don't blame you. I was brought up using the imperial units and I find them to be annoying to work with.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: ironsnake345 on June 05, 2016, 07:42:33 pm
((I think you forgot to account for the TASER and CHAOTIC parts of my CHAOTIC TASER bolts. Something random should've happened on impact, as well as a high-voltage shock.))

The beholder weighs about 500 tons and is magical. The bolts were less than 10 POT for twenty. You might want to use something stronger.
((500 tons?! Wow. That's 75 agrican elephants, so roughly 30000 ft3,  which amounts to a sphere 23.35 feet in radius. 46.7 feet across, at minimum, provided the same density of flesh. How are we damaging this thing again?))

((Arrgh. Imperial units >_<. One of my many weaknesses. I decided the bigholder would be the size of a two story house and went from there. 500 cubic meters did not seem like something too big for a boss and I figured it would have a density of 1kg/m3, more or less. You are hurting it because it has no internal skeletal system, which means the bossholder is pretty much made of weak points.))
((Hey I don't blame you. I was brought up using the imperial units and I find them to be annoying to work with.))
((Same. I was raised on inches, pounds and miles, and I find them SOOO much more confusing than meters and grams and such.))
Title: Re: Roll to Magic: Turn 162 Annihilator array in action
Post by: DreamerGhost on June 05, 2016, 08:14:13 pm
Turn 163

Act One. Scene Six. Mista J.- BOOZE!

"Booze. Heh."

Mista J. grabbed a random bottle and chugged it...

Spoiler (click to show/hide)

Mista J. grabbed onto the first bottle in reach and popped the cork. It flew away in a sad, small arc rather than bouncing off the walls as one would expect from a popped cork. Mista J. ignored this obvious bad sign and took a swig from the bottle. It felt as if someone had wrapped a shade around the world, the colors suddenly grayed, light became a rather dull shade of yellow, and Mista J. felt all joy drain out of him just as the liquid drained out of the bottle.
{Suicidal depression, 1/5}
{Alcohol: Slightly tipsy.}

((...Oh well. I can survive this. Probably. Still, having done this bad against portable flamethrower while I am the self-proclaimed master of Heat...))

I'm out of this. Bite Hlamodysa and swim underwater to the other side. If I start losing consciousness - cast something. Failure would ignite invigorate me for a time.
Spoiler (click to show/hide)

The situation was getting too hot for Kahel. He swiftly snatched a fruit from a pocket and dived beneath the waves. The water still felt cold, but the fruit made it bearable. It would still pose danger when the effect wore off, but for now he had some more pressing troubles. The water soothed the burns, but even though he was getting used to salt, it still hurt. By the time Kahel reached the other side, his muscles burned with exhaustion. He risked a look back to the island and froze. The jellyfish creature was floating just above the waves, moving towards him.

Take a walk, try to create a perfectly generic cube.

Spoiler (click to show/hide)

Cuberac wandered through the corridors and stairways, finding them empty, not even "abandoned" empty, they were "never used" empty. It was as if the rooms were built and then immediately abandoned. The windows to outside did not seem to match Cuberac's internal map, however, which led to hint of a possibility that there was some magic involved in him finding practically nothing. He attempted to conjure a cube only to have a green nondescript diamond shaped object appear; only increasing his suspicion. Cubrac's arm was now almost entirely fine, although his hand was still mangled useless.

Well, blood is blood.
Rip and tear (the blood out of their bodies)
Spoiler (click to show/hide)

Duritarum raised his hand to about chest height, palm up. He focused, and released a pulse centered just above the palm. Creatures few meters away from Duriarum died almost instantly as their blood vessels burst open and their blood collected into an orb just above the outstretched palm of Duritarum. It was a mixture of brown and red, showing that a significant portion was gained from insects and it was about four inches across.

More essences,stop when one collapses
Spoiler (click to show/hide)

Seva waited. What else there was to do? Though it was getting boring, and the crystal bird began napping without any more butterflies to eat. Eagles were still standing alert, possibly to keep up appearances as the kings of the birds. The crystal bird was rudely awakened, when Seva's leak of magic suddenly caused all of his search parrots to disappear into puffs of feathers.

Knock on the door.  Three essences.

Spoiler (click to show/hide)

Magus walked up to the gate and knocked. He could had just magicked the gates open away, especially after he had figured out that it was all solid aether, but it often paid to try the polite option first. Astoundingly, it worked, the gates opened and a humanoid shaped doll showed him inside.

James sits and leans his back against the tree, regardless of whatever spikes may be there.

Fill my empty gas grenade canister with healing gas. Make a healing grenade.
+2 healing potions or pills too.


Spoiler (click to show/hide)

Creation of a healing gas can be a very difficult process. The most straightforward, alas, not the technologically easiest method is a cloud of nanobot surgeons. Alternatives include astounding variety of chemical combinations mixed with stem cell growth inducing hormones. James never had to know about any of this because complexity in magic works differently than it does in science. It cares about the complexity of the effect, not the method. Healing grenades were dime a dozen for an expert like James, and the healing pills were barely an afterthought.

((Hey hey hey, where's the backlash of that lesser blood power?))
"That wasn't a nice thing to deal with, huh! At least i don't get hit by that beam."
Convert the red eye to electricity.

{Internal (*rolls*) bleeding takes a while to apear.}


Timeline 1 Dialogue
 Ha ha ha ha, you have terrible aim 1000 eyes. Looks like I should rap this up before I laugh to death.
Skeliborn

Action:

Enchant the dakka-cannon with the homing enchant

Mod -3 (Homing)

Essences:
2 Blade essences +1CMP

If Gambler wants the ring back, return it to him

Damn! My magic fizzled! But maybe I can help otherwise... The artillery cannon! Chorkinaan approaches to the same hex (to avoid range penalties) and removes the physical property of weight from a randomly-chosen heavy-looking part of the Dakka cannon. One whose weight isn't hugely likely to be critical to the Dakka cannon's balance in its current resting orientation.
Take back the ring.
Using the Bigholder itself as a power source, steal as much luck from it as magically possible. Drain it dry.

Despite the eye getting rather burned, poked, electrocuted, poisoned, and [whatever chaotic effect happened here]ed (unless you were implying that the bolt merely bounced off the lens), it still appeared to be going strong. That blade cannon appeared to be quite competent.

Assist Skeliborn in the homing spell. Add in my own twist: enchant the dakka cannon so that fired blades inflict Irritation of Eyes. (dakka cannon, being a cannon, can be considered a machine, albeit a crude one)
I pray asking my goddess to cut the big holder off from all magic to help save my friends and i use the blood spouting from my arm and essences till i get the max buff to make absent all damage done by the bigholder in the past two turns 

Spoiler (click to show/hide)

The smart thing to do after your opponent vaporizes your defenses, some limbs and enough land to build a neighborhood on is to run. The wizardly thing is to try to convince it to look good on the mantelpiece. Needless to say, Eterna swiftly returned to his attempts at thundering the bigholder. And his efforts were met with an astounding success. The red eye, unable to handle both the damage from fire and Eterna's attacks finally burst open, spraying burning blood everywhere and fell into the lake, covering its surface with a burning film of oil.

Jiksap, Skeliborn and Chorkinaan were meanwhile attempting to make the dakka cannon better, or, at least, useful. Skeliborn was most successful, by, after deciding that the cannon was unaimable, made the ammo homing to compensate. Jiksap and Chorkinaan both failed to have any great impact, one by using too little power and another being too far to really see what he's doing.

Gambler was draining luck from Beholder. He was too injured to try anything fancy physically, even after Skeliborn returned his ring of regeneration. It helped, surely, but there was simply too much damage. The gargantuan creature had lost another eye, this time the red one. No more fire, so at least these burns would not be repeated anytime soon.

Nihilum was quite busy. Losing an arm can make one rush like that. His words were half prayer half magic, and all rushed. To his great joy, the goddess chose to spare him and help him. The fire cleared from the surrounding lands, allowing the mages to dodge freely again. The spell fired off, and although too weak to deal with all the mages, it did turn back time for Nihilum, returning his arm back into place.

The Beholder was getting angry at a particular mage. The mage was stealing from it. It would perish and return what it had stolen. Black lightning shot out at Gambler, turning land to dust on contact as Gambler rolled out of the way. But the lightning persisted, cleaving off something rather important. There was a brief flash of pain as Gambler's arm holding the luck stealing glass shard turned into dust.

{Gambler, bleeding out, 3 turns}


Spoiler: Boss Beholder (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: DreamerGhost on June 05, 2016, 08:14:56 pm
PM's will be processed tomorow.
Title: Re: Roll to Magic: Turn 163 BEHOLD MISTA J
Post by: FallacyofUrist on June 05, 2016, 08:28:01 pm
Act One. Scene Seven. Mista J...

"More."

Mista J. grabbed a random bottle and chugged it. Again.

((Welp. This character is not turning out as I expected.))
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: star2wars3 on June 05, 2016, 08:32:33 pm
 Looks like we got homing on the dakka-cannon. I'm going to add in some more enchants while you fire the dakka-cannon Jiksap.

((I will post an action tomorrow. Trust me when I say, it's going to be extremely awesome whatever I decide to do as an enchant))
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: BlackHeartKabal on June 05, 2016, 08:39:58 pm
A start.
Harden the orb into a bar, for, among other things, actual portability.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: H4zardZ1 on June 05, 2016, 08:45:08 pm
((Taser 2-1 Blade Cannon))
"Two down, four to go! Now let me enchant that sword cannon too."
Enchant the blade cannon so the blade shot absorbs electricity from whatever it hits back into the cannon. 1 +1/+2 and 2 +1/+1 essences.
First is CMP or POT?
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: ironsnake345 on June 05, 2016, 09:34:23 pm
((Taser 2-1 Blade Cannon))
"Two down, four to go! Now let me enchant that sword cannon too."
Enchant the blade cannon so the blade shot absorbs electricity from whatever it stabs back into the cannon. 1 +1/+2 and 2 +1/+1 essences.
First is CMP or POT?
((first is CMP))

Woah! What the hell just happened to all the fire? Oh! You there in the fancy clothes! I'm here to help!
Chorkinaan runs to the Gambler and, unless Gambler disagrees, stops his bleeding by capping off his disintegrated arm's stump with physicality material. Chorkinaan readies himself to block anything physical with the "shield" or dodge anything non-physical.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: Elephant Parade on June 05, 2016, 10:07:16 pm
PM action.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: Zormod on June 05, 2016, 10:34:36 pm
Try to find my way to a main hall and form 2 essences.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: DAPARROT on June 05, 2016, 11:21:46 pm
turn the dove feather into a phoenix feather, and try to find a seed
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: Sarrak on June 06, 2016, 12:11:23 am
Stay underwater, I still have some time left. Water-spike this damned thing!

((If this is not possible due to speaking issues... I have a blade. Use it in merfolk fashion. Also, why, RNG? What have I done to you?!))
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: thegamemaster1234 on June 06, 2016, 08:47:45 am
Playing rough, are you? Take THIS!!!

Fire the dakka cannon at the cyan eye!
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: TheBiggerFish on June 06, 2016, 08:53:45 am
Cautiously explore the tower?  Look for useful enchantments to copy.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: star2wars3 on June 06, 2016, 07:33:56 pm
Skeliborn

Action:
Enchant the dakka-cannon to drain targets magics into a +cmp ward over members of toam

Should 1000 eyes attack me and I can't dodge then block using Vortex Bane
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: Trewque on June 08, 2016, 11:07:30 am
"Shoot. I must've fallen asleep or something. Where's Jiksap, anyway? Might as well go find him."

Hop onto back of my fastest dinosaur and ride them as they track down Jiksap. Also craft 3 essences.


(I know thegamemaster123 IRL, so after June 23, my turns will be sent as PM's from him until further notice.)
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: thegamemaster1234 on June 08, 2016, 11:41:35 am
(I know thegamemaster123 IRL, so after June 23, my turns will be sent as PM's from him until further notice.)
((I can confirm this. Trewque will have limited computer access over the summer, so for convenience most, if not all actions will be sent through me. Actually, we may be able to work out a system in which his own account can be used, though this is uncertain.))
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: NAV on June 08, 2016, 01:39:14 pm
Go find Viznor and get the omnicube instructions translated finally.
"Take care, I'll be back soon."

Summon a ring of healing and 2 more cure-alls on the way there.
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: Whisperling on June 08, 2016, 02:19:51 pm
Go find Viznor and get the omnicube instructions translated finally.
"Take care, I'll be back soon."

Summon a ring of healing and 2 more cure-alls on the way there.

((Just warning you, you're walking into a pretty dangerous zone and I may or may not have the essences to get the job done. Not that I don't want to do business, of course, but now might not be the best time.))
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: XXXXYYYY on June 08, 2016, 04:28:58 pm
Summon a glass armband that contracts until the bleeding stops, then place it just above the stump.
If absolutely necessary, move to outside the path of any incoming attack(s).
Title: Re: Roll to Magic: Turn 163 Injuries traded
Post by: _Shinju_ on June 09, 2016, 10:24:54 am
I pray again to my goddess asking for more help and make the wounds the gambler suffered absent
Title: Re: Roll to Magic: Turn 163 Injuries Traded
Post by: DreamerGhost on June 12, 2016, 05:30:06 pm
Turn 164

Act One. Scene Seven. Mista J...

"More."

Mista J. grabbed a random bottle and chugged it. Again.

Spoiler (click to show/hide)

Mista J. discarded the bottle of liquid ten year old alcoholism and picked another at random. With a calm that would have amazed anyone who knew him he uncorked the bottle, placed the cork on the table and took a swig. The bitter liquid lost taste in moments after entering Mista's mouth and he noticed that yes, it was because he lost the ability to feel taste rather than the liquid stopping to be bitter. Mista barely managed to force out a sigh as he placed the bottle down on the table.

{Suicidal depression, 2/5, loss of taste.}
{Tipsy: -1CMP/+1POT}

A start.
Harden the orb into a bar, for, among other things, actual portability.

Spoiler (click to show/hide)

Duritarum focused onto the orb for a moment and down fell a bar of solid blood. It was a bit longer than a bar of metal would had been, it was more of a rod in shape, but that more added to its purpose than subtracted from it. With this area devoid of life, he'd have to find a new hunting ground, preferably richer than this one. But that was not particularly difficult in a place such as this.

Try to find my way to a main hall and form 2 essences.
Spoiler (click to show/hide)

Cuberac took a few left turns, then one to the right and then rose up a set of stairs only to find himself back in the main hall next to the exit. He was quite certain that he had not ever walked down a set of stairs, but such was the nature of magical buildings. His fingers now looked merely broken, rather than shattered.

turn the dove feather into a phoenix feather, and try to find a seed
Spoiler (click to show/hide)

Phoenix was one of, if not the, greatest mythical birds. Creating one would be a very complex task, heavy in both time and resources consumed. What Seva tried instead was to replicate a single feather. Even such a small part had some almost miraculous qualities. But the exact balance between how much power phoenix feather would require and how much a feather of a dove could contain was delicate and the task found Seva wanting. The feather turned a bright shade of orange, but that was the extent of transformation.

Stay underwater, I still have some time left. Water-spike this damned thing!

((If this is not possible due to speaking issues... I have a blade. Use it in merfolk fashion. Also, why, RNG? What have I done to you?!))

Spoiler (click to show/hide)
{I suspect the RNG is getting back at you for all the times you rerolled 1's}

Kahel looked at the flying jellyfish, feeling more hate than he had ever felt towards anything else. He dived beneath the waves and fired off a spell towards the maddening creature. The splash of water caused by the spell was barely noticeable, as a carp swimming past outdid it in magnitude. But Kahel would not let it end here. Fueled by anger and hate, he pushed through the pain and swam towards the jellyfish. He dived from underneath the waves as a shark attacking a surfer, plunging his sword with deadly precision into the jellyfish. It fell into the water and began leaking thick oil, never to rise again. After long last, Kahel was free of things trying to kill him.

Cautiously explore the tower?  Look for useful enchantments to copy.

Spoiler (click to show/hide)

The tower was even more interesting from inside than it was from outside. The halls tingled with symbols that were reveled and washed away by drifting aether fog on the walls. Several auras permeated the air. However, the magic here proved a tad too complex for Magus N.A. He decided to begin with the obvious and began looking through the writings on the walls. The magic extended from them some good distance away, magically speaking, and was astoundingly strange. Magus had never seen aether woven this way before. Only after the mannequin gently but firmly pushed Magus away to repair the damage he had done with his searches hitting dead ends did Magus consider that it was possible the writings were not purely constructed by aether magic.

Go find Viznor and get the omnicube instructions translated finally.
"Take care, I'll be back soon."

Summon a ring of healing and 2 more cure-alls on the way there.
Spoiler (click to show/hide)

James took flight toward the frozen mountains of northwest. There was only so much guesswork would carry him through the functionality of the omnicube, which meant striking a deal with Viznor. James prepared some medical supplies for that part of the work. However, he did not get all that far on his trip, as he paused to gawk at massive beholder trying to fight off several mages trying to kill it.

((Taser 2-1 Blade Cannon))
"Two down, four to go! Now let me enchant that sword cannon too."
Enchant the blade cannon so the blade shot absorbs electricity from whatever it hits back into the cannon. 1 +1/+2 and 2 +1/+1 essences.
First is CMP or POT?
Woah! What the hell just happened to all the fire? Oh! You there in the fancy clothes! I'm here to help!
Chorkinaan runs to the Gambler and, unless Gambler disagrees, stops his bleeding by capping off his disintegrated arm's stump with physicality material. Chorkinaan readies himself to block anything physical with the "shield" or dodge anything non-physical.
Playing rough, are you? Take THIS!!!

Fire the dakka cannon at the cyan eye!

Skeliborn

Action:
Enchant the dakka-cannon to drain targets magics into a +cmp ward over members of toam

Should 1000 eyes attack me and I can't dodge then block using Vortex Bane


Summon a glass armband that contracts until the bleeding stops, then place it just above the stump.
If absolutely necessary, move to outside the path of any incoming attack(s).

I pray again to my goddess asking for more help and make the wounds the gambler suffered absent
Spoiler (click to show/hide)

Mages split into two groups by their choice of action. The first group, consisting of Nihilum, Chorkinaan and Gambler focused on the fact that Gambler had an alarming amount of similarity to a rare steak. The wound on his arm was a clear priority, but it was swiftly solved with Gambler creating a contracting armband and Chorkinaan wrapping the stump up in special made physicality. Nihilum attempted to deal with the general wounded state of Gambler, but there was too much. Between him and the ring of regeneration Gambler had, they managed to deal with burns on his legs, allowing him to doge a bit more freely. To Nihilum's worry, his goddess remained silent.

{Gambler. No longer END roll on DEX rolls, No longer bleeding to death}

The other group of mages, consisting of Jiksap, Eterna and Skeliborn attempted to make use of their heaviest weapon - the Dakka-cannon - by pouring enchantments onto it to make it more useful. Eterna upgraded the ammo to drain electricity from the enemy to the point of local paralysis while Skeliborn enchanted the blades to drain magic, although any further enchantment he might had wanted faded from lack of power. Jiksap gripped claymore trigger firmly and pulled. The blades flew wide, passing by the Beholder, but when the hope was almost lost the seeking enchantment activated and blades flew towards the Beholder as if drawn by magnets. The green eye began bleeding some yellowish goo, but moved out of the range of enchantment before too much damage was dealt to it.

The very same green eye opened up revealing several rows of teeth, just as large and alarming as they had been within the chitin eye. But rather than try to eat them, the eye breathed out a yellow fog over them, covering the battlefield in yellow mist. If there had been grass or animals here, they would had withered and fled, but what were here were wizards and skeletons. Wizards began coughing as poison worked its way into their systems, but skeletal forces marched onwards. There were three large skeletons with two oversized axes each, and they bravely walked into the pool in an attempt to get closer to the Bigholder.

{Poison field. Each turn, all who breathe poison get a charge of Poison strength. Each turn, END roll for poison will be made against twice the poison strength.}


Spoiler: Boss Beholder (click to show/hide)

"Shoot. I must've fallen asleep or something. Where's Jiksap, anyway? Might as well go find him."

Hop onto back of my fastest dinosaur and ride them as they track down Jiksap. Also craft 3 essences.


(I know thegamemaster123 IRL, so after June 23, my turns will be sent as PM's from him until further notice.)

{Ok. But do write in your turn that there is a PM with a turn so I won't miss them. (Other PM'ers are luckily doing stuff decent way away from anyone, allowing later processing without retcons.)}

Spoiler (click to show/hide)

Bob thought about Jiksap. Specifically, he thought about how he seemingly ran off somewhere, leaving him behind. This, of course, would not stand. His level of wizardly coolness rendered appropriate by a swift leap onto the T-Rex and he rode out on his mighty steed to find his friend, towards great adventure with a slight possibility of fighting undead and/or eldritch monstrosities. Sometime, somewhere, there would be a Saturday morning cartoon about all of this.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DreamerGhost on June 12, 2016, 05:30:56 pm
PM's will be processed tomorow.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: FallacyofUrist on June 12, 2016, 05:35:41 pm
Act One. Scene Eight. Oh dear.

"Ugh."

Mista J. walked off. This wasn't helping. He went... somewhere random in the castle. No essences.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: Sarrak on June 12, 2016, 06:55:21 pm
((Possibly one of the three most satisfying turns here. RNG blessed me with luck once again and the damned jelly-thing is DEAD! Now, recuperation awaits...))

Wheezing from exertion, yet once again feeling superior to the world, as any proper mage should, Kahel carefully examined the extent of damage his body took in such short frame of time. Ideally, he should reach James... Yet healer mage could have wandered somewhere to experiment. So, for now his way led to the eldritch tower from the other world. Hopefully, regeneration field still worked.

Loot oil/shards, if possible. Go to the tower.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: BlackHeartKabal on June 12, 2016, 07:00:16 pm
From the tower, to the mountains.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: ironsnake345 on June 12, 2016, 09:07:45 pm
((Wait, I'm confused. I said I was running to Gambler, but the map shows me as not being on the same tile. Is that the case? Am I not in the poison field?))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DAPARROT on June 13, 2016, 12:02:52 am
Try again to make a phoenix feather, use a +1/+1 essence

(Did I find a seed last turn?)
Title: Re: Roll to Magic: Turn 163 Injuries Traded
Post by: H4zardZ1 on June 13, 2016, 01:38:01 am
allowing him to doge a bit more freely
ummmmmmm

"I thought the green eye emits acid. Hmm..."
Drain electricity from anyone that shoots the cannon at(or if no one did, just at the Green eye instead) to the cannon.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: TheBiggerFish on June 13, 2016, 01:44:30 am
Try more analysis, but more carefully.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: Zormod on June 13, 2016, 01:45:31 pm
Try to head toward a meeting area, and create another Generic cube.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: NAV on June 13, 2016, 03:07:30 pm
Well that doesn't look good. I should probably go help them fight that thing. There's always some big monster to fight, eh?

Throw my healing gas grenade to counteract the poison.
Determine who needs healing the most and heal them, 3 spells.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: star2wars3 on June 13, 2016, 05:01:10 pm
Skelliborn

Action:
Enchant the dakka-cannon to give a permanent, stackable cmp bonus to the members of toam using the magical energy it collects from its targets.

Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DreamerGhost on June 14, 2016, 11:58:23 am
((Wait, I'm confused. I said I was running to Gambler, but the map shows me as not being on the same tile. Is that the case? Am I not in the poison field?))

Ah, sorry, I forgot to move your dot. Looking at the map though, there is not that much space left to move you into so I might not. You ARE next to Gambler, and inside the poison field though.

allowing him to doge a bit more freely
ummmmmmm

MS word can only do so much. I meant dodge there, yes. Gambler's ability to doge was never decreaced, he can conjure as many glass doges as he pleases.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: AoshimaMichio on June 14, 2016, 01:42:13 pm
PM
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: ATHATH on June 14, 2016, 04:35:20 pm
Well that doesn't look good. I should probably go help them fight that thing. There's always some big monster to fight, eh?

Throw my healing gas grenade to counteract the poison.
Determine who needs healing the most and heal them, 3 spells.

"This is not your fight. Stand down, or I'll force you to."

The Bigholder begins to hypnotically sway again.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: star2wars3 on June 14, 2016, 05:44:08 pm
((The Meta-gaming from this entire boss battle has been insane. If this keeps up pretty soon meta-mages will become more powerful than anyone else here. For that matter, It will only be a matter of time until we see Meta-Man telaport down from the sky and start using a meta-buster. Granted. given that the meta has mostly brought lots of allies, I'm not complaining.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DreamerGhost on June 14, 2016, 05:59:12 pm
((The Meta-gaming from this entire boss battle has been insane. If this keeps up pretty soon meta-mages will become more powerful than anyone else here. For that matter, It will only be a matter of time until we see Meta-Man telaport down from the sky and start using a meta-buster. Granted. given that the meta has mostly brought lots of allies, I'm not complaining.))

((A significant part of metagaming is actually handwaved becauseyou are all wizards. The map is a representation of what all wizards see when they use a maping spell that also tracks magic. Sending messages via magic is actually not all that complicated. A response to an attack before the attack actually happens can be done because they were not being sane sneaky and actually shouted the spellwords through the entire casting of a spell.

When it comes to stuff people are really not suposed to know about, like traps, I roll a D10 to see how exactly people will find the trap.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: Sarrak on June 14, 2016, 06:13:40 pm
The map is a representation of what all wizards see when they use a maping spell that also tracks magic.

((So... To hunt a mage, one must simply go to the closest revealed magic source, repeat if needed? Okay.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DreamerGhost on June 14, 2016, 06:16:41 pm
((It is quite possible to hide, in which case the map shows either nothing or the last known position, neither of which is very helpfull.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: star2wars3 on June 14, 2016, 07:48:08 pm
((It is quite possible to hide, in which case the map shows either nothing or the last known position, neither of which is very helpfull.))
((It may be possible to hide in theory but in reality if a mage tries to track a specific mage hard enough they will never fail (Unless they die)
Some well known common ways this can be/has been done includes:
-telaportation spells/rituals (Summoning)
-a homing spell (fairly easy to adapt to most affinities)
-and my personal favourite, Jase's blind luck aether assassination of Marcus (Aether)))

((As for the argument that a mage can every turn use a concealation magic, eventually, they will fail a luck role while the tracker gets 10/10 spell off (10/10 being exaggeration but it makes my point)))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: Whisperling on June 14, 2016, 09:56:04 pm
((Ah... but what if you have an enchantment that makes others forget about you before they even begin to search?

That doesn't actually exist, just so you know. On the other hand... I am the one who shaped the tower's mindwipe field.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: Trewque on June 15, 2016, 09:37:10 am
Ride the T-Rex as it and the raptors track down Jiksap. Craft 3 essences.

(Tyrannosaurus rex has amazing 3-D sense of smell, so I should find Jiksap pretty rapidly.)
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: FallacyofUrist on June 15, 2016, 07:17:40 pm
((Now then. I have a suggestion to make: non-human(as in, other species) players.))

((Obviously, there would be some potential for abuse if non-human characters were allowed. Hence, I also propose two rules to balance this out:
1. Bonuses from being said species must be less than or equal to the penalties from being said species.
2. No absurd minmaxing via species. Normal minmaxing tolerable. Minmaxing such that you can blow up the Tower with one spell on your third turn in... no.))
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: ATHATH on June 16, 2016, 12:36:48 pm
((Now then. I have a suggestion to make: non-human(as in, other species) players.))

((Obviously, there would be some potential for abuse if non-human characters were allowed. Hence, I also propose two rules to balance this out:
1. Bonuses from being said species must be less than or equal to the penalties from being said species.
2. No absurd minmaxing via species. Normal minmaxing tolerable. Minmaxing such that you can blow up the Tower with one spell on your third turn in... no.))
Eh, I'd say that having a cosmetically different species that isn't different from humanity statistically is fine, but getting extra stat trades would give an unfair advantage to players who join after the rule-change.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: ironsnake345 on June 16, 2016, 01:06:58 pm
Ugh... Is that all I'm able to accomplish? Damn... I'm becoming nothing more than a pest in this battle. PM action
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: XXXXYYYY on June 16, 2016, 05:00:07 pm
((Now then. I have a suggestion to make: non-human(as in, other species) players.))

((Obviously, there would be some potential for abuse if non-human characters were allowed. Hence, I also propose two rules to balance this out:
1. Bonuses from being said species must be less than or equal to the penalties from being said species.
2. No absurd minmaxing via species. Normal minmaxing tolerable. Minmaxing such that you can blow up the Tower with one spell on your third turn in... no.))
Eh, I'd say that having a cosmetically different species that isn't different from humanity statistically is fine, but getting extra stat trades would give an unfair advantage to players who join after the rule-change.
((This.))
Summon a glass crystal of purification. Dodge any incoming attacks, and hope it (the crystal) works.
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: thegamemaster1234 on June 17, 2016, 09:08:43 am
Block off all suit air ventilation to stop gas from entering. Water can hold enough oxygen for a while.

Fire at the main eye!
Title: Re: Roll to Magic: Turn 164 New trouble and New Allies
Post by: DreamerGhost on June 21, 2016, 05:51:23 pm
Turn 165

Act One. Scene Eight. Oh dear.

"Ugh."

Mista J. walked off. This wasn't helping. He went... somewhere random in the castle. No essences.

Spoiler (click to show/hide)

Mista J. walked out of the tavern and began pacing empty corridors of the Tower. He wasn't going anywhere and the Tower obliged, sending unused rooms and abandoned corridors his way. It was an endless labyrinth that led nowhere, a reflection of Mista's thoughts.

Wheezing from exertion, yet once again feeling superior to the world, as any proper mage should, Kahel carefully examined the extent of damage his body took in such short frame of time. Ideally, he should reach James... Yet healer mage could have wandered somewhere to experiment. So, for now his way led to the eldritch tower from the other world. Hopefully, regeneration field still worked.

Loot oil/shards, if possible. Go to the tower.

Spoiler (click to show/hide)

Kahel, unlike someone sane and unimpressive in their character, chose to ignore the saltwater burning into his wounds in favor of attempting to loot his dead enemy. Balls of oil separated from the water's surface and began orbiting around Kahel as he moved towards the Tower by his astounding force of will. Even as wounded as he was, Kahel managed to reach the Tower without ever stopping his brisk jog, only allowing himself to collapse on the ground after he found out that the gates were closed and locked.

From the tower, to the mountains.

Spoiler (click to show/hide)

Duritarium looked at the tower again, but chose against it. There were other interesting places around here. Like the mountains right over there. The climb was swift, though a bit tiring, yet the view was spectacular. Several wizards were battling against a huge monstrosity and some skeletons were running towards the battle for some unknown purpose. But something else caught Duritarium's attention. There was a red gleam in the rock next to him, seemingly a split geode that contained rubies. But Duritarium was one of few who knew well the difference between rubies and bloodstones, and this was a rarer treasure than just precious stones.

Try more analysis, but more carefully.
Spoiler (click to show/hide)

Magus N.A. delved once more into the wall before him, metaphorically of course. Magic within was no more easily explained in aether terms than before, and even though Magus knew what to expect this time it was no easier. The strands of aether seemed to extend towards both past and the future, glossing over items and events seemingly entirely at random. Could it be just an absurdly elaborate decoration?

Try again to make a phoenix feather, use a +1/+1 essence

(Did I find a seed last turn?)

{*rolls* Yes, you found some nondescript plant seeds.}
Spoiler (click to show/hide)

Seva again picked up the feather and began pouring power into it. The feather promptly caught fire. Yet it was not destroyed by the fire, it burned eternally with a bright yellow flame. Seva had succeeded.

Try to head toward a meeting area, and create another Generic cube.
Spoiler (click to show/hide)

Cuberac took another right turn and emerged into the main hall; doors open to the courtyard revealing empty space. The spell to summon a generic cube also seemed to content to laugh at him, as what appeared before Cuberac was volleyball sized green sphere.

"I thought the green eye emits acid. Hmm..."
Drain electricity from anyone that shoots the cannon at(or if no one did, just at the Green eye instead) to the cannon.
Well that doesn't look good. I should probably go help them fight that thing. There's always some big monster to fight, eh?

Throw my healing gas grenade to counteract the poison.
Determine who needs healing the most and heal them, 3 spells.

Skelliborn

Action:
Enchant the dakka-cannon to give a permanent, stackable cmp bonus to the members of toam using the magical energy it collects from its targets.

Ride the T-Rex as it and the raptors track down Jiksap. Craft 3 essences.

(Tyrannosaurus rex has amazing 3-D sense of smell, so I should find Jiksap pretty rapidly.)
Summon a glass crystal of purification. Dodge any incoming attacks, and hope it (the crystal) works.
Block off all suit air ventilation to stop gas from entering. Water can hold enough oxygen for a while.

Fire at the main eye!


Spoiler (click to show/hide)

The great battle between mages and Bigholder continued. But it continued in unexpected twists and turns. Eterna continued his electricity draining attempts, but lightning curved in the air and turned against Eterna, searing his hands and paralyzing him. James looked at him, but his gaze swiftly shifted over towards Gambler themed glazed steak. His injuries were astoundingly complex and James had to take great care to not injure him further. Finally, he opted to start off with removing glass that glazed Gambler. It moved off easily without leaving any further injuries and Gambler's healing ring was finally able to do proper work. Further magic was proving difficult due to poison that surrounded James, so he tossed off a healing grenade. The gas within failed to make the poison hurt less but it did deal with some of the damage. Gambler joined in on the anti-poison effort by conjuring up a purifying glass crystal, which was enough to reduce the poison levels around him to something manageable by the healing gas.

Skeliborn was also having trouble with his spells, but his results were less self-destructive than Eterna's. His spell merely fell apart with no further damage. The true hero of the battle was Jiksap. Enclosed in his suit and thus safe from poison, he waited for the Bigholder to shift into the dakka-cannon's aim patiently. Obligingly, the Bigholder moved a bit, possibly to shake off the skeletons that were climbing it, which placed the main eye right into the crosshairs of the cannon. The results were devastating. Large portions of the eye turned dark as magic and electricity were drained from them. Blades stuck in the eye worked as antennas, sending off discharges of power at random. Bigholder began trashing around, causing lake water to flow onto the shores in waves. It had definitely felt this one. Bob T. Baker arrived just in time to see the extent of pain the injuries caused to the creature.

But the injuries were not great enough to down the beast. Green eye opened again and breathed out a new dose of poison, increasing the concentration and returning the danger to the levels it was before James tossed the healing grenade. Everyone besides Jiksap and the skeletons began choking on the poisonous fumes. The skeletons were having some trouble holding on as Bigholder began trashing about but resumed their climb once it calmed down. Few skeletons with bows ran over to the battlefield and began shooting arrows at the Beholder.

{Everyone (except Jiksap) gains 2 stacks of Poison.}
{Gambler is no longer glass coated.}
{Eterna is paralyzed, 1 turn}

Spoiler: Boss Beholder (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: DreamerGhost on June 21, 2016, 06:01:30 pm
I am finally back! (Two days late but finally!)
The finals are over so I should be able to return to twice per week updates. I suppose that would place the next turn sometime this weekend and the next one after that on Wednesday/Thursday.

Also, I created a quicktopic for game suggestions. This is for anonymous suggestions/opinions.
http://www.quicktopic.com/52/H/SKx6RqwLhPHh
It is possibly unnecessary but I have found that anons tend to be freer about voicing their thoughts. It also allows for people to present an opinion without any other baggage attached, negative or positive.
I'm making this since I have noticed some players flaking off the game and I want to know why.
Title: Re: Roll to Magic: Turn 165: Behold... mista... j.
Post by: FallacyofUrist on June 21, 2016, 08:18:38 pm
Act One. Scene Nine. Perhaps gone forever?

"..."

Mista J., devastated by the loss of his muse and his ever-failing efforts to find it, collapsed onto the floor, and tried to sleep. He had nothing left.
~~~
I am finally back! (Two days late but finally!)
The finals are over so I should be able to return to twice per week updates. I suppose that would place the next turn sometime this weekend and the next one after that on Wednesday/Thursday.
Wondrous!
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: _Shinju_ on June 22, 2016, 09:55:20 am
Make the weight of the daka cannon absent
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: TheBiggerFish on June 22, 2016, 10:00:34 am
Let's keep going with the analysis, shall we?  Then two essences.
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: NAV on June 22, 2016, 03:15:21 pm
Use my frost dragon breath on the bigholder, aiming for it's poison eye. Better to stop the source of poison and then heal it.
Though if anyone seems in immediate danger of being incapacitated or worse toss them a healing pill.
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: DAPARROT on June 22, 2016, 04:07:11 pm
have my raptors dig up the ground to stop fires from spreading, then burn the piece of wood with the phoenix feather,collect the ash
Make 2 essences
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: Zormod on June 22, 2016, 05:03:41 pm
Sit down, try again to create a generic cube.
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: star2wars3 on June 22, 2016, 05:44:16 pm
Skelliborn

Action:

try again to make have the magic drained ffrom the beholder by the dakka-cannon be used to create a permanent stackable cmp bonus for toam members.
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: ironsnake345 on June 23, 2016, 02:22:21 am
PM action
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: BlackHeartKabal on June 23, 2016, 02:32:48 am
Examine and attempt to manipulate a bit of the bloodstone deposit.
Title: Re: Roll to Magic: Turn 165: Behold... mista... j.
Post by: ironsnake345 on June 23, 2016, 02:34:24 am
Act One. Scene Nine. Perhaps gone forever?

"..."

Mista J., devastated by the loss of his muse and his ever-failing efforts to find it, collapsed onto the floor, and tried to sleep. He had nothing left.
((Is this the end of mista J? God damn, that is a NASTY curse!))
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: XXXXYYYY on June 24, 2016, 12:30:36 am
Put away the stiletto, if it's still out. Then summon a vial that absorbs and stores environmental poison, and use that and the crystal to get some breathing room (no pun intended).
Title: Re: Roll to Magic: Turn 165 Nat 10
Post by: H4zardZ1 on June 26, 2016, 12:13:11 am
((Wait!))

Enchant the dakka cannon blades to absorb more electricity.
Title: Re: Roll to Magic: Turn 165: Behold... mista... j.
Post by: DreamerGhost on June 26, 2016, 06:26:37 pm
Turn 166

Act One. Scene Nine. Perhaps gone forever?

"..."

Mista J., devastated by the loss of his muse and his ever-failing efforts to find it, collapsed onto the floor, and tried to sleep. He had nothing left.

Spoiler (click to show/hide)

Mista J. laid down in a corridor and closed his eyes. The idea of sleeping in a such high-magic environment as the tower would be absurd for any mage, but Mista J. did not care much about it. He did not care much about anything at all. In his mind's eye he saw himself in a room filled with various painting supplies. He was alone. His muse was nowhere to be found. Then, with a loud crash, doors to the room flew off. A woman, with sour face and muscles of a heavy weight lifter entered. She walked to Mista J., picked him up with one hand and smashed him through the table. "You are behind schedule, dipshit. Now are you going to work or will I tear off your balls and go fish me some clams?" Mista J. woke up back at the tower and jumped back to his feet. There was a reason not to sleep in high magic locations. All kinds of things could get into your mind if you did. Now he'd need to get to work. Fast. Yes, I am riping off Oglaf.

{Artist's block over! Suicidal Depression Gone! Wrath of the Muse gained.}
{Wrath of the Muse - You need to cast a non essence spell each turn or face the consequences.}

Let's keep going with the analysis, shall we?  Then two essences.

Spoiler (click to show/hide)

Magus N.A. delved into the mysteries of the wall scribblings once more. Finally, he could make sense of it all. The wall did indeed pull at both future and the past. What it pulled out of them was information. Entirely at random it predicted future events and revealed ancient wisdom. And also random ramblings, elven poetry and dwarven songs. As it was, dedicated research could maybe yield something of use, over the next hour or so. Alternatively, there was a possibility of altering the connections, creating some priorities, possibly about something close and valuable. The only problem was, the masters of the tower might not like people messing with it.

have my raptors dig up the ground to stop fires from spreading, then burn the piece of wood with the phoenix feather,collect the ash
Make 2 essences

Spoiler (click to show/hide)

Seva broke off a piece of wood from the tree the eagle had carried over and set it aflame with the phoenix feather in a prepared plot of dirt. It burned brightly, and seemingly a bit more evenly than one would expect from wood, but the remaining ashes were entirely unremarkable.

Sit down, try again to create a generic cube.

Spoiler (click to show/hide)

Cuberac, not having much better to do, continued with his attempts to create the cubiest cube. This time, his attempts went horribly right and before him appeared a green cube. Then he turned the cube and found out that it had eight sides and was, in fact, a hypercube.

Examine and attempt to manipulate a bit of the bloodstone deposit.

Spoiler (click to show/hide)

Duritarium latched onto the bloodstone with his magic and pulled. The crystal flowed like blood and began spinning in orbit around Duritarium for temporary storage. Even as if flowed, it was still as tough as rock.

Make the weight of the daka cannon absent
Use my frost dragon breath on the bigholder, aiming for it's poison eye. Better to stop the source of poison and then heal it.
Though if anyone seems in immediate danger of being incapacitated or worse toss them a healing pill.

Skelliborn

Action:

try again to make have the magic drained ffrom the beholder by the dakka-cannon be used to create a permanent stackable cmp bonus for toam members.

Put away the stiletto, if it's still out. Then summon a vial that absorbs and stores environmental poison, and use that and the crystal to get some breathing room (no pun intended).
((Wait!))

Enchant the dakka cannon blades to absorb more electricity.
Spoiler (click to show/hide)
It was not all well for the mages though, as Skeliborn turned out to be suddenly visited by magic dysfunction fairy as his magic collapsed in his hands. Wizards did not have all that much interaction with the other sex, which made nature create spell failure to deal with the fact that they never got to experience the failure of some of their organs. It was just s embarrassing. Eterna was having similar problems but he had an excuse. Again he rose from paralysis before his time, although that made his magic rather too weak to last longer than a moment because of the rush to cast it.

James, unlike the others, chose to finally use some of the many tools he had prepared earlier. He took a deep breath of poisonous fog, confident in his ability to deal with it and breathed out a blast of sound. It crashed into the emerald eye, tossing it about and blowing back the fog around James. The dammage was not great, but the swinging about shock the organs within the eye, causing it to become dizzy and unable to do anything significant for at least few minutes.

{Green eye is stunned, 2 turns}
{Jiksap gains no poison stacks, Gambler and James get one, Nihilum, Skeliborn and Eterna get two.}

This time, the composite eye began moving menacingly, it aimed towards the dakka--cannon and fired hundreds of beams at it. Curses writhed themselves around the cannon, binding to it.  The cannon seemed to grow teeth and horns while all metal parts became covered with saltwater that clung to metal, making sure that the construct would rust into uselessness before it's time. Gambler and Skeliborn began coughing, as poison seeped into their system, beginning to do damage that would only increase in near future.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 165: Behold... mista... j.
Post by: Whisperling on June 26, 2016, 07:24:03 pm
Let's keep going with the analysis, shall we?  Then two essences.

Spoiler (click to show/hide)

Magus N.A. delved into the mysteries of the wall scribblings once more. Finally, he could make sense of it all. The wall did indeed pull at both future and the past. What it pulled out of them was information. Entirely at random it predicted future events and revealed ancient wisdom. And also random ramblings, elven poetry and dwarven songs. As it was, dedicated research could maybe yield something of use, over the next hour or so. Alternatively, there was a possibility of altering the connections, creating some priorities, possibly about something close and valuable. The only problem was, the masters of the tower might not like people messing with it.

((I'm not in direct control of the tower, but as one of Beirus' allies, I would be perfectly fine with this as long as it doesn't mess with the rest of our stuff. Of course, I may be biased- I have the knowledge affinity and I definitely want in on it. :P))

EDIT: Also, PM'd action.
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: TheBiggerFish on June 26, 2016, 07:26:27 pm
Let's do the focused research.
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: Zormod on June 26, 2016, 07:32:38 pm
Alright, try to leave now. Keep the new hypercube.
Title: Re: Roll to Magic: Turn 166: BEHOLD MISTA J!
Post by: FallacyofUrist on June 26, 2016, 07:40:54 pm
Act Two. Scene One. There is no title good enough to explain what just happened.

"YOUTH ART IS A BLAST I WILL BE THE PIRATE KING NINJA OVERLORD... ARRRRT!"

Mista J seemed to explode with energy. Then he did a PM thing. Then he made 6 essences.

((... I have no words.))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: star2wars3 on June 27, 2016, 06:28:23 am

Skelliborn

Action:
Summon healing shivs and use on myself
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: DAPARROT on June 27, 2016, 12:49:26 pm
make 2 essences
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: DreamerGhost on June 27, 2016, 01:04:40 pm

Skelliborn

Action:
Summon syringes of curing all and use 1 on myself

((Since some syringes have needles))

{Yeah, I'm going to say that this is a bit too far fetched to work. Needles belong to spears, not swords. But I can reccomend a healing shiv (https://c1.staticflickr.com/1/130/402236142_79de0735a2.jpg) instead.}
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: ironsnake345 on June 27, 2016, 02:13:18 pm
PM action
((Because of miscellaneous tomfuckery, you may want to read your PM's right away, DG.))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: star2wars3 on June 27, 2016, 03:04:59 pm

Skelliborn

Action:
Summon syringes of curing all and use 1 on myself

((Since some syringes have needles))

{Yeah, I'm going to say that this is a bit too far fetched to work. Needles belong to spears, not swords. But I can reccomend a healing shiv (https://c1.staticflickr.com/1/130/402236142_79de0735a2.jpg) instead.}

((retconning))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: XXXXYYYY on June 27, 2016, 10:00:09 pm
((Did my spell work? The turn didn't say anything.))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: ironsnake345 on June 27, 2016, 10:06:34 pm

Skelliborn

Action:
Summon healing shivs and use on myself

((Since some syringes have needles))
((I think you need to do a teensy bit more retconning there, bud.  :P))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: DreamerGhost on June 28, 2016, 07:04:33 am
((Did my spell work? The turn didn't say anything.))

{Either I am misremembering something or I somehow managed to lose a paragraph. Yes, your spell worked and you have a vial that is slowly filling up with poison.}
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: star2wars3 on June 28, 2016, 07:50:24 am

Skelliborn

Action:
Summon healing shivs and use on myself

((Since some syringes have needles))
((I think you need to do a teensy bit more retconning there, bud.  :P))
((I don't see what you mean. Clearly the line in red was never there.*cough cough retcon retcon*. See.))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: NAV on June 28, 2016, 09:32:14 am
Magic up enough antidote to cure and immunize everyone then begin administering, sickest first.

Transform my omnicube back into a shield and use it to protect myself and whoever I'm healing. Remember it has a luck roll to avoid damage and +2 luck.


((The dragon breath should have had a pot roll btw.))
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: BlackHeartKabal on June 28, 2016, 05:02:14 pm
Attempt to forge the bloodstone into a serrated sword.
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: thegamemaster1234 on June 30, 2016, 11:01:31 am
((Sorry for the inactivity; I've been distracted by the onset of the summer holidays!))
Jiksap, slightly dazed by the effectiveness of his previous attack, finally comes to. Uh oh, the cannon doesn't look too good. About time to fix that, then?

Grant the cannon the property "In Pristine Condition" (using magic, 2 +1/+1 essences) then fire again! At the main eye, of course.
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: Whisperling on June 30, 2016, 12:42:57 pm
Just checking in to make sure you got that PM.
Title: Re: Roll to Magic: Turn 166 Return of explorers and New Tactics
Post by: DreamerGhost on June 30, 2016, 07:17:18 pm
Turn 167

Let's do the focused research.

Spoiler (click to show/hide)

Magus N.A. thought about how to approach the problem of too much data and decided to begin on time. The information arrived randomly, but tracking the spell when it goes forward or backward in time to get the information should provide at least a rough grasp of when the information is coming from. It should work in practice. And so Magus looked with one eye at the scribblings on the wall and with the other at strands of spellcraft that made up the spell. They extended towards "now", at least as far as Magus could tell. The problem was to what exactly they extended. The anti-scrying wards shock the aether fog on the wall and fried both of Magus eyes.

Alright, try to leave now. Keep the new hypercube.

Cuberac pocketed the newly created hypercube and walked to the courtyard of the Tower. There he faced a minor problem. The gates were still closed and the strange door was gone without a trace. This left the most obvious available path outside, jumping off the walls. The fall was not that great, though it was still possible to quite easily sprain an ankle.

make 2 essences

Spoiler (click to show/hide)

Seva pondered what to do now. Usually, he'd be writing down several myths about phoenix fire he had just disproven with the little experiment, but that was not exactly a priority right now. Summon a whole phoenix and disprove myths on that?

Attempt to forge the bloodstone into a serrated sword.

Spoiler (click to show/hide)

Duritarium ordered the bloodstone to flow into a more useful shape, specifically that of a sword. It obeyed, and the ring around Duritarium dissolved, moving in front of him, filling an invisible mold of magic. A serrated bastard sword of bloodstone fell and embedded itself into the stone beneath.


Skelliborn

Action:
Summon healing shivs and use on myself

((Sorry for the inactivity; I've been distracted by the onset of the summer holidays!))
Jiksap, slightly dazed by the effectiveness of his previous attack, finally comes to. Uh oh, the cannon doesn't look too good. About time to fix that, then?

Grant the cannon the property "In Pristine Condition" (using magic, 2 +1/+1 essences) then fire again! At the main eye, of course.
Magic up enough antidote to cure and immunize everyone then begin administering, sickest first.

Transform my omnicube back into a shield and use it to protect myself and whoever I'm healing. Remember it has a luck roll to avoid damage and +2 luck.


((The dragon breath should have had a pot roll btw.))

Spoiler (click to show/hide)

The poison was beginning to become a problem. Skeliborn attempted to conjure some possibly useful torture implements but underestimated the power required for such enchantment and ended up conjuring a small pile of iron dust. James was unsurprisingly more effective, healing being his expertise after all, and injected a dose of antidote to both Skeliborn and Gambler. Their coughing began to wane almost immediately.

A bit further away, Jiksap was having problems of his own. Oxygen in the water around him was beginning to run out, but he was determined to run out of killable beholder before running out of breath. His magic washed over the cannon, countering the saltwater, he griped the blade trigger firmly and pulled. Blades flew from the cannon to the main eye in a river of sharp edges, cutting and cleaving, leaving enough darkened magicless flesh to make the whole eye appear as if rotting. Liquid began seeping from the eye in large enough quantities to visibly dilute the pool beneath. There was little chance that Bigholder would survive this, but even in death throes the creature was still dangerous.

{Bigholder dies in 3 turns. This can be decreased by damaging main eye further.}

Even as Bigholder was trashing about shedding skeletons climbing it, one of its eyes retained purpose. Or rather, hundreds of eyes. A pale lens appeared over the cursing eye, and as all of separate curse beams fired, they fused in the lens, showering the battlefield in magic light. Skeliborn and Gambler began screaming in pain as remaining antidote James had begun bubbling as strange pale lights danced within.

{Skeliborn and Gambler gain Blood Curse. Roll each turn against END 4, if failed, all wounds, curses and poisons become more dangerous.(It still cured you from Bigholder poison, so you one of you is not quite so dead yet.}


Spoiler: Boss Beholder (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: DreamerGhost on June 30, 2016, 07:20:47 pm
I think this turn had as many people playing through PM's as those playing through thread.

The begining point of people trying to shadowrun eachother is placed here if anyone asks in the future.
Title: Re: Roll to Magic: Turn 167 BEHOLD MISTA J
Post by: FallacyofUrist on June 30, 2016, 07:28:41 pm
Act Two. Scene Two. There is no title bad enough to explain what just happened.

"WHAT"

Mista J seemed to droop. Then he started screaming.

((... I still have no words.))
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: DAPARROT on June 30, 2016, 08:14:12 pm
pmed action
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: Elephant Parade on June 30, 2016, 08:21:13 pm
/me opens map

I think this turn had as many people playing through PM's as those playing through thread.

The begining point of people trying to shadowrun eachother is placed here if anyone asks in the future.
The tower is feeling less safe every turn.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: ironsnake345 on June 30, 2016, 08:30:41 pm
Umm... PM I guess!
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: H4zardZ1 on July 01, 2016, 12:09:01 am
Absorb electricity from the main eye?
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: ATHATH on July 01, 2016, 01:12:54 am
"No... NO! I CANNOT be defeated by such INFERIOR creatures! I will NOT allow it!"

Turn red (with blood).
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: Zormod on July 01, 2016, 01:16:54 am
Check to see if the gate is actually locked. Form 2 essences.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: star2wars3 on July 01, 2016, 08:10:01 am
Looks like we've critically wounded 1000 eyes. I almost want to recommend that we should focus on preparing to fight the skeleton army since they'll probably try to kill us once 1000 eyes is dead.
With the help of Master Hepheastus use the iron dust to forge healing shivs with the power to undo curses and use on myself
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: BlackHeartKabal on July 01, 2016, 10:26:17 am
Take the sword, and head north.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: TheBiggerFish on July 01, 2016, 11:11:55 am
...Disguise myself as part of the enchantments on the tower.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: thegamemaster1234 on July 01, 2016, 05:49:29 pm
The Bigholder was almost finished! Jiksap would have to decide whether to run or to see things through to the end. For now, he chooses to fight! Desirable targets have changed; his teammates are close to dying, and it's not the main eye that's doing this.

Fire again, this time at that green eye!
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: XXXXYYYY on July 01, 2016, 08:54:01 pm
Summon a glass sphere that absorbs curses. Apply to self to attempt to remove curse.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: NAV on July 02, 2016, 08:49:45 am
By the power of healing and +5/5 essences, heal my friends of their terrible affliction.
Title: Re: Roll to Magic: Turn 167 Critical hit
Post by: DreamerGhost on July 03, 2016, 06:11:13 pm
Turn 168

Check to see if the gate is actually locked. Form 2 essences.

Spoiler (click to show/hide)

Cuberac checked the gates and they were still as locked as they were when he arrived. Plan A (Not jumping off a wall) was a fail unless he found the guy who made the door he used before and got him to do another one. Then again, he could conjure something to soften the landing, so maybe plan B (jumping off the wall) was not all bad.

Act Two. Scene Two. There is no title bad enough to explain what just happened.

"WHAT"

Mista J seemed to droop. Then he started screaming.

((... I still have no words.))

Mista J felt power surge within him, surging, growing, pushing against boundaries that contained them. He wanted to scream but no sound left his throat. He could feel his skin heating up as magic pushed at all sides seeking to let lose.

Take the sword, and head north.

Spoiler (click to show/hide)

Duritarum, equipped with his new blade, headed northwards. His travel was soon interrupted, as he reached a huge cloud of poison gas out of which further ahead towered largest beholder he had ever seen. It was as big as a house, and heavily injured. Through the fog of poison Duritarum could see several other mages battling the huge beholder.

...Disguise myself as part of the enchantments on the tower.

Spoiler (click to show/hide)

Magus N.A. more felt than saw dark clouds hovering where his sight used to be and decided that this was a really convenient time for anyone walking around to want him dead. Convenient for them, not for him, which seemed as a very good reason to hide. Thankfully, the tower provided an opportunity, and Magus reached out towards the strands of enchantment that made up the tower. It was simple enough to veil himself from any search magic within the enchantment dense Tower.

Absorb electricity from the main eye?
Looks like we've critically wounded 1000 eyes. I almost want to recommend that we should focus on preparing to fight the skeleton army since they'll probably try to kill us once 1000 eyes is dead.
With the help of Master Hepheastus use the iron dust to forge healing shivs with the power to undo curses and use on myself
The Bigholder was almost finished! Jiksap would have to decide whether to run or to see things through to the end. For now, he chooses to fight! Desirable targets have changed; his teammates are close to dying, and it's not the main eye that's doing this.

Fire again, this time at that green eye!
Summon a glass sphere that absorbs curses. Apply to self to attempt to remove curse.
By the power of healing and +5/5 essences, heal my friends of their terrible affliction.

Spoiler (click to show/hide)

Even as beholder trashed about in futile effort to stay away from death's door the attempts to hasten it's journey to the other side. Skeletons approached unseen through the fog of poison and by now there were dozens of them both climbing and letting lose arrows. Not all mages were resting either, although Eterna's attempt to drain power from Beholder proved almost entirely meaningless as the Bigholder was already bleeding power everywhere. Jiksap fared little better as only about a third of blades managed to hit anything, and half of that were skeletons climbing the emerald eye.

Alas, not all mages were as ready to attack as Eterna. Gambler was attempting frantically to deal with his curse, same as Skeliborn, however, both of them were faced with failure. Spell meant to fix up Gambler turned out an entirely ordinary glass bead, but at least he didn’t make the situation worse. Hephaistus disapproved of torture implements and when Skeliborn asked for his help, help he did but only with the shiv part of the spell. A rather important detail that Skeliborn failed to notice as he shanked himself in the stomach with the freshly made shiv. What made it even worse was that he managed to hit his own liver and began bleeding rather severely.

James, seeing that situation was not going towards victory quite fast enough, opted to go for some quick mass healing. He focused his magic into a small cloud of silver sparks and then threw them upwards. The sparks scattered around, homing in on closest mages. James felt poison influence decrease on his body and Nihilum and Eterna experienced the same. Still, it was Skeliborn and gambler who gained most out of the spell, as it closed up the wound in Skeliborn entirely and reduced burns on Gambler significantly.
{Curses are spells in progress and not wounds. This makes healing magic able to deal with effects but not the curse itself.}

Not allow was going well for mages, however. Cursed eyes of the Bigholder turned to them again, this time the curse beams scattered in search for targets, focusing on James, Gambler and the Dakka-cannon. James managed to resist the attack well enough, but Gambler, afflicted with wounds and Blood curse, suffered. As burns healed, wounds remained causing him to bleed at a rate that was entirely unsurvivable for more than a minute. The third curse however, the one that struck the dakka-cannon turned out... strange. It made the cannon greatly resistant to magic without removing any of the existing enchantments. It would make both harming and buffing the cannon complicated.

{Gambler, bleeding out, 2 turns}
{Bigholder dies in 2 turns.}


Spoiler: Boss Beholder (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: DreamerGhost on July 03, 2016, 06:12:56 pm
PM's have decreased, but shadowruns have not. If people start dissapearing they probably did not just go on vacation.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: Whisperling on July 03, 2016, 07:20:48 pm
Slightly late PM'd action. Sorry about that.
Title: Re: Roll to Magic: Turn 168 BEHOLD MISTA J.
Post by: FallacyofUrist on July 03, 2016, 07:40:02 pm
Act Two. Scene Three. There is no title bad enough to explain what just happened.

"!"

Mista J seemed to calm, surprisingly... though on the inside, he was still terrified. Mista J. sat down and meditated, aiming to send a message to his muse: "This wasn't my fault, and if I could I would work my art."
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: Gonchon on July 03, 2016, 09:01:35 pm
Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: Zormod on July 03, 2016, 11:42:14 pm
Alright, try to find that mystery mage. Examine my pyramid while I do so. Can I copy the enchantment?
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: H4zardZ1 on July 04, 2016, 03:04:35 am
Absorb electricity from the composite eyes.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: ironsnake345 on July 04, 2016, 03:26:09 am
((Finally, I can stop making PM actions. This didn't go as I planned, but I can still be helpful!))

Suddenly, magic shot forth from the mountains, and a spell wove itself around the bigholder. GUESS WHO'S BACK, BABY!!! Chorkinaan attempts to create a perfectly opaque spherical shell of physicality which encompasses the bigholder, too large for the beholder to push it apart from inside, using two chaotic +1cmp essences, 1 +1 pot essence, and a +1/+1 essence. He then charges down the mountain towards the battlefield, creating two essences along the way, stopping short of the poison cloud.

((Even if the bigholder can fire straight through this, it'll be firing blind! Plus, it'll probably take too long to break out.)
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: DreamerGhost on July 04, 2016, 05:11:00 am
Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.

How exactly do you expect Incompetence afinity to work? Give me three spells you expect to be able to cast.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: star2wars3 on July 04, 2016, 09:47:11 am
Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.

How exactly do you expect Incompetence afinity to work? Give me three spells you expect to be able to cast.

(Lower cmp, raise cmp, cause epic failures, drain cmp, cmp aura, various curses)
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: star2wars3 on July 04, 2016, 09:53:25 am

Skeliborn

Action:
Using the dakka-cannon as a blue print, create a hand held version of the dakka-cannon.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: NAV on July 04, 2016, 02:32:56 pm
Stop Gambler from bleeding to death.

{Curses are spells in progress and not wounds. This makes healing magic able to deal with effects but not the curse itself.}
That's like saying poison is chemistry in progress and not wounds.
Would it be possible to heal curses through a powerful enough ritual?
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: DreamerGhost on July 04, 2016, 03:29:48 pm
{Curses are spells in progress and not wounds. This makes healing magic able to deal with effects but not the curse itself.}
That's like saying poison is chemistry in progress and not wounds.
Would it be possible to heal curses through a powerful enough ritual?

Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

You can immagine the curse spell as a tiny thundercloud that floats above a person and regularly electrocutes them. You can deal with electrocutions but not the cloud. Not with only healing afinity anyways.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: Gonchon on July 04, 2016, 06:01:57 pm
starwars pretty much already said most of my ideas, but generally I would be making people incompetent at actions (spells, moving,attacking, etc.) or making people not-incompetent at actions to semi buff them. If I need a color, i would like to either have orange and red or green and yellow.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: TheBiggerFish on July 04, 2016, 06:10:47 pm
Can I fix my eyes?
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: NAV on July 04, 2016, 10:05:47 pm
Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

Point taken on the curse removal though.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: DreamerGhost on July 05, 2016, 10:00:46 am
starwars pretty much already said most of my ideas, but generally I would be making people incompetent at actions (spells, moving,attacking, etc.) or making people not-incompetent at actions to semi buff them. If I need a color, i would like to either have orange and red or green and yellow.

Allright then, I'll add you in on next turn.

Can I fix my eyes?

Yes, by replacing them with magical constructs. However, you might not want to bother as Tower's healing aura will fix them for you.

Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

Point taken on the curse removal though.

Well bollocks. I'm gonna say that you have learned some time in theoretical past before the game start a higly unusual method of healing which is basically uberclocking one's liver. Any poison that is not handled by the liver is immune to this. Why does everyone but me seem to have perfect memory.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: TheBiggerFish on July 05, 2016, 10:15:20 am
Then I'll let it do that.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: ironsnake345 on July 05, 2016, 12:01:00 pm
Why does everyone but me seem to have perfect memory.
((Because this is bay12 forums. "Normal people" is an idea which here is considered dangerous hereticism, and those who even humor the idea of normalcy are used to test new anti-goblin/elf traps, dwarven childcare systems, waste management projects, and archery ranges until they are eventually hammered (http://dfstories.com/the-hammer-of-damocles/) and then cast in obsidian for their crimes. Their remains are then tastefully arranged in a massive obsidian statue garden, to serve as a warning to all aspiring normal people.))
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: BlackHeartKabal on July 05, 2016, 12:14:26 pm
Head a bit to the east, and try to go around the fog.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: XXXXYYYY on July 06, 2016, 01:56:52 pm
See if the crystal of purification has any effect on the curse. Help James, if possible.
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: thegamemaster1234 on July 06, 2016, 06:42:06 pm
Fire at the Thousand879 Eyes!
Title: Re: Roll to Magic: Turn 168 Misguided efforts
Post by: DreamerGhost on July 07, 2016, 03:41:25 pm
Turn 169

Alright, try to find that mystery mage. Examine my pyramid while I do so. Can I copy the enchantment?

Cuberac decided not to risk crossing unknown wards that the wall would doubtlessly have, and opted to have a look for the Mr. Doormaker. He wasn't too hard to find, though meditating in a corridor, however unused, was a tiny bit strange. Cuberac decided to respectably wait a minute in case his new friend was about to finish. And there were things to do while waiting, the pyramid he had was quite interesting. Sadly, it was too complex for Cuberac to explore, as he had no skill with enchantment, but he did manage to figure out that it was a highly specialized dispelling instrument, possibly a key of sorts.

Then I'll let it do that.

Another good way to not attract attention was not to move, something that Magus was doing with, if not enthusiasm, then with diligence. If anyone walked by they might had confused him with a corpse. Now that he focused on it, he could feel clearly how tower’s healing aura worked on his eyes. His vision was still blurry, but he could now at least see around more or less.

Head a bit to the east, and try to go around the fog.

Spoiler (click to show/hide)

Deciding that the gigantic poison cloud with magic bouncing around wherever was NOT the place to be, Duritarum did the smart thing and walked around it. There were other things that were just as interesting as the poison cloud though. To the south there were gemstone towers, seemingly manned by skeletons and to the north there were murky pools where tentacled creatures floated lazily. West also promised interesting adventure with what seemed to be a forest of mushrooms.
Absorb electricity from the composite eyes.
((Finally, I can stop making PM actions. This didn't go as I planned, but I can still be helpful!))

Suddenly, magic shot forth from the mountains, and a spell wove itself around the bigholder. GUESS WHO'S BACK, BABY!!! Chorkinaan attempts to create a perfectly opaque spherical shell of physicality which encompasses the bigholder, too large for the beholder to push it apart from inside, using two chaotic +1cmp essences, 1 +1 pot essence, and a +1/+1 essence. He then charges down the mountain towards the battlefield, creating two essences along the way, stopping short of the poison cloud.

((Even if the bigholder can fire straight through this, it'll be firing blind! Plus, it'll probably take too long to break out.)


Skeliborn

Action:
Using the dakka-cannon as a blue print, create a hand held version of the dakka-cannon.


Stop Gambler from bleeding to death.
See if the crystal of purification has any effect on the curse. Help James, if possible.
Fire at the Thousand879 Eyes!
Spoiler (click to show/hide)

Eterna continued to struggle as his magic continuously latched onto the discharges coming off the main eye. He swore as another spell failed and electrocuted his fingers. Nearby, Skeliborn attempted to replicate the Dakka-Cannon for some personal use but only managed to conjure up a tube filled with sharp edges.

Gambler was having some troubles as well. James managed to stop him from bleeding to death for now, but his purifying crystal was failing to help against the curse. Crystal was latching onto the magic, but it simply did not have the power to deal with it.

Even Jiksap was not immune to the sudden wave of incompetence that surged through the mages, as the water on the gun caused problems beyond rust, namely, it made the dakka-cannon slippery. Jiksap barely managed to squeeze few blades out before the Dakka cannon slipped his grasp and fell on the ground.

Seeing that his allies failed to finish off the Bigholder, Chorkinaan decided to employ a delaying tactic. The Bigholder was nearly dead, and they would need to live for just few minutes more to claim victory. A blinding screen of gray appeared over the Bigholder hiding it from the mages and hiding mages from it.

Beholder was suffering, between the skeletons trying to carve it into bacon strips and massive injuries caused by mages it was slipping into pain. Even though the physicality screen around it was no stronger than tissue paper it was too maddened by pain to attack. For some mages though, even that could be too much.

Jiksap noticed that his vision was beginning to get blurry and it was becoming harder and harder to stay focused. His lungs burned same as they did when he tried to go above water without his watersuit. The last supplies of oxygen in his suit were exhausted and he was starting to suffocate. Yet his situation was not the worst here. Poison levels in bodies of Nihilum, Eterna and even James had reached critical levels. It struck Eterna especially hard, electricity mage just collapsed onto the ground unconscious. Nihilum fell on his knees, fighting a losing fight to stay awake. James fared the best due to his ring of regeneration but he had lost his senses of smell and touch completely and darkness was swirling around the edges of his eyes. Only Skeliborn and just now finally healed Gambler stood in full capability against the Bigholder.

{James, Nihilum and Eterna gain Heavily poisoned. -1 to all physical stats.}
{Eterna has been knocked unconscious by poison overdose.}
{Jiksap is suffocating, difficulty of the roll will increase by on each turn, difference of vs roll accumulates and will inflict physical penalties each 3 points and cause unconsciousness if difference of a roll exceeds 3.}
{Bigholder dies next turn.}

Spoiler: Boss Beholder (click to show/hide)

Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.

Spoiler (click to show/hide)

Central portal opened and from it walked a mage that was something of a secret among the community. It was said that one now known as Clownman began as a perfectionist craftsman with dozens of apprentices. His perfectionist nature caused him great anger whenever his apprentices failed, until one day he snapped and unleashed previously unknown magical power, causing widespread damage as people began failing at literally everything. None who know of him dare to approach, fearing the worst of cursed fates.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: DreamerGhost on July 07, 2016, 03:43:24 pm
Bay12 is throwing me bunch of 504 errors. I'll try to get PM's through today but no promises.
Title: Re: Roll to Magic: Turn 168 BEHOLD MISTA J.
Post by: FallacyofUrist on July 07, 2016, 03:49:03 pm
Act Two. Scene Three. There is no title bad enough to explain what just happened.

"!"

Mista J seemed to calm, surprisingly... though on the inside, he was still terrified. Mista J. sat down and meditated, aiming to send a message to his muse: "This wasn't my fault, and if I could I would work my art."
((Missed my action. Plus Clownman's.))
Title: Re: Roll to Magic: Turn 168 BEHOLD MISTA J.
Post by: DreamerGhost on July 07, 2016, 04:49:48 pm
Act Two. Scene Three. There is no title bad enough to explain what just happened.

"!"

Mista J seemed to calm, surprisingly... though on the inside, he was still terrified. Mista J. sat down and meditated, aiming to send a message to his muse: "This wasn't my fault, and if I could I would work my art."
((Missed my action. Plus Clownman's.))

((Added clownman, and you get to have your turn in a PM again. You'll see why.))
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: BlackHeartKabal on July 07, 2016, 05:16:55 pm
Continue south to the gemstone towers.
Title: Re: Roll to Magic: Turn 169 BEHOLD MISTA J.
Post by: FallacyofUrist on July 07, 2016, 05:45:03 pm
Act Two. Scene Four. In which MISTA J. GOES SLIGHTLY BERSERK.

"!"

Mista J. stood up, and started running around the castle, screaming about youth, silencing, insanity, and art... in sign language. Along the way, he gives death glares to every mage he sees. The mage who looks the most guilty or taken aback is promptly strangled.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: Zormod on July 07, 2016, 05:57:09 pm
"Well crap. I'm going to be locked in this tower forever, aren't I?"

Observe newly(?) insane mage, try to enhance my hyperbladecube with antimagical qualities. Use two +1/+1 essences on the spell.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: ironsnake345 on July 07, 2016, 06:03:49 pm
Chorkinaan, at the edge of the poison fields, casts a spell targeting a huge chunk of the poison cloud, one which enveloped all the magi fighting the bigholder, and increases the weight of the gas, causing it to sink down and spread out under its own weight, offering the magi some breathing room. All remaining essences go into this.
This can be the bugs' problem now!
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: ATHATH on July 07, 2016, 09:37:49 pm
"Mmph mmphl mmph. Mmphl mmphl, mmph."

Pm'd action.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: Gonchon on July 07, 2016, 11:22:13 pm
make three more essences.
((should the essences I made last turn show up in my inventory?))
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: TheBiggerFish on July 08, 2016, 01:49:16 am
Wait, make (three) essences.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: DreamerGhost on July 08, 2016, 06:16:23 am
make three more essences.
((should the essences I made last turn show up in my inventory?))

In a sperate Essences part of the inventory that is a bit to the right, but yes. Fixed.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: thegamemaster1234 on July 08, 2016, 06:50:09 am
The Bigholder is finished, and Jiksap has reached his breathing limit. It was time to leave the scene (temporarily). As soon as he gets a breath of fresh... er... water, there are allies to be rescued.

Quickly exit and re-open the suit ventilation as soon as I am clear of the poison cloud.
...Oh yeah, and escape to the south-west.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: star2wars3 on July 08, 2016, 03:59:13 pm
You know, I'm really getting tired of you 1000 eyes. However, despite your general lack of skill, you managed to hold on for longer than I would have expected. You have fought well but not even you are no match for the combined strength of the wizards who have assembled in this land . I will now show the greatest mercy I can bestow upon a defeated foe and end this.

Skeliborn deals the final blow to the Bigholder using Vortex Bane.

May your soul find eternal peace.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: endlessblaze on July 08, 2016, 06:39:04 pm
((IM BACK FOR REALS THIS TIME I SWEAR!))


"mmmmmmm........maybe its time to take a break from this. I could always set up a room here instead. lets have a look around."


explore the castle, take my animate metal golem with me.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: ATHATH on July 08, 2016, 07:26:03 pm
You know, I'm really getting tired of you 1000 eyes. However, despite your general lack of skill, you managed to hold on for longer than I would have expected. You have fought well but not even you are no match for the combined strength of the wizards who have assembled in this land . I will now show the greatest mercy I can bestow upon a defeated foe and end this.

Skeliborn deals the final blow to the Bigholder using Vortex Bane.

May your soul find eternal peace.
"Mmphl."

((The Bigholder heard that as muffled noises, due to ironsnake's barrier))
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: NAV on July 09, 2016, 02:06:31 pm
*Cough cough*
Take a cure-all pill to deal with my own symptoms, then begin a mass poison curing by overclocking the liver and kidneys ritual.

Keep my luck-based indestructible glass shield up for defense from any last ditch attacks.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: DreamerGhost on July 10, 2016, 04:51:25 pm
The two hours bay12 decided to break just so happened to coinside with the time I like to use for updates. Update is likely going to be delayed unntil tomorow.

Alas, there are more bad news. I am visiting my grandparents for next week, which means shaky internet at best, which in turn makes me hate doing anything on the internet. Thursday update is likely to be skipped.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: Whisperling on July 10, 2016, 05:45:05 pm
Action PM'd
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: XXXXYYYY on July 11, 2016, 01:42:25 am
It's almost dead. Decrease the chance of an ally taking serious damage, to protect against death throes.
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: Sarrak on July 11, 2016, 04:15:07 pm
Kahel blinked, coming back to his senses. Has he fainted for a bit while leaning against the tower walls? Seems like that. His whole body ached, signalling about various injures and maladies that affected it since coming to this bright new world. Oh well. He only needs to push himself one more time...

Conjure and study magical map. Find James the Healer and walk to his spot, with some caution - who knows what experiments he conducts this time around?
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: H4zardZ1 on July 11, 2016, 09:08:40 pm
Skip turn?
Title: Re: Roll to Magic: Turn 169 Turn for worse
Post by: DreamerGhost on July 12, 2016, 12:23:40 pm
Turn 170

Continue south to the gemstone towers.
Spoiler (click to show/hide)

Duritarum decided that gemstone towers were more explorable than murky swamp water and walked off towards the nearest one. It was a tower of amethyst, and skeletons that seemed aflame, but each bearing a flame of different color. Duritarum had sneaked over to the entrance without being seen, which gave him a few options to choose from as to how proceed forward.

Act Two. Scene Four. In which MISTA J. GOES SLIGHTLY BERSERK.

"!"

Mista J. stood up, and started running around the castle, screaming about youth, silencing, insanity, and art... in sign language. Along the way, he gives death glares to every mage he sees. The mage who looks the most guilty or taken aback is promptly strangled.

Spoiler (click to show/hide)

Mista J. began his wild running investigation through the tower with Cuberac, since he was the closest mage present. He didn’t look guilty. Next up was Flare, who also seemed fairly innocent, although the golem he had with him seemed a bit shifty. With nobody found that could be blamed, Mista J. Began thinking about who could had cursed him without even being anywhere nearby. Then it hit him. Jase, the master of the tower, not only would he be able to cast the fairly complex silence spell but he could also cast anywhere within the tower if what he knew about wizardly sanctums were true.

"Well crap. I'm going to be locked in this tower forever, aren't I?"

Observe newly(?) insane mage, try to enhance my hyperbladecube with antimagical qualities. Use two +1/+1 essences on the spell.
Spoiler (click to show/hide)

Cuberac watched Mista J. go off to gods know where with both disappointment and relaxation. He knew that the important thing to do was not to flinch and it worked. The madmage went away. His hope of leaving the tower at non-dangerous velocity went away. Not knowing how best to react to this Cuberac went to work and added some ability to resist magic to his swarm of hyperbladecubes.

make three more essences.
((should the essences I made last turn show up in my inventory?))

Spoiler (click to show/hide)

Clownman looked around, taking in the place that had suddenly strung up around him. It had been built up most incompetently. Mountains in the northeast sprung up with no hills before them, it was most unnatural. Water to the west went all the way to the edge, twice unrealistic, as there was a lake that was clearly running off the edge and yet there was water there, and there were icebergs in the water, despite air being rather warm. It was as if this was all built by a clown. Clownman did not laugh at that, clowning was much too serious to be laughed at.

"mmmmmmm........maybe its time to take a break from this. I could always set up a room here instead. lets have a look around."


explore the castle, take my animate metal golem with me.

Spoiler (click to show/hide)

Flare left the council chamber, although not before some really strange looking mage stared at him for about five strangely long seconds and ran off. The Tower had seen better days, it would seem, even if it had been here for no more than an hour. Flare walked through the long, empty corridors, until he reached one door that was seemingly no different from the others. It wasn't different, really, Flare just decided that this was quite enough walking and gripped the door handle firmly. As he did, magic that was hanging over the door discharged into him, burying itself deep within him to wait for the right time to strike. Inside, Flare found a wizard surrounded up to waist with some sort of gas that spilled into the corridor as he opened the door. It would seem that the room was taken.

{Vulnerability curse, Next time you roll END, you get -3 to the roll.}

Kahel blinked, coming back to his senses. Has he fainted for a bit while leaning against the tower walls? Seems like that. His whole body ached, signalling about various injures and maladies that affected it since coming to this bright new world. Oh well. He only needs to push himself one more time...

Conjure and study magical map. Find James the Healer and walk to his spot, with some caution - who knows what experiments he conducts this time around?

Spoiler (click to show/hide)

Kahel woke himself out of the pain induced stupor, and conjured up a map. Tower gates were closed, but James was always generous with his healing skills. He wasn't even all that far. Of course, he wasn’t all that far by standards of people who were not recently flayed, for Kahel he was quite a distance away, but he was almost getting used to the constant pain by now. He managed to walk over to the decayed eldritch fields before deciding to take a rest and reevaluating his plan as the map showed that James was somewhere in that huge poisonous looking cloud with a monster that was bleeding lightning sticking out above.

Wait, make (three) essences.

Spoiler (click to show/hide)

Magus N.A. blinked a few more times as the remaining blurriness went away. It was quite useful having this healing aura around, and he wondered briefly as to how many seers would had been able to avoid blindness with a ring of regeneration.

The Bigholder is finished, and Jiksap has reached his breathing limit. It was time to leave the scene (temporarily). As soon as he gets a breath of fresh... er... water, there are allies to be rescued.

Quickly exit and re-open the suit ventilation as soon as I am clear of the poison cloud.
...Oh yeah, and escape to the south-west.

You know, I'm really getting tired of you 1000 eyes. However, despite your general lack of skill, you managed to hold on for longer than I would have expected. You have fought well but not even you are no match for the combined strength of the wizards who have assembled in this land . I will now show the greatest mercy I can bestow upon a defeated foe and end this.

Skeliborn deals the final blow to the Bigholder using Vortex Bane.

May your soul find eternal peace.
*Cough cough*
Take a cure-all pill to deal with my own symptoms, then begin a mass poison curing by overclocking the liver and kidneys ritual.

Keep my luck-based indestructible glass shield up for defense from any last ditch attacks.

It's almost dead. Decrease the chance of an ally taking serious damage, to protect against death throes.
Chorkinaan, at the edge of the poison fields, casts a spell targeting a huge chunk of the poison cloud, one which enveloped all the magi fighting the bigholder, and increases the weight of the gas, causing it to sink down and spread out under its own weight, offering the magi some breathing room. All remaining essences go into this.
This can be the bugs' problem now!
Spoiler (click to show/hide)
Jiksap, deciding that he was already pushing his luck a tad too much, ran out of the poison and reengaged his air filters. Almost immediately he began feeling better as fresh oxygen reached his gills. Back in the poison cloud things were not going as well.

Seeing that the Bigholder was almost dead, Skeliborn caught the hero craze and decided to make extra certain that it was dead and that everyone remembered that he did the most work. To achieve that, he decided to get to the Bigholder and cleave off something important. There were only two problems with the plan. The Bigholder was trashing about, which made holding on rather difficult, too difficult for him, as Skeliborn found out after getting close and being tossed back into the lake. The lake that was poisonous, acidic, filled with tentacles and on fire, which was the second problem. To make matters even worse, his blood curse kicked in, leaving Skeliborn struggling in tentacles as his joints ached, his movements slowed down, and his flesh caught fire.

James decided that having blood curse was worse than this poison and began plan b on dealing with this. He swallowed one of his pre-prepared pills for occasions just like this and began a spell to purify the poison out of himself and his allies. But between renewing influence of poison and complexity of the spell the difficulty proved too much for him and he felt his liver churn and twist inside him as the spell failed. It didn’t do any real damage but it was a delay, and at this point delays could very well be lethal.

Fate seemed to smile on the wizards, as Chorkinaan finished weaving his spell at the same time Gambler did, the poison fog flowing down onto the ground and luck moving about to help them. It seemed that there was little left but to heal the injured and celebrate the victory. Then the bubble popped and lightning bolt fried Eterna's left arm into a crisp, ruining any hopes of it being useful without extensive help. Worse still, popping bubble revealed a new cloud of gas that fell over the wizards.

Fate was often considered to be a genie, as when it gave with one hand it took with another. Even though the last attack was dangerous, Bigholder was unable to keep life in its body any longer. It fell back into the lake, bleeding from all eyes, as power ran in rivulets from its main eye along with the blood. But it was not over yet.

As dozens of potent alchemical substances began mixing within the lake, their effects increased and sometimes enabled by the power Bigholder was releasing, the lake began to bubble. First, there were just a few bubbles here and there but soon the water around the Bigholder began to bubble as if it was boiling. As the dangerous elixir began to spread across the lake, bubbles spread with it, marking the spread. Flames intensified as the bubbles reached them, burning whatever vapors were released. So much spell power in one place that was now running out of control would not end well, or silently.

{Jiksap is no longer suffocating}
{Nihilum and Eterna are lethally poisoned and will die next turn if not helped.}
{Eterna is also bleeding and will die in 5 turns}
{Lake explodes next turn.}
{Skeliborn is suffering Numerous small injuries to everything and gains -1 to all physical stats as a result.}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 12, 2016, 12:26:12 pm
Finally done!
Sorry for the wait, as it turns out my internet here grows weaker as the sun goes down. 10 minute intervals of internetlessness are more iritatation than I was capable of dealing with. I decided to just do it all tomorow.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Sarrak on July 12, 2016, 01:17:09 pm
Watch the experiment unfold from a great and probably safe distance.

Conjure myself a cool octarine juice. Drink and relax a bit, waiting for conclusion.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ironsnake345 on July 12, 2016, 01:28:06 pm
((Does it look like the Eternity is in danger of being damaged or destroyed by the explosion? I.E. how close is it to the lake?))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: endlessblaze on July 12, 2016, 01:50:36 pm
try to find an empty room for myself.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Zormod on July 12, 2016, 02:44:45 pm
Form 2 more essences, get to a place where I could toss something over the gate.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 12, 2016, 02:55:44 pm
((Does it look like the Eternity is in danger of being damaged or destroyed by the explosion? I.E. how close is it to the lake?))

((It is quite close, and while I would roll to see how much it got affected, it would get affected to at least some degree. This is why it is a morality roulette. Save the wizards or save the Eternity. Or, you know, save yourself. Weighting yourself down might slow you enough to be caught by the explosion yourself.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: TheBiggerFish on July 12, 2016, 04:20:30 pm
Make...Do I have 2 +1s still on the creating essences thing?  If I do, make 4.  If I don't, make 3.

Ponder the possibility of doing the scrying again and think about what went wrong.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ironsnake345 on July 12, 2016, 04:55:49 pm
Chorkinaan, seeing the direness of the situation, enters a flurry of gently commanding everyone around him not to die. For him, it is a force of habit when things get dire; save all he can, wealth and victims alike, and get people to help make that possible.
Everyone! we need to act fast! Those two need an antidote right now, and I can't help them with that! Everyone with a free arm, grab someone and get them out of here! I've got the eternity; I've got a magic trick that'll make it portable! We'll regroup to the west!
Chorkinaan sprints up to the eternity, and sends his magic through it, feeling its density and determining its weight. Then, using the eternity as a power draw, he casts a spell to create a shell of physicality around it, with a handle, which is toughened(enough to hold its load), weighs a bit less than the whole boulder of eternity, and gravitates upwards. If this succeeds, Chorkinaan grabs the handle and runs west to the mountains. If this fails and the eternity is not portable, Chorkinaan cuts his losses and runs. If the weight is miscalculated and the eternity flies upward, Chorkinaan immediately dispels his creation, and runs.
Title: Re: Roll to Magic: Turn 170 BEHOLD MISTA J.
Post by: FallacyofUrist on July 12, 2016, 05:49:17 pm
Act Two. Scene Five. In which MISTA J. INTERROGATES AND ATTACKS.

((Note: If I interpreted your PM regarding Mista J.'s silencing correctly, he should be able to speak on turn 171(and cast magic), so...)) "AHA! MY FOE HAST BEEN DISCOVERED! ART!"

Mista J. dashed off, seeking Jace... once(if) he reaches Jace:

"YOU! YOU WHO WOULD DARE TO SILENCE AN ARTIST! EXPLAIN YOURSELF!"

If he doesn't have a good excuse, he gets strangled. And kicked in the groin, for good measure.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: star2wars3 on July 12, 2016, 06:12:04 pm
((so I just realized that I have portal knives. We can use the explosion to clear a safe zone to the other side of any portal we make.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: BlackHeartKabal on July 12, 2016, 07:26:45 pm
Attempt to sneak into the tower.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 12, 2016, 08:00:05 pm
*grabs popcorn and submits new character*

Name: Bloodmage Jackson
Affinity: Music
Description(optional): Looks like a stereotypical bard. (Ab)uses the Blood Magic system to get +3/+3 on every magic roll with only a 1/6 chance of backlash effects. If my personal preference weighs in for anything, I'd prefer it if when backlash effects do happen, they would tend to be overshoot-ish things that have to do with the spell/song he is casting/singing, rather than just generic things like "You lose your voice and/or muse.".
STR=0
DEX= 1
SPD= 0
END= 6
POT= 1

First Action: Create three Music essence, using Greater Blood Magic to create each of them.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: H4zardZ1 on July 13, 2016, 04:22:00 am
Welp gg?
Skip turn.

Spoiler: If i do die, this. (click to show/hide)
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: AoshimaMichio on July 13, 2016, 06:21:55 am
Shias hungs his head displaying his disappointment as sacrifices before him crumbled into dust. Not enough power. Nowhere enough. Either he has to find another mage to provide assistance and completely restart the ritual, or he has to change his approach completely. Local druids are too busy, they can't help. And he promised to help them later on. Hmm, maybe after their current problem is dealth with they could combine their forces and save this island together? Maybe.

But for now more preparations are needed. Shias makes 4 essences.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: thegamemaster1234 on July 13, 2016, 11:26:02 am
Close the air vents once more. Attempt to carry Eterna, Nihilum, or both out of the poison cloud before the lake explodes. If trying to take both proves too difficult, drop Eterna. If it looks like I won't be able to carry them to safety before the lake explodes, drop them and run.

The "safe zone" where I'm escaping to is the south-west, again.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: NAV on July 13, 2016, 11:37:49 am
"No one give up we'll all make it through this!"
Give Nihilum and Eterna pills to keep them alive, then help them away from the lake. Keep my shield up to protect us just in case.

If I have the chance cast a healing spell at whoever needs it most.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: vishdafish on July 13, 2016, 01:59:15 pm
Name: Easter Sunday
Affinity: Wasps
Description(optional):
STR= 0
DEX=0
SPD=0
END=3
POT= 5
Create 3 essence
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Gonchon on July 13, 2016, 03:11:58 pm
summon solid incompetence,using two +1/+1 essence, then make one essence. If I can, try to find the most tropical looking place and go there.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 13, 2016, 03:14:01 pm
summon solid incompetence,using two +1/+1 essence, then make one essence. If I can, try to find the most tropical looking place and go there.

((You know how it is said that power and talent make people beautifull? Well this is my ugly stick.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: star2wars3 on July 13, 2016, 09:23:00 pm
Run the direction that the rest of Toam is running. Ideally, leave the hex. Behind me, throw the 5 portal knives in a pentagram shape.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: thegamemaster1234 on July 13, 2016, 09:59:23 pm
summon solid incompetence,using two +1/+1 essence, then make one essence. If I can, try to find the most tropical looking place and go there.

((You know how it is said that power and talent make people beautifull? Well this is my ugly stick.))
((To be a party pooper, I thought we had some sort of rule against the creation of conceptual objects. Stuff like solid murder and the like.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Whisperling on July 13, 2016, 10:32:43 pm
((That only applies to summoning affinity. You can make solid [insert-your affinity here] at will.

Also note my slab of solid knowledge and wings of solid binding.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 14, 2016, 04:12:53 am
summon solid incompetence,using two +1/+1 essence, then make one essence. If I can, try to find the most tropical looking place and go there.

((You know how it is said that power and talent make people beautifull? Well this is my ugly stick.))
((To be a party pooper, I thought we had some sort of rule against the creation of conceptual objects. Stuff like solid murder and the like.))
The rules were against creating solid essences, not concepts.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: XXXXYYYY on July 14, 2016, 09:47:53 pm
Get away from the blast.
Invert the chance of the Eternity taking damage.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: H4zardZ1 on July 14, 2016, 09:52:22 pm
((DG, did you say somewhere along the line that said you can't make an essence and using it at the same turn? Or do that only apply to using essences to make an essence?))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Whisperling on July 14, 2016, 11:43:48 pm
((DG, did you say somewhere along the line that said you can't make an essence and using it at the same turn? Or do that only apply to using essences to make an essence?))

((Only using essences to make essences. That was put into place to prevent an infinite essences exploit.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 15, 2016, 12:51:42 am
Since I'm going to be without Internet access for a week, I'm going to submit an auto-action for whenever I don't post an action:

If I need to defend/heal myself, do so, preferably with Blood Magic-augmented magic. Otherwise, create three Music essences, using Greater Blood Magic to create each of them.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 15, 2016, 11:58:19 am
*grabs popcorn and submits new character*

Name: Bloodmage Jackson
Affinity: Music
Description(optional): Looks like a stereotypical bard. (Ab)uses the Blood Magic system to get +3/+3 on every magic roll with only a 1/6 chance of backlash effects. If my personal preference weighs in for anything, I'd prefer it if when backlash effects do happen, they would tend to be overshoot-ish things that have to do with the spell/song he is casting/singing, rather than just generic things like "You lose your voice and/or muse.".
STR=0
DEX= 1
SPD= 0
END= 6
POT= 1

First Action: Create three Music essence, using Greater Blood Magic to create each of them.

The usual, give me three spells. Seeing that you intend to be able to heal yourself allready gives me suspicion that you are overestimating how much you'll be able to do.


Name: Easter Sunday
Affinity: Wasps
Description(optional):
STR= 0
DEX=0
SPD=0
END=3
POT= 5
Create 3 essence

Bit limited in scope, but I supose you can go with wasps. Bees worked out well enough previously.


A bit of an update on next turn, I was wrong about when I would return to stable internet, so it is possible that the turn will be delayed until monday. Though I'll try for sunday anyways.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: vishdafish on July 15, 2016, 12:08:57 pm
Hahahaha, I have a masterplan :))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: star2wars3 on July 15, 2016, 12:10:05 pm
Hahahaha, I have a masterplan :))
((Here we go again))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: FallacyofUrist on July 15, 2016, 06:34:44 pm
The usual, give me three spells. Seeing that you intend to be able to heal yourself allready gives me suspicion that you are overestimating how much you'll be able to do.
((Because Mista J. and Jackson would be wonderful allies: Force enemy's attacks into musical rhythm, generate deafening music that only enemies can hear, silence music, generate music elemental, transform ordinary speech into song, healing violin solo... eldritch mind-warping music... do these work?))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: vishdafish on July 15, 2016, 08:23:25 pm
((Btw who wants to ally with me, kill all the afks and loot all their stuff?))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: H4zardZ1 on July 15, 2016, 08:49:48 pm
((Btw who wants to ally with me, kill all the afks and loot all their stuff?))
((Tip: Those seem-to-afk people aren't as idle as you think.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Sarrak on July 15, 2016, 11:30:07 pm
((Btw who wants to ally with me, kill all the afks and loot all their stuff?))
((Tip: Those seem-to-afk people aren't as idle as you think.))
((Protip: Those mages who are truly afk, totally can and would blast you into a fine bloody mist. Dealing with just one requires extencive preparation to avoid injuries in the process. Still, go for it.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 16, 2016, 06:07:55 am
((Btw who wants to ally with me, kill all the afks and loot all their stuff?))

((While people who are AFK don't do anything, some people only apear to be AFK and are being sneaky. Either way, even if you attack someone truly AFK, they will still defend themselves, as I'll play for them for the duration of attack.))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 16, 2016, 03:14:02 pm
*grabs popcorn and submits new character*

Name: Bloodmage Jackson
Affinity: Music
Description(optional): Looks like a stereotypical bard. (Ab)uses the Blood Magic system to get +3/+3 on every magic roll with only a 1/6 chance of backlash effects. If my personal preference weighs in for anything, I'd prefer it if when backlash effects do happen, they would tend to be overshoot-ish things that have to do with the spell/song he is casting/singing, rather than just generic things like "You lose your voice and/or muse.".
STR=0
DEX= 1
SPD= 0
END= 6
POT= 1

First Action: Create three Music essence, using Greater Blood Magic to create each of them.

The usual, give me three spells. Seeing that you intend to be able to heal yourself allready gives me suspicion that you are overestimating how much you'll be able to do.


Name: Easter Sunday
Affinity: Wasps
Description(optional):
STR= 0
DEX=0
SPD=0
END=3
POT= 5
Create 3 essence

Bit limited in scope, but I supose you can go with wasps. Bees worked out well enough previously.


A bit of an update on next turn, I was wrong about when I would return to stable internet, so it is possible that the turn will be delayed until monday. Though I'll try for sunday anyways.
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: star2wars3 on July 16, 2016, 04:26:30 pm
*grabs popcorn and submits new character*

Name: Bloodmage Jackson
Affinity: Music
Description(optional): Looks like a stereotypical bard. (Ab)uses the Blood Magic system to get +3/+3 on every magic roll with only a 1/6 chance of backlash effects. If my personal preference weighs in for anything, I'd prefer it if when backlash effects do happen, they would tend to be overshoot-ish things that have to do with the spell/song he is casting/singing, rather than just generic things like "You lose your voice and/or muse.".
STR=0
DEX= 1
SPD= 0
END= 6
POT= 1

First Action: Create three Music essence, using Greater Blood Magic to create each of them.

The usual, give me three spells. Seeing that you intend to be able to heal yourself allready gives me suspicion that you are overestimating how much you'll be able to do.


Name: Easter Sunday
Affinity: Wasps
Description(optional):
STR= 0
DEX=0
SPD=0
END=3
POT= 5
Create 3 essence

Bit limited in scope, but I supose you can go with wasps. Bees worked out well enough previously.


A bit of an update on next turn, I was wrong about when I would return to stable internet, so it is possible that the turn will be delayed until monday. Though I'll try for sunday anyways.
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
((Come to think of it, Wasp is also the name of a swat team I think.))
((And music could probably do something with sound waves))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 16, 2016, 05:20:40 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed

Hahaha, no. As basic spells (As in stuff you can expect to be able to cast without a ritual), you can get stuff that is sound related, and you can affect minds of those hearing the song.

Otherwise, I'd have to take acount of all that versatility and reduce the power of your spells to the point that they'd do virtually nothing.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: Elephant Parade on July 16, 2016, 05:32:58 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
at this point, you might as well make your affinity "Stuff"
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: vishdafish on July 16, 2016, 05:40:28 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
at this point, you might as well make your affinity "Stuff"
Hehehe, that made me laugh
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 16, 2016, 08:14:24 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
at this point, you might as well make your affinity "Stuff"
InB4 someone submits a teddy bear with the Stuff affinity.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: ATHATH on July 16, 2016, 08:15:01 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed

Hahaha, no. As basic spells (As in stuff you can expect to be able to cast without a ritual), you can get stuff that is sound related, and you can affect minds of those hearing the song.

Otherwise, I'd have to take acount of all that versatility and reduce the power of your spells to the point that they'd do virtually nothing.
But with a ritual?
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: H4zardZ1 on July 16, 2016, 09:17:33 pm
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed
at this point, you might as well make your affinity "Noun"
FTFY
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 17, 2016, 10:04:33 am
*Ahem*
Cure Status Effects (Heal Bell, a Pokemon Move)
Move at Flash level speeds (Don't Stop Me Now, a Song by Queen)
Cause Terrible Gameplay Mechanics to Temporarily Go Into Effect (Sonic '06 Theme)
Summon/Turn Into Superheroes/Supervillians/Video Game Bosses (Various Theme Songs)
Perform Numerous Miscellaneous Effects (Bard Spells, From Various Sources)
Everything That FoU Listed

Hahaha, no. As basic spells (As in stuff you can expect to be able to cast without a ritual), you can get stuff that is sound related, and you can affect minds of those hearing the song.

Otherwise, I'd have to take acount of all that versatility and reduce the power of your spells to the point that they'd do virtually nothing.
But with a ritual?

With a ritual you get magic songs that break reality in increasingly significant ways. However all of your songs will count as AOE, so the effect will be apropriately diluted.
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 18, 2016, 06:44:21 pm
Turn 171

Watch the experiment unfold from a great and probably safe distance.

Conjure myself a cool octarine juice. Drink and relax a bit, waiting for conclusion.
Spoiler (click to show/hide)

Kahel decided that he was just the right distance away from whatever was happening up ahead in the poison. He was not in a critical condition, which meant that he had time to wait until danger rolled over. A glass of greenish-yellow purple liquid appeared in his hand and Kahel took a sip. Magic surged through him, as octarine melted into his blood. It was a nice feeling. Kahel finished the glass before noticing that there were sparks appearing from his fingertips. The funny feeling was not going away.

{You have gained: 1 affinity free spell. It can be any spell at all, but only one, and your essences can't be used.}

try to find an empty room for myself.

Spoiler (click to show/hide)

Flare left the council chambers and walked off through the long corridors of the Tower. His was a long walk, until a door seemingly no different from the rest drew his attention. What he found inside was surprising. There was room, not much different from the others, but uniquely, it was furnished. There was a table of flowing purple, as well as a chair and a couple of cabinets. White flower grew in a purple vase on the table. Cabinets contained entirely ordinary, and therefore unexpected, office supplies.

Form 2 more essences, get to a place where I could toss something over the gate.
Spoiler (click to show/hide)

Cuberac walked back out into the courtyard and turned towards the gates to see if there was a place to fall safely when he was met with something unexpected. Gates to the tower were unlocked and opened, allowing free passage to whoever pleased.

Make...Do I have 2 +1s still on the creating essences thing?  If I do, make 4.  If I don't, make 3.

Ponder the possibility of doing the scrying again and think about what went wrong.

Spoiler (click to show/hide)

Magus N.A. gathered his power in preparation for his next step while simultaneously thinking about what went wrong with the previous one. He had wandered into some wards meant to deter divination, which meant that the walls were enchanted with something akin to divination magic. He got hurt because the ward was memetic in nature and only worked against wizards that saw it. The wall was not a wizard and thus got away scot-free. As he thought, one of his aether essences leaked out and reacted with his hiding spell. Magus N.A. found himself imprisoned in a cylinder of aether that looked remarkably like a decorative column.

Attempt to sneak into the tower.

Spoiler (click to show/hide)

Duritarum waited until the flaming skeletons cleared away from the entrance and snuck inside. Noticing the skeletons proved easier than he thought as the light of their flames gave them away even before their steps did. Inside, the halls of amethyst there were three obvious ways forward. Two were dark and the third shifted with lights of various colors indicating a group of flaming skeletons.

Shias hungs his head displaying his disappointment as sacrifices before him crumbled into dust. Not enough power. Nowhere enough. Either he has to find another mage to provide assistance and completely restart the ritual, or he has to change his approach completely. Local druids are too busy, they can't help. And he promised to help them later on. Hmm, maybe after their current problem is dealth with they could combine their forces and save this island together? Maybe.

But for now more preparations are needed. Shias makes 4 essences.

Spoiler (click to show/hide)

Shias, done with his work, returned his attention to the world around him. He was met with a problem wizards faced so often that some just went on to try and solve it before even encountering it. He needed more power. There were few ways of getting it, some of them even entirely morally sound.

summon solid incompetence,using two +1/+1 essence, then make one essence. If I can, try to find the most tropical looking place and go there.
Spoiler (click to show/hide)

Clownman conjured himself a block of solid incompetence. Of course, solid was a bit of an overstatement when it came to this creation. It was a blob, amorphous blob that moved like water-filled rubber balloon. Not to be too distracted by this, Clownman began looking for the most tropical looking place around. He had three choices. Swamp, which was appropriately wet and plant filled, geysers, which were wet and warm, and some strange place next to eldritch zone which was appropriately warm and plant filled.

Close the air vents once more. Attempt to carry Eterna, Nihilum, or both out of the poison cloud before the lake explodes. If trying to take both proves too difficult, drop Eterna. If it looks like I won't be able to carry them to safety before the lake explodes, drop them and run.

The "safe zone" where I'm escaping to is the south-west, again.

Chorkinaan, seeing the direness of the situation, enters a flurry of gently commanding everyone around him not to die. For him, it is a force of habit when things get dire; save all he can, wealth and victims alike, and get people to help make that possible.
Everyone! we need to act fast! Those two need an antidote right now, and I can't help them with that! Everyone with a free arm, grab someone and get them out of here! I've got the eternity; I've got a magic trick that'll make it portable! We'll regroup to the west!
Chorkinaan sprints up to the eternity, and sends his magic through it, feeling its density and determining its weight. Then, using the eternity as a power draw, he casts a spell to create a shell of physicality around it, with a handle, which is toughened(enough to hold its load), weighs a bit less than the whole boulder of eternity, and gravitates upwards. If this succeeds, Chorkinaan grabs the handle and runs west to the mountains. If this fails and the eternity is not portable, Chorkinaan cuts his losses and runs. If the weight is miscalculated and the eternity flies upward, Chorkinaan immediately dispels his creation, and runs.
"No one give up we'll all make it through this!"
Give Nihilum and Eterna pills to keep them alive, then help them away from the lake. Keep my shield up to protect us just in case.

If I have the chance cast a healing spell at whoever needs it most.

Run the direction that the rest of Toam is running. Ideally, leave the hex. Behind me, throw the 5 portal knives in a pentagram shape.
Get away from the blast.
Invert the chance of the Eternity taking damage.

Spoiler (click to show/hide)

Seeing what was happening, mages scattered to all sides, some to save the treasure, some to save their allies and some to save themselves. Gambler was showing uncharacteristical lack of faith in his good fortune and was far ahead of others when it came to making distance between the lake and their persons. It was mostly because he did not bother with trying to help either others or himself(to the loot), though he did throw a spell of protection onto the chunk of Eternity.

James fed a cure-all pill to both Nihilum and Eterna to stabilize them for the time being. He then grabbed Nihilum while Jiksap took Eterna and they both attempted to get away from the blast. Unfortunately, air in the water seemed to not be quite refiled, as where James ran off forward, possibly thinking about how absolutely great was his idea of bulking up and healing Nihilum on the way, Jiksap struggled with his load. He struggled a tad too long as it turned out.

Skeliborn also struggled, not only was he the closest to the mess, he was entangled in a bunch of tentacles. It took precious moments to disentangle himself, and then the disaster was almost upon him. Chorkinaan, just nearby, was struggling to get the Eternity out of the blast zone. Even with the spell being entirely successful, the whole thing still hand considerable mass and it took some effort to get it to move.

Bubles reached the edge of the lake and began intensifying. Gas of some unknown but dangerous composition gathered into thick clouds just above the surface. Then, with a spark of fire that was more magic than physics, the whole thing ignited. Lake burned, the air above it burned, ground around it burned, and the blast wave filled with chaotic thaumic pressure slammed against those who failed to run away in time. Eterna was vaporized almost instantly, while Jiksap, due to his armor survived the blast but was sent flying forward. He was thrown quite a distance, and would had went even further if not for meeting a mountain on the way. He fell on the ground, the front of his armor mangled but without leaks. Same could be said about his body, as water managed to spread out the impact a bit.

Skeliborn was further away from the blast than Jiksap and Eterna, but not quite far enough. His decision to toss the knives proved fortunate, as the portal opened and a pillar of flesh rose just in time to shield him from virtually all of the blast wave. The pillar and three of the knives did not survive. Skeliborn cared little, but the curse acted up again, dimming the joy of survival.

Chorkinaan was also not quite far away enough to get out. In fact, he was closest of all mages to the explosion. As he opened his eyes to express his great surprise that he still had eyes to open, he saw that Eternity with its physicality shell had shielded him from the blast. He was grateful for entire third of a second until the physicality shell dissolved and Eternity ignited. The blast tossed Chorkinaan away, mangling his body and roasting his skin with raw magic.

{Jiksap: Armor loses "armored" and "Thaumic shield" qualities.}
{Chorkinaan has both legs and left arm broken, is burned(END roll for all phys actions) and is undergoing random mutations}
{Dest Eterna is dead}
{Skeliborn is undergoing curse induced Ebola and lightly bleeding from everywhere.}
{Nihilum is swiftly recovering from poison}
{James is having poison induced foreboding cough}
{Of eternity that fell into the lake and started this all, about half remains}

Name: Easter Sunday
Affinity: Wasps
Description(optional):
STR= 0
DEX=0
SPD=0
END=3
POT= 5
Create 3 essence

Spoiler (click to show/hide)

Portal flashed to life once more and from it entered another mage. Known as Easter Sunday, the humorous name hid a vicious personality and even more vicious powers. Wasps flocked around him, conjured and ruled by his magic, ready to devour flesh and inject deadly poisons. He entered looking innocent enough, but his gaze was allready scanning for his first victim.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: DreamerGhost on July 18, 2016, 06:46:04 pm
PM's will be processed tomorow because it is three in the morning and i cant into writing anymore. Sorry guys.

ATHATH, if you decide that you still want music afinity, Ill add you in turn 171
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: TheBiggerFish on July 18, 2016, 06:48:40 pm
Well that was interesting.

Poke the column.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: endlessblaze on July 18, 2016, 06:58:23 pm
"mmmmmm...."

check if the room has been used. if it looks vacant, claim it for myself. and start covering the walls with metal.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: BlackHeartKabal on July 18, 2016, 07:09:03 pm
Approach the brighter hallway, and examine the group of skeletons.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: ironsnake345 on July 18, 2016, 07:34:34 pm
Chorkinaan blinked the blurs out of his eyes, and waited for his head to stop spinning. Finally, groaning in pain, he looked to the cluster of fellow wizards who had survived the blast, and waved with the arm which still had feeling besides intense pain.

Oooooooaaah... Hi, everyone! ...I made it! ...I'm not okay. I have, like, one good limb. ...I think I'm mutating, a little bit. I saved the loot! ...Most of it, anyway. ...I hope you all made it out better than me. ...I'm gonna start patching myself up in a moment! ...owww

I should be out of essences, and living limb/joint replacements are not to be trifled with, so send my magic through my body to feel for where the bones are broken, then create three essences. Watch any mutations which occur, and watch them closely. Also, ascertain where the remaining half of eternity is in comparison to me.

((It's comic sans because I'm in pain and my voice is wavering a little.))

Thank the gods, my bandage is still in place.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: vishdafish on July 18, 2016, 07:50:04 pm
"My waspen friends, the time has come to heed your ruler's bidding."




Call all wasps in the nearby vicinity to me, to await further instruction.

Use all essences in the spell and lesser blood power.

Create 2 essence after the spell.

((Im new to this, so please tell me if I make any mistakes with spells/rules))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Zormod on July 18, 2016, 08:56:39 pm
Form 2 more essences and leave the tower, going northwest.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Sarrak on July 19, 2016, 02:35:41 am
"As they say, art is an explosion. And James created quite a good one."

Turning attention back to his sparking fingers, Kahel thought of the possible uses for a moment - right before remembering his current state. Surely, raw magic gained from octarine, would make possible a healing spell!

Generic healing spell. Two essences if successful, try to mitigate damage if not.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: AoshimaMichio on July 19, 2016, 04:43:25 am
4 more essences before I dare to do anything about that accumulated power.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: star2wars3 on July 19, 2016, 06:28:42 am
Oh my g-d! Oh my [insert bad language here]! It all blew up. Everything blew up!

Still at least everyone survived.
(Quickly does head-count)

Wait a minute. Where's Dest Eternal? Did he... I'm so sorry Eternal. I couldn't prevent your death. I will make sure to make a proper grave for you when all is said and done.

To start, divide Eterna's shards among the remaining members of Toam.

Next up we should deal with the elephant in the room, dividing the eternity. At this point everyone here has played an important role in taking down the Bigholder and protecting each other from harm. Therefore I think that we should divide the Eternity equally among everyone present.
Divide the Eternity equally among everyone here.
Last of all I would like to invite all those who are not currently part of Toam to Toam.

Also make 3 essences.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: vishdafish on July 19, 2016, 07:47:06 am
((What is toam?))
Title: Re: Roll to Magic: Turn 170 Morality roulette
Post by: DreamerGhost on July 19, 2016, 10:08:37 am
Name:Surg
Affinity:PM'd later.
Description:What can you see?
Stats:
STR= 0
DEX= 1
SPD= 1
END= 1
POT= 5
First action: Make essences until one collapse.

Spoiler (click to show/hide)

{Sorry, missed you yesterday}

From the portal entered yet another mage, one known as Surg. Not a particularly awe inspiring name, but wizards that had reached such levels of power did not really need to care about what people thought of them. All wizards considered themselves above the concerns of lesser(non-wizards) mortals, but only he was truly so. As he entered, waves rippled across the land around him as magic flowed away. The ripples sent many tiny creatures scurrying off, even startling a rare fiery goliath beetle.

((What is toam?))

T.O.A.M is a sort of alliance/street gang of wizards. They sometimes work together, and some of them place more importance on clubhouse memebership than others.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: vishdafish on July 19, 2016, 10:30:39 am
 Hmmm, dont think I will be joining T.O.A.M anytime soon. ((On a side note, if anyone is willing to craft/summon and enchant a bow for me, I will be willing to pay a handsome price.))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: ironsnake345 on July 19, 2016, 10:32:52 am
I'd like to join TOAM! If I gather correctly, it's a sort of Wizards' guild which professor Jiksap, whom I've been looking forward to working with, is also a member of. ...I'll talk more when I can walk.
Title: Re: Roll to Magic: Turn 171 BEHOLD MISTA J.
Post by: FallacyofUrist on July 19, 2016, 11:11:07 am
Act Two. Scene Six. In which Mista J. gets rather irritated.

((...)) "..."

Mista J. realized a simple fact: He wasn't a fighter by nature, he was an artist. So how was he supposed to win in a fight when he couldn't even use his magic(bloody silencing). No, he had no hope of winning. Better to "run away, live for another day!"

Mista J. attempted to find his way out of the castle deathtrap. If he finds a way out, he takes it immediately.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Whisperling on July 19, 2016, 11:34:37 am
Hmmm, dont think I will be joining T.O.A.M anytime soon. ((On a side note, if anyone is willing to craft/summon and enchant a bow for me, I will be willing to pay a handsome price.))

((I could, although I'm a little busy right now. Any particular enchantment and/or payment you're thinking of?))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: vishdafish on July 19, 2016, 11:57:38 am
((Homing is necessary. An enchantment that adds power to any arrows fired would be good but not necessary. If you manage to do both, I will pay more. In terms of payment, would you accept shards? You can name a price. I can also pay you with other things, like summoning a giant wasp mount which you can ride on or something. If the bow has any other special properties, like skill/stat enhancements when used, I will also pay more.))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Whisperling on July 19, 2016, 01:05:40 pm
((Homing is necessary. An enchantment that adds power to any arrows fired would be good but not necessary. If you manage to do both, I will pay more. In terms of payment, would you accept shards? You can name a price. I can also pay you with other things, like summoning a giant wasp mount which you can ride on or something. If the bow has any other special properties, like skill/stat enhancements when used, I will also pay more.))

((Homing is something that needs a bit more essence-power than I have on hand, although I can definitely make it given enough time. Tower helps, of course, but that -3 to CMP leaves me pretty prone to a miscast with the knowledge essences I have on hand.

Power for the arrows should be pretty easy in comparison, probably something I'd do while making the bow itself. Would temporarily paralyzing the stuff it hits be all right?

Wasp mount sounds fun, although for a homing modifier I'd honestly want it to have some sort of defining feature. I'm thinking some sort of interesting venom effect (especially if I can get the stuff out and stick it on weapons), but I'm open to other suggestions.


Before we come to any kind of agreement, just know that I'll be busy for a turn or two, then it'd take a while to create the bow itself. Not giving any exact estimates because stuff can happen, but this is definitely a multi-turn project.))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: vishdafish on July 19, 2016, 01:18:56 pm
((Sure,I dont mind waiting, just tell me the features you need on the wasp mount and I will also add however many shards you require to even out the deal.))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Gonchon on July 19, 2016, 07:54:51 pm
pick up my new blob and head to the strange place next to the eldritch zone. three essences.
((I laughed when I saw dreamerghost put H4zardZ1's new character as slurg instead of surg))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Elephant Parade on July 19, 2016, 08:20:39 pm
"finalle" has only one "L"
         —somebody who cares way too much about this stuff

(poorly-disguised "PM sent" post)
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: star2wars3 on July 19, 2016, 10:30:06 pm
I'd like to join TOAM! If I gather correctly, it's a sort of Wizards' guild which professor Jiksap, whom I've been looking forward to working with, is also a member of. ...I'll talk more when I can walk.
((Welcome aboard))
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: ironsnake345 on July 19, 2016, 11:30:58 pm
((Poorly disguised? C'mon, man, don't beat yourself up. That post was wearing the mustache of perfect disguise!))
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: thegamemaster1234 on July 20, 2016, 10:26:32 pm
((Oh darn. I've been AFK again. Hey wait, did I manage to NOT miss a turn, despite being out for a week? Huh?? Well, it's OK that there's delays. We've been through those before.))

That was some explosion! And my armor's a bit messed up. No biggie, I've fixed much more complicated things than this... now that the battle's over, should be time to scavenge the battlefield, eh?

Look about the scene, wander a bit. Pick up anything that appears useful, perhaps whatever's left on Eterna's corpse. Also create 3 essences, something which has waited long enough now.
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: NAV on July 21, 2016, 01:05:25 am
Begin patching everyone up with three healing spells. Chorkinaan, Skeliborn, and myself seem to need it the most.
"While I heal you can someone please tell me what this "Eternity" we fought for is?"

Dreamerghost, is it possible to change affinities? Because I want to change my summoning affinity to something else for a few reasons. Perhaps a half refund (5 shards towards a new affinity) is fair?
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: ironsnake345 on July 21, 2016, 01:36:35 am
You mean you don't know? What self-respecting all-powerful wizard doesn't know what Eternity is? You know that big glowing boulder which exploded on me? That's eternity. It was once called magmastone because it literally never stops being hot, but before long people like you and me realized that it's a material used in the tools of gods; it is an infinite source of just about every type of energy there is, and even a small amount is a potent energy source for any invention ever, and one which will never run dry. It's about as valuable as pure adamantine! We happen to have a very LARGE amount of eternity as spoils. Half of it exploded all over me, yes, but the half that didn't is still a significant amount.
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: H4zardZ1 on July 21, 2016, 04:31:42 am
((Do my speedy golden throne of gold affinity blew up in the explosion? I can't get that thing yet, but Jigsap might find that thing useful for transportation or for golden machinery.))
3 essences, go Northeast.
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: DreamerGhost on July 21, 2016, 09:47:24 am
Dreamerghost, is it possible to change affinities? Because I want to change my summoning affinity to something else for a few reasons. Perhaps a half refund (5 shards towards a new affinity) is fair?

Nope. You'll have to either kill people or set out on some pretty legit questing to do that.

((Do my speedy golden throne of gold affinity blew up in the explosion? I can't get that thing yet, but Jigsap might find that thing useful for transportation or for golden machinery.))

*rolls* It's slag. Possibly magical slag but slag nonetheless.
Title: Re: Roll to Magic: Turn 171 Explosive Finale
Post by: XXXXYYYY on July 21, 2016, 02:42:29 pm
If there remains danger, grab what is possible to carry and try to escape -- now is not the time to fight, and doing so would be risky with the current state of affairs.
If there is not, take the time to conduct the basic funeral rites for the fallen, collect the remains of both the beast and the items, and weave a spell to increase the chance of us escaping unmolested.
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: DreamerGhost on July 21, 2016, 07:56:09 pm
Turn 172

Well that was interesting.

Poke the column.

The column is solid, and entirely airproof. Depending on how well the healing aura works, this could mean either death or hideous torturous pain in near future. Things were not looking good for Magus N.A. if he decided to stay.

"mmmmmm...."

check if the room has been used. if it looks vacant, claim it for myself. and start covering the walls with metal.

Spoiler (click to show/hide)

The room appears to be unused, or if it was used, there are no traces left of it. There is no mess of misplaced and forgotten objects of drink spills that would signify that anyone ever lived here. Deciding that it was good enough, Flare began his work on covering the walls with metal. Might look like a prison cell, but at least it will cover the unearthly glow. The trouble appeared when Flare flexed his magical muscles and they responded by encasing his hands in slabs of lead. Between the weight and the surprise Flare fell flat on the ground.

Approach the brighter hallway, and examine the group of skeletons.

Spoiler (click to show/hide)

Duritarum decided that if he was going to stay here for any extended period of time, it would be really beneficial to learn about the skeletons that wandered here. A group of four was in the corridor, where they seemed to have channeled a ritual that conjured a wisp of purple that disappeared into the floor. The group then separated and two of them turned back to walk the corridor Duritarum had sneaked in. They were just fast enough to notice Duritarum standing there. Both began channeling that appeared to be fireballs in their hands.

{You are fighting Green fire skeleton and Red fire Skeleton.}

"My waspen friends, the time has come to heed your ruler's bidding."

Call all wasps in the nearby vicinity to me, to await further instruction.

Use all essences in the spell and lesser blood power.

Create 2 essence after the spell.

((Im new to this, so please tell me if I make any mistakes with spells/rules))
Spoiler (click to show/hide)

Easter Sunday conjured a sound akin to a horn that sent the grass reeling around him. Soon, clouds of wasps rose from the grass and began swarming around him. The buzzing that would have sounded menacing to most others as a promise of impending pain was joyous and familiar to Sunday. Then blood magic exacted its price, causing him to fall to the ground as his nerves burned with pain.

Form 2 more essences and leave the tower, going northwest.
Spoiler (click to show/hide)

Cuberac conjured some more of his power and left the tower. It was a structure that closed and opened its entrance with no warning, and he was going to take this chance to leave it. There might not be another. He went far, almost reaching the snow covered hills.

"As they say, art is an explosion. And James created quite a good one."

Turning attention back to his sparking fingers, Kahel thought of the possible uses for a moment - right before remembering his current state. Surely, raw magic gained from octarine, would make possible a healing spell!

Generic healing spell. Two essences if successful, try to mitigate damage if not.
Spoiler (click to show/hide)

Kahel wondered about what to do with the newfound power, but was soon interrupted as he moved his hands to inspect them closer and was stopped by pain. This whole terribly injured thing was not in any way wanted and thus the spell he chose was a healing one. Magic surged through his body, calming the mind and clearing away the salt that clogged the mana pathways, interrupting spells.

4 more essences before I dare to do anything about that accumulated power.
Spoiler (click to show/hide)

Shias continued replenishing his depleted stores of power as he pondered what to do next. There were few possibilities here, however it was better to prepare for them. High density magic was not particularly stable, and any leaks could be absolutely catastrophic.

3 essences, go Northeast.
Spoiler (click to show/hide)

Surg ignored the chance for some rare insect capture and rushed off northeast. He had a purpose and alchemy was not something important enough to have any place in his mind. He made good time, even though mountains slowed him down somewhat. Before him opened a plain dotted by many small flames. Vents of gas opened here from somewhere deep underneath, burning and heating the surrounding land.

pick up my new blob and head to the strange place next to the eldritch zone. three essences.

Spoiler (click to show/hide)

Clownman packed up the balloon of incompetence as best as he could, and walked off towards the burning plans near the eldritch fields. He stood on a cliff looking over the fires from a safe distance, noticing that he was not alone overlooking the fires.

That was some explosion! And my armor's a bit messed up. No biggie, I've fixed much more complicated things than this... now that the battle's over, should be time to scavenge the battlefield, eh?

Look about the scene, wander a bit. Pick up anything that appears useful, perhaps whatever's left on Eterna's corpse. Also create 3 essences, something which has waited long enough now.
Begin patching everyone up with three healing spells. Chorkinaan, Skeliborn, and myself seem to need it the most.
"While I heal you can someone please tell me what this "Eternity" we fought for is?"

Dreamerghost, is it possible to change affinities? Because I want to change my summoning affinity to something else for a few reasons. Perhaps a half refund (5 shards towards a new affinity) is fair?
If there remains danger, grab what is possible to carry and try to escape -- now is not the time to fight, and doing so would be risky with the current state of affairs.
If there is not, take the time to conduct the basic funeral rites for the fallen, collect the remains of both the beast and the items, and weave a spell to increase the chance of us escaping unmolested.

Chorkinaan blinked the blurs out of his eyes, and waited for his head to stop spinning. Finally, groaning in pain, he looked to the cluster of fellow wizards who had survived the blast, and waved with the arm which still had feeling besides intense pain.

Oooooooaaah... Hi, everyone! ...I made it! ...I'm not okay. I have, like, one good limb. ...I think I'm mutating, a little bit. I saved the loot! ...Most of it, anyway. ...I hope you all made it out better than me. ...I'm gonna start patching myself up in a moment! ...owww

I should be out of essences, and living limb/joint replacements are not to be trifled with, so send my magic through my body to feel for where the bones are broken, then create three essences. Watch any mutations which occur, and watch them closely. Also, ascertain where the remaining half of eternity is in comparison to me.

Thank the gods, my bandage is still in place.
Oh my g-d! Oh my [insert bad language here]! It all blew up. Everything blew up!

Still at least everyone survived.
(Quickly does head-count)

Wait a minute. Where's Dest Eternal? Did he... I'm so sorry Eternal. I couldn't prevent your death. I will make sure to make a proper grave for you when all is said and done.

To start, divide Eterna's shards among the remaining members of Toam.

Next up we should deal with the elephant in the room, dividing the eternity. At this point everyone here has played an important role in taking down the Bigholder and protecting each other from harm. Therefore I think that we should divide the Eternity equally among everyone present.
Divide the Eternity equally among everyone here.
Last of all I would like to invite all those who are not currently part of Toam to Toam.

Also make 3 essences.
Spoiler (click to show/hide)
Jiksap peeled himself off the rocks he was stuck in and shambled back towards where explosion had happened. The place where Eterna had died looked entirely the same as the rest of the charred, half molten landscape, however there was a yellow patch on it. Coming closer, Jiksap decided that this was probably not the place where Eterna had died but where his throne was, which was now a square meter and a bit of gold slag. It would seem that not even soul shards survived the explosion.

James meanwhile was busy tending to the wounded. He was spreading his healing spells out to make sure nobody died while he was focused on some one single person. Chorkinaan's skin regenerated by Jame's magic, but Skeliborn's bleeding refused to be tamed. James himself lost the cough, and began thinking that this was seemingly going quite well. Then he lost consciousness as poison reached the brain.

Gambler looked around the scene. The thaumaturgical explosion left a massive crater of molten rock, possibly magical molten rock, and an even larger ring of completely glassed ground around it. There was nothing of any value left here, with the exception of Eternity. Gambler and Skeliborn split it apart with great care, carving out to each mage a sizable chunk. Not quite a legendary prize as the whole thing would have been, but very useful nonetheless. Skeliborn spread the chunks out to the mages, spreading around his blood and propaganda as he went.

Chorkinaan was having some unique experiences. The spell he weaved to check for broken bones fizzled out, possibly intimidated by the task before it. The wild magic in his body finally settled, possibly moved by the fizzling spell, and attached itself to his bones. The bones began knitting themselves together, moving and changing surrounding muscles as they went. Extra joints appeared on Chorkinaans hands and legs, allowing them to bend in angles unimagined by even masters of yoga.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 21, 2016, 07:57:09 pm
Sorry gents, I got distracted by internet again. PM's come tomorrow.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: Zormod on July 21, 2016, 08:09:17 pm
Continue moving northwest, create 2 essences.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: vishdafish on July 21, 2016, 08:17:25 pm
Order my swarm of wasps to go hunting for creatures and bring the bodies back to me. Create 4 essence.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: NAV on July 21, 2016, 08:23:00 pm
Wake up and get rid of that damn poison with 5/5 essences.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: ironsnake345 on July 21, 2016, 09:18:29 pm
((The map seems to be missing. Also, should the eternity be listed in our inventories?))

Oh? A-ha! That's one lucky mutation! Well, if I'm interpreting what I'm hearing correctly, it sounds like we lost somebody. My deepest apologies. Either way, excellent work, everybody. That was almost a cataclysmic disaster, but the disaster only ended up being mildly catastrophic. I shudder to think what would've happened if the beholder got the rest of that eternity. Now, then, it looks like the poison is starting to get to James. You there, I believe you go by The Gambler? Can you cast a spell which will improve James' luck with the poison? Besides that, if we're all a team now, we might want to go someplace secure. If that tower is yours, I don't think it'd be a good place to go; last I saw, some weird man who couldn't stop singing painted an opening on the gates. I can only imagine what chaos has been happening since then.

Chorkinaan stands up, still warily watching all mutations, and experimentally attempts to bend his knee and elbow the wrong way. +4 essences.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: endlessblaze on July 21, 2016, 11:28:09 pm
-check if I can still move my hands. if not, tear the lead apart-
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: Gonchon on July 21, 2016, 11:55:21 pm
greet the guy I see! using 2 1/1 essences and one 1/2 essence, make my balloon animate.
((question: do the items in a ritual  not matter as long as they relate to the ritual or do the items used effect the outcome?))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: thegamemaster1234 on July 22, 2016, 02:11:21 am
greet the guy I see! using 2 1/1 essences and one 1/2 essence, make my balloon animate.
((question: do the items in a ritual  not matter as long as they relate to the ritual or do the items used effect the outcome?))
((Items do not affect the outcome of a ritual. They are merely there to add power to the ritual and to provide backup in the case of instability.))

The loss of Eterna was great. Sure, Jiksap never knew him very well, but his powers, while crude in comparison to his own, were quite useful indeed. And that golden throne was almost a decent artifact. Oh well. On the bright side, this piece of Eternity should prove interesting... as fuel, it is known to be quite potent. But does it have other uses? Jiksap was never one to follow tradition.

Examine my piece of Eternity. Can it be used for something other than fuel? Create 3 more essences.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: ironsnake345 on July 22, 2016, 05:15:50 am
((If you could find a way to destabilize it, I bet bolts or bullets made from destabilized eternity would prove quite deadly. Whether they'd explode violently on impact or mutate the opponent, I'm not sure. I'd run these ideas by the wizards, though; I've got some things I can't tell you OOC (that is, I'd feel bad if I didn't say them IC and instead did so OOC) which might turn you off of that idea.))
Title: Re: Roll to Magic
Post by: Prismatic on July 22, 2016, 06:33:46 am
((And I'm back. Hopefully for good this time.))

Spoiler (click to show/hide)

Xom made good use of his opponent’s precarious position to blast him with raw magic. Bernardo cried out as his back warped into wounds, but it seemed that long years of using order magic left him with a bit of resistance. The wounds were certainly painful, but they did not look lethal. Yet the agitated ground refused to let go of Bernardo, leaving him writhing in pain and unable to return the favor.
Obliterate Bernardo.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: star2wars3 on July 22, 2016, 08:20:53 am
((DG, you may want to want to fix the spreadsheet.

Currently I should be down 3 or so eldritch throwing knives and everyone who fought the bigholder should have an equal sized chunk of eternity))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: thegamemaster1234 on July 22, 2016, 08:42:30 am
((DG, you may want to want to fix the spreadsheet.

Currently I should be down 3 or so eldritch throwing knives, the mages of TOAM should each have an extra shard, and everyone who fought the bigholder should have an equal sized chunk of eternity))
((Keep in mind that he said Eterna's soul shards were destroyed in the blast. Nobody got any shards out of this, from what I can tell.))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: star2wars3 on July 22, 2016, 09:21:01 am
((DG, you may want to want to fix the spreadsheet.

Currently I should be down 3 or so eldritch throwing knives, the mages of TOAM should each have an extra shard, and everyone who fought the bigholder should have an equal sized chunk of eternity))
((Keep in mind that he said Eterna's soul shards were destroyed in the blast. Nobody got any shards out of this, from what I can tell.))
((Excuse me while I retcon))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 22, 2016, 05:55:56 pm
((DG, you may want to want to fix the spreadsheet.

Currently I should be down 3 or so eldritch throwing knives, the mages of TOAM should each have an extra shard, and everyone who fought the bigholder should have an equal sized chunk of eternity))
((Keep in mind that he said Eterna's soul shards were destroyed in the blast. Nobody got any shards out of this, from what I can tell.))
((Excuse me while I retcon))

I left some of the charsheet updating for after I am done with PM's. Also updated Legend, neglected as it was last few turns.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: FallacyofUrist on July 22, 2016, 07:03:06 pm
((... I liked my character. Oh well.))
Muse: Keep punching.
((Now then.))

Name: Damond
Affinity: Punches
Spoiler: Spells (click to show/hide)
Description: In which a boxer punched a mage to death and absorbed his soul into his fists.
STR: 3(2+1 from END)
DEX: 0
SPD: 0
END: 6(gives 1 STR also)
POT: 0

First action:

"Ah, I have arrived! Soon I shall punch somebody! HAHA!"

Crush 4 shards for +1 POT, explore area, make 3 Punches essences.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: Elephant Parade on July 22, 2016, 07:06:26 pm
Force enemy to only attack with punches
Hmm.

Quote
Make self immune to punches
HMM.

Quote
Punch item into existence or out of existence
I'm sorry, what

Quote
LOTS AND LOTS OF MAGICAL PUNCHES(fire punch, frost punch, mind control punch, healing punch, earthquake punch...)
glad we could end on a high note; for a moment, I thought your last power would be reasonable

I will be incredibly surprised if this makes it in un-nerfed.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 22, 2016, 07:06:51 pm
((... I liked my character. Oh well.))
Muse: Keep punching.
((Now then.))

Name: Damond
Affinity: Punches
Spoiler: Spells (click to show/hide)
Description: In which a boxer punched a mage to death and absorbed his soul into his fists.
STR: 3(2+1 from END)
DEX: 0
SPD: 0
END: 6(gives 1 STR also)
POT: 0

First action:

"Ah, I have arrived! Soon I shall punch somebody! HAHA!"

Crush 4 shards for +1 POT, explore area, make 3 Punches essences.

((The muse was there for one punch only, though it could had done some terrible things. Which it did, though not max terrible.))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 22, 2016, 07:10:20 pm
Force enemy to only attack with punches
Hmm.

Quote
Make self immune to punches
HMM.

Quote
Punch item into existence or out of existence
I'm sorry, what

Quote
LOTS AND LOTS OF MAGICAL PUNCHES(fire punch, frost punch, mind control punch, healing punch, earthquake punch...)
glad we could end on a high note; for a moment, I thought your last power would be reasonable

I will be incredibly surprised if this makes it in un-nerfed.

Oh. I had missed the spell list. Tell you what, If you have watched One Punch Man, there is your available spell list. If not, you should watch it, it's great. Basically, anything that begins and ends at your fist meeting something at a velocity is in your spellbook. You can change the velocity and the something and your fist can be enchanted in itself but not transmit any actual magic to the something.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: FallacyofUrist on July 22, 2016, 07:17:42 pm
((Yeah sure, though I would like to argue for one more spell type: punching anything(concept, soul, air, normally intangible things).))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: vishdafish on July 22, 2016, 07:37:11 pm
((Might as well change your affinity to "music" like ATHATH.))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: thegamemaster1234 on July 22, 2016, 10:09:38 pm
-cool character snip-
((What about PUNCHcards? Beating people to the PUNCH? Hey, wasn't there that song about 99 bottles of PUNCH on the wall?
...I'm sorry, the non-combat uses of the word PUNCH are just too hilarious. And I haven't even said the PUNCHline yet! ...Oh wait.

This'll be interesting.))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: H4zardZ1 on July 23, 2016, 01:40:19 am
((I smell the "I cast Fist" meme.

To be fair, i also thought "Midas's Fist" and (DCSS refrence)"Lehudib's Crystal Fist".))

((Oh, and did i forget that i once said "Cover your fist with your affinity and apply to opponent's face"?))
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 23, 2016, 06:45:26 am
((Yeah sure, though I would like to argue for one more spell type: punching anything(concept, soul, air, normally intangible things).))

Sure, that works under "enchant own fist"
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: BlackHeartKabal on July 23, 2016, 07:03:52 am
Attempt to shape the bar into a large crescent and bisect the skeletons.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: star2wars3 on July 23, 2016, 12:11:22 pm
Skeliborn

Action:
make 4 essences
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: AoshimaMichio on July 23, 2016, 02:03:43 pm
Cancel the ritual and store accumulated power into remaining sacrifice like talked over PM.
Use essences: 2 +1 POT and 2 +1/+1.
Can't afford to fail here.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: ATHATH on July 23, 2016, 05:07:00 pm
Retroactively spawn in on turn 171 and perform my auto-actions on each turn from then until the present.

What exactly is happening with FoU? From what I can tell... He's silenced and possibly mind-controlled?

Emit the Artist's Call, a call that sounds quite like the death moans of a blue whale, that can only produced by true artists. This is a mundane action, by the way.

If FoU is still silenced, use Major Blood Magic to give him the ability to speak, but only in 90's song lyrics (the extent of my power only goes so far).

If the Muse (?) is still tormenting FoU, use a magically boosted (4 +1/+1 essences) song to appease it enough for it to stop tormenting him.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: ATHATH on July 23, 2016, 05:08:36 pm
Also...

Yay, I killed someone, knocked someone else unconscious, and gave a third guy Ebola!
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 23, 2016, 05:10:01 pm
Retroactively spawn in on turn 171 and perform my auto-actions on each turn from then until the present.

What exactly is happening with FoU? From what I can tell... He's silenced and possibly mind-controlled?

Emit the Artist's Call, a call that sounds quite like the death moans of a blue whale, that can only produced by true artists. This is a mundane action, by the way.

If FoU is still silenced, use Major Blood Magic to give him the ability to speak, but only in 90's song lyrics (the extent of my power only goes so far).

If the Muse (?) is still tormenting FoU, use a magically boosted (4 +1/+1 essences) song to appease it enough for it to stop tormenting him.

The retroactive adding offer timed out the moment Turn 172 came out. As you can guess from FoU's new character sheet, Mista J is dead.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: ATHATH on July 23, 2016, 05:14:54 pm
Aw.

Search for a friend. Perform my auto-action.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 24, 2016, 07:58:06 pm
Turn 173

Continue moving northwest, create 2 essences.
Spoiler (click to show/hide)

Cuberac headed out into the snow fields to the northwest. He took one step and stopped. It was as if an invisible wall had been drawn in the snow, separating livable part of the island and the absolutely uninhabitable climate of the snow fields. It was cold enough to freeze to death in minutes, not to mention that any sort of expedition into the snow would be exceptionally slow due to both the cold and the terrain.

Order my swarm of wasps to go hunting for creatures and bring the bodies back to me. Create 4 essence.

Spoiler (click to show/hide)

Easter Sunday sent out his wasps and began focusing power while they were gone. The wasps soon returned carrying small animals and insects. Even though the swarm could fell even a fairly large creatures, there was a limit on what they could carry even as a team. The largest creature wasps managed to carry back was a rather fat rabbit. Some of the wasps did not return, presumably captured by their desired prey. Luckily, as Sunday's magic scattered after escaping his hands it caught onto several other wasps, which congregated on the collected meat, only to join into the swarm, captured by magic keeping it together.

Wake up and get rid of that damn poison with 5/5 essences.
Spoiler (click to show/hide)

James woke up from a half dream he had sunken into and shook his head to get back to full consciousness. That was dangerous, he could had very well had never woken up from such a nap. Not willing to have to test this ever again, James purged all poison from his system. It congealed on nearby grass as greenish goo.


Oh? A-ha! That's one lucky mutation! Well, if I'm interpreting what I'm hearing correctly, it sounds like we lost somebody. My deepest apologies. Either way, excellent work, everybody. That was almost a cataclysmic disaster, but the disaster only ended up being mildly catastrophic. I shudder to think what would've happened if the beholder got the rest of that eternity. Now, then, it looks like the poison is starting to get to James. You there, I believe you go by The Gambler? Can you cast a spell which will improve James' luck with the poison? Besides that, if we're all a team now, we might want to go someplace secure. If that tower is yours, I don't think it'd be a good place to go; last I saw, some weird man who couldn't stop singing painted an opening on the gates. I can only imagine what chaos has been happening since then.

Chorkinaan stands up, still warily watching all mutations, and experimentally attempts to bend his knee and elbow the wrong way. +4 essences.
Spoiler (click to show/hide)

Chorkinaan looked himself over and checked his newly gained joints. They seemed more flexible than natural ones, which probably meant that they were also more fragile. But this was far better than he had expected. This was good, possibly even great, considering the injuries he was no longer suffering from. Then an essence decayed and it all went wrong. The physicality magic combined with the remnants of thaumic activity in his body made tho whole thing... unstable. From now on, any magic overflow could result in some unexpected and unwelcome additions.

{Unstable form - All spell fails cause random mutations instead.}

-check if I can still move my hands. if not, tear the lead apart-

Spoiler (click to show/hide)

Flare checked the sturdiness of his new lead mittens (Wizardly equivalent of cement shoes), and found that he indeed had no way of moving his hands. Luckily, unlike lesser wizards, this was not preventing him from casting. Lead split apart, leaving Flare free with not a mark of his recent imprisonment on him.

greet the guy I see! using 2 1/1 essences and one 1/2 essence, make my balloon animate.
((question: do the items in a ritual  not matter as long as they relate to the ritual or do the items used effect the outcome?))

Spoiler (click to show/hide)

{The items do not affect the outcome}

Clownman shouted a greeting to fellow cliff watcher, but the other mage failed to respond. But it would not do to be sad about this. Not when there were balloons to be made! Clowman added animate modification to his incompetence balloon and causing it to float as the real thing.

The loss of Eterna was great. Sure, Jiksap never knew him very well, but his powers, while crude in comparison to his own, were quite useful indeed. And that golden throne was almost a decent artifact. Oh well. On the bright side, this piece of Eternity should prove interesting... as fuel, it is known to be quite potent. But does it have other uses? Jiksap was never one to follow tradition.

Examine my piece of Eternity. Can it be used for something other than fuel? Create 3 more essences.

Spoiler (click to show/hide)

Jiksap examined his piece of Eternity. He calculated that it contained energy equivalent to about 17 POT. Of course, that was not all it was good for. Eternity could be changed without too much trouble into any other material, or be used raw to repair and improve any tech in ways that would usually require extremely complex machinery. There were more uses, probably, but they eluded Jiksap's mind at the moment.

((And I'm back. Hopefully for good this time.))

Spoiler (click to show/hide)

Xom made good use of his opponent’s precarious position to blast him with raw magic. Bernardo cried out as his back warped into wounds, but it seemed that long years of using order magic left him with a bit of resistance. The wounds were certainly painful, but they did not look lethal. Yet the agitated ground refused to let go of Bernardo, leaving him writhing in pain and unable to return the favor.
Obliterate Bernardo.

{Huzzah! The only mage to attempt murder in last twenty turns returns!}
Spoiler (click to show/hide)

Xom pulled back his fist, charged it with fell energies and brought it down on incapacitated Bernardo's skull. There was a very decisive sounding crack of bone shattering and even more decisive bones of spike springing up to all sides from the point of impact. Xom took ten shards off the now corpse of the brave officer of law, and felt triumph. He also felt that he had forgotten something. Loud roar from somewhere behind reminded him what and he turned just in time to see the beast turned into dust. The pyramid, missing a few blocks and having lost a fair bit of it's glow, turned from the pile of dust that was the beast towards Xom.

Attempt to shape the bar into a large crescent and bisect the skeletons.

Spoiler (click to show/hide)

Duritarum charged at the skeletons, allowing them to get perfect shots at him. Flames washed over Duritarum, singing his eyebrows off, but otherwise merely warming him up. The bar of bloodstone extended in length, but otherwise did not change. It didn't need to change much to be effective against skeletons, however, and it was mace like enough to inflict some serious damage, that is to say, knock the skull of one skeleton. The bar of bloodstone continued through it's arc and impacted against a wall of amethyst, the shock enough to knock the bar out of Duritarum's hands.

Skeliborn

Action:
make 4 essences


Spoiler (click to show/hide)

Skeliborn stopped to rest a bit. He brushed sweat off his eyebrows, the fight was  tiring and his body was busy fixing what damage was caused by overexertion. ut as he looked as his hand, it was not sweat. It was blood. By now, Skeliborn was bleeding out of his ears eyes and nose. Patches of skin sprouted droplets of blood. If this continued, he'd run out in a few minutes.

{Bleeding out, 3 turns left.}

Cancel the ritual and store accumulated power into remaining sacrifice like talked over PM.
Use essences: 2 +1 POT and 2 +1/+1.
Can't afford to fail here.

Spoiler (click to show/hide)

Shais exhaled heavily. The effort of moving so much power was extensive, and he feared that if there was more, he hadn't been able to manage this. But it was done, and now he could try again without starting from scratch. Alternatively, if things went south, he'd have one last trick up his sleeve.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: DreamerGhost on July 24, 2016, 08:00:04 pm
Aparently, today was the day of Starcraft tournaments. And they interest me greatly, even if I don't play the game. 14 hours of straight streaming.

PM's and new people coming in tomorrow.

Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: vishdafish on July 24, 2016, 08:18:04 pm
((Do rabbits have shards?))

Order wasps to start building a massive hive and create 4 essence.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Whisperling on July 24, 2016, 08:22:20 pm
((Do rabbits have shards?))

Order wasps to start building a massive hive and create 4 essence.

((Only mages, for the most part. There've been a few other things that are shard-worthy, but they were a colossal worm and a dragon, respectively.

[The dragon didn't actually form any shards, but it was mentioned that the heart could be converted into a pretty measly amount.]))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: vishdafish on July 24, 2016, 08:24:37 pm
((Ah, I feel kinda stupid for asking that question now))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Whisperling on July 24, 2016, 08:34:28 pm
((Ah, I feel kinda stupid for asking that question now))

((Don't worry about it. Happens to the best of us.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: TheBiggerFish on July 24, 2016, 09:06:03 pm
Bother.  If it's made of aether...

Well, attempt to dispel the decorative column.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: ironsnake345 on July 24, 2016, 10:03:57 pm
Ooh! Well, that's... Going to do a thing or twenty. Here's hoping I don't end up some twisted abomination.
So, fellows, do we have a plan of what to do next, besides saving that guy from bleeding out? And by out, I mean out of every orifice? Should we try and reclaim the tower? Build a new fort? Have tea? What's next?
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: ATHATH on July 24, 2016, 10:08:33 pm
((What is toam?))
Basically, it was the Triad's counter-group to the Forces of Evil and Chaos's Elite Squad (F.E.C.E.S.), a group of three mages that were determined to usurp the position of the current top wizards (the Triad, which was made up of James (NAV), Sarrak, and Jase (Beirus)). One of them was Marcus, my former mind-mage/necromancer/cultist that attempted to turn the Tower's mind-wipe field into a weapon and came back from the dead with the Orb of Many Paths, another was Armok's character, a demonologist, and the final one was Old King Coal, Fallacy of Urist's former tyrannical overlord/bone mage that abused the wording of a Mimic Heart to turn into a Prismatic Dragon (a creature that can go toe to toe with gods and win) and destroyed the previous island. We had a Quicktopic and everything, and there were going to be jet crashes and vampiric transformations and revenge and...

Ah, good times, good times...
Title: Re: Roll to Magic: Turn 171 Explosive Finalle
Post by: Whisperling on July 25, 2016, 12:46:53 am
Sarrak

((Crimson, actually. Not to say that Sarrak is weak or anything, but he wasn't exactly a triad member in the first place, and he lost his stuff coming to the new island.

Although, come to think of it, the power difference between the triad and everyone else has changed a bit. Not a ton, exactly, but I bet it would be interesting to see the "growth" rate of newer players as compared to the originals.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Beirus on July 25, 2016, 01:42:41 am
((I always thought the Triad just referred to the fact that Jase, James, and Crimson are the only three mages left of the original ten who first appeared on the island. Also, as far as I'm aware, the Triad never had anything to do with TOAM's formation. I thought James joined after the group of people ran off to the eldritch portal.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Whisperling on July 25, 2016, 01:50:17 am
((I always thought the Triad just referred to the fact that Jase, James, and Crimson are the only three mages left of the original ten who first appeared on the island. Also, as far as I'm aware, the Triad never had anything to do with TOAM's formation. I thought James joined after the group of people ran off to the eldritch portal.))

((Yeah, Skelliborn was the one who started TOAM. James didn't have much to do with it until joining, and Jase or Crimson actually may not have heard of it IC.

Triad does kinda refer to your being the first, but it carries some pretty heavy implications of power as well. You guys are by far the strongest mages currently alive.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Sarrak on July 25, 2016, 02:18:25 am
Kahel could not help but space out for a bit after successful healing. This had so many implications! He could start a magical bar someday, for example. And this was by far the mildest of ideas that came to his mind!

Seeing poisonous clouds dissasipate and noticing several figures of mages, Kahel confirmed their identities as non-murdeous ones - which was especially true with Eterna gone, considering Kahel's unfortunate attempt to kill him. Hm... Yes. A new hunt must be started after period of recuperation. Also, to find demon and see if he'll follow once again.

Come closer to the mages while trying to replicate octarine juice for trade purposes. Also, two essences [Liquid].
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: AoshimaMichio on July 25, 2016, 04:29:16 am
((DG: Charsheet doesn't appear to be up to date.))

Find the druid I chatted with earlier and question him about this scourge of ground swimming monster mouses or whatever they are. Their origin, weaknesses, strengths, what they have tried to fix it, what's planned next, ect. What other noteworthy things are in this forest?
Make 3 essences.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: star2wars3 on July 25, 2016, 10:40:58 am
Ooh! Well, that's... Going to do a thing or twenty. Here's hoping I don't end up some twisted abomination.
So, fellows, do we have a plan of what to do next, besides saving that guy from bleeding out? And by out, I mean out of every orifice? Should we try and reclaim the tower? Build a new fort? Have tea? What's next?
I actually do have an idea of a massive spell ritual for us to do at some point, but its going to take a ton of essences from every mage involved as well as the choice of 3+ items for the ritual with considerable power just to set up for the spell. In the meantime I would recommend essence crafting.((I will create a quicktopic on this asap))
((My meta: irl I'm leaving on a trip where I will have no way to contact society for about a week and a half starting wednesday. Another effect of this is that essentially, my 3 turn limit to heal my wounds has been reduced to just this turn))


((If no one posts an action which heals me by the time I need to leave then I will have no choice but to transfer skelliborn's conscience/mind into a blade. While I can think of 10 or more ways for that spell to go wrong, It would allow for my mind to be transferred again should a suitable body be created))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: ironsnake345 on July 25, 2016, 02:06:36 pm
((I think me and Jiksap can help you with that.))

Sounds like a plan. But maybe we should take that elsewhere? I mean, eldritch fields aren't exactly the nicest place to stand around creating essences. Like I said, we could try to reclaim and/or secure that tower that popped up near the portal, which since nobody has bothered to correct me on I am assuming I was correct in the assumption that it belongs to TOAM, or maybe just head someplace where the grass is less purple. It's unwise to hang around in eldritch climes for long.

3 essences
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Zormod on July 25, 2016, 02:13:45 pm
Summon a cluster of generic cubes.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Gonchon on July 25, 2016, 03:08:06 pm
make four essences, then make my balloon into a balloon animal using my expert clown skills! poke the inactive unresponding guy with a finger.
(( I don't think I know how modifiers work- I keep on using essences to counteract the maluses, but it seems that they don't show up in the first place. were they changed and the OP wasn't updated or something?))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: endlessblaze on July 25, 2016, 03:08:49 pm
Mmmmmm

meditate.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: BlackHeartKabal on July 25, 2016, 04:48:26 pm
Take the serrated sword to the other skeleton and rip him apart.
Title: Re: Roll to Magic: Turn 172 Loot and Exploration
Post by: DreamerGhost on July 25, 2016, 07:13:24 pm
Take the serrated sword to the other skeleton and rip him apart.

You haven't got a serrated sword. You had a lead bloodstone pipe, which you dropped.

(( I don't think I know how modifiers work- I keep on using essences to counteract the maluses, but it seems that they don't show up in the first place. were they changed and the OP wasn't updated or something?))

They are still there, but I usually don't write them down because in most cases -1 doesn't do much due to essences involved. IN your animation spell there was no -3 because you were not making an item with animate modifier, animating the balloon was the whole spell.

Name: Damond
Affinity: Punches
Description: In which a boxer punched a mage to death and absorbed his soul into his fists.
STR: 3(2+1 from END)
DEX: 0
SPD: 0
END: 6(gives 1 STR also)
POT: 0

First action:

"Ah, I have arrived! Soon I shall punch somebody! HAHA!"

Crush 4 shards for +1 POT, explore area, make 3 Punches essences.

Spoiler (click to show/hide)

Portal flared to life and from it stepped Damond, a practitioner of highly unusual type of magic and a member of mysterious and distinguished clan of Muscle Wizards. He flexed upon entering, loosening up his muscular frame and looked around.

Aw.

Search for a friend. Perform my auto-action.

{For future reference, please just copy-paste the actual action so that I wouldn't need to search for it. Also, I am not going to do any auto actions besides making attacked people defend themselves.}
Spoiler (click to show/hide)

Bloodmage Jackson was second to enter through the portal, but far better known than Damond. He was known for being able to weave music that was not only magical but absolutely enchanting and for ending most of his shows as a bloodied heap of broken bones and torn muscles. He tested his voice once. He tested his voice twice. He tested his voice thrice and then both of his ears exploded.

{Bloodmage Jackson: Deaf.}
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: star2wars3 on July 25, 2016, 07:39:40 pm
((turns out that I may end up missing up to 4 turns in a row.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: FallacyofUrist on July 25, 2016, 08:42:59 pm
Damond:

"HAHA! You are funny, no-eared man! For this I spare you! Now then!"

Damond punches the fourth wall to add the d to the end of his name. More seriously, he dashes off in a random direction, making 3 Punches essences as he goes.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: DAPARROT on July 25, 2016, 11:19:13 pm
try to regain consciousness, if I do then fly to the tower in my new form
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: NAV on July 26, 2016, 01:47:17 am
Cast healing spells on Skelliborn until he is healthy (though still cursed unfortunately).
"That should help, but I don't know any way to cure your curse so be careful."
Also give him back his healing swiss army knife.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: H4zardZ1 on July 26, 2016, 02:22:13 am
((DG, did you roll for my 3 essences yet? I didn't do essences last turn))

2 spaces all northwest hex?

Also, 3 essences.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: DreamerGhost on July 26, 2016, 07:28:28 am
((DG, did you roll for my 3 essences yet?))

3 spaces all northwest hex?

Also, 3 essences.

Did you send a PM? Because if you did, I have lost it. Apologies, do resend it.

Also, does 3 spaces all northwest hex? mean you want to go northwest further?
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: H4zardZ1 on July 26, 2016, 08:44:56 am
3 spaces all northwest hex?

Also, 3 essences.

Did you send a PM? Because if you did, I have lost it. Apologies, do resend it.

Also, does 3 spaces all northwest hex? mean you want to go northwest further?

I mean because hex had direct connection to (clockwise from north) North-Northeast-Southeast-South-Southwest-Northwest, choose the direct connection to the Northwest, two times. Sorry for the 'three times', editing.

Also i didn't post last turn action, so don't mind it.
Title: Re: Roll to Magic: Turn 173
Post by: Atomic Chicken on July 26, 2016, 09:43:59 am
(( I don't think I know how modifiers work- I keep on using essences to counteract the maluses, but it seems that they don't show up in the first place. were they changed and the OP wasn't updated or something?))

They are still there, but I usually don't write them down because in most cases -1 doesn't do much due to essences involved. IN your animation spell there was no -3 because you were not making an item with animate modifier, animating the balloon was the whole spell.
Wait, what? Haven't you always applied a -3 for animating pre-existing objects?
Title: Re: Roll to Magic: Turn 173
Post by: DreamerGhost on July 26, 2016, 11:11:56 am
(( I don't think I know how modifiers work- I keep on using essences to counteract the maluses, but it seems that they don't show up in the first place. were they changed and the OP wasn't updated or something?))

They are still there, but I usually don't write them down because in most cases -1 doesn't do much due to essences involved. IN your animation spell there was no -3 because you were not making an item with animate modifier, animating the balloon was the whole spell.
Wait, what? Haven't you always applied a -3 for animating pre-existing objects?

Considering that animating pre-existing objects happened less than five times in the game (Honestly I can only remember one time when it happened off the top of my head) I don't think anyone will lose too much by this silent change. It seemed silly for me because with the -3 for enchanting existing objects there was no reason not to make the object animate in the first place.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: thegamemaster1234 on July 26, 2016, 02:36:16 pm
My word, the uses for this Eternity stuff are truly fascinating! It may come in handy later. Now, though, I need to fix up this thing. Can't go running around in disfunctional machinery!

Repair my armor using 3/3 essences (1 +1CMP, 1 +1POT, 2 +1/+1). Also create one essence.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: ATHATH on July 26, 2016, 10:09:40 pm
"Wait! Melee-looking guy! Let's make a Buffer-Fighter team!"

Make 3 more Major Blood Music essences.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: star2wars3 on July 27, 2016, 03:54:03 am
Skeliborn
Action:
Stand still in order to conserve while James heals me. Follow the group if they change locations.
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Prismatic on July 27, 2016, 05:30:30 am
((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))

Xom focused on the shards of his enemy, feeling the faint, orderly pulses of law magic resonating from the remnants of Bernardo's soul. For years, laws had worked to oppress him, limiting his magic and hindering the spread of chaos. Now, that same power was within his grasp. The power to distort laws, tear them down, and haphazardly build them anew. There was much work to be done.

Crush the shards to obtain a new affinity: Law.

"Cease fire."
Impose law magic on the pyramidal construct, ordering it to obey me.


If dominance is achieved:
Take the opportunity to rest and begin recharging magical reserves (make a maximum of 2 essences). Look around. What can I see?
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: ironsnake345 on July 27, 2016, 05:36:35 am
((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))



((Don't know about these guys, but I figured that out ages ago.))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: H4zardZ1 on July 27, 2016, 06:05:01 am
((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))
((Kek (http://crawl.chaosforge.org/Xom)))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: Prismatic on July 27, 2016, 06:10:22 am
((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))

((Don't know about these guys, but I figured that out ages ago.))
((Which is why keeping it hidden on the character sheet is no longer important.))

((Kek (http://crawl.chaosforge.org/Xom)))
((Believe it or not, I had forgotten all about Dungeon Crawl when I chose the name and only realised what I'd done several weeks later!))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: ATHATH on July 28, 2016, 03:03:55 am
((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))
((Kek (http://crawl.chaosforge.org/Xom)))
Darn, beat me to it (calling out the reference to DC:SS, that is; I don't know what "kek" means).
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: H4zardZ1 on July 28, 2016, 03:16:54 am
((I want to say "Now that i figured it out why it is named like that (As excepted)" but decided against that.

So the word "kek" is for placeholder of that and i also find it quite a bit... funny))
Title: Re: Roll to Magic: Turn 173.-0,1 To be changed
Post by: DreamerGhost on July 28, 2016, 07:53:47 pm
Turn 174

Order wasps to start building a massive hive and create 4 essence.
Spoiler (click to show/hide)

Easter Sunday sent out his wasps again, this time with an order to build a hive. They scattered, seeking wood to make the nest from. In the meantime, having not much better to do, Sunday sat down to meditate and prepare some magic for future use.

Bother.  If it's made of aether...

Well, attempt to dispel the decorative column.


Spoiler (click to show/hide)

Magus N.A. did not relish the prospect of staying caned up in the column for another minute. He reached out to the enchantment keeping him and pulled it apart with complete lack of subtlety. The column around him dissipated into purple fog, sadly, along with the enchantment that marked him as a part of Tower's systems.

Kahel could not help but space out for a bit after successful healing. This had so many implications! He could start a magical bar someday, for example. And this was by far the mildest of ideas that came to his mind!

Seeing poisonous clouds dissasipate and noticing several figures of mages, Kahel confirmed their identities as non-murdeous ones - which was especially true with Eterna gone, considering Kahel's unfortunate attempt to kill him. Hm... Yes. A new hunt must be started after period of recuperation. Also, to find demon and see if he'll follow once again.

Come closer to the mages while trying to replicate octarine juice for trade purposes. Also, two essences [Liquid].
Spoiler (click to show/hide)

Kahel, deeming that it should be safe by now, began walking towards the group of mages just ahead. This was better than just an opportunity to end this pain, this was also a chance to trade with the recently enriched wizards. The trouble was, octarine juice was hard to make. Eventually, Kahel just gave up and discarded possibly poisonous yellow liquid and just went to meet the mages.

((DG: Charsheet doesn't appear to be up to date.))

Find the druid I chatted with earlier and question him about this scourge of ground swimming monster mouses or whatever they are. Their origin, weaknesses, strengths, what they have tried to fix it, what's planned next, ect. What other noteworthy things are in this forest?
Make 3 essences.

Spoiler (click to show/hide)

Shias returned to the slightly busier side of the forest and found himself a druid.  From there followed a story of the new creatures that had crept under the forest floor. They had appeared from seemingly nowhere few weeks ago and began hunting anything that moved on the ground. They can move swiftly while underground and even faster above it. They can attack from underneath even at range but above ground this ability unavailable. They are tough and armed with many sharp clawed limbs, but druids have been thinning out their numbers by dragging them aboveground and hanging them by their limbs in such a way that they couldn't cut themselves loose. Treants had been able to crush them with their considerable strength, but recently numbers of those caught by treants were decreasing rapidly, suggesting intelligence enough to learn.

((I think me and Jiksap can help you with that.))

Sounds like a plan. But maybe we should take that elsewhere? I mean, eldritch fields aren't exactly the nicest place to stand around creating essences. Like I said, we could try to reclaim and/or secure that tower that popped up near the portal, which since nobody has bothered to correct me on I am assuming I was correct in the assumption that it belongs to TOAM, or maybe just head someplace where the grass is less purple. It's unwise to hang around in eldritch climes for long.

3 essences
Spoiler (click to show/hide)

Chorkinaan was not particularly enjoying his surroundings, but that was only half of the problem. The other half was that he was for this immediate moment out of things to do, which made him think about the purple tower near the portal that was suspiciously familiar.

Summon a cluster of generic cubes.
Spoiler (click to show/hide)

Cuberac returned to before the snowline and noted how surprisingly warm it felt compared to what was just a few feet away. He conjured a bunch of green cubes, though some came with eight walls again for some reason. It was annoying how this was becoming increasingly unusual.

make four essences, then make my balloon into a balloon animal using my expert clown skills! poke the inactive unresponding guy with a finger.
Spoiler (click to show/hide)

Clownman began twisting his balloon of incompetence with loud rubber rubbing noises that seemed entirely out of place. He was not thinking too much about what balloon animal he was making, but was surprised when it turned out not to be an animal at all. It was a caricature of a devil, horns and all. Clownman shrugged and decided to go greet the other guy from closer up only to notice that he had left while he was working on his balloon wrangling skills.

Mmmmmm

meditate.

Spoiler (click to show/hide)

Flare sat down on a chair next to the table and began meditating. To meditate was to open your mind to the currents of magic, to attempt to pull in thoughts that were not entirely your own. What Flare managed to pull in was a feeling of metal, not underground but high above the sky. With enough power, he could pull some of it down here, see what it was made of, or crush what undesirable things he saw.

{Gained 4 uses of Meteor spell}

Take the serrated sword to the other skeleton and rip him apart.
Spoiler (click to show/hide)

Duritarum dived downwards towards his bloodstone rod, but mistimed the dive and got hit full in the face with the flames of the second skeleton. Maybe it was all the times when he had to reconstruct his face after experiments, but the flame rolled off harmlessly, allowing Duritarum to grab his rod and knock off skeleton's right arm.

Damond:

"HAHA! You are funny, no-eared man! For this I spare you! Now then!"

Damond punches the fourth wall to add the d to the end of his name. More seriously, he dashes off in a random direction, making 3 Punches essences as he goes.
Spoiler (click to show/hide)

Damond spun on his heel with his eyes closed for a few times, waited until the world stopped spinning around him and marched on straight forwards. What he found was swamps. Authentic leech filled puddles and swamp gas included. Then again, swamps could house trolls, basilisks and even hydras, so maybe not all possibility of a good battle was lost.

try to regain consciousness, if I do then fly to the tower in my new form
Spoiler (click to show/hide)

Magic was not to be toyed around with, it was a lesson Seva was currently learning. His everything was in pain, too much pain to move. Maybe he'd be able to move later. Maybe this would stop. But probably not.

{Regained consciousness, lost turn to pain.}

Cast healing spells on Skelliborn until he is healthy (though still cursed unfortunately).
"That should help, but I don't know any way to cure your curse so be careful."
Also give him back his healing swiss army knife.
Spoiler (click to show/hide)

James magicked all of Skeliborn's wounds closed and returned his healing swiss knife. This way, if he eve got injured again, he had at least a chance of not going down to cascade of injuries caused by the curse. With that, he was finally clear of any injured and was now free to busy himself in other ways.

2 spaces all northwest hex?

Also, 3 essences.


Spoiler (click to show/hide)

Surg left the mountain and moved on through the burning fields. Someone seemed to be shouting after him but he ignored that. The strange sights beyond fire had caught entirely too much of his attention to think much about noise. What he found was land of stone that seemed to have hundreds of cracks in it, some big some small, and from those cracks gleamed gemstones.

My word, the uses for this Eternity stuff are truly fascinating! It may come in handy later. Now, though, I need to fix up this thing. Can't go running around in disfunctional machinery!

Repair my armor using 3/3 essences (1 +1CMP, 1 +1POT, 2 +1/+1). Also create one essence.
Spoiler (click to show/hide)

Jiksap focused on his armor and sent his magic to repair the flaws it now had. Bent lines straightened, plates that were pushed out of place moved... Actually, more than required amount of plates moved all at once, leaving a few gaping holes in the armor, which immediately began leaking water.

{Suit regains +Armor}

"Wait! Melee-looking guy! Let's make a Buffer-Fighter team!"

Make 3 more Major Blood Music essences.

Spoiler (click to show/hide)

Jackson saw the bulky man speaking to him. He couldn't hear it though, it was annoying when ears were the first thing to go. The bulky man turned away and walked through the swamps with momentum of a glacier, entirely unaffected by the change in terrain. It was futile to chase, so Jackson just stayed here for the moment and continued practicing his voice. there was some trouble at first, when sound disturbed something in his blood that made him feel exhausted, but the real show started a bit later. Infrasonic sound waves could do amazing things to a human body and Jackson was feeling it as seemingly all of his bones began cracking at once.

{Cracked bones, -1END, physical damage guaranteed to break bones.}

Skeliborn
Action:
Stand still in order to conserve while James heals me. Follow the group if they change locations.


Skeliborn checked himself over to see that he had in fact stopped leaking at seams. It seemed to be fine for the moment, although if someone saw him with all the blood over him they might confuse him for a ghoul. That shouldn't be too much trouble, hopefully.

((I no longer wish to maintain a hidden affinity. DG, please reveal it to be Chaos.))

Xom focused on the shards of his enemy, feeling the faint, orderly pulses of law magic resonating from the remnants of Bernardo's soul. For years, laws had worked to oppress him, limiting his magic and hindering the spread of chaos. Now, that same power was within his grasp. The power to distort laws, tear them down, and haphazardly build them anew. There was much work to be done.

Crush the shards to obtain a new affinity: Law.

"Cease fire."
Impose law magic on the pyramidal construct, ordering it to obey me.


If dominance is achieved:
Take the opportunity to rest and begin recharging magical reserves (make a maximum of 2 essences). Look around. What can I see?
Spoiler (click to show/hide)

Xom, having finished off his nemesis, turned to the construct now seeking to order him into neat piles of dust. He wondered abut an appropriate one-liner for the situation, but between there being no one to hear it and doom pyramid approaching, he decided to skip it. Not focusing on a one-liner gave just enough time to dodge aside from a destructive light beam. It would seem that his magic was not enough to cow the pyramid, possibly due to not being Egyptian enough.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 28, 2016, 07:55:14 pm
As is becoming regrettably usual, PM's will be processed tomorrow.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DAPARROT on July 28, 2016, 08:01:46 pm
switch to my new form and fly to the tower, changing back if I get there
have my birds follow me


((map isn't working btw))
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 28, 2016, 08:05:48 pm
((map isn't working btw))

Fixed, hopefully.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: endlessblaze on July 28, 2016, 08:08:35 pm
"oh I like this........I like this a lot......"

go outside and use one metor spell. not to hit anything. just to pull it down and observe it. use an essence +1/+1
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: FallacyofUrist on July 28, 2016, 09:18:31 pm
Damond:

"Soon, soon! I shall find a good fight!"

Damond makes 3 punches essences, then looks for trouble. AKA, enemies, preferably with good loot.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Zormod on July 28, 2016, 09:35:18 pm
Make a fort from the generic cubes and summon a small hidden mobile sense-extended(sight level, if I get to choose) diamond cube. Use 2 chaotic +2/+1 essences,1 chaotic +1 CMP essence, 1 normal +1 CMP essence, and 1 normal +1/+1 essence.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: H4zardZ1 on July 29, 2016, 02:34:11 am
((Wait, you moved my char Northeast instead of Northwest? But yeah, i discovered something new, so don't fix it :P))
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: vishdafish on July 29, 2016, 05:25:35 am
((Assuming wasps will carry on building))

Make 4 essence.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: BlackHeartKabal on July 29, 2016, 09:11:17 am
Go in for the "kill" by taking off the skeleton's head, and advance.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: ironsnake345 on July 29, 2016, 11:07:43 am
((Waiting for other members of TOAM. Chorkinaan is sorely lacking anything to do.))


Chorkinaan tempts fate by playing essence roulette, and seeing what the mutation comes up with.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 29, 2016, 05:35:27 pm
Wizards and Sorcerers, Our good friend Atomic Chicken has blessed us with a Table of Contents - Links to all Turns and names of said turns all in one neat place. It is in the OP, go check it out. Look at some turns while you're at it to laugh at old shenanigans or cringe at my writing before I began using spellcheck.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Gonchon on July 29, 2016, 09:14:14 pm
increase my balloon's size to a mountable size using an 1/1 and an 1/2 essence. mount the balloon then ride to over to that island to the west/left.
((the dude I met has my name in the list of players, is this intentional or a mistake?))
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: ATHATH on July 30, 2016, 12:27:15 am
Temporarily increase my regeneration rate with therapeutic music (https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=music%20healing).

Make two essences. Walk over to punch guy.


By the way, I like the subtle rebalance that you did for blood magic (-1 penalty on the END roll for each spell that you cast in a turn with it). You might want to add it to the OP, though.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 30, 2016, 06:37:36 am
Cure my status conditions with an essence-boosted (to +3/+3) Heal Bell (http://bulbapedia.bulbagarden.net/wiki/Heal_Bell_(move))! DON'T use Blood Magic on this spell.

Make two essences. Walk over to punch guy.


By the way, I like the subtle rebalance that you did for blood magic (-1 penalty on the END roll for each spell that you cast in a turn with it). You might want to add it to the OP, though.

{Remember how we talked that you don't get to cast virtually any spell by a related song? Only sonic and mental?

Also, there was no rebalance. All consecutive rolls of the same stat get -1 for each consecutive roll.}
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 30, 2016, 06:44:20 am
((the dude I met has my name in the list of players, is this intentional or a mistake?))

He... Doesn't? I see Surg there and ctrl+f finds only one copy of either clownman or Gonchon in the charsheet.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Sarrak on July 30, 2016, 08:39:11 am
Wizards and Sorcerers, Our good friend Atomic Chicken has blessed us with a Table of Contents - Links to all Turns and names of said turns all in one neat place. It is in the OP, go check it out. Look at some turns while you're at it to laugh at old shenanigans or cringe at my writing before I began using spellcheck.
((Great to hear! I'll immerse myself in the past today, then.))

Kahel oversaw the destruction of surrounding landscape, sniffed the air a couple of time to make sure poisonous cloud dissasipated, and approached victorious mages.

"Ahem. Now that you're somewhat free, James, may I interest you in my charred arms? An experiment went wrong and, without obsidian staff, I could not change the outcome in time. I don't think I have shards currently, but we can discuss other means of payment."
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: ATHATH on July 30, 2016, 06:19:25 pm
Cure my status conditions with an essence-boosted (to +3/+3) Heal Bell (http://bulbapedia.bulbagarden.net/wiki/Heal_Bell_(move))! DON'T use Blood Magic on this spell.

Make two essences. Walk over to punch guy.


By the way, I like the subtle rebalance that you did for blood magic (-1 penalty on the END roll for each spell that you cast in a turn with it). You might want to add it to the OP, though.

{Remember how we talked that you don't get to cast virtually any spell by a related song? Only sonic and mental?

Also, there was no rebalance. All consecutive rolls of the same stat get -1 for each consecutive roll.}
Fixed!
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 30, 2016, 07:44:18 pm
Cure my status conditions with an essence-boosted (to +3/+3) Heal Bell (http://bulbapedia.bulbagarden.net/wiki/Heal_Bell_(move))! DON'T use Blood Magic on this spell.

Make two essences. Walk over to punch guy.


By the way, I like the subtle rebalance that you did for blood magic (-1 penalty on the END roll for each spell that you cast in a turn with it). You might want to add it to the OP, though.

{Remember how we talked that you don't get to cast virtually any spell by a related song? Only sonic and mental?

Also, there was no rebalance. All consecutive rolls of the same stat get -1 for each consecutive roll.}
Fixed!

{It is not better, if you read the articles the effects are only psychological. Psychology has an effect on body health, but between reduction due to AOE and general low impact of psychology, you will get nothing.}
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: FallacyofUrist on July 30, 2016, 08:16:49 pm
((Transform injuries into music(aka, insubstantial)?))
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Gonchon on July 30, 2016, 09:43:38 pm
Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: NAV on July 30, 2016, 10:33:57 pm
Wizards and Sorcerers, Our good friend Atomic Chicken has blessed us with a Table of Contents - Links to all Turns and names of said turns all in one neat place. It is in the OP, go check it out. Look at some turns while you're at it to laugh at old shenanigans or cringe at my writing before I began using spellcheck.
((Great to hear! I'll immerse myself in the past today, then.))

Kahel oversaw the destruction of surrounding landscape, sniffed the air a couple of time to make sure poisonous cloud dissasipated, and approached victorious mages.

"Ahem. Now that you're somewhat free, James, may I interest you in my charred arms? An experiment went wrong and, without obsidian staff, I could not change the outcome in time. I don't think I have shards currently, but we can discuss other means of payment."
"Don't worry about the payment, that can wait. I'll heal ya."
Fully heal Kahel, up to three spells if necessary.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: ATHATH on July 31, 2016, 02:06:13 am
((Transform injuries into music(aka, insubstantial)?))
That sounds like a really bad idea.

Do that.

With essences that total up to +3/+3, of course, as well as two extra GBM-fueled essences.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Sarrak on July 31, 2016, 12:52:34 pm
"Thanks a lot. I appreciate the gesture."

Test my body after James finishes healing by crafting three essences [Liquid].
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: ATHATH on July 31, 2016, 02:02:14 pm
What is the source of the current turn's title?
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: Prismatic on July 31, 2016, 02:09:11 pm
Continue trying to bring the pyramid under my control.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: thegamemaster1234 on July 31, 2016, 07:37:41 pm
Attempt to fix holes in armor by telling suit to do it, then if that doesn't work by fixing manually, then if THAT doesn't work by using magic again.
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on July 31, 2016, 08:01:14 pm
Turn 175

switch to my new form and fly to the tower, changing back if I get there
have my birds follow me


Spoiler (click to show/hide)

Seva reshaped his body and took to the air. He was uninjured in this form, but there was still some clouds on his mind from before. He managed to reach the edge of the swamps before pausing for a bit of a breather. There were some unexpected benefits to this, such as the joy of actually flying as a bird rather than using magic wings that were close, but not the real thing.

"oh I like this........I like this a lot......"

go outside and use one metor spell. not to hit anything. just to pull it down and observe it. use an essence +1/+1
Spoiler (click to show/hide)

Flare left the tower and climbed atop one of the walls. He focused on one of the meteors above and pulled onto the metal that was within. A bright light flared up as it approached the island. Flare followed the light with his eyes, watching as it was strangely not growing brighter, and after a while disappeared beneath the horizon. It would seem that square kilometer size island is not quite large enough of a target. Flare wondered if this was his fault or the general inaccuracy of meteor flinging, and which of the two was worse.

Damond:

"Soon, soon! I shall find a good fight!"

Damond makes 3 punches essences, then looks for trouble. AKA, enemies, preferably with good loot.

Spoiler (click to show/hide)

Damond focused some more power, some of which refused to wait and settled on his right fist, and began wandering through the swamp. There was little of interest, besides some frogs being strangely brightly colored. Then, from what appeared as an entirely unexceptional patch of wet dirt. rose up a monster. It seemed as if someone had taken a gargantuan slab of rotten meat and tried to carve it into humanoid shape, but ditched the idea halfway through. Thick bands of muscles gave it a figure that resembled a wardrobe in general shape, and its skin was covered in green and red ridges and lumps. It was a swamp troll and it seemed hungry.

Make a fort from the generic cubes and summon a small hidden mobile sense-extended(sight level, if I get to choose) diamond cube. Use 2 chaotic +2/+1 essences,1 chaotic +1 CMP essence, 1 normal +1 CMP essence, and 1 normal +1/+1 essence.

The limit of +5/+5 to a spell applies to noncombat spells too. Proceed?

((Assuming wasps will carry on building))

Make 4 essence.
Spoiler (click to show/hide)

Sunday watched with interest as wasps began making cocoons of recycled wood near the corpse pile. They stacked them one on another, making a larger structure. It was growing swiftly, though it was still quite wet, and therefore, soft. Sunday was the distracted from the nest by a strange sound that seemed to resonate with his bones, akin to some of the louder music he had heard some time ago. Strangely, it sounded like something breaking over and over.

Go in for the "kill" by taking off the skeleton's head, and advance.

Spoiler (click to show/hide)

Duritarum swiftly attacked once more, this time knocking off the head of the skeleton, leaving the rest of the body to crumple. The force of the strike was great enough to send the skull flying back into the lobby. That might be a problem later, but Duritarum wanted to see more of the place before having to fight his way out. And what a sight it was. On an altar, surrounded by four torches burning with natural orange flames, was a ruby that seemed to have a spark of light trapped within. It was a Flaming Heart, artifact that would grant the user ability to control fire.

((Waiting for other members of TOAM. Chorkinaan is sorely lacking anything to do.))


Chorkinaan tempts fate by playing essence roulette, and seeing what the mutation comes up with.

Spoiler (click to show/hide)

Chorkinaan, being a daring mage, decided to test this thaumic instability he was afflicted with. It did not take long before another essence collapsed, feeding the instability and causing it to act. Chorkinaan's hair fused into several thicker strands which then began sprouting leaves.

increase my balloon's size to a mountable size using an 1/1 and an 1/2 essence. mount the balloon then ride to over to that island to the west/left.
((the dude I met has my name in the list of players, is this intentional or a mistake?))

{The legend is fixed.}

Spoiler (click to show/hide)

Clownman picked up his balloon of incompetence, put it to his lips and exhaled. Obediently, the balloon inflated, growing in size. But the magic was not quite entirely sound. As it's size increased the mobility enchantment did not increase in power, leaving the balloon barely able to slide over earth, let alone fly.

Wizards and Sorcerers, Our good friend Atomic Chicken has blessed us with a Table of Contents - Links to all Turns and names of said turns all in one neat place. It is in the OP, go check it out. Look at some turns while you're at it to laugh at old shenanigans or cringe at my writing before I began using spellcheck.
((Great to hear! I'll immerse myself in the past today, then.))

Kahel oversaw the destruction of surrounding landscape, sniffed the air a couple of time to make sure poisonous cloud dissasipated, and approached victorious mages.

"Ahem. Now that you're somewhat free, James, may I interest you in my charred arms? An experiment went wrong and, without obsidian staff, I could not change the outcome in time. I don't think I have shards currently, but we can discuss other means of payment."
"Don't worry about the payment, that can wait. I'll heal ya."
Fully heal Kahel, up to three spells if necessary.
Spoiler (click to show/hide)

James looked over Kahel critically. There were a lot of burns and he had made some parts significantly worse by moving around so much. The first spell, cleared away most of the burns, while second one dealt with the remainder and healed the liver damage caused by toxins from the jellyfish sting. It was an improvement in situation so great that it took all of Kahel's self-control to not break into a celebratory dance. He opted to fall onto the ground to feel how the remainder of healing magic fixed his joints where exhaustion had caused cell damage.

((Transform injuries into music(aka, insubstantial)?))
That sounds like a really bad idea.

Do that.

With essences that total up to +3/+3, of course, as well as two extra GBM-fueled essences.


Spoiler (click to show/hide)

It was troublesome when you did not have a healer to scoop you up in a bucket and put you back together after a concert, but Jackson had an idea on how to fix this. If sound could harm, then certainly it could heal as well. And what better way than to transform the very injuries into music? Jackson unleashed his magic and his bones began moving, the cracks opened and half of his skeleton shattered. But it did not end there, the bones continued to move, striking against one another and causing tiny amount of bone to crumble into dust, which, after mixing with some inter-tissue fluids turned into perfect glue to put the bones back together. Jackson had his skeleton fixed up again, though he could not enjoy it fully due to excruciating pain he felt during the whole procedure.

"Thanks a lot. I appreciate the gesture."

Test my body after James finishes healing by crafting three essences [Liquid].
Spoiler (click to show/hide)

Kahel laid in a relaxed pose on the ground, but his mind was anything but. He was conjuring more power again, hoping to repay the debt he owed soon.

Continue trying to bring the pyramid under my control.
Spoiler (click to show/hide)
Xom attempted again to take over the pyramid, but just as thieves thousands of years ago failed to get in, so did he. there was some effect though, as where before pyramid was very ,much trying to kill him, it now began firing at the clouds of chaos around itself, creating more fractal sulfur sculptures. Few bolts landed rather close to Xom, reminding him that he was not yet safe.

Attempt to fix holes in armor by telling suit to do it, then if that doesn't work by fixing manually, then if THAT doesn't work by using magic again.

Spoiler (click to show/hide)

Jiksap looked at his suit (which he did through the suit's visor) and with firm voice ordered it to cease this tomfoolery. As it refused to obey, he took to harsher measures, and began moving around some of the armor plates manually. Soon, his suit was again both armored and unleaking, and he had a handful of extra screws. You always get leftover screws when you construct something.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: DreamerGhost on July 31, 2016, 08:03:24 pm
You know the drill. Pm's are tomorrow.

@ATHATH The halberd of neutrality is a reference to Dungeons of Dredmor, placed there because Xom now has both Law and Chaos affinities, and therefore, reached balance.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: vishdafish on July 31, 2016, 08:07:57 pm
Rip out the heart of the rabbit and eat it raw, in an attempt to please the blood god. Observe wasps, attempting to gain enlightenment afterwards.

((Assuming wasps will continue building the hive.))
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: FallacyofUrist on July 31, 2016, 08:55:20 pm
Damond:

"Aha! Prepare to die!"

Damond starts out with a punch with his right fist.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: DAPARROT on July 31, 2016, 09:14:56 pm
keep flying towards the tower, see if I can make essences, make 2 if possible

((can't see the map again))
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Zormod on July 31, 2016, 09:53:18 pm
Essences are POT/CMP, right? If so, proceed.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Sarrak on August 01, 2016, 12:18:22 am
Supressing his burning desire to roll on the ground to wriggle in some strange rainmaking dance ritual - an influx of emotions he addressed to his restored bodily functions - Kahel got up and smiled:

"Perfect restoration! James, your mastery surpassed my expectations. Consider myself in your debt. I'll do what I can to repay you - just mention it."

Create three more [Liquid] essences while observing living mages on the map, planning my future hunts. Also, try to find Xazoliomuhr in the same way - despite his lack of any magical affinity, he might show up there as an inherently magical creature of demonic origin.

((Docs still mention me as being burned (and, probably, intoxicated). Can you correct this?))
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: H4zardZ1 on August 01, 2016, 04:50:14 am
2 essences.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Gonchon on August 01, 2016, 12:25:17 pm
use the chaos 2/1 essence and the +1pot essence to make it animate again.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: BlackHeartKabal on August 01, 2016, 02:05:56 pm
Fire and blood, power of burning vitality... Ha.
Shape the blood from the bar turned crescent and some from one side of the serrated sword and create a staff center piecing the Heart.

((whoops accidentally overwrote this post trying to get back my text color))
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: ironsnake345 on August 01, 2016, 05:30:09 pm
I'm a tree...  :D

Well, anyway, I was thinking I'd head towards some interesting land I saw east of here. Would anybody like to come with?

Chorkinaan walks around the blast zone on its south side and heads east towards that sort of crags-looking area, making three essences on the way.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: ATHATH on August 02, 2016, 12:39:37 pm
Damond:

"Aha! Prepare to die!"

Damond starts out with a punch with his right fist.
Use a GBM-boosted Inspire Courage on this guy, then sing a GBM-boosted, magical lullaby to the troll (cast Sleep on it).
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: DreamerGhost on August 02, 2016, 12:41:46 pm
Damond:

"Aha! Prepare to die!"

Damond starts out with a punch with his right fist.
Use a GBM-boosted Inspire Courage on this guy, then sing a GBM-boosted, magical lullaby to the troll (cast Sleep on it).

You are about 200 meters away from them. Magic does not go far distances all that well.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: thegamemaster1234 on August 03, 2016, 11:04:43 am
Now that his armor was properly fixed, there were grander matters to be thinking about. For example, what should be his next megaproject? Speaking of which, has he done a megaproject yet? Not here, anyway. The last time he made a megaproject it called itself Cerebrus and tried to destroy the universe... with stupid brain puns and comic book references. That didn't turn out so well.

Go back to the council room. 3 essences.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Prismatic on August 03, 2016, 11:33:59 am
Xom's campaign to establish dominion over the pyramid shall continue.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: NAV on August 03, 2016, 12:13:43 pm
Supressing his burning desire to roll on the ground to wriggle in some strange rainmaking dance ritual - an influx of emotions he addressed to his restored bodily functions - Kahel got up and smiled:

"Perfect restoration! James, your mastery surpassed my expectations. Consider myself in your debt. I'll do what I can to repay you - just mention it."
"I don't need much. How about you try to pass on the good deed to someone else, that should be an acceptable payment."

James leaves to continue searching for Viznor the Seer.
While searching he checks up on Grundar and crafts 3 healing essences.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Atomic Chicken on August 03, 2016, 12:21:44 pm
(Perhaps it's time to rejoin civilisation.)

PM.
Head towards the tower.
2 essences.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: TheBiggerFish on August 03, 2016, 02:59:01 pm
PM.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Sarrak on August 03, 2016, 04:51:34 pm
"Hm... Right, I'll do as you asked. Passing the torch on... Heh. This gives me some interesting unrelated ideas, though."
Title: Re: Roll to Magic: Turn 174 Halberd of Neutrality
Post by: DreamerGhost on August 03, 2016, 07:34:39 pm
Make a fort from the generic cubes and summon a small hidden mobile sense-extended(sight level, if I get to choose) diamond cube. Use 2 chaotic +2/+1 essences,1 chaotic +1 CMP essence, 1 normal +1 CMP essence, and 1 normal +1/+1 essence.

Spoiler (click to show/hide)

Cuberac made use of his newly obtained generic cubes and built a generic cube fort. The fort was not generic, as it had only two towers, both decorative only, but that was irrelevant. What was relevant was the summon that was worth building the fort for. A dice sized clear diamond appeared, it's natural translucence improved further by magic. It floated slowly above the fort walls and revealed to Cuberac the lands beyond. The third eye was working perfectly.

Apologies for not doing this earlier.
Also, it is CMP/POT
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: Zormod on August 03, 2016, 08:15:01 pm
Settle into my fort, and send my third eye to explore the inhospitable region. Form one essence.
Title: Re: Roll to Magic: Turn 175 Mythical restoration
Post by: DreamerGhost on August 04, 2016, 07:08:14 pm
Turn 176

Rip out the heart of the rabbit and eat it raw, in an attempt to please the blood god. Observe wasps, attempting to gain enlightenment afterwards.
Spoiler (click to show/hide)

Sunday abandoned watching the wasps for a moment and tore up a rabbit. With bloodied hands he tore out it's heart and swallowed it whole. He felt a presence shifting it's gaze on him and red clouds surrounded the very edge of his vision. The blood god was watching

keep flying towards the tower, see if I can make essences, make 2 if possible


Spoiler (click to show/hide)

Seva flew off from the swamps, over the fields and over the Tower's walls. He flew through a window into the Council Chamber and landed there. Even in this form he was able to concentrate power, though he suspected that any more complex magic would have very little chance of success.

Supressing his burning desire to roll on the ground to wriggle in some strange rainmaking dance ritual - an influx of emotions he addressed to his restored bodily functions - Kahel got up and smiled:

"Perfect restoration! James, your mastery surpassed my expectations. Consider myself in your debt. I'll do what I can to repay you - just mention it."

Create three more [Liquid] essences while observing living mages on the map, planning my future hunts. Also, try to find Xazoliomuhr in the same way - despite his lack of any magical affinity, he might show up there as an inherently magical creature of demonic origin.

Spoiler (click to show/hide)

Kahel looked over the fourth wall at the map there, searching for new victims. The trouble with new victims was that he did not really have all that much for himself. A sword and a half active enchantment. Improving the selection of targets was as easy or as complicated as it was expanding his arsenal.

2 essences.

Spoiler (click to show/hide)

Surg was in trouble and he knew what to do when in trouble. Step one, don't panic. Surg mentally added a tick next to step one and began gathering power. Step two, identify the problem. He thought about it and added a tick next to this one as well. Step three, if possible, fix the problem. That was the step in progress, hopefully soon to have a tick next to it as well.

use the chaos 2/1 essence and the +1pot essence to make it animate again.

Spoiler (click to show/hide)

Clownman focused on his crawling balloon, channeled some fresh magic into it an it  sprung back to life. Well, an imitation of life, that some priest would probably deem heretical, but it was floating even with him on top and that was good enough. Clownman now had a flying pillow all of his own.

Fire and blood, power of burning vitality... Ha.
Shape the blood from the bar turned crescent and some from one side of the serrated sword and create a staff center piecing the Heart.

Spoiler (click to show/hide)

Duritarum molded solid blood and bloodstone into one, and it glowed red as bloodstone fused with blood. A staff in shape of double helix formed, with the Heart of Fire firmly on top. Just as the staff finished shaping, Duritarum heard running steps coming from both exits from the room. It would seem he had triggered a trap.

I'm a tree...  :D

Well, anyway, I was thinking I'd head towards some interesting land I saw east of here. Would anybody like to come with?

Chorkinaan walks around the blast zone on its south side and heads east towards that sort of crags-looking area, making three essences on the way.

Spoiler (click to show/hide)

Chorkinaan left the group of mages and ventured eastwards in search of new adventures. It seemed that he had chosen the right direction, as a choice between a plain covered by fire and a forest of mushrooms just screamed adventure to him. Chorkinaan chose fire fields as they seemed less likely to surprise him at the moment.

Damond:

"Aha! Prepare to die!"

Damond starts out with a punch with his right fist.
Damond:

"Aha! Prepare to die!"

Damond starts out with a punch with his right fist.
Use a GBM-boosted Inspire Courage on this guy, then sing a GBM-boosted, magical lullaby to the troll (cast Sleep on it).

Spoiler (click to show/hide)

Damond was faster than the troll and threw a punch first. It was a light punch, but it was swift and it hit the troll straight in the face. The punch itself was more of a distraction than anything for trollish constitution, but imbued magic tore off skin and flesh enough to cause serious pain. As troll staggered back, two spellsongs drifted from far away. The first one made Damond feel rather more bold while the second seemed to confuse the troll, causing it to stand in place motionless.

Now that his armor was properly fixed, there were grander matters to be thinking about. For example, what should be his next megaproject? Speaking of which, has he done a megaproject yet? Not here, anyway. The last time he made a megaproject it called itself Cerebrus and tried to destroy the universe... with stupid brain puns and comic book references. That didn't turn out so well.

Go back to the council room. 3 essences.

Spoiler (click to show/hide)

Jiksap, decided that there was little left to do here, unless one wanted to explore the crater, which he didn't. Plotting anything large would work just as well in the Tower, and the magic auras would speed up whatever he'd decide to do considerably. He began to trek towards the tower at a clam pace, the impact that damaged his armor, while not particularly damaging, was still enough to make itself felt even now.

Xom's campaign to establish dominion over the pyramid shall continue.

Spoiler (click to show/hide)

Xom cast another spell towards the pyramid and watched with trepidation as it stopped firing and began spinning in place. Then, he felt a mental link form and knew that he finally tasted success. The pyramid was still considerably damaged, but it's firepower would help out considerably.

Supressing his burning desire to roll on the ground to wriggle in some strange rainmaking dance ritual - an influx of emotions he addressed to his restored bodily functions - Kahel got up and smiled:

"Perfect restoration! James, your mastery surpassed my expectations. Consider myself in your debt. I'll do what I can to repay you - just mention it."
"I don't need much. How about you try to pass on the good deed to someone else, that should be an acceptable payment."

James leaves to continue searching for Viznor the Seer.
While searching he checks up on Grundar and crafts 3 healing essences.


Spoiler (click to show/hide)

James called up Grundar through his walkie-talkie for a check up. The trees were not going any worse than they were before and the fire tree was growing something like fruits. Grundar wasn't certain but it seemed that the amount of spikes was also decreasing. Checkup complete, James thought about how to look for Viznor. The fourth wall map was available, but he could try a more interesting route of search.

(Perhaps it's time to rejoin civilisation.)

PM.
Head towards the tower.
2 essences.

Spoiler (click to show/hide)

A portal opened next to the Tower entrance and from it stepped out Ilium. The portal closed after him and he proceeded to go in the tower and paused in the entrance hall. There, he looked around as if to confirm that all was there as he had left it, and a faint smile appeared on his lips.

Settle into my fort, and send my third eye to explore the inhospitable region. Form one essence.

Spoiler (click to show/hide)

Cuberac settled into his fort and sent out the spy eye towards the snowy fields. What it found was snow, more snow and even more snow. It was possible that any life here was camouflaged and lying in wait, making it invisible to the eye. Or it could be truly as devoid of life as it seemed, not unlikely for such a harsh place. Just as Cuberac began thinking about moving further on he noticed at the edge of his eye something not white. On further investigation it was revealed that it was a small snowed over tower.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: DreamerGhost on August 04, 2016, 07:09:42 pm
Managed to get PM's done on time for once. Turns out that people were right and coffee is great.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: vishdafish on August 04, 2016, 07:25:01 pm
Crush 4 shards for +1 pot. Pick up a dead wasp from the floor (if there are any) and a bone from the rabbit.

((Assuming wasps are still building.))
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: DAPARROT on August 04, 2016, 07:29:38 pm
switch back so that I can be healed by the towers regeneration field.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: DreamerGhost on August 04, 2016, 07:31:10 pm
"Oh mighty Blood God, I beg for the honor of becoming your emissary in this land!"

Pluck out both eyeballs and offer it to the red cloud, while kneeling.

{Before you embark on the terrible idea, The clouds around your vision are merely illusionary. The blood god wants to see blood, not necessarily yours. Knowing how (not) generous gods are, you are probably better off blinding someone else.}
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: ironsnake345 on August 04, 2016, 07:31:32 pm
Ooh, this land looks kinda dangerous, and I don't know if I'm in the mood for psychadelic spores yet... Oh hey, what's with that odd land over there?

Chorkinaan goes to the hex northeast of the hex he is currently in and has a look around. +3 essences.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: vishdafish on August 04, 2016, 07:43:27 pm
((Changed plan to offer my eyeballs. Plenty of other people to blind.))
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Zormod on August 04, 2016, 10:52:11 pm
Summon A heating cube. Find out if it produces enough heat to get to the tower and back without freezing to near death.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: ATHATH on August 04, 2016, 10:53:12 pm
Hand out some more GBM-boosted inspiration (of the Dragonfire variety) (http://alcyius.com/dndtools/feats/dragon-magic--62/dragonfire-inspiration--733/index.html) to Fighter-Guy. Make a GBM-boosted essence.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Gonchon on August 05, 2016, 12:55:24 am
four essences, float on over to that island to my left/west.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: TheBiggerFish on August 05, 2016, 12:57:18 am
Remember how Essences work.

Make 2 Essences.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: H4zardZ1 on August 05, 2016, 02:52:42 am
2 Essences.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: FallacyofUrist on August 05, 2016, 08:12:14 am
Damond, Master of Fist:

"Aha! Stunned by the power of my punch, are yeh? TASTE THE FIST!"

ATHATH isn't the only one who can abuse GBM. Damond throws a punch at the troll, and uses GBM to increase his punch's velocity.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Atomic Chicken on August 05, 2016, 10:19:47 am
PM.

Ilium walks into the courtyard and calls out, hoping to be heard by those within the building:
"I seek an audience with the Seer of this tower."
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Whisperling on August 05, 2016, 11:10:25 am
Viznor steps out of a wall, turning to Illium as the hole closes behind him.

"Greetings, Trickster. What is your business?"
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Atomic Chicken on August 05, 2016, 12:11:30 pm
"Like others before me, I approach you, diviner, with a thirst for sparse slivers of knowledge. To be more precise, I need to locate a specific sequence of digits that has escaped my discovery. I was wondering whether you'd be interested in a trade for your services."
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Whisperling on August 05, 2016, 12:34:13 pm
Viznor nods.

"Very well, then. What would you offer in return?"

((We can take this to PMs if you want to do something with your affinity. Whatever works, though.))
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Atomic Chicken on August 06, 2016, 03:13:53 am
((PMs are fine.))
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: BlackHeartKabal on August 06, 2016, 03:16:01 am
Harness the heart and create a wave of burning blood to carve through the room and hallways.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Prismatic on August 06, 2016, 04:22:37 am
Xom was pleased. For the first time since he had crashed into this new land, he was free to recuperate, strengthen his territory and develop new plans. Moreover, he now had a levitating construct armed with an order-driven disintegration ray in his arsenal. It would need to be repaired and reinforced in the future, but that could wait.

Look around and explore the surroundings. How much floating stuff is there now? What of the chaotic dust cloud? Any dust-contaminated pools of water? Anything particularly interesting?

Test the pyramid by pointing at a relatively distant boulder and ordering it to fire. Make up to 4 law essences.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: XXXXYYYY on August 06, 2016, 04:22:26 pm
((I'm sorry about disappearing for a while; I went on a trip and had a spotty internet connection for the duration.))
"Should we head to less... hostile areas? Perhaps ta tha south-west?"
Summon a glass amulet that siphons off curses, storing them in glass beads. Then summon a cluster of (glass) beads.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: NAV on August 06, 2016, 08:41:30 pm
Go to the castle, look for Viznor, and make 3 healing essences.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: star2wars3 on August 07, 2016, 12:05:34 pm
 Sounds good to me. Southwest is fine.
Skeliborn:
4 essences and travel with gambler.


((I'm back from vacation))
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Sarrak on August 07, 2016, 04:30:40 pm
"Hm, right, I keep forgetting that I'm not quite as powerful with the staff gone. Fighting against wild monsters already proved it with much pain and suffering on my part..."

With that said, Kahel knew the next step he should take in his quest for power. It included quite a bit of spellcasting, so a proper surroundings must be found first... Which truly left just one place he could venture to.

Return to the Tower. Craft 3 [Temperature] essences on the way.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: DreamerGhost on August 07, 2016, 07:02:49 pm
Turn 177

Crush 4 shards for +1 pot. Pick up a dead wasp from the floor (if there are any) and a bone from the rabbit.

((Assuming wasps are still building.))

Easter crushed some of his crystals for some extra firepower in preparation for the bloodshed ahead and collected a bone from the same rabbit he tore open earlier. There were no dead wasps here, the ones that died remained where they had perished. Oh well, there were enough live ones for any rituals later on.

switch back so that I can be healed by the towers regeneration field.

Seva resumed his wizard shape and immediately  fell to his knees as pain resumed. But soon, the spikes in his guts began to fade, along with his more external injuries. This was a great place, he was really fortunate to have this.

Ooh, this land looks kinda dangerous, and I don't know if I'm in the mood for psychadelic spores yet... Oh hey, what's with that odd land over there?

Chorkinaan goes to the hex northeast of the hex he is currently in and has a look around. +3 essences.

Spoiler (click to show/hide)

Chorkinaan passed the burning plains and walked onto another plain, also full of cracks, but lacking the fires. The cracks themselves were larger and more akin to actual cracks rather than melted holes of the fire plains. One particularly large crack caught Chorkinaan's eye with a gleam of reflected sunlight. Inspecting the gleam, he found that it was reflecting off a gemstone. And when he walked close enough to see how deep the hole was he found a prize of a different kind - Surg who seemed to had fallen in the hole.

Summon A heating cube. Find out if it produces enough heat to get to the tower and back without freezing to near death.
Spoiler (click to show/hide)

Chorkinaan conjured forth a cubical heater. If he wanted to explore the frozen lands, he'd need some way to keep warm, and cubical clothing was notoriously unfashionable. However, as he looked on a lukewarm dice sized cube he didn't even bother wandering over to the icelands. This would keep him warm no better than a silk gloves.

four essences, float on over to that island to my left/west.

Spoiler (click to show/hide)

Clownman decide that it was quite rude of that wizard, whoever he was, not to answer his greeting. In fact, it was so rude, he was not going to go with him. In fact, he was going to go in an entirely different direction. The mountains were no longer any trouble to traverse thanks to his levitating balloon mount, and he made good time, flying almost all the way to the frozen sea.

Remember how Essences work.

Make 2 Essences.


Spoiler (click to show/hide)

{There is more number filled info in the OP under "Essences"}
Magus N.A. thought back on his training of essence craft, back when he was an apprentice. They were wonderful things, providing boosts to any related spells, capable of changing failure in spellcasting from a possibly lethal disaster to something that was simply lesser than intended result. There were limits even for an experienced mage on how much they could do, of course, and using them did make one both slower in spellcrafting and less capable of dodging as mind was occupied by magic.

2 Essences.
Spoiler (click to show/hide)

Surg continued preparing for his grand escape from the hole when a shade appeared over him. Looking up, he saw not a cloud he hoped for but another wizard, looking down from above. This could end either really well or really badly.

Hand out some more GBM-boosted inspiration (of the Dragonfire variety) (http://alcyius.com/dndtools/feats/dragon-magic--62/dragonfire-inspiration--733/index.html) to Fighter-Guy. Make a GBM-boosted essence.
Damond, Master of Fist:

"Aha! Stunned by the power of my punch, are yeh? TASTE THE FIST!"

ATHATH isn't the only one who can abuse GBM. Damond throws a punch at the troll, and uses GBM to increase his punch's velocity.
Spoiler (click to show/hide)

Damond pulled back his right for a full hit this time, empowering it further by magic. He could feel his fist itching as magic moved through it, and he knew that this one would hurt him too. But the bard far behind played music most appropriate for the encounter, Damond felt his blood pumping and held back not one bit as he punched. The troll did not even try to dodge, instead, it moved it's hands forward to block. Damond's strike connected straight on at full speed, sending a ripple in troll's flesh that moved from his fist and created a bloody explosion at the other side of the arms. The troll roared in pain, but even though it would certainly lose strength, it had not yet lost the use of it's arms.

Harness the heart and create a wave of burning blood to carve through the room and hallways.
Spoiler (click to show/hide)

Duritarum decided that the best way out of this was a preemptive strike. With staff in one hand and blade in the other he sent a wave of blood and flames in one of the exits, setting it all on fire. The blood burned like napalm with dark red flame, destroying bone adversaries, but also blocking off the exit for the moment. From the other exit poured out two burning skeletons and three skeletons armed with swords and shields.

Xom was pleased. For the first time since he had crashed into this new land, he was free to recuperate, strengthen his territory and develop new plans. Moreover, he now had a levitating construct armed with an order-driven disintegration ray in his arsenal. It would need to be repaired and reinforced in the future, but that could wait.

Look around and explore the surroundings. How much floating stuff is there now? What of the chaotic dust cloud? Any dust-contaminated pools of water? Anything particularly interesting?

Test the pyramid by pointing at a relatively distant boulder and ordering it to fire. Make up to 4 law essences.


Spoiler (click to show/hide)

Xom looked around at the aftermath of the combat. The sulfur fractal crystal statues were a lot more numerous now and the clouds were thin enough to see through in places, but other than that not much had changed. There were no new points of interest unless you found a demon that wanted to decorate their new torture chamber. The pyramid fired a beam that sorted a stone into few piles of dust. However, not all that much of the stone was affected. Was the pyramid damaged or was it running out of power?

((I'm sorry about disappearing for a while; I went on a trip and had a spotty internet connection for the duration.))
"Should we head to less... hostile areas? Perhaps ta tha south-west?"
Summon a glass amulet that siphons off curses, storing them in glass beads. Then summon a cluster of (glass) beads.

Spoiler (click to show/hide)

Gambler conjured up a glass amulet with power to siphon curses and a bunch of glass beads to siphon the curses into. Of course, since he had little to no experience with curses, the amulet was appropriately weak. The beads were also fittingly small.

Go to the castle, look for Viznor, and make 3 healing essences.

Spoiler (click to show/hide)

James, having done all he could for his allies, left the blasted fields and moved off for the Tower. It was a bit tough to get over the mountain but it was nothing he couldn't handle. Soon, James had returned to the tower and it did not take long to find Viznor. He was making a deal of some sort with Ilium.

Sounds good to me. Southwest is fine.
Skeliborn:
4 essences and travel with gambler.


Spoiler (click to show/hide)

Skeliborn prepared to move out with Gambler but as he did not seem to be going anywhere just now, Skleiborn sat down to focus some power. It was a bit risky to do so with blood curse, and he was reminded of this as magic leaked out at the end and into his Swiss knife. It reshaped itself into a dwarven army knife with some loud metal bending noises. Each of the various tools in the knife was replaced by a differently shaped knife.

"Hm, right, I keep forgetting that I'm not quite as powerful with the staff gone. Fighting against wild monsters already proved it with much pain and suffering on my part..."

With that said, Kahel knew the next step he should take in his quest for power. It included quite a bit of spellcasting, so a proper surroundings must be found first... Which truly left just one place he could venture to.

Return to the Tower. Craft 3 [Temperature] essences on the way.

Spoiler (click to show/hide)

Kahel decided to improve his armaments before engaging in any serious combat and the best place to do that would certainly be the local nexus of magic, the Tower. It was a short walk, and it felt short this time as he was not feeling pain with each step. The gates were wide open this time

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: DreamerGhost on August 07, 2016, 07:04:07 pm
Alas, PM's are coming tomorow again.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: vishdafish on August 07, 2016, 07:27:07 pm
Call a live wasp (or multiple ones, if one will not suffice) and store it in my pocket. Skin the rabbit afterwards.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: ironsnake345 on August 07, 2016, 07:40:07 pm
Oh, hello down there! are you the guy who was trying to send to me?
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Whisperling on August 07, 2016, 09:00:53 pm
"Greetings, James. I have just concluded my exchange with Illium, and as such, I will be available should you require my services."
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Zormod on August 07, 2016, 09:51:33 pm
Summon a large heating cube, using 1 chaotic +1/+1 and 1 chaotic +1 CMP essences.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Gonchon on August 07, 2016, 11:26:49 pm
four essences, continue on to the island.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: ATHATH on August 08, 2016, 02:11:51 am
Behold, the power of teamwork!

Just to clarify: DG, you do know that the regeneration of (normal) trolls is bypassed by fire damage, which Dragonfire Inspiration adds to attacks, right?

Cast a GBM-boosted spell to summon a silver fiddle (that is sized appropriately for me) 1 foot above my open right hand. Then cast a GBM-boosted Bonefiddle (http://dokdorspace.com/dndtools/spells/spell-compendium--86/bonefiddle--3987/index.html) on the troll. It probably won't pierce the troll's regeneration, but it should cause it a lot of mental anguish, hopefully penalizing its END rolls.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: FallacyofUrist on August 08, 2016, 08:54:29 am
((Not that I'm unhappy with the help, but... "Requires focus: silver fiddle."))

Damond, Master of Fist:

"I am glad I choose to fight you! However, this ends now! So I can eat your corpse!"

Damond throws a punch with his left fist, and uses GBM to boost it. In addition, he modifies the punch to increase the friction it generates upon impact, thus causing it to burst into flame upon impact. Fire punch, basically.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: DAPARROT on August 08, 2016, 09:34:29 am
Make 2 essences, wander around the tower if my injuries have been healed enough to safely walk.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: ATHATH on August 08, 2016, 07:56:31 pm
((Not that I'm unhappy with the help, but... "Requires focus: silver fiddle."))

Damond, Master of Fist:

"I am glad I choose to fight you! However, this ends now! So I can eat your corpse!"

Damond throws a punch with his left fist, and uses GBM to boost it. In addition, he modifies the punch to increase the friction it generates upon impact, thus causing it to burst into flame upon impact. Fire punch, basically.
Edited.

DG, how long am I deafened for?
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: DreamerGhost on August 08, 2016, 08:07:34 pm
((Not that I'm unhappy with the help, but... "Requires focus: silver fiddle."))

Damond, Master of Fist:

"I am glad I choose to fight you! However, this ends now! So I can eat your corpse!"

Damond throws a punch with his left fist, and uses GBM to boost it. In addition, he modifies the punch to increase the friction it generates upon impact, thus causing it to burst into flame upon impact. Fire punch, basically.
Edited.

DG, how long am I deafened for?

Your ears have exploded, so until something glues them back together. Also, if you expect your spells to do something you have to tell me that you want them to do something. So no flame damage on Dragonforce.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Whisperling on August 08, 2016, 08:45:39 pm
"Or not." Viznor sighs.

"Please wait for a moment. A little fiddling should enable me to complete both your requests."

First things first, check the solid knowledge book for any relevant tips. Assuming nothing looks horribly off, start asking the yes/no book whether each digit is 0/1/2/3/4/5/6/7/8/9, then asking whether there's another digit, and then repeating the process until there aren't any more digits. Whisper the final result in Illium's ear.

Use my binding essence +1+1 to bind a sort of translation enchantment directly into James' book. Have it work through and change all the ink, or just kind of hang there and tell James what passages he's looking at mean- whatever's best, really.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: endlessblaze on August 08, 2016, 09:07:07 pm
"hmmmmmmmmmmmmmm....."
head in the direction of the meteor
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: XXXXYYYY on August 08, 2016, 11:12:34 pm
"Alright then."
Graft a pair of essences while traveling to the southwest.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: NAV on August 08, 2016, 11:22:21 pm
"I do actually need your services if you're not too busy. Can you translate this book for me?"
James shows Viznor his omnicube instruction manual.

((Sorry Whisperling for taking long I had a lot to worry about the past few days.))
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Whisperling on August 09, 2016, 12:41:37 am
"I do actually need your services if you're not too busy. Can you translate this book for me?"
James shows Viznor his omnicube instruction manual.

((Sorry Whisperling for taking long I had a lot to worry about the past few days.))

((Don't worry about it. Seriously. I'm some random guy on the internet who doesn't really mind, and RL stuff is important.

And the thing that just happened definitely isn't your fault, if that's what you meant. RNG just decided to give me double ones on Illium's research spell, and now I have to get creative to do everything at once.))

Editing translation stuff into my turn.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: H4zardZ1 on August 09, 2016, 07:45:24 am
-Removed-
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: star2wars3 on August 09, 2016, 08:17:00 am
Head east until I see mages in another hex.
3 essences
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: BlackHeartKabal on August 09, 2016, 12:15:30 pm
Shape some blood into large spikes and let them fly at the skeletons.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: ironsnake345 on August 09, 2016, 12:46:55 pm
"Yeah, help me down here; I'm stuck here and i got a broken leg."

Attempt to feel ground by touching it, 2 essences.
Woah, you've got a voice which really sounds like mine. Freaky! Anyway, I noticed that you tried to contact a lot of people with that sending spell, all members of TOAM. Are you a member of TOAM?
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: AoshimaMichio on August 09, 2016, 02:17:58 pm
Northwards. Essence roulette.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: H4zardZ1 on August 10, 2016, 03:21:01 am
((Welp i swapped))

"Oops."
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: TheBiggerFish on August 10, 2016, 03:32:07 am
3 Essences.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Prismatic on August 10, 2016, 05:58:44 am
Xom initiates pyramid restoration by strengthening the degree of order within the construct's physical structure and diminishing the chaotic disposition of loose/dropped/damaged components. All non-chaotic essences shall be used for this.

Xom will then play essence roulette with law essences.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: ironsnake345 on August 10, 2016, 01:49:17 pm
"Oops."

So you are not a member of TOAM, are you? I can tell by your reaction. You've got a bad poker face, person. So, let me assess my situation. You're hurt and basically helpless at the bottom of a pit. At this point, I have a choice between gaining a friend, or gaining shards. On account of the fact that I just joined a fairly large guild of wizards, I think I can live without ONE extra friend. That only leaves one alternative: gaining shards. So, in that case, how's about I stop monologuing and get my murder on?

Surg's at the bottom of a fairly deep crack in the ground, right? In that case, drop a sharp rock on him by targeting a thin cross-section of rock which wraps around a piece of the edge of the ground (with the targeted stone reaching air on all sides of the inner stone), and lower its melting point drastically, dislodging the non-targeted stone within its borders and sending it down the crack at Surg. Use chaotic +1/+1 essence and chaotic +2/+1 essence.
((That was kind of confusing wasn't it? Here's a crappy Paint drawing of my plan. (http://imgur.com/xUooj91) To those who have been following roll to twitch, now you know why I don't want to be the one to draw the comic adaptation.))
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Sarrak on August 10, 2016, 05:41:59 pm
Search for an unoccupied room inside. Craft 3 [Temperature] essences and try [Liquid] luck roulette afterwards.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Whisperling on August 10, 2016, 06:38:20 pm
PM addendum to turn.

This is turning into a big game of "how many things can I get out of the way in one turn."
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: H4zardZ1 on August 11, 2016, 07:10:57 am
"Duh. Well then.... Let's get a party down here, okay?"
 
Let's see how this PM'd spell works....
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: DreamerGhost on August 11, 2016, 07:55:41 pm
Turn 178

Call a live wasp (or multiple ones, if one will not suffice) and store it in my pocket. Skin the rabbit afterwards.

Easter skinned the rabbit, for reasons unknown and stored a few wasps in his pocket, unsatisfied with storing them flying in the air. The wasps still flying mostly finished their nest and were now flying about.

Summon a large heating cube, using 1 chaotic +1/+1 and 1 chaotic +1 CMP essences.

Spoiler (click to show/hide)

Cuberac attempted to conjure some warmth again an this time, results were much better. A burning cube of wood appeared before him, certainly warm, but not particularly reliable or easy to transport.

Behold, the power of teamwork!

Just to clarify: DG, you do know that the regeneration of (normal) trolls is bypassed by fire damage, which Dragonfire Inspiration adds to attacks, right?

Cast a GBM-boosted spell to summon a silver fiddle (that is sized appropriately for me) 1 foot above my open right hand. Then cast a GBM-boosted Bonefiddle (http://dokdorspace.com/dndtools/spells/spell-compendium--86/bonefiddle--3987/index.html) on the troll. It probably won't pierce the troll's regeneration, but it should cause it a lot of mental anguish, hopefully penalizing its END rolls.
Damond, Master of Fist:

"I am glad I choose to fight you! However, this ends now! So I can eat your corpse!"

Damond throws a punch with his left fist, and uses GBM to boost it. In addition, he modifies the punch to increase the friction it generates upon impact, thus causing it to burst into flame upon impact. Fire punch, basically.

Spoiler (click to show/hide)

Troll roared in pain and anger and swung it's meaty hand at Damond. Not being easy to scare, Damond blocked the strike with his right arm, but even though the punch was impaired by wounds, Damond could feel his bones creak from the force. But creaking aside, his arm held, leaving Troll open to counterattack. A blazing fist smacked against the chest of the troll, searing away flesh and leaving bleeding wounds. Troll roared in pain again, but still stood, as the fiery strike failed to penetrate to internal organs. From far away a ear grating sound flowed, annoying to Damond but harmful to the Troll. It cut with precision of a scalpel, but trollish regeneration was powerful enough to render this to a mere distraction.

Make 2 essences, wander around the tower if my injuries have been healed enough to safely walk.

Spoiler (click to show/hide)

Seva tried walking a few steps and determined that his feet were firm enough to stand on, even if his stomach was in no position to handle anything. He wandered off through the castle corridors, and soon managed to find something that would really help him to celebrate recovery of internal organs soon to come. A bar filled with various bottles and barrels stood before Seva's eyes.

"hmmmmmmmmmmmmmm....."
head in the direction of the meteor

Spoiler (click to show/hide)

Flare flew off from the tower gates and towards the horizon over which the meteor fell. He flew almost all the way to the western island, looking at the edge from above the waters.

"Alright then."
Graft a pair of essences while traveling to the southwest.
Spoiler (click to show/hide)

Gambler too left the devastated landscape and moved off on his own way. His was a slower, more ponderous pace, possibly as he wondered what the skeletons were going to do about that lake of magma that was the tentacle lakes.

Head east until I see mages in another hex.
3 essences

Spoiler (click to show/hide)

Skeliborn ventured out eastwards, passing by the crater, walking a large circle around crystal towers and ending up in the middle of burning plains. A wizard could be seen off in the distance, though all the flames made it a bit hard to make out any details.

Shape some blood into large spikes and let them fly at the skeletons.

Spoiler (click to show/hide)

Duritarum attempted to conjure blood spikes, but rush to beat the charging skeletons left tho blood unmoved. Before he could try again, Duritarum had to roll out of the way of flying fireballs. It was a fine roll that sent him out of the way for magic, but triumph at dodging mastery was interrupted by swords stabbing into stomach and cutting through his right arm. Even if he had the power, this was still very unfavorable five versus one.

Northwards. Essence roulette.

Spoiler (click to show/hide)

Shias left the forest and moved off north, towards the Tower. Either spellcasting or monster hunting, it was the best place to search for help for both. As he walked and one of his essences leaked out into the wild, causing a small field of flowers grow in his wake.

Xom initiates pyramid restoration by strengthening the degree of order within the construct's physical structure and diminishing the chaotic disposition of loose/dropped/damaged components. All non-chaotic essences shall be used for this.

Xom will then play essence roulette with law essences.


Spoiler (click to show/hide)

Xom threw a bolt of law energy at his new pet pyramid and watched as a single stone rose from the ground and reattached itself to the pyramid. Fixing the pyramid might take a while without either more power or more knowledge as to what is wrong. As Xom was distracted, one of his essences escaped and turned the last of chaos charged clouds into sulfur statues.

"Oops."

So you are not a member of TOAM, are you? I can tell by your reaction. You've got a bad poker face, person. So, let me assess my situation. You're hurt and basically helpless at the bottom of a pit. At this point, I have a choice between gaining a friend, or gaining shards. On account of the fact that I just joined a fairly large guild of wizards, I think I can live without ONE extra friend. That only leaves one alternative: gaining shards. So, in that case, how's about I stop monologuing and get my murder on?

Surg's at the bottom of a fairly deep crack in the ground, right? In that case, drop a sharp rock on him by targeting a thin cross-section of rock which wraps around a piece of the edge of the ground (with the targeted stone reaching air on all sides of the inner stone), and lower its melting point drastically, dislodging the non-targeted stone within its borders and sending it down the crack at Surg. Use chaotic +1/+1 essence and chaotic +2/+1 essence.
((That was kind of confusing wasn't it? Here's a crappy Paint drawing of my plan. (http://imgur.com/xUooj91) To those who have been following roll to twitch, now you know why I don't want to be the one to draw the comic adaptation.))

"Duh. Well then.... Let's get a party down here, okay?"
 
Let's see how this PM'd spell works....

Spoiler (click to show/hide)

Chorkinaan, seeing a fellow mage so obiviously trapped could not resist. After all, if a mage dies in a middle of nowhere with no witneses, will anyone blame him for this? Well yes, as long as divination exists, somebody will, but this was too good to pass up. A large stone split off and rammed into Surg's shoulder blades, doing little damage but pinning him down even further. Then the ground around the crack began moving and Chorkinaan leapt backwards, avoiding the crumbling edge, but catching another with his left leg and twisting his ankle hard enough to actually make the bone pop out.

Search for an unoccupied room inside. Craft 3 [Temperature] essences and try [Liquid] luck roulette afterwards.

Spoiler (click to show/hide)

Kahel began wandering through the Tower searching for a chamber to call his very own. One door in particular seemed to interest him, and beyond it laid the most disgusting wall Kahel had ever seen. It was repulsive enough to crush all hope that anything was worth exploring, including magic. Kahel closed the door and moved to another room, his mind scared, possibly permanently. He opted to conjure essences, those were familiar and not threatening to return more horror. The thought seemed rather ironic a minute later, as after an especially long power concentrating session magic almost angrily turned against Kahel, causing him to melt in his liquid form. With some willpower Kahel managed to return to solid form, but from now on turning into liquid to avoid attacks carried risks of it's own.

{Artist's block, 2 turns - can't do original spells, all spells have to come from rulebooks/movies/games/etc.}
{Melting - each time a roll of Liquid form success, take a minor injury.}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: DreamerGhost on August 11, 2016, 07:56:55 pm
Alas, PM's come tommorow again.
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: endlessblaze on August 11, 2016, 08:04:37 pm
try to sense the metal around me to find the meteor and go to it. if I cant sense it, keep going farther out
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: star2wars3 on August 11, 2016, 08:25:45 pm
Travel over to the mage I can see. (to the east)
3 essences
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: vishdafish on August 11, 2016, 08:28:10 pm
Start a ritual, using the rabbit bone, skin and wasps in my pocket. Use 2 +1/+2 ess, 1 +1/1 ess and 2 +1 ess. Use GBM as well. The effect is to grow a wasp exoskeleton, with the massive modifier.
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: Elephant Parade on August 11, 2016, 09:08:28 pm
I should probably stop leaving cursed items in random rooms.
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: Whisperling on August 11, 2016, 09:23:24 pm
Does my public stuff get processed at the same time as the PM, or...?
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: ironsnake345 on August 11, 2016, 09:54:52 pm
Bothered, Chorkinaan attempts to reset his ankle, then tries the same spell/technique again, targeting a larger section of rock this time. essences: 2 chaotic +1 CMP, 1 chaotic +2 CMP

Come on, now! You're pinned at the bottom of a crack! Won't you just kindly give up and die already?
Don't answer that. We all know the answer.
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: Elephant Parade on August 11, 2016, 10:17:32 pm
When you use "mis" as a prefix, it only has one "s". "Miscast" is not exempt from this rule. [/pedantry]
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: vishdafish on August 11, 2016, 10:19:38 pm
Grammmar Nazi alert.  ;)
Title: Re: Roll to Magic: Turn 178.5 Grammatical Hitler
Post by: Whisperling on August 11, 2016, 10:38:40 pm
Hey, grammar is important.  :P
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Angle on August 11, 2016, 10:56:04 pm
Posting to watch! And maybe join, once I've read all the rules and determined whether theres still room.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Whisperling on August 11, 2016, 11:14:55 pm
Posting to watch! And maybe join, once I've read all the rules and determined whether theres still room.

((There's no player limit, so room definitely won't be an issue. And we can help you with the rules if you have any questions. Not to pressure or anything, of course, join if and when you like.))
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Zormod on August 11, 2016, 11:43:53 pm
Summon another heating cube.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Sarrak on August 12, 2016, 12:47:36 am
((I assume you meant that I leave part of my body on the other side, since I have Ghost, not Liquid form, which is ethereal? My luck is hilarious...

Also, I think I'll follow Artistic curse rule for a while. It seems quite fun.))
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: ATHATH on August 12, 2016, 12:52:59 am
Grammmar Nazi alert.  ;)
Heil comma!

I should probably stop leaving cursed items in random rooms.
Sigged.

Demoralize the troll with some really sad GBM-boosted music that only it can hear. Make a GBM-boosted essence.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: H4zardZ1 on August 12, 2016, 03:01:46 am
((Ooh thank you intuition.))

(This spell: Success, but it was dodged. Next.)
"You know what they say.

But what do they actually do? Oh, i'm confused what to do, so much options...."

PM'd spell.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: AoshimaMichio on August 12, 2016, 04:48:06 am
((Every time I try essence roulette it fails after two or three successes...))

North west, where there appears to be two mages loitering around. Continue essence roulette.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: DAPARROT on August 12, 2016, 08:06:57 am
4 more essences, keep looking around the tower
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: FallacyofUrist on August 12, 2016, 09:02:28 am
((By the way, is Mista J.'s clone getting up to anything?))

Damond, He Who Is Consistently Not Doing Sufficient Damage To His Foe:

"Accurse it! Why do you no die?"

Damond sends a punch at the troll, but uses the cluster modifier at -2 and GBM to turn it into a flurry of punches.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Elephant Parade on August 12, 2016, 10:11:51 am
I should probably stop leaving cursed items in random rooms.
Sigged.
Huh, I don't think I've ever been sigged before. Maybe I shouldn't stop leaving cursed items in random rooms.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: H4zardZ1 on August 12, 2016, 06:08:36 pm
I should probably stop leaving cursed items in random rooms.
Sigged.
Huh, I don't think I've ever been sigged before. Maybe I shouldn't stop leaving cursed items in random rooms.
I'd want to sig both of those(yeah, that was one of a quick mind changing). I am however though, too lazy.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: XXXXYYYY on August 12, 2016, 06:15:21 pm
Continue to the south, making a pair more essences.
Edit:
Oh, and put on the amulet, if it's not already on.
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: Gonchon on August 12, 2016, 06:43:37 pm
four essences, float on over to that island to my left/west.
forgot to do mine.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: BlackHeartKabal on August 12, 2016, 07:31:43 pm
Exploit the heart to siphon the flames from the two burning skeletons and create a pulse of fire for breathing room.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Atomic Chicken on August 13, 2016, 05:48:25 am
"Thank you, Viznor. This concludes our business for now."

Having finished his dealings with the seer, Ilium turns his attention to the other mage in the courtyard.

"You are James, yes? The professional healer and summoner? I believe we met in the first gathering of mages here at this tower."
Title: Re: Roll to Magic: Turn 176 Ilium Returns
Post by: DreamerGhost on August 13, 2016, 04:41:22 pm
four essences, float on over to that island to my left/west.
forgot to do mine.

That was for turn 177, and was done.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Prismatic on August 14, 2016, 10:36:29 am
((More power, eh? Very well.))

Xom has another go at repairing the damaged pyramid, fuelling the spell with the +1/+1 and +1/+2 law essences.
He then proceeds to entertain himself with another game of essence roulette, this time alternating between chaos and law essences.
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: Gonchon on August 14, 2016, 01:05:34 pm
woops, this is the one that wasn't done for turn 178:
four essences, continue on to the island.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Sarrak on August 14, 2016, 04:49:57 pm
Still absolutely stupefied by the horrific sight he has seen, Kahel continiously pumped new essences, quite obvious to the fact that most crumbled in mere seconds, some - with unforseen and dangerous results.

Second [Liquid] roulette.

((One last check of my luck before embarking onto inspiration hunt.))
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Beirus on August 14, 2016, 05:24:46 pm
((You could ask Jase to remove the curse. Just in case you didn't want to risk the Luck roll.))
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Sarrak on August 14, 2016, 05:42:34 pm
((You could ask Jase to remove the curse. Just in case you didn't want to risk the Luck roll.))
((Thanks for the offer, but I'm quite fine with Artistic block - it is a great excuse to finally go out and start killing. As the game has shown, I'm passably good in random murder and very bad in long-term preparations.))
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: DreamerGhost on August 14, 2016, 05:58:45 pm
woops, this is the one that wasn't done for turn 178:
four essences, continue on to the island.

Spoiler (click to show/hide)

Clownman continued his flight, almost reaching the shore of the island. The island itself was barren, nothing but sand and small stones covered entirety of it. It did not look natural, but then again, neither did a whole lot of other things on this floating Island.


I'm trying to change my daily schedule because going to sleep at 4 in the morning is not a good idea when you need to get up early for lectures. End of summer is still a bit away, but adjusting takes time. What it means for you guys, is that today's update is going to be delayed by 12+ hours. Sorry about that, but I should at least be able to also get PM's done by that time as well.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: Gonchon on August 14, 2016, 06:08:54 pm
reach and land on the shore of the island and take a look around, four essences.
Title: Re: Roll to Magic: Turn 178 Miscasts and Plots
Post by: NAV on August 14, 2016, 07:32:15 pm
Make 4 essences while waiting for Viznor.
Title: Re: Roll to Magic: Turn 178 Misscasts and Plots
Post by: DreamerGhost on August 15, 2016, 11:09:26 am
Turn 179

try to sense the metal around me to find the meteor and go to it. if I cant sense it, keep going farther out

Flare reached out towards the fallen meteor with his magic, feeling that it was far away and moving further away still. It had missed the island entirely and was now moving away from it. He moved to the very edge of the Island, but as he looked down he saw only the usual sight of island reflected from above.

Travel over to the mage I can see. (to the east)
3 essences

Spoiler (click to show/hide)

Skeliborn sneakily advanced forward focusing magic on the way. He saw a plain of stone with numerous cracks in it, and a mage next to one of the cracks with one foot bending in an entirely unnatural way. The mage was seemingly trying to do something to one of the larger holes. Skeliborn was distracted from seeing exactly what as one of his essences failed and bones in his fingers suddenly grew sharp edges. It was painful, but bearable, however, that would only last until he attempted to squeeze something or curl his hand in a fist. This was really not a good time for this.

Start a ritual, using the rabbit bone, skin and wasps in my pocket. Use 2 +1/+2 ess, 1 +1/1 ess and 2 +1 ess. Use GBM as well. The effect is to grow a wasp exoskeleton, with the massive modifier.
Spoiler (click to show/hide)

Easter selected his sacrificial items and began forging a spell of armoring for himself. Tiny lines, invisible to all but him began drawing around him, lining out the edges of his soon to be chitin suit.

Bothered, Chorkinaan attempts to reset his ankle, then tries the same spell/technique again, targeting a larger section of rock this time. essences: 2 chaotic +1 CMP, 1 chaotic +2 CMP

Come on, now! You're pinned at the bottom of a crack! Won't you just kindly give up and die already?
Don't answer that. We all know the answer.
(This spell: Success, but it was dodged. Next.)
"You know what they say.

But what do they actually do? Oh, i'm confused what to do, so much options...."

PM'd spell.

Spoiler (click to show/hide)

Chorkinaan firmly griped his leg with one hand, his foot with the other and twisted. With a loud pop, bone moved back into place, leaving Chorkinaan breathing hard from pain but no worse for wear. This quick fix did take a few seconds which were enough time for Surg to cast a spell of his own. Air rippled, and as the ripples passed through Chorkinaan he felt his bones rattle and creak. Soon, he felt dull pain all over his body radiating out from the bones. He had no choice but to wait until this stopped or risk serious damage. He couldn't tell how much damage that did, whatever it was, but he felt that if he took another such attack, there might be some shattering bones.

Summon another heating cube.
Spoiler (click to show/hide)
Cuberac conjured another cube of heating, this one blue, about a foot across, glowing with pale light and warmth. It did not seem to grow colder as time passed which gave it good chances to last in the freezing chill. The glow was a bit concerning, but if this was all plutonium he would had most likely died before the cube even finished appearing. It was only the shape that made it difficult to use efficiently.

((Every time I try essence roulette it fails after two or three successes...))

North west, where there appears to be two mages loitering around. Continue essence roulette.

Spoiler (click to show/hide)

Shias returned to the company of his fellow mages after what had felt like forever but was actually only about an hour. He chose to see the new mages first, visiting the entry portal and two mages standing there. One was surrounded by wasps and the other was singing a soundless song and bleeding from where normal people would have ears. Shias began a greeting but then paused and began considering if he really should greet these two. One of them almost certainly wouldn't hear it.

4 more essences, keep looking around the tower
Spoiler (click to show/hide)

Seva continued wandering around the tower, feeling better with each step. It was not particularly eventful so he took several flights of stairs and ended up on the top floor of the tower. Only half of the room had a roof, the other half was left open and a telescope stood in that side. Stars were clearly visible in the dark sky.

Demoralize the troll with some really sad GBM-boosted music that only it can hear. Make a GBM-boosted essence.
((By the way, is Mista J.'s clone getting up to anything?))

Damond, He Who Is Consistently Not Doing Sufficient Damage To His Foe:

"Accurse it! Why do you no die?"

Damond sends a punch at the troll, but uses the cluster modifier at -2 and GBM to turn it into a flurry of punches.

{Mista J.'s clone has long since evaporated.}

Spoiler (click to show/hide)

Damond and Troll swung their arms back and struck each other simultaneously with full blows. Damond's fist scattered in the air, striking the troll in dozens of places at once, tenderizing his foe all over. The troll shrugged off the blows, but his own swing did little more to Damond as it almost bounced off his bulging abs. Some distance away, unnoticed by anyone, troll included, Jackson was singing a song of melancholy, unheard.

Continue to the south, making a pair more essences.
Edit:
Oh, and put on the amulet, if it's not already on.
Spoiler (click to show/hide)

Gambler continued his trek southwards, but stopping before reaching the entrance portal. Three mages stood there and they all looked a bit like trouble, one treant, one surrounded by wasps and the third bleeding from his ears. Those were the kind of signs mages tended to notice after living in to their second decade of practice.

Exploit the heart to siphon the flames from the two burning skeletons and create a pulse of fire for breathing room.
Spoiler (click to show/hide)

Duritarum attempted to pull the flames off the skeletons, but only succeeded in making an impersonation of mild wind. the flames moved about but stayed attached to the bones. Most of them did, some were flung towards Duritarum causing him to roll again. This time he managed to avoid more of the swords and only got a few extra scratches. But while rolling Duritarum noticed something rather important. The fire in the entrance had burned out, the way out was free.

((More power, eh? Very well.))

Xom has another go at repairing the damaged pyramid, fuelling the spell with the +1/+1 and +1/+2 law essences.
He then proceeds to entertain himself with another game of essence roulette, this time alternating between chaos and law essences.


Spoiler (click to show/hide)

Xom charged the pyramid further, this time returning several bricks back into the structure. There were only few cracked off pieces left now and the light on the cap was now brighter. Satisfied with result for the moment Xom began focusing power until one of his chaos essences escaped his grip and began making nearby stones try to eat each other.

Still absolutely stupefied by the horrific sight he has seen, Kahel continiously pumped new essences, quite obvious to the fact that most crumbled in mere seconds, some - with unforseen and dangerous results.

Second [Liquid] roulette.


Spoiler (click to show/hide)

Not wanting to think too much, lest the thoughts bring back the unpleasant memories, Kahel returned to the most basic of magics, focusing essences. It was a task that required concentration and absolutely no real thinking. He stopped when part of a nearby wall melted and was then replaced by the Keeper.

reach and land on the shore of the island and take a look around, four essences.

Spoiler (click to show/hide)

Clownman landed on the island without incident and looked around. It was all sand and small pebbles, nothing of real notice. Then the pebbles began to move and Clownman cautiously observed the movement. A sand covered slime rose from the ground and cautiously approached the balloon. It bumped into the balloon and quickly rolled backwards. Then, it extended a pseudopod towards the balloon, touched it, and immediately rolled pseudopod back. Was it thinking that the balloon was a fellow slime?

Make 4 essences while waiting for Viznor.

Spoiler (click to show/hide)

Waiting was boring but this was not to be a long wait. James waited for Viznor to finish remaking his instructions manual into something actually useful, but this shouldn't be a long wait. Minutes from now, he wouldn't need to worry about accidentally self destructing the cube ever again.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DreamerGhost on August 15, 2016, 11:11:39 am
Finally done. PM's will be coming soon.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: XXXXYYYY on August 15, 2016, 12:05:22 pm
Just kinda... skirt around them to the tower, then enter and make 3 essences.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 15, 2016, 01:29:02 pm
Urgh! Damn, you're a dangerous one! I'll have to finish this quickly!

Chorkinaan launches a desperate attack, consuming 4 +1/+1 essences to dislodge a whole pillar from the side of the crack, dropping it onto the painful mage from directly above him. If the mage survives and is able to retaliate, Chorkinaan runs.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Zormod on August 15, 2016, 03:05:50 pm
Head to that tower.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DAPARROT on August 15, 2016, 03:27:06 pm
((who is that green/grey dot in the swamp?))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 15, 2016, 03:36:27 pm
Hey Chorkinan. What's up? Any reason why you're attacking a hole?

Transfer all sharpness caused by the essence collapse last turn into my fingertips so as to make my hand like that of Killua in hunter x hunter.killua (http://img15.deviantart.net/e427/i/2015/319/f/a/killua_lightning_hd_wallpaper_hunter_x_hunter_2011_by_yellowflash1234-d9gub6d.jpg)
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DreamerGhost on August 15, 2016, 04:04:48 pm
((who is that green/grey dot in the swamp?))

((That is a gray ring and it represents Damond))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 15, 2016, 04:25:46 pm
There's a mage pinned down there who's a lot more dangerous than you'd think on account of his being stuck in a hole and we're trying to murder each other!
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: vishdafish on August 15, 2016, 04:35:49 pm
Roll for more power, using 4 +1 pot essence.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: FallacyofUrist on August 15, 2016, 05:02:01 pm
Damond, Irritated Boxer Mage:

"You're a tough one! But I've got a bit more for you!"

Damond throws a GBM boosted punch... right at the troll's soul.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Gonchon on August 15, 2016, 08:40:37 pm
using 1 +1cmp,  2 1/1 and 3 +1pt essences make myself not incompetent at communicating with other beings, talk to slime if this works.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DAPARROT on August 15, 2016, 09:27:44 pm
Fly to the swamps, directly southwest(straight line of hexes)

make 2 essences
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: vishdafish on August 15, 2016, 09:44:26 pm
using 1 +1cmp,  2 1/1 and 3 +1pt essences make myself not incompetent at communicating with other beings, talk to slime if this works.

((Wow, thats pretty clever, never thought of that way of using your affinity.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: H4zardZ1 on August 16, 2016, 07:08:28 am
(Second Spell: Nearly failed. R- Oh wait. Someone else.)
"I'm sorry, but this is a kill or be killed situation. If i don't kill him, i'm the one who will be killed.

Now if you mind...."
PM'd spell.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 16, 2016, 08:03:04 am
((looks over the ledge briefly))This seems sort of like you just found a mage trapped in a hole and decided to go for some easy shards. I would like to inform you now that if that is the case that it goes against the doctrine of TOAM. We have a strict no random mage murdering policy.

Rather, we support resolving conflicts peacefully when possible.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: H4zardZ1 on August 16, 2016, 09:26:01 am
((By the way, if you STILL want to kill me, my spell isn't aimed at you, but at the rock you are aiming at.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 16, 2016, 12:44:14 pm
No random- Have you all forgotten the point of this place? This is LITERALLY a deathmatch between mages to collect enough shards to achieve divinity! What's the point of going pacifist? Give me a good reason and I'll leave this bastard alone.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 16, 2016, 04:48:51 pm
No random- Have you all forgotten the point of this place? This is LITERALLY a deathmatch between mages to collect enough shards to achieve divinity! What's the point of going pacifist? Give me a good reason and I'll leave this bastard alone.
Very well. I see you haven't thought much into what this game is yet so I'll enlighten you to what I believe to be its inner workings.

As you well know, all of the mages in this tournament come from a variety of worlds and background. All of us came and were told or informed on the basic laws in the tournament. Each mage is worth a minimum of 5 shards and 100 shards grants you immortality.

This basic knowledge has always been a fundamental part of the game and it serves to motivate mages to compete against each other. But the thing is, immortality is a powerful ability, one which not one of us even got close to achieving in our own respective worlds, despite all of us being renowned mages in our own right. What this means is that a higher force must have arranged this tournament. Here in is where the troubles start to emerge.

So far, the most powerful beings within this tournament have been the boss monsters, (bossholder, ice dragon,uber-dragon), the world's themselves, (the duck , a'tuin the turtle, and the platypus I think), and the deities. The boss monsters are of course beatable by groups of mages and higher tear beings such as the worlds. The worlds appear to be killable by extremely high tear boss monsters. I don't believe that the full power of the deities has ever truly been displayed before which leads me to believe that either a deity or an unknown being of even greater strength arranged this tournament.

If we assume that the tournament organizer is more powerful than one of the normal deities then there is then we must not pit each other against ourselves. Rather, we must strive to determine motivation of the organizer.

Gathered here on this land is the largest gathering of archmages in the history of any world. What this means is that if the tournament organizer wished it so, he or she could wipe us all out in a single swipe. Alone, we are about as powerful as a single grain of sand. With the help of more mages we can approach the power level of the mighty Gaia herself.

To put this in terms you may understand better. As a single mage your powers have a very real cap. With the help of many mages working together, this cap can be raised exponentially. With enough mages it should be possible to even create shards safely and efficiently.

So I urge you today. Spare this mage. Do not sacrifice your humanity for a power that can more easily be achieved by working with the rest of mage kind.





And if you need a final reason. No mage has ever survived any odds better than a 1v1 in recent history. Don't be so arrogant as to believe that you would be an exception.

((Typed this all on phone))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Whisperling on August 16, 2016, 05:01:22 pm
((For the record, the "tournament" was arranged by a bunch of mages who wanted to keep magical fights and such far away from anything important. Long gone now, as far as I know, but it does speak to what a large group of players could do.

Also, apparently making shards is a really bad idea. Not in and of itself, but I've heard it gets you hunted down by an avatar of reality or something like that. A shame, really, but I guess something that game-breaking was doomed from the start.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 16, 2016, 05:03:07 pm
((For the record, the "tournament" was arranged by a bunch of mages who wanted to keep magical fights and such far away from anything important. Long gone now, as far as I know, but it does speak to what a large group of players could do.

Also, apparently making shards is a really bad idea. Not in and of itself, but I've heard it gets you hunted down by an avatar of reality or something like that. A shame, really, but I guess something that game-breaking was doomed from the start.))

((Avatar of Reality= final boss?))

((Also I roll for intimidation and bluff check))
((In any case, I'm too lazy to rewrite my speech))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 16, 2016, 05:37:04 pm
*sigh*
You know what? Skelliborn, is it? You raise a lot of good points.
There could very well be a higher power overseeing, if not controlling, this whole business. Who's to say they'll keep their promise if someone wins?
There has to be something looking over the events taking place here. This deathmatch would be all but impossible otherwise.
Diving headlong for what is assumed to be victory could be disastrous, and there are too many unknowns.
Plus, I'm in no position to go two-against-one, or to lose my alliance with professor Jiksap.
So congratulations, Skelliborn. You've made me change my mind.
Chorkinaan approaches the crack
Hey you! I changed my mind on the whole murdering you thing! Do you accept my mercy?
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Whisperling on August 16, 2016, 06:32:24 pm
((Going to take back the reality avatar thing, sorry. Could've sworn I heard it somewhere, but DG asked me if I meant Jase via PM, and I can't for the life of me find the actual message. Sorry 'bout that.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ATHATH on August 16, 2016, 06:41:30 pm
*sigh*
You know what? Skelliborn, is it? You raise a lot of good points.
There could very well be a higher power overseeing, if not controlling, this whole business. Who's to say they'll keep their promise if someone wins?
There has to be something looking over the events taking place here. This deathmatch would be all but impossible otherwise.
Diving headlong for what is assumed to be victory could be disastrous, and there are too many unknowns.
Plus, I'm in no position to go two-against-one, or to lose my alliance with professor Jiksap.
So congratulations, Skelliborn. You've made me change my mind.
Chorkinaan approaches the crack
Hey you! I changed my mind on the whole murdering you thing! Do you accept my mercy?
WHAT.

Does everyone in T.O.A.M. agree to this "no killing other mages" policy?

Weaken the troll's soul (so that FoU can punch it out more easily) by playing [insert the band that DG hates the most here] music.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DreamerGhost on August 16, 2016, 06:59:03 pm
((I misread a thing, confirming that making shards will result in either failure or being hunted down by angels/demons who are really against manufacturing souls.))

((Also, the hundred shards are in themselves enough for godhood, no cashing in at any divine gambling post required.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 16, 2016, 07:02:52 pm
*sigh*
You know what? Skelliborn, is it? You raise a lot of good points.
There could very well be a higher power overseeing, if not controlling, this whole business. Who's to say they'll keep their promise if someone wins?
There has to be something looking over the events taking place here. This deathmatch would be all but impossible otherwise.
Diving headlong for what is assumed to be victory could be disastrous, and there are too many unknowns.
Plus, I'm in no position to go two-against-one, or to lose my alliance with professor Jiksap.
So congratulations, Skelliborn. You've made me change my mind.
Chorkinaan approaches the crack
Hey you! I changed my mind on the whole murdering you thing! Do you accept my mercy?
WHAT.

Does everyone in T.O.A.M. agree to this "no killing other mages" policy?

Weaken the troll's soul (so that FoU can punch it out more easily) by playing [insert the band that DG hates the most here] music.

((Not no killing. Just no random killing. In other words going after evil mages is fine))

((My main goal is to invite Surf to TOAM. I've been communicating via pmns for a few turns))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: BlackHeartKabal on August 16, 2016, 07:41:09 pm
Laugh and charge through the skeletons to the exit.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: H4zardZ1 on August 16, 2016, 10:21:36 pm
((Just to be sure, my name is 'Surg'))
"Yeah.

If you won't try to kill me, i won't try to kill you. Simple as that."


Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 17, 2016, 12:13:53 am
Fantastic. So, how deep is that crack? are you at the bottom, or does it go a ways down from where you're pinned? I wouldn't want to drown you.


Unless Surg objects, Chorkinaan casts a spell to lower the melting point of the stone immediately pinning Surg down.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: H4zardZ1 on August 17, 2016, 03:48:17 am
"I think i'm at the bottom."
Aim the PM'd spell into the floor near me(but not exactly where i am standing on, or anything near a wall).
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: FallacyofUrist on August 17, 2016, 08:44:17 am
((Also, the hundred shards are in themselves enough for godhood, no cashing in at any divine gambling post required.))

((*does mathamancy*))

((Either it's a very weak godhood(5 shards result from a mage's soul, so a god of 100 shards would only have the equivalent of 20 mages worth of souls powering him up), or the shards have a reactive effect with each other that amplifies their power, meaning the more shards are used the more powerful their end result is.))

((Interesting in either case, and useful in the second case.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Elephant Parade on August 17, 2016, 09:26:32 am
((Mages have the power to manipulate reality, so a mage being one-twentieth of a god is hardly surprising.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: ironsnake345 on August 17, 2016, 09:30:07 am
Ah. Well, that cancels plan A.
Chorkinaan assesses the situation and makes 3 essences
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Whisperling on August 17, 2016, 09:41:38 am
((It's important to note that this isn't necessarily a cumulative affect, as a gods' essence and mage souls are two very different things. Haven't used any research spells, mind you, but I believe that the 100-shard threshold is where you have enough power and/or soul material where you can convert your soul into (presumably much more powerful) godly essence.

The resultant god would be similar to the uberdragon in terms of power level. Permanent, though, and I believe you can keep control of yourself for a while? Not so sure what the end result would be in terms of game continuation, although DG has said that it would be more than "boom, RtM's over now."))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DreamerGhost on August 17, 2016, 10:00:49 am
((IC  shards requirement

If you note, all forms without at least some physical part (Elemental forms) are unstable and quickly dissipate without constant injections of power. To go outside the world and enter the realms of gods a body with no physical parts is required as physical objects can't exist in divine realm. The shards allow one to create a shell of power in which to contain their being for indefinite amount of time, granting immense increase in power due to no longer having physical constraints and the ability to ascend towards godhood.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Sarrak on August 17, 2016, 05:16:30 pm
Revelation Kahel has seen, was a bit too much for his weary mind. Of course, it did not mean that his psyche suddenly collapsed - no, mages could live through much, much more horrific events mentally unscarred. But it made him see the mistakes of his current ways and turn back towards more direct approach...

Leave the Tower. Walk in random direction, THEN greet the first non-Triad mage seen with a glorious 'Fireball'. Two +1 CMP essences, one +1/+2 essence and Lesser Blood Power.

('Fireball' - in most pyromaniacal practices, it is an orb of fiery death that explodes upon reaching the enemy. So, its probably equates to summoning a superheated/flammable orb-shaped liquid mass with following & ranged modifiers that combusts explosively upon coming in contact with any non-gaseous substance.)

((So, it's decided. Let the murder commence! I wish all mages present good luck and explosive fun.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 17, 2016, 07:59:23 pm
Revelation Kahel has seen, was a bit too much for his weary mind. Of course, it did not mean that his psyche suddenly collapsed - no, mages could live through much, much more horrific events mentally unscarred. But it made him see the mistakes of his current ways and turn back towards more direct approach...

Leave the Tower. Walk in random direction, THEN greet the first non-Triad mage seen with a glorious 'Fireball'. Two +1 CMP essences, one +1/+2 essence and Lesser Blood Power.

('Fireball' - in most pyromaniacal practices, it is an orb of fiery death that explodes upon reaching the enemy. So, its probably equates to summoning a superheated/flammable orb-shaped liquid mass with following & ranged modifiers that combusts explosively upon coming in contact with any non-gaseous substance.)

((So, it's decided. Let the murder commence! I wish all mages present good luck and explosive fun.))

((I want to see how far I can get playing a pacifist run in rtm. Alas Skelliborn has helped cause the death of a creature so I'll be playing a neutral run for a while.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Whisperling on August 17, 2016, 09:29:45 pm
"Progress marches onwards, I suppose."

Use a +1+1 essence to simplify the information contained within the manual, much in the same way I altered the alchemy book for my own use. Try and add a table of contents as well, if at all possible.

"That should complete the translation. My apologies for the delay."

Viznor suddenly glances downwards, abandoning his usual rigid posture.

"Having heard of your selflessness in healing others, I am ashamed to ask for anything in return. But, ah, if you do not have a use for those items..."

He somewhat awkwardly gestures to the magic containment box James is carrying, presumably referring to the various objects inside.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: H4zardZ1 on August 18, 2016, 07:11:37 am
((Oops.

Anyone interested in getting to the bottom?))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: star2wars3 on August 18, 2016, 12:07:34 pm
((Oops.

Anyone interested in getting to the bottom?))

((Side quest or misplaced spell? Sure, after I  do something with the sharpness in my hands))
Title: Re: Roll to Magic: Turn 177 Merchants of miracles
Post by: TheBiggerFish on August 18, 2016, 12:16:47 pm
3 Essences.
Wasn't processed.  3 Essences.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: Prismatic on August 18, 2016, 02:34:46 pm
Continue to reinforce the pyramid and create two chaos essences.
((Incidentally, could I get the pyramid's stats?))

The notion of cannibalistic rocks seems interesting, though I assume that they're entirely incapable of actually ingesting things. Nevertheless, conduct science by dumping Bernardo's corpse on them.

Blobs of liquid began floating in the air as gravity began to fail. The liquid was met by few small pebbles, few larger pieces and one particular stone which had certain pyramidine quality about it.
((This had nothing to do with Bernardo's law construct, right? I've postponed the investigation for quite a while.))
Search for the stone.
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: DreamerGhost on August 18, 2016, 08:58:11 pm
Turn 180

Just kinda... skirt around them to the tower, then enter and make 3 essences.
Spoiler (click to show/hide)

Gambler decided to skip out on greeting those certainly nice mages. Being so nice, they probably won't take offense. The Tower was just as Gambler remembered it, full of mages doing some strange stuff. Some trading, some crafting, some wandering around.

Head to that tower.

Spoiler (click to show/hide)

Cuberac gripped his heating cube in a tight hug and began walking towards the tower his diamond eye saw. Slogging through the snow was an unappealing experience, only amplified by the difference in temperature between chest and feet. Finally, the tower was in sight. The entrance was thankfully not locked and there was no snow or wind inside. As Cuberac's eyes and ears adjusted to darkness and silence within the tower, he noticed a silent chanting coming from basement entrance that this tower apparently had.

Hey Chorkinan. What's up? Any reason why you're attacking a hole?

Transfer all sharpness caused by the essence collapse last turn into my fingertips so as to make my hand like that of Killua in hunter x hunter.killua (http://img15.deviantart.net/e427/i/2015/319/f/a/killua_lightning_hd_wallpaper_hunter_x_hunter_2011_by_yellowflash1234-d9gub6d.jpg)

Spoiler (click to show/hide)

Skeliborn focused on his bones, on the very edge of them that formed a blade. He gripped the essence of the edge and shifted it, moving it to his nails, which grew and sharpened into spikes. As the spell finished it's work, the nails were a triangular spikes with sharp edges, fearsome natural weapon but rather obstructing if you wanted to hold anything.

Roll for more power, using 4 +1 pot essence.
Spoiler (click to show/hide)

Easter Sunday continued channeling power into the ritual, the lines outlining the future form began growing thicker and more complex. Wasplike features began to form, faint outline of wings and a stinger appeared.

using 1 +1cmp,  2 1/1 and 3 +1pt essences make myself not incompetent at communicating with other beings, talk to slime if this works.
Spoiler (click to show/hide)

Clownman focused on himself, and attempted to tear out one of his flaws by the roots. The flaw of being slow to learn how to communicate with creatures to be specific. He could feel as something left him, taking with it a fog that surrounded his mind, fog that he had not noticed before. He immediately noticed that the slime was becoming more curious with it's pseudopods and deduced that it was certainly attempting to communicate nicely from the lack of pressure pseudopods exerted on the balloon.

{Intuitive translation gained}

Fly to the swamps, directly southwest(straight line of hexes)

make 2 essences


Spoiler (click to show/hide)

Seva had little interest in the stars or the telescope, although the open sky reminded him of business elsewhere. He was feeling well again, and with that his desire to stay in the Tower waned to none. He took flight through the open roof, night sky returning to daylight as soon as he rose above the half-ceiling and glided off towards the swamps.

Damond, Irritated Boxer Mage:

"You're a tough one! But I've got a bit more for you!"

Damond throws a GBM boosted punch... right at the troll's soul.
Weaken the troll's soul (so that FoU can punch it out more easily) by playing [insert the band that DG hates the most here] music.
Spoiler (click to show/hide)

Troll was not a naturally swift creature, but just like alligator, it could catch unwary with an unexpectedly swift move once in a while. This was one such move and it caught Damond right in the jaw, chipping one of his teeth. Damond, however, was having enough of this slugging match. He recognized troll's great endurance, and threw a punch that would pierce any physical defenses. His fist stopped at the troll's chest, but his strike knocked a ghastly image out of the troll. The body collapsed, while the image stood around confused. It resolved confusion in the only way it knew, and ghost troll's arm rose for another punch. Some distance away, Jackson was singing a song that was not heard by anyone.

Laugh and charge through the skeletons to the exit.

Spoiler (click to show/hide)

Duritarum took the opportunity as soon as it presented itself and fled through now no longer burning exit. The exit was a corridor, quite long and narrow, which reduced Duritarum's chances of dodging to nothing, a fact both burning skeletons made use of by throwing most powerful wave of fire yet. Even with all that effort, Duritarum continued his streak of resisting fire perfectly. The flames rolled over him without any harm, even his clothes were undamaged. In no time at all, he was in open air again.

Ah. Well, that cancels plan A.
Chorkinaan assesses the situation and makes 3 essences

Spoiler (click to show/hide)

{If you are changing your action, please cross out your previous posted actions.}

Chorkinaan, deciding that pacifism and cooperation were rather stellar ideas, especially in face of fighting twice the number of mages he signed up for. However, the particular way in which Surg was stuck made helping him rather difficult without harming him further. That left Chorkinaan little to do but wait for Surg to help himself.

"I think i'm at the bottom."
Aim the PM'd spell into the floor near me(but not exactly where i am standing on, or anything near a wall).

Your situation looks like this
Spoiler (click to show/hide)
Are you certain that is the spell you want to use?

Revelation Kahel has seen, was a bit too much for his weary mind. Of course, it did not mean that his psyche suddenly collapsed - no, mages could live through much, much more horrific events mentally unscarred. But it made him see the mistakes of his current ways and turn back towards more direct approach...

Leave the Tower. Walk in random direction, THEN greet the first non-Triad mage seen with a glorious 'Fireball'. Two +1 CMP essences, one +1/+2 essence and Lesser Blood Power.

('Fireball' - in most pyromaniacal practices, it is an orb of fiery death that explodes upon reaching the enemy. So, its probably equates to summoning a superheated/flammable orb-shaped liquid mass with following & ranged modifiers that combusts explosively upon coming in contact with any non-gaseous substance.)

((So, it's decided. Let the murder commence! I wish all mages present good luck and explosive fun.))

Spoiler (click to show/hide)

Kahel left the tower. It was an evil place, for no good place would house such horror. He spun around three times with his eyes closed and set off entirely at random, directly southwards. He crossed the plains, went into the forest and stopped almost exactly in the middle of it. A small branch fell on his shoulder causing him to look upwards and discover that there were vines with rather menacing looking spikes that were extending towards him.

"Progress marches onwards, I suppose."

Use a +1+1 essence to simplify the information contained within the manual, much in the same way I altered the alchemy book for my own use. Try and add a table of contents as well, if at all possible.

"That should complete the translation. My apologies for the delay."

Viznor suddenly glances downwards, abandoning his usual rigid posture.

"Having heard of your selflessness in healing others, I am ashamed to ask for anything in return. But, ah, if you do not have a use for those items..."

He somewhat awkwardly gestures to the magic containment box James is carrying, presumably referring to the various objects inside.

Spoiler (click to show/hide)

Viznor augmented the spell binding the instructions manual, forcing it to become actually useful for a casual user. Table of contents appeared, as well as clear instructions how to get to base position and how to change from base position to any other position with pictures for each form. The tome got only slightly thicker as a lot of useless technical information disappeared.

3 Essences.
Wasn't processed.  3 Essences.

Spoiler (click to show/hide)

{Resolved now}
Magus N.A. was working away at focusing his power. The whole of the tower was a focus to him, and he was getting some very fine results. It was not particularly exciting, but excitement came later, along with victory and success.

Continue to reinforce the pyramid and create two chaos essences.
((Incidentally, could I get the pyramid's stats?))

The notion of cannibalistic rocks seems interesting, though I assume that they're entirely incapable of actually ingesting things. Nevertheless, conduct science by dumping Bernardo's corpse on them.

Blobs of liquid began floating in the air as gravity began to fail. The liquid was met by few small pebbles, few larger pieces and one particular stone which had certain pyramidine quality about it.
((This had nothing to do with Bernardo's law construct, right? I've postponed the investigation for quite a while.))
Search for the stone.

Spoiler (click to show/hide)

{Added Pyramid stats to Charsheet under NPC's}
The stones proved non-carnivorous and continued to try to eat each other and their less mobile brethren rather than Bernardo's corpse. This provided Xom with boredom, and thus, time for thoughts. Specifically, thoughts about how that pyramid cap was exactly the right size to be the pyramidine key he was chasing after in the volcano. The pyramid was now at full power, so recovering the key could be troublesome.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: DreamerGhost on August 18, 2016, 08:58:53 pm
PM's are being processed and should arrive shortly.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: Gonchon on August 18, 2016, 09:57:45 pm
four essences, attempt to get the balloon to animate a pseudopod to communicate friendliness back to the slime.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: H4zardZ1 on August 19, 2016, 04:54:02 am
Well then, 2 essences.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: star2wars3 on August 19, 2016, 05:35:53 am
 Would you like to join TOAM?

Use 5   +1/+1 essences to give me the ability to change  wether my fingertips are sharp or not, much like how wolverine can retract his claws at will. (Ideally changing between one state to the other would then become a free action if this spell succeeds)
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: H4zardZ1 on August 19, 2016, 06:16:15 am
"Yes."
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: vishdafish on August 19, 2016, 06:44:39 am
Even more power with GBM.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: star2wars3 on August 19, 2016, 06:50:56 am
 Welcome to TOAM.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: FallacyofUrist on August 19, 2016, 08:20:12 am
Damond, Fist Wizard:

"AHA! Perhaps now your physical endurance will be of no help to you!"

Damond punches the troll's soul image. And uses GBM. His particular target: the troll's arm that was about to punch.

((Also, Damond has +1 to Potency, not Competency. Shouldn't much matter for this result, but it could in the future.))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: DreamerGhost on August 19, 2016, 12:49:36 pm
Damond, Fist Wizard:

"AHA! Perhaps now your physical endurance will be of no help to you!"

Damond punches the troll's soul image. And uses GBM. His particular target: the troll's arm that was about to punch.

((Also, Damond has +1 to Potency, not Competency. Shouldn't much matter for this result, but it could in the future.))

((You have +0 to POT rolls and all mages have inherit +1 to CMP rolls.))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: ironsnake345 on August 19, 2016, 02:09:25 pm
Is that really as easy as it is to join TOAM? Gods, how has there not been a coup already? Well, anyway, I had a close look at your situation down there, and it looks like if I liquify the rock on your shoulder, it's not going to drown you. You might get some liquid rock in your hair, and whatever's left of your feet will probably be unrecoverable, and perhaps the liquid rock in your wounds will cause an infection, but you'll be free-ish and I can just make a rope to recover you easily enough. Then, we've got a healer I can direct you to, or I could maybe create you a prosthetic. How's that plan sound? I doubt you'll get any more than waist deep even if I end up melting a lot more rock than I intend to.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: FallacyofUrist on August 19, 2016, 06:03:22 pm
((You have +0 to POT rolls and all mages have inherit +1 to CMP rolls.))

((Oh right. Wait, all mages have inherit +1 to CMP rolls? I've been playing for around 100 turns and I've never noticed that.))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: Zormod on August 19, 2016, 06:11:50 pm
Form 2 essences, head towards the chanting.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: Whisperling on August 19, 2016, 06:27:15 pm
((...Wow, Viznor's been around for 94 turns now. Didn't realize I had become part of the old guard.))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: BlackHeartKabal on August 19, 2016, 06:56:57 pm
The power of this heart, or my own will? Drained, decrepit, weak constructs of bone and magic to guard something such as this? Do I truly harness the power of fire? The smallest of tests...
Fire a bolt of burning blood straight into the air, far enough to be seen by many.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: DAPARROT on August 19, 2016, 07:50:26 pm
((map appears to be broken))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: XXXXYYYY on August 19, 2016, 10:27:49 pm
Find a small (unoccupied) room. If possible, drag the luck-based chair (if it's still intact) down to that room, then summon a glass decanter of Liquid Luck™, using a +1/+1 and +1POT essence. Then one more essence, if time remains.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: Whisperling on August 19, 2016, 11:00:59 pm
Find a small (unoccupied) room. If possible, drag the luck-based chair (if it's still intact) down to that room, then summon a glass decanter of Liquid Luck™, using a +1/+1 and +1POT essence. Then one more essence, if time remains.

((A sign composed of pure meta appears from the aether.

BEWARE OF CURSES))
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: NAV on August 21, 2016, 10:22:06 am
((Sorry for being kind of inactive lately. I'll post an action later today.))
Title: Re: Roll to Magic: Turn 179 Anime battles and time shifts.
Post by: NAV on August 21, 2016, 11:55:44 am
"Progress marches onwards, I suppose."

Use a +1+1 essence to simplify the information contained within the manual, much in the same way I altered the alchemy book for my own use. Try and add a table of contents as well, if at all possible.

"That should complete the translation. My apologies for the delay."

Viznor suddenly glances downwards, abandoning his usual rigid posture.

"Having heard of your selflessness in healing others, I am ashamed to ask for anything in return. But, ah, if you do not have a use for those items..."

He somewhat awkwardly gestures to the magic containment box James is carrying, presumably referring to the various objects inside.

James' eyes refocus as he suddenly wakes up from a deep thought.
"Thank you. All safe magic takes a while.
Huh, you want that junk? Sure thing. Be careful with what's in it."

Pretty sure I left the magic containment box on the duck island. Summon it for Viznor with 2/2 of essences.
Then make 3 essences.

Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: AoshimaMichio on August 21, 2016, 01:27:37 pm
I can be bothered with private messages, so my action is here. Spoilered so you metagaming bastards can't react.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: ironsnake345 on August 21, 2016, 02:04:04 pm
Are you gonna answer my question, or are we just gonna stand around looking awkwardly at each other?
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: Prismatic on August 21, 2016, 02:36:24 pm
Xom coalesces some of the residual chaos-infused dust with the intent of forming a ring, using +1/+1 worth of essences. So as to maintain tradition, he follows up the spell with a game of [chaos] essence roulette.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: star2wars3 on August 21, 2016, 05:54:22 pm
Are you gonna answer my question, or are we just gonna stand around looking awkwardly at each other?
Stand around looking awkwardly at each other most likely. On a slightly more serious note, sounds like a good plan.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: DAPARROT on August 21, 2016, 07:44:54 pm
make 2 essences, look for anything interesting near me
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: ironsnake345 on August 21, 2016, 07:55:02 pm
Alright then, first things first.

Chorkinaan decreases the melting point of any stone immediately holding Surg down. No essences.
Title: Re: Roll to Magic: Turn 180 Friendship and Pondering
Post by: DreamerGhost on August 21, 2016, 08:08:26 pm
Turn 181

four essences, attempt to get the balloon to animate a pseudopod to communicate friendliness back to the slime.
Spoiler (click to show/hide)

Clownman carefully manipulated his balloon to create a pseudopod and poke the slime back in the same way it had pocked the balloon. The slime retracted all of it's pseudopods, did a spin and bumped into the balloon. Clownman decided that this, in the unsophisticated language of slimes was a promise of eternal love and that it meant that he had a new pet.

Well then, 2 essences.
Spoiler (click to show/hide)

Surg continued his prolonged stay in the pit in hopes that his newfound friends, one of which was trying to kill him a few minutes ago, won't accidentally kill him. Or "accidentally" kill him. Or tear off his leg and declare the situation fixed because he no longer had a leg broken. To a mage, those were all very real and, due to their commonness, very unintimidating prospects.

Would you like to join TOAM?

Use 5   +1/+1 essences to give me the ability to change  wether my fingertips are sharp or not, much like how wolverine can retract his claws at will. (Ideally changing between one state to the other would then become a free action if this spell succeeds)
Spoiler (click to show/hide)

Skeliborn, overlooking the victim and the killer make friends, decided to meaningfully focus on his claws for a bit. He focused the potential sharpness and balanced it against the real edge, creating a mostly nonexistent plane of reality specifically for containing his nail claws when not in use. There was probably a better way of doing this but he was busy impressing the two fresher mages before him.

Even more power with GBM.
Spoiler (click to show/hide)

Easter Sunday continued channeling power into his soon to be armor. It was now complete, all parts finished and functional, but as a mage he could still charge it with even more supernatural ability.

Form 2 essences, head towards the chanting.

Spoiler (click to show/hide)

Cuberac decided that if he was to stay in the tower it would be a smart idea to greet the inhabitants. The sane option of going out of the tower and just leveling the thing had not even occurred to him. Down the stairs there were a few torches that made it possible to actually see things and what Cuberac saw was a stone table with what seemed like a corpse on it, surrounded by eight figures in red robes, chanting. Cuberac had a hard time identifying the corpse due to how many bits it was missing.

The power of this heart, or my own will? Drained, decrepit, weak constructs of bone and magic to guard something such as this? Do I truly harness the power of fire? The smallest of tests...
Fire a bolt of burning blood straight into the air, far enough to be seen by many.

Spoiler (click to show/hide)

Duritarum focused his power and fired a flare of blood and flames. It exploded high above in sparks of red and orange. Anyone looking at the sky on the island would see this one.

Find a small (unoccupied) room. If possible, drag the luck-based chair (if it's still intact) down to that room, then summon a glass decanter of Liquid Luck™, using a +1/+1 and +1POT essence. Then one more essence, if time remains.
Spoiler (click to show/hide)

Gambler ventured through the Tower, deciding to avoid the one room with a warning hanging over the entrance. His chair was still where he had left it, though it was still as annoyingly heavy. Gambler dragged it to a room of his own though his choice of room happened far closer to the Council room than other private room choices. Inside, he conjured a potion of Luck, one of the most desired and most illegal substances to ever exist. It was a good thing that the Sherif was dead, or this could get him in so much trouble.

Pretty sure I left the magic containment box on the duck island. Summon it for Viznor with 2/2 of essences.
Then make 3 essences.


Spoiler (click to show/hide)

James focused on his box filled with various stuff, the primary building block of Wizardly mess, the only habitat in which a wizard can feel truly comfortable. He called it back through a rift of spacetime, conjuring both the box and a fair amount of dirt that was around the box.

I can be bothered with private messages, so my action is here. Spoilered so you metagaming bastards can't react.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Shias sent a sneaky poisonous cloud towards a potential enemy, but unfortunately for the druid, his target had went through enough drugs during his career to kill a leviathan and had built up a considerable resistance to them. The poison passed through entirely unnoticed.

Damond, Fist Wizard:

"AHA! Perhaps now your physical endurance will be of no help to you!"

Damond punches the troll's soul image. And uses GBM. His particular target: the troll's arm that was about to punch.

Spoiler (click to show/hide)

Duritarum prepared his strike well, but in the time he took to prepare the Troll attacked. It felt strange to feel the strike of a ghost troll, but Duritarum's mind was no weaker than his body, resisting easily. He took the opportunity for a devastating counterstrike that tore off ghostly troll's arm.

Xom coalesces some of the residual chaos-infused dust with the intent of forming a ring, using +1/+1 worth of essences. So as to maintain tradition, he follows up the spell with a game of [chaos] essence roulette.
Spoiler (click to show/hide)

Xom attempted to conjure a ring from the still chaotic dust that remained in the area. He succeeded, for a given value of success, as the ring was two meters wide and weighted about two tons. It did not help that more sulfur fractals grew on it almost immediately as his essence roulette failed.

make 2 essences, look for anything interesting near me
Spoiler (click to show/hide)

Seva looked around again. The swamp could not, should not be this empty. But empty it was, besides frogs and leeches. One particularly loud frog was croaking just a few feet away, trying for the "most annoying animal" award, possibly in hopes of eating the fly that occupied the top place at the time.

Alright then, first things first.

Chorkinaan decreases the melting point of any stone immediately holding Surg down. No essences.
Spoiler (click to show/hide)

Chorkinaan, in a gesture of good will attempted to free his victim-to-be from the trap of stone Surg had found himself in. The rocks around Surg melted and then evaporated, causing Surg to fall again, though this time with no extra injuries.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: DAPARROT on August 21, 2016, 08:20:02 pm
2 more essences, head southwest to where the mage is
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: star2wars3 on August 21, 2016, 09:50:41 pm
I can help make a rope to get you out of there.
Make a rope out of grass blades.(copying Inca(n?) technology here)
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: FallacyofUrist on August 21, 2016, 10:52:56 pm
Damond, Master of Fist!:

"Duritarum? Nice name, but not mine."

Damond glares at the fourth wall, raising a fist.

"In any case, I've spent long enough fighting you. FINISHING STRIKE!"

Damond took a nice look at the link that connected the troll's soul to its body, preventing its soul from simply disintegrating. Then he punched it, using GBM to help fuel the modification of this particular punch to make it have a cutting effect.

((If it's not permissible, I'll think of something else.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Zormod on August 22, 2016, 12:24:35 am
"Hey."
Position hyperbladecubes next to each cultist, prepare to murder if they get unfriendly.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ironsnake345 on August 22, 2016, 01:45:58 am
Oh, hey! Well, that went well. I guess I ended up altering boiling point as well as melting point. Well, now you've got your own little platform! It's a good thing that gaseous stone is apparently lighter than air, or you'd be suffocating right now.
Chorkinaan stepped back from the hole and turned towards Skelliborn, speaking in a lower tone.
I swear, if getting into TOAM is THIS easy, there's just no way there's NOT going to be a coup. Nice pocket dimension claws, by the way. Let me help you with that rope.

Chorkinaan casts a spell to perform fine modifications to several of the physical aspects of the grass which makes up the rope Skelliborn is creating, in order to make them more ideal for being woven into a rope. No essences.
((just a few minor tweaks to some of the essential attributes. Cohesiveness is a good thing to raise slightly, as is overall toughness. Just helping make a good rope.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: H4zardZ1 on August 22, 2016, 03:28:33 am
"Thanks."
2 essences.

If the ropes are successful, climb it up.

Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: AoshimaMichio on August 22, 2016, 03:48:52 am
Well then, if drugs don't work then let's give him old fashioned bear hug, the kind that grinds ribs into dust and snaps spine in five places.

And I think I had some tentacle vines on my juggernaut? I magic them wrapping around his neck and into his mouth, and taking root in his flesh.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: star2wars3 on August 22, 2016, 06:47:58 am
Thx for the spell boost.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: vishdafish on August 22, 2016, 07:13:20 am
Even more powerrr with GBM.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ATHATH on August 22, 2016, 08:47:41 am
Damond, Master of Fist!:

"Duritarum? Nice name, but not mine."

Damond glares at the fourth wall, raising a fist.

"In any case, I've spent long enough fighting you. FINISHING STRIKE!"

Damond took a nice look at the link that connected the troll's soul to its body, preventing its soul from simply disintegrating. Then he punched it, using GBM to help fuel the modification of this particular punch to make it have a cutting effect.

((If it's not permissible, I'll think of something else.))
Play some GBM-boosted intense music that reaches its climax when FoU punches the troll.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ATHATH on August 22, 2016, 09:14:10 am
Well then, if drugs don't work then let's give him old fashioned bear hug, the kind that grinds ribs into dust and snaps spine in five places.

And I think I had some tentacle vines on my juggernaut? I magic them wrapping around his neck and into his mouth, and taking root in his flesh.

Say, AM, I can't help but notice that the END save against your poison cloud had a +2 bonus and was made in my color...

Is this a declaration of war and/or a wizard fight?
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: AoshimaMichio on August 22, 2016, 12:18:29 pm
Well then, if drugs don't work then let's give him old fashioned bear hug, the kind that grinds ribs into dust and snaps spine in five places.

And I think I had some tentacle vines on my juggernaut? I magic them wrapping around his neck and into his mouth, and taking root in his flesh.

Say, AM, I can't help but notice that the END save against your poison cloud had a +2 bonus and was made in my color...

Is this a declaration of war and/or a wizard fight?
I need shards. And your affinity is not nature oriented.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ATHATH on August 22, 2016, 01:02:41 pm
Well then, if drugs don't work then let's give him old fashioned bear hug, the kind that grinds ribs into dust and snaps spine in five places.

And I think I had some tentacle vines on my juggernaut? I magic them wrapping around his neck and into his mouth, and taking root in his flesh.

Say, AM, I can't help but notice that the END save against your poison cloud had a +2 bonus and was made in my color...

Is this a declaration of war and/or a wizard fight?
I need shards. And your affinity is not nature oriented.
It can be. Songbirds, (D&D) 1e Bards (all Bards had to be Druids at some point in their career, and they cast spells from the Druid list), Snow White...
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ironsnake345 on August 22, 2016, 01:16:45 pm
Don't mention it. Hey, your affinity is blades, right? I can control physicality; maybe when this is done we can try and create some sort of blade liquid.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: AoshimaMichio on August 22, 2016, 02:17:58 pm
It can be. Songbirds, (D&D) 1e Bards (all Bards had to be Druids at some point in their career, and they cast spells from the Druid list), Snow White...

((Not by Shias' standards.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ATHATH on August 22, 2016, 02:53:20 pm
It can be. Songbirds, (D&D) 1e Bards (all Bards had to be Druids at some point in their career, and they cast spells from the Druid list), Snow White...

((Not by Shias' standards.))
Then so be it.

DG, how many shards would I (and/or FoU, if he decides to join in) get for killing Shias?
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: vishdafish on August 22, 2016, 03:50:24 pm
((5 for the kill, I think.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: star2wars3 on August 22, 2016, 05:27:49 pm
Don't mention it. Hey, your affinity is blades, right? I can control physicality; maybe when this is done we can try and create some sort of blade liquid.
Interesting. It would certainly be an experiment to see how that could work. I'd hypothesize that an unprocessed blade liquid might be usable almost like an acid, except with magic and not necessarily being a true acid. This could lead to a variety of applications though. For example, imagine a form of blade liquid which could be used to sharpen a blade. If you think of it, any type of physicality hybrid liquid could be freely moved around and used to more easily forge items by any mage who's magic went into the creation of such a liquid. Indeed, I look forward to working with you towards this endevor.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ironsnake345 on August 22, 2016, 05:58:00 pm
Interesting. It would certainly be an experiment to see how that could work. I'd hypothesize that an unprocessed blade liquid might be usable almost like an acid, except with magic and not necessarily being a true acid. This could lead to a variety of applications though. For example, imagine a form of blade liquid which could be used to sharpen a blade. If you think of it, any type of physicality hybrid liquid could be freely moved around and used to more easily forge items by any mage who's magic went into the creation of such a liquid. Indeed, I look forward to working with you towards this endevor.
Those are all interesting ideas, and I'd be very interested to try them out. One experiment I've been meaning to try is a fluid which forms a blade when poured from a reservoir; the reservoir could be shaped as a sword's hilt, and then you'd have an instant sword from a very compact, concealable base.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: star2wars3 on August 22, 2016, 06:22:47 pm
Interesting. It would certainly be an experiment to see how that could work. I'd hypothesize that an unprocessed blade liquid might be usable almost like an acid, except with magic and not necessarily being a true acid. This could lead to a variety of applications though. For example, imagine a form of blade liquid which could be used to sharpen a blade. If you think of it, any type of physicality hybrid liquid could be freely moved around and used to more easily forge items by any mage who's magic went into the creation of such a liquid. Indeed, I look forward to working with you towards this endevor.
Those are all interesting ideas, and I'd be very interested to try them out. One experiment I've been meaning to try is a fluid which forms a blade when poured from a reservoir; the reservoir could be shaped as a sword's hilt, and then you'd have an instant sword from a very compact, concealable base.
I have an extension for that which may be interesting. What if we could forge the physicality/blade liquid into whatever shape we wanted even if it wasn't a blade. For example, a set of armor made out solidified blade liquid. This could be a way to expand on what we can not easily do alone as mages and bring our society into a new age of prosperity.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ironsnake345 on August 22, 2016, 06:42:31 pm
Interesting. It would certainly be an experiment to see how that could work. I'd hypothesize that an unprocessed blade liquid might be usable almost like an acid, except with magic and not necessarily being a true acid. This could lead to a variety of applications though. For example, imagine a form of blade liquid which could be used to sharpen a blade. If you think of it, any type of physicality hybrid liquid could be freely moved around and used to more easily forge items by any mage who's magic went into the creation of such a liquid. Indeed, I look forward to working with you towards this endevor.
Those are all interesting ideas, and I'd be very interested to try them out. One experiment I've been meaning to try is a fluid which forms a blade when poured from a reservoir; the reservoir could be shaped as a sword's hilt, and then you'd have an instant sword from a very compact, concealable base.
I have an extension for that which may be interesting. What if we could forge the physicality/blade liquid into whatever shape we wanted even if it wasn't a blade. For example, a set of armor made out solidified blade liquid. This could be a way to expand on what we can not easily do alone as mages and bring our society into a new age of prosperity.
That's an amazing idea! And to think I had only considered using such a fluid to make tool handles at first! I think this all has a huge amount of potential and would be a great boon to anyone we'd care to share it with, but for now, I think we'd better get back to this rope before we get TOO sidetracked.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: ATHATH on August 22, 2016, 06:45:54 pm
((5 for the kill, I think.))
I think Shias has killed some other people, though, which adds to the shard reward I/we get for killing him.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: DreamerGhost on August 22, 2016, 06:51:00 pm
((Shias is worth 5 shards))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: NAV on August 22, 2016, 11:34:07 pm
"Here you go. Pleasure doing business."
Give the heavy lead containment box to Viznor in exchange for the translated book.

Flip through a few random pages to make sure everything's readable (and makes note of what forms are on those pages), then thank Viznor and head home to the tree.


I'm trying to cut down on the summoning lately, since summoning takes things from someone else (as shown in the techpriest incident which James feels guilty about)... James takes a ring off his finger, solid gold decorated with an emerald, and attempts to enchant it. Enchant it to make sure whatever objects I summon were abandoned and unwanted by anyone else. 5/5 of essences and a lesser blood magic.

The enchantment should probably make summoning more difficult due to the smaller selection. But I can always take it off in emergencies.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: star2wars3 on August 23, 2016, 06:24:50 am
Quote
I'm trying to cut down on the summoning lately, since summoning takes things from someone else (as shown in the techpriest incident which James feels guilty about)...
((I wonder if it would be possible to stop relying on magic altogether. For example instead of summoning a sword or magically forging a sword, what if I needed to find unprocessed iron, smelt it into pig iron, and black Smith it into a sword(obviously I oversimplified the process there). For that matter, would it be possible to live in rtm and do everything without ever utilising magic.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: FallacyofUrist on August 23, 2016, 08:20:58 am
Quote
I'm trying to cut down on the summoning lately, since summoning takes things from someone else (as shown in the techpriest incident which James feels guilty about)...
((I wonder if it would be possible to stop relying on magic altogether. For example instead of summoning a sword or magically forging a sword, what if I needed to find unprocessed iron, smelt it into pig iron, and black Smith it into a sword(obviously I oversimplified the process there). For that matter, would it be possible to live in rtm and do everything without ever utilising aether.))
((Now that would be a challenge, one I'm interested in at that. Unless I used [REDACTED].))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: TheBiggerFish on August 23, 2016, 09:29:32 am
Remember what I was doing.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Whisperling on August 23, 2016, 09:46:08 am
aether.))

((I see what you did there.))
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Gonchon on August 23, 2016, 03:08:28 pm
continue exploring with my new slime friend! four essences.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: BlackHeartKabal on August 23, 2016, 05:22:49 pm
Forge on to the east.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Atomic Chicken on August 24, 2016, 02:06:41 pm
Intrigued by the sudden appearance of the blood-red mark in the sky, Ilium heads to the highest point in the tower to get a better view.

PM.
3 essences.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: XXXXYYYY on August 24, 2016, 02:23:48 pm
Make three more essences.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Sarrak on August 24, 2016, 03:17:30 pm
Inside Kahel's mind, memories ran in short succession, starting with battle against treants in the old island, continuing with rapidly declining luck and ending with still-imprinted pain of aching limbs. No. He won't let this continue!

Flee from this cursed place, where no one beside druids should ever place their feet!

If retreat fails, use (up to three times, if needed):
"Burning Hands" - novice spell which requires direct contact and burns opponents into fine crisp while scaling with power. Not quite sure about modifiers, as simple heat transferral should do the deed quite fine. Perhaps "massive"?

Else, search for a mage to greet with fiery previously-described death.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Prismatic on August 25, 2016, 02:12:06 pm
Imbue the oversized ring with [chaotic Law +1/+1], [Law +1POT] and [chaotic Chaos +1CMP] essences to create a barrier for containing and concentrating chaotic energies within the circle.
More chaos essence roulette!
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: Whisperling on August 25, 2016, 03:42:40 pm
Complete the trade, then PM stuff.
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: DreamerGhost on August 25, 2016, 07:32:42 pm
Turn 182

2 more essences, head southwest to where the mage is
Spoiler (click to show/hide)

Seva flew off towards Damond and observed him form a distance. He seemed to be battling a troll ghost, sans one arm. There was a troll corpse nearby, possibly the same one Damond was fighting.

Damond, Master of Fist!:

"Duritarum? Nice name, but not mine."

Damond glares at the fourth wall, raising a fist.

"In any case, I've spent long enough fighting you. FINISHING STRIKE!"

Damond took a nice look at the link that connected the troll's soul to its body, preventing its soul from simply disintegrating. Then he punched it, using GBM to help fuel the modification of this particular punch to make it have a cutting effect.

{Dammit, that's twice I have messed your name up now.}

Spoiler (click to show/hide)

Damond left the troll to reel from the damage sustained and focused on the link keeping the ghost here. He then punched the link with knuckle pushed out and severed the link with a piercing strike. The reeling troll continued falling backwards, fell to the ground and then through the ground, dispreading forever. The creature was finally as dead as they get.

"Hey."
Position hyperbladecubes next to each cultist, prepare to murder if they get unfriendly.

Spoiler (click to show/hide)

Cuberac sent out his squad of hypercubes, waited a second, then stepped out into the light and introduced himself. The chanting ceased immediately, and cultists turned to him. One is slightly better robes than the rest shouted "Capture the interloper" and the cultists charged towards Cuberac. This was not the greatest of plans.

I can help make a rope to get you out of there.
Make a rope out of grass blades.(copying Inca(n?) technology here)
Oh, hey! Well, that went well. I guess I ended up altering boiling point as well as melting point. Well, now you've got your own little platform! It's a good thing that gaseous stone is apparently lighter than air, or you'd be suffocating right now.
Chorkinaan stepped back from the hole and turned towards Skelliborn, speaking in a lower tone.
I swear, if getting into TOAM is THIS easy, there's just no way there's NOT going to be a coup. Nice pocket dimension claws, by the way. Let me help you with that rope.

Chorkinaan casts a spell to perform fine modifications to several of the physical aspects of the grass which makes up the rope Skelliborn is creating, in order to make them more ideal for being woven into a rope. No essences.
((just a few minor tweaks to some of the essential attributes. Cohesiveness is a good thing to raise slightly, as is overall toughness. Just helping make a good rope.))
"Thanks."
2 essences.

If the ropes are successful, climb it up.


Spoiler (click to show/hide)

Skeliborn conjured a rope of grass blades, a rope of decent quality and passed it to Chorkinaan. Chorkinaan improved the rope, strengthening and tempering it. Their effort was rewarded with a rope fine enough to tow trucks, but there was a weakness that they failed to account for. Namely, Surg not having the strength to pull himself out of the pit. He might had been able to get out if his leg wasn't stuck, but between the pain and actually being stuck, he ended moving not one inch upwards.

Even more powerrr with GBM.
Spoiler (click to show/hide)

Easter Sunday continued filling his form with power when some of the lines bent and fell on each other. An intersection collapsed rather than overlapped, threatening to throw off the entire structure. Easter swiftly connected the fault to a sacrifice and allowed magic to take it's course, destroying the sacrifice utterly. The outline returned, this time correctly, and the spell remained strong. There would had been far more trouble if he had not had the sacrifices.

Well then, if drugs don't work then let's give him old fashioned bear hug, the kind that grinds ribs into dust and snaps spine in five places.

And I think I had some tentacle vines on my juggernaut? I magic them wrapping around his neck and into his mouth, and taking root in his flesh.


Spoiler (click to show/hide)

Shias approached Jackson, but the mage sensed him somehow and had a spell ready. It was a insidious spell, one that attacked his mind and the magic that rested within. Vines and moss began growing over Shias at incredible speed, as power of his essences flowed out and fused with plants around him. The only luck was that there wasn't enough growth to incapacitate him, but it was all extra mass that was not particularly useful. It showed how useless it was as Jackson took great care to stay well out of Shias grip, running away as soon as Shias got closer than five meters.

{Shias: Lost one of each essence. Gained Moss layer - Defense against blunt force increased}

"Here you go. Pleasure doing business."
Give the heavy lead containment box to Viznor in exchange for the translated book.

Flip through a few random pages to make sure everything's readable (and makes note of what forms are on those pages), then thank Viznor and head home to the tree.


I'm trying to cut down on the summoning lately, since summoning takes things from someone else (as shown in the techpriest incident which James feels guilty about)... James takes a ring off his finger, solid gold decorated with an emerald, and attempts to enchant it. Enchant it to make sure whatever objects I summon were abandoned and unwanted by anyone else. 5/5 of essences and a lesser blood magic.

The enchantment should probably make summoning more difficult due to the smaller selection. But I can always take it off in emergencies.
Spoiler (click to show/hide)

{Usually, I'd say that such enchantment is beyond your ability (You'd need Enchantment for it), but this is mostly just fluff so eh, whatever.}

James flips through the book and on the very first page there are descriptions on how to recognize buttons by touch. Apparently, they are different and since you lack ability to see in ultraviolet, the only way to recognize which is which is by touch. You manage to find the one which returns the Cube to a base form from any other form. It worked well, and James gave Viznor a heavy lead box in return with a thanks. James the took off his ring and forced onto it an enchantment, some would say to avoid consequences. Truly, it was because James was possibly the only genuinely good mage, and not having people asking to return their property was just a bonus.

Remember what I was doing.

{You were in the Tower, pretending to be a potted plant to all systems, conjuring Essences and pondering philosophy.}

continue exploring with my new slime friend! four essences.

Spoiler (click to show/hide)

Clownman continued going deeper into the island, and found some rather interesting creatures. they looked like jellyfish, but they floated above the ground seemingly looking for something. Clownman decided against checking if he fit the criteria of what they were looking for, but there was a rather amusing incident when one of his incompetence essences ran wild, causing a jellyfish to float up and down as if it was drunk.

Forge on to the east.

Spoiler (click to show/hide)

Duritarum left the flare and ventured eastwards. Whatever the flare would attract, he had no interest in it. In the east, past a mushroom forest he found a rock flatland with cracks, and two mages overlooking a crack. The cracks revealed that there were gemstones of all kinds trapped within the rock, easily accessible for anyone who wanted them.

Make three more essences.

Spoiler (click to show/hide)

Gambler sat comfortably in his throne, resting from dragging it for a fair distance. the luck potion rested in one of his many pockets, and had yet to attract any snoopy inspectors. Now the chair, There was a dilemma. Use it or not? He was still quite lucky, but with the blood curse, it paid to be careful.

Inside Kahel's mind, memories ran in short succession, starting with battle against treants in the old island, continuing with rapidly declining luck and ending with still-imprinted pain of aching limbs. No. He won't let this continue!

Flee from this cursed place, where no one beside druids should ever place their feet!

If retreat fails, use (up to three times, if needed):
"Burning Hands" - novice spell which requires direct contact and burns opponents into fine crisp while scaling with power. Not quite sure about modifiers, as simple heat transferral should do the deed quite fine. Perhaps "massive"?

Else, search for a mage to greet with fiery previously-described death.
Spoiler (click to show/hide)

Kahel turned around and rushed straight out of here, but he was not swift enough. Vines reacted to his swift movements with swift movements of their own, wrapping around his limbs and dragging Kahel upwards. There was some panic and then Kahel returned to tried and trusted method of pyromancy gardening. A vine writhed and then withered in his hands as sparks flew freely. few quick touches returned Kahel on the ground and swift legs took him away. There was nothing good about this forest.

Imbue the oversized ring with [chaotic Law +1/+1], [Law +1POT] and [chaotic Chaos +1CMP] essences to create a barrier for containing and concentrating chaotic energies within the circle.
More chaos essence roulette!

Spoiler (click to show/hide)

Xom looked over the huge ring before him. It was not exactly suited for personal use, but that did not make it useless.  It could still be used as a focus, or even as a gateway. Outside of the ring reshaped itself into bismuth patterns and a barrier unnoticeable to those not attuned appeared around it. It proved amazingly useful as just moments later essence flowed out from Xom's hands and was captured by the ring.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 181 Fighting Ghosts and Conjuring Relicts
Post by: DreamerGhost on August 25, 2016, 07:33:07 pm
PM's will be coming out tomorrow.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: ATHATH on August 25, 2016, 08:03:02 pm
Huh. I was expecting something more devastating from a scream into the aether that was supposed to be made at the exact frequency required to break nature magic like glass.

Wait... Why didn't Shias get the penalty to the luck roll that I specified in the spell?
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: vishdafish on August 25, 2016, 08:03:09 pm
Easter Sunday burns the remaining sacrifices and finishes the ritual.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: star2wars3 on August 25, 2016, 08:07:00 pm
 Well since it looks like you can't climb the rope right now that you're we're going to need to pull you up. Could you tie the rope around your waist or do I need to come down and tie it for you?
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: ironsnake345 on August 25, 2016, 09:24:00 pm
You should at least have something to tie it around, right? If the waist is a bust, the chest should work. If you're worried about us pulling your legs off or something, I can use my magic to patch you up and create prostheses, and I know of  a... (ugh) healer, who's part of TOAM as well, and can probably grow you a new pair of legs.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: XXXXYYYY on August 25, 2016, 10:14:17 pm
Don't activate the chair yet. Summon a vial and hollow glass orb with an opening, then make a luck essence.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DAPARROT on August 25, 2016, 10:21:44 pm
2 more essences, walk over to Damond, follow him to help find whoever he is looking for


Hello there, did you just punch a ghost to death?
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: Zormod on August 25, 2016, 11:33:02 pm
Have my cubes slice through the cultists, and use my sharp cube to slash at anyone who gets close.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: FallacyofUrist on August 26, 2016, 08:32:32 am
Damond, Slayer of Ghost Troll:

"Yes! Yes, I did! Wait, are you after my loot?"

If birdmage takes offensive action against Damond, birdmage gets the spell he cast punched back at him using GBM.

If for some reason a dinosaur mage tries attacking Damond, dinosaur mage gets hit with a cutting punch fueled by GBM.

If for some reason they both attack Damond, Damond punches the ground to create a shockwave to hit them both. Using GBM.

If neither of them attack Damond, Damond slings the troll corpse over his shoulder and goes off in search of the mage who assisted him in his fight with the troll, making 3 Punches essences as he goes. Last Punches essence made gets boosted by GBM.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DAPARROT on August 26, 2016, 10:24:14 am
No, I'm not after your loot, I just didn't think that was possible.

It just seems like everyone is banding together, so it will probably be dangerous to be on your own very soon, thus I am looking for potential allies, would you be interested?
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: FallacyofUrist on August 26, 2016, 03:19:54 pm
It just seems like everyone is banding together, so it will probably be dangerous to be on your own very soon, thus I am looking for potential allies, would you be interested?

"Perhaps so! Some other mages to help me show off my powerful punches might be a good thing! But first, I have one such potential ally to (maybe) rescue!"
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: vishdafish on August 26, 2016, 03:23:59 pm
((If he lasts that long. In my opinion, Shias is probably the most powerful mage in the game so far.))
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DreamerGhost on August 26, 2016, 03:32:02 pm
((If he lasts that long. In my opinion, Shias is probably the most powerful mage in the game so far.))

{Shias is pretty strong, but Jase had about three chances to just win the game. This is still going on because he didn't think that between fourteen mages he'd be able to gather 100 shards.}
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: AoshimaMichio on August 26, 2016, 04:00:27 pm
((If he lasts that long. In my opinion, Shias is probably the most powerful mage in the game so far.))

{Shias is pretty strong, but Jase had about three chances to just win the game. This is still going on because he didn't think that between fourteen mages he'd be able to gather 100 shards.}

((I am? Really? Since when? I don't even have any artifacts. And is my staff duplicated in char sheets or what's going on there?))



That damn non-nature oriented mage is better stop moving. He's running on grass, right? There's plenty of all kinds of ground vines probably and other plants that now will grow larger, stronger and faster and trip and tie him up and grow into his nose and mouth and lungs so I can walk and stomp his head into fine mush at my leisure.

Lesser blood, 2 chaotic +1/+1.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: TheBiggerFish on August 26, 2016, 04:04:26 pm
Continue pondering the ineffable, and making essences.  3, to be precise.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: vishdafish on August 26, 2016, 04:10:14 pm
((Well, your defense is crazy, you have good stats, and your affinity is quite useful for combat. Maybe not the strongest, but certainly you are one of the stronger mages, at the very least.))
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DAPARROT on August 26, 2016, 05:33:25 pm
It just seems like everyone is banding together, so it will probably be dangerous to be on your own very soon, thus I am looking for potential allies, would you be interested?

"Perhaps so! Some other mages to help me show off my powerful punches might be a good thing! But first, I have one such potential ally to (maybe) rescue!"
well then, I woups be glad to assist you with that
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: Gonchon on August 26, 2016, 09:56:39 pm
go to what seems like the end of the map, ignoring and avoiding the jellies, four essences.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: NAV on August 27, 2016, 06:12:57 pm
Return to the tree while thinking of some things. 3 Healing essences.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: star2wars3 on August 28, 2016, 05:05:26 am
Instruct Surg through tieing the rope around his body. Once the rope is typed, pull Surg up.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: H4zardZ1 on August 28, 2016, 05:30:52 am
((OOps, forgot.))

Tie the rope around my body.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: ironsnake345 on August 28, 2016, 12:21:31 pm
Help Skelliborn tow Surg up out of the hole.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: Prismatic on August 28, 2016, 03:16:01 pm
Xom begins to destabilise the aether within the ring, following up the procedure with more chaos roulette.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DreamerGhost on August 28, 2016, 08:28:24 pm
Turn 183

Easter Sunday burns the remaining sacrifices and finishes the ritual.

Easter Sunday left the remaining sacrifices to burn and let the collected magic flow into the prepared form. Chitin filled out, wings sprouted and a stinger extended. instead of Easter now stood a humanoid wasp about two and a half meters tall. it had four arms that ended in sharpened chitin gauntlets, the stinger was dexterous and could flex around at almost any angle to deliver a long stinger filled with poison. Eyes were dark, but attention was stolen from them by menacing mandibles just below.

Spoiler: Wasp armor (click to show/hide)

Don't activate the chair yet. Summon a vial and hollow glass orb with an opening, then make a luck essence.
Spoiler (click to show/hide)

Gambler conjured himself a vial and a hollow glass orb. Combined with the throne he was akin to a priest of entertaining science in the making, he lacked only some mysterious substances in his glass implements.

2 more essences, walk over to Damond, follow him to help find whoever he is looking for


Hello there, did you just punch a ghost to death?
Damond, Slayer of Ghost Troll:

"Yes! Yes, I did! Wait, are you after my loot?"

If birdmage takes offensive action against Damond, birdmage gets the spell he cast punched back at him using GBM.

If for some reason a dinosaur mage tries attacking Damond, dinosaur mage gets hit with a cutting punch fueled by GBM.

If for some reason they both attack Damond, Damond punches the ground to create a shockwave to hit them both. Using GBM.

If neither of them attack Damond, Damond slings the troll corpse over his shoulder and goes off in search of the mage who assisted him in his fight with the troll, making 3 Punches essences as he goes. Last Punches essence made gets boosted by GBM.

Spoiler (click to show/hide)

Seva greeted Damond, who returned the greeting while maintaining a healthy amount of skepticism as to the intents of the mage. As Seva failed to show any hostility, Damond grabbed the dead troll and positioned it comfortably over his shoulder. It was damn heavy but it was not going to stop him. What did stop him was an overflow of magic that struck Damond right in the solar plexus. Not particularly harmful, but Damond decided against walking until he could breathe again.

Have my cubes slice through the cultists, and use my sharp cube to slash at anyone who gets close.

Spoiler (click to show/hide)

Cultists rushed towards Cuberac with no fear in their actions. Cuberac made use of this foolishness by forcing more than a spark of power in his cube cloud and they fired through the ranks of cultists striking down several and embedding into wall behind them. Then cultists were upon him swinging daggers everywhere. he dodged the first dagger, escaped the second with but a scratch, but the third dagger caught him right in the stomach, sinking up to hilt. Cuberac responded with a swing of his sharp cube, crushing and cutting up the cultist.

{4 cultists and Cult leader remain}

Continue pondering the ineffable, and making essences.  3, to be precise.
Spoiler (click to show/hide)

Magus N.A. continued conjuring more power and sinking in meditation. Great amplifying antenna that was the Tower sent his thoughts far and they were caught by a passing spirit. the spirit slipped into the wall enchantments and painted it with colors of blue and green - the color of friendship.

go to what seems like the end of the map, ignoring and avoiding the jellies, four essences.

Spoiler (click to show/hide)

Clownman sneaked through the island, taking care to go around jellyfish. He noticed that in some places sand and pebbles moved about ever so slightly, indicating possibility of more slimes lurking beneath the sand. They were not showing themselves, possibly because of his new friend or possibly because he was floating rather than walking. Then, one of his essences failed, causing some significant incompetence in sneaking and making about six jellyfish turn towards Clownman and beginning to float towards him.

Return to the tree while thinking of some things. 3 Healing essences.

Spoiler (click to show/hide)

James left the tower with his new book and went back to the tree house. It was nice there, calm and sunny as it was just far enough away from the tower that it's clouds did not block the sun.

Help Skelliborn tow Surg up out of the hole.
((OOps, forgot.))

Tie the rope around my body.
Instruct Surg through tieing the rope around his body. Once the rope is typed, pull Surg up.
Spoiler (click to show/hide)

Surg tied the rope around himself and raised a thumb up. Skeliborn and Chorkinaan pulled with all their strength. Surg felt a fresh surge of pain in his leg, but he began moving upwards.  A few grunting steps later, Surg was free to limp wherever he wanted.

Xom begins to destabilise the aether within the ring, following up the procedure with more chaos roulette.

Spoiler (click to show/hide)

Xom focused on the ring and tossed another spell of chaos in it. The air in the center of the ring began shimmering. Something interesting was happening there, though there was a chance that the ring would break before some really interesting happened.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: DreamerGhost on August 28, 2016, 08:30:07 pm
PM's should come in 12 hours. AoshimaMicho, your action will also be processed then.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on August 28, 2016, 09:53:35 pm
Alright, you're free. Can you walk OK, or do you need a little extra help? I believe I sensed the... (ugh) healer, headed towards that creepy tower near the main portal.
Chorkinaan seemed to speak the word "healer" reluctantly, and with no small amount of contempt.
Now then, Skelliborn, shall we begin? I'll start by gathering some sacrifices.
Chorkinaan creates a small, heavy solid-physicality bottle, ties the rope to its neck, and sends it down the crack in an effort to collect some of the liquid rock without venturing down into the dangerous crack.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: XXXXYYYY on August 28, 2016, 09:58:40 pm
Enchant the vial to condense ambient luck into a fluid form. Use 2 +1 POT essences. Then make an essence.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Prismatic on August 29, 2016, 01:12:09 am
Xom enchants the ring with the ability to push chaotic anomalies out of its structure as a means of reinforcement. Chaos removed in this way shall be drained into the circle's centre. Use: [Law +1/+1], [Chaos +1CMP].

Another serving of chaos roulette, if you will.


((By the way, it seems that Bernardo has not yet been removed from the map key.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on August 29, 2016, 03:21:26 am
Enchant the vial to condense ambient luck into a fluid form. Use 2 +1 POT essences. Then make an essence.
"screw you guys! I'm taking all the luck for myself!"
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: FallacyofUrist on August 29, 2016, 08:34:43 am
Damond, He Who Has Received A Punch:

"Blast it all! Bah!"

Okay then. Damond attempts to search for the mage who helped him in his fight. After he does so, he makes 2 Punches essences.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Whisperling on August 29, 2016, 08:48:25 am
Enchant the vial to condense ambient luck into a fluid form. Use 2 +1 POT essences. Then make an essence.
"screw you guys! I'm taking all the luck for myself!"

((That's perfectly fine as long as he keeps it to his room. If it affects other places in the tower, we may have a problem.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: NAV on August 29, 2016, 12:16:11 pm
Insert my chunk of Eternity into The Omnicube.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: DAPARROT on August 30, 2016, 12:09:40 pm
Help Damond in his search, since most of the mages are by the tower, fly that way, stopping if I see anyone

Make 2 essences
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: star2wars3 on August 30, 2016, 02:44:27 pm
3 essences
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Zormod on August 30, 2016, 03:32:51 pm
Keep my hypercubes slicing, and try to block those attacks.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: BlackHeartKabal on August 30, 2016, 06:40:18 pm
Another search for wildlife.
Title: Re: Roll to Magic: Turn 182 Ghostbusters and Kiting
Post by: DreamerGhost on August 30, 2016, 08:24:11 pm
That damn non-nature oriented mage is better stop moving. He's running on grass, right? There's plenty of all kinds of ground vines probably and other plants that now will grow larger, stronger and faster and trip and tie him up and grow into his nose and mouth and lungs so I can walk and stomp his head into fine mush at my leisure.

Lesser blood, 2 chaotic +1/+1.


Spoiler (click to show/hide)

{Okay, ATHATH is not sending in a legitimate action so here goes the delayed action}

Shias, seeing that his opponent was making good use of encumbrance that came with wearing an entire tree for armor, decided to make use of the lack of attention Jackson was having to the ground below. Magic flowed through the grassland and the wild thoughts within the essences seemed to agree with the decision. A wave of tiredness washed over Shias as blood magic took it's toll, but the effects were fascinating. Grass shot out upwards, growing five times as large in about one third of a second, and as grass does while growing, it pierced right through any obstructions, that is to say, Jackson's feet. He was not running anywhere anytime soon.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: XXXXYYYY on August 30, 2016, 09:56:58 pm
Enchant the vial to condense ambient luck into a fluid form. Use 2 +1 POT essences. Then make an essence.
"screw you guys! I'm taking all the luck for myself!"
((That's perfectly fine as long as he keeps it to his room. If it affects other places in the tower, we may have a problem.))
((I do not intend to damage the Luck density in the region; Ambient luck seemed to be a decent intermediary source as I create a more complex setup.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: AoshimaMichio on August 31, 2016, 02:25:28 am
Ground shall be fertilized soon.

Go and knock Jackson over. Make sure to sit on top of him so he can't even try to escape from under my full weight. Then shove some seeds seeds on his face and make them grow, hopefully blocking his breathing holes.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ATHATH on August 31, 2016, 07:56:53 am
Stupid inability to fly with bass rockets, rock demon transformations, and rock/fiddle solos...

Pm submitted.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Sarrak on August 31, 2016, 05:10:56 pm
Back out from the forest. Find mage or two. "Greet" them.

((Oh god of LUCK, have pity upon me!))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Gonchon on August 31, 2016, 06:52:49 pm
use 2 1/1 , 1 1/2 1 0/1 and 1 1/0 essences to make myself not incompetent at persuasion, use intuitive translation to persuade the jellies to not attack and say that i'm friendly/ come in peace.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: DreamerGhost on September 01, 2016, 12:55:11 pm
Bad news evryone. I'm writing from phone because my dorm internet is acting up. I don't know if it it's the 20€ router dying or if my roommates forgeting to py for internet, but that changes little. Update is delayed until I can internet again.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on September 01, 2016, 01:46:02 pm
((No worries. I'm Still waiting on Skelliborn anyway.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: star2wars3 on September 01, 2016, 02:59:51 pm
((No worries. I'm Still waiting on Skelliborn anyway.))
((I posted an action already. You just missed it.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: NAV on September 01, 2016, 10:08:33 pm
((Hope your internet gets better soon))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: XXXXYYYY on September 01, 2016, 10:13:01 pm
((Indeed.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: H4zardZ1 on September 02, 2016, 02:49:41 am
((That bad news sounds like good news for me; Rushing in for the action!))
"Thanks."
2 essences.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: FallacyofUrist on September 02, 2016, 08:09:34 am
((Indeed.))
((I think the same.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: star2wars3 on September 02, 2016, 10:51:20 am
((Indeed.))
((I think the same.))
((Likewise))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ATHATH on September 02, 2016, 11:06:29 am
((Indeed.))
((I think the same.))
((Likewise))
((Ditto.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: H4zardZ1 on September 02, 2016, 11:10:01 am
[snipramid]
((Carbon copy.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: star2wars3 on September 02, 2016, 04:33:31 pm
[snipramid]
((Carbon copy.))
[snipentirethread]
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on September 02, 2016, 07:50:20 pm
((Indeed.))
((I think the same.))
((Likewise))
((Ditto.))
((Carbon copy.))
[snipentirethread]
[The pyramid repairman cometh]
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: DreamerGhost on September 03, 2016, 04:21:53 pm
Whatever god you have been praying to, be liberated, yours is most certainly the one true faith and your god is indeed merciful because my internet is back. It actually returned the very next day with no action on my part but I was busy then.

Anyways, I think I'll post the turn tomorrow, to maintain the schedule.

Also, since Blood power, especially greater, is broken right now, I'll be posting a poll with potential nerfs to it for you to choose from.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: H4zardZ1 on September 03, 2016, 07:47:45 pm
I'd say combine the 1st and 3rd option(but only stat END bonus). Doing so won't only prevent people for overusing blood power, but also amplifies the punishment doing so.
Not only high END(no pun intended) players can spam blood power, but also they are resistant to almost all attacks. This is why you should have a attack that ignores END.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on September 03, 2016, 08:19:11 pm
I agree with H4zardZ1, but I think a permanent END penalty for blood magic rolls is a bit too severe; just a bit. A penalty to blood magic END rolls which begins to count down and wear off in 5-10 turns and/or after a corageous situation (combat, treasure diving, anything that involves putting yourself in danger) ends might do the trick. As in, you can use blood power twice, and then END rolls for blood power will be two points worse for the rest of the combat, and the penalty will begin to lessen after 6-ish turns of rest. Unless there's a way to bounce back and use blood magic again, nobody's going to put themselves at the disadvantage of being guaranteed to sustain a heavy injury if they want anything more than a basic spell.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: FallacyofUrist on September 03, 2016, 08:23:53 pm
Suddenly had brilliant idea for dealing with Blood Power. To make it a good idea in the short run, but not later.

Basically: it applies a penalty to POT and CMP on the next turn. A penalty that increases each time Blood Power is used. Basically makes Blood Power a good emergency thing but not something that can be abused.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: vishdafish on September 03, 2016, 08:30:29 pm
Personally, I think blood power should just require high END to work without bad injuries. Maybe at 2 and below END, high chance of severe injury. 3-5 END high chance of moderate injury, and 6-9 END high chance of low injury. This should prevent new characters (like me and ATHATH) from spamming greater blood power. Also, it should be limited to one greater blood power use per turn (or two).
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: NAV on September 03, 2016, 10:07:32 pm
Insert my chunk of Eternity into The Omnicube.
I had a dream that the omnicube exploded when this happened and killed James and the tree. I hope that dream wasn't prophetic.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: vishdafish on September 03, 2016, 10:09:33 pm
Damn, that sounds like a funky dream.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Elephant Parade on September 03, 2016, 10:35:08 pm
I like the middle option, except that it'll basically make high-END characters uberwizards and ubertanks, which is bad.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: ironsnake345 on September 03, 2016, 10:37:02 pm
I like the middle option, except that it'll basically make high-END characters uberwizards and ubertanks, which is bad.


High-END characters already ARE uberwizards and ubertanks. The only difference would be that for them to be uberwizards, they would have to not just be unreasonably tanky, now they would have to be inexcusably tanky.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Elephant Parade on September 03, 2016, 10:38:34 pm
I like the middle option, except that it'll basically make high-END characters uberwizards and ubertanks, which is bad.
High-END characters already ARE uberwizards and ubertanks. The only difference would be that for them to be uberwizards, they would have to not just be unreasonably tanky, now they would have to be inexcusably tanky.
It's still better than the current situation—it just isn't enough on its own.

Blood Magic ignoring END bonuses sounds better, honestly. I voted for the increased target, but I'd definitely change my vote to the third option, if I could.
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: Whisperling on September 03, 2016, 10:46:13 pm
((I'd say the last. The first option just kind of... feels weird, plus it's sort of an artificial way to discourage frequent use, which is kind of the point of the injuries. Feels less like blood power and more like "only use this once or twice, or else" power.

As for the second- saying you need 7+ end is all and very well until someone actually goes and turns their body to metal or something so they can get it consistently. Then it's a broken thing that only one person can use, which is... good for them, I guess, but in a sense it increases the broken-ness to the point of ridiculousness.

So last is the way to go, I think. Removes roll bonuses we all love, but it keeps the aesthetic and prevents end from becoming a uberstat, which is better overall for balance.))
Title: Re: Roll to Magic: Turn 183 Cultists and Saviours
Post by: DreamerGhost on September 04, 2016, 03:22:19 pm
Turn 184

Alright, you're free. Can you walk OK, or do you need a little extra help? I believe I sensed the... (ugh) healer, headed towards that creepy tower near the main portal.
Chorkinaan seemed to speak the word "healer" reluctantly, and with no small amount of contempt.
Now then, Skelliborn, shall we begin? I'll start by gathering some sacrifices.
Chorkinaan creates a small, heavy solid-physicality bottle, ties the rope to its neck, and sends it down the crack in an effort to collect some of the liquid rock without venturing down into the dangerous crack.
Spoiler (click to show/hide)

Chorkinaan conjured a literally indescribable bottle and lowered it in the impossibly liquid stone. It seemed to behave a lot like mercury, though was only about half as dense. Also, probably less poisonous and not emitting any dangerous vapors.

Enchant the vial to condense ambient luck into a fluid form. Use 2 +1 POT essences. Then make an essence.
Spoiler (click to show/hide)

Gambler conjured another vial, this one empty. Instead of being filled with enchanting liquid it was itself enchanted. A thin film of gold condensed on the bottom and Gambler tucked this bottle away as well.

Xom enchants the ring with the ability to push chaotic anomalies out of its structure as a means of reinforcement. Chaos removed in this way shall be drained into the circle's centre. Use: [Law +1/+1], [Chaos +1CMP].

Another serving of chaos roulette, if you will.


((By the way, it seems that Bernardo has not yet been removed from the map key.))

Spoiler (click to show/hide)

Xom extended his magic to the ring and drew an nonexistent line within, splitting Order and chaos within. Chaos magic was pushed further towards the center while fractals on the ring began to fade, replaced by a honeycomb-like hexagons. But not all was well, as the two were not entirely separated while achieving greater purity. Inner edge of the ring began to decay as chaos inside began to burn.

Insert my chunk of Eternity into The Omnicube.

Spoiler (click to show/hide)

James placed the chunk of Eternity in the gauntlet that he had transformed the Omnicube into and pressed the button to make it refold in it's base cube form. It folded up around Eternity, trapping it within. It glowed as the stars in the night sky for a moment, before melting and spreading through the cube. But it was not absorbed by the Omnicube. Had there been any damage, it would had been repaired, but as it was now, the Eternity was stored in reserve, awaiting damage. The Omnicube was as good as indestructible until Eternity ran out.

Keep my hypercubes slicing, and try to block those attacks.
Spoiler (click to show/hide)

Cuberac sent out his cube swarm once more, cutting through two more cultists. This left him in still unfavorable odds of two against one, and while he parried the first strike, the second got him in left shoulder, making it impossible to raise the to any useful degree. The cultist leader, seeing that his forces were dying rather too rapidly, began chanting a spell.

Another search for wildlife.

Spoiler (click to show/hide)

Duritarum looked around for wildlife again. There were no grasslands around, only rock and crevices. The rock did not look particularly promising, but the cracks in the ground could potentially contain something. As Duritarum found out, the cracks contained empty space outlined with brittle edges, there were gems inside the cracks, but no actual life. Only dust hid in those shadows.

Ground shall be fertilized soon.

Go and knock Jackson over. Make sure to sit on top of him so he can't even try to escape from under my full weight. Then shove some seeds seeds on his face and make them grow, hopefully blocking his breathing holes.

Spoiler (click to show/hide)

Shias pinned down Jackson with his considerable weight and forced some enchanted seeds in his mouth. Just at the same time, Jackson finished his own spell and sent out a shockwave at point blank range. The sound reverberated through Shias, shaking his organs into a bleeding mess. Jackson was not out of trouble just yet though. He found that the seeds had grown into plants and blocked off his breathing completely, rising as a small shrubs from his mouth and nose. Some of the plants even began drilling their roots in the surrounding flesh. His troubles did not end there, as wasps began swarming around Jackson, and then Easter Sunday came in his horrific form, his mandibles opened wide and clamped around Jackson's neck, tearing flesh and drawing blood, missing vital arteries by a hair's width and clamping on tightly.

{Shias, Organ damage - -1END and any END test that sums up to 4 or less causes unconsciousness.)
{Jackson, asphyxiating, 2 turns to unconsciousness, 4 turns til death.}

3 essences

Spoiler (click to show/hide)

Skeliborn was not feeling particularly busy for the moment and spent the time looking at what Chorkinaan was doing with a strange looking bottle to impossibly looking liquid. It was a strange experience.

Damond, He Who Has Received A Punch:

"Blast it all! Bah!"

Okay then. Damond attempts to search for the mage who helped him in his fight. After he does so, he makes 2 Punches essences.
Help Damond in his search, since most of the mages are by the tower, fly that way, stopping if I see anyone

Make 2 essences

Spoiler (click to show/hide)

Seva and Damond headed back to the Tower in search of Jackson. Damond was finding out that carrying a troll corpse made sinking in the swamp with each step so much easier, moving at a snail's pace. Seva was unbound neither by heavy cargo nor bad terrain and flew on ahead. What he saw was Jackson pinned down by a treant decorated by spikes, vines and moss.

"Thanks."
2 essences.
Spoiler (click to show/hide)

Surg inspected his leg from closer up and almost instantly regreted it. His shin was blue and swollen, indicating rather serious damage. There was little doubt that it would not be able to properly support his weight.

use 2 1/1 , 1 1/2 1 0/1 and 1 1/0 essences to make myself not incompetent at persuasion, use intuitive translation to persuade the jellies to not attack and say that i'm friendly/ come in peace.
Spoiler (click to show/hide)

Clownman focused magic onto himself again, expelling any blocks that would prevent him from getting his message across properly. And in doing so, he got an Idea. When Jellyfish arrived, their primitive sensory organs saw a sand slime and a new, very strange floating slime. As thy began to disperse again, Clowmnan allowed himself a moment or relaxation. Imitating slow, lazy movements of a slime managed to trick the jellyfish.

Back out from the forest. Find mage or two. "Greet" them.

Spoiler (click to show/hide)

Kahel escaped the forest as fast as his feet could carry him. It was a terrible place, unfit for picnics or exploration. Instead, Kahel focused onto the dissipating remains of a chaotic dust cloud. That seemed like a mark of magic, and in turn, mages. Indeed, there was a mage there, and next to him were a huge stone ring and a small pyramid. A fireball seemingly jumped in Kahel's hand, only to fly off again, towards the mage. It was swift, but not particularly accurate, as it missed by a good few meters, hitting and igniting one of the fractal sulfur sculptures.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: NAV on September 04, 2016, 03:29:08 pm
((Not sure if it would have made much of a difference, but you forgot a +1 luck. +1 from a ring and +1 from the omnicube itself.))

Anyways think about some PMed mad science while summoning 1 Healing gas grenade, 1 healing syringe, 1 healing potion and 1 healing pill.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: DAPARROT on September 04, 2016, 03:31:07 pm
Switch to my other form,scream epic battle cry

then dive to attack Shias, try to pull him off Jackson
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Sarrak on September 04, 2016, 03:56:55 pm
"Ahem. Sorry to interrupt your valuable research, but I need to talk to you... With my magic, obviously!"

Start conversation with "Blood Boil". Use all Chaotic essences and Lesser Blood Power (for flavor, mostly).

(("Blood Boil" - a spell of necromatic origin that heats up target's blood until it boils and evaporates, dealing usually fatal damage. Modifiers: Homing (to emulate instant heating) & Large (in case 5 liters is more than I can boil normally).))
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Zormod on September 04, 2016, 04:01:19 pm
Send my bladecubes at the leader, and pull out that dimensional dagger for melee combat. Send a cube of force at one of the cultists, and go for the other's throat.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: FallacyofUrist on September 04, 2016, 05:02:36 pm
Damond, Carrier of Troll:

"This is taking too long!"

Damond drops the troll corpse. It could wait. Then, he reared back his left arm and punched a hole through space, aiming to create a portal to the fight and hit the wasp man in the process.

If GBM is un-nerfed for the next turn, he uses it to fuel the spell. If not, he uses his Chaotic +2/+1 essence, a +1 CMP essence, and a +1 POT essence to fuel his spell.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Prismatic on September 04, 2016, 05:41:10 pm
Xom paused and turned away from the malfunctioning device, his work interrupted by the vandalous flames and their presumed source. Given that he had just settled down to start his first functional arts & crafts project, he was appreciably annoyed to discover yet another murderous intruder inside his territory.

"Another one?! I'm afraid I don't have the patience for a lengthy discussion; leave or die."

Pm.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 04, 2016, 08:00:42 pm
How about we start heading southwest. (towards the castle)
I suspect that we'll find some of our fellow guild-mages in that direction.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Sarrak on September 04, 2016, 09:48:58 pm
"I can assure you - this would be a short one. Both of us have many life-changing arguments, after all..."
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: ironsnake345 on September 04, 2016, 09:54:01 pm
Alright, sounds like a plan. Pardon me if I end up going a bit slow; I'm just rearing to try the whole blade liquid thing, I'm just gonna keep on making sacrifices for whenever that ritual gets started.

Chorkinaan Reels in the bottle of unnatural liquid and heads southwest alongside Skelliborn, creating a sword's hilt with the center hollowed out like a reservoir for liquid as he goes. No essences.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: XXXXYYYY on September 04, 2016, 11:18:10 pm
Enchant the sphere to set the chance of ailments of the magical variety on the holder fizzling immediately to 1.0, using fluid luck(if available) to make itself more effective. Use a +1/+1 essence, +1/+2 essence, and a +1POT essence.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Elephant Parade on September 04, 2016, 11:19:49 pm
ESSENCE ROULETTE
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: AoshimaMichio on September 05, 2016, 01:30:43 am
Spiky bear hug! Play hedgehog when others attack me.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 05, 2016, 05:45:39 am
Alright, sounds like a plan. Pardon me if I end up going a bit slow; I'm just rearing to try the whole blade liquid thing, I'm just gonna keep on making sacrifices for whenever that ritual gets started.

Chorkinaan Reels in the bottle of unnatural liquid and heads southwest alongside Skelliborn, creating a sword's hilt with the center hollowed out like a reservoir for liquid as he goes. No essences.
2 essences while traveling Southwest with Chorkinan and Surg.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: H4zardZ1 on September 05, 2016, 06:33:37 am
"Don't forget i have a broken leg"

2 Essences.

Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 05, 2016, 11:06:22 am
"Don't forget i have a broken leg"

2 Essences.

I'll help support you as we travel.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: _Shinju_ on September 06, 2016, 07:20:25 pm
PM
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: TheBiggerFish on September 07, 2016, 08:27:44 am
PM.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: FallacyofUrist on September 07, 2016, 08:31:19 am
*CLAPPING INTENSIFIES*

On standard posts-per-page, we've now reached page 400 of roll to magic.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: H4zardZ1 on September 07, 2016, 09:15:49 am
next milestone please.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 07, 2016, 11:47:11 am
Next milestone is in 4 pages. Get hyped!!!!!!!!!
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: DreamerGhost on September 07, 2016, 12:06:29 pm
"fweeeeeeee"
*Puts the whistle away*

Well shitposted my fine mages. To celebrate, I shall reveal what inspired me to make this game.

Preplexicon. Damn did I hate that game. It looked so nice at first, but the unknown spells created lots of people researching them instead of fighting, which resulted in low action which resulted in few deaths. This meant that unless you joined in first three days, your chances of getting through wait list were rather slim. Three games I joined and three games died before I got through (Except for one, where I got to make a single turn). Fourth game lasted for slightly over a week where I dominated with a pure phys character.

From that bitterness of game dying before wait list rolls over I made a game with no wait list and swore to run it until it actually ends.
If the forum dies, worry not. Google "Roll to Magic", it will be rehosted somewhere.
If third world war begins, worry not. We shall meet in Australia next to the third cactus on the left.
If you die, worry not. Just wait next to gates of hell, we'll come over shortly and the game will continue.
Should the universe be devoured by eldritch abominations, worry not. We will meet in fourteenth stomach over to the largest black hole and the game will continue.
Should he game end, worry not. I'll take some time to write some rules down so that you could GM it yourself.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Sarrak on September 07, 2016, 12:15:25 pm
I applaud your determination and extreme planning abilities. Thinking about eldritch abominations devouring this world beforehand pleasantly surprised me.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: ATHATH on September 07, 2016, 12:44:20 pm
*Clap of Congratulation*

Pm sent.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: vishdafish on September 07, 2016, 04:09:56 pm
*standing ovation*
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: ironsnake345 on September 07, 2016, 05:27:42 pm
*roaring applause*
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Elephant Parade on September 07, 2016, 05:47:48 pm
*asterisks of amazement*
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: TheBiggerFish on September 07, 2016, 06:32:37 pm
*asterisks of +2 applause*
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 07, 2016, 06:49:33 pm
((Wait. Didn't DG already right down the rules so we can go gm the game. Uh oh. The game's been over since the very first post))
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: ATHATH on September 07, 2016, 08:24:24 pm
((Wait. Didn't DG already right down the rules so we can go gm the game. Uh oh. The game's been over since the very first post))
*gasps* (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0ahUKEwiv2LKNzv7OAhXF5iYKHaKsBWUQtwIIKTAC&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DPJLSzsEjpWM&usg=AFQjCNEMKKPFPeuakofSikJnMYlXQ1jqSQ&sig2=wMnoNB-9Md9OAsIQXMfOzQ)
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Gonchon on September 07, 2016, 09:41:34 pm
4 essences, continue on to the edge of the world.
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: H4zardZ1 on September 08, 2016, 06:13:39 am
((If the GM dies: See first part.
If the Internet dies: [?]))
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: Whisperling on September 08, 2016, 06:15:25 am
((If the GM dies: See first part.
If the Internet dies: [?]))

((Eh, that's probably enough to qualify the third cactus on the left.))
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: DreamerGhost on September 08, 2016, 05:32:07 pm
Turn 185

((Not sure if it would have made much of a difference, but you forgot a +1 luck. +1 from a ring and +1 from the omnicube itself.))

Anyways think about some PMed mad science while summoning 1 Healing gas grenade, 1 healing syringe, 1 healing potion and 1 healing pill.

Spoiler (click to show/hide)

James thought back to the time he participated in battle against the Bigholder. There was more to preparation of healing items than just stacking up on healing potions and he would not be found wanting. healing grenade turned out just right, while syringe and potion were somewhat less than perfect. For one, the needle of syringe was shaped like a spiral. Instead of healing pill a blob of black sludge appeared, smelling four and eating through grass where it fell.

"Ahem. Sorry to interrupt your valuable research, but I need to talk to you... With my magic, obviously!"

Start conversation with "Blood Boil". Use all Chaotic essences and Lesser Blood Power (for flavor, mostly).

(("Blood Boil" - a spell of necromatic origin that heats up target's blood until it boils and evaporates, dealing usually fatal damage. Modifiers: Homing (to emulate instant heating) & Large (in case 5 liters is more than I can boil normally).))
Spoiler (click to show/hide)

The trouble with focusing on a spell is time it takes to do so. Beam of light shone from the pyramid, striking Kahel straight in his chest, turning his skin into so much wet carbon, as a reminder not to dawdle in the future. Even more infuriatingly, his target, Xom, collected the chaos energies trapped in the massive ring of his and used them to change into an elemental form, a form with no blood to boil. Cursing, Kahel canceled the now useless spell and inspected damage done by the beam. The bloody patch of exposed muscle was huge, but it did not persist much below skin so he'd still be able to move.

{Xom, elemental form, 1 turn. Can't cast Law spells, +1/+1 to Chaos spells}

Send my bladecubes at the leader, and pull out that dimensional dagger for melee combat. Send a cube of force at one of the cultists, and go for the other's throat.
Spoiler (click to show/hide)

Cuberac sent his swarm of bladecubes after the cult leader with as much force as he could muster. The impact sent the leader flying into a wall behind him, where cubes cut through him and pinned him to the wall. Cuberac's left hand opened, revealing a purple cube that did not seem entirely there. It lasted for a moment andd then unraveled, blasting a cultist away. For the last remaining cultist, Cuberac drew the strange enchanted dagger he had and cleaved through the cultist with a wide swing. To Cuberac's great surprise, he found himself staring into a wall of stone just in front of his nose. Just as he realized what it was, he dived aside, but not entirely in time as the last cultist threw his dagger, cutting a thin red line on Cuberac's back.

{Blink dagger - allows moving up to 20 meters in any one direction, can't appear inside solid objects}

Enchant the sphere to set the chance of ailments of the magical variety on the holder fizzling immediately to 1.0, using fluid luck(if available) to make itself more effective. Use a +1/+1 essence, +1/+2 essence, and a +1POT essence.
Spoiler (click to show/hide)

Gambler carefully wove an enchantment against magical curses into the glass sphere. Messing with luck of such degree was not to be done lightly, as even slightest mistake could boost the chances of unwanted effects to the point of certainty. The enchantment done, Gambler pulled out a bottle of liquid luck he had made before and carefully poured it into the sphere. The curse trap was ready and fueled.

ESSENCE ROULETTE
Spoiler (click to show/hide)

Gloomy continued his meditations. There was a certain feeling, one he had not expected to feel here. The feeling of safety. With the tome being present within all of the tower, even his own misscasts would not harm him. Another essence failed, but disappeared into seemingly nowhere and Gloomy allowed himself a content smile

Alright, sounds like a plan. Pardon me if I end up going a bit slow; I'm just rearing to try the whole blade liquid thing, I'm just gonna keep on making sacrifices for whenever that ritual gets started.

Chorkinaan Reels in the bottle of unnatural liquid and heads southwest alongside Skelliborn, creating a sword's hilt with the center hollowed out like a reservoir for liquid as he goes. No essences.
2 essences while traveling Southwest with Chorkinan and Surg.
"Don't forget i have a broken leg"

2 Essences.
Spoiler (click to show/hide)

Chorkinaan swore again. trio of mages were walking southwest, Surg being helped by Skeliborn while Chorkinaan was trying to forge himself a weapon. His continued swearing indicated that he still did not manage to conjure something that wasn't a length of pipe. It seemed he was having trouble walking and casting at the same time, and both actions suffered from it, as Chorkinaan somehow walked even slower than Surg hobbled.

4 essences, continue on to the edge of the world.
Spoiler (click to show/hide)

Clownman reached the edge of the island unmolested by any more jellyfish and noticed he had some other company. A mage known as Flare was standing not too far from the edge, looking for something. If only he didn't have wings, it would had been quite an opportunity.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: DreamerGhost on September 08, 2016, 05:33:32 pm
Alas, I was distracted by the internet. PM's and dog pile around Jackson will come tomorrow.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: BlackHeartKabal on September 08, 2016, 05:40:21 pm
Another flare of "burning vitality".
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: star2wars3 on September 08, 2016, 06:30:17 pm

2 essences while traveling Southwest with Chorkinan and Surg. Same travelling arrangements as last turn. (On The More meta side of things, if our movement speed allows us to enter the tower, enter it so healing aura starts working its magic.)
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Zormod on September 08, 2016, 06:58:19 pm
Try blinking behind the cultist and stabbing him in the neck. If that fails, use my bladecubes.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: star2wars3 on September 08, 2016, 07:38:22 pm
Try blinking behind the cultist and stabbing him in the neck. If that fails, use my bladecubes.

((Is it just me or is a non-blade-mage using more blades than me, the blade mage?))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: ironsnake345 on September 08, 2016, 10:16:56 pm
Try blinking behind the cultist and stabbing him in the neck. If that fails, use my bladecubes.

((Is it just me or is a non-blade-mage using more blades than me, the blade mage?))


((If that ritual gets going, we could potentially create  a composite weapon of a thousand tiny blades, all flowing out of a fairly innocuous liquid-holding hilt-like flask.))

Gah, that's not working. Patience, corny, there'll be time for crazy bladewater experiments later.

Help Surg walk to the tower. Three essences.

Note to self: cap off the end of the pipe. It aughta fit the bill for a haft of some sort, and it holds liquid. Perfect sacrifice.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Sarrak on September 08, 2016, 11:27:47 pm
Looking disapprovingly at exposed muscle, Kahel signed:

"Ah, yes. How silly of me. I forgot for a moment you are practically on your home plane now. Interesting..."
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: H4zardZ1 on September 09, 2016, 04:20:20 am
2 essences.

Move with Skelliborn.

Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: star2wars3 on September 09, 2016, 05:07:30 am
Try blinking behind the cultist and stabbing him in the neck. If that fails, use my bladecubes.

((Is it just me or is a non-blade-mage using more blades than me, the blade mage?))


((If that ritual gets going, we could potentially create  a composite weapon of a thousand tiny blades, all flowing out of a fairly innocuous liquid-holding hilt-like flask.))

Gah, that's not working. Patience, corny, there'll be time for crazy bladewater experiments later.

Help Surg walk to the tower. Three essences.

Note to self: cap off the end of the pipe. It aughta fit the bill for a haft of some sort, and it holds liquid. Perfect sacrifice.

((I figure as long as the we're going to do a ritual, we should do it in the tower, where we get cmp bonus
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: ironsnake345 on September 09, 2016, 01:36:38 pm
((That's a good idea, but Chorkinaan doesn't know about that. He just knows that a mysterious tower suddenly appeared and it's probably TOAM's home base, and has recently become a hobo den ever since a new door was painted on. He's about to find out, though, considering where we're going.))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Whisperling on September 09, 2016, 02:22:38 pm
((That's a good idea, but Chorkinaan doesn't know about that. He just knows that a mysterious tower suddenly appeared and it's probably TOAM's home base, and has recently become a hobo den ever since a new door was painted on. He's about to find out, though, considering where we're going.))

((The painted door was repaired, actually. But we opened the actual gate, so there's really not much of a difference. Anyway, everyone's welcome so long as they don't mess things up and/or try kill to kill anyone. Then it's an eye for an eye.))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: star2wars3 on September 09, 2016, 02:48:45 pm
((That's a good idea, but Chorkinaan doesn't know about that. He just knows that a mysterious tower suddenly appeared and it's probably TOAM's home base, and has recently become a hobo den ever since a new door was painted on. He's about to find out, though, considering where we're going.))

((The painted door was repaired, actually. But we opened the actual gate, so there's really not much of a difference. Anyway, everyone's welcome so long as they don't mess things up and/or try kill to kill anyone. Then it's an eye for an eye.))
((I for one, have no intention of causing trouble))
Title: Re: Roll to Magic: Turn 184 Musical Growth and Combat
Post by: DreamerGhost on September 09, 2016, 06:29:01 pm
Switch to my other form,scream epic battle cry

then dive to attack Shias, try to pull him off Jackson

Damond, Carrier of Troll:

"This is taking too long!"

Damond drops the troll corpse. It could wait. Then, he reared back his left arm and punched a hole through space, aiming to create a portal to the fight and hit the wasp man in the process.

If GBM is un-nerfed for the next turn, he uses it to fuel the spell. If not, he uses his Chaotic +2/+1 essence, a +1 CMP essence, and a +1 POT essence to fuel his spell.
Spiky bear hug! Play hedgehog when others attack me.
Spoiler (click to show/hide)

Before anyone could get on with the murder, Seva vanished. Where he was now stood a blazing firebird - the mythical phoenix. If flew with grace of an eagle and caught Shias with it's claws. Spikes that were meant to deter such attacks burned where they were touched by the phoenix, however Shias found he had another advantage. He was simply too heavy to carry away. Seva manged to drag Shias off Jackson but was forced to release him or risk crashing into the ground. Shias dived back onto Jachkson who hadn't even budged, and squezed him tightly to his spiky chest. Astonishingly, Shias managed to miss all vital organs, except for one spike that bounced off Jackson's rock hard liver.

From a bit further away, Damond attempted a spell to propel himself forward. The spell was not quite powerful enough to move him as he wished, but it was enough to send a projection of his fist flying towards the strange insect mage. Easter did not even budge an antennae as the strike sailed past him, leaving a mark on nearby dirt. He just bit down even harder on Jackson's throat. Blood flowed in small rivulets, until suddenly it sprayed outwards, indicating that some important artery was damaged. For Jackson, however, this was all very familiar, as he experienced much the same after some less than popular songs. He finished his spell even as wasps were trying to peel off his eyelids and air around the brawl filled with ethereal sparks, harmless, but beckoning coming of real danger.

{Shias, On fire, will gradually lose wooden armor until fire is put out.}
{Jackson, bleeding out, 3 turns until death, Asphyxiating, 1 turn to unconsciousness, 3 until death}
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: DAPARROT on September 09, 2016, 07:07:29 pm
use my fire breath on the wasp swarm, trying to not hit Jackson, then pull Shias away again

if i can still control my birds, have them try to drag Jackson to the tower
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: vishdafish on September 09, 2016, 07:26:48 pm
"Can you leave the music mage to me, druid? I have a plan."
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: vishdafish on September 09, 2016, 07:53:39 pm
pmed action

Edit: sorry double post didnt realize.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: XXXXYYYY on September 09, 2016, 09:14:46 pm
Activate the sphere, hope it works, then make three essences.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: AoshimaMichio on September 10, 2016, 06:10:57 am
"Hold off, master of birds! I do not wish to fight with someone who communes with nature. But if I must, I will."

"Can you leave the music mage to me, druid? I have a plan."

"No, lord of flies, I cannot. I need his shards."

Roll on ground, using both ground and Jackson to put off fire. And bear hugging his ribs into unhealthy configuration.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Atomic Chicken on September 10, 2016, 08:15:56 am
Finish off pm'ed stuff, pack up, and head back to the courtyard in search of Viznor again.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: TheBiggerFish on September 10, 2016, 08:45:05 am
Three essences.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: ATHATH on September 10, 2016, 10:32:03 pm
Balance Suggestion:
Make the defense stat against mental attacks STR (as in strength of will) instead of the current stat that you're using, LUCK.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Whisperling on September 10, 2016, 10:43:00 pm
Balance Suggestion:
Make the defense stat against mental attacks STR (as in strength of will) instead of the current stat that you're using, LUCK.

((...Except muscular strength has absolutely nothing to do with how well you can resist mental attacks? And frankly, it isn't even unbalanced as-is.))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: NAV on September 10, 2016, 11:00:23 pm
Summon another hazardous magical waste containment box, scoop up the sludge and put it in.

Then summon a healing pill and potion.


((If RtM 2 became a thing, I could see a mental stat being added for resisting mind control, as well as non magical and non combat things like crafting or first aid. As it is I think luck is the best option.))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Gonchon on September 10, 2016, 11:47:46 pm
four essences,descend into the abyss while ignoring this other guy. my slime can hop on my balloon and come with me.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Prismatic on September 11, 2016, 07:14:00 am
Xom ignores Kahel's words, instead opting to focus on his next spell.

PM.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: Sarrak on September 11, 2016, 08:39:38 am
Retry "Blood Boil", add Trigger modifier "target currently has blood to boil", change Homing modifier to Tracking. All chaotic essences.

((I'm quite interested in the result of this delayed luck-based murder and how would it interact with elemental form, etc.))
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: FallacyofUrist on September 11, 2016, 02:26:54 pm
PM DA FIST.
Title: Re: Roll to Magic: Turn 185 Magepiles all around
Post by: DreamerGhost on September 11, 2016, 05:45:21 pm
Turn 186

Another flare of "burning vitality".

Spoiler (click to show/hide)

Duritarum let lose another flare up into the sky, and once more a miniature sun of crimson and orange exploded in the sky. There was not all that much response to the previous one, so maybe this one would attract something more interesting.

Try blinking behind the cultist and stabbing him in the neck. If that fails, use my bladecubes.
Spoiler (click to show/hide)

Before the cultist could retrieve another knife from one of his fallen brethren, Cuberac cleaved through distance again and stabbed the cultist in the throat, blink dagger working well enough for stabbing thrusts. It was just a few minutes but Cuberac managed to slaughter through eight cultists in a ritual site. Certainly, nothing wrong could ever follow.

2 essences while traveling Southwest with Chorkinan and Surg. Same travelling arrangements as last turn. (On The More meta side of things, if our movement speed allows us to enter the tower, enter it so healing aura starts working its magic.)
Gah, that's not working. Patience, corny, there'll be time for crazy bladewater experiments later.

Help Surg walk to the tower. Three essences.

Note to self: cap off the end of the pipe. It aughta fit the bill for a haft of some sort, and it holds liquid. Perfect sacrifice.
2 essences.

Move with Skelliborn.

Spoiler (click to show/hide)

Trio of mages continued their slow journey towards the Tower, moving around the difficult to traverse mountains though the muddy plains that were at the base.  The trek was slow, as all three mages were spending only half of their minds on traversing the plains, focusing more on magic than the road.

Activate the sphere, hope it works, then make three essences.

Spoiler (click to show/hide)

Gambler carefully sent a sliver of magical power required to kickstart his new amulet and began waiting. Enchantment began glowing brightly on glass, but subsided after glow reached the top. The new cursekill amulet was active and had not exploded into armed police. It was as good of a situation as Gambler could had hoped it to be.

Three essences.
Spoiler (click to show/hide)

Magus N.A. continued his conversation with the spirit in the wall. It seemed nice and he wasn't doing anything much right now. A strange feeling of being watched over Magus, but quickly passed.

Summon another hazardous magical waste containment box, scoop up the sludge and put it in.

Then summon a healing pill and potion.


Spoiler (click to show/hide)

James conjured another lead box, but was faced with a problem that he did not really have anything to scoop up the goop with. Eventually, he just scooped the goop and some of the dirt beneath it with the lead box itself. However, there seemed to be a trend forming, as the pill James had conjured was tinged green, probably not a sign of anything good, while the potion melted through the bottle in moments and fell on the ground just where Jame's foot was just before and began eating through dirt.

four essences,descend into the abyss while ignoring this other guy. my slime can hop on my balloon and come with me.
Spoiler (click to show/hide)

Clownman sent the balloon beneath him off the edge of the world. The slime following him seemingly panicked and attempted to hold onto the balloon and keep it on land. The balloon won this contest of strength and floated off, the sand slime holding onto it by several pseudopods. With a bit of acrobatics, Clownman managed to drag the sand slime onto the balloon, though it took up a lot of space. Beneath stretched a reflection of the Island as seen from above.

Retry "Blood Boil", add Trigger modifier "target currently has blood to boil", change Homing modifier to Tracking. All chaotic essences.

Spoiler (click to show/hide)

Kahel began preparing a spell modified for the situation, but found himself being distracted by seemingly random thoughts. It was annoying, but nothing that he couldn't handle. What was beyond his ability to handle was being blasted by the bright beam again, but this time it scoured away a layer of muscle and some of the bones beneath, revealing Kahel's lungs to the world and causing his right arm to hang limply on his side. Blood gushed from opened arteries, but he was spared from excessive pain by having all the nerves vaporized instantly as well. A spell flew from his hand and attached to Xom. It waited for it's chance, and that chance would come very soon.

{Kahel, bleeding out, 2 turns until death.}
{Xom, Blood Boil will activate at the start of next turn}

use my fire breath on the wasp swarm, trying to not hit Jackson, then pull Shias away again

if i can still control my birds, have them try to drag Jackson to the tower

"Hold off, master of birds! I do not wish to fight with someone who communes with nature. But if I must, I will."

"Can you leave the music mage to me, druid? I have a plan."

"No, lord of flies, I cannot. I need his shards."

Roll on ground, using both ground and Jackson to put off fire. And bear hugging his ribs into unhealthy configuration.
PM DA FIST.
Spoiler (click to show/hide)

Phoenixes are known for many things, but their great speed is something only a few are aware of. Swiftly, Seva changed position and blasted his breath just above Jackson. All wasps on Jackson fried, but showing surprising reaction times, both Shias and Easter managed to get out of the way in time. Easter not so much escaped as he shifted position, still gripping Jackson in his mandibles. He made use of this position to pummel Jackson from behind with all four arms.

Shias immediately joined maiming Jackson, but before he could do significant damage, Jackson opened his mouth and from his throat blasted a sound beyond hearing, but bearing great power. It threw Shias back a few meters and blasted the plants out of his throat. Unfortunately, the plants were rooted strongly, and majority of Jackson's throat went out with them.

Then Damond reached the group and punched the wall between planes that was weakened by Jackson just a minute before. The point of impact burst with vivid orange and the group was swallowed by flames as a gateway to elemental plane of fire opened. Damond was the one most hit by the flames, and burned just as well as Shias did in his wooden form. But where Shias lost majority of the wooden shell surrounding him, Damond was properly charred by the flames. Worst of all fared Jackson, riddled by injuries, and used as a shield by Easter Sunday he fried, the burns doing what two monsters punching failed. Easter Sunday himself fared well, chitinous armor and Jacksonian meatshield shielding him from the worst, the minor injuries he sustained easily repairable by his regeneration. Only Seva was unscathed by the flame, even reveling in the fires.

{Jackson, Bleeding, burning, suffocating, Dead in 1 turn.}
{Damond, burned, END roll on all phys rolls.}
{Shias, Charred, Lose END bonus from Juggernaut form.}
{Elemental gate is still there and still belching fire}

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: DreamerGhost on September 11, 2016, 05:49:20 pm
PM's come tomorrow.

It seems that the consensus on Blood Power nerf is to ignore END bonuses. It will become active on next turn.

As to mental defense stat, What do you think about POT? I feel it would work IC, as it represents magical power, and could well represent mental fortitude required to wield those powers. OCC it could work as Mental attacks are sort of niche attack, and would also reduce power of following spells/be reduced by spell casting just before, representing mental fatigue.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: ATHATH on September 11, 2016, 06:20:10 pm
PM's come tomorrow.

It seems that the consensus on Blood Power nerf is to ignore END bonuses. It will become active on next turn.

As to mental defense stat, What do you think about POT? I feel it would work IC, as it represents magical power, and could well represent mental fortitude required to wield those powers. OCC it could work as Mental attacks are sort of niche attack, and would also reduce power of following spells/be reduced by spell casting just before, representing mental fatigue.
I chose STR because it didn't seem to be used for much and almost everyone was using it as a dump-stat.

Also, Fus Ro Dah, mother-[redacted].

ALSO, I'm currently bleeding, burning, suffocating, and 1 turn away from death. I like those odds.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: DreamerGhost on September 11, 2016, 06:31:22 pm
PM's come tomorrow.

It seems that the consensus on Blood Power nerf is to ignore END bonuses. It will become active on next turn.

As to mental defense stat, What do you think about POT? I feel it would work IC, as it represents magical power, and could well represent mental fortitude required to wield those powers. OCC it could work as Mental attacks are sort of niche attack, and would also reduce power of following spells/be reduced by spell casting just before, representing mental fatigue.
I chose STR because it didn't seem to be used for much and almost everyone was using it as a dump-stat.

Also, Fus Ro Dah, mother-[redacted].

ALSO, I'm currently bleeding, burning, suffocating, and 1 turn away from death. I like those odds.

Actually... *rolls* Lucky you, all the pain you are feeling is keeping you conscious even though you are going blue from lack of air by now. Not that it can be seen under all the blood and burns.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: ATHATH on September 11, 2016, 06:39:40 pm
PM's come tomorrow.

It seems that the consensus on Blood Power nerf is to ignore END bonuses. It will become active on next turn.

As to mental defense stat, What do you think about POT? I feel it would work IC, as it represents magical power, and could well represent mental fortitude required to wield those powers. OCC it could work as Mental attacks are sort of niche attack, and would also reduce power of following spells/be reduced by spell casting just before, representing mental fatigue.
I chose STR because it didn't seem to be used for much and almost everyone was using it as a dump-stat.

Also, Fus Ro Dah, mother-[redacted].

ALSO, I'm currently bleeding, burning, suffocating, and 1 turn away from death. I like those odds.

Actually... *rolls* Lucky you, all the pain you are feeling is keeping you conscious even though you are going blue from lack of air by now. Not that it can be seen under all the blood and burns.
Hooray!
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Zormod on September 11, 2016, 06:46:34 pm
Check the cultists for soul shards, double check the leader. Hope that the thing they were trying to do wasn't finished.

((As for mental defense, POT sounds good.))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: star2wars3 on September 11, 2016, 07:32:33 pm
Travel into the tower. Same travelling arrangements I think.
2 essences
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: ironsnake345 on September 11, 2016, 07:32:50 pm
Chorkinaan grumbled as he walked. He felt left out, disappointed in a way which was impossible to ignore. Not 300 meters away was the most intense magical battle he had seen in minutes, but to take part would be to forsake the wonderous impossible science in which he was about to indulge. Besides concentration on his own magical essences, one thought raged powerfully through Chorkinaan's mind:

(God damn it, why do all the cool people have to be in the pacifistic guild?)

Keep helping Surg along to the tower. Three essences.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: H4zardZ1 on September 11, 2016, 08:06:11 pm
2 essences, move along.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: DAPARROT on September 11, 2016, 08:42:53 pm
"well you're already on fire, so this probably won't hurt too much."

Pick up Jackson and fly him to the tower, once hes inside the regeneration field, put him down and fly back to the fight, fire breath on Easter if I have time
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: AoshimaMichio on September 12, 2016, 12:41:42 am
"No, master of birds, you may not do that. I claim his soul."

If anyone attacks me, then shatter my power staff holding all the ritual power.
Otherwise claim Jackson's soul. By grabbing tight hold of him so he can't be carried away and crushing his head.
And get out of the way of fire.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: star2wars3 on September 12, 2016, 05:23:01 am
(God damn it, why do all the cool people have to be in the pacifistic guild?)
((I'm not actually opposed to raising the the death counter of characters aligned with "evil". On the other hand it really would be nice to have that cmp bonus to make healing Surg easier.))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: TheBiggerFish on September 12, 2016, 08:08:28 am
Three essences.

Try to figure out why I felt like I was being watched.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: FallacyofUrist on September 12, 2016, 08:45:50 am
((I don't see any reason why a healing punch would work, but Damond does have a "healing" punch... admittedly it's extremely dangerous, but it should work... oh wait. I have a much better idea.))

Damond, Puncher of the Impossible:

"DRUID! PREPARE TO DIE!"

FIST. Sending PM. Use GBM plus the chaotic essence. For even smaller odds. After all, we're in Discworld, so million-to-one chances should be almost guaranteed!
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: vishdafish on September 12, 2016, 11:47:47 am
((If Jackson dies from his wounds, does anyone recieve his shards?))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Beirus on September 12, 2016, 11:51:11 am
((If Jackson dies from his wounds, does anyone recieve his shards?))
((The first one to grab them usually does.))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: star2wars3 on September 12, 2016, 11:51:33 am
Error 404: Post Not Found
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: vishdafish on September 12, 2016, 11:54:36 am
((I meant the five shard bonus for the kill.  ;)))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Sarrak on September 12, 2016, 11:59:39 am
((I meant the five shard bonus for the kill.  ;)))
((Shards are not magically appearing in hands of the killers, if you mean this. Instead, shards are a crystalized soul of a magical being. Anyone can get it, but usually the killer has priveledge of being the closest one. Also, mages normally respect the killing rights. If they're not trying to mess with the killer, of course.))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: vishdafish on September 12, 2016, 12:21:53 pm
((Oh, thanks for the clarification, I misunderstood the rules. :o))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: AoshimaMichio on September 12, 2016, 03:15:00 pm
"DRUID! PREPARE TO DIE!"

"The we die together!"

Shias pulls out his magnificent staff of living wood. It's positively humming with power waiting to release. No sane mage would want to be in vicinity when that thing breaks.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Sarrak on September 12, 2016, 03:53:28 pm
Blood. So much blood... For a moment, Kahel could not believe all of it came from his gaping chest injury. For the next, he could not believe the power he had now in his possession.

"You're dead."

Use animated blood to regulate blood flow and form a protective crust over the injury. Next, use the blood already on the ground to form a bubble around pyramid beam-forming crystal to crush or temporally neutralize it. If Xom is material, rush in to deliver cutlass directly into his body.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: XXXXYYYY on September 13, 2016, 07:04:15 pm
Just three essences.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Gonchon on September 14, 2016, 05:18:23 pm
use three 1/1 chaotic and 1 1/1 essence to make myself not incompetent at searching, then search the cliff face for any points of interest.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: NAV on September 14, 2016, 07:45:33 pm
Summon my mace. The one at the bottom of the lake on Duck Island.
Summon a mundane first aid kit.
Summon a healing potion.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: DreamerGhost on September 15, 2016, 04:14:22 pm
Turn 187

Check the cultists for soul shards, double check the leader. Hope that the thing they were trying to do wasn't finished.
Spoiler (click to show/hide)

Cuberac looked through the pockets of the slain cultists. He was not disappointed, as neither anger nor pain are technically disappointment. First cultist had nothing, including pockets. Some had knives, most had nothing, one had a pocket which upon inspection was found to contain an armed mousetrap for some mysterious occult purpose. The cult leader had a better quality robe and his knife had a ruby set in the handle, but was otherwise just as lacking in decent loot. As Cuberac turned away from the cult leader he looked back at the sacrifice and noticed something new. A red cloud was hanging above the sacrifice and drawing in blood from all over the room. It swiftly formed into a shape akin to a genie, except that it's face was featureless except for two glowing eyes. Words echoed from the walls "State your wish, mortal"

Travel into the tower. Same travelling arrangements I think.
2 essences

Chorkinaan grumbled as he walked. He felt left out, disappointed in a way which was impossible to ignore. Not 300 meters away was the most intense magical battle he had seen in minutes, but to take part would be to forsake the wonderous impossible science in which he was about to indulge. Besides concentration on his own magical essences, one thought raged powerfully through Chorkinaan's mind:

(God damn it, why do all the cool people have to be in the pacifistic guild?)

Keep helping Surg along to the tower. Three essences.
2 essences, move along.
Spoiler (click to show/hide)

Trio of mages reached the tower and entered through the opened gates. Immediately the healing aura began working on Surg's injury, and three mages paused in the courtyard. They had reached their goal. An increase in power and decrease in consequences of all kinds with only minor possibility of losing your head to the wall ghosts. Truly, all a wizard could ask for. But as other two pondered what to do next, an idea struck Chorkinaan. If there was a conflict, someone had to have initiated it, which meant that there was at least one mage in that pile of spellcasting that was not protected by pacifist principles of T.O.M.E.

Three essences.

Try to figure out why I felt like I was being watched.

Spoiler (click to show/hide)

Magus N.A. looked over his general wards and found them all in place. this left only one thing, and as he reached out with magic he found that his suspicion was correct. His designation as decorative plant was changed to "guest's baggage". It would seem that the master of the tower noticed tampering with the system and did not approve of it.

"well you're already on fire, so this probably won't hurt too much."

Pick up Jackson and fly him to the tower, once hes inside the regeneration field, put him down and fly back to the fight, fire breath on Easter if I have time
"No, master of birds, you may not do that. I claim his soul."

If anyone attacks me, then shatter my power staff holding all the ritual power.
Otherwise claim Jackson's soul. By grabbing tight hold of him so he can't be carried away and crushing his head.
And get out of the way of fire.

((I don't see any reason why a healing punch would work, but Damond does have a "healing" punch... admittedly it's extremely dangerous, but it should work... oh wait. I have a much better idea.))

Damond, Puncher of the Impossible:

"DRUID! PREPARE TO DIE!"

FIST. Sending PM. Use GBM plus the chaotic essence. For even smaller odds. After all, we're in Discworld, so million-to-one chances should be almost guaranteed!

Spoiler (click to show/hide)

Seva dived towards cripled Jackson and gripped him firmly with his claws. With a mighty beat of wings Seva rose back to the air, but in this rise he forgot two rather important things. Jackson was hair's breadth away from death and his neck was firmly within Easter's mandibles. A twist of neck killed Jackson, but it was the decapitation by ripping apart the neck that really confirmed his death. Angered, Seva breathed fire at Easter, but his inhuman reflexes saved him.

Shias, being the smart one here, moved himself out of the flames. last of his Juggernaut armor peeled off in layers of charcoal, but it left his flesh mostly unhurt, not counting the ingrown roots still being there. Then, there was a light push from behind, followed by some remarkably miniature treant looking guy falling in front of the Druid. It took only moments to notice the staff and deduce that the one fallen in front, was, in fact, Shias himself, or rather, his body. Behind Shias stood very confused looking Damond, looking at a ghost of a mage who was looking at his own fallen body. This was not going well at all. Unseen by any, Easter tossed the head of Jackson at Damond, but missed and slipped on the ground, falling face first into the mud. Fire raged surprisingly harmlessly around him.

{Shias, Ghosted, 3 turns minimum. Can't interact with physical world, can fly, can cast magic, all phys stats reduced to 0. Can (not required) return to body whenever after 3 turns}

Just three essences.
Spoiler (click to show/hide)

Gambler allowed himself to relax a bit in his lucky throne, with the charm done a significant amount of trouble would be no longer able to touch him. Well, at least for as long as the charm was fueled. Still, it allowed him to go around with far more confidence that nothing too horrid would happen to him.

use three 1/1 chaotic and 1 1/1 essence to make myself not incompetent at searching, then search the cliff face for any points of interest.

Spoiler (click to show/hide)

Clownman purged another flaw away from his character. This time it was much harder, possibly due to the size of the flaw. Few wizards had trouble communicating what they wanted but almost all of them lost stuff all the time. Nevertheless, he succeeded, and would no longer be troubled as long as he knew what he was searching for. He did not this time, but he did find something very interesting. there was a hidden panel built into the side of the island, and on the pad were four buttons. On these buttons, there were pictures, Water, Fire, Earth and Air were each represented by a stylized image.

{Competence in searching- re-roll failed LUCK rolls while searching for something specific.}

Summon my mace. The one at the bottom of the lake on Duck Island.
Summon a mundane first aid kit.
Summon a healing potion.


Spoiler (click to show/hide)

James continued his summoning spree and conjured the mace he had a few hours ago. It had maliciously decided to appear just above his head but James managed to sidestep the issue by taking a step back and allowing the mace to fall on the ground. next came a med-kit, something he was technically qualified enough to use with great effect but really hadn't used in years. it showed, as the med-kit appeared filled with bottles of medicinal spirit and nothing else. Healing potion went much better.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DreamerGhost on September 15, 2016, 04:15:03 pm
PM's and PM related accessories come out tomorrow.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: vishdafish on September 15, 2016, 05:08:07 pm
PMed action!

Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: BlackHeartKabal on September 15, 2016, 05:31:47 pm
Search the land for anything of interest. The flares are clearly attracting nothing for the time being.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: star2wars3 on September 15, 2016, 06:14:01 pm
PM
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: FallacyofUrist on September 15, 2016, 06:39:16 pm
Damond, Your Soon To Be Doom:

"Firebird? Get out of the way."

FIST. PM sending.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DAPARROT on September 15, 2016, 07:20:18 pm
Grab Easter, fly up with him, burning any wings he may have off
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: XXXXYYYY on September 15, 2016, 08:27:44 pm
Activate the chair. Make 2 essences.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Zormod on September 15, 2016, 09:08:14 pm
"17 mage souls, ready for consumption.

No? I figured that would be too much to ask.

I wish for an endurance more capable of withstanding the blows of a mage."

Asking for more points in endurance, unless a request for a game-winning amount of soul shards would be fulfilled.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ATHATH on September 15, 2016, 11:11:11 pm
Survive anyway, because I have +2 to END.

To be unintentionally killed by a friend, of all things... I had a really cool final(?) spell, too. Darn.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: AoshimaMichio on September 16, 2016, 02:05:13 am
First things first. To protect my body: Make a thick tree bark grow over body and staff. +1 CMP and +3 POT.

I would hate calling in the favour from gods for different purpose than originally intented, but my life is in danger. A little tornado with me being in the eye of storm would be nice. Maybe strong winds would snuff out that fake phoenix. And I would love to see how one can punch a wind away.


((I can get that much of help from the promised favour, right?))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Atomic Chicken on September 16, 2016, 03:04:49 am
17 mage souls, ready for consumption.
((I get the feeling that this would just summon every living mage to the chamber for an anarchic deathmatch.))


Ilium rose from his meditation spot in a corner of the courtyard, studying the faces of the newcomers as he moved to greet them. He recognised the blade summoner at the head of the company, but the other two were unfamiliar to him.

"Greetings, fellow mages. To those of you who do not yet know me, I introduce myself as Ilium Skydepth. What news do you bring of the outside world?"
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ironsnake345 on September 16, 2016, 03:35:48 am
Ilium rose from his meditation spot in a corner of the courtyard, studying the faces of the newcomers as he moved to greet them. He recognised the blade summoner at the head of the company, but the other two were unfamiliar to him.

"Greetings, fellow mages. To those of you who do not yet know me, I introduce myself as Ilium Skydepth. What news do you bring of the outside world?"
Hi, I'm Chorkinaan, you can also call me Cornucopia or Corny, this is Surg, and I assume you already know Skelliborn. Myself and brokenlegs here are new recruits of TOAM, myself and a hefty bunch of other magi recently did battle with a fully grown beholder which had empowered itself a fair bit and became extremely dangerous, only one of the magi died, I believe his name was Dest Eterna if I'm linking the right face to the right name, those who survived pilfered a chunk of eternity about- Chorkinaan produced his chunk of eternity from his pockets. -yea big, while that was going on some loony (by which I OBVIOUSLY mean mage) painted a big hole on the door, and now me and Skelliborn just finished helping Surg limp all the way back here from moderately far northeast of here, oh and also the magical throwdown of the century is currently going on not far from this place. Pretty sure one of those wizards polymorphed himself into a pheonix!
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Atomic Chicken on September 16, 2016, 04:16:46 am
"Huh, maybe I should get out more."

Ilium peers at the tower entrance before darting a glance at Surg's crushed leg.
"Well, the gate seems quite fine now. The Keeper must have fixed it already. As for your friend here, perhaps he should seek the aid of a professional healer. The Tower's aura is excellent at fixing up flesh wounds but, from what I've seen, it has its limits.

Say, I don't suppose you've encountered any skeletons or masked individuals during your travels, have you?"
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: star2wars3 on September 16, 2016, 05:24:35 am
We encountered a Skeleton army while battling an enormous Beholder but the Beholder seld-destructed in the end and all of us needed to run to escape the blast.

I'm not sure if any Skeletons survived, But during the brief moment I looked back I saw that the chunk the Bigholder was in was completely demolished.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Prismatic on September 16, 2016, 05:25:51 am
((Sorry about the delay; I meant to post an action yesterday but was too busy to do so.))

In a desperate bid to preserve his hide, Xom retreats whilst trying to distort the blood curse with chaos magic and instructing the pyramid to fire at Kahel's exposed lungs. He also implores the Chaos god (already confirmed to exist) to contribute to this doomed battle in its own hilariously fatal FUN way.

((Will the curse be destroyed? Empowered? Changed? ONLY THE DICE WILL TELL!))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Atomic Chicken on September 16, 2016, 06:15:22 am
"A skeleton army? Ah, now this is interesting. Could you give me directions to the location of this encounter? It could be of great value to my research.

Oh, by the way, would any of you fine mages be interested in carrying out business with me? I've got a fresh stock of invisibility potion going for 2 shards a bottle, if you're interested. I currently lack sophisticated alchemical equipment, so the mix isn't too potent, but I guarantee at least a whole [turn]'s worth of invisibility per bottle, which should be enough to give you warriors the upper edge in future battles. I've also got a supply of medical grade spirit, and can take care of most purely mechanical locks if you've got anything secure you'd like to break into."
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: vishdafish on September 16, 2016, 06:29:00 am
Survive anyway, because I have +2 to END.

To be unintentionally killed by a friend, of all things... I had a really cool final(?) spell, too. Darn.

((Out of interest, what was it gonna be?))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: H4zardZ1 on September 16, 2016, 07:49:27 am
"Huh, maybe I should get out more."

Ilium peers at the tower entrance before darting a glance at Surg's crushed leg.
"Well, the gate seems quite fine now. The Keeper must have fixed it already. As for your friend here, perhaps he should seek the aid of a professional healer. The Tower's aura is excellent at fixing up flesh wounds but, from what I've seen, it has its limits.

Say, I don't suppose you've encountered any skeletons or masked individuals during your travels, have you?"
"I had a fight once with another mage. Don't want to tell who did i fight, though. Unless he speaks."
whole [turn]'s worth "
((It is around a minute, if i wasn't wrong.))

2 Essences for now.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: star2wars3 on September 16, 2016, 11:49:51 am
"A skeleton army? Ah, now this is interesting. Could you give me directions to the location of this encounter? It could be of great value to my research.

Oh, by the way, would any of you fine mages be interested in carrying out business with me? I've got a fresh stock of invisibility potion going for 2 shards a bottle, if you're interested. I currently lack sophisticated alchemical equipment, so the mix isn't too potent, but I guarantee at least a whole [turn]'s worth of invisibility per bottle, which should be enough to give you warriors the upper edge in future battles. I've also got a supply of medical grade spirit, and can take care of most purely mechanical locks if you've got anything secure you'd like to break into."
We fought the Bigholder in the north, in the center of an Eldritch area.

As for trading at present I have no shards but perhaps in the future I may have the funds to buy some of your stock.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ironsnake345 on September 16, 2016, 02:12:45 pm
"A skeleton army? Ah, now this is interesting. Could you give me directions to the location of this encounter? It could be of great value to my research.

Oh, by the way, would any of you fine mages be interested in carrying out business with me? I've got a fresh stock of invisibility potion going for 2 shards a bottle, if you're interested. I currently lack sophisticated alchemical equipment, so the mix isn't too potent, but I guarantee at least a whole [turn]'s worth of invisibility per bottle, which should be enough to give you warriors the upper edge in future battles. I've also got a supply of medical grade spirit, and can take care of most purely mechanical locks if you've got anything secure you'd like to break into."

Two shards a bottle? I'll take eight! ...Or I would, but I only have three shards. I'll take one, please. And yeah, the skeletons were coming out of these odd crystal towers in the eldritch valley north of here.

Chorkinaan trades with Ilium Skydepth and then casts a spell to cap off one end of his magical tube, then creates two essences.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Atomic Chicken on September 16, 2016, 03:27:05 pm
Two shards a bottle? I'll take eight! ...Or I would, but I only have three shards. I'll take one, please. And yeah, the skeletons were coming out of these odd crystal towers in the eldritch valley north of here.

Chorkinaan trades with Ilium Skydepth and then casts a spell to cap off one end of his magical tube, then creates two essences.
"Crystal towers, eh? It all fits in...interesting."
Ilium pauses momentarily, seemingly distracted by his thoughts.
"Tell you what. Since you've been so helpful, I'll make you a special offer: I'll throw in an extra bottle in exchange for a single shard and a simple favour to be determined in the future, such as assistance with a spell. What do you say?"

If Chorkinaan agrees, exchange 2 bottles of invisibility potion for his 3 shards.

As for trading at present I have no shards but perhaps in the future I may have the funds to buy some of your stock.
"The prices are negotiable, of course. I'm open to making alternative deals if you've got anything else worth offering, spells included."

In the meantime, continue some PM'ed stuff. Negotiations shouldn't interfere with a mage's personal life, after all.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ironsnake345 on September 16, 2016, 03:36:48 pm
Two shards a bottle? I'll take eight! ...Or I would, but I only have three shards. I'll take one, please. And yeah, the skeletons were coming out of these odd crystal towers in the eldritch valley north of here.

Chorkinaan trades with Ilium Skydepth and then casts a spell to cap off one end of his magical tube, then creates two essences.
"Crystal towers, eh? It all fits in...interesting."
Ilium pauses momentarily, seemingly distracted by his thoughts.
"Tell you what. Since you've been so helpful, I'll make you a special offer: I'll throw in an extra bottle in exchange for a single shard and a simple favour to be determined in the future, such as assistance with a spell. What do you say?"

If Chorkinaan agrees, exchange 2 bottles of invisibility potion for his 3 shards.

As for trading at present I have no shards but perhaps in the future I may have the funds to buy some of your stock.
"The prices are negotiable, of course. I'm open to making alternative deals if you've got anything else worth offering, spells included."

In the meantime, continue some PM'ed stuff. Negotiations shouldn't interfere with a mage's personal life, after all.

Sounds like a deal! My affinity is physicality, meaning I can control the physical aspects of... anything, really. I can also create objects, but I have to manually set all their physical aspects; it's a bit easier to have a base.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DreamerGhost on September 16, 2016, 04:30:33 pm
Ahh, trade. It is just not fair unless both sides think that they are ripping off the other.

Also, new poll for mental defense stat.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Elephant Parade on September 16, 2016, 04:46:07 pm
I like the idea of STR being the mental defence stat, since it's kinda weak right now.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ATHATH on September 16, 2016, 08:39:31 pm
Survive anyway, because I have +2 to END.

To be unintentionally killed by a friend, of all things... I had a really cool final(?) spell, too. Darn.

((Out of interest, what was it gonna be?))
A healing punch would be really helpful right about now.

If I am healed:
Give FoU a nice GBM-boosted Bardic Song.

If I am not healed:
Use my blood mage powers to form the blood that I am spilling so profusely into runes for a GBM-boosted ritual. Activate it and (temporarily?) become a sound elemental (or an air elemental, if sound elementals aren't a thing).
Flavor touch: The runes look like and/or are sheet music for a small excerpt from the beautiful symphony that was the masterpiece of the founder of the first Music mage. As the ritual activates, the excerpt plays.
The above does not include the planned spending of essences and shards, and the crossed out part was originally an error.
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: TheBiggerFish on September 17, 2016, 10:51:52 am
Well then.  Change my designation to 'Hello.  Nice tower.'
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Whisperling on September 17, 2016, 11:39:01 am
Viznor walks out of one of the walls, raising an eyebrow at Magus N.A.'s redesignated plant.

"Simple speech will suffice, Magus. Jase is not here, but he is present, so to speak."

With that, the clawed, four-armed mage walks back into the tower's insides. A faint "No, Biomatrix, I am not interested in an additional stomach" can be heard before the tunnel seals itself up.

-----------------

Viznor's next appearance is in the courtyard, where he gives the mages of T.O.A.M. a small nod before speaking to Ilium.

"I apologize for my tardiness, Trickster, although it does not appear to have inconvenienced you. Are my services required once again, or do you simply wish to sell your goods?"
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: DreamerGhost on September 17, 2016, 02:39:41 pm
Blood. So much blood... For a moment, Kahel could not believe all of it came from his gaping chest injury. For the next, he could not believe the power he had now in his possession.

"You're dead."

Use animated blood to regulate blood flow and form a protective crust over the injury. Next, use the blood already on the ground to form a bubble around pyramid beam-forming crystal to crush or temporally neutralize it. If Xom is material, rush in to deliver cutlass directly into his body.
((Sorry about the delay; I meant to post an action yesterday but was too busy to do so.))

In a desperate bid to preserve his hide, Xom retreats whilst trying to distort the blood curse with chaos magic and instructing the pyramid to fire at Kahel's exposed lungs. He also implores the Chaos god (already confirmed to exist) to contribute to this doomed battle in its own hilariously fatal FUN way.

((Will the curse be destroyed? Empowered? Changed? ONLY THE DICE WILL TELL!))

Spoiler (click to show/hide)

{Sorry guys, missed you two and only remembered after going to bed. Also, Prismatic, remember when I said that the sell would happen at the beginning of this turn? I messed up answering you and gave you a false hope that you could dispel it. Sorry about that too. Really, this fight turn was probably one of my bigger blunders.}

Before either of combatants could ready themselves for another move, chaos that was Xom disappeared and returned to his human form. The spell cast by Kahel rushed into Xom, forcing blood to rush out of him. it evaporated into red mist, leaving behind shriveled skin and under-supplied organs. It would certainly impede the battle, so Xom directed his pyramid to fight Kahel while he prayed to Chaos god. Alas, Chaos god was unamused by this battle and chose to ignore the prayer. Kahel was making much better use of the time, dodging away from the dismantling beam and rushing towards Xom with cutlass raised high. Blood formed a shield over his chest and wrapped around the pyramid cap, causing a yet unknown degree of obstruction. He expected chaos mage to dodge and feinted an attack, but Xom just stood there dumbstruck, resulting in merely a gash on his left arm. The shriveled up flesh was as easy to cut through as paper.

{Xom, Drained - 50% chance to get a -1 to all physical rolls.}
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Sarrak on September 17, 2016, 03:32:20 pm
((DG... Its a clusterfuck of confusing rolls, really.

My translation:
1) Xom got somewhat drained of blood, but endured (what result here d2 roll decided?)
2) Xom got lead and prayed. Unsuccessfully.
3) Kahel dodged, then (what's the actual result of two blood-related actions?)
4) Unamusing swordsmanship versus bad dodging (what the hell two d2 decided here and for whom?)
5) Kahel got Drained. Uh... Sorry, what?))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DreamerGhost on September 17, 2016, 04:03:02 pm
((DG... Its a clusterfuck of confusing rolls, really.

My translation:
1) Xom got somewhat drained of blood, but endured (what result here d2 roll decided?)
2) Xom got lead and prayed. Unsuccessfully.
3) Kahel dodged, then (what's the actual result of two blood-related actions?)
4) Unamusing swordsmanship versus bad dodging (what the hell two d2 decided here and for whom?)
5) Kahel got Drained. Uh... Sorry, what?))

((Xom got drained of blood and that caused him to become Drained. All d2 rolls after that are for Xom's next physical roll to know if he gets an extra malus on it.

Fixed blood actions.))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Sarrak on September 17, 2016, 04:24:19 pm
((Thanks for clarification! Please, change status at the end - it still mentions Kahel as being drained, instead of Xom.

Now, to think of my next action...))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: star2wars3 on September 17, 2016, 04:54:13 pm
((Quick suggestion to put into the rules section. At present, when a new player reads the rules post it doesn't say how essences are formatted. For example,
would a +1/+2 essence be +1pot/+2cmp or the reverse.))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Atomic Chicken on September 17, 2016, 05:32:10 pm
Viznor's next appearance is in the courtyard, where he gives the mages of T.O.A.M. a small nod before speaking to Ilium.

"I apologize for my tardiness, Trickster, although it does not appear to have inconvenienced you. Are my services required once again, or do you simply wish to sell your goods?"

((Just out of curiosity, is the "walking through walls" act actually canon?))

"Greetings, Sage. Considering your uncanny awareness of things as slight as a desire for your presence, I am surprised that the answer to your question has eluded you so. The truth is that I seek both. You see, I have recently begun to dabble in the alchemical arts, producing a batch of invisibility potions as the fruit of my experiments. The elixir is perfectly functional, but its true potential seems to have been stunted in part by my inexpertise in the field. What I seek from you is knowledge of alchemy, with all the preparation and purification methods it entails. Will you grant me this?"
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: ironsnake345 on September 17, 2016, 05:53:41 pm
"Greetings, Sage. Considering your uncanny awareness of things as slight as a desire for your presence, I am surprised that the answer to your question has eluded you so. The truth is that I seek both. You see, I have recently begun to dabble in the alchemical arts, producing a batch of invisibility potions as the fruit of my experiments. The elixir is perfectly functional, but its true potential seems to have been stunted in part by my inexpertise in the field. What I seek from you is knowledge of alchemy, with all the preparation and purification methods it entails. Will you grant me this?"

((Posh.)) (http://https://www.youtube.com/watch?v=WdcAISQdhhA)
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Gonchon on September 17, 2016, 09:52:02 pm
press the button, make four essences.
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Prismatic on September 18, 2016, 03:48:40 am
Also, Prismatic, remember when I said that the sell would happen at the beginning of this turn? I messed up answering you and gave you a false hope that you could dispel it.
((Wait, what?! So I just wasted a turn doing practically nothing whilst Kahel attacked? Not even a counterstrike attempt? Talk about a wasted initiative roll. I'd have changed the spell to something useful if I'd known it was invalid.))


((Quick suggestion to put into the rules section. At present, when a new player reads the rules post it doesn't say how essences are formatted. For example,
would a +1/+2 essence be +1pot/+2cmp or the reverse?))
((Seconded. I keep confusing which is which.))
Title: Re: Roll to Magic: Turn 186 Planar travel and Space exploration
Post by: Sarrak on September 18, 2016, 03:53:18 am
Also, Prismatic, remember when I said that the sell would happen at the beginning of this turn? I messed up answering you and gave you a false hope that you could dispel it.
((Wait, what?! So I just wasted a turn doing practically nothing whilst Kahel attacked? Not even a counterstrike attempt? Talk about a wasted initiative roll. I'd have changed the spell to something useful if I'd known it was invalid.))
((Seconded. I keep confusing which is which.))
((Well, if Chaos god would have answered, things would be very nasty. For you or me, depending on LUCK roll.

Also, we have around two rounds of fight left. After that victor would be clear.))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DreamerGhost on September 18, 2016, 03:56:07 am
press the button, make four essences.

((You have four buttons to chose from, pick one.))

((Quick suggestion to put into the rules section. At present, when a new player reads the rules post it doesn't say how essences are formatted. For example,
would a +1/+2 essence be +1pot/+2cmp or the reverse?))
((Seconded. I keep confusing which is which.))

((Added a line about this in the essence section. One helpful way to remember this is such; CMP is always rolled for first, so the first part of +2/+1 is added to that roll (+2), while POT is always rolled for second, so the second part is added to that roll(+1).))
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: Whisperling on September 18, 2016, 10:27:23 am
((Just out of curiosity, is the "walking through walls" act actually canon?))

"Greetings, Sage. Considering your uncanny awareness of things as slight as a desire for your presence, I am surprised that the answer to your question has eluded you so. The truth is that I seek both. You see, I have recently begun to dabble in the alchemical arts, producing a batch of invisibility potions as the fruit of my experiments. The elixir is perfectly functional, but its true potential seems to have been stunted in part by my inexpertise in the field. What I seek from you is knowledge of alchemy, with all the preparation and purification methods it entails. Will you grant me this?"

((Indeed it is. Comes of an alliance with the master of the Tower.))

"Any mage may glean information from their surroundings, although I find that I am often more aware of the process than most. Think, Trickster, of the instant in which you sense the beginnings of a spell, or recognize the desires of one who seeks your death. I have knowledge of the same. There are, of course, certain limits to such a power, even for one such as I. A mage cannot penetrate the surface of a fellow's mind, and our kind are as predictable as a roll of the dice."

"I digress. Your request is certainly within my power, and it is a desire I, myself, appreciate. I am afraid that I do not have much use for potions in recompense, as I may produce a similar effect with my own abilities. However, your assistance in a spell, and the addition of a portion of your more chaotic essences to this battery's stores, would be very much appreciated."
Title: Re: Roll to Magic: Turn 187 Conflicted destinations
Post by: DreamerGhost on September 18, 2016, 02:02:35 pm
Turn 188

Search the land for anything of interest. The flares are clearly attracting nothing for the time being.

Spoiler (click to show/hide)

Duritarum decided that if interesting things would not go for him, he would have to search for them. It took surprisingly little time to discover that one of the cracks in the ground was uncharacteristically deep and lacking in gemstones of any sort. It was wide enough for a man to fit in comfortably, but depth and darkness would make getting down a bit complicated.

Activate the chair. Make 2 essences.
Spoiler (click to show/hide)

Gambler tossed a spell into his throne winding it up again. Unseen gears began turning and whirring, bending probabilities around it. The sounds became stranger and more impossible until the noise simply stopped. The throne was ready to capture chances again.

"17 mage souls, ready for consumption.

No? I figured that would be too much to ask.

I wish for an endurance more capable of withstanding the blows of a mage."

Asking for more points in endurance, unless a request for a game-winning amount of soul shards would be fulfilled.

"As you command"
The genie looking blood elemental faded into a mist of blood that quickly dispersed. Cuberac wondered if it would be worth to wait and see if the creature could actually kill seventeen mages. Probably not.

2 Essences for now.
Spoiler (click to show/hide)

Surg exchanged news with Ilium and looked over the goods he had for sale. There was little else to do while his leg healed, but heal it did and quite quickly. he could feel bones returning back to their places, and it would take just a minute more for the flesh around the bone to heal.

Two shards a bottle? I'll take eight! ...Or I would, but I only have three shards. I'll take one, please. And yeah, the skeletons were coming out of these odd crystal towers in the eldritch valley north of here.

Chorkinaan trades with Ilium Skydepth and then casts a spell to cap off one end of his magical tube, then creates two essences.
"Crystal towers, eh? It all fits in...interesting."
Ilium pauses momentarily, seemingly distracted by his thoughts.
"Tell you what. Since you've been so helpful, I'll make you a special offer: I'll throw in an extra bottle in exchange for a single shard and a simple favour to be determined in the future, such as assistance with a spell. What do you say?"

If Chorkinaan agrees, exchange 2 bottles of invisibility potion for his 3 shards.

Spoiler (click to show/hide)

Chorkinaan capped off one of the ends of his pipe, creating a long and thin can. It was not particularly impressive now, but it would become an extremely nasty part of a weapon in the future. The present, however, involved entirely non-nasty business with Ilium about invisibility potion. Shards and bottles were exchanged, hands were shaken and two people filed each other under "suckers" in their memories.

Well then.  Change my designation to 'Hello.  Nice tower.'
Spoiler (click to show/hide)

Ignoring the strange mage that just walked out of the wall magus changed his designation again. There was a slight stop to Tower processes as it tried to handle the new tag, but magic is a whole lot more flexible than code, and filed magus under "miscellaneous". There was no way to know what consequences this would have.

PMed action!
Damond, Your Soon To Be Doom:

"Firebird? Get out of the way."

FIST. PM sending.
Grab Easter, fly up with him, burning any wings he may have off
First things first. To protect my body: Make a thick tree bark grow over body and staff. +1 CMP and +3 POT.

I would hate calling in the favour from gods for different purpose than originally intented, but my life is in danger. A little tornado with me being in the eye of storm would be nice. Maybe strong winds would snuff out that fake phoenix. And I would love to see how one can punch a wind away.


((I can get that much of help from the promised favour, right?))

Spoiler (click to show/hide)

Seva attempted to capture Easter, but his augmented reflexes allowed him to escape fearsome claws of the phoenix. He swiftly retreated back to headless corpse of Jackson, gripped it firmly and flew high into the air. In his haste he shook the corpse too harshly, causing the treasure - the ten shards that were on the body fall to the ground. This gave Damond an unique chance that he was not going to waste.

Damond rushed towards the shards, grabbing them while barely even slowing down. He rushed towards the true prize. He consumed the shards to empower his skills and leaped forward, rolling and rising in a  swift motion. In his left hand rested the staff of Shias. He planted the staff firmly in the ground, raised his right fist, charged the fist with magic and struck. It is unknown if he misjudged the power within the staff or his durability, but that did not matter. The power leapt out of the staff, focused and pointed by the strike it flew towards Shias, the blast too wide to dodge. It sent ghost of Shias flying away and causing his chest to melt into ectoplasm. But it was where the trike flew afterwards that was important. For just behind Shias was the gate to the Plane of Fire. Energies of the strike and the staff met with the gate and exploded.

At first, it seemed as if this whole mix of magic would implode relatively harmlessly, but then unknown forces were overcome and fire flooded out. Easter and Shias were too far away to be affected, while Seva cared little even for harshest of fires. Damond was neither far enough nor immune. Fire seared all of his skin into ash within moments. Then the energies of the staff began expressing themselves and Damond's body was pierced by countless shards of wood, accelerated to speed of sound by the explosion. As the whole structure began taking shape, flames were blocked from going certain ways. Damond stood in a place where all of this blocked off fire was focused. Not even his bones survived the heat, and he saw no more.

For those from further away the magic was still continuing. A shell of wood began building around the fireball, focusing fires through long vents that grew on the shell. At the bottom of this shell there were four vents, each for one cardinal direction, each larger than any vents above. Amber leaves sprouted on the smaller vents as the whole structure continued to grow. Finally, the top of the structure spun in onto itself, blocking off the last direct sight of the flames, and morphing into a gigantic bud surrounded by dazzling aura of sparks.

Some distance away, Shias ghost got itself back up and experienced a second tragedy within this minute as he realized that his body was most likely gray and powdery by now.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Sarrak on September 18, 2016, 02:13:10 pm
Manipulate blood to crush pyramid crystal, while gutting Xom with cutlass. Then, cast "Chilling hands" upon Chaos mage. (or pyramid, if he dies)

((Are we late for this round? I'm a bit lazy to search for the actual D&D spell now, but its unmodified cold-based touch attack.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 18, 2016, 02:14:12 pm
Manipulate blood to crush pyramid crystal, while gutting Xom with cutlass. Then, cast "Chilling hands" upon Chaos mage. (or pyramid, if he dies)

((Are we late for this round? I'm a bit lazy to search for the actual D&D spell now, but its unmodified cold-based touch attack.))

((I'm going to say you are not late, both because I updated slightly earlier today and because i took me so long to get to your previous action.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: FallacyofUrist on September 18, 2016, 02:17:01 pm
((Oops. Never even got to try out YOUTH GUY's tiger bomb punch. Oh well. Assuming Damond's dead:))

Name: Doktor Diabolical
Affinity: Robots
Description: "MWAHAHAHAHA! I, Doktor Diabolical, have come to conquer this demi-plane with my DIABOLICAL ROBOTIC MINIONS! Tremble before my robotic might!"

STR: 0
DEX: 0
SPD: 1
END: 1
POT: 6

First action: Doktor Diabolical heads in a random direction, playing Robots essence roulette as he goes.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 18, 2016, 02:21:35 pm
(Welp. I have officially become Schroedinger's mage. Taking all bets on whether I'm alive or not (In the form of soul shards, payable to Skeliborn or if necessary, my next character)
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: vishdafish on September 18, 2016, 02:22:26 pm
((Were all the shards destroyed as well?))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 18, 2016, 02:27:35 pm
((Were all the shards destroyed as well?))
((If I'm still alive, I lay claim to whatever is left of Damond's shards. That is to say, the 6 shards he had before this turn.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DAPARROT on September 18, 2016, 02:31:42 pm
Collect any shards left in the area, then fly after Easter, try to bring him back to the fire tree. With force, eagles attack first
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 18, 2016, 02:39:43 pm
((Were all the shards destroyed as well?))
((If I'm still alive, I lay claim to whatever is left of Damond's shards. That is to say, the 6 shards he had before this turn.))

((You are still alive, the dice will it.))

Collect any shards left in the area, then fly after Easter, try to bring him back to the fire tree. With force
His autodoge did not go anywhere, I would recommend a multi pronged attack, your birds are still with you.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 18, 2016, 02:54:09 pm
((Were all the shards destroyed as well?))
((If I'm still alive, I lay claim to whatever is left of Damond's shards. That is to say, the 6 shards he had before this turn.))

((You are still alive, the dice will it.))

Collect any shards left in the area, then fly after Easter, try to bring him back to the fire tree. With force
His autodoge did not go anywhere, I would recommend a multi pronged attack, your birds are still with you.
Really? I would have thought that all of the bird and wasp minions would be charred husks by now.

Also, I came up with an epitaph for the gravestone of Bloodmage Jackson, if he ever gets one:

Here lies Jackson, may he rise as an undead abonimation and take his revenge against those who have wronged him (and/or participate in a Thriller parody, either one is fine).
He died as he lived: making music, bleeding, committing crimes against nature, and on fire.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 18, 2016, 02:55:30 pm
Really? I would have thought that all of the bird and wasp minions would be charred husks by now.


Raptors and wasps perished, birds were flying far enough away to survive.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: vishdafish on September 18, 2016, 03:23:08 pm
Also, I came up with an epitaph for the gravestone of Bloodmage Jackson, if he ever gets one:

Here lies Jackson, may he rise as an undead abonimation and take his revenge against those who have wronged him (and/or participate in a Thriller parody, either one is fine).
He died as he lived: singing, bleeding, committing crimes against nature, and on fire.

((Well, if Easter and your headless corpse survive this, I can use it as nutrition for my future wasps. You will live on in more than just memory.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Atomic Chicken on September 18, 2016, 03:31:59 pm
((So, to recap: we've now got a brand new abomination of nature fire-containing tree, a pile of charred corpses and a handful of unclaimed shards (which may or may not have been destroyed already), all just a stone's throw away from a !!duel!! between a bodiless nature druid, a phoenix and a mage in a wasp suit. Oh, and the mage community as a whole is now at risk of being stalked and murdered by a blood genie summoned in some basement at the far reaches of the world.))


"Any mage may glean information from their surroundings, although I find that I am often more aware of the process than most. Think, Trickster, of the instant in which you sense the beginnings of a spell, or recognize the desires of one who seeks your death. I have knowledge of the same. There are, of course, certain limits to such a power, even for one such as I. A mage cannot penetrate the surface of a fellow's mind, and our kind are as predictable as a roll of the dice."

"I digress. Your request is certainly within my power, and it is a desire I, myself, appreciate. I am afraid that I do not have much use for potions in recompense, as I may produce a similar effect with my own abilities. However, your assistance in a spell, and the addition of a portion of your more chaotic essences to this battery's stores, would be very much appreciated."

"Very well. Name your price, and we will begin this transaction."

((Whisperling, feel free to send me a PM if you want the details of the spell you mentioned to remain secret.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 18, 2016, 03:38:00 pm
Summon sword of summoning nearby objects.
Use:
1 Blade essences +1CMP
1 Blade essences +1POT
4 Blade essences +1/+1

Use the sword to summon the shards to me.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 18, 2016, 03:41:48 pm
PSA:Damond's shards are where his body was, meaning in a massive pillar of flame.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Prismatic on September 18, 2016, 04:05:43 pm
((Oh wow, this turn came out earlier than I expected!))

Manipulate blood to crush pyramid crystal
((If I remember correctly, it's a rock, not a crystal, but I guess that's not too significant.))

Kick dust into Kahel's eyes and give him the magical equivalent of a convulsive seizure by making his limbs (including the arm holding the dangerous cutting implement) move around erratically (much like I'd done with the vines back in that underwater pyramid deathtrap). Direct the pyramid to discharge its beam into the blood barrier, hopefully disintegrating it.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: XXXXYYYY on September 18, 2016, 07:33:38 pm
Reinforce the enchantment that increases LUCK while casting, making it more effective. Use a +1/+2, +2/+1, and 2 +1/+1 essences. Then make an essence.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Zormod on September 18, 2016, 07:35:49 pm
Summon a healing cube. Take a look at that leader's robes, and consider replacing or supplementing my own.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 19, 2016, 12:19:12 am
I just remembered that Jackson lost his throat before he died. I've edited the epitaph accordingly.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: AoshimaMichio on September 19, 2016, 04:18:28 am
"Yet another mage without understanding balance has caused birth of abomination. Will they ever learn?"

In the end a tree is still a tree, even if it has no place in this world. Shias approaches location of his body to check out if it survived or not. Then he walks/floats next to the firetree, touches it and asks (magic if necessary): "Who are you?"
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 19, 2016, 05:18:28 am
((the good news is that it's not another eldritch tree.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 19, 2016, 08:28:17 am
((the good news is that it's not another eldritch tree.
InB4 it is, in fact, another eldritch tree.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 19, 2016, 10:50:41 am
((the good news is that it's not another eldritch tree.
InB4 it is, in fact, another eldritch tree.
God damn it.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 19, 2016, 03:23:40 pm
Manipulate blood to crush pyramid crystal, while gutting Xom with cutlass. Then, cast "Chilling hands" upon Chaos mage. (or pyramid, if he dies)
Manipulate blood to crush pyramid crystal
((If I remember correctly, it's a rock, not a crystal, but I guess that's not too significant.))

Kick dust into Kahel's eyes and give him the magical equivalent of a convulsive seizure by making his limbs (including the arm holding the dangerous cutting implement) move around erratically (much like I'd done with the vines back in that underwater pyramid deathtrap). Direct the pyramid to discharge its beam into the blood barrier, hopefully disintegrating it.
Spoiler (click to show/hide)

With a flick of Kahel's hand, solid blood around the pyramid's cap began moving and churning trying to grind down the magical stone. It was not doing much damage, but neither mage had time to see that. Xom was too busy trying the oldest trick in the book of kicking dust in Kahel's eyes and was finding out that it was far harder than it seemed in theory. Kahel, unbothered by this, stabbed forward, but accidentally aimed a bit too high and his blow was deflected by a rib, causing a wide gash on Xom's right side rather than killing him. Xom returned the attack by causing random convulsions in Kahel's muscles, focused on his blade arm. It was less successful than he hoped, as Kahel not only failed to cut himself, but even managed enough self control while convulsing on the ground to grab Xom's left leg and freeze it solid. Some distance away pyramid disintegrated blood that tried to attack it.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Sarrak on September 19, 2016, 04:02:34 pm
Hide from pyramid beams behind the Xom (since he can't really move now). Freeze & hack him some more. If there is still some 'free' blood - send it to grind at the pyramid.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Gonchon on September 19, 2016, 11:21:35 pm
woops, press the air button.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Prismatic on September 20, 2016, 04:27:09 am
Make the most out of Kahel's prone status by binding him to the ground with coalesced chaos dust whilst instructing the pyramid to fire, trusting in its superior aim to get the job done. If he approaches, use the Lotus to bash his head in. If not, try the dust kicking manoeuvre again.

If there is still some 'free' blood - send it to grind at the pyramid.
((Pretty sure that you'd have bled out by now if there was any more blood to spare.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: H4zardZ1 on September 20, 2016, 09:46:01 am
2 essences...
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ironsnake345 on September 20, 2016, 12:15:07 pm
So, Skelliborn, Shall we begin? Or do you want to cash in that spell now, Illium, before I get involved in the preparation and casting of a crazy ritual?
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 20, 2016, 02:22:16 pm
((I'm not currently in speaking range of you but I'll try to get back to the tower soon))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Atomic Chicken on September 20, 2016, 02:43:52 pm
"I have no pressing need for your skills at the moment, Chorkinaan. Feel free to do as you wish; I'll let you know when it's time for the debt to be repaid."
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: vishdafish on September 20, 2016, 03:34:36 pm
Also if I am able to, sting anything that attacks me with my stinger (in addition to my PM).
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ironsnake345 on September 20, 2016, 03:52:28 pm
((I'm not currently in speaking range of you but I'll try to get back to the tower soon))

...Skelliborn? Where the devil did he go?

Three essences, contemplate possible sacrifices for upcoming bladewater ritual.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 20, 2016, 05:25:38 pm
((this is known as me having an innumerable backlog of projects I'm working on in various stages of completion))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: thegamemaster1234 on September 20, 2016, 08:29:29 pm
((Oh hell. Summer, school, and Terraria modding have really gotten in the way of this... if someone could give me a recap before I finish reading through all the pages I missed, that would be very helpful, i guess? xD))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: star2wars3 on September 21, 2016, 05:22:52 am
Events:
1. ((Were you here when uberdragon forced a map change?))
2. Bigholder(boss) died
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: thegamemaster1234 on September 21, 2016, 07:12:01 am
((Actually, I was completely active during those events. In fact, I was one of the reasons that Bigholder is dead in the first place. I need to know what's happened since then.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: AoshimaMichio on September 21, 2016, 07:21:29 am
((Actually, I was completely active during those events. In fact, I was one of the reasons that Bigholder is dead in the first place. I need to know what's happened since then.))
((Murder has happened.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 21, 2016, 08:37:46 am
((Actually, I was completely active during those events. In fact, I was one of the reasons that Bigholder is dead in the first place. I need to know what's happened since then.))
((Murder has happened.))
Specifically, Kahel is fighting Xom, Jackson just got his head ripped off by an ally, Damon blew himself and Shias's staff up, Shias is now a ghost with a massive chest wound, Wasp-Guy is in a wasp-suit, and there is now a planar breach to the elemental plane of fire that is surrounded by a sphere of wood (with some vents in it) near the place where Jackson and Damon died.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Atomic Chicken on September 21, 2016, 08:42:05 am
((Let's see...Surg was attacked by Chorkinaan, but Skeliborn intervened and the quarrel was resolved peacefully, with Surg ultimately choosing to join TOAM. The three of them have since made their way to the Tower. Damond and the music mage were both killed in the ongoing battle right outside the Tower, which began as an ambush by Shias and quickly evolved into a 5-mage-dogpile (now consisting of Seva, Shias and the wasp mage). Another tense fight was started in the chaos hex when Kahel invaded and interrupted Xom's project.

Meanwhile, fire-wielding Duritarium, self-buffing Clownman and Cuberac continued their individual explorations whilst The Gambler and Ilium returned to the Tower. Cuberac, having located and murdered a group of cultists, compelled a blood genie to grant his macabre wish of 17 mage souls (we've yet to see just how they'll be procured). The Gambler took measures to help regulate his blood curse and Ilium began to trade with other mages, whereas Gloomier wizard, Viznor and Jase supposedly continue to operate in the shadows of the Tower. Crimson remains missing in action. The other wizards are either afk/being sneaky or have been overlooked accidentally.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: FallacyofUrist on September 21, 2016, 08:43:20 am
((Actually, I was completely active during those events. In fact, I was one of the reasons that Bigholder is dead in the first place. I need to know what's happened since then.))
((Murder has happened.))
Specifically, Kahel is fighting Xom(they're fairly even in power), Jackson just got his head ripped off by an ally(accidentally), Damon(d) blew himself and Shias's staff up(ONE PUNCH), Shias is now a ghost with a massive chest wound(YEP), Wasp-Guy is in a wasp-suit(gives him automatic dexterity success once per turn. That is horrible.), and there is now a planar breach to the elemental plane of fire that is surrounded by a sphere of wood(a tree, I'm fairly sure) (with some vents in it) near the place where Jackson and Damon(d) died.
((Added commentary.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Elephant Parade on September 21, 2016, 08:51:17 am
((Actually, I was completely active during those events. In fact, I was one of the reasons that Bigholder is dead in the first place. I need to know what's happened since then.))
((Murder has happened.))
Specifically, Kahel is fighting Xom (they're fairly even in power), Jackson just got his head ripped off by an ally (accidentally), Damon (d) blew himself and Shias's staff up (ONE PUNCH), Shias is now a ghost with a massive chest wound (YEP), Wasp-Guy is in a wasp-suit (gives him automatic dexterity success once per turn. That is horrible.), and there is now a planar breach to the elemental plane of fire that is surrounded by a sphere of wood (a tree, I'm fairly sure) (with some vents in it) near the place where Jackson and Damon (d) died.
((Added commentary.))
((Fixed brackets.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: thegamemaster1234 on September 21, 2016, 08:59:30 am
((Well then. Thank you.))

As Jiksap returns to this plane of reality... wait, he left? Huh. He must've been sleeping or something. That was one strange dream. Almost seemed real. Plenty of death and chaos and wasps. Wait, wasps?

*yawn* ...Huh? Oh, I suppose I dozed off for a while. Quite counterproductive, sleep is... stops you from doing all those things that you could be doing with your time... speaking of which...

Summon a box of mechanical parts. Begin recalling information about James's curious morphing glass device from so many minutes ago, back in a destroyed plane.
((By this I am referring to the event where I repaired it from a heap of broken glass))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ironsnake345 on September 21, 2016, 12:31:28 pm
((Also Seva's a phoenix now.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 21, 2016, 04:41:47 pm
Say, Beirus hasn't posted in this thread for a while, yet he was active as recently as today... Is he using pms to set up a doom-ritual and/or superweapon?
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 21, 2016, 04:44:06 pm
@People who are voting for POT over STR: Why are you voting to add a new ability to a stat that almost everyone seems to consider to be the most powerful/important? Are you so greedy that you value an extra +1 or +2 (since almost everyone's POT is higher than their STR) to your defense rolls against an uncommonly used method of attack over the integrity of the game's balance?
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 21, 2016, 04:44:30 pm
Beirus is using PM's. As for what he is planning that is for him to reveal at an appropriately dramatic moment.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ATHATH on September 21, 2016, 04:51:39 pm
Beirus is using PM's. As for what he is planning that is for him to reveal at an appropriately dramatic moment.
Hm... Can/will you check up on him remotely, Whisperling?
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Sarrak on September 21, 2016, 05:06:16 pm
@People who are voting for POT over STR: Why are you voting to add a new ability to a stat that almost everyone seems to consider to be the most powerful/important? Are you so greedy that you value an extra +1 or +2 (since almost everyone's POT is higher than their STR) to your defense rolls against an uncommonly used method of attack over the integrity of the game's balance?
POT is overvalued. Its not that good and most mages would get most from it at 3 points, just to get a nifty +1 bonus power. Even +2 power is quite dangerous in case of CMP fuckup/essence roulette. So, if it becomes main mental defence stat, each mage must decide the risks he'll take - either be too powerful for his own good (and weak in body), or invent something to counter influence.

Now, STR. Its very good to any mage not overwhelmingly prepared for battles (and can give you END bonus). As example, Whaz axed mages to death much more reliably than by using magic. Bad STR rolls are also much more survivable than POT ones.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 21, 2016, 05:26:40 pm
Really, STR is also possibly weaker than other stats because you are wizards. For me, being a wizard is like being a rogue with two crates of high explosives instead of daggers. Physical stats are something you fall back on if the spell fails.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Sarrak on September 21, 2016, 05:37:48 pm
Really, STR is also possibly weaker than other stats because you are wizards. For me, being a wizard is like being a rogue with two crates of high explosives instead of daggers. Physical stats are something you fall back on if the spell fails.

I presume that spells fail from the very start judging by experience. Staff on reroll was the only thing that allowed me to forget about physicals and enjoy pure casting while it lasted.
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: thegamemaster1234 on September 21, 2016, 07:16:34 pm
@People who are voting for POT over STR: Why are you voting to add a new ability to a stat that almost everyone seems to consider to be the most powerful/important? Are you so greedy that you value an extra +1 or +2 (since almost everyone's POT is higher than their STR) to your defense rolls against an uncommonly used method of attack over the integrity of the game's balance?
((I'm going to vote POT because a new WILL stat just for this sort of thing seems a bit bad, and STR is supposed to be a physical attribute, not a mental one. POT, on the other hand, relates to your skill with magic, and since the preparation of magic is primarily a mental task, this makes sense to me. Of course, in comes the issues where just about every mage has some level of mind armor - but then again, what sort of mage wouldn't?))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: ironsnake345 on September 21, 2016, 07:38:44 pm
((Maybe the deal with mental attacks should just be that they're hard to set up and take some effort to use, but there's really no way to prepare for them stat-wise. That seems balanced.))


((In other words, not everyone is capable of actually executing a mental attack, and in most cases it would involve some complicated work-around, and even then it's just by nature less likely to succeed on an unprotected opponent than a physical attack of equal effort, but no stat increases rolls against mental assaults))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Prismatic on September 22, 2016, 05:17:49 am
((I'm going to vote POT because a new WILL stat just for this sort of thing seems a bit bad, and STR is supposed to be a physical attribute, not a mental one. POT, on the other hand, relates to your skill with magic, and since the preparation of magic is primarily a mental task, this makes sense to me. Of course, in comes the issues where just about every mage has some level of mind armor - but then again, what sort of mage wouldn't?))

((This sums up my own reasoning quite well. A stat used to denote muscular strength would be entirely out of place governing mental resistance too. Thematically speaking, if you were to consider the classic (read: cliché) character class model, you'd expect a powerful wizard to be have much better control over his mental faculties than a buff melee guy would. Besides, STR already has a wider variety of applications than POT does, since it's used in every physical roll requiring brute force (melee combat, dragging people around, smashing stuff, etc) whereas the latter's sole purpose is to boost spell power rolls. I'm unsure about the introduction of a WILL stat. Having a specialised new stat sounds nice (and would probably help sort out the balance issues), but introducing it this late in the game would mess things up and give current characters a disadvantage.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: Whisperling on September 22, 2016, 04:49:32 pm
Make four binding essences on the off chance the turn comes out before I have time to write up a proper turn.

((Chaotic skies, would you mind waiting a turn? I got Jase on board with this, but he's kinda busy right this second.))
Title: Re: Roll to Magic: Turn 188 Greatest of mistakes
Post by: DreamerGhost on September 22, 2016, 05:02:09 pm
Turn 189

Summon sword of summoning nearby objects.
Use:
1 Blade essences +1CMP
1 Blade essences +1POT
4 Blade essences +1/+1

Use the sword to summon the shards to me.

Spoiler (click to show/hide)

Skeliborn gripped the air tightly in his fist and pulled. With a tearing sound, a blade appeared within his grip. It was a sword with a gap where its core would be, and within that gap swirled wisps of various colors. Skeliborn carefully aimed and slashed the air before him. A gap appeared in the air, and from that gap fell some burned dirt followed by a gust of flame. He slashed again, this time getting a burned bone and a gust of flame. No matter how he slashed, his prize escaped him. Only later did he realise that if shards could be summoned this game would have ended by now.

Reinforce the enchantment that increases LUCK while casting, making it more effective. Use a +1/+2, +2/+1, and 2 +1/+1 essences. Then make an essence.
Spoiler (click to show/hide)

Gambler focused on his active luck enchantment. It was akin to a web, attaching itself to strands of fate and pulling them in places to chose a future more favorable. Gambler cast out additional webs, attaching to strands further away and binding it all into a single structure. Each spell would travel through it, pulling the whole together and securing the best of chances.

Summon a healing cube. Take a look at that leader's robes, and consider replacing or supplementing my own.
Spoiler (click to show/hide)

Cuberac borrowed robes of the Cultist leader and looked them over. The robes were not particularly decorated but they seemed to be made of rather sturdy cloth. They were serviceable, holes aside, but had no special features. Putting the robes aside Cuberac conjured himself a healing cube, though something was off about this one. It reminded Cuberac of the ones he had conjured for Blake.

"Yet another mage without understanding balance has caused birth of abomination. Will they ever learn?"

In the end a tree is still a tree, even if it has no place in this world. Shias approaches location of his body to check out if it survived or not. Then he walks/floats next to the firetree, touches it and asks (magic if necessary): "Who are you?"

Spoiler (click to show/hide)

Ghostly Shias approached the blazing tree and looked over where his body was. To his immense relief, it was still there, untouched by neither by flames nor exploding shards of wood. His ectoplasm was still a bit too offset to return to his body, but he had other stuff to do. Shias floated over to the fiery tree and touched one of non-fiery parts. He connected to the tree with his thoughts, but all he could hear were flames. The tree was alive, it held great power, but at the same time, it was just a sapling, too small to have formed thought yet.

woops, press the air button.

Clownman pressed the button marked with Wind. It sunk into the plate and then the plate sunk into the rock. Rumbling could be heard as if some massive mechanisms were moving. Large chunk of rock slid open, revealing a coridoor of carved stone.

Hide from pyramid beams behind the Xom (since he can't really move now). Freeze & hack him some more. If there is still some 'free' blood - send it to grind at the pyramid.
Make the most out of Kahel's prone status by binding him to the ground with coalesced chaos dust whilst instructing the pyramid to fire, trusting in its superior aim to get the job done. If he approaches, use the Lotus to bash his head in. If not, try the dust kicking manoeuvre again.
Spoiler (click to show/hide)

Kahel got off the ground while Xom was still getting over having a frozen leg and sprung into action. With blade in one hand and spell in another he attacked, his magic freezing Xom's torso. Blade rung as it bounced off the frozen flesh, it was an unfortunately familiar feeling. Worse still, what little cut it did make revealed that the frost did not continue deeper inside. But by then Xom had recovered enough and returned with magic and weapon of his own. Dust suddenly turned into gripping arms that captured Kahel. It took a few kick to break the arms, but that was not quite fast enough to avoid pyramid beam that took advantage of immobilization. The beam went straight through Kahel's head, entirely without damage as his enchantments activated. Kahel  sighed in relief of getting out from such a close call and had his nose broken with a strangely shaped metal thingy that Xom was swinging around.

2 essences...
Spoiler (click to show/hide)

Surg carefully tested his leg, standing on it, turning it about. it seemed to be well, and Surg confirmed it to be true by walking about a bit. He was ready to go and adventure again.

Collect any shards left in the area, then fly after Easter, try to bring him back to the fire tree. With force, eagles attack first
Also if I am able to, sting anything that attacks me with my stinger (in addition to my PM).

Spoiler (click to show/hide)

At first it seemed that the battle was over. Seva flew in the flame exhaust tunnel that burned up Damond, the deadly flames no more harmful to him than a strong wind. He grabbed ten shards with his claw and flew out. Some distance above, Easter tore out heart out of Jackson's headless body and crushed it in his hand. Blood scattered in the air, flew together in a shape of a beast's head and then splattered against Easter's insectoid armor. Blood god accepted his sacrifice. Then a pair of giant eagles attacked him, though between his advanced wings and instant reflexes he managed to dodge one and impale another with his tail. This attack was followed by Seva himself, but this was also dodged. or so it seemed. Easter managed to dodge Seva's burning beak, but Seva's claws captured Easter's leg with tightness of a vice. Seva plunged downwards and Easter was dragged down with him.

...Skelliborn? Where the devil did he go?

Three essences, contemplate possible sacrifices for upcoming bladewater ritual.
Spoiler (click to show/hide)

Chorkinaan looked around but Skeliborn was still nowhere to be seen. It would seem he sneaked away while they weren't looking, possibly towards the huge fire spewing tree and the combat that was over there. Oh well, he'd be back and then they'd have magic to do. Chorkinaan would probably have to supply the liquid while Skeliborn would work on adding edges to the liquid. Which would mean that all liquid and metal objects would work.


As Jiksap returns to this plane of reality... wait, he left? Huh. He must've been sleeping or something. That was one strange dream. Almost seemed real. Plenty of death and chaos and wasps. Wait, wasps?

*yawn* ...Huh? Oh, I suppose I dozed off for a while. Quite counterproductive, sleep is... stops you from doing all those things that you could be doing with your time... speaking of which...

Summon a box of mechanical parts. Begin recalling information about James's curious morphing glass device from so many minutes ago, back in a destroyed plane.
Spoiler (click to show/hide)

Jiksap came back from his thinking place and returned his attention to the world around him. He conjured a box of mechanical parts and unusually for him, began thinking about something specific. Specific like Jame's glass omnicube. It was a very precise work, very well made. recreating it would be entirely too much work for a battlefield, but he could use the general principle to combine several tools into one.



Mist of blood materialized around walls of the Tower and splatered against the walls. they moved around the walls, searching and prodding, but found no purchace and dissapeared again.



((Oops. Never even got to try out YOUTH GUY's tiger bomb punch. Oh well. Assuming Damond's dead:))

Spoiler: Charsheet (click to show/hide)

First action: Doktor Diabolical heads in a random direction, playing Robots essence roulette as he goes.
Spoiler (click to show/hide)

Portal flared to life once more, and from it entered Doktor Diabolical, a wizard speccialising in golems of most unusal craftsmanship. He was known for making golems that were smarter, more agile, tougher and most importantly, more numerous than anyone else. Immediatelly upon appearing he laughed with voice that sent crows flying from the trees in the forest even from such a distance. Then, he pulled out a notepad and ticked off the points "Introduce myself" and "Make demands". He looked around and to his dismay, his robot army failed to get over with him. The next step, "Conquest" would have to wait a bit. He spun on his heels and walked straight forward towards the gravel fields. Rocks around him folded into tiny cubes with six graplers ass his magic leaked out into the wild.

Spoiler: map (click to show/hide)
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 22, 2016, 05:05:05 pm
PM's come tomorrow.

So it seems that POT is the mental defence stat, starting next turn. Next will probably be something about buffing Strength, so I'm open to suggestions. Currently, pretty much the only thing I can think of is having weapons act as multipliers on STR rather than a flat bonus.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: vishdafish on September 22, 2016, 05:14:29 pm
((The blood genie is pretty close to us. If it comes to kill us, I propose a (temporary) alliance.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: star2wars3 on September 22, 2016, 07:01:40 pm
Good day Shias, It seems like this tree is on fire. Would you like mind if I moved the fire away from the tree and into a more productive place? After all, smoky bear says that only you can prevent forest fires and I want to do my part. I plan on using the very fire that inflicts the tree in part of a spell which ideally would require about 100 pot and a several mages.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: BlackHeartKabal on September 22, 2016, 07:08:22 pm
Ignite a globule of blood on the top of the staff and venture in with my "torch".
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DAPARROT on September 22, 2016, 07:50:17 pm
Have the stung eagle fly to the tower, to see if it can benefit from the regeneration field, if the other eagle can get close enough have it attack Easter again, otherwise have it help the injured one get to the tower.

Drag Easter into the fire tree, don't let him leave
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: TheBiggerFish on September 22, 2016, 07:56:27 pm
Three essences.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: vishdafish on September 23, 2016, 12:52:31 am
((Does Seva in phoenix mode have a physical form, or is he just a mass of flame?))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: AoshimaMichio on September 23, 2016, 07:43:18 am
Good day Shias, It seems like this tree is on fire. Would you like mind if I moved the fire away from the tree and into a more productive place? After all, smoky bear says that only you can prevent forest fires and I want to do my part. I plan on using the very fire that inflicts the tree in part of a spell which ideally would require about 100 pot and a several mages.

"The tree is not on fire, the fire is inside. But feel free to remove it."

Pull myself together, so to speak.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Prismatic on September 23, 2016, 08:40:30 am
((Shouldn't Kahel have been injured in ethereal form due to his "Melting" status (http://www.bay12forums.com/smf/index.php?topic=139646.5760.msg7129666#msg7129666)? Or was that remedied?))

More pyramid lasers! Have the construct levitate high enough to get a clear shot of Kahel's head, angled towards the ground, irrespective of his attempts to hide. Fire a disintegration ray of my own, aimed at destroying Kahel's still-exposed lungs at close combat distance. Also continue using the Lotus beyond its intended purpose. That is to say, use it to parry Kahel's blows and proceed to smashing his skull open.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: FallacyofUrist on September 23, 2016, 08:42:53 am
((I'm fairly certain that the gate to the elemental plane of fire is inside the tree, good luck doing anything about that...))

Doktor Diabolical:

"The first step towards the construction of a new robot army! Several absolutely diabolical tiny cube-bots! Though they might need some improvements..."

Doktor Diabolical casts a spell aimed at increasing the size of the cube-bots. Then, he checks to see if they're currently his minions by ordering them to follow him, and then walking a few yards away. If they are not obedient to him, he casts another spell aimed at binding them to his will, and uses an essence of some kind(so long as it's non-chaotic and aids CMP) to boost it if available. If they are already obedient to him, he shrugs and creates 2 absolutely diabolical robots essences.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Sarrak on September 23, 2016, 09:44:08 am
((Shouldn't Kahel have been injured in ethereal form due to his "Melting" status? Or was that remedied?))
((Quite sure it wasn't. Still, its not that damaging, else I'd become a puddle of gore in mere moments into the fight. Also, it must be not "melting", but something akin to "leaving some parts of your body on the other side", because DG thought I had a Liquid form, not Ethereal one. I mentioned this issue earlier.))

Scorch Xom head with my hand. Then slash melted tissue off. Optimally, along with his head. Oh, and hide from the damn lazer-shooter behind the body.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: thegamemaster1234 on September 23, 2016, 03:48:07 pm
Jiksap's work was momentarily disrupted by the glorious call of a Mad ScientistTM much like himself. This one seemed rather interested in robots and being diabolical, though, so chances of friendship were slim. Robots are good. Robots trying to kill him not so much.

((where's that little blue hedgehog when we need him))

Summon a box of clockwork parts. Recall information on the jet I scanned way back when. Create two machine essences.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 23, 2016, 04:10:01 pm
Portal flared to life again, fueled by the fifth elemental -surprise. In the portal appeared a new mage, Karnax the Destroyer, wearing seared robes, with singed eyebrows, burnt beard and all other signs of a mage who enjoyed their magic. As was usual with people who added "the Destroyer" to their name, he was rather lanky and seemed to be the kind to have trouble with anger control. Unusally for people calling themselves "the Destroyer", Karnak was very capable of destruction and worthy of fear.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Sarrak on September 23, 2016, 04:26:19 pm
((Sorry, but I can't help but to be sarcastic. FIRE. Of all inherently dangerous things not to be messed with, you picked up FIRE.

We had three Fire mages and one Fire NPC. All of them died horribly.
We also had two Heat mages. Both are already dead.
We still have one Temperature mage, who is still here by the virtue of using cold instead of fire whenever possible.

To sum up: good luck, the brave one!))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: XXXXYYYY on September 23, 2016, 04:35:01 pm
Summon a (glass) ring that causes the holder's spells to be more likely to succeed (or succeed better, if they'd succeed anyway) by chance, tapping into the user's luck, using a +1/+2, +2/+1, and 2 +1/+1 essences. Then make an essence.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Beirus on September 23, 2016, 04:43:13 pm
((You forget it's probably ATHATH's new character and if the mage does have a fire affinity, it's part of some probably overly convoluted scheme to harness the portal to the Plane of Elemental Fire that was created at the end of the fight.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Zormod on September 23, 2016, 05:36:02 pm
Consume some of that cube and take a closer look around the tower.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: star2wars3 on September 23, 2016, 05:46:32 pm
((You forget it's probably ATHATH's new character and if the mage does have a fire affinity, it's part of some probably overly convoluted scheme to harness the portal to the Plane of Elemental Fire that was created at the end of the fight.))
((Lets hope not. I already have plans to use the fire portal to fuel the energy needs of a flying city. That being said, I'd like to send out a request to any all mages who aren't aligned with the forces of evil who would like to help with the ritual to make the flying fortress/have access to it once created to join TOAM and help us make the Utopian Paradise.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ironsnake345 on September 23, 2016, 10:36:18 pm
Chorkinaan's mage senses were tingling. Somewhere close, somebody was hatching a plan. A beautiful, glorious plan, the kind all lesser magi strive to achieve, but only an entire guild of those as powerful as himself could pull off. And here he was, admitted into such a guild, all of them dedicated to the only thing chorkinaan held in equal regard to finally achieving divinity. The one true form, indeed the very purest and most powerful form of knowledge.

!!SCIENCE!!

Chorkinaan would get involved. He must! But for now, he had to work on some sacrifices...

3 essences, explore the tower in search of some metal or someone who could provide metal.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 24, 2016, 10:28:36 pm
((Sorry, but I can't help but to be sarcastic. FIRE. Of all inherently dangerous things not to be messed with, you picked up FIRE.

We had three Fire mages and one Fire NPC. All of them died horribly.
We also had two Heat mages. Both are already dead.
We still have one Temperature mage, who is still here by the virtue of using cold instead of fire whenever possible.

To sum up: good luck, the brave one!))
It was thematic, okay? Besides, fire elementalists can do some non-destructive things too, like doing things that have to do with burning passions/desires, heating machines, causing storms, etc. What can antimatter do other than power or blow up stuff?

Besides, I have a plan.

((You forget it's probably ATHATH's new character and if the mage does have a fire affinity, it's part of some probably overly convoluted scheme to harness the portal to the Plane of Elemental Fire that was created at the end of the fight.))
You know me too well, Beirus. Therefore, you must be rendered unto ash (or enslaved) in the name of our fire elemental masters.

"I hereby claim this land in the name of the Empire of the Eternal Sun. Terraforming will begin shortly. I recommend that anyone who does not want to slowly melt and eventually boil should prepare themselves for the coming heat or leave the metaphorical kitchen."

Begin the terraforming ritual, which will be pm'd to DG soon.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: H4zardZ1 on September 24, 2016, 10:45:45 pm
Time's running up for me....

2 Essences.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 24, 2016, 11:15:32 pm
DG, I'm considering changing my character's name to "Karnax the Harbinger", since I changed the concept that I had for him in my head between submitting his character sheet and the turn that he arrived in. May I?
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Gonchon on September 24, 2016, 11:56:59 pm
make four essences, enter the tunnel.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Whisperling on September 25, 2016, 12:10:30 am
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: AoshimaMichio on September 25, 2016, 02:39:59 am
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
And terraforming goes against Shias' beliefs.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 11:54:30 am
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?

Also, as an opposing offer: Anyone who helps me cast/defend the ritual and doesn't betray me will get a free wish from an efreeti and/or myself.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Whisperling on September 25, 2016, 11:58:27 am
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?

((Yes. But I don't really want any hex around here turned into solid star, and god only knows what you try after that.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 12:03:21 pm
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?

((Yes. But I don't really want any hex around here turned into solid star, and god only knows what you try after that.))
Eh, I'll probably stop at around twice the boiling point of water.

Also, I added an opposing offer to my previous post that you might not have seen.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: vishdafish on September 25, 2016, 12:07:11 pm
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?


Also, as a counter-offer: Anyone who helps me cast/defend the ritual will get a free wish from an efreeti and/or myself.

((Sounds interesting, will think about your offer. The fact that your characters die so much and that I would be attracting hate from most players kinda does put me off tho.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Whisperling on September 25, 2016, 12:11:36 pm
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?

((Yes. But I don't really want any hex around here turned into solid star, and god only knows what you try after that.))
Eh, I'll probably stop at around twice the boiling point of water.

Also, I added an opposing offer to my previous post that you may not have seen.

((Even so.

As for the counter-offer, do you really expect people to believe that you'll follow through on that? Summoning an Efreet is not a piece of cake, and knowing you, I think you'd rather take a shorter path to power. They'd sooner get boiled for shards.

Beyond that, D&D is not law here, as you saw with the Uberdragon's inability to cast wish, and there's no telling how something that powerful could be nerfed.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 12:19:44 pm
((OK, got to do that deal with Ilium ASAP now. Because ATHATH. PMing Atomic Chicken and Beirus the details before we start, just so we can work any kinks out beforehand.))

((By the by, anyone who tries to kill ATHATH before the ritual completes gets a session with my yes/no and solid knowledge books. And he's basically trying to turn spawn into an inferno, so yeah.))
Shouldn't you be safe in the spawn hex and the tower, due to the antimagic wards of the former and the temperature regulation of the latter?

((Yes. But I don't really want any hex around here turned into solid star, and god only knows what you try after that.))
Eh, I'll probably stop at around twice the boiling point of water.

Also, I added an opposing offer to my previous post that you may not have seen.

((Even so.

As for the counter-offer, do you really expect people to believe that you'll follow through on that? Summoning an Efreet is not a piece of cake, and knowing you, I think you'd rather take a shorter path to power. They'd sooner get boiled for shards.

Beyond that, D&D is not law here, as you saw with the Uberdragon's inability to cast wish, and there's no telling how something that powerful could be nerfed.))
First, I still don't lie in this thread while I have an active character. Second, even if I can't summon an Efreet, I can still grant burning desires and so on. Third, yes, DG will probably nerf wishes, but he'll probably do it through the classic "exact words" and "be careful what you wish for" approaches, which can probably be worked around.

Worse case scenario, I'll give out earth and air elemental manservants as alternatives to wishes (if my clients so choose).
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Whisperling on September 25, 2016, 12:35:09 pm
First, I still don't lie in this thread while I have an active character. Second, even if I can't summon an Efreet, I can still grant burning desires and so on. Third, yes, DG will probably nerf wishes, but he'll probably do it through the classic "exact words" and "be careful what you wish for" approaches, which can probably be worked around.

Worse case scenario, I'll give out earth and air elemental manservants as alternatives to wishes (if my clients so choose).

((You could be lying about lying, technically, but I'll leave it there. Little more to say on the matter.

As for burning desires- Now, I don't know your exact affinity, but do you remember what happened with music? And Skeliborn's rollerblades? Magic doesn't work that way.

Getting a truly magical wish is incredibly unlikely. See: Cuberac's blood elemental. I can definitely see DG doing something like that again, but the sort of nerfing you're expecting (IE technicalities) just doesn't seem like the sort of thing he'd allow. Too easy to work around, as you said.

Now, the elementals could work. But they'd become a huge vulnerability the moment you decide that you want some more shards, and not knowing your affinity, we have no idea whether you're correct about being able to summon them.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 12:48:03 pm
First, I still don't lie in this thread while I have an active character. Second, even if I can't summon an Efreet, I can still grant burning desires and so on. Third, yes, DG will probably nerf wishes, but he'll probably do it through the classic "exact words" and "be careful what you wish for" approaches, which can probably be worked around.

Worse case scenario, I'll give out earth and air elemental manservants as alternatives to wishes (if my clients so choose).

((You could be lying about lying, technically, but I'll leave it there. Little more to say on the matter.

As for burning desires- Now, I don't know your exact affinity, but do you remember what happened with music? And Skeliborn's rollerblades? Magic doesn't work that way.

Getting a truly magical wish is incredibly unlikely. See: Cuberac's blood elemental. I can definitely see DG doing something like that again, but the sort of nerfing you're expecting (IE technicalities) just doesn't seem like the sort of thing he'd allow. Too easy to work around, as you said.

Now, the elementals could work. But they'd become a huge vulnerability the moment you decide that you want some more shards, and not knowing your affinity, we have no idea whether you're correct about being able to summon them.))
If my affinity isn't close enough to grant me wishes, I'll just use my first efreeti-based wish to wish for the Orb of Many Paths.

In any case, my offer still stands. Whether mages choose it over yours remains to be seen...

By the way, mages who defend me while I'm casting the ritual will be allowed to have all of the shards of the mages that they kill, and those who gang up on me will likely get 1-2 shards each. Just throwing that out there.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: thegamemaster1234 on September 25, 2016, 01:14:53 pm
((Totally silly and probably stupid affinity idea incoming.))
Spoiler: Silly affinity (click to show/hide)
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 25, 2016, 01:22:03 pm
Ok, a few things about this whole planning going on.

Unless "Burning desire" translates to "I want to be set on fire", fire affinity does not allow granting wishes.

Also, basic Efreeti I use come from HoMM, and do not grant wishes. Some more powerful ones might, but it is a real challenge to get to summon those.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Atomic Chicken on September 25, 2016, 01:23:11 pm
If my affinity isn't close enough to grant me wishes, I'll just use my first efreeti-based wish to wish for the Orb of Many Paths.

In any case, my offer still stands. Whether mages choose it over yours remains to be seen...

By the way, mages who defend me while I'm casting the ritual will be allowed to have all of the shards of the mages that they kill. Just throwing that out there.

((ATHATH, be serious. 'Fire' isn't even remotely related to wishes. A 'burning desire' is nothing but a figure of speech in the English language where 'burning' denotes intensity; as you well know, it has absolutely nothing to do with combustion. Even if we were to imagine that one's desires could actually burn, I'd presume that a fire mage would, at most, be able to 'set them alight', not grant them.

Efreeti summoning might be possible, but it'd probably be nerfed by either making the creature incapable of granting wishes, or by having the spell require tons of power. As Whisperling said, you really should stop copy-pasting creatures and spells from D&D and expecting them to work in a game with entirely different base mechanics.

That being said, there's a ton of fun stuff to be done with the fire affinity that doesn't require breaching controversial waters. This terraforming business and fire-portal exploitation are good examples.

Oh, one other thing for everyone to keep in mind. Remember, ATHATH's character has just spawned and hasn't even begun casting yet. At this point, his presence should be known to only the mages right near him at the spawn hex. The hiring of mercenaries in the forum thread is impossible to translate neatly into the game without actual character interaction. Try not to act too meta. Whisperling's character, being an oracle figure, can be excused somewhat, but try not to push it too much.))

Edit: Ninja'd by DG.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: star2wars3 on September 25, 2016, 01:41:33 pm
Summon big propellor blades
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 01:48:49 pm
Aw. I guess I'll replace the free wishes with elemental slaves, then.

Does "burning hate" work, though? What about passionate emotions in general, since they are often metaphorically connected to fire?
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Whisperling on September 25, 2016, 02:01:43 pm
Aw. I guess I'll replace the free wishes with elemental slaves, then.

Does "burning hate" work, though? What about passionate emotions in general, since they are often metaphorically connected to fire?

((...ATHATH, that's basically the same thing except with less power. Which is to say figure of speech =/= usable spell.))

Try not to act too meta. Whisperling's character, being an oracle figure, can be excused somewhat, but try not to push it too much.))

((Indeed. I really shouldn't be doing it this much as-is, but... measures must be taken. Just pretend the offer suddenly pops into everyone's minds, I guess.))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 25, 2016, 02:32:29 pm
((Does Seva in phoenix mode have a physical form, or is he just a mass of flame?))

He does have a physical form that is a mass of flame. To be less useless in answering, he can interact with and be harmed by physical, but in reduced capacity. His claws and beak are mostly entirely solid.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: star2wars3 on September 25, 2016, 04:09:47 pm
((ooh hay, inverse pie))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 25, 2016, 04:24:31 pm
((ooh hay, inverse pie))
???

On a side note, is anyone interested in making a TV Tropes page for Roll to Magic? I think it's gotten big enough to deserve one, but I'm too lazy to make it.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 25, 2016, 04:25:05 pm
Sorry gents, It seems that I have been trapped by the alure of the internet again. Update will go out tomorrow.

Why did new Emperor text to speech episode, had to go out the day I found a great quest?
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: vishdafish on September 25, 2016, 04:29:55 pm
((Its chill with me- the wonders of the internet are numerous and exciting in equal measure  ;).))
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Sarrak on September 25, 2016, 04:50:43 pm
((ooh hay, inverse pie))
???

On a side note, is anyone interested in making a TV Tropes page for Roll to Magic? I think it's gotten big enough to deserve one, but I'm too lazy to make it.
Considering I have motivation, but practically no time and long-term planning? Sorry, nope.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: NAV on September 25, 2016, 06:11:57 pm
((Missed a few turns. Busy catching up. Here's a quick action.))

4 more healing consumables of various types.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: Atomic Chicken on September 26, 2016, 03:10:28 am
On a side note, is anyone interested in making a TV Tropes page for Roll to Magic? I think it's gotten big enough to deserve one, but I'm too lazy to make it.
I've got no idea how to construct a TV Tropes page, but this sounds like an interesting idea.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: H4zardZ1 on September 26, 2016, 05:56:03 am
Unless "Burning desire" translates to "I want to immolate myself without getting hurt by that", fire affinity does not allow granting wishes.
FTFY
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: DreamerGhost on September 26, 2016, 03:29:55 pm
Turn 190

Ignite a globule of blood on the top of the staff and venture in with my "torch".
Spoiler (click to show/hide)

Duritarum lit up his staff as an oversized torch and descended downwards. It was a difficult path, as each step could have led to a fall of uncertain height, but Duritarum managed. Still, he felt better after reaching the bottom. It was about twenty meters of climbing, though it felt like more. Before him was a tunnel, with walls too smooth and angular to be naturally occurring.Another thing that marked it as unnatural were unlit torches on the walls. They seemed to still be good enough for light, though lighting them risked attracting attention if anything was here.

Three essences.

Spoiler (click to show/hide)

Magus busies himself within the Tower.

Good day Shias, It seems like this tree is on fire. Would you like mind if I moved the fire away from the tree and into a more productive place? After all, smoky bear says that only you can prevent forest fires and I want to do my part. I plan on using the very fire that inflicts the tree in part of a spell which ideally would require about 100 pot and a several mages.

"The tree is not on fire, the fire is inside. But feel free to remove it."

Pull myself together, so to speak.

It was fun enough being a ghost, but that was just not proper. Shias, being a druid, knew all about what was proper and sometimes gave lectures on it. Also, he liked being able to reliably pick up things. As such, he laid back over his body and allowed himself to sink in. When he opened his eyes and raised a hand to them, it was proper flesh and blood. And roots.

((I'm fairly certain that the gate to the elemental plane of fire is inside the tree, good luck doing anything about that...))

Doktor Diabolical:

"The first step towards the construction of a new robot army! Several absolutely diabolical tiny cube-bots! Though they might need some improvements..."

Doktor Diabolical casts a spell aimed at increasing the size of the cube-bots. Then, he checks to see if they're currently his minions by ordering them to follow him, and then walking a few yards away. If they are not obedient to him, he casts another spell aimed at binding them to his will, and uses an essence of some kind(so long as it's non-chaotic and aids CMP) to boost it if available. If they are already obedient to him, he shrugs and creates 2 absolutely diabolical robots essences.
Spoiler (click to show/hide)

Doktor Diabolical rejoiced. He was already making good progress towards world domination. The cube bots grew to a size of a fist and there were dozens of them. They were not particularly loyal, but that was swiftly fixed with some more magic. The trouble was, the cube-bots were also not particularly intelligent, nimble or fast, which translated to a bunch of stones trying to pick each other up and being really inept at it.

((Shouldn't Kahel have been injured in ethereal form due to his "Melting" status? Or was that remedied?))
((Quite sure it wasn't. Still, its not that damaging, else I'd become a puddle of gore in mere moments into the fight. Also, it must be not "melting", but something akin to "leaving some parts of your body on the other side", because DG thought I had a Liquid form, not Ethereal one. I mentioned this issue earlier.))

Scorch Xom head with my hand. Then slash melted tissue off. Optimally, along with his head. Oh, and hide from the damn lazer-shooter behind the body.
((Shouldn't Kahel have been injured in ethereal form due to his "Melting" status (http://www.bay12forums.com/smf/index.php?topic=139646.5760.msg7129666#msg7129666)? Or was that remedied?))

More pyramid lasers! Have the construct levitate high enough to get a clear shot of Kahel's head, angled towards the ground, irrespective of his attempts to hide. Fire a disintegration ray of my own, aimed at destroying Kahel's still-exposed lungs at close combat distance. Also continue using the Lotus beyond its intended purpose. That is to say, use it to parry Kahel's blows and proceed to smashing his skull open.


Spoiler (click to show/hide)

Kahel attempted to go with fire rather than ice, as just chilling Xom was not achieving much. Xom's skin wrinkled even more as it was microwaved, but this too failed to do him appreciable harm. Even worse, it seemed that Xom wasn't running out of ribs, as the blade bounced off one of those again, though. between the wounds and the blood loss, Xom would stop moving soon enough. Xom gave as good as he got, or at least tried to. As soon as Kahel saw a cloud of white light in Xom's hand he released his foe and rolled. He did not stop the rolling until two beams of light crashed into the dirt and one cuboid missed just as well. But while this all was going on, Xom saw something else with the edge of his eye. He moved by reflex rather than thinking about it, which may have very well saved his life. Cloud of blood with two burning eyes stood there, with a spear, also blood red. As he looked, the spear turned liquid and rejoined the cloud.

{Xom, bleeding out, 3 turns}

Jiksap's work was momentarily disrupted by the glorious call of a Mad ScientistTM much like himself. This one seemed rather interested in robots and being diabolical, though, so chances of friendship were slim. Robots are good. Robots trying to kill him not so much.

((where's that little blue hedgehog when we need him))

Summon a box of clockwork parts. Recall information on the jet I scanned way back when. Create two machine essences.

Spoiler (click to show/hide)

Jiksap pulled upon the ether again, but all that fell out this time was a single brass cogwheel. It was pesky, but he'd wait for his powers to recharge and maybe try again. For now, he thought back upon the Jet he had scanned some hours ago. It was a great thing, built to hunt frost dragons or destroy anything less sturdy than a fortress in the sky. Rebuilding one could be tricky, as some of the parts were simply too large to move around without help. Also, he didn't have the parts.

Summon a (glass) ring that causes the holder's spells to be more likely to succeed (or succeed better, if they'd succeed anyway) by chance, tapping into the user's luck, using a +1/+2, +2/+1, and 2 +1/+1 essences. Then make an essence.
Spoiler (click to show/hide)

Gambler conjured another glass and magic construct to bend fate, this time, an offensive one. A ring to throw opponents in the harm's way. The trouble was, like most luck based magic, it was not particularly reliable and had a chance of doing nothing.

{Ring of misfortune, -1LUCK to all enemies.}

Consume some of that cube and take a closer look around the tower.

Spoiler (click to show/hide)

Cuberac climbed back up the stairs to the tower while nibbling on the healing cube he had conjured. The knife slid out of his shoulder as the wound healed. Then the scar that marked where the wound was turned black and extended forward, forming a spike of black bone. The tower itself turned out to not be particularly interesting. The remaining unbroken boxes turned out to be empty, except for one which contained salt. It did protect from the cold outside for what that was worth.

Chorkinaan's mage senses were tingling. Somewhere close, somebody was hatching a plan. A beautiful, glorious plan, the kind all lesser magi strive to achieve, but only an entire guild of those as powerful as himself could pull off. And here he was, admitted into such a guild, all of them dedicated to the only thing chorkinaan held in equal regard to finally achieving divinity. The one true form, indeed the very purest and most powerful form of knowledge.

!!SCIENCE!!

Chorkinaan would get involved. He must! But for now, he had to work on some sacrifices...

3 essences, explore the tower in search of some metal or someone who could provide metal.
Spoiler (click to show/hide)

The trouble with building a tower entirely of magic is that there are really not that many non-magical resources within. After some searching, the only metal Chorkinaan managed to find was parts of thrones in the Council chambers.

Time's running up for me....

2 Essences.
Spoiler (click to show/hide)

Surg was not particularly busy right now, just waiting for his two comrades to return. There was some dealing happening around him but he did not particularly pay attention to that. The battle happening nearby the fire tree was far more interesting.

make four essences, enter the tunnel.

Spoiler (click to show/hide)

Clownamn entered the tunnel and looked around. It was hard to see in the lack of light, but the tunnel seemed to have holes in walls and floor, seemingly at random. He moved forward, but as the cloud of incompetence floated forward, it moved over one of the holes and the bit of the cloud that was over the hole was instantly torn off. There seemed to be some sort of force coming from the holes.

Summon big propellor blades

Spoiler (click to show/hide)

Skeliborn looked over the remains of the battle over the fire tree. It had taken to the air, and thus, mostly out of his reach. There was other stuff to do still, and so he conjured up a propeller blade, though it came out a bit too straight to be very effective. It would take some work, possibly involving a hammer.

((Missed a few turns. Busy catching up. Here's a quick action.))

4 more healing consumables of various types.

Spoiler (click to show/hide)

James continued conjuring healing items. Maybe he'd be able to finally open up a shop as he previously wanted. Maybe, he'd sell poison on the side, he thought, as another dose of black sludge went into hazard container.

Have the stung eagle fly to the tower, to see if it can benefit from the regeneration field, if the other eagle can get close enough have it attack Easter again, otherwise have it help the injured one get to the tower.

Drag Easter into the fire tree, don't let him leave


{The eagle was less stung and more impaled. It is dead.}

Spoiler (click to show/hide)

The strugle in the skies continued, as Seva failed to drag Easter into the flames and Easter failed to kick Seva off him. The flame form of Seva made Easter's atempt to stab him inefectual while Easter's reflexes made attack by second eagle just as fruitless. But only one of them would win this tug-of-war, and the loser would suffer greatly.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: ATHATH on September 26, 2016, 09:04:07 pm
I assume that pm's will be processed tomorrow?
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: TheBiggerFish on September 26, 2016, 09:06:30 pm
3 Essences.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: FallacyofUrist on September 26, 2016, 09:19:26 pm
Doktor Diabolical:

"This is going to take a while, isn't it. No matter. Diabolicalness will triumph in the end!"

Doktor Diabolical attempts to grant additional processing power(read: intelligence) to the cube-bots. Then he makes three essences.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Sarrak on September 26, 2016, 11:47:04 pm
Kahel eyed the blood abomination with wary gaze.

"That's not mine. Someone else has interfered our battle."

((Xom is so very tough... Thankfully, not so dexterious or magically adept.))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: XXXXYYYY on September 26, 2016, 11:57:48 pm
Summon a pair of dice that apply random effects to a target, then head out of the tower, toward the burning tree and somewhat mad mages.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: ironsnake345 on September 27, 2016, 12:26:44 am
Create another bottle, then break off a piece of metal from one of the thrones by selectively melting, like how I did to drop rocks on the guy I decided not to murder in the end, all while using my powers of deduction to determine (and target) the one which is the least valuable in every possible way. Collect the liquid metal in the flask, then take everything back out to the courtyard, where Surg is.

Chorkinaan grumbled to himself. It was something about making enemies. Or was it about NOT making enemies?

Look for some less prized metal to deface and/or bum off of somebody.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Beirus on September 27, 2016, 01:00:46 am
Create another bottle, then break off a piece of metal from one of the thrones by selectively melting, like how I did to drop rocks on the guy I decided not to murder in the end. Collect the liquid metal in the flask, then take everything back out to the courtyard, where Surg is.
((I don't think any of the mages who made the thrones, specifically the ones with metal in them which I assume would be Flare's and Jiksap's, would appreciate you defacing them like that. Seems like it'd be a breach of common courtesy. You'd probably be better off asking Jiksap to summon metal bits and bobs that you could melt. But hey, if you really want to possibly break someone's chair, go for it. Just don't be surprised if there are consequences. Like angry magi who want to replace the damaged parts of the chair with your bones or viscera. This PSA brought to you by MATH (Mages Against Throne Harming).))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: AoshimaMichio on September 27, 2016, 04:30:28 am
Shias, the Druid of West

All that effort, wasted for nothing. Staff is gone, ritual power is gone, shell of wood is gone. I'm right back in the starting point. But such can be course of nature.

Shias collects anything useful left over by magical explosion and goes to the castle, first time since assault of alcoholic mage.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Prismatic on September 27, 2016, 05:09:39 am
((27 26 (looks like key's been messed up again) mages on the map, and the blood assassin chooses to go after the one who's already holding on to his life by a thread. Such is the way of RtM.))

"..."

Xom regards the fiend with fatigue and rage simultaneously evident in his glazed eyes. Would the intruders never cease?

Finally beginning to lose hope, Xom attempts to seek shelter from this hostile world by encapsulating himself in a shell of fused dust (using all remaining essences), leaving the pyramid to continue firing at Kahel. If the spell happens to fail, take a final defensive stance and try to fend off attackers.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Sarrak on September 27, 2016, 05:25:25 am
Hearing no answer and seeing blood figure approaching once more, Kahel ceased hostilities for a moment, to make sense of the situation.

Summon frozen liquid shield to counter the pyramid beams. Slowly retreat from the fight to observe blood creature actions.

((I'd rather not sacrifice Xom to this bloody specter... When I find the one who sent it, this mage should regret his actions bitterly.))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: DAPARROT on September 27, 2016, 10:10:35 am
Keep trying to pull Easter into the fire tree
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: DreamerGhost on September 27, 2016, 11:13:57 am
I assume that pm's will be processed tomorrow?

PM's were processed yesterday. I am pretty certain you did not send one with an action.
Title: Re: Roll to Magic: Turn 189 Fresh meat and Fresh mist
Post by: ATHATH on September 27, 2016, 12:01:32 pm
I assume that pm's will be processed tomorrow?

PM's were processed yesterday. I am pretty certain you did not send one with an action.
((Sorry, but I can't help but to be sarcastic. FIRE. Of all inherently dangerous things not to be messed with, you picked up FIRE.

We had three Fire mages and one Fire NPC. All of them died horribly.
We also had two Heat mages. Both are already dead.
We still have one Temperature mage, who is still here by the virtue of using cold instead of fire whenever possible.

To sum up: good luck, the brave one!))
It was thematic, okay? Besides, fire elementalists can do some non-destructive things too, like doing things that have to do with burning passions/desires, heating machines, causing storms, etc. What can antimatter do other than power or blow up stuff?

Besides, I have a plan.

((You forget it's probably ATHATH's new character and if the mage does have a fire affinity, it's part of some probably overly convoluted scheme to harness the portal to the Plane of Elemental Fire that was created at the end of the fight.))
You know me too well, Beirus. Therefore, you must be rendered unto ash (or enslaved) in the name of our fire elemental masters.

"I hereby claim this land in the name of the Empire of the Eternal Sun. Terraforming will begin shortly. I recommend that anyone who does not want to slowly melt and eventually boil should prepare themselves for the coming heat or leave the metaphorical kitchen."

Begin the terraforming ritual, which will be pm'd to DG soon.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Prismatic on September 27, 2016, 12:09:58 pm
Keep trying to pull Easter into the fire tree

((A word of advice: Easter's autosuccess DEX roll will make your action useless if the attack consists of a single move. You should combine this with something like a flamethrower blast or an eagle strike (or both).))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: vishdafish on September 27, 2016, 12:25:41 pm
((Plz no advice :(())
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: DreamerGhost on September 27, 2016, 01:07:48 pm
Keep trying to pull Easter into the fire tree

((A word of advice: Easter's autosuccess DEX roll will make your action useless if the attack consists of a single move. You should combine this with something like a flamethrower blast or an eagle strike (or both).))

Since Seva has already grabbed Easter, dragging him into the fire is just an opposed STR roll. No DEX involved.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Prismatic on September 27, 2016, 01:25:54 pm
Keep trying to pull Easter into the fire tree

((A word of advice: Easter's autosuccess DEX roll will make your action useless if the attack consists of a single move. You should combine this with something like a flamethrower blast or an eagle strike (or both).))

Since Seva has already grabbed Easter, dragging him into the fire is just an opposed STR roll. No DEX involved.

((Ah, I didn't catch that part. Ok, guess the tip can be disregarded.))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Zormod on September 27, 2016, 02:29:55 pm
((I'd rather not sacrifice Xom to this bloody specter... When I find the one who sent it, this mage should regret his actions bitterly.))
((That would be me. I'm surprised he's actually trying to live up to his promise.))
Well, it looks like I'm done here, unless I can use my sightcube to scout that hex in the middle of snowlands. Prepare to head back to the geysers.
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Sarrak on September 27, 2016, 02:36:51 pm
((I'd rather not sacrifice Xom to this bloody specter... When I find the one who sent it, this mage should regret his actions bitterly.))
((That would be me. I'm surprised he's actually trying to live up to his promise.))
((I know, but Kahel does not. I think you're quite safe from his wrath for the time being - there are too many mages on this island to check...))
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: Atomic Chicken on September 28, 2016, 03:18:42 am
Summon a pair of dice that apply random effects to a target, then head out of the tower, toward the burning tree and somewhat mad mages.

Ilium hurries to meet The Gambler as he prepares to leave the Tower, handing the luck mage a folded piece of paper whilst stopping to catch his breath. The paper appears to contain a number of hastily drawn schematics together with the draft for a potential trade deal:

Quote from: Ilium's note
Wanted:
a set of luck-enchanted laboratory-grade alchemical glassware.

Proposed trade:
1 soul shard in exchange for the alchemy set with a +1 LUCK enchantment.
1 single-turn invisibility potion for each additional +1 LUCK.

"If you agree with this proposal, please come find me once you have created the requested objects."
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: star2wars3 on September 28, 2016, 05:24:07 am
tinker the propeller blades into the right shape.
2 essences
Title: Re: Roll to Magic: Turn 190 Strugles and Bloody assassins
Post by: DreamerGhost on September 29, 2016, 12:22:12 pm
Turn 191

3 Essences.

Spoiler (click to show/hide)

Magus sat in the bar and thought about what to get. Some time later, Viznor came over for a moment to get himself an empty bottle. It was a bit strange to see people more interested in bottles than alcohol within them.

Doktor Diabolical:

"This is going to take a while, isn't it. No matter. Diabolicalness will triumph in the end!"

Doktor Diabolical attempts to grant additional processing power(read: intelligence) to the cube-bots. Then he makes three essences.
Spoiler (click to show/hide)

Doktor pulled out some magic out of one bot, changed it, duplicated it and scattered it back into the bots. If he did it right, they should be smarter now. One of the bots managed to pick up a smaller, non-bot rock and... threw it at Doktor. The rest soon followed. It seems that he did not actually do this right. At least life long exposure to such events made him resistant both mentally and physically to such things.

Summon a pair of dice that apply random effects to a target, then head out of the tower, toward the burning tree and somewhat mad mages.

Spoiler (click to show/hide)

{Not going full 8d8?}

Gambler conjured forth a pair of dice to act as a focus of change. They would force fate to tie into knots and split into events with each roll. Hopefully, there wouldn't be any great trouble with that. Armed with his new tools, Gambler wandered out of the Tower and towards the burning tree, where some interesting fights and rituals going on.

Chorkinaan grumbled to himself. It was something about making enemies. Or was it about NOT making enemies?

Look for some less prized metal to deface and/or bum off of somebody.

Spoiler (click to show/hide)

Chorkinaan abandoned the thrones and wandered off through the Tower again. There was nothing but purple non-material that the tower was made of everywhere he looked. But he did find something unusual, and that something was a brownish mold. Chorkinaan recognized the mold as a spell-mold, a spell that acted mostly like a bunch of bacteria. This particular one slowly ate metals, though it was probably starving here.

Shias, the Druid of West

All that effort, wasted for nothing. Staff is gone, ritual power is gone, shell of wood is gone. I'm right back in the starting point. But such can be course of nature.

Shias collects anything useful left over by magical explosion and goes to the castle, first time since assault of alcoholic mage.

Spoiler (click to show/hide)

Shias looked around the firetree. There was little left on the ground but ash.Shias checked but the ash was not special in any way. The leaves on the tree were probably quite interesting, but they were also quite high up. Shias sighed and moved off to the tower.

((27 26 (looks like key's been messed up again) mages on the map, and the blood assassin chooses to go after the one who's already holding on to his life by a thread. Such is the way of RtM.))

"..."

Xom regards the fiend with fatigue and rage simultaneously evident in his glazed eyes. Would the intruders never cease?

Finally beginning to lose hope, Xom attempts to seek shelter from this hostile world by encapsulating himself in a shell of fused dust (using all remaining essences), leaving the pyramid to continue firing at Kahel. If the spell happens to fail, take a final defensive stance and try to fend off attackers.
Hearing no answer and seeing blood figure approaching once more, Kahel ceased hostilities for a moment, to make sense of the situation.

Summon frozen liquid shield to counter the pyramid beams. Slowly retreat from the fight to observe blood creature actions.

((I'd rather not sacrifice Xom to this bloody specter... When I find the one who sent it, this mage should regret his actions bitterly.))

Spoiler (click to show/hide)

Xom called chaotic dust towards himself and built a shell to safeguard himself against the new opponent. The effectiveness of this could be debated, as the blood genie reformed his blade into a hammer and smashed the shell, sending Xom rolling. The shell blocked the worst of the damage, but it still hurt. Meanwhile, Kahel dodged another shot of the pyramid and was slinking away with a thin ice shield.

Keep trying to pull Easter into the fire tree

SPD [1] vs [6-1=5]
DEX [autosuccess]
STR [6-1=5] vs [1]
END [2+1=3]

Seva's grip was strong and his body was difficult to harm, but there was something that Easter could do without much difficulty. Something that would hurt too. He bent over, balancing swift movements with his stinger and wings, and ripped ten shards out of Seva's other claw. Seva, enraged by this exploitation of lack of pockets on himself, dived into the flames. This time, Easter did not manage to win the tug and was submerged in flames. Carapace cracked under heat and flesh bubbled beneath as this was just too much heat for Easter to handle.

{Easter,Carapace damaged, Regeneration disabled for 2 turns}

((I'd rather not sacrifice Xom to this bloody specter... When I find the one who sent it, this mage should regret his actions bitterly.))
((That would be me. I'm surprised he's actually trying to live up to his promise.))
Well, it looks like I'm done here, unless I can use my sightcube to scout that hex in the middle of snowlands. Prepare to head back to the geysers.

Cuberac sent out his cube in search for the center of all this cold. It was magical, he knew this, so there was a good chance for something interesting in the center. And indeed there was. There was a gap in the ground, a hole right through the island fifty meters wide. Within the hole floated a sphere of ice some 20 meters across. It was hard to see details as the cube began gathering ice on it. Normal ice wouldn't have such effect, which left magic. The cube might be able to get closer for more details, though doing so would almost certainly lose it.

tinker the propeller blades into the right shape.
2 essences


Spoiler (click to show/hide)

The good thing about having a mechanical fist is that it works as a serviceable hammer if you really need it. Alas, hammer is amazingly useless without a good surface to hammer things onto. The blade just bounced, refusing to bend.


This update is coming out earlier because I need to learn UNIX today and there is not much of today left. Anyone who hasn't posted an action yet because of entirely justified expectation that they still have 4-5 hours until update can post them now and they will get processed tomorrow along with PM's.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: ironsnake345 on September 29, 2016, 12:49:51 pm
Follow the mold. If it can sniff out any metal, I'll be there first! If the mold finds any metal, slash it with my sword before it can have lunch.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: DreamerGhost on September 29, 2016, 01:02:59 pm
Follow the mold. If it can sniff out any metal, I'll be there first! If the mold finds any metal, slash it with my sword before it can have lunch.

The mold is just a patch on a wall. Possibly, the somewhat unstable existence of the Tower just dumped it there.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: ironsnake345 on September 29, 2016, 01:33:33 pm
Follow the mold. If it can sniff out any metal, I'll be there first! If the mold finds any metal, slash it with my sword before it can have lunch.

The mold is just a patch on a wall. Possibly, the somewhat unstable existence of the Tower just dumped it there.
Damn.

Pulse my magic through the mold, in the same "sense physical properties" spell I've used a few times, and once to try and identify where to repair my shattered joints. If I feel anything which is identifiably metal, cleave that mold with my sword. If not, keep looking for metal and/or a source of metal.
What a lucky occurrence it would be, if I found someone who happens to be a metal mage.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: TheBiggerFish on September 29, 2016, 01:46:20 pm
"Hello."

3 Essences.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: BlackHeartKabal on September 29, 2016, 02:06:35 pm
Head in. Light every torch on the way.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: Whisperling on September 29, 2016, 02:16:35 pm
"Greetings once again, Magus. I am afraid that I must leave in short order, but I suppose that we are free to speak in the interim."

((I have a PM action that takes me quite a ways away from the bar, but sure, we can chat for a bit, I guess.))
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: FallacyofUrist on September 29, 2016, 04:41:40 pm
Doktor Diabolical:

"...Blast it. Let's try this again."

Okay. Doktor Diabolical tries to improve the bots' intelligence once more, building upon whatever has already been done. I mean, clearly they have some combat protocols, why not improve those?

Afterwards, 3 Robots essences.

Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: ATHATH on September 29, 2016, 06:41:34 pm
Doktor Diabolical:

"...Blast it. Let's try this again."

Okay. Doktor Diabolical tries to improve the bots' intelligence once more, building upon whatever has already been done. I mean, clearly they have some combat protocols, why not improve those?

Afterwards, 3 Robots essences.

I think that you should try to handle the "trying to kill me" issue with the bots before trying to improve their intelligence again. Then again, you ARE a mad scientist...
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: DAPARROT on September 29, 2016, 07:00:20 pm
Keep Easter from leaving
not much else i can do since he has autododge and is already on fire
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: vishdafish on September 29, 2016, 07:09:37 pm
((You could always make peace with me?))
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: NAV on September 29, 2016, 09:02:43 pm
Glance up from my summoning and glance around. Try to figure out what important things I missed.

Still summon 4 healing items, of various random types.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: Prismatic on September 30, 2016, 02:39:39 am
Xom, faced with the prospect of imminent death and having seemingly been forsaken by The Chaos, turns to the somewhat more...unorthodox...versions of divinity for...er...'guidance' in what might be his final minute in this accursed plane.

Seek divine aid from The Highest Holiness of Home Insurance. If there's no limit to how much we can pray in a turn, throw in a couple of extra prayers to the gods of Cabbages and Frogs for good measure (as well as for increased hilarity if when things go horribly wrong).

Order the blood fiend to go after Kahel instead of Xom, using every ounce of law magic at my disposal. Meanwhile, get the pyramid to land in front of me, standing between Xom and the genie, and instruct it to fire at Kahel if the spell works. If the spell fails, whichever enemy comes nearest shall be the pyramid's target. Be ready to smash things with the inactive nuke if need be.

If I'm not dead by this time, grab on to the pyramid and get it to start levitating in the direction of the Tower.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: AoshimaMichio on September 30, 2016, 04:21:45 am
Into the tower greenhouse looking for herbs with calming effects. And make four essences while I am it.
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: star2wars3 on September 30, 2016, 05:31:16 am
((you forgot to include the map in the last turn. By any chance could you add that in/insert it with the actions you missed.))
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: BlitzDungeoneer on September 30, 2016, 02:46:22 pm
((Whoa, this is still alive?

That's pretty impressive. Props, DG. I'd never be able to run a game for this long.))
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: DreamerGhost on September 30, 2016, 07:24:28 pm
Head in. Light every torch on the way.

Spoiler (click to show/hide)

Duritarum lit up the torches as he went and examined what they revealed. The tunnel was dusty, but not quite as dusty as one would expect a bottom of a pit to be. He bent down and examined the dust. It was entirely unremarkable. But just beneath the dust was a cloth cloak, entirely untouched by the time it spent here. It most likely had something to do with the lack of dust. Duritarum grabbed the cloak and continued onward. At the end of the tunnel was a chamber without any torches inside. Within it, was a pedestal with an iron box on it. The box had no lock and inside, Duritarum found what looked like thick sheets of lead. There were five of them, and on closer inspection Duritarum noticed writing on the sheets. The symbols seemed to glow faintly in the darkness and had some resemblance to spell scrolls but it hurt to look at them too closely. There was a sound from somewhere behind Duritarum and he turned around. Torches he had lit up were surrounded by shadows that moved very much not how anyone would suspect they should.



Temperature around the fire tree begins to rise rapidly, at about 20C per minute. The heat seems to be concentrated around the tree but it is only a matter of time until it spreads.



Spoiler (click to show/hide)

As Kahel was retreating from the mess that Xom somehow attracted, something flew through him. It was an arrow. Looking back, he saw Viznor floating above and cursing. He soon stopped and purple fog began falling over the battlefield from Viznor's claws. Worse still, Ilium approached seemingly unafraid of the poison. When he came within about ten meters, Ilium stopped, pulled out a dagger and slit his wrist. Blood that came out coalesced into almost solid object, gripped the dagger and extended towards Kahel with clear intent to do some cuts. It was not that fast, but it could move in unexpected ways, as a deep cut o Kahel's left arm could attest to.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: DreamerGhost on September 30, 2016, 07:25:55 pm
((Whoa, this is still alive?

That's pretty impressive. Props, DG. I'd never be able to run a game for this long.))

The two important things I have found out are such:
1)Know when to stop and continue tomorrow
2) and never put things off for more than one day.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on September 30, 2016, 08:22:42 pm
Is it just me or is it getting hot in here? Oh wait. It is getting hotter here. I see that the fire portal tree thing is either growing larger or more powerful. I better see what I can do about that. Let operation, don't let the elemental plane of fire consume EVERTHING begin. It seems I'll need to start the ritual early or risk destroying the portal.

Begin The Following Ritual:
Summon a Flying Fortress built primarily out of blades.

Sacrificial Item #1: The  Portal to The Elemental Plane Of Fire (fire-tree)
The purpose of this item is to serve as an infinite power source/the core of the flying fortress.

Blade essence +1CMP
Blade essence +1POT
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: vishdafish on September 30, 2016, 08:30:42 pm
((Whoa there, sacrificing the whole tree? Is that even possible?!!))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on September 30, 2016, 08:58:11 pm
Is it just me or is it getting hot in here? Oh wait. It is getting hotter here. I see that the fire portal tree thing is either growing larger or more powerful. I better see what I can do about that. Let operation, don't let the elemental plane of fire consume EVERTHING begin. It seems I'll need to start the ritual early or risk destroying the portal.

Begin The Following Ritual:
Summon a Flying Fortress built primarily out of blades.

Sacrificial Item #1: The  Portal to The Elemental Plane Of Fire (fire-tree)
The purpose of this item is to serve as an infinite power source/the core of the flying fortress.

Blade essence +1CMP
Blade essence +1POT

Unfortunately for you, I'm already using the portal for a ritual. Sorry 'bout that.

I'll offer you a compromise, though: when I'm done with what I'm doing right now, I could let you use the portal to provide heat for an engine (WITHOUT consuming it; that's non-negotiable) if you'll let me make the fortress the capital of my soon-to-be-formed slave empire. My elementals could even man it!
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on September 30, 2016, 11:25:16 pm
Viznor glances down at Kahel.

"Know, ghostly one, that I do not relish the prospect of your end. I do not wish to eliminate you, and I do not desire your soul. I am merely a defender of what peace exists in this place, and I will do what must be done to preserve it."
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 01, 2016, 01:43:50 am
"Interesting choice of an opponent, then, Viznor. I was always courteous to ones that were working for the good of a whole community, eliminating the self-sustaining loners. Maybe you should just throw false righteousness facade and say that you come to kill me just because you want?
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Atomic Chicken on October 01, 2016, 04:27:01 am
"The Seer has condemned your murderous path on the basis of preserving what little order exists in this realm. The validity of his judgement is subjective. I, on the other hand, having lived as one of your so-called 'self-sustaining loners', know what it's like to be disturbed and hunted down by forces stronger than myself. Your termination shall bring me satisfaction."
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: DreamerGhost on October 01, 2016, 05:55:38 am
Is it just me or is it getting hot in here? Oh wait. It is getting hotter here. I see that the fire portal tree thing is either growing larger or more powerful. I better see what I can do about that. Let operation, don't let the elemental plane of fire consume EVERTHING begin. It seems I'll need to start the ritual early or risk destroying the portal.

Begin The Following Ritual:
Summon a Flying Fortress built primarily out of blades.

Sacrificial Item #1: The  Portal to The Elemental Plane Of Fire (fire-tree)
The purpose of this item is to serve as an infinite power source/the core of the flying fortress.

Blade essence +1CMP
Blade essence +1POT


You can use the Tree in a ritual but not as a sacrifice. It's too powerful for that. You can use the tree as a focus of your ritual but that's it.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 01, 2016, 06:19:02 am
"Hm... Yes, I suppose you do have a point. Hm... What to do, what to do... Yes. I should be able grant you a good battle if you seek it. En garde, mages of 'Order'. Though there should be no thing such as 'Order' in this realm..."

Rush to Xom to finish him off, changing focus of the pyramid and blood fiend. Use sword and magic as needed. If I do the deed and gain the shards - crush them to complete my ghost state as it was planned initially.

((And I thought of taking Healing as third affinity from his death, you bastards! :P))

Hide from pyramid shot while attempting to turn on glass spider for additional distraction/attack, and using my blood to attack Illium.

((I think I still have thin ice shield to prevent dagger stabs/lazer shots a bit. Also, Xom was bleeding since the previous turn.))



If, somehow, all my actions miserably fail - flee in disgrace.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 01, 2016, 11:00:33 am
"I know, Kahel, that murmured words will not prove my intentions. I merely ask you, as one mage to another, to consider the innocents who would be purged if I desired blood and destruction. Such acts are within my power, but I will not commit them."

"Order should not exist in this place. In that, we agree. But it has come, and I believe it to be good. Thus, I will defend and enforce it unto my last breath."

Secret actions.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 01, 2016, 12:06:58 pm
Is it just me or is it getting hot in here? Oh wait. It is getting hotter here. I see that the fire portal tree thing is either growing larger or more powerful. I better see what I can do about that. Let operation, don't let the elemental plane of fire consume EVERTHING begin. It seems I'll need to start the ritual early or risk destroying the portal.

Begin The Following Ritual:
Summon a Flying Fortress built primarily out of blades.

Sacrificial Item #1: The  Portal to The Elemental Plane Of Fire (fire-tree)
The purpose of this item is to serve as an infinite power source/the core of the flying fortress.

Blade essence +1CMP
Blade essence +1POT

Unfortunately for you, I'm already using the portal for a ritual. Sorry 'bout that.

I'll offer you a compromise, though: when I'm done with what I'm doing right now, I could let you use the portal to provide heat for an engine (WITHOUT consuming it; that's non-negotiable) if you'll let me make the fortress the capital of my soon-to-be-formed slave empire. My elementals could even man it!

((You realize that you just admitted that your character is aligned with evil to the leader of TOAM. Thats akin to asking the president of the United States which country he/she roots for in the Olympics. Also the main point of my ritual appears to be to counteract yours, which I can only assume will endanger this world.


Now I will only tell you this once. Stop your ritual now before I stop it for you. You are surrounded by about 10 mages who would have no problem ripping your new character's head off. In addition, I don't even need a spell to stop your ritual. All I need to do is interrupt your spell casting, something which is fairly simple to do when you have hands capable of ripping out most opponents hearts and blades which are almost completely unbreakable.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: XXXXYYYY on October 01, 2016, 12:41:53 pm
Temperature around the fire tree begins to rise rapidly, at about 20C per minute. The heat seems to be concentrated around the tree but it is only a matter of time until it spreads.
((Counting this as sufficient IC evidence that Karnax is actually performing the ritual that he threatened earlier.))
Move toward Karnax, then cast a spell [PM'd].
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 01, 2016, 01:34:26 pm
Move in from the opposite direction towards Karnax. Use Vortex Bane in one hand To cut off Karnax's head. while using the sword of summoning nearby objects in the other hand to summon Karnax's still beating heart.
3 Essences
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 01, 2016, 04:13:52 pm
Is it just me or is it getting hot in here? Oh wait. It is getting hotter here. I see that the fire portal tree thing is either growing larger or more powerful. I better see what I can do about that. Let operation, don't let the elemental plane of fire consume EVERTHING begin. It seems I'll need to start the ritual early or risk destroying the portal.

Begin The Following Ritual:
Summon a Flying Fortress built primarily out of blades.

Sacrificial Item #1: The  Portal to The Elemental Plane Of Fire (fire-tree)
The purpose of this item is to serve as an infinite power source/the core of the flying fortress.

Blade essence +1CMP
Blade essence +1POT

Unfortunately for you, I'm already using the portal for a ritual. Sorry 'bout that.

I'll offer you a compromise, though: when I'm done with what I'm doing right now, I could let you use the portal to provide heat for an engine (WITHOUT consuming it; that's non-negotiable) if you'll let me make the fortress the capital of my soon-to-be-formed slave empire. My elementals could even man it!

((You realize that you just admitted that your character is aligned with evil to the leader of TOAM. Thats akin to asking the president of the United States which country he/she roots for in the Olympics. Also the main point of my ritual appears to be to counteract yours, which I can only assume will endanger this world.


Now I will only tell you this once. Stop your ritual now before I stop it for you. You are surrounded by about 10 mages who would have no problem ripping your new character's head off. In addition, I don't even need a spell to stop your ritual. All I need to do is interrupt your spell casting, something which is fairly simple to do when you have hands capable of ripping out most opponents hearts and blades which are almost completely unbreakable.))
Hee. Hehe ha. Hehe HAHAHAHAHAHAHA!

[(probably hypocritical) rant]
Wow. TOAM, the group that is supposed to be a collection of mages who are paragons of good, are resorting to mafia-style tactics to keep anyone from opposing them. From wikipedia:

Article 416-bis of the Italian Penal Code defines a Mafia-type association (associazione di tipo Mafioso) as one where "those belonging to the association exploit the potential for intimidation which their membership gives them, and the compliance and omertà which membership entails and which lead to the committing of crimes ((i.e. murder)), the direct or indirect assumption of management or control of financial activities ((i.e. my attempt at creating a slave empire)), concessions, permissions, enterprises and public services for the purpose of deriving profit or wrongful advantages for themselves or others."

Admittedly, most of those highlights were just stretches to make TOAM fit the legal definition of a Mafia-type organization, but the point is that you are intimidating everyone around you into not doing anything that you don't like, which will likely lead to stagnation and boredom. This was supposed to be a DEATHMATCH, for crying out loud, and Whisperling is trying to kill Kahel for trying to participate in the main premise of the game! The only ways that any new player can try to increase their shard count is to try to kiss up to T.O.A.M., try to take on 10+ mages who gang up on him for trying to kill another mage, or grind in PvE (and we all know what happens to deathmatches that turn into PvE games...). Is effortlessly dogpiling any mage who you don't like fun for you (or them)? Is it?!
[/(probably hypocritical) rant]

Anyway, you know that I can reduce the heat generated by the portal while keeping the energy in the ritual intact, right? I just want to summon elementals while creating a way to defend myself at the same time. Is that so bad?

Also, if you don't like the heat, you can probably just move the tower. I mean, it moved from the previous island to here, right? Why don't you go search for the "move tower" joystick or whatever it is instead of murdering me for turning up the thermostat a bit from your preferred temperature? If there isn't one, Jase and James can probably move it with their affinities.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: XXXXYYYY on October 01, 2016, 04:30:49 pm
Anyway, you know that I can reduce the heat generated by the portal while keeping the energy in the ritual intact, right? I just want to summon elementals while creating a way to defend myself at the same time. Is that so bad?
((Disregarding the TOAM rant because I am operating independent of any other actors that decided to join the fray.
Gambler is operating off of the following information:
"I hereby claim this land in the name of the Empire of the Eternal Sun. Terraforming will begin shortly. I recommend that anyone who does not want to slowly melt and eventually boil should prepare themselves for the coming heat or leave the metaphorical kitchen."
and
Temperature around the fire tree begins to rise rapidly, at about 20C per minute. The heat seems to be concentrated around the tree but it is only a matter of time until it spreads.
Considering that this area is:
A) Close to the spawn area
B) Close to the tower
and
C) Close to him
and that you have given no indication that you won't do so immediately, he would rather the area not become hot enough to cause "[people] to slowly melt and eventually boil", if only out of convenience. He would, for the record, be fine with the terraforming if it were done further away. If you make motions to show that you are not, in fact, going to heat up the land immediately in his vicinity, either through moving or through using the heat through other means, he will relent.))

((EDIT: Also, Gambler won't get involved in duels. Murder people individually all you want.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 01, 2016, 05:01:00 pm
-snip pyramid
((That was an entertaining rant. Here is my reply:
1. I must inform you that slavery is immoral and may result in slave revolts.
2. I'd rather not melt/boil
3. You are terraforming WAY to close to the spawn chunks and the tower.
4. From the very start of TOAM one of the ideas was to combat evil aligned players. Your current character fits the bill nicely.
5. Not everyone thinks of the purpose of the game the same as you do. While in name it is a "Death-match", in practice it has turned more into a civilisation creation and wilderness exploration game. (I worked hard to make that rhyme)
6. Moving the tower takes time and energy which could be spent doing more productive things.
7. Heating things up is probably bad for the environment and bad for trees.
8. If you move away from the spawn chunk/tower then I will stop my attack on you.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 01, 2016, 05:08:38 pm
((You know, I do agree with you on certain points. But there are a few conditions attached.

-Do terraforming and make a fiery slave empire, if you like. Good for you, and I'd actually encourage it assuming you don't try enslaving actual players. The issue here is that you are doing it so close to everyone else, and that you have a reputation for mass murder.

-Sure, we can move the tower. But we won't, because we have better things to do. Find your own location.


As for the whole fighting/Kahel thing, I'm actually reasonably fine with it, on the condition that you guys mostly fight with other people who want to do PvP. When you're constantly harassing people who want no part in the duel and/or are much weaker than you, we have an issue. Also, mass murder. Don't do that.))


((It might be time for another mage council, actually. To try and resolve such things in a way acceptable to everyone. I'd be willing to ritual up an island-wide conference call if others are interested. Council chamber would be the backdrop, but I'm hesitant to host it in the actual tower again because that would open up a whole can of worms.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 01, 2016, 05:13:04 pm
((You know, I do agree with you on certain points. But there are a few conditions attached.

-Do terraforming and make a fiery slave empire, if you like. Good for you, and I'd actually encourage it assuming you don't try enslaving actual players. The issue here is that you are doing it so close to everyone else, and that you have a reputation for mass murder.

-Sure, we can move the tower. But we won't, because we have better things to do. Find your own location.


As for the whole fighting/Kahel thing, I'm actually reasonably fine with it, on the condition that you guys mostly fight with other people who want to do PvP. When you're constantly harassing people who want no part in the duel and/or are much weaker than you, we have an issue. Also, mass murder. Don't do that.))


((It might be time for another mage council, actually. To try and resolve such things in a way acceptable to everyone. I'd be willing to ritual up an island-wide conference call if others are interested. Council chamber would be the backdrop, but I'm hesitant to host it in the actual tower again because that would open up a whole can of worms.))
((As a knowledge mage, could u create what amounts to the mage version of skype or something to host a video-conference-esque thing?))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 01, 2016, 07:05:23 pm
((You know, I do agree with you on certain points. But there are a few conditions attached.

-Do terraforming and make a fiery slave empire, if you like. Good for you, and I'd actually encourage it assuming you don't try enslaving actual players. The issue here is that you are doing it so close to everyone else, and that you have a reputation for mass murder.

-Sure, we can move the tower. But we won't, because we have better things to do. Find your own location.


As for the whole fighting/Kahel thing, I'm actually reasonably fine with it, on the condition that you guys mostly fight with other people who want to do PvP. When you're constantly harassing people who want no part in the duel and/or are much weaker than you, we have an issue. Also, mass murder. Don't do that.))


((It might be time for another mage council, actually. To try and resolve such things in a way acceptable to everyone. I'd be willing to ritual up an island-wide conference call if others are interested. Council chamber would be the backdrop, but I'm hesitant to host it in the actual tower again because that would open up a whole can of worms.))
((As a knowledge mage, could u create what amounts to the mage version of skype or something to host a video-conference-esque thing?))
Yeah, I'd join that conference.

Hm... Do you think that James might be able to help me move the portal?

Anyway, you know that I can reduce the heat generated by the portal while keeping the energy in the ritual intact, right? I just want to summon elementals while creating a way to defend myself at the same time. Is that so bad?
((Disregarding the TOAM rant because I am operating independent of any other actors that decided to join the fray.
Gambler is operating off of the following information:
"I hereby claim this land in the name of the Empire of the Eternal Sun. Terraforming will begin shortly. I recommend that anyone who does not want to slowly melt and eventually boil should prepare themselves for the coming heat or leave the metaphorical kitchen."
and
Temperature around the fire tree begins to rise rapidly, at about 20C per minute. The heat seems to be concentrated around the tree but it is only a matter of time until it spreads.
Considering that this area is:
A) Close to the spawn area
B) Close to the tower
and
C) Close to him
and that you have given no indication that you won't do so immediately, he would rather the area not become hot enough to cause "[people] to slowly melt and eventually boil", if only out of convenience. He would, for the record, be fine with the terraforming if it were done further away. If you make motions to show that you are not, in fact, going to heat up the land immediately in his vicinity, either through moving or through using the heat through other means, he will relent.))

((EDIT: Also, Gambler won't get involved in duels. Murder people individually all you want.))
As for those quotes... Originally, Karnax was going to be a mass-murdering pyromaniac who would summon fire elementals that would help him set everything on fire. Then, after refining the idea of the ritual that I was going to perform, his character concept changed to being a colonist for a slave empire. Finally, after I rolled a 1 for determining whether or not the Empire of the Eternal Sun actually existed, I decided that he would be a founder of a slave empire who has moved to the island because it's the multiversal equivalent of international waters and slavery is legal there.

Basically, the Karnax that made that quote isn't the one that is here now. As for the rapidly increasing temperature part... Well, to be honest, I had hoped that you wouldn't have been able to react this fast (I thought that the ritual would heat up to its maximum (determined by how much power I would put into it) instantly) before I made the surrounding area so inhospitable that you couldn't stop me without anti-fire wards, which would take long enough for you to set up for me to have already built up a sizable elemental army. Since that world island-domination attempt didn't go quite as planned, I'm willing to make peace.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 01, 2016, 07:39:10 pm
I'm willing to make peace.
((You realize that until you post in public the action to end your potentially hostile actions that none of us can tell if you are bluffing about making peace or not.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 01, 2016, 08:10:17 pm
I'm willing to make peace.
((You realize that until you post in public the action to end your potentially hostile actions that none of us can tell if you are bluffing about making peace or not.))
Oh, I'm still powering the ritual (I don't trust you to not start your ritual immediately after I stop mine and steal the portal), but I'll stop the ritual from increasing the temperature of the surrounding area and pour the energy that would have gone into raising the nearby temperature into elemental-summoning. (DG, that was an action, if you couldn't tell).

As for whether or not I'm genuine in my peace attempts... Sure, I could instantly fry James by turning on the heat again when/if he comes to help me move the portal, but then I'd have 9 other angry mages to deal with. Until I can dispose of all (or most) of T.O.A.M. at once or obtain a way to avoid your wrath, I won't dare to make any power plays against them (T.O.A.M.). Pax ab metibus.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: XXXXYYYY on October 01, 2016, 08:41:54 pm
Oh, I'm still powering the ritual (I don't trust you to not start your ritual immediately after I stop mine and steal the portal), but I'll stop the ritual from increasing the temperature of the surrounding area and pour the energy that would have gone into raising the nearby temperature into elemental-summoning. (DG, that was an action, if you couldn't tell).
((That works.))
In that case, create a basic LUCK ring using a +1/+1 essence, then make 2 essences. If it succeeds, go to Easter Sunday and attempt to complete the trade.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 01, 2016, 08:49:50 pm
((OK, ATHATH,  it seems my allies still aren't very happy with this situation. Would you, by any chance, be willing to make a binding oath along the lines of "I will not attack tower people and/or try to commit mass murder unless provoked?" I think that would go a long way towards convincing them not to kill you.

*Note. There would have to be a literal-genie clause. We know you too well to leave something like that out.

Sorry about the hassle and all, but... yeah. Much as I want to make peace, I do think proof of good intentions and such might be a good idea.


T.O.A.M, I will personally help you guys with your fortress if you don't get the portal. Might not be an exact replacement for a giant combustion engine, but knowledge and binding can do some very interesting things in uberspells.))


Yeah, I'd join that conference.

Hm... Do you think that James might be able to help me move the portal?

Good to hear it. And sure, he could, but you have to ask him whether he's willing to.

As for those quotes... Originally, Karnax was going to be a mass-murdering pyromaniac who would summon fire elementals that would help him set everything on fire. Then, after refining the idea of the ritual that I was going to perform, his character concept changed to being a colonist for a slave empire. Finally, after I rolled a 1 for determining whether or not the Empire of the Eternal Sun actually existed, I decided that he would be a founder of a slave empire who has moved to the island because it's the multiversal equivalent of international waters and slavery is legal there.

Basically, the Karnax that made that quote isn't the one that is here now. As for the rapidly increasing temperature part... Well, to be honest, I had hoped that you wouldn't have been able to react this fast (I thought that the ritual would heat up to its maximum (determined by how much power I would put into it) instantly) before I made the surrounding area so inhospitable that you couldn't stop me without anti-fire wards, which would take long enough for you to set up for me to have already built up a sizable elemental army. Since that world island-domination attempt didn't go quite as planned, I'm willing to make peace.

Interesting. Anyway, as I said above, I'll hesitantly extend the olive branch if we can be sure of your sincerity.


((As a knowledge mage, could u create what amounts to the mage version of skype or something to host a video-conference-esque thing?))

That's the plan, yeah. Would be nice to have some help with it, though. It'd probably be pretty power-heavy as it is, and although I would definitely want to make it permanent, it's not a thing I could do alone.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ironsnake345 on October 01, 2016, 10:23:31 pm
((I'd join the conference, but I wouldn't be happy about it IC.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 01, 2016, 10:55:55 pm
((OK, ATHATH,  it seems my allies still aren't very happy with this situation. Would you, by any chance, be willing to make a binding oath along the lines of "I will not attack tower people and/or try to commit mass murder unless provoked?" I think that would go a long way towards convincing them not to kill you.
*Thinks about it*
Yeah, I think I could-
*Note. There would have to be a literal-genie clause. We know you too well to leave something like that out.
Nope.

Well... Maybe if it expired after 10 turns or so. I'd (probably) accept that.

Asking NAV via pm now...
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 01, 2016, 11:22:31 pm
*Note. There would have to be a literal-genie clause. We know you too well to leave something like that out.
Nope.

Well... Maybe if it expired after 10 turns or so. I'd (probably) accept that.

((Well, that kind of says a lot. 10 turns thing isn't going to happen, that just gives you time to build up before you try and kill everyone.))


((I'd join the conference, but I wouldn't be happy about it IC.))

((Well, glad you'd join in. I'd tell Chorkinann to keep an open mind, though. There's a chance that whatever we come up with could let him wiggle out of the T.O.A.M. pacifism policy, at least in certain situations.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Gonchon on October 02, 2016, 12:04:54 am
four essences.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 02, 2016, 01:40:06 am
*Note. There would have to be a literal-genie clause. We know you too well to leave something like that out.
Nope.

Well... Maybe if it expired after 10 turns or so. I'd (probably) accept that.

((Well, that kind of says a lot. 10 turns thing isn't going to happen, that just gives you time to build up before you try and kill everyone.))


((I'd join the conference, but I wouldn't be happy about it IC.))

((Well, glad you'd join in. I'd tell Chorkinann to keep an open mind, though. There's a chance that whatever we come up with could let him wiggle out of the T.O.A.M. pacifism policy, at least in certain situations.))
Well, that is almost two months of waiting before making an offensive action against any of you... And honestly, at any longer than 2 months, I'd likely just have my character commit suicide and bring in another one (I wouldn't have anything to lose other than control over the portal) so that I could begin cooking up mass-murder/world-domination plots (executing plots, technically) again. It just wouldn't be as fun if I had to wait, say, 20 turns/3 months to finally assault the tower with an elemental army, y'know?

I'm not helping my case here, am I?
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 02, 2016, 01:57:09 am
((Well, that kind of says a lot. 10 turns thing isn't going to happen, that just gives you time to build up before you try and kill everyone.))
((I'd join the conference, but I wouldn't be happy about it IC.))
((Well, glad you'd join in. I'd tell Chorkinann to keep an open mind, though. There's a chance that whatever we come up with could let him wiggle out of the T.O.A.M. pacifism policy, at least in certain situations.))
Well, that is almost two months of waiting before making an offensive action against any of you... And honestly, at any longer than 2 months, I'd likely just have my character commit suicide and bring in another one (I wouldn't have anything to lose other than control over the portal) so that I could begin cooking up mass-murder/world-domination plots (executing plots, technically) again. It just wouldn't be as fun if I had to wait, say, 20 turns/3 months to finally assault the tower with an elemental army, y'know?

I'm not helping my case here, am I?
((This is exactly why you're dying so much. You don't have patience  :P

Though, I think I have too much of it, wandering for a long time before attempting another murder. And now TOAM tries to kill me for it. This would make an interesting battle, but, at the same time, I don't want (and won't be able) to finish Viznor. Hm... A moment, let me check something...))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 02, 2016, 02:13:35 am
Kahel the Changer. Three kills:

- The Doctor (most morally ambigous one) - took Marcus side in the battle after mercantile discussion.
- Jonas (sadly, vizor made him psycho) - killed him after his minion finished Marcus off.
- Chrisicus Romanticarnus - ambushed and killed with extreme prejudice. Cause Chaos and inactivity.
(-) Dest Eterna - tried to kill inactive mage, but failed to.
(-) Xom - currently trying to finish off.

TOAM probably wants me dead because of Dest Eterna. Though I don't know if he was able to tell them about my attack, since he almost immediately got into the battle with Beholder, got paralyzed, and then evaporized in an explosion.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: AoshimaMichio on October 02, 2016, 03:36:44 am
((For a record, I'm still honestly trying to kill all mages and win the game. I'm simply starting off with mages who do not nicely and clearly fit into nature theme.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Atomic Chicken on October 02, 2016, 04:26:55 am
Though, I think I have too much of it, wandering for a long time before attempting another murder. And now TOAM tries to kill me for it.

((Just to clarify: Ilium and Viznor are in no way affiliated with TOAM. They operate as agents of the Tower.))

((Also, from an OOC perspective, I'd argue that going after Kahel is actually very much in accordance with the whole "deathmatch" idea, albeit using dishonourable (yet highly effective) ambush tactics and passed off IC as a peacekeeping procedure.))

PM'ed action.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 02, 2016, 05:22:39 am
((Whoops, my bad. Misread a TOAM membership list back from January.

I concur and actually want to test how such 2-1-1 battle would go, so thanks for allowing me to do that.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: star2wars3 on October 02, 2016, 06:21:58 am
. It just wouldn't be as fun if I had to wait, say, 20 turns/3 months to finally assault the tower with an elemental army, y'know?

I'm not helping my case here, am I?

((Just to give you reference, my character has been getting sidetracked from completing a long-standing quest for approaching a year now. The quest is of the style in which I have to go to 3 different locations do something. 1-2 of these locations is in the old map



Oh and I will cease my attack))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 02, 2016, 08:43:37 am
Kahel the Changer. Three kills:

- The Doctor (most morally ambigous one) - took Marcus side in the battle after mercantile discussion.
- Jonas (sadly, vizor made him psycho) - killed him after his minion finished Marcus off.
- Chrisicus Romanticarnus - ambushed and killed with extreme prejudice. Cause Chaos and inactivity.
(-) Dest Eterna - tried to kill inactive mage, but failed to.
(-) Xom - currently trying to finish off.

TOAM probably wants me dead because of Dest Eterna. Though I don't know if he was able to tell them about my attack, since he almost immediately got into the battle with Beholder, got paralyzed, and then evaporized in an explosion.

((Hm? I don't think Viznor interacted with Jonas, certainly didn't mess with his mind. That was some RP thing FoU was doing.

So... Huh. Only two really bad kills/kill attempts. I was under the impression that there were more active/not murder-crazy people in his kill list, actually, but the whole continuous mage hunt thing he's starting again, plus his current power level means he still needs to die.

Unless he's willing to be restrained by some binding oaths, anyway. Those are always an option, albeit one I haven't yet mentioned IC.))

I'm not helping my case here, am I?

Nope, not at all.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Sarrak on October 02, 2016, 11:34:22 am
((Not you, just visor that served as IC-reason for playing a murderhobo. Without it, Jonas was pretty interesting character to speak with.

I'm pretty cool with dying/killing Ilium, so no need for binding proposals. Not that you'd suggest one IC anyway, as you started discussion with clear intent to kill.

I have interesting ideas both for the next character and extensive shard testing, in case I win.))
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: ATHATH on October 02, 2016, 11:44:08 am
. It just wouldn't be as fun if I had to wait, say, 20 turns/3 months to finally assault the tower with an elemental army, y'know?

I'm not helping my case here, am I?

((Just to give you reference, my character has been getting sidetracked from completing a long-standing quest for approaching a year now. The quest is of the style in which I have to go to 3 different locations do something. 1-2 of these locations is in the old map



Oh and I will cease my attack))
Ah. Thank you.
Title: Re: Roll to Magic: Turn 191.0 Crispy good and Unexpected complications
Post by: Whisperling on October 02, 2016, 11:59:19 am
((Not you, just visor that served as IC-reason for playing a murderhobo. Without it, Jonas was pretty interesting character to speak with.

I'm pretty cool with dying/killing Ilium, so no need for binding proposals. Not that you'd suggest one IC anyway, as you started discussion with clear intent to kill.

I have interesting ideas both for the next character and extensive shard testing, in case I win.))

((Oh, oops. Must have mentally inserted the "n" by sheer force of habit.

Anyway, sure, let's fight to the death. Your/Ilium's death, anyway, apparently. Use nonlethal force if you like, although it won't do you much good.))
Title: Re: Roll to Magic: Turn 191.-1 Crispy good
Post by: DreamerGhost on October 02, 2016, 03:21:50 pm
Turn 192

Pulse my magic through the mold, in the same "sense physical properties" spell I've used a few times, and once to try and identify where to repair my shattered joints. If I feel anything which is identifiably metal, cleave that mold with my sword. If not, keep looking for metal and/or a source of metal.
What a lucky occurrence it would be, if I found someone who happens to be a metal mage.

Spoiler (click to show/hide)

Chorkinaan scanned through the mold. The only metal he found was atoms in molecules of the mold, extracting that would be harder than just making some from scratch. He sighed and continued his search. One room he passed at the end of a corridor was different from the others. It appeared to be a kitchen of sorts, as it contained pots, pans, knives, spoons and forks, all of them steel.

"Hello."

3 Essences.

Spoiler (click to show/hide)

Magus chatted a bit with Viznor in the bar, though Viznor had to go almost as soon as they exchanged greetings. There was little to do here but continue what was he was doing before, which is to say, gather power.

Doktor Diabolical:

"...Blast it. Let's try this again."

Okay. Doktor Diabolical tries to improve the bots' intelligence once more, building upon whatever has already been done. I mean, clearly they have some combat protocols, why not improve those?

Afterwards, 3 Robots essences.

Spoiler (click to show/hide)

Doktor decided that the trouble here was that the bots were not smart enough to know what happens to disobedient bots. With that in mind, another upgrade of intelligence was in order. Bots froze for a moment as their thinking was being modified, but began moving again soon after. This time, three bots picked up a fourth and tossed it at Doktor instead. As bots were substantially larger than average rocks around here, it inflicted considerably more damage, hitting Doktor in the forehead and knocking him unconscious.

Keep Easter from leaving
not much else i can do since he has autododge and is already on fire
Spoiler (click to show/hide)

Easter devoured the shards, empowering himself further and attempted to kick Seva off him again. This attempt was not any more successful than the last one. The fire was burning off the outer parts of Easter's carapace, removing any additional toughness the armor granted.

{Easter +armor lost, can regenerate.}

Glance up from my summoning and glance around. Try to figure out what important things I missed.

Still summon 4 healing items, of various random types.

Spoiler (click to show/hide)

James looked around for any new interesting things and immediately noticed a massive tree that was venting fire in all directions. It was not too far away from the entrance portal and it's leaves glittered like amber. Not too far away in another direction were four mages and a blood elemental engaged in a three(possibly four) side death match. Conjuring healing items resulted in a pair of grenades, some poison sludge and a rather diluted potion.

Into the tower greenhouse looking for herbs with calming effects. And make four essences while I am it.
Spoiler (click to show/hide)

Shias walked through the garden in the Tower and searched for few off better known calming herbs. He found White stars, small white puffy flowers that made a nice tea but could also be used to calm nerves by drying and using them as incense.

3 Essences
Spoiler (click to show/hide)

Skeliborn decided to stay around a bit and see that Karnax indeed stops the ritual ass he said he would. Him promising to was all fine and well but he did start it up for seemingly no reason.

In that case, create a basic LUCK ring using a +1/+1 essence, then make 2 essences. If it succeeds, go to Easter Sunday and attempt to complete the trade.
Spoiler (click to show/hide)

Gambler conjured another ring of luck and rose from his throne. Easter was outside and he'd need to leave the tower to complete the trade. However, it would seem that some greater force, possibly as a vengeance for all the times Gambler bent it, had it out for him. A shadowy outline of Easter could be seen in a vent of flames, trashing about, seemingly unable to escape.

four essences.
Spoiler (click to show/hide)

Clownman pondered how to deal with the trouble ahead. The trap ahead would be hard to overcome with his abilities, though there was a good chance that there would be something interesting up ahead.

Xom, faced with the prospect of imminent death and having seemingly been forsaken by The Chaos, turns to the somewhat more...unorthodox...versions of divinity for...er...'guidance' in what might be his final minute in this accursed plane.

Seek divine aid from The Highest Holiness of Home Insurance. If there's no limit to how much we can pray in a turn, throw in a couple of extra prayers to the gods of Cabbages and Frogs for good measure (as well as for increased hilarity if when things go horribly wrong).

Order the blood fiend to go after Kahel instead of Xom, using every ounce of law magic at my disposal. Meanwhile, get the pyramid to land in front of me, standing between Xom and the genie, and instruct it to fire at Kahel if the spell works. If the spell fails, whichever enemy comes nearest shall be the pyramid's target. Be ready to smash things with the inactive nuke if need be.

If I'm not dead by this time, grab on to the pyramid and get it to start levitating in the direction of the Tower.
"Hm... Yes, I suppose you do have a point. Hm... What to do, what to do... Yes. I should be able grant you a good battle if you seek it. En garde, mages of 'Order'. Though there should be no thing such as 'Order' in this realm..."

Rush to Xom to finish him off, changing focus of the pyramid and blood fiend. Use sword and magic as needed. If I do the deed and gain the shards - crush them to complete my ghost state as it was planned initially.

((And I thought of taking Healing as third affinity from his death, you bastards! :P))

Hide from pyramid shot while attempting to turn on glass spider for additional distraction/attack, and using my blood to attack Illium.

((I think I still have thin ice shield to prevent dagger stabs/lazer shots a bit. Also, Xom was bleeding since the previous turn.))



If, somehow, all my actions miserably fail - flee in disgrace.
"I know, Kahel, that murmured words will not prove my intentions. I merely ask you, as one mage to another, to consider the innocents who would be purged if I desired blood and destruction. Such acts are within my power, but I will not commit them."

"Order should not exist in this place. In that, we agree. But it has come, and I believe it to be good. Thus, I will defend and enforce it unto my last breath."

Secret actions.
Spoiler (click to show/hide)

Blood genie swung it's hammer at Xom, but he managed to roll out of the way. Tome in Viznor's arm glowed and magical bindings appeared over Kahel's legs. They were not quite enough to hold him though, as was proven by him breaking them and rushing towards Xom, dodging diving Viznor on his way. His charge was not to succeed though, as Viznor flew just in front of him. Both Kahel's magic and blade bounced off Viznor's cloak, furious attack repelled by purple shields forming on the cloak just before impact. Behind them, Xom was praying with one hand and casting with another. Gods of Home insurance and frogs began battling over him, both wanting a new follower to boos their small ranks, both too busy to actually help. Blood genie did not seem less inclined to kill Xom either and easily dodged the pyramid beam.

Ilium began circling around Kahel and Viznor, as latter cast a binding spell himself, this one too strong for Kahel to break. He flew up in the air, took aim and let an arrow loose past Kahel's ear. The battlefield froze as people though about the chances of missing entirely stationary target. Unnoticed by anyone, Xom climbed onto his pyramid and began making an escape towards the tower at slow walking speed. It would probably work too, as he was moving upwards.

Air around the fire tree stopped heating up.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 02, 2016, 03:22:46 pm
Waiting for PM's from Whisperling and ATHATH.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: vishdafish on October 02, 2016, 03:31:32 pm
Easter roars in frustration at Seva's rolls being unable to escape, he tries kicking the oversized bird off him again, and leaving the vicinity of the flame.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: BlackHeartKabal on October 02, 2016, 03:32:39 pm
Ignore the pain. Examine the sheets.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DAPARROT on October 02, 2016, 04:09:21 pm
Drag Easter deeper into the fire tree,pretty sure he still has autododge, but hit with with whatever appendage isn't holding him
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 02, 2016, 04:44:30 pm
Turn updated.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Sarrak on October 02, 2016, 05:08:42 pm
((Does Vinzor shields protect him from heat transferal as well? I can think of many ways to bypass them, true, but I want to know.))

"Why do you protect HIM instead of fighting ME?"

Kahel was furious. His target was getting away, carrying precious shards he could have used in this confrontation. And, with bindings in place, he had small chance of actually pursuing Xom. Latter could eventually fly away even at this pathetic speed, not bothered by fight in the slightest!
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 02, 2016, 05:12:00 pm
I ran out of PM's. To answer a semi-question and remind people of something important.

Xom has 1 turn before he bleeds out.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ATHATH on October 02, 2016, 06:50:52 pm
I ran out of PM's. To answer a semi-question and remind people of something important.

Xom has 1 turn before he bleeds out.
Uh-oh.

Why do I have a strange feeling that something absolutely insane and ridiculous is about to happen?

On a side note: How does one "run out" of pm's?
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Elephant Parade on October 02, 2016, 08:01:06 pm
I ran out of PM's. To answer a semi-question and remind people of something important.

Xom has 1 turn before he bleeds out.
Uh-oh.

Why do I have a strange feeling that something absolutely insane and ridiculous is about to happen?

On a side note: How does one "run out" of pm's?
There's a cap on the number of PMs you can send in an hour. If you hit it, the server won't let you send any until the next hour starts.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ATHATH on October 02, 2016, 08:17:15 pm
I ran out of PM's. To answer a semi-question and remind people of something important.

Xom has 1 turn before he bleeds out.
Uh-oh.

Why do I have a strange feeling that something absolutely insane and ridiculous is about to happen?

On a side note: How does one "run out" of pm's?
There's a cap on the number of PMs you can send in an hour. If you hit it, the server won't let you send any until the next hour starts.
How high is that cap? I tend to send a lot of pms, and I haven't encountered it...
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: XXXXYYYY on October 02, 2016, 08:54:35 pm
"Eh. It 'ad ta 'appen eventually."
Shrug, summon a lucky alchemy set and an essence, and watch the ritual.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: AoshimaMichio on October 03, 2016, 01:06:20 am
Uh-oh.

Why do I have a strange feeling that something absolutely insane and ridiculous is about to happen?

On a side note: How does one "run out" of pm's?
There's a cap on the number of PMs you can send in an hour. If you hit it, the server won't let you send any until the next hour starts.
How high is that cap? I tend to send a lot of pms, and I haven't encountered it...

I heard it is 20.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: FallacyofUrist on October 03, 2016, 08:42:07 am
Doktor Diabolical:

"..."

Well then. Doktor Diabolical attempts(as much as an unconscious person can attempt anything) to wake up and magically get the bloody swarm-bots back under control.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Whisperling on October 03, 2016, 10:01:55 am
((Does Vinzor shields protect him from heat transferal as well? I can think of many ways to bypass them, true, but I want to know.))

"Why do you protect HIM instead of fighting ME?"

Kahel was furious. His target was getting away, carrying precious shards he could have used in this confrontation. And, with bindings in place, he had small chance of actually pursuing Xom. Latter could eventually fly away even at this pathetic speed, not bothered by fight in the slightest!

"Kahel, do you not understand the meaning of 'peace?' It is not merely the death of those who would violate it. That is only the means by which it must be preserved."

"It is within the power and beauty of the Tower, a wonder wrought by many hands- and yet it is also within Xom's experiments, and his ring of chaos and order. It is a mage's freedom to walk unhindered by violence, and to do or create what he will."

"Perhaps those like you are not entirely wrong. They merely wish to carry out the original purpose of this place, and that is a twisted sort of peace in and of itself. However, I will not allow them to interfere, as you have done. I will not allow them to hunt innocent after innocent, or turn our Tower against itself. What in that do you- and the rest of your kind- refuse to understand?"


PM action.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ironsnake345 on October 03, 2016, 10:48:56 am
Ugh, finally. That took entirely too long.

Create another bottle, liquify a couple forks into it, and pocket a knife. Return to the outside of the tower, where Surg is.

Then notice the fire tree fiasco happening nearby because I'm finally out of the tower.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: NAV on October 03, 2016, 12:43:10 pm
((Page 420 Blaze it!))

"Another fire tree? Someone must be copying you."
James decides to stop summoning healing items and heads over to check out the new fire tree.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Prismatic on October 03, 2016, 12:59:03 pm
Xom has 1 turn before he bleeds out.
((Well, at least Xom's come far enough to merit a 14pt death prediction!))

Remember the entropy-reduction/structure-reinforcement spell Xom used to repair the pyramid? Cast a slightly modified version of that spell to try to repair the damage to Xom's body, at least enough to staunch the bleeding. Use all remaining essences ([+1 POT] ,  two [+1 CMP]). Meanwhile, the pyramid will continue levitating to our destination, firing at the genie as it drifts away. If it ever reaches the tower walls, just float over them to get into the aura zone. No time for knocking on potentially-locked gates.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: AoshimaMichio on October 03, 2016, 01:04:51 pm
DG!
My inventory seems to be really out of date. My staff is duplicated somehow but it was stolen and broken by an idiot who's now dead. And my new flowers are not listed.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 03, 2016, 03:14:49 pm
Can you guys connect to Charsheet doc? It throws errors at me.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Whisperling on October 03, 2016, 03:15:41 pm
Can you guys connect to Charsheet doc? It throws errors at me.

Huh, working fine over here.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 03, 2016, 03:27:20 pm
I'm getting "Unable to load the file".
It seems Google docs has developed sudden, and hopefully temporary allergy to dorm internet.
Inventory fixes will commence when I regain control over the charsheet.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: star2wars3 on October 04, 2016, 01:34:27 pm
3 essences
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Mallos on October 04, 2016, 07:56:47 pm
((Checking if this is still open to waitlist/join. If so, I have a sheet ready))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Whisperling on October 04, 2016, 08:10:16 pm
((Checking if this is still open to waitlist/join. If so, I have a sheet ready))

((There's no player limit, so go ahead.))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Mallos on October 04, 2016, 09:06:07 pm
Name: Khozek
Affinity: Spatial Manipulation (Summoning that's tuned more to combat, teleportation and distance-warping)
Description: 6~ feet tall and slightly hunched over. Has a bad case of Essential tremor (https://en.wikipedia.org/wiki/Essential_tremor). Eccentric and cruel.
STR= 1
DEX= 2
SPD= 1
END= 0
POT= 4

((There's my sheet. Let me know if there's any problems))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ATHATH on October 04, 2016, 10:54:17 pm
Name: Khozek
Affinity: Spatial Manipulation (Summoning that's tuned more to combat, teleportation and distance-warping)
Description: 6~ feet tall and slightly hunched over. Has a bad case of Essential tremor (https://en.wikipedia.org/wiki/Essential_tremor). Eccentric and cruel.
STR= 1
DEX= 2
SPD= 1
END= 0
POT= 4

((There's my sheet. Let me know if there's any problems))
Why do you have more than 1 point in DEX if you have tremors?
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Atomic Chicken on October 05, 2016, 12:31:56 pm
PM.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Sarrak on October 05, 2016, 01:34:09 pm
((Oh. How dumb I was... All this time. Or should I say I was more sensible?))

"Let's dance with the death, oh mages of Order..."

Distantly summon a liquid helium onto Ilium. +1/+2 essence and both Lesser and Greater Blood Power. I think I get -2 for modifiers and -1 for specifying liquid?

(( https://en.wikipedia.org/wiki/Liquid_helium
-269C in liquid form, anyone? It is also not very density efficient (1/8 of water => I can create quite a lot) and has great expansion rate (1:757). I'm not sure Kahel himself would survive the resulting unholy abomination))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Mallos on October 05, 2016, 04:20:33 pm
Name: Khozek
Affinity: Spatial Manipulation (Summoning that's tuned more to combat, teleportation and distance-warping)
Description: 6~ feet tall and slightly hunched over. Has a bad case of Essential tremor (https://en.wikipedia.org/wiki/Essential_tremor). Eccentric and cruel.
STR= 1
DEX= 2
SPD= 1
END= 0
POT= 4

((There's my sheet. Let me know if there's any problems))
Why do you have more than 1 point in DEX if you have tremors?

((Because hindering tremors wouldn't hurt less 'precise' dexterous things, acrobatics and the like. At the level it's at, he'd only be hindered in very fine manipulation (Writing, for example) but whatever.
I mean, if you want to nit pick that's fine (if you're nit-picking, can't tell) but I just wanted to add some more life to my character. Without the GM objecting I don't feel strongly inclined to make any changes.))

Use a cantrip from my spatial magic to slightly shorten the distance to the nearest vantage point and walk the rest of the way there to get a general idea of the surrounding area's geography. If I run into any other wizards by chance, let them know I'd be interested in an alliance/truce more than fighting them.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ironsnake345 on October 05, 2016, 04:56:10 pm
((You should probably submit your first action now. You get to do an action the same turn you pop in.))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Mallos on October 05, 2016, 05:14:36 pm
((You should probably submit your first action now. You get to do an action the same turn you pop in.))

((Thanks, I edited it into my other post.))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: ironsnake345 on October 05, 2016, 05:31:27 pm
((Woah, crazy voice colors. Little tip: put actions in bold, and put things your character says in their colors. That's the format everybody else uses, and it'll get confusing if you're the only one who submits actions that way.))
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: Gonchon on October 05, 2016, 10:09:48 pm
4 essences.
Title: Re: Roll to Magic: Turn 192 To burn or not to burn?
Post by: DreamerGhost on October 06, 2016, 04:17:19 pm
Turn 193

Ignore the pain. Examine the sheets.

Spoiler (click to show/hide)

Duritarum forced himself to  look at the sheets. His eyes hurt and watered as he did, making seeing anything rather difficult. All too soon, Duritarum was forced to look away again. He wiped away tears from his eyes and discovered that those were rather red, and viscous and, in fact, blood. Another thing he discovered was that he could read the writing on the sheets. It was not written in symbols he had ever seen but he could still somehow read it.

Easter roars in frustration at Seva's rolls being unable to escape, he tries kicking the oversized bird off him again, and leaving the vicinity of the flame.
Drag Easter deeper into the fire tree,pretty sure he still has autododge, but hit with with whatever appendage isn't holding him
Spoiler (click to show/hide)

Seva attempted to punch Easter with his spare claw but Easter easily dodged the strike. Yet the swiftness of Easter's movements did not end there. For a moment, the vent of flames disappeared, and while Seva was surprised Easter skipped the surprise and frantically pulled away, beating his wings as fast as he could. Easter managed to pull himself out of the way just in time for the fire to return in force and devastate everything just left of Easter. Easter raised his uncaught leg and kicked the claw holding him, hitting it on the side at just the angle to make it lose it's grip for just a moment. It was long enough for Easter to escape.

"Eh. It 'ad ta 'appen eventually."
Shrug, summon a lucky alchemy set and an essence, and watch the ritual.
Spoiler (click to show/hide)

Gambleer observed what was happening without too much worry. Whoever won, he could just trade with them. They would also quite likely have some useful stuff that he could buy that was recently looted off a corpse. He conjured an alchemy set of glass. But this was wizards fighting and they could still surprise even those prepared. The flame disappeared, and Easter managed to escape while still mostly medium rare. A bit away Karnax was slightly glowing.

Doktor Diabolical:

"..."

Well then. Doktor Diabolical attempts(as much as an unconscious person can attempt anything) to wake up and magically get the bloody swarm-bots back under control.
Spoiler (click to show/hide)

Doktor Diabolical came back to conciousness and noticed clouds moving above him. Then he regained some more of his senses and noticed that it was he who was moving. Cubebots were carrying him somewhere! Doktor rushed to regain control of his bots but the magic fizzled and Doktor found himself sailing through the air. the cubebots did not have that much strength, so the arc of movement was short and Doktor splashed into a pool of geyser water not too far away from the shore. The water was warm and only very slightly acidic. Kinda like a bath.

Ugh, finally. That took entirely too long.

Create another bottle, liquify a couple forks into it, and pocket a knife. Return to the outside of the tower, where Surg is.

Then notice the fire tree fiasco happening nearby because I'm finally out of the tower.

Spoiler (click to show/hide)

Chorkinaan conjured another physicality bottle and attempted to melt a few forks into it. The bottle was nice and and with a large bottleneck that allowed putting whole forks inside. It was a quality that proved rather useful as forks refused to melt nicely. Chorkinaan grabbed a knife and left. As he walked outside the Tower he noticed a new addition to a landscape. A massive tree was spewing flames like a volcano of fire. Chorkinaan counted that he was gone for about five minutes. It did not take much time for people here to fuck up to such amazing degree.

((Page 420 Blaze it!))

"Another fire tree? Someone must be copying you."
James decides to stop summoning healing items and heads over to check out the new fire tree.

James left his fire tree and went towards the large fire tree that was recently conjured. Upon closer look, it was rather different from his. Vents spewed flame at more or less regular intervals. The leaves were amber rather than green and there was one massive bud at the top of the tree rather than many all over the tree. There were a few mages here, some fighting, some casting and one admiring the show.

3 essences
Spoiler (click to show/hide)

Skeliborn continued to observe what was happening next to the fire tree. Karnax was still doing some magic but heat was no longer increasing, so it was probably fine. The areal combat was a nice change from punch-up light-show that majority of duels here were.

4 essences.
Spoiler (click to show/hide)

Clownman continued gathering power, but a sliver of that power escaped. It attached to Clownman's eyes and the world before him became gripped by shadows. It had caused Clownman to be really incompetent at seeing in the dark.

"Kahel, do you not understand the meaning of 'peace?' It is not merely the death of those who would violate it. That is only the means by which it must be preserved."

"It is within the power and beauty of the Tower, a wonder wrought by many hands- and yet it is also within Xom's experiments, and his ring of chaos and order. It is a mage's freedom to walk unhindered by violence, and to do or create what he will."

"Perhaps those like you are not entirely wrong. They merely wish to carry out the original purpose of this place, and that is a twisted sort of peace in and of itself. However, I will not allow them to interfere, as you have done. I will not allow them to hunt innocent after innocent, or turn our Tower against itself. What in that do you- and the rest of your kind- refuse to understand?"


PM action.
PM.
"Let's dance with the death, oh mages of Order..."

Distantly summon a liquid helium onto Ilium. +1/+2 essence and both Lesser and Greater Blood Power. I think I get -2 for modifiers and -1 for specifying liquid?
Remember the entropy-reduction/structure-reinforcement spell Xom used to repair the pyramid? Cast a slightly modified version of that spell to try to repair the damage to Xom's body, at least enough to staunch the bleeding. Use all remaining essences ([+1 POT] ,  two [+1 CMP]). Meanwhile, the pyramid will continue levitating to our destination, firing at the genie as it drifts away. If it ever reaches the tower walls, just float over them to get into the aura zone. No time for knocking on potentially-locked gates.
Spoiler (click to show/hide)

Ilium, possibly feeling what was about to come surrounded himself with a familiar purple spell shield, leaving only a tiny window for his blood tentacle. The said blood tentacle atempted to cut Kahel again, but Kahel was too nimble for this to succeed. Even after taking a moment to break out of the bindings he managed to get away in time. Then Kahel returned the favor with his own spell. A large orb of water-like liquid appeared above Ilium, just above his spellshield, hovered for a moment and then fell.

The explosion tossed all the mages away. Power shield appeared around Viznor, but it could not hold against this and cracked. Viznord wings were unprepared for this, and due to their angle Viznor was thrown right into the ground. Ilium at the center of the explosion seemingly just evaporated. Much the same fate awaited blood genie, which was scattered into blood mist. Xom had not cleared all that much distance away from the battle and the explosion lifted him off the pyramid. He fell about six meters, never to rise again. Kahel himself was thrown away a fair distance, bouncing off the ground a few times. There seemed to be some broken bones in his left hand and among his ribs. That was to be expected but there was also something interesting. It was as if he had been sprinkled with water, there were beads of sweat all over him. It took Kahel a few moments, possibly due to concussion to figure out what happened. If he lived through this, he'd need to conjure some drinks.

{Viznor; broken rib}
{Kahel; broken left arm, broken 3 left ribs, Dehydrating (5 turns til death)}
{Xom; Dead.}


Portal flares to life once more, and from t enters a new challenger, Khozek the mover. Known well for his skill with bringing higher dimension geometry into life for fun profit and rending of minds of non-matematicians, he was well prepared for whatever troubles may come his way.
Spoiler (click to show/hide)

Khozek focused his power and moved the lines about a little bit. the spell fell short of the intended effect and was not particularly aesthetically pleasing, but it didn't matter this time. Khozek stood on top of one of the vents of the fire tree and looked over the surrounding land. There was a strange tower nearby, a strange crater to the north, a strange field of dust to the east... no wait, that one just exploded. There was certainly all kinds of interesting things to get involved in here, and if they prove particularly interesting, involve others, ideally feet first.

The fire tree vents have started turning on and off at short intervals. The amount of fire expelled has increased.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DreamerGhost on October 06, 2016, 04:18:13 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: FallacyofUrist on October 06, 2016, 05:25:39 pm
((Good grief, Doktor Diabolical's luck is horrible. When it comes to casting, anyway. I wonder...))

Doktor Diabolical:

"Okay, ENOUGH!"

Doktor Diabolical stands up, and exits the pool.

"You are my minions! I am your master! I am not an acceptable target of your combat protocols! Do I make myself clear?"

"Diplomacy" commences. If that fails, Doktor Diabolical attempts to regain control over his robot minions magically. Again.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: XXXXYYYY on October 06, 2016, 06:06:24 pm
Refine the enchantment on the set, boosting its bonus to LUCK, then make 2 essences. Watch both the fight and the ritual for anything out of sorts.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Mallos on October 06, 2016, 06:37:34 pm
"Huh. An explosion? How interesting, but I'm not ready to fight just yet."

Hop off the vent and leg it in the direction of the tower, closing in just enough to observe better but not remain in direct danger of crossfire from feuding wizards. If anyone notices me, wave politely.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DAPARROT on October 06, 2016, 07:20:48 pm
go catch Easter and bring him back into the tree, have the remaining eagle dive at him before grabbing him, add a fire breath if i can
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: ATHATH on October 06, 2016, 10:08:59 pm
Is Illium dead?
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Prismatic on October 07, 2016, 08:08:16 am
((A glorious death indeed! That was actually quite intense; thanks for making the fight interesting, Sarrak. Though I wish you'd postponed it for a couple of turns...I was just about to start tearing open a rift to the chaos plane within that ring. A few turns in, and I might have had a power channel set up to give Xom access to his chaos elemental form on demand.

Now, to whoever obtains the Lotus: remember that it's an artifact that was sealed inside a pyramid hidden in the desert for who knows how long. Only two notes detailing its nature and function were ever discovered by Xom, and they were both destroyed immediately after being read. The existence, let alone the location, of its activation keys was also a well-kept secret. I expect everyone to act IC and treat it as a curious bronze cube of unknown purpose until it gets identified by a knowledgeable source.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: FallacyofUrist on October 07, 2016, 08:31:27 am
((Want some affinity ideas for your next character?))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Prismatic on October 07, 2016, 09:17:18 am
((Want some affinity ideas for your next character?))

((I already had a couple of my own, but sure, why not?))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: H4zardZ1 on October 07, 2016, 12:06:07 pm
((Strange affinities first.

After all, Curse, Transform, Grip, Portal.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Sarrak on October 07, 2016, 01:13:21 pm
((A glorious death indeed! That was actually quite intense; thanks for making the fight interesting, Sarrak. Though I wish you'd postponed it for a couple of turns...I was just about to start tearing open a rift to the chaos plane within that ring. A few turns in, and I might have had a power channel set up to give Xom access to his chaos elemental form on demand.))
((My pleasure. Luck was not on your side from the very start, though. Beginning with Kahel wandering to your position and continuing with you rolling badly for anything bar END. Better luck next time, maybe I'll follow in a few turns.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: AoshimaMichio on October 07, 2016, 04:42:16 pm
((Ah, but now those calming flovery thingies aren't in my inventory anymore. Or did I not actually gather them?))

Confirm I got those calming herbs, wear my gas mask, meditate a bit by making two essences and activate my white flowers if they still are there. Scratch that. Instead modify my seeds so they grow fast in soft and succulent human flesh. 2 +1/+1.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: star2wars3 on October 08, 2016, 05:23:39 am
3 essences for now but be prepared to stop essence making should the tree situation looks like it's going to go badly.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Prismatic on October 09, 2016, 04:42:17 am
Jumping back into the frying pan:

Spoiler: new character (click to show/hide)
Spoiler: action (click to show/hide)
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: star2wars3 on October 09, 2016, 09:12:47 am
((Nice backstory))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: ironsnake345 on October 09, 2016, 10:27:06 am
...
What...
The...
CRAP!!!
I mean, what in the nine hells has been going on here!? I've been gone for five minutes! I mean, that's a lot of time for a wizard, but seriously! How long has that been up!? That tree must have taken at LEAST that much time worth of preparation to create! And... Is that... IS THERE A GATEWAY TO THE ELEMENTAL PLANE OF FUCKING FIRE IN THAT TREE??? Oh for the- Of course! Why not! Why would I EVER doubt that there would be at least ONE competent fire mage on this rock! *sigh* Y'know, considering that I had encountered attempted murder, the apocalypse, a trans-dimensional portal into icy waters, a huge boulder of eternity, and the biggest futtbucking beholder I have ever seen, I kinda thought my visit would be a bit more consistent in its excitement! But now look! I've only got one kill and an assist under my belt, as well as a scant few creations which were only barely successful! Gah... I hope Skelliborn gets back soon. I'm itching to get into some !!science.!! Heya, Surg. How's the leg?

Rant. Three essences.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: TheBiggerFish on October 09, 2016, 10:47:46 am
Three essences.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: AoshimaMichio on October 09, 2016, 12:56:55 pm
((Action mildly edited.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DreamerGhost on October 09, 2016, 12:58:09 pm
Sorry gents, my bad time management caught up with me. Turn 194 comes tomorow.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Sarrak on October 09, 2016, 02:35:35 pm
((Whew. Same with me, so I get some time to post an action!))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Sarrak on October 09, 2016, 05:38:36 pm
"Ha. Ha. Ha... This was great. How I longed for this feeling of powerful magic surging through my veins and heart rushing adrenalin-filled blood through the body. Marvelous! Though I still have at least Viznor after my head. Heh..."

Summon an obligatory beer to numb the pain and congratulate myself. Then, rush back to loot the bodies. If Viznor (or someone else) tries to prevent or lay claim himself - summon the flammable oil - Samples of which I STILL have in my inventory, somehow - on top of the enemy and spark it.

If I get some shards: Crush them! Repair the ghost form!
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Gonchon on October 09, 2016, 11:31:32 pm
four essences.
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: H4zardZ1 on October 10, 2016, 07:51:44 am
2 essences
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DreamerGhost on October 10, 2016, 05:09:37 pm
Turn 194

((Good grief, Doktor Diabolical's luck is horrible. When it comes to casting, anyway. I wonder...))

Doktor Diabolical:

"Okay, ENOUGH!"

Doktor Diabolical stands up, and exits the pool.

"You are my minions! I am your master! I am not an acceptable target of your combat protocols! Do I make myself clear?"

"Diplomacy" commences. If that fails, Doktor Diabolical attempts to regain control over his robot minions magically. Again.

Spoiler (click to show/hide)

Doktor returned to the certified method of improving a situation - shouting. He vented himself for a while, but as cubebots began picking up stones again he returned to more direct means of control. Magic reached out to the bots, tearing through their free will protocols, binding them all to Doktor's will. Only after he finished did Doktor consider that he might have overdone it. Bots became docile, but they also became stupid, too stupid to do anything without him commanding them to.

Refine the enchantment on the set, boosting its bonus to LUCK, then make 2 essences. Watch both the fight and the ritual for anything out of sorts.

Spoiler (click to show/hide)

Gambler infused more power into enchantment of the alchemy set, but the result was not quite what he expected. The glass set melted into an orange puddle. Gambler looked around. The purplish dome around the firetree that included him as well might have something to do with what just happened. Gambler noticed that air temperature was also increasing.

"Huh. An explosion? How interesting, but I'm not ready to fight just yet."

Hop off the vent and leg it in the direction of the tower, closing in just enough to observe better but not remain in direct danger of crossfire from feuding wizards. If anyone notices me, wave politely.

{I forgot to mention this last time, but if you want to change your color just tell me and it will be changed.}

Spoiler (click to show/hide)

Khozek attempted to jump off the firetre, but it turned out that the tree was a bit slippery. Or possibly Khozek was a tad less agile than he thought he was. Either way, he fell out of the tree and hit the dirt face first. It was an unglamorous start, but he remained uninjured. Khozek got up, dusted himself off and went towards the tower. It was just as purple from closer up.

((Ah, but now those calming flovery thingies aren't in my inventory anymore. Or did I not actually gather them?))

Confirm I got those calming herbs, wear my gas mask, meditate a bit by making two essences and activate my white flowers if they still are there. Scratch that. Instead modify my seeds so they grow fast in soft and succulent human flesh. 2 +1/+1.

{You did get the herbs}

Spoiler (click to show/hide)

Shias collected White stars and pocketed them for later. With his previous plan demolished, it was about time to consider some reasons of why it happened. One of such reasons was a lack of offensive power, which Shias hoped these seeds he had would solve. They were blood red now, almost flat and with hard shells.

3 essences for now but be prepared to stop essence making should the tree situation looks like it's going to go badly.
Spoiler (click to show/hide)

Skeliborn began gather power while the sane part of his mind thought wether or not things were going badly. Tree flames had changed. A purplish dome appeared over the tree. A ring of orange and purple appeared over the dome. Air was getting uncomfortably warm. At which point could it say that things went wrong? Was grass blades becoming far sharper was wrong?

...
What...
The...
CRAP!!!
I mean, what in the nine hells has been going on here!? I've been gone for five minutes! I mean, that's a lot of time for a wizard, but seriously! How long has that been up!? That tree must have taken at LEAST that much time worth of preparation to create! And... Is that... IS THERE A GATEWAY TO THE ELEMENTAL PLANE OF FUCKING FIRE IN THAT TREE??? Oh for the- Of course! Why not! Why would I EVER doubt that there would be at least ONE competent fire mage on this rock! *sigh* Y'know, considering that I had encountered attempted murder, the apocalypse, a trans-dimensional portal into icy waters, a huge boulder of eternity, and the biggest futtbucking beholder I have ever seen, I kinda thought my visit would be a bit more consistent in its excitement! But now look! I've only got one kill and an assist under my belt, as well as a scant few creations which were only barely successful! Gah... I hope Skelliborn gets back soon. I'm itching to get into some !!science.!! Heya, Surg. How's the leg?

Rant. Three essences.

{The rant is so much funnier when you remember that none of the mages involved had anything to do with fire.}

Spoiler (click to show/hide)

Chorkinaan began thinking aloud. There was simply just not enough space in his head for the thoughts anymore. It was all taken over by bewilderment. It took a bit of time, but he managed to get over it by instantly discarding all comparisons to normal life he had before coming here.

Three essences.

Spoiler (click to show/hide)

Magus explored chairs in the bar. They were surprisingly comfortable.  One would not expect simple wood to be that good but apparently some care was taken when making them.

four essences.

Spoiler (click to show/hide)

Clownman continued gathering power and power kept spilling over. This time it attacked Clownman's legs, causing him to become incompetent at running. Unless his balloon can clear this gauntlet, it will be really hard to see what's at the end of the corridor.

{Incompetence at running - Movement of 1hex/turn without transportation.}

2 essences

Spoiler (click to show/hide)

Surg noticed that Chorkinaan had finally returned back from the Tower. He had collected some power in the meanwhile, so if Chorkinaan has found what he was looking for they might have everything they need for their project.

go catch Easter and bring him back into the tree, have the remaining eagle dive at him before grabbing him, add a fire breath if i can


Spoiler (click to show/hide)

Seva flew towards Easter as fast as he could, but Easter was ready. He had aa plan to get through the defenses of Seva, to make use of his own momentum against the phoenix. But at the moment just before the impact, the remaining eagle attacked Easter, causing him to reflexively dodge straight into Seva's claws. A claw closed over both of Easter's left arms, squeezing them together firmly. At the same time Seva turned his head and blasted Easter with superheated breath. Whatever progress his armor had made towards recovering was lost instantly.

"Ha. Ha. Ha... This was great. How I longed for this feeling of powerful magic surging through my veins and heart rushing adrenalin-filled blood through the body. Marvelous! Though I still have at least Viznor after my head. Heh..."

Summon an obligatory beer to numb the pain and congratulate myself. Then, rush back to loot the bodies. If Viznor (or someone else) tries to prevent or lay claim himself - summon the flammable oil - Samples of which I STILL have in my inventory, somehow - on top of the enemy and spark it.

If I get some shards: Crush them! Repair the ghost form!
Spoiler (click to show/hide)

Cloud of blood congealed into a pool of blood which began moving in a manner and shape very resembling that of a snake. It began moving towards Kahel. Tome in Viznor's hand flashed with light and shackles appeared around Kahel. At the same time, Kahel's eyes became clouded by darkness. Before he could deal with either of his troubles, he felt something stab through his chest. In fact, there were several somethings, and those somethings were Viznor's claws piercing through unmoving Kahel. Inward facing spikes caught onto flesh and poison spread through whatever blood that wasn't leaking out of Kahel yet. magical darkness in Kahel's eyes was replaced by darkness caused by losing both lungs and getting poisoned. There wouldn't be another chance.

{Kahel is dead}


Portal flared to life once more, but this time it brought something unusual. The man, or rather, the boy, ass he looked no older than fifteen was known as Redrum, a necromancer of considerable talent and even greater cruelty. His body reflected his views, he was childish and enjoyed playing. As many people found out, he did know how easily bits and pieces come off and greatly enjoyed removing them.

Spoiler (click to show/hide)

Upon entering he felt around, but was left disappointed The whole island, seemingly serene, reeked of death to his specialized senses. It would take actual magic to find anything recent. Alternatively, there were a few people nearby who could be added to toy collection.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Whisperling on October 10, 2016, 06:12:03 pm







"...I was meant observe. Record. What am I doing?"

Viznor falls to his knees, mouthing some sort of prayer. This continues until he collects himself, at which time he gets the viscera off his claws and loots the new corpse.

-------------------------------------

Loot Kahel, then take samples of the various magics that have been thrown around. Pieces of the fractal things, one of those chaotic stones or something, doesn't matter as long as it's easy to carry. PM stuff afterwards.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Mallos on October 10, 2016, 06:28:05 pm
((Unglamorous seems to be quite an accurate word to describe Khozek..))
"..I think I could do with an ally on my side. My magic is entirely theoretical, after all." Khozek thinks out-loud.
Notice the man named Shias, try to get his attention and attempt to strike up a conversation about an alliance with him. Make sure he knows I mean no harm as I approach him.

EDIT: Scratch that, Look for Karnax, as he shows strong potential for an alliance.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: FallacyofUrist on October 10, 2016, 06:35:55 pm
Doktor Diabolical:

*facepalm*

Doktor Diabolical facepalms. Then he gives an order:

"If you are not doing anything I told you do at any given time, do what you think I would implicitly want you to do instead. And no, you cannot attack me."

Doktor Diabolical then sighs, and makes 3 Robots essences.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: star2wars3 on October 10, 2016, 08:04:08 pm
Return to the tower while making 3 essences.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Sarrak on October 10, 2016, 11:46:40 pm
((You're going on a road of no return - a road of murder and greatness  :P
Thanks for the battle. Ending was a bit too fast for my tastes, but that's fine enough. RIP Kahel the Changer, killer of four. I think Whaz still has a lead at his five  ::)))
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: DreamerGhost on October 11, 2016, 02:16:57 am
((You're going on a road of no return - a road of murder and greatness  :P
Thanks for the battle. Ending was a bit too fast for my tastes, but that's fine enough. RIP Kahel the Changer, killer of four. I think Whaz still has a lead at his five  ::)))

((Usually I'd have kept you alive for one more turn and one last action, but you had no shards to deny, you lost ability to speak( because no lungs) reducing your magic capabilities and Viznor is the tankiest mage on the island. I decided to just save time and skip Kahel's death throes.))
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Sarrak on October 11, 2016, 02:56:08 am
((You're going on a road of no return - a road of murder and greatness  :P
Thanks for the battle. Ending was a bit too fast for my tastes, but that's fine enough. RIP Kahel the Changer, killer of four. I think Whaz still has a lead at his five  ::)))

((Usually I'd have kept you alive for one more turn and one last action, but you had no shards to deny, you lost ability to speak( because no lungs) reducing your magic capabilities and Viznor is the tankiest mage on the island. I decided to just save time and skip Kahel's death throes.))
((Understandable. By the way, I was quite far from my killers at the start of the turn. So I'd say that trying to summon celebratory beer first ended my life. Oh well...))

Spoiler: Profile (click to show/hide)

"Another world. Another challenge to comprehend and resolve..."

Walk into the Tower while gambling in essence roulette.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: AoshimaMichio on October 11, 2016, 08:34:06 am
((Unglamorous seems to be quite an accurate word to describe Khozek..))
"..I think I could do with an ally on my side. My magic is entirely theoretical, after all." Khozek thinks out-loud.
Notice the man named Shias, try to get his attention and attempt to strike up a conversation about an alliance with him. Make sure he knows I mean no harm as I approach him.

((Technically speaking I'm inside the tower, so noticing me might be hard. But whatever.))

"Yes?"

Modify seeds further: Take over central nervous system.



.
((You know, I am with the Enlightened. Though only in a certain augmented reality game where I use this very same nick. Coincidence?))

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Whisperling on October 11, 2016, 11:04:51 am
((You're going on a road of no return - a road of murder and greatness  :P
Thanks for the battle. Ending was a bit too fast for my tastes, but that's fine enough. RIP Kahel the Changer, killer of four. I think Whaz still has a lead at his five  ::)))

((It's a slow road in Viznor's case (see: defender of peace versus a killing spree), but I wouldn't be surprised to see him accumulating a pretty large killcount. No ascension, though, even if he gets the chance. I enjoy this game too much to end it.

And you're welcome, I guess. Kahel put up a good fight, considering he was outnumbered and out-shielded. May he rest in peace.))


((Usually I'd have kept you alive for one more turn and one last action, but you had no shards to deny, you lost ability to speak( because no lungs) reducing your magic capabilities and Viznor is the tankiest mage on the island. I decided to just save time and skip Kahel's death throes.))

((Thanks for saving us the time.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: Atomic Chicken on October 11, 2016, 12:26:13 pm
In fact, there were several somethings, and those somethings were Ilium's claws piercing through unmoving Kahel.

((Unless my character grew poison claws when I wasn't looking, this should probably read Viznor, not Ilium.))

((Understandable. By the way, I was quite far from my killers at the start of the turn. So I'd say that trying to summon celebratory beer first ended my life. Oh well...))

((Life lesson: only summon celebratory beer once the crystallised souls of all your potential murderers are securely bound to your mage wallet.))
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: ATHATH on October 11, 2016, 12:50:49 pm
Alright, I got an auto-fail on my ritual's COMP roll. Who is responsible?

((Life lesson: only summon celebratory beer once the crystallised souls of all your potential murderers are securely bound to your mage wallet.))
May I sig this?
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Atomic Chicken on October 11, 2016, 12:57:45 pm
Alright, I got an auto-fail on my ritual's COMP roll. Who is responsible?

((Life lesson: only summon celebratory beer once the crystallised souls of all your potential murderers are securely bound to your mage wallet.))
May I sig this?
Sure, go ahead!
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DreamerGhost on October 11, 2016, 02:43:20 pm
In fact, there were several somethings, and those somethings were Ilium's claws piercing through unmoving Kahel.

((Unless my character grew poison claws when I wasn't looking, this should probably read Viznor, not Ilium.))

Fixed. I seem to mess up names a lot.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: star2wars3 on October 11, 2016, 03:02:47 pm
Alright, I got an auto-fail on my ritual's COMP roll. Who is responsible?

((Life lesson: only summon celebratory beer once the crystallised souls of all your potential murderers are securely bound to your mage wallet.))
May I sig this?
((Ah so that explains the purple fire above the tree. And I got no idea who done it.))
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: DAPARROT on October 11, 2016, 07:32:55 pm
Have the eagle attack Easter, then pull him back into the tree while biting him
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: star2wars3 on October 11, 2016, 07:47:18 pm
So I noticed that Illium isn't currently in the corpse list. Is this an error or is he still alive
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Mallos on October 11, 2016, 07:52:24 pm
((Unglamorous seems to be quite an accurate word to describe Khozek..))
"..I think I could do with an ally on my side. My magic is entirely theoretical, after all." Khozek thinks out-loud.
Notice the man named Shias, try to get his attention and attempt to strike up a conversation about an alliance with him. Make sure he knows I mean no harm as I approach him.

((Technically speaking I'm inside the tower, so noticing me might be hard. But whatever.))

"Yes?"

((Oh..well then. I feel stupid.))

Khozek stopped for a moment and went quiet, looking as if he was in very deep thought. "Come to think of it, I probably shouldn't say anything.." he mutters under his breath, before politely waving and turning around in place.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: ATHATH on October 12, 2016, 12:48:00 pm
Fix the ritual.

Give some orders to [redacted] that I'll pm to DG once I'm not on my phone.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: XXXXYYYY on October 12, 2016, 07:03:03 pm
Attempt to exit.
If egress is impossible, increase the chance that the following action will succeed, then attempt to cut a hole with the antimagic qualities of the stiletto, then attempt to exit.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Prismatic on October 13, 2016, 08:19:08 am
((The "sense for death" part of that action was actually supposed to be a spell.))

Search for corpses. If one is found, animate it using [+1/+1], [+1CMP].
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: DreamerGhost on October 13, 2016, 12:25:41 pm
Sorry gents, no turn today either. I should be able to put one out either at Friday or Sunday.
On the plus side, after this I should manage to get back on schedule again.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Mallos on October 13, 2016, 03:26:45 pm
Sorry gents, no turn today either. I should be able to put one out either at Friday or Sunday.
On the plus side, after this I should manage to get back on schedule again.

I only just now really got my action in, so that's convenient for me at least.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: BlackHeartKabal on October 13, 2016, 05:53:24 pm
Steal it all. Waltz out.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Zormod on October 13, 2016, 08:17:36 pm
Wake up and prepare to head toward the geysers.
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: ironsnake345 on October 14, 2016, 10:02:46 am
(I can't think of anything to do, so...)


three essences
Title: Re: Roll to Magic: Turn 194 Revolving door of life
Post by: Whisperling on October 14, 2016, 11:50:11 am
(I can't think of anything to do, so...)


three essences

((I may be interested in doing business whenever I have time to hang around in the tower. Can't right now, though. Busy period.))
Title: Re: Roll to Magic: Turn 193 The great escapes
Post by: DreamerGhost on October 15, 2016, 06:45:14 pm
Turn 195


"...I was meant observe. Record. What am I doing?"

Viznor falls to his knees, mouthing some sort of prayer. This continues until he collects himself, at which time he gets the viscera off his claws and loots the new corpse.

-------------------------------------

Loot Kahel, then take samples of the various magics that have been thrown around. Pieces of the fractal things, one of those chaotic stones or something, doesn't matter as long as it's easy to carry. PM stuff afterwards.

Viznor had a minor mental breakdown and proceeded to gather loot on automatic. He grabbed valuables off the corpse, collected a bit of fractal sulfur broken off by explosion and a bit of the huge stone ring, also broken by explosion. There was little left to do here that he hadn't already done. Some distance away from him, cloud of blood congealed into Ilium. It was a strange sight, like seeing someone disintegrating in reverse.

Doktor Diabolical:

*facepalm*

Doktor Diabolical facepalms. Then he gives an order:

"If you are not doing anything I told you do at any given time, do what you think I would implicitly want you to do instead. And no, you cannot attack me."

Doktor Diabolical then sighs, and makes 3 Robots essences.

Spoiler (click to show/hide)

The problem with bots was that they did not think. At least, not enough to be able to figure out what Doktor would do. As such, they all froze up and fell to the ground. Doktor resumed his facepalm.

Return to the tower while making 3 essences.

Spoiler (click to show/hide)

Skeliborn abandoned watching the firetree. Nothing unusually unusual was happening there and he had work to do. His allies had finished their preparations and were waiting for him in the tower. The gates were still open and he passed through.

Modify seeds further: Take over central nervous system.
Spoiler (click to show/hide)

Tiny veins of green popped on the seeds as Shias modified them further. The plant would now actively seek out a nervous system and incorporate it. It wouldn't do anything with it, not yet, but tearing it out after it ate the nerves would be equal parts excruciatingly painful and cripplingly debilitating.

Have the eagle attack Easter, then pull him back into the tree while biting him
Spoiler (click to show/hide)

Easter attempted to rise to the sky after the remaining eagle, knowing well that if he killed it the phoenix would be unable to deal with his reflexes. But the grip holding him was too strong, the eagle rose lazily out of his reach... before diving down to him. Easter spun, almost dislocating his arms but spearing through the eagle with his stinger. Yet there was no time to celebrate. Beak of the phoenix closed down around his upper right arm, biting through muscle and latching on. Still, Easter managed to remain away from the fire vents for now.

Attempt to exit.
If egress is impossible, increase the chance that the following action will succeed, then attempt to cut a hole with the antimagic qualities of the stiletto, then attempt to exit.


Gambler approached the purplish wall of the dome. He experimentally extended an arm through it. It went through with no problem, without even causing any strange tingly feelings. He stepped through it, and emerged on the other side entirely untroubled. Whatever this barrier was meant to stop, people was not it.

((The "sense for death" part of that action was actually supposed to be a spell.))

Search for corpses. If one is found, animate it using [+1/+1], [+1CMP].

Spoiler (click to show/hide)

{I thought that it might had been intended to be a spell, but decided that you'd probably wouldn't had made 4 essences afterwards if it was.}

Redrum looked around for corpses and found none. It was strange for a place where wizards were fighting, but then again, maybe not. The giant tree that was spewing fire everywhere might have something to do with that. That left possibly long dead underneath the earth. Redrum reached out with his senses below. there wasn't a corpse below. But it was angry. Earth exploded outwards as a figure bearing a shovel emerged. It was covered in thick clothing an a lamp on a stick was raised above it's hunched figure. It gripped a shovel tightly with both of it's hands. Gravekeepers were spirits that usually inhabited graveyards, keeping dead buried and unmoving.

Steal it all. Waltz out.

Spoiler (click to show/hide)

Duritarum grabbed lead sheets, he counted eight of them, and went back into the corridor with a spring in his step. He moved with in unmistakable waltz step, somehow avoiding shadowy limbs rising from the walls and attempting to grab him. As he moved forward the limbs became more desperate, moving in stranger patterns, attempting to grip where he would be in a moment, growing stranger forms and moving generally swifter. They all failed as Duritarum danced his way back to the sandy part of the corridor where he entered. As he moved out of the range of the last of flailing limbs, he heard a shriek come from seemingly all around him. All the torches he had lit winked out, returning all that wasn't illuminated by his staff to darkness.

Wake up and prepare to head toward the geysers.

Spoiler (click to show/hide)

Cuberac ordered his spy cube return to him and left the frozen lands. He passed the tundra and returned to grasslands, where he looked back towards the entrance portal and the scene there for the first time. Gargantuan fire spewing tree stood there, surrounded by a purple dome with a ring of purple orange and blue on top of it. It was probably fine.

(I can't think of anything to do, so...)


three essences

Spoiler (click to show/hide)

Chorkinaan waited with Surg as Skeliborn returned back to the Tower. Skeliborn had a new sword, but did not posses an expression of someone who got what they wanted. Well, such things happened. Now the would finally be able to continue their plan.

((Unglamorous seems to be quite an accurate word to describe Khozek..))
"..I think I could do with an ally on my side. My magic is entirely theoretical, after all." Khozek thinks out-loud.
Notice the man named Shias, try to get his attention and attempt to strike up a conversation about an alliance with him. Make sure he knows I mean no harm as I approach him.

EDIT: Scratch that, Look for Karnax, as he shows strong potential for an alliance.

Khozek looked around for a articular person. That particular person was standing not too far away from the fire tree, within the dome that covered it. He seemed to be dodging fire from a salamander. He was quite successful in that, though there was some doubt as to the actual value of an ally that could not keep control of his own minions.


{You seem to have forgotten to PM me your Affinity. No essence roulette until I know what to do when you fail.}

Portal flared to life again, seemingly unaffected by the strange things happening around it and spat out a shriveled up monk. The monk was known as Ao the Enlightened  and he was feared among the mages. There were three reasons for this. One, he had considerable magical power. Two, nobody knew what spells he used, which meant none had survived them. Three, he could deliver speeches about morality that painted anyone against him as someone with soul forged of pure elemental evil.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: FallacyofUrist on October 15, 2016, 06:53:31 pm
Doktor Diabolical:

"Why am I even bothering with these... aggravating... undiabolical... actually, scratch that. These robots are incredibly diabolical in their frustrations of me. Perhaps it's deliberate? Anyways. One more shot!"

Doktor Diabolical attempts, once more, to improve the bots intelligence, this time using his +2/+2 chaotic essence. If it doesn't go well, he clutches his head in frustration and runs off in a random direction. If it goes well, he jumps for diabolical joy. Regardless, assuming he's not in danger, he will make 3 Robots essences.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DreamerGhost on October 15, 2016, 07:13:37 pm
I forgot to mention it but the next update will be on either Wednesday or Thursday after which I'll return to the usual schedule.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: Sarrak on October 15, 2016, 07:26:19 pm
Noted affirmative of the affinity. Also, map is... Uh... Really outdated? (No mages show there, at all)
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: Mallos on October 15, 2016, 09:28:55 pm
Questionable as the ally may be, he could still be worth it. After all, Khozek thinks to himself, the Grand Equation has concluded I would find an ally of importance here..

Attempt to manipulate the geometry of the salamander, suddenly and violently inverting its dimensions with the goal of ripping it open from the inside out.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: ironsnake345 on October 16, 2016, 01:07:11 am
Ah, Skelliborn, you're back. Ready to get started?

Try again at liquefying those forks into the bottle.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: star2wars3 on October 16, 2016, 08:26:34 am
Ah, Skeliborn, you're back. Ready to get started?

Try again at liquefying those forks into the bottle.
I'm ready. Although I would like to see if the tower has a blacksmith room we could use. If there is one then it may include tools that would be useful to mold the physicality material with.
3 essences while searching for a blacksmithing room in the tower. If I don't find one, return to where Chorkinan. If I do find one, return to Chorkinan and show him the way there.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DreamerGhost on October 16, 2016, 11:44:20 am
Noted affirmative of the affinity. Also, map is... Uh... Really outdated? (No mages show there, at all)

Accidentally uploaded clean map. Fixed.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: AoshimaMichio on October 16, 2016, 11:45:38 am
Merge those calming herbs with the seeds so the seeds will completely calm down the thing whose nervous system it highjacked. To make them docile zombies doing what the plant wants, just like that one real life fungus which infects ants.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: ironsnake345 on October 16, 2016, 12:12:47 pm
I'm ready. Although I would like to see if the tower has a blacksmith room we could use. If there is one then it may include tools that would be useful to mold the physicality material with.
3 essences while searching for a blacksmithing room in the tower. If I don't find one, return to where Chorkinan. If I do find one, return to Chorkinan and show him the way there.

I'll help you look. I'm absolutely itching to get started.

Follow Skelliborn and assist in his search for a blacksmithing room, while still doing the aforementioned fork-melting.

Merge those calming herbs with the seeds so the seeds will completely calm down the thing whose nervous system it highjacked. To make them docile zombies doing what the plant wants, just like that one real life fungus which infects ants.
((I think the word you're looking for is cordyceps.))
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: Prismatic on October 16, 2016, 03:13:13 pm
Redrum's lips stretched into a sinister smile as the disturbed spirit appeared. He enjoyed making new friends.

Corrupt the gravekeeper, binding it to my will. [+1/+1]
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: AoshimaMichio on October 16, 2016, 03:19:14 pm
((I think the word you're looking for is cordyceps.))

((I think you are right.))
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: ATHATH on October 16, 2016, 03:20:55 pm
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: XXXXYYYY on October 16, 2016, 05:03:56 pm
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((Not I; I've just been busy with school stuff.))
Stand inside the tower and make 4 essences
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: star2wars3 on October 16, 2016, 05:49:06 pm
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((I haven't done any pmned actions since your ritual began. And most of my recent actions have just been essence grinding))
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: Sarrak on October 16, 2016, 06:14:27 pm
"Interesting. So very interesting..."

Explore the tower while playing ER.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: ATHATH on October 16, 2016, 07:38:25 pm
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((I haven't done any pmned actions since your ritual began. And most of my recent actions have just been essence grinding))
"Nothing unusually unusual was happening there and he had work to do. His allies had finished their preparations and were waiting for him in the tower."
"Now the[sic] would finally be able to continue their plan."
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DreamerGhost on October 16, 2016, 11:53:33 pm
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((I haven't done any pmned actions since your ritual began. And most of my recent actions have just been essence grinding))
"Nothing unusually unusual was happening there and he had work to do. His allies had finished their preparations and were waiting for him in the tower."
"Now the[sic] would finally be able to continue their plan."

This is meta af.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DAPARROT on October 17, 2016, 12:04:23 am
Pull Easter back into the tree
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: TheBiggerFish on October 17, 2016, 09:02:47 am
Three essences.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: ATHATH on October 17, 2016, 09:59:03 am
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((I haven't done any pmned actions since your ritual began. And most of my recent actions have just been essence grinding))
"Nothing unusually unusual was happening there and he had work to do. His allies had finished their preparations and were waiting for him in the tower."
"Now the[sic] would finally be able to continue their plan."

This is meta af.
I thought that metagaming was justified by the whole "you're wizards" thing.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DreamerGhost on October 17, 2016, 10:10:52 am
Skelliborn and/or T.O.A.M., are you sappin' mah sentry ritual to try to power your soon-to-be-created flying fortress? You've been awfully secretive lately...
((I haven't done any pmned actions since your ritual began. And most of my recent actions have just been essence grinding))
"Nothing unusually unusual was happening there and he had work to do. His allies had finished their preparations and were waiting for him in the tower."
"Now the[sic] would finally be able to continue their plan."

This is meta af.
I thought that metagaming was justified by the whole "you're wizards" thing.

A lot of it is, but there are limits. Besides, haven't you died quite enough yet? Also, I mostly try to keep secret actions hints out of the thread. Plus, Skeliborn did nothing to you.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: Zormod on October 17, 2016, 06:24:56 pm
Manifest 2 cubic essences, and continue moving to the geysers.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: BlackHeartKabal on October 19, 2016, 12:23:59 pm
Spill some blood on the tablets. Experiment.
Title: Re: Roll to Magic: Turn 195 The dead return
Post by: DreamerGhost on October 20, 2016, 06:38:39 pm
Turn 196

Doktor Diabolical:

"Why am I even bothering with these... aggravating... undiabolical... actually, scratch that. These robots are incredibly diabolical in their frustrations of me. Perhaps it's deliberate? Anyways. One more shot!"

Doktor Diabolical attempts, once more, to improve the bots intelligence, this time using his +2/+2 chaotic essence. If it doesn't go well, he clutches his head in frustration and runs off in a random direction. If it goes well, he jumps for diabolical joy. Regardless, assuming he's not in danger, he will make 3 Robots essences.

Spoiler (click to show/hide)

Doktor threw magic at his bot swarm one last time, and this time it stuck. It stuck well and what stuck was even better than Doktor hoped for. Bots grabbed onto each other to form a makeshift hand with which they saluted their creator. Doktor could feel a faint link connecting him to the bots and experimentally attempted to give them a command by thought. Just as he ordered, six bots moved aside and formed a hexagon. It was a fantastic success.

Ah, Skelliborn, you're back. Ready to get started?

Try again at liquefying those forks into the bottle.

Spoiler (click to show/hide)

Chorkinaan greeted returning ally and attempted to liquidize the forks to prepare. He was more successful than before, but they were still rather chunky and gooey. Not quite there yet, but this was the only thing left in his preparation list.

Ah, Skeliborn, you're back. Ready to get started?

Try again at liquefying those forks into the bottle.
I'm ready. Although I would like to see if the tower has a blacksmith room we could use. If there is one then it may include tools that would be useful to mold the physicality material with.
3 essences while searching for a blacksmithing room in the tower. If I don't find one, return to where Chorkinan. If I do find one, return to Chorkinan and show him the way there.
Spoiler (click to show/hide)

Skeliborn and his allies ventured into the tower and through the empty corridors. It was futile to try to keep track of where you were going in them, which would be incredibly dangerous if enchantments did not keep you from getting lost. But this spatial instability also brought all kinds of objects from from mage's desires. They did find a smithy, it was not overly impressive but it seemed well kept.

Merge those calming herbs with the seeds so the seeds will completely calm down the thing whose nervous system it highjacked. To make them docile zombies doing what the plant wants, just like that one real life fungus which infects ants.
Spoiler (click to show/hide)

Shias added another ability to the seeds, now with tiny white dots over the green lines. Now, they would calm whoever they are parasitizing, turning them entirely unable to move in minutes. This was going so much better.

Redrum's lips stretched into a sinister smile as the disturbed spirit appeared. He enjoyed making new friends.

Corrupt the gravekeeper, binding it to my will. [+1/+1]
Spoiler (click to show/hide)

Redrum was not a novice when it came to grave-robing and had dealt with gravekeepers before. This one was not even in a graveyard, making it easier than usual to affect. He forged a spell shaped like dozen black strings and extended it towards the gravekeeper. It tried to resist, but strings attached to it, striping it off it's ability to resist, but not it's will. It was fun to see them struggle against the bindings.

{Bound gravekeeper. Is angry and will try to literal genie you.}

Stand inside the tower and make 4 essences

Spoiler (click to show/hide)

Gambler waited in the tower. He was waiting for something interesting to happen, something to give him a reason to leave. He thought he had a reason to leave before and it turned out that his customer was in the process of getting murdered. he was now waiting for something more substantial, possibly another ancient creature awakening to sow chaos and destruction.

Three essences.
Spoiler (click to show/hide)

Magus continued his wait and conjuring of power. there was not that much to do here but this was probably the most comfortable, best stocked AND least likely to be found place in the entire tower. It was nice here.

"Interesting. So very interesting..."

Explore the tower while playing ER.

Spoiler (click to show/hide)

Ao ventured out through the twisting corridors of the Tower, looking for something of interest to himself. As he walked he looked over the walls and pictures dancing on them. There was something akin to a snake that could be seen through blurred out pictures of clouds, but Ao knew better. What he was seeing was a dragon of the east, and as soon as he figured that out, clouds parted revealing the majestic beast. It's eyes gleamed golden and that gleam spread until it overtook the whole wall, and then vanished. But as it passed it left something in Ao, a spark of fortune for the future.

{Draconic luck, reroll first 1 each turn.}

Manifest 2 cubic essences, and continue moving to the geysers.

Spoiler (click to show/hide)

Cuberac continued his trek across the plains, but had to pause as he approached the fire tree. The random fire plumes took a moment to figure out and he wanted to know for a fact that those flying about the fires were too preoccupied to try to catch him.

Spill some blood on the tablets. Experiment.

Spoiler (click to show/hide)

Duritarum conjured some blood onto a lead sheet. It flowed off without much trouble. This pretty much ruled out demonic origin, no demonic magic would fail to react to blood like this. Carefully, he forced a drop of his own blood out of a finger and dropped it on a sheet in case it reacted to a personal link better. It did, and Duritarum experienced the king of all headaches. As the pain subsumed, Duritarum found that he was bleeding from left ear, but otherwise fine. The sheet was still there, unchanged.

Pull Easter back into the tree
Spoiler (click to show/hide)

Seva and Easter continued struggling against each other in the sky with just enough flapping of wings between them to stay in the air. In their struggle, Seva managed to win out with his larger wings enough to pull them before a vent. Easter managed to execute a complex exercise of dexterity and kick Seva away from himself and into the Gravekeeper on the ground. Seva impacted the ground with a dull thump while his flames set both grass and Gravekeeper ablaze. Easter could not celebrate, however, as his kick-throw was executed just moments before vent flared and engulfed him in flame. The fire burned his exposed wings, leaving him without a way to keep afloat. Thankfully, ground was only a few meters away, nothing to injure him more than he already was.

Questionable as the ally may be, he could still be worth it. After all, Khozek thinks to himself, the Grand Equation has concluded I would find an ally of importance here..

Attempt to manipulate the geometry of the salamander, suddenly and violently inverting its dimensions with the goal of ripping it open from the inside out.

Spoiler (click to show/hide)

Karnax opened his mouth to shout just in time to catch a mouthful of ash as salamander exploded. Whatever warning Karnax wanted to give to Khozek was obviously unnecessary, as their foe was soundly defeated. Khozek felt a warm feeling of a job well done. Then again, seeing how scorched the grass was under the salamander, it could had been more than just pride.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: DreamerGhost on October 20, 2016, 06:42:48 pm
PM's come tomorrow since majority of PM'ers sent preliminary PM's.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: FallacyofUrist on October 20, 2016, 06:50:19 pm
"Haha! Mwahahahaha! My diabolicalness has prevailed! Now then... Now that I have something to keep me safe... lair time!"

Doktor Diabolical creates(-1) a miner(-1 for type of bot, or 0 for simple type)-bot that will obey his orders(-1). He uses a +1/+1, a +1/+2, a +1 POT, and a +1 CMP essence on creating it. Afterwards, assuming it's not trying to kill him, he makes 2 essences.

((In other news, Jace now has Wayfarer's doomsword. Bet he does something to that.))
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: star2wars3 on October 20, 2016, 07:29:41 pm
May I have a list of what is the notable equipment within the blacksmith room or will I need to spend a turn to take inventory?
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: TheBiggerFish on October 20, 2016, 08:11:38 pm
Three more essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: ironsnake345 on October 20, 2016, 08:12:55 pm
Alright! This is much better! It took me five minutes to find any meaningful source of metal last time. So, as for sacrifices, I have a couple bottles of liquid, one's unnaturally liquid stone and one's unnaturally liquid metal, I've also got a kitchen knife, it's made of steel, and I have this tube here. It's capable of storing liquids, so it'd work either as a hilt or as a sacrifice. I'm thinking hilt, to be honest. On a side note, I need a minute on that liquid metal; these forks are refusing to melt.

Give melting the forks one more try; hopefully ending up with a bottle of liquid steel instead of a bottle of clumpy forkwater. Form two essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: Zormod on October 20, 2016, 08:28:20 pm
Continue on my journey back to the geysers, and have my bladeswarm rapidly orbit me.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: AoshimaMichio on October 20, 2016, 11:36:27 pm
Now we can activate my flowers in the tower to their full extend. But first wear the gasmask. And make up to 5 essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: DreamerGhost on October 21, 2016, 12:41:33 am
May I have a list of what is the notable equipment within the blacksmith room or will I need to spend a turn to take inventory?

There are tools and materials, but no finished products. So you have anvil, furnace, several hammers and tongs, tub with quenching oil, some coal, some iron ingots and whatever else you feel should be in a medieval smithy that I left out.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: DAPARROT on October 21, 2016, 09:49:19 am
Fly out of the flaming grass, then switch back to wizard form and summon a pair of ostriches near Easter, if the grass near him is on fire, summon them nearby but away from the fire
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: ironsnake345 on October 21, 2016, 12:56:55 pm
Hmm, this is a pretty well-equipped forge. Do you suppose we might be able to cast a bit better if we were to use the smithing setup as a focus? Not a sacrifice; a focus.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: star2wars3 on October 21, 2016, 02:18:53 pm
Hmm, this is a pretty well-equipped forge. Do you suppose we might be able to cast a bit better if we were to use the smithing setup as a focus? Not a sacrifice; a focus.
Not a bad idea. Once you finish melting the forks we can start.
4 essences
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: Mallos on October 21, 2016, 04:45:39 pm
"So.. I came here to propose an alliance. The Arithmeticians back at the Tower told me the Great Equation had divined that someone of your description would make a good ally here. As you can see from what I just did to that planar beast, I've plenty to offer in the event of such a pact."
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: ATHATH on October 22, 2016, 01:24:35 am
"So.. I came here to propose an alliance. The Arithmeticians back at the Tower told me the Great Equation had divined that someone of your description would make a good ally here. As you can see from what I just did to that planar beast, I've plenty to offer in the event of such a pact."
"Normally I would be mad at you for blowing up a good, only-slightly-rebelling minion that I spent shards to create, but your display proved that you are far superior to it in power. I'm willing to make an alliance."

"You are a spatial mage, are you not? Can you help me move this portal a little bit farther away from that tower? I'd like to continue drawing power and elementals from it, but the heat that it's producing is bothering some very powerful mage-alliances that I don't want to challenge yet."

Keep the ritual stable while Mallos moves the portal (if he doesn't, pour MOAR POWAH into it). Make two essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: Mallos on October 22, 2016, 01:55:01 am
"So.. I came here to propose an alliance. The Arithmeticians back at the Tower told me the Great Equation had divined that someone of your description would make a good ally here. As you can see from what I just did to that planar beast, I've plenty to offer in the event of such a pact."
"Normally I would be mad at you for blowing up a good, only-slightly-rebelling minion that I spent shards to create, but your display proved that you are far superior to it in power. I'm willing to make an alliance."

"You are a spatial mage, are you not? Can you help me move this portal a little bit farther away from that tower? I'd like to continue drawing power and elementals from it, but the heat that it's producing is bothering some very powerful mage-alliances that I don't want to challenge yet."

Keep the ritual stable while Mallos moves the portal (if he doesn't, pour MOAR POWAH into it). Make two essences.

"Ah, good. And yes, i can move the portal a bit.. Probably more..heh." Cracking his knuckles, Khozek begins to intensely gaze at the portal, almost as if he is calculating its size and position in accordance to the tower. Use my Spatial Magic to increase the distance between the tower and the portal by lengthening the dimensions of the space between them.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: XXXXYYYY on October 22, 2016, 10:10:55 pm
Recreate the alchemical set with an enchantment akin to the rings from previous. Then 3 essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: Sarrak on October 23, 2016, 05:35:44 am
"Blessed by a spirit of Wisdom on my very first steps... It seems like stars themselves align to light my way to understanding."

Continue exploration, gaining deeper understanding of this wonder of magical craft. +ER. Use +1 POT essence on the first try.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: BlackHeartKabal on October 23, 2016, 10:34:15 am
Trace the sigils on the sheets onto my blood staff and head off exploring.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: Prismatic on October 23, 2016, 01:37:52 pm
((Literal genie orders, eh? I can probably manage to not mess this up for a turn or so.

I love how Redrum's brand new gravekeeper is already on fire. Glorious new turns are on the horizon.))

Redrum regards his new pet with a twisted smile. The annual undead corpse barbecue used to be a pretty popular event back in his early death cult years. There was something about tormented souls and burning rotting flesh that evoked a sense of nostalgia in him. Or was that sadistic delight? A shame he'd forgotten to bring the marshmallows along.

"Hello gravekeeper. You're my new friend now. That means you have to ensure that your actions don't harm me. You're going to die horribly soon! But first you're going to tell me where all the cemeteries and tombs are; I want to know where this world's dead are buried."

Step away from the fire and issue the orders. Direct the gravekeeper to move out of the blaze and roll around until the flames have been extinguished, staying away from me as it does so, but don't permit it to escape. Extract information from it, one way or another. Force it out of the creature's soul if necessary.

3 essences.
Title: Re: Roll to Magic: Turn 196 Luckiest of rolls
Post by: DreamerGhost on October 23, 2016, 05:08:15 pm
Turn 197

"Haha! Mwahahahaha! My diabolicalness has prevailed! Now then... Now that I have something to keep me safe... lair time!"

Doktor Diabolical creates(-1) a miner(-1 for type of bot, or 0 for simple type)-bot that will obey his orders(-1). He uses a +1/+1, a +1/+2, a +1 POT, and a +1 CMP essence on creating it. Afterwards, assuming it's not trying to kill him, he makes 2 essences.

((In other news, Jace now has Wayfarer's doomsword. Bet he does something to that.))
Spoiler (click to show/hide)

Diabolikal conjured forth another bot, this one shaped like a large mole. It was about a meter tall and had claws for digging through earth easily. Claws aside, it was not particularly sturdy, but it should be enough baring a cave-in.

Three more essences.
Spoiler (click to show/hide)

Magus N.A. continued waiting in the bar. Strangely enough, he waited sober. There was very little happening there, aside from one barrel bubbling as drinks poured within mixed.

Alright! This is much better! It took me five minutes to find any meaningful source of metal last time. So, as for sacrifices, I have a couple bottles of liquid, one's unnaturally liquid stone and one's unnaturally liquid metal, I've also got a kitchen knife, it's made of steel, and I have this tube here. It's capable of storing liquids, so it'd work either as a hilt or as a sacrifice. I'm thinking hilt, to be honest. On a side note, I need a minute on that liquid metal; these forks are refusing to melt.

Give melting the forks one more try; hopefully ending up with a bottle of liquid steel instead of a bottle of clumpy forkwater. Form two essences.
Spoiler (click to show/hide)

Chorkinaan gave one more try to melting the forks, finally removing the last of solid bits and getting a liquid about as viscous as honey. This would probably be good enough. Probably.

Continue on my journey back t the geysers, and have my bladeswarm rapidly orbit me.
Spoiler (click to show/hide)

Cuberac continued his journey,arriving to the gravel fields that were occasionally marked by geysers. There was a choice now, to which of the geysers to go to, to the east or to the south. There was also a field in front of him, with some excess sulfur and floating sand. It was probably safe enough to walk over.

Hmm, this is a pretty well-equipped forge. Do you suppose we might be able to cast a bit better if we were to use the smithing setup as a focus? Not a sacrifice; a focus.
Not a bad idea. Once you finish melting the forks we can start.
4 essences
Spoiler (click to show/hide)

Skeliborn looked over the smithy and pondered what to do with it. there were options here, and even if he did nothing the ritual would likely respond well to being performed in a place of forging. Though there probably was some way to make this even better. There usually was.

"Normally I would be mad at you for blowing up a good, only-slightly-rebelling minion that I spent shards to create, but your display proved that you are far superior to it in power. I'm willing to make an alliance."

"You are a spatial mage, are you not? Can you help me move this portal a little bit farther away from that tower? I'd like to continue drawing power and elementals from it, but the heat that it's producing is bothering some very powerful mage-alliances that I don't want to challenge yet."

Keep the ritual stable while Mallos moves the portal (if he doesn't, pour MOAR POWAH into it). Make two essences.
"Ah, good. And yes, i can move the portal a bit.. Probably more..heh." Cracking his knuckles, Khozek begins to intensely gaze at the portal, almost as if he is calculating its size and position in accordance to the tower. Use my Spatial Magic to increase the distance between the tower and the portal by lengthening the dimensions of the space between them.
Spoiler (click to show/hide)

There was not really much of a ritual to keep stable. Tossing power into a portal to make stuff leak out of it wasn't quite so complicated to require maintenance. He took the time to look at what Khozek was doing instead. Some hand waving was involved, fingers were moved to make a square and to break the square. As it was broke, the tower seemed to move away a bit. It went no more than ten meters as bending so much space was rather difficult with a simple incantation.

"Blessed by a spirit of Wisdom on my very first steps... It seems like stars themselves align to light my way to understanding."

Continue exploration, gaining deeper understanding of this wonder of magical craft. +ER. Use +1 POT essence on the first try.

{You can't use essences to boost essences.}

Spoiler (click to show/hide)

Ao continued his journey along the many corridors of the Tower, though there was little of interest besides empty rooms. Though as he walked in a state of half meditation, some off his power spilled over, looping back into him and wove itself around his muscles. The atrophied flesh flowed and expanded, leaving a rather healthy look.

{Ao: Buff(+1STR)}

Recreate the alchemical set with an enchantment akin to the rings from previous. Then 3 essences.
Spoiler (click to show/hide)

Gambler conjured another glass alchemy set. It was a good thing that they were not particularly difficult to build, or he would be angrier about losing last one. As he continued focusing, some of the power leaked away and his throne spat out a glass orb about three inches across. As Gambler looked at it, images danced inside, showing mages and the land around them. It was a crystal globe of a seer tuned to seeking out mages.

Fly out of the flaming grass, then switch back to wizard form and summon a pair of ostriches near Easter, if the grass near him is on fire, summon them nearby but away from the fire
Spoiler (click to show/hide)

Seva landed, returned to his human form and immediately threw a spell towards Easter. The spell refused to be thrown, however. An egg appeared before Seva, fell to the ground and splattered. While he paused to figure out what went wrong, Easter charged, his stinger stabbing just to the right of Seva, as the bird mage managed to dodge at the last moment. Easter had to rush now. Seva was vulnerable, and that would very likely not last.

Trace the sigils on the sheets onto my blood staff and head off exploring.

Duritarum attempted to trace the sigils from the sheets onto his staff but immediately ran into problems. For one, the sigils caused physical pain to read, and they seemed to shift as he read. Also, as he tried to copy one onto the staff, the blood and bloodstone boiled and burned, destroying the sigil each time. It seems there was a good reason this was not written on mere paper.

((Literal genie orders, eh? I can probably manage to not mess this up for a turn or so.

I love how Redrum's brand new gravekeeper is already on fire. Glorious new turns are on the horizon.))

Redrum regards his new pet with a twisted smile. The annual undead corpse barbecue used to be a pretty popular event back in his early death cult years. There was something about tormented souls and burning rotting flesh that evoked a sense of nostalgia in him. Or was that sadistic delight? A shame he'd forgotten to bring the marshmallows along.

"Hello gravekeeper. You're my new friend now. That means you have to ensure that your actions don't harm me. You're going to die horribly soon! But first you're going to tell me where all the cemeteries and tombs are; I want to know where this world's dead are buried."

Step away from the fire and issue the orders. Direct the gravekeeper to move out of the blaze and roll around until the flames have been extinguished, staying away from me as it does so, but don't permit it to escape. Extract information from it, one way or another. Force it out of the creature's soul if necessary.

3 essences.

Spoiler (click to show/hide)

The Gravekeeper paused as it tried and failed to resist the binding. It began rolling on the ground and began speaking. There was an entire graveyard sunken into the swamp. There were ancient tombs of fallen nobles in the fire fields to the northeast. There was a tower of ice in the snow fields hiding bodies of fallen warriors. Corpses could be found scattered underground almost anywhere on the island, though all were burried about fifty meters deep.

Now we can activate my flowers in the tower to their full extend. But first wear the gasmask. And make up to 5 essences.

Spoiler (click to show/hide)

Shias felt prepared enough now. He put a gas mask over his head and gave the signal for the flowers to activate. All over the tower, white flowers opened filling the air with sweet smelling pollen. Soon, there was not a single place in the tower where air was clear of the sweet smell. Soon, he would be able to just walk about and collect the bodies.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: DreamerGhost on October 23, 2016, 05:09:21 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: TheBiggerFish on October 23, 2016, 05:12:15 pm
Three more essences.

Can I have a count of my essences, anyway?
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: XXXXYYYY on October 23, 2016, 05:45:59 pm
((That chair is the real MVP of this game, I swear.))
Grab the set and orb and get out. Weave a quick self-enchantment to decrease the chance of harm due to environmental or area effects, using a 2 +1/+1, one 1/+2, and a Chaotic +2/+1 essence.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Zormod on October 23, 2016, 06:24:44 pm
Move to Blake.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Mallos on October 23, 2016, 06:49:30 pm
"I assume that wasn't exactly far enough, Karnax? Don't worry, I'll fix it in a moment, just let me calculate a few things."

Two essences.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 23, 2016, 07:26:16 pm
Three more essences.

Can I have a count of my essences, anyway?

((I hope this helps. There is also a link to this in the first post))
They are in the spreadsheet within the character page (https://docs.google.com/spreadsheets/d/1zSiUlK2hYgWyW3m16miIFWBd1F3kdi0kOG3L6XCz8nE/edit#gid=0)
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 23, 2016, 10:00:29 pm
*sniff* What's that smell?
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: AoshimaMichio on October 23, 2016, 11:49:18 pm
((That, my friend, is smell of victory. Assuming it works, of course.))

Locate first affected "victim" and drop seed of friendship into their mouth. If tower defenses are preventing that, then "save" them by dragging them outside and trying again.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 24, 2016, 12:29:32 am
I've got a bad feeling about this. According to my sixth sense for mockery, somebody responded to my saying "what's that smell" with a statement of "the smell of victory." I'm going to try something, but if it doesn't work, we'd better clear out. Hopefully we can find this forge again after the situation blows over.

There's a dangerous dust in the air. Attempt to take hold of the pollen/spores/dust and increase the material weight of the specks making up the cloud so that they harmlessly settle down away from Skelliborn and my breathing orifices. Essences used: 2 chaotic +1/+1, 1 chaotic +2/+1, 1 regular +1 cmp, 1 regular +1 pot. If this succeeds and the air in the room (and out from the room enough that the room won't immediately become dangerous again) becomes safe to breathe, seal the entrance airtight by creating a single solid block of generic physicality material which covers all the cracks, using a chaotic +2/+1 essence. If the plan fails, grab Skelliborn, grumble under my breath about having to leave the perfect casting environment, and GTFO the tower.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: AoshimaMichio on October 24, 2016, 02:01:52 am
((If you can smell it, it's already too late for you. But then again it has been a while since this system was installed so it may or may not work as intented. We'll see.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: FallacyofUrist on October 24, 2016, 08:29:41 am
((... oh wow. Jace isn't going to be happy.))

((Do remember what happened with boozemage.))

"Heh! My diabolicalness sense is tingling. I think somebody just pulled something utterly DIABOLICAL! If I ever meet him, I'll have to give him a diabolical pat on the back, then turn him into one of my diabolical robot henchmen. Now then. Time to... perhaps this isn't the best place to start building a diabolical lair."

Doktor Diabolical gets moving. First, he attempts to summon a robotic bicycle using a +1/+1 essence, if available. If that works, he uses it for his next step. If it doesn't work, he has his mini-bots take the result apart. Afterwards: he heads northwest, then southwest, one hex each. And he makes two essences, if possible. He also makes sure his minions follow him.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: vishdafish on October 24, 2016, 11:17:12 am
((Ao's luck rolls tho!))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 24, 2016, 01:36:50 pm
I've got a bad feeling about this. According to my sixth sense for mockery, somebody responded to my saying "what's that smell" with a statement of "the smell of victory." I'm going to try something, but if it doesn't work, we'd better clear out. Hopefully we can find this forge again after the situation blows over.

There's a dangerous dust in the air. Attempt to take hold of the pollen/spores/dust and increase the material weight of the specks making up the cloud so that they harmlessly settle down away from Skelliborn and my breathing orifices. Essences used: 2 chaotic +1/+1, 1 chaotic +2/+1, 1 regular +1 cmp, 1 regular +1 pot. If this succeeds and the air in the room (and out from the room enough that the room won't immediately become dangerous again) becomes safe to breathe, seal the entrance airtight by creating a single solid block of generic physicality material which covers all the cracks, using a chaotic +2/+1 essence. If the plan fails, grab Skelliborn, grumble under my breath about having to leave the perfect casting environment, and GTFO the tower.
Assist the spell:
Essence usage:
5 Blade essences +1/+1
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Sarrak on October 24, 2016, 02:05:01 pm
"Luck is on my side, it seems... But one shall never play with it blindly for a long time."

Prepare for the spell.

"Let the descent into nothingness begin. To see if Abyss truly stares back."
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: DAPARROT on October 24, 2016, 07:12:22 pm
Switch back to phoenix form, then breath fire on Easter and try to pin him to the ground
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: BlackHeartKabal on October 24, 2016, 08:36:04 pm
Fire a bolt of fire at the sheet. I'll have its secrets!
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: DreamerGhost on October 25, 2016, 02:42:45 am
Fire a bolt of fire at the sheet. I'll have its secrets!

{I believe there is some miscommunication here. You can read the scrolls, provided you do so out loud and read the entire scroll. It's like spell scrolls. But not written by wizards. And the magic might not be magic. And the spells are too violent to be written on anything weaker than lead.}
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 25, 2016, 01:25:02 pm
I've got a bad feeling about this. According to my sixth sense for mockery, somebody responded to my saying "what's that smell" with a statement of "the smell of victory." I'm going to try something, but if it doesn't work, we'd better clear out. Hopefully we can find this forge again after the situation blows over.

There's a dangerous dust in the air. Attempt to take hold of the pollen/spores/dust and increase the material weight of the specks making up the cloud so that they harmlessly settle down away from Skelliborn and my breathing orifices. Essences used: 2 chaotic +1/+1, 1 chaotic +2/+1, 1 regular +1 cmp, 1 regular +1 pot. If this succeeds and the air in the room (and out from the room enough that the room won't immediately become dangerous again) becomes safe to breathe, seal the entrance airtight by creating a single solid block of generic physicality material which covers all the cracks, using a chaotic +2/+1 essence. If the plan fails, grab Skelliborn, grumble under my breath about having to leave the perfect casting environment, and GTFO the tower.
Assist the spell:
Essence usage:
5 Blade essences +1/+1

((pardon me, but how are you going to use blades to assist the spell?))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Whisperling on October 25, 2016, 01:36:03 pm
I've got a bad feeling about this. According to my sixth sense for mockery, somebody responded to my saying "what's that smell" with a statement of "the smell of victory." I'm going to try something, but if it doesn't work, we'd better clear out. Hopefully we can find this forge again after the situation blows over.

There's a dangerous dust in the air. Attempt to take hold of the pollen/spores/dust and increase the material weight of the specks making up the cloud so that they harmlessly settle down away from Skelliborn and my breathing orifices. Essences used: 2 chaotic +1/+1, 1 chaotic +2/+1, 1 regular +1 cmp, 1 regular +1 pot. If this succeeds and the air in the room (and out from the room enough that the room won't immediately become dangerous again) becomes safe to breathe, seal the entrance airtight by creating a single solid block of generic physicality material which covers all the cracks, using a chaotic +2/+1 essence. If the plan fails, grab Skelliborn, grumble under my breath about having to leave the perfect casting environment, and GTFO the tower.
Assist the spell:
Essence usage:
5 Blade essences +1/+1

((pardon me, but how are you going to use blades to assist the spell?))

((Anyone can give a raw power boost, regardless of affinity.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: FallacyofUrist on October 25, 2016, 01:37:58 pm
You can cast a spell in combination with another mage. This will allow usage of both afinities, possibly reducing complexity penalty, and the total power will be combined power of all mages involved (power is rolled separately for each one). But the success will also be roled for all mages involved seperately, so wach out for spectacular failures.
((Here's the relevant quote from the rules.))

((I'm expecting that the dust will in fact settle down, but will become extremely sharp in the process.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 25, 2016, 02:44:52 pm
((I didn't know that. Thanks.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 25, 2016, 03:21:52 pm
((I mean including the tower bonus I think I'm getting a base of +6cmp before I role so that means a minimum total of +7. I don't expect any problems on my end))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Sarrak on October 25, 2016, 03:40:25 pm
((I mean including the tower bonus I think I'm getting a base of +6cmp before I role so that means a minimum total of +7. I don't expect any problems on my end))
((Additional power is just that - additional. First that is taken into consideration is your basic roll. CMP: 1+7 & POW: 1+7 would be disastrous. Well, it was like that before, maybe it was changed a bit.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Whisperling on October 25, 2016, 04:25:33 pm
((I mean including the tower bonus I think I'm getting a base of +6cmp before I role so that means a minimum total of +7. I don't expect any problems on my end))
((Additional power is just that - additional. First that is taken into consideration is your basic roll. CMP: 1+7 & POW: 1+7 would be disastrous. Well, it was like that before, maybe it was changed a bit.))

((Nope. Wouldn't come out quite right in some cases, but it would still work reasonably well. Certainly wouldn't hit with the full force of a one.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: DreamerGhost on October 25, 2016, 04:42:06 pm
((I mean including the tower bonus I think I'm getting a base of +6cmp before I role so that means a minimum total of +7. I don't expect any problems on my end))
((Additional power is just that - additional. First that is taken into consideration is your basic roll. CMP: 1+7 & POW: 1+7 would be disastrous. Well, it was like that before, maybe it was changed a bit.))

((Nope. Wouldn't come out quite right in some cases, but it would still work reasonably well. Certainly wouldn't hit with the full force of a one.))

((It would fail in a way that is beneficial to the end goal.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 25, 2016, 07:49:06 pm
((For the record here is the breakdown of the +7:
+5 from essence, +1 from the tower, and +1 as the minimum base roll possible
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: AoshimaMichio on October 25, 2016, 11:48:01 pm
((Why won't you just let me turn you into mindless zombies? I haven't even killed anyone yet.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 26, 2016, 01:09:40 am
((Why won't you just let me turn you into mindless zombies? I haven't even killed anyone yet.))

((There's a very good reason for our resistance, but it just won't come to me...))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 26, 2016, 05:22:56 am
((Why won't you just let me turn you into mindless zombies? I haven't even killed anyone yet.))
((Well I wouldn't mind you taking this body over except I haven't got a replacement to transfer my soul to that fits my standards))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: AoshimaMichio on October 26, 2016, 05:33:08 am
((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: FallacyofUrist on October 26, 2016, 08:26:07 am
((have you considered Soul/Spirit affinity yet? I'm fairly sure you get Ki attacks, plus you can rip people's souls out in order to get easy shards...))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: BlackHeartKabal on October 26, 2016, 08:52:32 am
Fire a bolt of fire at the sheet. I'll have its secrets!

{I believe there is some miscommunication here. You can read the scrolls, provided you do so out loud and read the entire scroll. It's like spell scrolls. But not written by wizards. And the magic might not be magic. And the spells are too violent to be written on anything weaker than lead.}
Read the scroll then. Try not to die. Whoops.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: ironsnake345 on October 26, 2016, 09:40:05 am
Fire a bolt of fire at the sheet. I'll have its secrets!

{I believe there is some miscommunication here. You can read the scrolls, provided you do so out loud and read the entire scroll. It's like spell scrolls. But not written by wizards. And the magic might not be magic. And the spells are too violent to be written on anything weaker than lead.}
Read the scroll then. Try not to die. Whoops.


((couldn't hurt to put a strikethrough on your last action.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Sarrak on October 26, 2016, 11:36:30 am
((have you considered Soul/Spirit affinity yet? I'm fairly sure you get Ki attacks, plus you can rip people's souls out in order to get easy shards...))
((I had a vision of mages locked in eternal soul struggle, exchanging and absorbing souls of others while slowly losing their own (You absorb 2/6 of X soul, but he grasps 1/6 of yours in the ensuing struggle!). One might make a game out of it, but it would require some harsh anti-union measures.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Prismatic on October 26, 2016, 12:39:13 pm
Confiscate the gravekeeper's shovel and lantern and inspect the latter in case it's enchanted or something. Walk to the grey dead tree hex near the swamp. Look around and make 4 essences.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 26, 2016, 01:04:35 pm
((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
((If you wanted the shards of eternity you probably should have just tried trading))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: Beirus on October 26, 2016, 01:42:08 pm
((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
((If you wanted the shards of eternity you probably should have just tried trading))
((He means the soul shards, 5 of which you can't part with until you die.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 26, 2016, 02:18:33 pm
((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
((If you wanted the shards of eternity you probably should have just tried trading))
((He means the soul shards, 5 of which you can't part with until you die.))
((Well obviously he meant soul shards but my character has a history of trading words at his opponents))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: AoshimaMichio on October 26, 2016, 02:48:06 pm
((I haven't really paid attention what others have been doing since the great dragon escape.))
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: DreamerGhost on October 27, 2016, 06:35:51 pm
Turn 198

((That chair is the real MVP of this game, I swear.))
Grab the set and orb and get out. Weave a quick self-enchantment to decrease the chance of harm due to environmental or area effects, using a 2 +1/+1, one 1/+2, and a Chaotic +2/+1 essence.

Spoiler (click to show/hide)

Gambler looked around and saw flecks of pollen swirling about. He deduced immediately that this was a phenomena best examined from a distance and paused his breath. He grabbed onto his new loot and fled the Tower as fast as he could. The walls began to flow about as he ran, but the effect subsided as he passed through the gates.  There he fashioned a spell to prevent this from happening again, or at least decrease the chance of it.

Move to Blake.

Cuberac moved to the east, but stopped to observe a fellow mage. It was Blake Thorne, the demonologist. There was something off about him, though it was hard to place what exactly. He was not doing much otherwise. Maybe that was the strange thing, how still he was.

"I assume that wasn't exactly far enough, Karnax? Don't worry, I'll fix it in a moment, just let me calculate a few things."

Two essences.

Spoiler (click to show/hide)

Khozek was not particularly satisfied with his spell. It was a good spell, especially for one cast so quickly, but it was hardly a barrier he wanted it to be. It would take some preparation, but he would make it better.

((... oh wow. Jace isn't going to be happy.))

((Do remember what happened with boozemage.))

"Heh! My diabolicalness sense is tingling. I think somebody just pulled something utterly DIABOLICAL! If I ever meet him, I'll have to give him a diabolical pat on the back, then turn him into one of my diabolical robot henchmen. Now then. Time to... perhaps this isn't the best place to start building a diabolical lair."

Doktor Diabolical gets moving. First, he attempts to summon a robotic bicycle using a +1/+1 essence, if available. If that works, he uses it for his next step. If it doesn't work, he has his mini-bots take the result apart. Afterwards: he heads northwest, then southwest, one hex each. And he makes two essences, if possible. He also makes sure his minions follow him.

Spoiler (click to show/hide)

Doktor, having collected the workforce for lair making, decided he needed some transportation to get to the right place. Being an environmental evildoer, despite his choice of power, he conjured a robotic bike. It was a good bike, chrome plated, autorolling and with a navigational system, but it had one flaw. By it's size it was meant for someone who was about twelve years old.

Fire a bolt of fire at the sheet. I'll have its secrets!

{I believe there is some miscommunication here. You can read the scrolls, provided you do so out loud and read the entire scroll. It's like spell scrolls. But not written by wizards. And the magic might not be magic. And the spells are too violent to be written on anything weaker than lead.}
Read the scroll then. Try not to die. Whoops.

Spoiler (click to show/hide)

Duritarum began to read the scroll and dust fell from the walls as the ground rumbled. Duritarum continued to read the scroll and was forced to blink as blood filled his eyes. When he reopened his eyes, he was on the ground, his head hurt as if he had fallen face first and the lead sheet had partially melted. The undamaged part of the sheet was now static, the runes unchanging and entirely meaningless. Duritarum rolled on his back and groaned as his headache intensified. He checked himself over and found that his nose was broken. Which meant that the headache was probably all magic as his nose took the brunt of the fall.

{Broken nose, Headache(-1CMP next turn)}

Confiscate the gravekeeper's shovel and lantern and inspect the latter in case it's enchanted or something. Walk to the grey dead tree hex near the swamp. Look around and make 4 essences.

Spoiler (click to show/hide)

Redrum ordered Gravekeeper to hand over it's lantern and shovel. It handed over the shovel with reluctance, but as it unslung it's lantern from it's spot, the spirit vanished. Fading laughter scattered to the winds as lantern flame vanished, leaving an empty bronze lantern, ordinary in all ways. It took a moment for Redrum to figure out what happened. The shovel and the lantern were what signified the Gravekeeper. Without them, it was not a spirit of graveyards, and as such, the binding no longer applied. Still angry, Redrum walked off to the edges of the dead trees signifying the beginning of the swamp. The swamp looked the same everywhere, and smelled the same everywhere. But worse still, so much of it was dead. Any search spells here would be hard pressed to find something he could use.

Switch back to phoenix form, then breath fire on Easter and try to pin him to the ground
Spoiler (click to show/hide)

Easter jumped back on his feet and launched himself at Seva. His mandibles were stretched wide but they bit only flames as Seva transformed back into phoenix. Easter did not hit Seva though, his arc took him over phoenix, and Seva followed up with a bout of heat blast from his mouth. Easter was forced to jump as soon as he reached the ground but he dodged it. Two mages returned to a stalemate, but Easter had an advantage. Soon, his regeneration would return and start repairing what damage Seva managed to do to him.

I've got a bad feeling about this. According to my sixth sense for mockery, somebody responded to my saying "what's that smell" with a statement of "the smell of victory." I'm going to try something, but if it doesn't work, we'd better clear out. Hopefully we can find this forge again after the situation blows over.

There's a dangerous dust in the air. Attempt to take hold of the pollen/spores/dust and increase the material weight of the specks making up the cloud so that they harmlessly settle down away from Skelliborn and my breathing orifices. Essences used: 2 chaotic +1/+1, 1 chaotic +2/+1, 1 regular +1 cmp, 1 regular +1 pot. If this succeeds and the air in the room (and out from the room enough that the room won't immediately become dangerous again) becomes safe to breathe, seal the entrance airtight by creating a single solid block of generic physicality material which covers all the cracks, using a chaotic +2/+1 essence. If the plan fails, grab Skelliborn, grumble under my breath about having to leave the perfect casting environment, and GTFO the tower.

Assist the spell:
Essence usage:
5 Blade essences +1/+1


Spoiler (click to show/hide)

Chorkinaan and Surg looked over Skeliborn. More precisely, Chorkinaan looked over Surg and Skeliborn. Surg was finding something very interesting on the walls. Skeliborn was writhing on the ground and trying to chase away the invisible spiders that afflicted him. Chorkinaan was feeling fine. He was feeling so fine that he began to wonder if he was hallucinating being fine. He decided to risk it, and cast a spell that forced all pollen down onto the ground. It fell and covered the floor in yellowish powder. But the magic remained, and whenever any of the white flowers in the room coughed out more pollen that pollen was forced down again. The room was safe for now, though he'd need to wait for his comrades to recover.

((That, my friend, is smell of victory. Assuming it works, of course.))

Locate first affected "victim" and drop seed of friendship into their mouth. If tower defenses are preventing that, then "save" them by dragging them outside and trying again.

Spoiler (click to show/hide)

Shias looked around searching for any afflicted by the pollen. Ilium was standing just there, completely still with his mouth slightly agape, staring into infinity. Ah, just the man. Shias walked over to him and pushed one of the zombie seeds past Ilium's lips. To his great surprise, the seed fell straight through Ilium. To his greater surprise, an arrow hit one of the roots still in his body and got stuck in it, covering Shias mind in incoherent buzz. He turned around and saw Ilium holding a bow, seemingly unaffected by the pollen. This was going to be trouble.

{Shias, mind buzz, -1CMP for next turn.}

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ironsnake345 on October 27, 2016, 07:13:02 pm
((Holy crap! The one guy who could help rolled a 6 on END and an 8 on LUCK! Talk about a lucky break!))

Oh, right, persistent aura type spells. I always forget those are a thing. Thank you, chaos.
...
I don't know HOW I didn't notice those white flowers earlier.

Make sure Surg and Skelliborn's faces are away from the floor, unless they actively and/or violently resist my efforts to do so. Once they've been reminded to sit up...
Is the forge lit? If yes, pick up a hot coal with tongs and systematically burn the flowers pumping pollen into the room. If not, light the forge, and then do the burny stuff if there is time. If it won't slow me down, make two essences. If I get to the point that I'm about to burn the last flower, grab some of its pollen in a makeshift container first.
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: star2wars3 on October 27, 2016, 07:45:59 pm
((Quick question DG? Would it be possible to use the sword of summoning nearby objects to send messages back in time so as to warn my character of Shias's plan (So that I leave the tower beforehand) before it is put into motion?


If time travel is a no, would it be possible to summon the pollen out of Skeliborn?))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: DreamerGhost on October 27, 2016, 08:00:12 pm
((Quick question DG? Would it be possible to use the sword of summoning nearby objects to send messages back in time so as to warn my character of Shias's plan (So that I leave the tower beforehand) before it is put into motion?


If time travel is a no, would it be possible to summon the pollen out of Skeliborn?))

((No to the time travel. Yes to summoning the pollen. However, Skeliborn is the only one who knows this sword exists and there is a good chance it could summon more than just the pollen.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ironsnake345 on October 27, 2016, 09:23:59 pm
((Quick question DG? Would it be possible to use the sword of summoning nearby objects to send messages back in time so as to warn my character of Shias's plan (So that I leave the tower beforehand) before it is put into motion?


If time travel is a no, would it be possible to summon the pollen out of Skeliborn?))

((No to the time travel. Yes to summoning the pollen. However, Skeliborn is the only one who knows this sword exists and there is a good chance it could summon more than just the pollen.))

((Considering Skelliborn is currently non-consensually high off his ass on Shias' pollen of doom, I'm honestly not sure he'd take that into account.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Whisperling on October 27, 2016, 10:00:35 pm
((Just so you guys know, I'm the one attacking Shias. Ilium is (presumably) still the one who he failed to zombie-plant, though. I'm not intangible just yet.

Anyway, I'd appreciate any help you guys feel like giving. The faster I wrap this up, the sooner I can help Jase get the pollen situation under control.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ATHATH on October 27, 2016, 11:13:26 pm
Karnax gazed at the pollen that floated out of the tower. Clearly, someone was attempting a mass-murder.

Normally, Karnax would leave the tower alone, but this someone had recently rejected an offer of alliance from him. He decided to interfere out of spite.

Previous turn's action: Renew my fire-protection spell and extend its effects to Mallos.
This turn's action: MOAR POWAH into the ritual. Allow it to increase the temperature of the surrounding area again; I shall burn this pollen until it is nothing but ash.


((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
((If you wanted the shards of eternity you probably should have just tried trading))
((He means the soul shards, 5 of which you can't part with until you die.))
I wouldn't be so sure about that...
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Beirus on October 27, 2016, 11:31:18 pm
((If we go into technicalities, it's not even your body what I want. What I really want is, you know, those shards... Could you perhaps donate few?))
((If you wanted the shards of eternity you probably should have just tried trading))
((He means the soul shards, 5 of which you can't part with until you die.))
I wouldn't be so sure about that...
((I said he couldn't part with them. Parting with something means to leave it or let it go. Being parted from something is different, and I believe is what you mean.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: XXXXYYYY on October 27, 2016, 11:59:48 pm
Perform certain actions that shall remain secretive for now.
((Does my +2 to luck while spellcasting not apply to chaotic essences?))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: AoshimaMichio on October 28, 2016, 02:54:28 am
I don't know HOW I didn't notice those white flowers earlier

((Good question, those flowers have been around since the tower was created, as a backup plan in case my primary plan would fail, which it did.))


Pull the arrow off, and turn state of the pollen around Ilium same as he is. The theory is that if he's incorporeal, then incorporeal pollen would affect him just as well. Use both chaotic essences.
Since I have that favour from wind god waiting to be used, let's ask him to rouse winds within tower to keep pollen up in air for people to breathe. Keep wind up until I die or until I leave the tower.


((GM: Do essences actually make difference here? What I'm targeting is plant matter so theoretically it should be within my affinity, but...))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: DreamerGhost on October 28, 2016, 07:05:30 am
I don't know HOW I didn't notice those white flowers earlier

I kinda feel like I goofed a bit about them. I mentioned them at almost every post when Tower was just created, but people pretty much ignored them. So I stopped mentioning them and it seemed that everyone forgot about them, including their creator. That was some 80 turns ago, so nearly a year back IRL. They were just there, like the decorative columns and windows. You'll find them if you search for one but not really unusual enough to be worth mentioning.



Karnax gazed at the pollen that floated out of the tower. Clearly, someone was attempting a mass-murder.

Normally, Karnax would leave the tower alone, but this someone had recently rejected an offer of alliance from him. He decided to interfere out of spite.

Previous turn's action: Renew my fire-protection spell and extend its effects to Mallos.
This turn's action: MOAR POWAH into the ritual. Allow it to increase the temperature of the surrounding area again; I shall burn this pollen until it is nothing but ash.


1)You are too far away from the tower for pollen to reach you.
2)The strange dome hasn't gone anywhere.



((GM: Do essences actually make difference here? What I'm targeting is plant matter so theoretically it should be within my affinity, but...))

They do, it's all proper plant magic.



Okay, that's about enough confusion. Some people got some strange stuff instead of their turns. That's because you breathed in pollen and are high as kites right now. It will continue, and possibly worsen until you wither are away from the pollen or you manage to overcome it and gain a moment of lucidity.
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: AoshimaMichio on October 28, 2016, 08:03:19 am
I don't know HOW I didn't notice those white flowers earlier

I kinda feel like I goofed a bit about them. I mentioned them at almost every post when Tower was just created, but people pretty much ignored them. So I stopped mentioning them and it seemed that everyone forgot about them, including their creator. That was some 80 turns ago, so nearly a year back IRL. They were just there, like the decorative columns and windows. You'll find them if you search for one but not really unusual enough to be worth mentioning.

((I never forgot them. I simply didn't need them until now. And to think about it, I'm pretty sure Shias told Jase about the flowers (http://www.bay12forums.com/smf/index.php?topic=139646.msg6601232#msg6601232) right after alcohol mage incident and he didn't do anything about it.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: FallacyofUrist on October 28, 2016, 10:22:40 am
Doktor Diabolical:

"Oh my! So much... diabolicalness! Good thing I'm not in the thick of that! Now then...

Doktor Diabolical enlarges his robo-bike. Afterwards, he makes two essences.
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ironsnake345 on October 28, 2016, 10:26:08 am
Doktor Diabolical enlarges his robo-bike.

((Suck it up, ya pansy! That's a small bike, but you know what, soldier? I once rode a bike built for EIGHT YEAR OLDS! Now you get on that bike, soldier, and you RIIIIDE!!!))
[/drillsergeant]
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: FallacyofUrist on October 28, 2016, 10:27:51 am
((But sir, if I enlarge the bike, I can "augment" it!))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ironsnake345 on October 28, 2016, 10:37:26 am
[drillsergeant]

((Augment? Let me tell you something about augments, soldier. If I don't see your sorry ass out on the field, ON THAT BIKE, in 60 seconds, I'll be augmenting your ass with my boot!))

[/drillsergeant]

((Ok, I'm done.))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Zormod on October 28, 2016, 12:27:52 pm
"Still doing nothing? I had hoped you would be a little more lively by now. Goodbye, Blake."

Set my cube swarm to a painfully close orbit around Blake.
Title: Re: Roll to Magic: Turn 197 Fresh Spring air
Post by: star2wars3 on October 28, 2016, 01:34:18 pm
Skeliborn was writhing on the ground and trying to chase away the invisible spiders that afflicted him.
((You know, I think I'll just cast a spell by playing along with the madness.))
Argh Spiders. I Am So Sick Of Spiders Right Now. I Have Better Things To Than Deal With You. Go Away. What You till Won't Leave. In That Case I Will Make You Leave. I Summon Sword Of Purification.
Summon the Sword of Purification using 5, +1/+1 essences. The idea is that in addition to purifying the spiders I will purify my character thus removing the pollen
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: ATHATH on October 28, 2016, 07:30:29 pm
Yes, I know that the pollen isn't near me yet. My heat wave spreads to adjacent tiles, so I should be able to eventually affect the tower's tile.

Does the dome limit the range of my heat wave?
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Mallos on October 28, 2016, 09:41:30 pm
"All right, let's try something else.."
Expend my essence(s) on making a field that destabilizes the position of incoming projectiles.
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Sarrak on October 29, 2016, 10:11:18 am
((My action backfired in a really amusing way. What Ao said, taken literally. I'll be moving to PMs for a time.

I also want to wish best luck to Shias. Kill as much as you can to see if you beat my record :P))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: DAPARROT on October 29, 2016, 12:08:16 pm
Have my crystal bird(been forgetting about it for a while) attack Easter, if it has any sort of magical abilities, use them on Easter if offensive, and on me or itself is defensive
Then grab him again
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: Prismatic on October 30, 2016, 04:14:43 pm
((Whoops. I figured something like this would happen. Eh, the lantern will come in handy soon enough.

I was wondering, was the gravekeeper corporeal enough to leave a corpse behind when the spirit vanished? I ask because I assumed that it had a physical component.))

Redrum peered at the remnants of once-mighty trees, robed now in decaying bark and attended by dry spurts of undergrowth. Too much death? No, there was no such thing. Soon, this place would be restored above and beyond its former glory.

Gather a bunch of withered twigs, STRIKE THE EARTH dig a shallow hole somewhere random and make another 4 essences.

((A bit of a deviation, but could you explain how ritual 'focuses' work?))
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: BlackHeartKabal on October 30, 2016, 04:46:32 pm
Make a single essence. (I wonder how they work)
Title: Re: Roll to Magic: Turn 198 Fun for all involved
Post by: DreamerGhost on October 30, 2016, 04:57:17 pm
Turn 199

((Holy crap! The one guy who could help rolled a 6 on END and an 8 on LUCK! Talk about a lucky break!))

Oh, right, persistent aura type spells. I always forget those are a thing. Thank you, chaos.
...
I don't know HOW I didn't notice those white flowers earlier.

Make sure Surg and Skelliborn's faces are away from the floor, unless they actively and/or violently resist my efforts to do so. Once they've been reminded to sit up...
Is the forge lit? If yes, pick up a hot coal with tongs and systematically burn the flowers pumping pollen into the room. If not, light the forge, and then do the burny stuff if there is time. If it won't slow me down, make two essences. If I get to the point that I'm about to burn the last flower, grab some of its pollen in a makeshift container first.

Skeliborn was writhing on the ground and trying to chase away the invisible spiders that afflicted him.
((You know, I think I'll just cast a spell by playing along with the madness.))
Argh Spiders. I Am So Sick Of Spiders Right Now. I Have Better Things To Than Deal With You. Go Away. What You till Won't Leave. In That Case I Will Make You Leave. I Summon Sword Of Purification.
Summon the Sword of Purification using 5, +1/+1 essences. The idea is that in addition to purifying the spiders I will purify my character thus removing the pollen

Spoiler (click to show/hide)

Chorkinaan folded Surg face down well enough, but Skeliborn was attempting magic while out of his mind and that was just too unsafe to touch. Chorkinaan left him to it and began purging the flowers with an ember from the furnace. The ember had to be replaced a few times, as burning live and juice filled plants tends to sap the heat right out. The plan to grab some pollen in a container was discarded when conjured container turned out as a fingernail sized vase. Skeliborn, meanwhile, was shouting something about driders and waving about a pearly glowing sword.

Karnax gazed at the pollen that floated out of the tower. Clearly, someone was attempting a mass-murder.

Normally, Karnax would leave the tower alone, but this someone had recently rejected an offer of alliance from him. He decided to interfere out of spite.

Previous turn's action: Renew my fire-protection spell and extend its effects to Mallos.
This turn's action: MOAR POWAH into the ritual. Allow it to increase the temperature of the surrounding area again; I shall burn this pollen until it is nothing but ash.

"All right, let's try something else.."
Expend my essence(s) on making a field that destabilizes the position of incoming projectiles.
Spoiler (click to show/hide)

Karnax cast a shield against flames on himself and his partner, and began pulling power from the portal. By the time the fire shield flickered out, he noticed that nothing at all seemed to be actually happening. Something was stealing whatever power he pulled away. Khozek, meanwhile, conjured a shield against projectiles around the two of them. Unsupported, it would not last much longer than Karnax's fire shield.

Pull the arrow off, and turn state of the pollen around Ilium same as he is. The theory is that if he's incorporeal, then incorporeal pollen would affect him just as well. Use both chaotic essences.
Since I have that favour from wind god waiting to be used, let's ask him to rouse winds within tower to keep pollen up in air for people to breathe. Keep wind up until I die or until I leave the tower.


{@XYXYXYXY Your current luck bonuses don't work on chaotic essence rolls. Also, you can't summon stuff inside of people unless they agree to it.}

Spoiler (click to show/hide)

Shias, seeing how spores were not affecting Viznor swiftly deduced the cause. Clearly, his foe was ethereal, not truly there. Well, that was easily solved, and pollen next to Viznor began shifting into reality just nearby. But before they reached Viznor, he escaped through nearby wall. But Shias was not left without foes, Gambler, guarding his face with cloth from the spores, conjure up a chandler's worth of glass above them. This seemed not quite the intended effect as both mages were forced to dodge the falling glass. As Shias was rolling away from the glass, Viznor returned from another wall and stabbed with his hand claws where Shias head would had been had he not returned to rolling away from the danger. As Shias looked over his two foes, wind began sweeping through the Tower, shifting and mixing the clouds of pollen.

Doktor Diabolical:

"Oh my! So much... diabolicalness! Good thing I'm not in the thick of that! Now then...

Doktor Diabolical enlarges his robo-bike. Afterwards, he makes two essences.
Spoiler (click to show/hide)

Doktor threw more magic onto his bike, forcing it to increase in size. It began cycling in circles around Doktor and his bots. Well, at least it hadn't run off anywhere, that would had been annoying. Some more magic flowed out of Doktors hands and onto the bike, making him worry for a repeat of cubebots, but nothing happened. Then Doktor noticed that the bicycle was also connected to him, just as the cubebots.

"Still doing nothing? I had hoped you would be a little more lively by now. Goodbye, Blake."

Set my cube swarm to a painfully close orbit around Blake.
Spoiler (click to show/hide)

Cuberac sent out his swarm and they cut into Blake, piercing through skin though mostly just distracting. The distraction worked well, as Blake tried to blast the cubes away with hellfire but his hand was knocked closed as a cube whizzed by, melting the cube but sparing the others.

Have my crystal bird(been forgetting about it for a while) attack Easter, if it has any sort of magical abilities, use them on Easter if offensive, and on me or itself is defensive
Then grab him again

Spoiler (click to show/hide)

Seva sent out his crystal bird on an attack course against Easter. After spending so long with Seva, the crystal bird had transformed into a miniature phoenix, burning like a campfire. It helped it little, as Easter dodged the bird and leapt over Seva, smacking him on the back with his stinger. It was as if he was taunting Seva, and to add to insult, birdmage could see Easter's wings beginning to regrow.

((Whoops. I figured something like this would happen. Eh, the lantern will come in handy soon enough.

I was wondering, was the gravekeeper corporeal enough to leave a corpse behind when the spirit vanished? I ask because I assumed that it had a physical component.))

Redrum peered at the remnants of once-mighty trees, robed now in decaying bark and attended by dry spurts of undergrowth. Too much death? No, there was no such thing. Soon, this place would be restored above and beyond its former glory.

Gather a bunch of withered twigs, STRIKE THE EARTH dig a shallow hole somewhere random and make another 4 essences.

((A bit of a deviation, but could you explain how ritual 'focuses' work?))


{Focuses add to Ritual every turn it is cast, but are not consumed. More appropriate/powerful focus the better the bonus.}

Spoiler (click to show/hide)

Redrum murmured some curses about how pesky was that corporeal spirits nevertheless did not leave corporeal corpses and got to work. It did not take much work this time, and he hit a corpse after just a few shovelfuls of damp earth. It was a man with a long beard. Other features were obscured by decay. But it meant little to Redrum, all were equally beneath him in death.

Make a single essence. (I wonder how they work)

{There is more about essences in OP, but basically, they are intangible consumables that add bonuses to your spells. Creating one counts as a spell in most cases and bonus given depends on rolls of that spell.}

Spoiler (click to show/hide)

Duritarum decided against climbing back up while his head rung like a foundry. He rested, and while he rested, he decided to meditate for a moment in case it helped. The exact benefit of meditation was unknown, but the headache had passed as fast as it came.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: DreamerGhost on October 30, 2016, 04:58:14 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: FallacyofUrist on October 30, 2016, 07:03:39 pm
((Doktor Diabolical's miner bot isn't in the inventory.))

Doktor Diabolical:

"Progress! Mwahahaha!"

If the bike is effectively rideable now: {

"Onwards! To diabolicalness and beyond!"

Doktor Diabolical and his robots go three hexes down, and Doktor Diabolical makes three robots essences. }

If the bike is not effectively rideable now: {

"Looks like I have just a little bit more work to do!"

Doktor Diabolical enlarges the bike once more, then makes two robots essences. }
~~~
((Next turn is turn 200. Whoooooo!))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ironsnake345 on October 30, 2016, 07:26:07 pm
Well, that could have gone much wor-SKELLIBORN WHAT ARE YOU DOING? I... Stop it! Stop swinging that sword! All this about spiders and driders and whatever, it's not real! There are no spiders here, and there are no driders! It's all a hallucination caused by pollen that the white flowers were spitting out! Just... Ignore them! Ignore the spiders and the driders and whatever eldritch horrors jump at you, because the more you swing that sword at a bunch of phantasms, the more likely you are to hurt me and Surg! So calm your booty and just keep telling yourself that the spiders aren't real!

Oh, I feel a draft. I hope that doesn't push any more pollen in here. Y'know, with all this caring after victims and plant extermination - cleaning as well quite soon - I'm doing, one might mistake me for a witch as opposed to a mage. To be honest, I'm fine with that. I've always had a fairly deep respect for witchcraft. A quick charm or two here and there and a little elbow grease can have just as much impact on the world as a ritual focused incredible power by a mage of my caliber.

Make sure the entrance to the room tightly shut. Prop something against the door if need be. If there are any loose rags around the forge, grab one and begin wiping up the pollen from the floor. If not, instead make one from a piece of Surg's clothing since he seems just about catatonic anyway. If Surg resists, cast a spell to create a rag of the same cloth-like material that my head bandage is made of. Be sure to only wipe with one face of the cloth; that way it can be folded up relatively safely.

It's not chloroform, but it'll do. Plus, having it not track all over the place will be nice.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Zormod on October 30, 2016, 09:40:57 pm
Keep the swarmcubes cutting, hit him with my handheld bladecube.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: AoshimaMichio on October 30, 2016, 11:47:06 pm
((Yeah, should have made the pollen toxic too.))

Targeting Gambler: Try to shove one of my zombie seeds into his eye or ear. Should I succeed, boost its growth rate. If not, have those roots stuck in my flesh grow out into an armor around me.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: DAPARROT on October 31, 2016, 12:14:03 am
have the crystal phoenix attack Easter again, then breath fire on him
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ATHATH on October 31, 2016, 05:16:52 pm
Renew the fire-shields. Use my affinity for fire magic to sense where the fire from the portal is being drained/moved to. Go there (unless it's near the tower).

Are the fire shields still up?
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Whisperling on October 31, 2016, 05:29:34 pm
Use my affinity for fire magic to sense where the fire from the portal is being drained/moved to. Go there (unless it's near the tower). Make an essence.

Are the fire shields still up?

((Nope. Turn mentioned that they disappeared.))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ATHATH on October 31, 2016, 05:45:40 pm
Use my affinity for fire magic to sense where the fire from the portal is being drained/moved to. Go there (unless it's near the tower). Make an essence.

Are the fire shields still up?

((Nope. Turn mentioned that they disappeared.))
Action edited.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: star2wars3 on October 31, 2016, 07:10:26 pm
((Yeah, should have made the pollen toxic too.))

Targeting Gambler: Try to shove one of my zombie seeds into his eye or ear. Should I succeed, boost its growth rate. If not, have those roots stuck in my flesh grow out into an armor around me.
((You are starting to resemble a spider to my character in his maddened space))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: BlackHeartKabal on October 31, 2016, 07:34:21 pm
Reconstruct my nose and head to the west.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: XXXXYYYY on October 31, 2016, 08:28:45 pm
Try not to become a seed recepticle, and then force all the glass in the area to (attempt to) shred Shias.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ATHATH on October 31, 2016, 08:29:10 pm
((Yeah, should have made the pollen toxic too.))

Targeting Gambler: Try to shove one of my zombie seeds into his eye or ear. Should I succeed, boost its growth rate. If not, have those roots stuck in my flesh grow out into an armor around me.
((You are starting to resemble a spider to my character in his maddened space))
Actually, I think that ironsnake345 is acting much more spider-like than Shias is, what with his attempts to persuade you to ignore the actions of the spider menace and all.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Mallos on October 31, 2016, 09:05:39 pm
"What next, Karnax?"

Two essences.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Sarrak on October 31, 2016, 11:22:30 pm
"And the Abyss stared back... I should try to reshape myself a bit more before going for confirmation."

Oblivious to all the pollen flying around, Ao walked further through the Tower empty halls. Creating 4 essences on his way.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ironsnake345 on October 31, 2016, 11:28:08 pm
((Sarrak, I think the word you're looking for is oblivious.))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Sarrak on November 01, 2016, 12:15:50 am
((Sarrak, I think the word you're looking for is oblivious.))
((Many thanks for your correction!))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: AoshimaMichio on November 01, 2016, 03:11:31 am
((How many people are trying to kill me at the moment? Or planning to?))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: star2wars3 on November 01, 2016, 05:18:17 am
((To answer your question, All of them))

Purify myself with the blade of purification.(aka make the pollen b gone)
If this consists of stabbing myself also use the dwarven army knife of regeneration.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ironsnake345 on November 01, 2016, 09:43:21 am
((To answer your question, All of them))

Purify myself with the blade of purification.(aka make the pollen b gone)
((Pretty much))
Skelliborn? What are you doing with that sword? Skelly no! Stop!
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: Prismatic on November 02, 2016, 12:06:10 pm
Redrum gestures!
The corpse shudders and begins to move!

Animate the bearded cadaver, collect a bunch of decaying twigs
(this was missed last turn) and make 4 new essences.

Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ATHATH on November 02, 2016, 09:48:32 pm
((To answer your question, All of them))

Purify myself with the blade of purification.(aka make the pollen b gone)
If this consists of stabbing myself also use the dwarven army knife of regeneration.

Why are you committing seppuku when there are spiders to kill?
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: star2wars3 on November 03, 2016, 05:05:17 am
((To answer your question, All of them))

Purify myself with the blade of purification.(aka make the pollen b gone)
If this consists of stabbing myself also use the dwarven army knife of regeneration.

Why are you committing seppuku when there are spiders to kill?
((Because the spiders touched me so I must now Purify myself))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: AoshimaMichio on November 03, 2016, 06:03:25 am
((Because the spiders touched me so I must now Purify myself))

((You are doing it wrong.)) (http://www.vitamin-ha.com/wp-content/uploads/2013/08/Kill-it-with-Fire-031.jpg)
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: DreamerGhost on November 03, 2016, 10:43:02 am
((Not intended, ignore this.))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: star2wars3 on November 03, 2016, 02:13:49 pm
((Because the spiders touched me so I must now Purify myself))

((You are doing it wrong.)) (http://www.vitamin-ha.com/wp-content/uploads/2013/08/Kill-it-with-Fire-031.jpg)
((As tempting as it is to light fires, my character has not reached that level of insanity yet.))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: ironsnake345 on November 03, 2016, 03:31:16 pm
((Because the spiders touched me so I must now Purify myself))

((You are doing it wrong.)) (http://www.vitamin-ha.com/wp-content/uploads/2013/08/Kill-it-with-Fire-031.jpg)
((As tempting as it is to light fires, my character has not reached that level of insanity yet.))
((nor will he if the local witch has anything to say about it))
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: DreamerGhost on November 03, 2016, 04:35:33 pm
Turn 200

((Doktor Diabolical's miner bot isn't in the inventory.))

Doktor Diabolical:

"Progress! Mwahahaha!"

If the bike is effectively rideable now: {

"Onwards! To diabolicalness and beyond!"

Doktor Diabolical and his robots go three hexes down, and Doktor Diabolical makes three robots essences. }

If the bike is not effectively rideable now: {

"Looks like I have just a little bit more work to do!"

Doktor Diabolical enlarges the bike once more, then makes two robots essences. }
~~~
((Next turn is turn 200. Whoooooo!))

Spoiler (click to show/hide)

Doktor got onto his bike and moved south. There was an edge of the world to the south and edge of the forest to the west. It would be hard to tell which of the two was more dangerous. But the planes right here were nice. And the flat land would allow him to see anything coming from far away.

Keep the swarmcubes cutting, hit him with my handheld bladecube.

Spoiler (click to show/hide)

Cuberac sent his cubes and they beset Blake once more. Again they failed to do much more than annoy him, but they did distract him. Blade hypercube sailed in a wide arc that ended right onto Blake's head. The impact knocked him to the ground, scrambling whatever plans he had along with much of his gray matter. Blake didn't even groan in pain, he was that much out of it.

Well, that could have gone much wor-SKELLIBORN WHAT ARE YOU DOING? I... Stop it! Stop swinging that sword! All this about spiders and driders and whatever, it's not real! There are no spiders here, and there are no driders! It's all a hallucination caused by pollen that the white flowers were spitting out! Just... Ignore them! Ignore the spiders and the driders and whatever eldritch horrors jump at you, because the more you swing that sword at a bunch of phantasms, the more likely you are to hurt me and Surg! So calm your booty and just keep telling yourself that the spiders aren't real!

Oh, I feel a draft. I hope that doesn't push any more pollen in here. Y'know, with all this caring after victims and plant extermination - cleaning as well quite soon - I'm doing, one might mistake me for a witch as opposed to a mage. To be honest, I'm fine with that. I've always had a fairly deep respect for witchcraft. A quick charm or two here and there and a little elbow grease can have just as much impact on the world as a ritual focused incredible power by a mage of my caliber.

Make sure the entrance to the room tightly shut. Prop something against the door if need be. If there are any loose rags around the forge, grab one and begin wiping up the pollen from the floor. If not, instead make one from a piece of Surg's clothing since he seems just about catatonic anyway. If Surg resists, cast a spell to create a rag of the same cloth-like material that my head bandage is made of. Be sure to only wipe with one face of the cloth; that way it can be folded up relatively safely.

It's not chloroform, but it'll do. Plus, having it not track all over the place will be nice.
((To answer your question, All of them))

Purify myself with the blade of purification.(aka make the pollen b gone)
If this consists of stabbing myself also use the dwarven army knife of regeneration.


Spoiler (click to show/hide)

Chorkinaan found some cloth, possibly here to wrap finished goods into, and began cleaning pollen from all surfaces. He cleaned pollen off Surg, but left a wide berth around Skeliborn. He seemed to be having it worse than Surg, but he also had a glowy greatsword and was swinging it around. Then, possibly after defeating all the driders, Skelibor began battling the spiders on him. It took some skill to swing a greatsword against yourself, but Skeliborn manged it. Blade struck his chest, cutting though a rib and breaking another one. This was quite enough pain, especially combined with blade's purifying capabilities, to wake Skeliborn from his hallucinations. Luckily for Skeliborn, although he was too busy screaming in pain to think about it, the purifying effect of the blade seemed to prevent blood curse from reacting to the wound. And it felt worse than it was, between Tower's aura and his own pocket knife of regeneration, the wound would close in a minute.

have the crystal phoenix attack Easter again, then breath fire on him
Spoiler (click to show/hide)
Mini-phoenix again attacked Easter and again Easter dodged out of the way. This time, Easter attempted to punt the mini-phoenix out of the sky with his fist but the tiny bird was too fast for this. The big bird was also too fast for this, as Easter suddenly found himself staring into open maw of the Seva!Phoenix. This time, there was no time to dodge. Easter jumped out of the flame but damage was already done.  Regeneration stopped again as wings were burned down back to charred stumps.

Reconstruct my nose and head to the west.

Spoiler (click to show/hide)

Duritarum checked his nose again. He had tried to set it in place with blood magic, but it was still off. Sighing, he set it in place by hand and winced as pain surged again. Climbing out of the pit was slightly more trouble with lead sheets weighing him down, but he managed. Moving westwards he returned back to the same place where the tower with skelemages was. There seemed to be less skeletons around, possibly due to their usual battleground being a crater.

Renew the fire-shields. Use my affinity for fire magic to sense where the fire from the portal is being drained/moved to. Go there (unless it's near the tower).

Are the fire shields still up?
"What next, Karnax?"

Two essences.

Spoiler (click to show/hide)

Karnax re-conjured the fire shield around himself and Khozek. Basic safety procedures done, he began searching for where all this power was going. There was something of a reverse vortex rising from the tree and spreading in a corona around the top of the dome around the tree. Curiously, the fire part of the magic was becoming significantly fainter after rising through the dome.

"And the Abyss stared back... I should try to reshape myself a bit more before going for confirmation."

Oblivious to all the pollen flying around, Ao walked further through the Tower empty halls. Creating 4 essences on his way.

Spoiler (click to show/hide)

Ao resumed his exploration of the tower. He found himself faced with quite a few stairways leading upwards and rose to the upper levels. One final stairway led him to a room with half of the ceiling missing. Under naked sky stood a telescope, but far more interestingly, the sky was the sky of night. Stars could be seen clearly, although there was no moon.

Redrum gestures!
The corpse shudders and begins to move!

Animate the bearded cadaver, collect a bunch of decaying twigs
(this was missed last turn) and make 4 new essences.

Spoiler (click to show/hide)

Redrum gestured at the corpse and the corpse shuddered and began to move. Then it stopped moving as the energy moving it ran out. Redrum wondered if this was because something was wrong with the corpse and decided that it could had been the mud sticking to the corpse. Or maybe a tree root grew through it. Either way, it too more than usual amount of energy for the corpse to get up, so it ran out before it did.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: DreamerGhost on November 03, 2016, 04:39:36 pm
Damn, I kinda wanted to do something special for 200 and yet I find myself in a hurry to do other stuff. PM's come tomorrow and so does Shias and related turns, as so much of attacks are coming through PM's.

On an unrelated note, should new mages come with some essences already prepared?  Say +10/+10 in random essences? There is no real need for this, but I thought it would speed up people going to interesting spells.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: star2wars3 on November 03, 2016, 05:45:47 pm
@200 Turns: Just wait until turn 404.
@10/10 essences: Would this include Chaotic essences?
@Seppuku: Sure it may be needlessly painful and violent, but it worked.
Ow my everything hurts. ugh. What happened? Why do I have a glowing white sword in my hand? Why do I feel pain?

Nevermind, whatever happened a few moments ago, I'm back to my usual self now. Now we need to focus on the problem at hand. We appear to be trapped in the Blacksmith room. Should I knock down the door? ((By the way, assume that my character has no memory of what happened while under the influence of the pollen due to being high on magic pollen. Let this be a lesson to you all: Remember Kids, When a Murder Happy Nature Mage Forces You To Inhale Pollen, Just Say No!))
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: ironsnake345 on November 03, 2016, 06:19:05 pm
Sounds like you've come down, Skelliborn. After we got to the forge to begin our ritual, someone who probably was a nature mage decided to make all these flowers I didn't see before begin spewing hallucinogenic pollen. I stopped it from becoming TOO much of an issue with a bit of magic and a bit more witchcraft, and you spent the entire time tripping balls with some hallucinated spiders and driders until you committed seppuku and then came down. I didn't lock the door, you can leave any time. But we've still got a ritual we had planned to do. Still, though, it looks like there's some medicine to take care of. In the meantime, would you like to smell this cloth?
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Elephant Parade on November 03, 2016, 06:35:45 pm
Definitely supporting +10/+10 in starting essences, since most longtime players have way more than that.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: star2wars3 on November 03, 2016, 06:57:42 pm
Sounds like you've come down, Skelliborn. After we got to the forge to begin our ritual, someone who probably was a nature mage decided to make all these flowers I didn't see before begin spewing hallucinogenic pollen. I stopped it from becoming TOO much of an issue with a bit of magic and a bit more witchcraft, and you spent the entire time tripping balls with some hallucinated spiders and driders until you committed seppuku and then came down. I didn't lock the door, you can leave any time. But we've still got a ritual we had planned to do. Still, though, it looks like there's some medicine to take care of. In the meantime, would you like to smell this cloth?
Nah I'm good. Still if I may ask the question, Are you sure you stopped the pollen throughout the entire tower. If I remember, those flowers were all over the tower so there is a good chance that your spell only effected this room. Not to mention, we have a nature mage to deal with.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: ironsnake345 on November 03, 2016, 07:38:44 pm
Oh, I know the spell only affected this room. You'd better cover your face with a cloth- not this one, for no real reason, just saying you should find another one- if you want to leave. I'm sure the rest of the tower's residents are stoned out of their minds right now. As for the nature mage, well... He attempted mass murder to the most powerful mage's guild on the island. Just on principle, he's having a bad time right now. A very bad time. Unless of course he's a masochist. Then he's probably experiencing the ultimate bliss right now.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: DreamerGhost on November 03, 2016, 07:42:06 pm
Changed the poll to be about premade essences.



@10/10 essences: Would this include Chaotic essences?

Yes
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: star2wars3 on November 03, 2016, 07:59:25 pm
((I almost want to say that new players should start off just with 5, +1/+1 non-chaotic essences. That way they have the ability to cast at least 1 decent spell without giving them the ability to do a 2 turn ritual with each turn being powered by +5/+5 the moment they enter the game. Rituals are meant for the caster to take several turns in preparation in advance so being able to start 1 on the first turn and power it using essences seems slightly overpowered.))
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: FallacyofUrist on November 04, 2016, 08:16:54 am
((One option would be to have the number of starting essences be proportional to the player's POT stat...))

Doktor Diabolical:

"I've always wanted to say this... STRIKE THE EARTH! Diabolically!"

Doktor Diabolical orders his miner-bot to dig a spiral staircase straight down. While that's happening, he creates(-1) a robotic attack drone(-1 for flying?) that will obey his orders(-1). He uses 2 +1/+1 essences, a +1 CMP essence, and a +1 POT essence on that spell. Afterwards, he makes 2 Robots essences.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Zormod on November 04, 2016, 02:26:53 pm
Make sure he's not going to get back up somehow, and loot those shards.
Title: Re: Roll to Magic: Turn 199 Not as planned
Post by: DreamerGhost on November 04, 2016, 03:31:29 pm
((Yeah, should have made the pollen toxic too.))

Targeting Gambler: Try to shove one of my zombie seeds into his eye or ear. Should I succeed, boost its growth rate. If not, have those roots stuck in my flesh grow out into an armor around me.
Try not to become a seed recepticle, and then force all the glass in the area to (attempt to) shred Shias.
Spoiler (click to show/hide)

Shias charged towards Gambler, outstretched hand with a seed firmly gripped between his fingers. Gambler mostly got out of the way, but it did not overly matter as Shias attack was deflected by automated force fields. There was some serious trouble doing actual battle within the Tower. Defenses did not seem to react to giving out deadly candy to catatonic mages, but it did take offense to trying to punch people. Shias went for secondary plan and made roots in his flesh restore some of the armor he had before. This one was lighter and wouldn't restrict him, but might still stop a hit or two. Then, things began going strange.

From nearby corridor emerged a figure, it seemed ghastly and bore telltale purple of aether. It looked like aether elemental that was set on fire. It clapped it's hands together and magic spread out from them, melting part of the ghost and parts of the walls. Gambler waved around his hand and chandelier's worth of glass around Shias sped off towards him from all sides. He failed to dodge spectacularly, but glass mostly failed to penetrate the wood armor Shias now wore. Ilium's body exploded in a cloud of blood which coalesced into a shape of a genie before dissipating. Viznor repeated his ghostly wall walking act but only managed to catch Shias with a glancing blow to the head that did next to nothing. No matter how weird this all was and how incompetent his foes were, Shias saw that this wouldn't last. He was outnumbered and at a disadvantage here.

And then walls bent around the pollen spreading flowers, burying them beneath solid aether.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: FallacyofUrist on November 04, 2016, 06:48:34 pm
((Mass combat just doesn't work. We've seen it with three mages so far(No, Boozemage, and Shias). It's not about to change. You may wish to get the heck out of dodge if you wish to live.))
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Whisperling on November 04, 2016, 07:48:13 pm
"Druid, the crime you have attempted is intolerable. You have tried to turn our Tower to death and destruction, and for that I should hunt you to the ends of this world."

"I will, however, grant you an opportunity to redeem yourself. Swear an oath to us, under the name of a god of truth. It will bind you to the tower, to protect and nurture it, and it will prevent more needless violence.

"Should you choose the oath, I will swear to preserve your life, and to grant you power befitting of your role. If you do not, I must kill you. It is not a deed which I take lightly, but I will be your executioner, if duty demands it."


"I am certain a use could be found for your bones."
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Mallos on November 04, 2016, 08:23:13 pm
Khozek suddenly looks like he has had an epiphany.
"Wait, Karnax. Don't answer that question, I have a brilliant and highly dangerous idea.

Attempt to use a human-sized spatial tear to contact myself from the closest alternate dimension,expending my essence in the process.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: BlackHeartKabal on November 04, 2016, 11:28:29 pm
... When did this place even become a crater? Go around and move further west.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Prismatic on November 05, 2016, 01:09:18 pm
Redrum frowned and gestured at the corpse again, more forcefully this time. The necromancer was getting impatient.

Try to raise the dead again, adding +1POT +1CMP  of extra juice to the spell. If it fails, throw a necromantic doom tantrum by means of essence roulette. Otherwise, hand the shovel to the new drudge, order it to start digging somewhere else and make 3 essences.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: AoshimaMichio on November 05, 2016, 04:27:40 pm
"That will never happen, hat magician. I need more power to protect forests and this is where power can be found."

Modify pollen to automatically adapt to state of any magican near it.  As in physical near wizard in physical state, aetheric near wizard in aetheric state, and so on.
Essences used:
+2/+1
4 +1 POT
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: star2wars3 on November 05, 2016, 04:41:27 pm
4 Essences
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: XXXXYYYY on November 05, 2016, 04:51:02 pm
"Hrph. So be it.
While Shias is casting his spell, convert his root armor into immobile spellseal glass. Use a +1/+2 essence and a +2/+1 chaotic essence.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Elephant Parade on November 05, 2016, 05:13:18 pm
Curse the flower network with unresponsiveness. (3 +1/+1 essences)
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: DAPARROT on November 05, 2016, 05:20:22 pm
Small phoenix attacks Easter, with fire breath if it has it
Then grab Easter and fly up
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: Sarrak on November 06, 2016, 02:32:40 pm
"What a marvelous opportunity..."

Gaze upon the stars. Lose myself in the view.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: TheBiggerFish on November 06, 2016, 03:54:03 pm
Silence Shias.  +2 CMP.
Title: Re: Roll to Magic: Turn 200 Dicentury
Post by: DreamerGhost on November 06, 2016, 04:15:57 pm
Turn 201

Doktor Diabolical:

"I've always wanted to say this... STRIKE THE EARTH! Diabolically!"

Doktor Diabolical orders his miner-bot to dig a spiral staircase straight down. While that's happening, he creates(-1) a robotic attack drone(-1 for flying?) that will obey his orders(-1). He uses 2 +1/+1 essences, a +1 CMP essence, and a +1 POT essence on that spell. Afterwards, he makes 2 Robots essences.

Spoiler (click to show/hide)

Drone bit into the earth and soon chunks of grassland were sent flying. First few steps were created in moments and then drone disappeared beneath the earth. Doktor, seeing that his input was not required, at least for the moment, began conjuring another drone. Unlike all others before it, this one was meant for combat and brimmed with many sharp edges. A small propeller on the top kept it airborne and allowed it to move fast enough to make good use fo those knives and axes stacked onto it.


Make sure he's not going to get back up somehow, and loot those shards.

Spoiler (click to show/hide)
Cuberac approached the slumped down Blake intending to finish him off, but it turned out that Blake was more used to concussions than he let on. Swiftly, he turned on his back and blasted approaching Cuberac with hellfire. Or he tried to. Flames did not go far from his hand, preferring to fry the flesh that conjured them. Cuberac exploited this chance and swung his bladecube at Blake again, but he hit only ground as Blake was swift despite his injuries.

Khozek suddenly looks like he has had an epiphany.
"Wait, Karnax. Don't answer that question, I have a brilliant and highly dangerous idea.

Attempt to use a human-sized spatial tear to contact myself from the closest alternate dimension,expending my essence in the process.

Spoiler (click to show/hide)

Khozek conjured a portal, a portal that bent space towards nowhere, a portal that sought out himself that was thickness of a shadow away. It did not work out well. The portal began spewing out sparks of magic and plasma, before winking out entirely. There was only a small pit where portal claimed all nearby matter before winking out.

... When did this place even become a crater? Go around and move further west.

Spoiler (click to show/hide)

Duritarum sneaked northwest around the crater quietly. Whatever had caused the crater was unlikely to be something healthy to encounter. The crater probably had something to do with the gargantuan beholder that was around here previously. Did the mages succeed or was the whole area wiped out by a greater foe? Duritarum had little desire to check.

Redrum frowned and gestured at the corpse again, more forcefully this time. The necromancer was getting impatient.

Try to raise the dead again, adding +1POT +1CMP  of extra juice to the spell. If it fails, throw a necromantic doom tantrum by means of essence roulette. Otherwise, hand the shovel to the new drudge, order it to start digging somewhere else and make 3 essences.

Spoiler (click to show/hide)

Redrum gestured again, and this time the mud lost the tug of war over the corpse. It rose, shambling, was handed a shovel and instructed to dig. It took a bit until it actually started, as it was very stupid. Stupid and slow, good enough for digging but not much else. Still, it beat doing work himself, so Redrum began gathering more power for more minions.


4 Essences


Spoiler (click to show/hide)

Skeliborn waited as his wound finished regenerating and began gathering power. This sword of purity took a bit of power out of him and he wanted to be ready for the time of the ritual. With closed doors and burned flowers, there shouldn't be any more interruptions, so they would begin soon.

Curse the flower network with unresponsiveness. (3 +1/+1 essences)

Spoiler (click to show/hide)

Gloomier did not enjoy the hallucinations very much. He disliked t so much, he decided to be unlike any other mage in the tower and do something about it. Flowers were hidden behind aether screens now, but that was a minor inconvenience. Curse spread out through the system, bringing wittering and sluggishness to whatever spells commanded them.

Small phoenix attacks Easter, with fire breath if it has it
Then grab Easter and fly up


Spoiler (click to show/hide)

Easter charged at Seva, trying to catch the neck of the phoenix in between his mandibles, but the firebird proved swifter. As the mini-phoenix distracted Easter again, Seva managed to catch Easter by his foot and rose into the air, dragging Easter with him.

"What a marvelous opportunity..."

Gaze upon the stars. Lose myself in the view.
Spoiler (click to show/hide)

Ao gazed upon the stars. He could had used the telescope but the sky was so clear he didn't really need it. There was a sort of balance in the stars, they moved through the sky unchanging, as something much greater than whatever could be happening down here. Which was true in a way. What really resonated with Ao were the constellations. They were nothing like what he saw from the temple, and yet they still contained same power.

{Celestial empowermentx5: Consumable, increases any roll by 1, must be used before roll.}

"That will never happen, hat magician. I need more power to protect forests and this is where power can be found."

Modify pollen to automatically adapt to state of any magican near it.  As in physical near wizard in physical state, aetheric near wizard in aetheric state, and so on.
Essences used:
+2/+1
4 +1 POT

"Hrph. So be it.
While Shias is casting his spell, convert his root armor into immobile spellseal glass. Use a +1/+2 essence and a +2/+1 chaotic essence.

{@XXXXYYYY/Gambler You only have luck essences, they don't work on glass spells.
@TheBiggerFish/Magus N.A. You have no combination of essences that would result in 2CMP and nothing else. It surprised me too. +1 was used instead.}

Spoiler (click to show/hide)

Shias began forging a spell to deal with those pesky mages once and for all, but others were swifter. Viznor dove out of a wall and this time caught Shias with both hands, sinking his claws into Shia's head. Poison spread swiftly, clouding Shias mind, but it was not nearly as damaging as the spell Viznor channeled through the claws. Wood and flesh around the claws disintegrated into yellow glowing dust, which seemed to disrupt Shia's mind even more. Other two mages added to the effort, Gambler turning few pieces of wood armor into glass and Magus producing another shockwave of Silence that liquidized walls and scattered Magus himself. Magus resumed his human form, which was rather torn up now, possibly as a result or violent reversal. It would not matter to Shias, as he was almost entirely catatonic by now.

{Shias: Poison,Mental overload, END roll to resume thinking, -1/-1 to casting.}
{Magus N.A.: Torn up, bleeding(4 turns till death (Will heal from tower aura before death))}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: DreamerGhost on November 06, 2016, 04:16:41 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: star2wars3 on November 06, 2016, 04:27:15 pm
4 essences
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Sarrak on November 06, 2016, 04:38:01 pm
((Shias... Using five weak essences, knowing well it is akin to death sentence in his circumstances. Why? And why I did not notice it earlier?

Yet another properly murderous mage prepares to bite the dust. And I still need some more revelations about nature of the world to take his place...))

"Unexpected fortune is always the most pleasant."

Ao smiled at his luck. What else could he wish for if the world was so generous to him? Oh, right. A rejuvenated body. He has spent far too much time lately practicing his mind and forgoing even the basic bodily needs, such as eating and sleeping, for a while.

Sit in meditative pose, regulate breathing and start the ritual.

Goal: Permanent Celestial Empowerment of the Body (all four stats).
Sacrifice: One Celestial Empowerment..
Will [Buff enchantment] sacrifice work? No sacrifice? If I'm wrong on both accounts - 4 essences and continue exploration while ethereal.

Add 3x +2 POT and 2x +1 POT on the first round of the ritual.

((It is very hard for me to fail rituals thanks to ridiculous luck that follows me in this incarnation.))
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: ironsnake345 on November 06, 2016, 04:51:26 pm
Woah, I kinda zoned out for a moment there. Back to preparing for the ritual, then? I'm ready to start whenever.

4 essences
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: FallacyofUrist on November 06, 2016, 04:59:43 pm
Doktor Diabolical:

"Odd! Diabolically odd! Still fairly nice, though. Oh well. More drones!"

Doktor Diabolical creates(-1) another robotic attack drone(-1 for flying, again?) that will obey his orders(-1). 3 +1/+1 essences, 1 +2 POT essence. Afterwards, he makes two essences.

Digger bot keeps digging the staircase, other bots idle.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Elephant Parade on November 06, 2016, 05:33:11 pm
Three essences.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: DAPARROT on November 06, 2016, 06:30:20 pm
Fly higher, then dive. Make sure Easter hits the ground first and fast, don't care if I hit too, shouldn't hurt too much
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Mallos on November 06, 2016, 09:58:03 pm
"..Yeah, well that could have gone better. Or worse. But I'm not giving up on this just yet."
Khozek turns to his strangely idle partner with a slight frown on his face and then turns back to refocus on the task at hand.

Three essences. If I am to succeed in Project: Funny Valentine, I need better calculations.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Whisperling on November 06, 2016, 10:48:03 pm
Yet another properly murderous mage prepares to bite the dust. And I still need some more revelations about nature of the world to take his place...))

((Don't suppose you could wait until the second mage council for that? I actually meant to start one via conference spell on turn 200, but it didn't work out, for obvious reasons.

And yes, I know this is kind of stretching things, but I think it would be mutually beneficial in that:

A) I probably don't have to deal with you, and
B) You probably don't get slaughtered instantly.


For any who don't remember the brief discussion about the council, the idea is for peaceful folks and mass murderers to reach some sort of understanding. A few relevant people expressed interest, so I figured I'd go ahead and do it.))
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: AoshimaMichio on November 06, 2016, 11:51:13 pm
((What happened to the anti-violence aura here?))

Resume thinking or die trying.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Whisperling on November 07, 2016, 12:08:41 am
((What happened to the anti-violence aura here?))

Resume thinking or die trying.

((Got turned off and then fried by ATHATH. I do intend to fix it, but there's really no telling when it's going to come back online.))
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Zormod on November 07, 2016, 02:00:06 pm
Keep trying to crush him.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: DreamerGhost on November 07, 2016, 03:56:16 pm
Sacrifice: One Celestial Empowerment.

Celestial empowerment is not an actual object, and thus, can't be a sacrifice.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: ATHATH on November 08, 2016, 11:41:15 pm
Berius.

I knew I should have suspected you. Sapping my portal's mighty close to a declaration of a mage war. For now, I'll remain silent, but know that if Shias hadn't been defeated yet, your actions would have provoked me into entering the conflict on his side.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Sarrak on November 08, 2016, 11:54:50 pm
Yet another properly murderous mage prepares to bite the dust. And I still need some more revelations about nature of the world to take his place...))

((Don't suppose you could wait until the second mage council for that? I actually meant to start one via conference spell on turn 200, but it didn't work out, for obvious reasons.

And yes, I know this is kind of stretching things, but I think it would be mutually beneficial in that:

A) I probably don't have to deal with you, and
B) You probably don't get slaughtered instantly.


For any who don't remember the brief discussion about the council, the idea is for peaceful folks and mass murderers to reach some sort of understanding. A few relevant people expressed interest, so I figured I'd go ahead and do it.))
((I'm all for the council, actually. Conversing with mages of different alignments and world views is always fun. Until someone tries to kill the gathered in some ingenious way.

As for beneficial things, Viznor is slowly but surely becoming a justice-powered omnicidal maniac. The earlier he perishes, the better for the game as it was intended  :P ))
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: XXXXYYYY on November 09, 2016, 06:04:34 pm
((Sorry 'bout the incorrect essences.))
Converts bits of Shias to glass, leaving the glass attributes up to chance. Hope for a dangerous blend of types.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: ATHATH on November 09, 2016, 11:55:03 pm
@Starting Essences: I think that +10/+10's worth of essences is a bit too much. I think 5 +1/+1 essences is a good amount for starting essences.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Sarrak on November 10, 2016, 12:21:51 am
@Starting Essences: I think that +10/+10's worth of essences is a bit too much. I think 5 +1/+1 essences is a good amount for starting essences.
((+10/+10 = three to five turns spent on conjuring essences, nothing else. Essence grind is boring and anything allowing you to start with waging a small war/crafting some great equipment, is a good thing. +5/+5 is a mere turn~two of repetetive grind.))

Sacrifice: One Celestial Empowerment.
Celestial empowerment is not an actual object, and thus, can't be a sacrifice.
((Thought otherwise. My mistake. Corrected a turn somewhat.))
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: DreamerGhost on November 10, 2016, 05:36:34 pm
Turn 202

4 essences
Woah, I kinda zoned out for a moment there. Back to preparing for the ritual, then? I'm ready to start whenever.

4 essences
Spoiler (click to show/hide)

Skeliborn resumed his preparations as before the whole pollen fallout and was joined in this by Chorkinaan. Surg remained on the floor, seeing and experiencing gods knows what. The two wondered about what he could be seeing and if it was worth using the blade on him, but decided against him. A rude awakening might not end well.

((Shias... Using five weak essences, knowing well it is akin to death sentence in his circumstances. Why? And why I did not notice it earlier?

Yet another properly murderous mage prepares to bite the dust. And I still need some more revelations about nature of the world to take his place...))

"Unexpected fortune is always the most pleasant."

Ao smiled at his luck. What else could he wish for if the world was so generous to him? Oh, right. A rejuvenated body. He has spent far too much time lately practicing his mind and forgoing even the basic bodily needs, such as eating and sleeping, for a while.

Sit in meditative pose, regulate breathing and start the ritual.

Goal: Permanent Celestial Empowerment of the Body (all four stats).
Sacrifice: One Celestial Empowerment..
Will [Buff enchantment] sacrifice work? No sacrifice? If I'm wrong on both accounts - 4 essences and continue exploration while ethereal.

Add 3x +2 POT and 2x +1 POT on the first round of the ritual.

((It is very hard for me to fail rituals thanks to ridiculous luck that follows me in this incarnation.))

{Buff is also not an object. No sacrifice would technically work, but it would have to deal with 33% chance of fail with each turn. So not really.}

Spoiler (click to show/hide)

Ao left the observatory and ventured out into the tower again. This time he paused as he found a room that was fully furnished. It was unusual in this place, which is why he paused by it.

Doktor Diabolical:

"Odd! Diabolically odd! Still fairly nice, though. Oh well. More drones!"

Doktor Diabolical creates(-1) another robotic attack drone(-1 for flying, again?) that will obey his orders(-1). 3 +1/+1 essences, 1 +2 POT essence. Afterwards, he makes two essences.

Digger bot keeps digging the staircase, other bots idle.
Spoiler (click to show/hide)

Doktor conjured another bot, but this one turned out damaged. Doktor was going to say that it was damaged because there was no way he actually wanted a bot this lopsided. The propeller was positioned on the left and a way-too-heavy blade was hung on the right. This caused the bot to fly in circles whenever it tried to move, or just stay still in the air.

Three essences.
Spoiler (click to show/hide)

Gloomy returned to his meditation, content that there would be no interruption again. And if there were, well, he would educate them thoroughly on why that was a bad idea. But for now, whatever was happening was happening outside of this room and therefore, irrelevant.

"..Yeah, well that could have gone better. Or worse. But I'm not giving up on this just yet."
Khozek turns to his strangely idle partner with a slight frown on his face and then turns back to refocus on the task at hand.

Three essences. If I am to succeed in Project: Funny Valentine, I need better calculations.

Spoiler (click to show/hide)

Khozek looked over his friend who seemed to be swearing at thin air. Was it related to how he hasn't been doing much in past few minutes? Maybe. But it mattered little, he was going through with his own plan no matter what.

Fly higher, then dive. Make sure Easter hits the ground first and fast, don't care if I hit too, shouldn't hurt too much
Spoiler (click to show/hide)

Seva rose into the sky and rushed back into the ground. The impact sent a small rolling out, and sent air out of Eater's lungs. But he flew at a rather low speed, and the damage of the dive ended there. But Eater had had enough of this. He bent to his captured limb and bit into Seva's leg with his mandibles. He bit through the flames, heedless of the damage to himself. At last, he fell as the last of the flames connecting Seva's claw to the rest of him was severed.

{Seva has lost one of the claws in Phoenix form}

Keep trying to crush him.

Spoiler (click to show/hide)

Before Cuberac could get at Blake again, his enemy charged, grabbing onto Cuberac and dragging him to the ground. As they fell, Blake clipped Cuberac's solar plexus, nearly paralyzing him, but he failed to make use of it as the fall made his head spin again. Concussions were not that easy to shake off.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: DreamerGhost on November 10, 2016, 05:38:44 pm
Shias battle and PM's come tomorrow since I wasted too much time in post-election debates.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: Beirus on November 10, 2016, 07:09:11 pm
Berius.

I knew I should have suspected you. Sapping my portal's mighty close to a declaration of a mage war. For now, I'll remain silent, but know that if Shias hadn't been defeated yet, your actions would have provoked me into entering the conflict on his side.
((I missed this because I was trying to figure out who Berius was.

Anyway, this is funny. Jase hasn't sapped the portal, and he has better things to do than continuously mess with your ritual. That's a time investment I could spend doing other stuff. And you're actually trying to claim a magical phenomenon on the map as your own. That by itself made me laugh. As for you joining the conflict, I'm sure I could find a use for the shards left by your corpse. You should be aware that if I wanted you dead, something would have happened by now. Jase has other things to concern himself with. But let me make it absolutely clear that if you become a nuisance to my interests or you threaten the Tower, Jase will end you.))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Zormod on November 10, 2016, 07:12:01 pm
Try to tackle him.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: FallacyofUrist on November 10, 2016, 10:26:27 pm
Doktor Diabolical:

"Curses! No minion of mine should have such lopsided features!"

Riiiight. Doktor Diabolical attempts to magically fix the lopsided drone. Afterwards, he makes 2 essences and checks on the digger bot.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Sarrak on November 11, 2016, 12:18:22 am
"My luck seems to prevail, but I still need to find some material anchors for the ritual. This shall be a good starting place for my search."

Slowly search the room, checking if my presence affects something inside. If no major incident occurs - draft 4 essences while searching.
Title: Re: Roll to Magic: Turn 201 Combat for all
Post by: DreamerGhost on November 11, 2016, 08:28:08 pm
((What happened to the anti-violence aura here?))

Resume thinking or die trying.
((Sorry 'bout the incorrect essences.))
Converts bits of Shias to glass, leaving the glass attributes up to chance. Hope for a dangerous blend of types.
Spoiler (click to show/hide)

Gambler threw another spell and Shias flesh turned hard and reflective. Then he moved a bit and the glass shattered, but not entirely. Some parts were akin to rubber, and glass shattered in a bunch of sharp needles and binds before diving into flesh beneath. There were few organs left for Shias that weren't pierced. But that would not be a problem for long as Viznor was still holding his head in his claws. Rather than try squeezing, Viznor grabbed his bow with his other pair of hands and fired an arrow through Shias throat at point blank range, piercing it through. By now Shias was bleeding enough to cover the floor under him completely, but he was still alive and Viznor blasted him with magic for it. This time bone melted into golden dust, leaving bone claws gripping soft brains beneath. The claws sunk in and Shias was no more.

{Shias is Dead}
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Whisperling on November 11, 2016, 08:53:32 pm
Viznor slowly removes his claws from Shias' head.

"Once again, I find myself standing over a corpse. They make me fear for the future, though this death was undoubtedly just."


"The Druid has left eight shards, and there are two of you. If there are no objections, I will give each of you three shards, keep the remaining two and possessions for myself, and leave the body to the Tower. One of my allies desires the use of it."
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: TheBiggerFish on November 11, 2016, 09:12:10 pm
"Well that was...Interesting."
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Mallos on November 11, 2016, 11:04:34 pm
"Guess I'll have to leave this for another day.." Khozek grumbles frustratedly.

Action PM'd
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 12, 2016, 02:01:23 am
((I had plan to create modified sapling of Yggdrasil, which would produce massive amounts of sleep/hallucination pollen from my staff and use wind god's blessing to spread it all over the map. However I wasn't lucky enough with the ritual so I went looking for more power, and died trying.

Now, should I create new mage?))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: star2wars3 on November 12, 2016, 08:23:31 am
(yes)
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 12, 2016, 09:27:51 am
Spoiler (click to show/hide)

Now let's see if I can get my secret affinity.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: vishdafish on November 12, 2016, 09:29:27 am
Interesting, a melee based character?
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 12, 2016, 09:43:06 am
Interesting, a melee based character?
I randomized points distribution.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: star2wars3 on November 12, 2016, 03:37:05 pm
4 essences
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: FallacyofUrist on November 12, 2016, 05:16:25 pm
((I had plan to create modified sapling of Yggdrasil, which would produce massive amounts of sleep/hallucination pollen from my staff and use wind god's blessing to spread it all over the map. However I wasn't lucky enough with the ritual so I went looking for more power, and died trying.))

((Staff? What staff do you speak of? The one that Mr. Fist turned into a giant energy laser fired at you?))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 13, 2016, 01:51:18 am
((I had plan to create modified sapling of Yggdrasil, which would produce massive amounts of sleep/hallucination pollen from my staff and use wind god's blessing to spread it all over the map. However I wasn't lucky enough with the ritual so I went looking for more power, and died trying.))

((Staff? What staff do you speak of? The one that Mr. Fist turned into a giant energy laser fired at you?))

((Yep, that staff. I only ever had one staff.))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: DreamerGhost on November 13, 2016, 11:37:36 am
So I know that there are still whole six hours left until my usual turn post time, but I see a total of 5 actions sent in. Where are the rest of you guys?
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Whisperling on November 13, 2016, 11:57:06 am
So I know that there are still whole six hours left until my usual turn post time, but I see a total of 5 actions sent in. Where are the rest of you guys?

((Procrastinating.))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: NAV on November 13, 2016, 12:24:27 pm
((Busy with college.))

James wake up, gets up, and returns to the tree. He finds Grundar and has a word with him.
"Grundar, I should've done this a long time ago. Thank you for your service, and sorry for keeping you as little more than a slave for so long. I'm setting you free so you can make your own decisions and follow your own path. Do as you wish.

It's a dangerous world and most of my fellow mages would kill you for fun so I recommend getting as far away as possible, either that or staying in Jase's tower. You're welcome to stay here with me if you actually want to.
Here's a few pieces of protection, I hope you won't need them."
James gives Grundar his mace, anti-magic amulet, and adamantium armour (if it can be adjusted to fit a troll).
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 13, 2016, 12:45:18 pm
Hmh, perhaps actual starter action would be okay to post. Make two essences while smelling in which direction are source of curses.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: DAPARROT on November 13, 2016, 12:54:27 pm
Pmed action
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Elephant Parade on November 13, 2016, 01:18:50 pm
((Uh, I thought that metagame-grudges were against the rules? Am I wrong?))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: AoshimaMichio on November 13, 2016, 01:34:28 pm
((Uh, I thought that metagame-grudges were against the rules? Am I wrong?))

((It's not metagame-grudge. I don't think any of our characters have met besides in council room, so there haven't even been opportunity for metagame grudges. I semi-randomly chose your character as primary target and tailored backstory around it. Nothing else.))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: BlackHeartKabal on November 13, 2016, 01:59:42 pm
Three essences.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: XXXXYYYY on November 13, 2016, 02:03:05 pm
Viznor slowly removes his claws from Shias' head.

"Once again, I find myself standing over a corpse. They make me fear for the future, though this death was undoubtedly just."


"The Druid has left eight shards, and there are two of you. If there are no objections, I will give each of you three shards, keep the remaining two and possessions for myself, and leave the body to the Tower. One of my allies desires the use of it."
"The deal seems fair, and I accept. I do hope that these events will cease in the future, though. Perhaps a meeting to negotiate the rules of future combats is in order."
Take the three shards, then summon and fill another vial of pollen, if there's any remaining in the area. Make 3 luck essences in either case.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: DreamerGhost on November 13, 2016, 02:30:48 pm
Viznor slowly removes his claws from Shias' head.

"Once again, I find myself standing over a corpse. They make me fear for the future, though this death was undoubtedly just."


"The Druid has left eight shards, and there are two of you. If there are no objections, I will give each of you three shards, keep the remaining two and possessions for myself, and leave the body to the Tower. One of my allies desires the use of it."
"The deal seems fair, and I accept. I do hope that these events will cease in the future, though. Perhaps a meeting to negotiate the rules of future combats is in order."
Take the three shards, then summon and fill another vial of pollen, if there's any remaining in the area. Make 3 glass essences in either case.
Your glass affinity comes from an item, so you can't make glass essences.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Whisperling on November 13, 2016, 02:51:03 pm
"Well that was...Interesting."

"Indeed. It seems that your form had a greater impact on spellcasting than we had foreseen."

"The deal seems fair, and I accept. I do hope that these events will cease in the future, though. Perhaps a meeting to negotiate the rules of future combats is in order."

"I had begun to entertain such an idea myself, although I have not been granted an opportunity to act upon it. However, given the unfortunate conclusion of our last meeting, I am somewhat reluctant to bring so many mages to the Tower."

"Given my abilities, I believe that I could call a second Council in mind, if not in body. That said, I will need more power than I can currently bring to bear. Time to replenish my essences will easily suffice, although I will welcome any assistance others may be willing to give."
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: Prismatic on November 13, 2016, 04:43:52 pm
Imbue the gravekeeper's lantern with necromantic bindings, converting it into a soul trap [+ two +1/+1 chaotic essences]. Meanwhile, have the zombie continue our preliminary excavations. Oh, and make 3 essences.
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: XXXXYYYY on November 13, 2016, 04:58:57 pm
Viznor slowly removes his claws from Shias' head.

"Once again, I find myself standing over a corpse. They make me fear for the future, though this death was undoubtedly just."


"The Druid has left eight shards, and there are two of you. If there are no objections, I will give each of you three shards, keep the remaining two and possessions for myself, and leave the body to the Tower. One of my allies desires the use of it."
"The deal seems fair, and I accept. I do hope that these events will cease in the future, though. Perhaps a meeting to negotiate the rules of future combats is in order."
Take the three shards, then summon and fill another vial of pollen, if there's any remaining in the area. Make 3 glass essences in either case.
Your glass affinity comes from an item, so you can't make glass essences.
((Ah, makes sense. Will edit.))
Title: Re: Roll to Magic: Turn 202 Half of gameplay missing
Post by: DreamerGhost on November 13, 2016, 06:10:59 pm
Turn 203

Try to tackle him.
Spoiler (click to show/hide)

Cuberac grappled with Blake on the ground, throwing a few well placed punches, although nothing quite enough to end this fight. Blake meanwhile, was getting more desperate. Again he conjured hellfire and again it exploded, but this time it washed over Cuberac as well. Still, where Cuberac endured with only light blisters, Blake lost enough skin for it to become a serious obstacle.

{Blake, Burned, END roll before all phys actions to see if it goes through.}

Doktor Diabolical:

"Curses! No minion of mine should have such lopsided features!"

Riiiight. Doktor Diabolical attempts to magically fix the lopsided drone. Afterwards, he makes 2 essences and checks on the digger bot.

Spoiler (click to show/hide)

Doktor attempted to fix lopsidedness of his drone by making it more symmetrical. A new propeller and an extra blade were added, although… not where he wanted them to be. Now the bot had two propellers, one on the top end one on the bottom, one on the left, other on the right, and both propellers had one of the blades far longer and sharper than the others. Something fell from the air to the ground next to Doktor. On closer inspection Doktor decided that it was probably remains of his mining bot, if the claws were indeed the same. It was hard to tell, as the rest of it was all scrap.

"My luck seems to prevail, but I still need to find some material anchors for the ritual. This shall be a good starting place for my search."

Slowly search the room, checking if my presence affects something inside. If no major incident occurs - draft 4 essences while searching.
Spoiler (click to show/hide)

Ao looked through the room, finding little more suspect than everyday requirements of an office. Paper, ink, drying sand, quills and paperclips were all that was to be found there. Or so it seemed, but it was not quite true. There was something off about one of the quills, something magical. A blessing or a curse? There was no way to know so Aq left it there for the moment.

4 essences

Spoiler (click to show/hide)

Skeliborn continued focusing power, to the point that some of it leaked through into the rod of carbon he carried about. It flattened, and its edges became clear as carbon compressed into diamond edge. It was not particularly durable blade, but it was as precious as it was sharp.

((Busy with college.))

James wake up, gets up, and returns to the tree. He finds Grundar and has a word with him.
"Grundar, I should've done this a long time ago. Thank you for your service, and sorry for keeping you as little more than a slave for so long. I'm setting you free so you can make your own decisions and follow your own path. Do as you wish.

It's a dangerous world and most of my fellow mages would kill you for fun so I recommend getting as far away as possible, either that or staying in Jase's tower. You're welcome to stay here with me if you actually want to.
Here's a few pieces of protection, I hope you won't need them."
James gives Grundar his mace, anti-magic amulet, and adamantium armour (if it can be adjusted to fit a troll).


"Uhh, boss, I have been serving for about three hours. I got to eat three people and with your gifts, am armed and armored. This has been most profitable time ever for me. I think I'll stay around."

Three essences.

Spoiler (click to show/hide)

Duritarum did not have much to do here but think. And he thought thoughts of power, though they were elusive. This place was not good for meditation, the huge crater was not helping to relax at all.

Imbue the gravekeeper's lantern with necromantic bindings, converting it into a soul trap [+ two +1/+1 chaotic essences]. Meanwhile, have the zombie continue our preliminary excavations. Oh, and make 3 essences.

Spoiler (click to show/hide)

Redrum focused on the lantern while his servant labored, and began weaving bindings around it. Pale sheets blocked off all sides, closing the lantern off. The barriers could hold back various spirits, although this one would not be capable of holding anything decently powerful. Meanwhile, the zombie slave had struck something better than gold. Not only humans had died in this swamp, and judging from the corpse, this was the kind of swamp that would swallow explorers alive. The corpse was that of a hydra. It was slightly larger than a bear, and it's heads were large enough to bite down whole limbs. For a hydra, that was small, which was of little surprise, as taking down an old one in a swamp was incredibly difficult no matter who you were.

Viznor slowly removes his claws from Shias' head.

"Once again, I find myself standing over a corpse. They make me fear for the future, though this death was undoubtedly just."


"The Druid has left eight shards, and there are two of you. If there are no objections, I will give each of you three shards, keep the remaining two and possessions for myself, and leave the body to the Tower. One of my allies desires the use of it."
"The deal seems fair, and I accept. I do hope that these events will cease in the future, though. Perhaps a meeting to negotiate the rules of future combats is in order."
Take the three shards, then summon and fill another vial of pollen, if there's any remaining in the area. Make 3 luck essences in either case.

Spoiler (click to show/hide)

Gambler claimed his share of the loot and looked over the pollen. Most of it had fallen on the ground, rendered harmless. It was not particularly difficult to fill a bottle with it. It turned out to be light green in color, something that was slightly difficult to see before when it was spread out.

Hmh, perhaps actual starter action would be okay to post. Make two essences while smelling in which direction are source of curses.

Spoiler (click to show/hide)

Portal flared to life once more, and from it walked out Filtiarn, mage in tattered and bloodied clothes, a scowl of anger seemingly carved into his face. He looked around, seeking something and centered his sight on the Tower. His gaze lingered for a while before he returned to looking over area closer to himself. There would be time and place for that but it was not now and here.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: DreamerGhost on November 13, 2016, 06:11:52 pm
PM's come tommorow.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: star2wars3 on November 13, 2016, 07:39:58 pm
Ok. Finally have a decent amount of essences stored up. I'm ready for the ritual now.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: ironsnake345 on November 13, 2016, 07:58:57 pm
((I'll post an action this time, I swear!))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Zormod on November 13, 2016, 08:35:32 pm
Let's try stabbing him with the dagger.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Whisperling on November 13, 2016, 08:47:08 pm
((I'll post an action this time, I swear!))

((You still have time to send a secret action. Which you can technically reveal to the rest of us, if you like, it just has to get processed with the PMs. We Tower people do it all the time.))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: FallacyofUrist on November 14, 2016, 09:40:24 am
((Well, that's something for me to remember.))

Doktor Diabolical:

"Eh? What in the blazes happened down there?"

Doktor Diabolical sends the lopsided bot down the stairway to investigate what happened. Mainly by seeing what happens to it. After that, he attempts to magically reassemble the digger bot's scrap, and he makes 2 robots essences.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: AoshimaMichio on November 14, 2016, 11:27:18 am
Filtiarn

Place a totem here, another next to tower of wizards (with +1/+1 essence), and move one hex south east towards that weird purple hex.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: ironsnake345 on November 14, 2016, 04:13:47 pm
I am ready as well. Let's get this ritual kicked off! But quick question: Are you okay with me using chaotic essences? I find a bit of chaos can make for a very useful spell!

Begin twincasting a ritual with Skelliborn. Goal: create a measure of liquid metal to fill the capped-off pipe I've prepared, which should remain within the pipe until the wielder wills it to spill forth, at which point it will flow out into the shape of a sharp solidified blade, holding that form and remaining attached to the end of the pipe until the wielder commands the liquid to return to its container. The liquid should be very resilient when in blade form, be able to assimilate itself back into the greater mass should a part of the blade be sundered, and be able to form different blade shapes as the wielder wills it, assuming there is enough liquid to physically create such a shape.

Sacrifices: bottle of liquid stone, bottle of melted forks, steel knife.
Foci: the capped-off pipe, the forge.
Essences for this turn: three +1/+1, one +1 POT.


((Is it possible to change the plan a bit before the ritual ends? Like, decide partway through to cast a slightly different spell in the end?))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: DreamerGhost on November 14, 2016, 07:51:54 pm
((Is it possible to change the plan a bit before the ritual ends? Like, decide partway through to cast a slightly different spell in the end?))

No, once you're locked in, that's it.



So the votes are mostly in and it seems that people are seriously split over this issue. So, uhh... revote? With options being various amounts of starting essences since yes kinda won?

I'm not sure here, could I get some reasons from the "no" side? Since it was a tie for a long time and I want to hear why. Are people worried that someone might start suicide characters with never before seen effectiveness? Disrupting the cease fire upon entering that is generated by having no items and good chance of spell fail? Not being sarcastic here, I could see that being a legit worry.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: vishdafish on November 15, 2016, 11:43:10 am
I voted no because it would give new mages a relatively big advantage over someone like me, who is kinda new.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: ironsnake345 on November 15, 2016, 11:46:11 am
((I voted no because of what Vishdafish said, and because entering with nothing really enforces the whole "cease-fire upon spawning in" thing. Nobody can create suicide characters to continually wound the cast, and everybody has to spend a fair bit of time preparing before starting any big rituals. Plus, spawncamping really hasn't been an issue, has it?))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Beirus on November 15, 2016, 12:04:36 pm
((I voted no because it sets a bad precedent for power creep. Allowing others to come in with pre-made essences is unfair to the rest of us who took the time to make our own. It diminishes the importance of the preparation and growth in power that those of us who have been in the game for a while have damn well earned. Hell, if you allow the essences someone will probably try to get you to allow spawning with one magical item, or more stats or something. It's a slippery slope. And I also agree with vishdafish and ironsnake. Not spawning with essences would keep people from making suicide characters or character created to hamper specific individuals. If people don't want to get killed or feel too weak on spawning, then they should go away somewhere to get stronger. You know, the exact same thing people have been doing since the game started. Quite frankly, I'm not in favor of changes that buff new characters without giving any benefit to those mages who have already been established.))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Prismatic on November 15, 2016, 01:39:36 pm
Redrum examined the beast's remains with glee. Once raised, it would make a pet fit for a deathlord.

Animate the hydra corpse using [two +1POT] and [two +1CMP] essences. Craft 3 new essences afterwards.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Sarrak on November 16, 2016, 03:40:27 am
"Quill... To write my name into history or to strike it out? Lets see."

Take the quill. Experiment a bit in writing if it does not reveal its purpose immediately. If unharmed, continue tower exploration + 4 essences.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: star2wars3 on November 16, 2016, 06:20:47 am
I am ready as well. Let's get this ritual kicked off! But quick question: Are you okay with me using chaotic essences? I find a bit of chaos can make for a very useful spell!

Begin twincasting a ritual with Skelliborn. Goal: create a measure of liquid metal to fill the capped-off pipe I've prepared, which should remain within the pipe until the wielder wills it to spill forth, at which point it will flow out into the shape of a sharp solidified blade, holding that form and remaining attached to the end of the pipe until the wielder commands the liquid to return to its container. The liquid should be very resilient when in blade form, be able to assimilate itself back into the greater mass should a part of the blade be sundered, and be able to form different blade shapes as the wielder wills it, assuming there is enough liquid to physically create such a shape.

Sacrifices: bottle of liquid stone, bottle of melted forks, steel knife.
Foci: the capped-off pipe, the forge.
Essences for this turn: three +1/+1, one +1 POT.


((Is it possible to change the plan a bit before the ritual ends? Like, decide partway through to cast a slightly different spell in the end?))
Assist in the ritual. (No need to add essences this turn though since we're in the tower)
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: NAV on November 16, 2016, 07:28:00 pm
"Oh, well, good...
3 hours? Really, are you sure?"

Eh, summon 3 completely random things.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: XXXXYYYY on November 17, 2016, 11:51:03 am
4 essences.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: TheBiggerFish on November 17, 2016, 02:45:46 pm
When in doubt, 3 Essences.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: DreamerGhost on November 17, 2016, 04:45:24 pm
My computer mouse is dying and I have no idea what I am doing with my time. Is this the stress thing I was warned about?

Turn will come tomorow.

ADDIT:Also, I am rethinking the extra essencess upon entering. It really is not that much of a diference without any early combat. Which is mostly impossible and easy to escape from.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: Mallos on November 17, 2016, 05:06:14 pm
"Stand back, Karnax! I'm going to perform science."

Attempt to open a small 'window' in the air infront of me, with the other side ending up in the dimension I previously tried to use to obtain a parrallel copy of myself. This time, the goal is just to sneak a peek of what the dimension looks like while reinforcing it enough to hopefully stop anything from crossing (barring light).
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: DreamerGhost on November 18, 2016, 07:09:23 pm
Turn 204

Let's try stabbing him with the dagger.

Spoiler (click to show/hide)

Cuberac pulled the dagger off his belt. it was an enchanted artifact for travel but it was also a dagger, and he would use it as so. Cuberac wrestled Blake down and swung down with the dagger with great force. There was a crack at the moment of impact and Cuberac found the dagger stuck. It seemingly stabbed through a rib without completely cracking it. Blake also seemed to suddenly have troubles breathing so the dagger probably reached lung behind the rib. But Blake was not dead yet. With his charred hand he grabbed onto hand of Cuberac and the grip burned. The pain crawled up Cuberac's arm before Blake let go of it. there was a burning rune in the skin where Blake gripped him.

((Well, that's something for me to remember.))

Doktor Diabolical:

"Eh? What in the blazes happened down there?"

Doktor Diabolical sends the lopsided bot down the stairway to investigate what happened. Mainly by seeing what happens to it. After that, he attempts to magically reassemble the digger bot's scrap, and he makes 2 robots essences.

Spoiler (click to show/hide)

Doktor sent his lopsided drone towards the hole in the ground. It flew off over the pit, hung there for a moment, then an orange limb grabbed it by the lower propeler and dragged it down and out of sight. This would require some thinking about, especially if Doktor wanted to keep the stairs in the hole. For now he atempted to fix the remains of the mining bot but it just twitched about and spat sparks as shortouts raked it.

Filtiarn

Place a totem here, another next to tower of wizards (with +1/+1 essence), and move one hex south east towards that weird purple hex.

Spoiler (click to show/hide)

Filtiarn placed down his first totem on this land. It was shaby and wouldn't last, but it might hold out enough to kickstart the rest. Next totem Filtiarn placed next to the cursed Tower. He wished to go inside, to find his enemy, to... No. It was not the time yet, he left and went southeast.

Redrum examined the beast's remains with glee. Once raised, it would make a pet fit for a deathlord.

Animate the hydra corpse using [two +1POT] and [two +1CMP] essences. Craft 3 new essences afterwards.
Spoiler (click to show/hide)

Redrum could had woven a cocoon of necromancy around the bones to bind and move them. He could had puppeteer the corpse with some more subtle spells. He went for the quick and dirty approach and just blasted the skeleton with necromantic energies. Three of five heads began moving about, with only a slight clacking of bones they rose from the mud. Then, one of the heads noticed the zombie shoveling dirt off the rest of the bones. It bit down onto right shoulder of the zombie, as it's instincts guided it. Other two heads soon followed to see what the commotion was about. There was a bit of an argument between them and zombie was soon torn into three parts, with fourth part consisting of rotten guts spilling on the ground beneath.

"Quill... To write my name into history or to strike it out? Lets see."

Take the quill. Experiment a bit in writing if it does not reveal its purpose immediately. If unharmed, continue tower exploration + 4 essences.

Spoiler (click to show/hide)

Ao wrote down some random words, some random phrases some random symbols. None of that seemed to do anything, so he just pocketed the quill and left. He left the room and moved on through the Tower again. Behind a door with a lotus carved onto it he found a garden crafted entirely from marble. The only thing alive was lotus flowers blooming in the pond in the center. As he gazed into the pool Ao Saw and Understood. When he blinked, the room had disappeared, replaced by same purple aether he was getting used to by now. But the Insight remained.

{Celestial empowerment upgraded to Celestial Insight. In addition to giving +1 to a roll, it will also reroll once for each Celestial Insight used if 1 is rolled.}

"Oh, well, good...
3 hours? Really, are you sure?"

Eh, summon 3 completely random things.

Spoiler (click to show/hide)

James rethought his sense off time. A lot had happened since his arrival here, but it really hadn't taken all that long to happen, did it? Death of the world is something that sticks in the mind though, and all the fighting also felt longer than it actually was. He put that aside for now and conjured some random objects. A furry handkerchief, well padded chair and a scrap of burning paper appeared from thin air.

4 essences.

Spoiler (click to show/hide)

Gambler meditated. There was not much to do now but wait for next interesting thing to happen. Such things happened often enough around here that he did not expect to wait for long and made good use of the reprieve he had.

When in doubt, 3 Essences.

Spoiler (click to show/hide)

Magus N.A. rose from the floor. Wounds he got from violent reverting from aether form had almost entirely healed. That was not an experience he'd want to repeat, silencing elemental forms was dangerous.

"Stand back, Karnax! I'm going to perform science."

Attempt to open a small 'window' in the air infront of me, with the other side ending up in the dimension I previously tried to use to obtain a parrallel copy of myself. This time, the goal is just to sneak a peek of what the dimension looks like while reinforcing it enough to hopefully stop anything from crossing (barring light).

Spoiler (click to show/hide)

Khozek pulled up his sleeves and cast again. Portal shimmered into life, showing a field much like this one, with another Khozek looking back. It was like a mirror reflection, and while it vanished after a second, it was a success.

I am ready as well. Let's get this ritual kicked off! But quick question: Are you okay with me using chaotic essences? I find a bit of chaos can make for a very useful spell!

Begin twincasting a ritual with Skelliborn. Goal: create a measure of liquid metal to fill the capped-off pipe I've prepared, which should remain within the pipe until the wielder wills it to spill forth, at which point it will flow out into the shape of a sharp solidified blade, holding that form and remaining attached to the end of the pipe until the wielder commands the liquid to return to its container. The liquid should be very resilient when in blade form, be able to assimilate itself back into the greater mass should a part of the blade be sundered, and be able to form different blade shapes as the wielder wills it, assuming there is enough liquid to physically create such a shape.

Sacrifices: bottle of liquid stone, bottle of melted forks, steel knife.
Foci: the capped-off pipe, the forge.
Essences for this turn: three +1/+1, one +1 POT.


((Is it possible to change the plan a bit before the ritual ends? Like, decide partway through to cast a slightly different spell in the end?))
Assist in the ritual. (No need to add essences this turn though since we're in the tower)

{Don't know if you knew this but Skeliborn can also add sacrifices(up to three). I'll allow him to add on next turn this time only}

Spoiler (click to show/hide)

Chorkinaan and Skeliborn set up a ritual circle and began pouring power into it. Form shaped up almost instantly, and it took power greedily. But there were dangers despite early successes, as one of sacrifices crumbled into ash almost instantly.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 18, 2016, 07:10:28 pm
PM's will come in ~12 hours, next turn will come on Monday.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Zormod on November 18, 2016, 07:33:10 pm
Try to remove the dagger, now. Blink back when I have it out.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: star2wars3 on November 18, 2016, 10:04:18 pm
{Don't know if you knew this but Skeliborn can also add sacrifices(up to three). I'll allow him to add on next turn this time only}
((I had always assumed that the way that rituals worked was that each turn of the ritual you could only sacrifice 1 object per turn and that you decided on a turn to turn basis what you would add if anything. (up to the max 3 objects per a mage per ritual)))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Beirus on November 18, 2016, 10:25:17 pm
((From the OP:

How they work:
1)Wizard begins casting a ritual, specifying the intended effect and ritual sacrifices(items).
2)CMP and POT are rolled, essence boosting is allowed. On CMP 1 the ritual fails. On CMP 6 the ritual fires off early. Either effect can be avoided by burning one of the ritual sacrifices. POT is pooled.
3)Repeat 2 until wizard decides the ritual is powered enough.
4)Ritual fires off, remaining sacrifices are destroyed adding 2 POT per sacrifice.

Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.

Difficult to properly quote it on a phone. Anyway, the sacrifices automagically destruct to prevent bad effects. Though with the lack of public rituals to use as a basis, it might have been confusing to recognize that. Granted, DG may have something to add or correct, but these are the rules as they have been since rituals were added.))
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: AoshimaMichio on November 19, 2016, 01:09:08 am
Filtiarn

Place a totem here, another next to tower of wizards (with +1/+1 essence), and move one hex south east towards that weird purple hex.

Filtiarn placed down his first totem on this land. It was shaby and wouldn't last, but it might hold out enough to kickstart the rest. Next totem Filtiarn placed next to the cursed Tower. He wished to go inside, to find his enemy, to... No. It was not the time yet, he left and went north.

GM: North? I said southeast, didn't I? Pretty sure I did. One hex southeast, not two north.
Title: Re: Roll to Magic: Turn 203 The wolf comes
Post by: DreamerGhost on November 19, 2016, 07:35:03 am
Filtiarn

Place a totem here, another next to tower of wizards (with +1/+1 essence), and move one hex south east towards that weird purple hex.

Filtiarn placed down his first totem on this land. It was shaby and wouldn't last, but it might hold out enough to kickstart the rest. Next totem Filtiarn placed next to the cursed Tower. He wished to go inside, to find his enemy, to... No. It was not the time yet, he left and went north.

GM: North? I said southeast, didn't I? Pretty sure I did. One hex southeast, not two north.

I somehow saw that as "move to the purple hex" and the only purple hexes in my mind are the eldritch lands in the north. Completely forgot that under all the dust ornaments there is purple in the southeast. Fixed.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: AoshimaMichio on November 19, 2016, 08:02:36 am
Filtiarn
Make three essences and carefully observe this area.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: ironsnake345 on November 19, 2016, 10:15:58 am
((I'm a little bit confused with the rolls here. The rules state that something bad happens which can be averted by burning a sacrifice at a roll of cmp 1 or cmp 6, but it says nothing about pot. There were no base rolls that fit that criteria, but bonuses boosted the cmp over 5 and skelliborn's base pot roll was 6. Does this mean that cmp bonuses that boost it to 6 or above are bad, or do pot rolls of 6 also cause issues? It doesn't say so in the rules.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 19, 2016, 10:55:21 am
((I'm a little bit confused with the rolls here. The rules state that something bad happens which can be averted by burning a sacrifice at a roll of cmp 1 or cmp 6, but it says nothing about pot. There were no base rolls that fit that criteria, but bonuses boosted the cmp over 5 and skelliborn's base pot roll was 6. Does this mean that cmp bonuses that boost it to 6 or above are bad, or do pot rolls of 6 also cause issues? It doesn't say so in the rules.))

Only the base roll counts for sacrifice burn/ritual break. POT does not cause issues on it's own, but if POT is more than CMP, the difference is treated as chaotic POT, which may add details of it's own that are still useful, but maybe not exactly what you wanted.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Whisperling on November 19, 2016, 12:58:24 pm
((Attention all Mages!

I am planning to start the second council the turn after next. Any help with the conference spell would be much appreciated, and I'll make the communication system a permanent fixture if I believe we'll have enough power.

As I've said before, the goal of this Council will be to work out the differences between those with different visions of the game. Hopefully we can make some compromises that appeal to both murderers and pacifists, as well as justice-powered omnicidal maniacs like myself. :P

If we go about this in a reasonable, open manner, I believe that it has the potential to alleviate some major issues and change the direction of the game. As such, I'm going to request you a) keep an open mind, and b) refrain from trying to hijack the spell and commit genocide. I know that I can't force you guys to do anything, but this could improve the game for all of us, yourself included. It would be a shame if it ends before it begins.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: AoshimaMichio on November 19, 2016, 01:03:08 pm
((Speaking of communication, what teams we have here? This time I may be interested of team playing.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Elephant Parade on November 19, 2016, 01:08:07 pm
((Speaking of communication, what teams we have here? This time I may be interested of team playing.))
((Well, there's Team Tower—but it includes Gloomy, so you're probably not going to want to be a part of it.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Whisperling on November 19, 2016, 01:09:55 pm
((Speaking of communication, what teams we have here? This time I may be interested of team playing.))

((As far as I know, there's:

T.O.A.M, which I believe consists of Skelliborn, James, Chorkinaan, Jigsap, Surg, and Nihilum.
The Tower, which includes Jase, Crimson, Viznor, Ilium, Gloomier, and Magus N/A.
And finally, a partnership between Karnax and Khozek, if you can really call that a team.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: ironsnake345 on November 19, 2016, 01:24:36 pm
((I'm a little bit confused with the rolls here. The rules state that something bad happens which can be averted by burning a sacrifice at a roll of cmp 1 or cmp 6, but it says nothing about pot. There were no base rolls that fit that criteria, but bonuses boosted the cmp over 5 and skelliborn's base pot roll was 6. Does this mean that cmp bonuses that boost it to 6 or above are bad, or do pot rolls of 6 also cause issues? It doesn't say so in the rules.))

Only the base roll counts for sacrifice burn/ritual break. POT does not cause issues on it's own, but if POT is more than CMP, the difference is treated as chaotic POT, which may add details of it's own that are still useful, but maybe not exactly what you wanted.

((Then why did we have to burn one sacrifice?))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DAPARROT on November 19, 2016, 01:30:50 pm
Back to phoenix form, burn the wasps
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: AoshimaMichio on November 19, 2016, 01:53:02 pm
((Alright, team T.O.A.M., gimme me excuse to join. ))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: ironsnake345 on November 19, 2016, 02:10:04 pm
((Alright, team T.O.A.M., gimme me excuse to join. ))
((!!science!!))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: star2wars3 on November 19, 2016, 06:36:15 pm
((Alright, team T.O.A.M., gimme me excuse to join. ))
((!!science!!))
((How about the fact that being in a big guild like T.O.A.M. makes it easier to organize large rituals and acquire more swag sooner. Also if you join now, once we create are massive flying headquarters you will get quick transportation across the map via the teleportation system we plan on putting on board. And if that hasn't convinced you if you join now within the next 15 minutes we'll throw in some low quality sword shaped toothpicks we found in our next door neighbour's garbage can.))
Continue with the ritual:
Sacrifice: Diamond edged carbon sword
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: FallacyofUrist on November 19, 2016, 07:03:24 pm
((Alternatively, Doktor Diabolical is willing to take on henchmen... your character does look like a more villainous sort, after all...))

Doktor Diabolical:

"What in diabolicalness is that? The miner bot must have dug into some kind of cave or something..."

Why fight foes when you can robotify them? Doktor Diabolical attempts to transform(0, working with what's already there) the creature that just destroyed the lopsided bot into a robot. That obeys his orders(-1). From a distance(-1). 3 +1/+1 essences, 1 +1 POT essence. If the spell succeeds, Doktor Diabolical then makes 2 essences.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: ironsnake345 on November 19, 2016, 07:36:30 pm
Whilst wondering what the hell happened to that one sacrifice despite the fact that a mystical Goldilocks would have approved of that last minute of ritual casting, Continue the ritual. Essences this turn: 1 chaotic +2/+1, 2 regular +1/+1
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 19, 2016, 08:41:35 pm
((Alternatively, Doktor Diabolical is willing to take on henchmen... your character does look like a more villainous sort, after all...))

Doktor Diabolical:

"What in diabolicalness is that? The miner bot must have dug into some kind of cave or something..."

Why fight foes when you can robotify them? Doktor Diabolical attempts to transform(0, working with what's already there) the creature that just destroyed the lopsided bot into a robot. That obeys his orders(-1). From a distance(-1). 3 +1/+1 essences, 1 +1 POT essence. If the spell succeeds, Doktor Diabolical then makes 2 essences.

You can't see the thing that has snagged your bots, so you can't do that. Also, if that thing is larger than your fist(it is), this will most likely just turn it a bit cyborg, which will probably still won't be under your control.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: FallacyofUrist on November 19, 2016, 08:45:21 pm
((Can't make it an area of effect?))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 19, 2016, 08:47:21 pm
Whilst wondering what the hell happened to that one sacrifice despite the fact that a mystical Goldilocks would have approved of that last minute of ritual casting, Continue the ritual. Essences this turn: 1 chaotic +2/+1, 2 regular +1/+1

I am an utter tard is what happened. That was a POT roll that turned over a 6,  not CMP. You should still have the sacrifice. I was a bit half-asleep at the time.

((Can't make it an area of effect?))

No, because you also need to know what you are converting, at least how it looks like. Also, if you could, AOE would dilute the effect to uselessness.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: FallacyofUrist on November 19, 2016, 08:51:21 pm
Doktor Diabolical:

Doktor Diabolical abruptly realized the issue with his plan: he didn't have a clear visual on the enemy. All he knew for the moment was that it had an orange limb. Building a sight projection drone would take a bit too much time and power. Thus: area of effect attack. Thus: flamethrower. Doktor Diabolical uses the scrap from the miner bot(0 for using what's already there) to make a flamethrower(-1) bot that obeys his orders(-1). 3 +1/+1 essence and 1 +1 POT essence expenditure. Then he has it flame the stairway pit. If he has spare time, he makes 2 robots essences.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: XXXXYYYY on November 19, 2016, 09:42:50 pm
((Speaking of communication, what teams we have here? This time I may be interested of team playing.))

((As far as I know, there's:

T.O.A.M, which I believe consists of Skelliborn, James, Chorkinaan, Jigsap, Surg, and Nihilum.
The Tower, which includes Jase, Crimson, Viznor, Ilium, Gloomier, and Magus N/A.
And finally, a partnership between Karnax and Khozek, if you can really call that a team.))
((Gambler's in TOAM as well.))
Move to assist with the council spell. Make 4 more essences in preparation.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Sarrak on November 20, 2016, 04:19:14 am
((I find it interesting that only peaceful mages tend to gather in big groups. After that, they become a bit violent and tend to think they - and only they - can decide what exactly the term 'peace' means  :P
But, as already said, I'm all for the Council. If I'll manage to attend, since Tower wandering is just so profitable and interesting.))

"I feel like nature of the Universe is practically in my grasp now. Which means it would elude me for quite some time..."

Explore the Tower some more before deciding on a more concrete course of action. 4 essences.

((DG, can you add quill to my inventory? I'm quite amused at my luck this iteration...))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Prismatic on November 20, 2016, 05:19:55 am
((The conference spell sounds interesting, though it's not something my current character is likely to appreciate. How is it going to work?))

Redrum observed the hydra's graceless display of power without batting an eyelid, even as the shovel-bearer was ripped apart before him. The zombie slave would be replaced easily enough, but he was not yet done here.

Carry on with the animation process. +1CMP +1POT
2 essences.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Mallos on November 20, 2016, 01:25:24 pm
Create 2 Essences
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: AoshimaMichio on November 20, 2016, 05:23:30 pm
((Alright, team T.O.A.M., gimme me excuse to join. ))
((!!science!!))
((IC excuse.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: star2wars3 on November 20, 2016, 05:50:08 pm
((Alright, team T.O.A.M., gimme me excuse to join. ))
((!!science!!))
((IC excuse.))
((We actually can't invite you until we meet you IC so that most likely amounts to the council.))
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 21, 2016, 05:45:16 pm
Turn 205

Try to remove the dagger, now. Blink back when I have it out.
Spoiler (click to show/hide)

Cuberac pulled onto his dagger, but it was stuck firmly and Blake's bones won against Cuberac's muscle. Blake twitched when Cuberac pulled on the blade, but pain swiftly changed to anger and Blake placed another rune, this one on Cuberac's left arm. Both runes began to burn with uncomfortable heat.

Filtiarn
Make three essences and carefully observe this area.

Spoiler (click to show/hide)

Filtiarn looked around the place. The nearby fallout area of magic seemed mostly settled, some floating dust and sulfur fractal sculptures aside. There was nothing else overly interesting around. Or so it seemed. As it happened, the underground had not entirely settled here, and a new geyser explosively broke through just under Filtiarn. He was tossed aside by the explosion, but most of the stone shrapnel either missed him or bounced off without any further damage. It was not too bad, but it was a reminder that this place was not overly safe.

((Alright, team T.O.A.M., gimme me excuse to join. ))
((!!science!!))
((How about the fact that being in a big guild like T.O.A.M. makes it easier to organize large rituals and acquire more swag sooner. Also if you join now, once we create are massive flying headquarters you will get quick transportation across the map via the teleportation system we plan on putting on board. And if that hasn't convinced you if you join now within the next 15 minutes we'll throw in some low quality sword shaped toothpicks we found in our next door neighbour's garbage can.))
Continue with the ritual:
Sacrifice: Diamond edged carbon sword


Whilst wondering what the hell happened to that one sacrifice despite the fact that a mystical Goldilocks would have approved of that last minute of ritual casting, Continue the ritual. Essences this turn: 1 chaotic +2/+1, 2 regular +1/+1

Spoiler (click to show/hide)

{So with retroactive added sacrifice and fixing previous mistake and also losing 2 sacrifices this turn, you have a total of 2 sacrifices remaining.}

Chorkinaan and Skeliborn continued pouring power into the ritual and the form they were filling scattered, but remained fine, power was still contained and not leaking. It had changed form, improved it somehow. Or at least so they hoped, as two sacrifices burned up at once.

Doktor Diabolical:

Doktor Diabolical abruptly realized the issue with his plan: he didn't have a clear visual on the enemy. All he knew for the moment was that it had an orange limb. Building a sight projection drone would take a bit too much time and power. Thus: area of effect attack. Thus: flamethrower. Doktor Diabolical uses the scrap from the miner bot(0 for using what's already there) to make a flamethrower(-1) bot that obeys his orders(-1). 3 +1/+1 essence and 1 +1 POT essence expenditure. Then he has it flame the stairway pit. If he has spare time, he makes 2 robots essences.

Spoiler (click to show/hide)

Doktor reshaped his miner drone with magic, and learned a few important lessons in the process. The first one was that magic can't always replace having actual parts, and second one was that there is really better choices of uncertainty than flaming ones. The drone belched smoke. It leaked sparks. There was a rusted pipe in front of it, possibly the flamethrower. It waddled off towards the pit, fell in and exploded, setting the pit ablaze. There was a shrill scream from the pit, and sound of earth being moved very quickly.

((Speaking of communication, what teams we have here? This time I may be interested of team playing.))

((As far as I know, there's:

T.O.A.M, which I believe consists of Skelliborn, James, Chorkinaan, Jigsap, Surg, and Nihilum.
The Tower, which includes Jase, Crimson, Viznor, Ilium, Gloomier, and Magus N/A.
And finally, a partnership between Karnax and Khozek, if you can really call that a team.))
((Gambler's in TOAM as well.))
Move to assist with the council spell. Make 4 more essences in preparation.
Spoiler (click to show/hide)

Gambler didn't need to move far, he was already in the Tower and he wasn't even all that far from the council chambers. The only real question was wether or not he should bring the lucky chair back into the room. It did save him last time council meeting happened.

((I find it interesting that only peaceful mages tend to gather in big groups. After that, they become a bit violent and tend to think they - and only they - can decide what exactly the term 'peace' means  :P
But, as already said, I'm all for the Council. If I'll manage to attend, since Tower wandering is just so profitable and interesting.))

"I feel like nature of the Universe is practically in my grasp now. Which means it would elude me for quite some time..."

Explore the Tower some more before deciding on a more concrete course of action. 4 essences.

((DG, can you add quill to my inventory? I'm quite amused at my luck this iteration...))
Spoiler (click to show/hide)

Ao continued exploring the Tower, but what he found this time was nothing. He arrived at a dead-end, a corridor with nothing connected to it. Well, with the labyrinthine construction of the Tower occasional dead-end was to be expected. Ao idly rapped his fingers over a wall while taking a momentary rest. Except there was no rapping and the fingers sunk into the wall with no obstruction. Ao carefully pushed entire hand through the wall, and then tried the same with his head. What he found was a bar, filled with bottles and barrels and chairs.

((The conference spell sounds interesting, though it's not something my current character is likely to appreciate. How is it going to work?))

Redrum observed the hydra's graceless display of power without batting an eyelid, even as the shovel-bearer was ripped apart before him. The zombie slave would be replaced easily enough, but he was not yet done here.

Carry on with the animation process. +1CMP +1POT
2 essences.

Spoiler (click to show/hide)

Redrum threw some more power at the dead hydra and another head rose from the mud. This new head seemed confused, or possibly hungry, as it began trying to eat one of the other heads. Soon, two heads were trying to bite each other off, and other two were turning to see what what happening.

Create 2 Essences
Spoiler (click to show/hide)

Khozek was frustrated by the lack of success he was having. Parallel dimensions were not all that complicated of a concept, but he was unable to reach them. If only other he would help out a bit.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: DreamerGhost on November 21, 2016, 05:46:43 pm
PM's come tomorrow.
DAPARROT's turn will also come tomorrow as I had some doubts about vishdafish's action.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: FallacyofUrist on November 21, 2016, 06:00:24 pm
Doktor Diabolical:

"Well, that worked. I suppose. Though I don't think the creature is dead yet... odds are it'll attack me from below."

Doktor Diabolical converts his boots into robo-boots that can be used for skating, hopefully helping him to evade the creature. Afterwards, if he isn't attacked, he makes 3 essences. If he is attacked, he sics his attack drone and cubebots on the attacker.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: BlackHeartKabal on November 21, 2016, 06:17:29 pm
Fire another, brighter flare.
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: Whisperling on November 21, 2016, 06:38:48 pm
((I find it interesting that only peaceful mages tend to gather in big groups. After that, they become a bit violent and tend to think they - and only they - can decide what exactly the term 'peace' means  :P
But, as already said, I'm all for the Council. If I'll manage to attend, since Tower wandering is just so profitable and interesting.))

"I feel like nature of the Universe is practically in my grasp now. Which means it would elude me for quite some time..."

Explore the Tower some more before deciding on a more concrete course of action. 4 essences.

((DG, can you add quill to my inventory? I'm quite amused at my luck this iteration...))

((I wouldn't say that- T.O.A.M. has remained peaceful, and the Tower usually only intervenes when people want to mess with our stuff and/or are likely to become a major headache, in which case we'll consider killing them or ensuring get-power-quick schemes don't get off the ground (see: not letting someone who explicitly wants to raze and/or capture the Tower have access the fire portal).

Anyway, you should be able to explore and attend at the same time. The point of this spell is to create what is essentially a magical skype call. Possibly a permanent system, if we can get the power.))


((The conference spell sounds interesting, though it's not something my current character is likely to appreciate. How is it going to work?))

Redrum observed the hydra's graceless display of power without batting an eyelid, even as the shovel-bearer was ripped apart before him. The zombie slave would be replaced easily enough, but he was not yet done here.

Carry on with the animation process. +1CMP +1POT
2 essences.


((As I said above, we're basically going to invent wizard skype. Possibly with fancy systems to make it look like everyone is gathered in the council room. This is to prevent the Dwen incident from repeating itself, and to make things generally easier for everyone involved. (Read: no commute).

Redrum is free to participate or not, but I suggest he does. If nothing else, he probably would like to have a say in the council's decisions.))
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Zormod on November 21, 2016, 07:29:25 pm
Switch back to attempting to smash his head with the bladecube.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Beirus on November 21, 2016, 07:37:11 pm
((While I had refrained from giving out any information about team Tower to keep from putting a target on the backs of our "weaker" members, I suppose now would be a good time to share a bit of information. I'd like to point out that Jase did not approve or condemn the killing of Kahel. WhIle members are free to pursue their own goals, the few things that are guaranteed are that we will protect our own, we will support each other, and we will bring our full might down upon any who threaten the Tower or try to abuse it for their own gain. Since nobody has appeared to pick up on it, I will make it explicitly clear: Do not threaten the Tower or our interests and we will not have to hunt you down and slaughter you like an animal. Because at the point we have to get involved, it isn't about the shards we'd get from killing a mage.))
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: ironsnake345 on November 21, 2016, 10:52:12 pm
((I feel like my essences aren't being properly updated...))

Continue the ritual despite this setback! Essences this turn: 4 +1/+1
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Mallos on November 22, 2016, 12:07:43 am
"Karnax, you're doing that weird thing again where you just stare into space, so let me say this; I am going to explore the surrounding area a bit. Maybe I'll find something that can conduct my dimensional influence.. if you need me, give me some form of signal with that fire magic of yours."

Set off towards the southwest, wary of any signs of magic in my vicinity
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: AoshimaMichio on November 22, 2016, 03:06:41 am
Filtiarn doesn't particularly like strong smell of sulfur here. Have to move quickly, get preparations done.

Create new totem here (essence: +1 POT), move onto hex in southeast and create another (essence: +1/+1)
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: star2wars3 on November 22, 2016, 06:20:47 am
((I feel like my essences aren't being properly updated...))

Continue the ritual despite this setback! Essences this turn: 4 +1/+1
continue the ritual: 3, +1/+1 essences
Title: Re: Roll to Magic: Turn 204 Traps and Treasures
Post by: DreamerGhost on November 22, 2016, 01:49:20 pm
Back to phoenix form, burn the wasps

Spoiler (click to show/hide)

Seva turned back to his phoenix form. Magic was not helping and he had immediate problems to deal with. He breathed fire on approaching wasps, burning them to crisps instantly. Or that was what he expected to happen. What happened instead was that the wasps melted slowly, too slowly to get all of them. Some wasps reached Seva and began eating his flames. They were few in number, but they were alive and some were seemingly attempting to lay eggs. Down below on the ground, Easter attempted to conjure some more but the few that appeared attempted to bite him instead and broke their mandibles on his armor.


I'm getting a lot of unrelated PM's. Did I get everyone's actions?
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Sarrak on November 23, 2016, 02:25:58 pm
"Ah. A magical bar. What an unusual occurrence... Another test of luck, it seems?"

Look through the bar contents. Taste some samples if they seem magical enough - I have no need for mere alcoholic drinks. Add regular 4 essences on top, possibly conjured while being drunk.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: TheBiggerFish on November 23, 2016, 03:00:39 pm
3 Essences
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Whisperling on November 24, 2016, 01:43:39 pm
Council spell, which should come into effect next turn:

As I said, this is essentially wizard Skype. Use knowledge magic to detect the locations of every [player-character] mage, on or off the island, and set up a communication network which records their voices and surroundings. These feeds will essentially be put together and magiced to create a "video" of everyone in the council chamber, which appears as a sort of "screen" in front of each mage. That should be an actual, light-based screen, by the way. Mind magic is just asking to be hijacked.

Should anyone offer to help, use the yes/no book to confirm their good intentions (and show them my own, for that matter), and assuming everything checks out, take full advantage of their assistance. If we have two or more mages, including myself, I feel it is quite possible to make this a system which recharges once every twenty turns. For now, anyway, we'll definitely improve it later. Halve this number for each mage beyond the second.

EDIT: Whoops, forgot to put essence use. Use 3 +1 POT and +1 CMP knowledge essences, and two knowledge essences +1+1.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Prismatic on November 24, 2016, 02:35:27 pm
Weave puppeteer bindings into the corpse as a whole, properly restraining the active heads under my control and (hopefully) mobilising whatever remains to be animated. Essences used: [+1/+2][+1CMP]

2 new essences if stuff gets done without any unexpected hitches.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: DreamerGhost on November 24, 2016, 02:43:37 pm
Sorry guys, no turn today again. I'm considering moving both turns by a day in the week for until next year, when I'll hopefully be done fighting with Unix and Webdesign.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: XXXXYYYY on November 24, 2016, 03:48:06 pm
Council spell, which take full effect next turn:

As I said, this is essentially wizard Skype. Use knowledge magic to detect the locations of every [player-character] mage, on or off the island, and set up a communication network which records their voices and surroundings. These feeds will essentially be put together and magiced to create a "video" of everyone in the council chamber, which appears as a sort of "screen" in front of each mage. That should be an actual, light-based screen, by the way. Mind magic is just asking to be hijacked.

Should anyone offer to help, use the yes/no book to confirm their good intentions (and show them my own, for that matter), and assuming everything checks out, take full advantage of their assistance. If we have two or more mages, including myself, I feel it is quite possible to make this a system which recharges once every twenty turns. For now, anyway, we'll definitely improve it later. Halve this number for each mage beyond the second.

Assist with the spell, perhaps examining the glass orb to provide some further help with shaping the viewing portion of the spell. Assuming the recharge is being added, add a decent chance of the recharge happening substantially quicker. Use 4 +1/+1 essences, and one each of the +1 to CMP and POT essences for the spell in total.

If I misread and the spell isn't being cast this turn, make four essences instead.

Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Whisperling on November 24, 2016, 04:06:34 pm
Council spell, which take full effect next turn:

As I said, this is essentially wizard Skype. Use knowledge magic to detect the locations of every [player-character] mage, on or off the island, and set up a communication network which records their voices and surroundings. These feeds will essentially be put together and magiced to create a "video" of everyone in the council chamber, which appears as a sort of "screen" in front of each mage. That should be an actual, light-based screen, by the way. Mind magic is just asking to be hijacked.

Should anyone offer to help, use the yes/no book to confirm their good intentions (and show them my own, for that matter), and assuming everything checks out, take full advantage of their assistance. If we have two or more mages, including myself, I feel it is quite possible to make this a system which recharges once every twenty turns. For now, anyway, we'll definitely improve it later. Halve this number for each mage beyond the second.

Assist with the spell, perhaps examining the glass orb to provide some further help with shaping the viewing portion of the spell. Assuming the recharge is being added, add a decent chance of the recharge happening substantially quicker. Use 4 +1/+1 essences, and one each of the +1 to CMP and POT essences for the spell in total.

If I misread and the spell isn't being cast this turn, make four essences instead.


((Yeah, you read that right. The idea is for the effects to start next turn, possibly with a little "an image of everyone in the council chamber appears before you" nudge at the end of this one.))
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: XXXXYYYY on November 24, 2016, 04:36:31 pm
((Yeah, you read that right. The idea is for the effects to start next turn, possibly with a little "an image of everyone in the council chamber appears before you" nudge at the end of this one.))
((Ah, thank you.))
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: Whisperling on November 25, 2016, 10:38:46 am
((Edited essence use into my previous post. Oops.))
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: DreamerGhost on November 25, 2016, 07:13:33 pm
Turn 206

Doktor Diabolical:

"Well, that worked. I suppose. Though I don't think the creature is dead yet... odds are it'll attack me from below."

Doktor Diabolical converts his boots into robo-boots that can be used for skating, hopefully helping him to evade the creature. Afterwards, if he isn't attacked, he makes 3 essences. If he is attacked, he sics his attack drone and cubebots on the attacker.

Spoiler (click to show/hide)

Doktor, awaiting reappearance of the creature, decided to reshape his boots into more advanced, skating optimized form. Maybe the very premise was flawed, but the end result was that his boots merged and extended, trapping Doktor's feet in a thick sheet of leather, rendering him unable to go anywhere. It could had been worse, but the creature did not burst out of the ground so the situation was merely embarrassing as compared to lethal. This was the problem of in-battle enchantments, you never knew if they would actually help.

Fire another, brighter flare.

Spoiler (click to show/hide)

Duritarum fired off a bright flare, red light reflecting from nearby fetid pools. It shone brightly in the sky, visible form anywhere where sky could be seen. This one too, was entirely ignored by anyone seeing it.

Switch back to attempting to smash his head with the bladecube.

Spoiler (click to show/hide)

Cuberac attempted to bash Blake once more, becoming more and more furious at unsuccessful execution attempts.  Blake on the other hand was fighting for his life with full force. The cube nearly missed, hitting Blake's shoulder and cracking bone beneath. It was not enough to impair the demonologist and he managed to place a third rune, this one on Cuberac's left leg. The marks burned now, each glowing with unholy light.

"Karnax, you're doing that weird thing again where you just stare into space, so let me say this; I am going to explore the surrounding area a bit. Maybe I'll find something that can conduct my dimensional influence.. if you need me, give me some form of signal with that fire magic of yours."

Set off towards the southwest, wary of any signs of magic in my vicinity

Spoiler (click to show/hide)

Khozek abandoned Karnax. His ally/convenient meatshield was probably thinking about something really deep and did not want to be disturbed. Or that was what Khozek hoped, the alternative that his mind was eaten by horrific creatures between dimensions summoned by Khozeks's tampering with the borders of worlds was rather bad for one's sanity. There was little magic to distract Khozek on his way and he soon found himself in the middle of a swamp.

Filtiarn doesn't particularly like strong smell of sulfur here. Have to move quickly, get preparations done.

Create new totem here (essence: +1 POT), move onto hex in southeast and create another (essence: +1/+1)

Spoiler (click to show/hide)

Filtiarn placed a totem in a puddle of liquid, where it would be best capable of doing it's purpose. There was a faint sizzle, and then the totem slowly sank into the puddle. It was nearly-boiling acid. This seemed like a really good time to leave, so Filtiarn did. The nearby magic fallout field seemed considerably safer. He placed another totem there. This was much safer.

((I feel like my essences aren't being properly updated...))

Continue the ritual despite this setback! Essences this turn: 4 +1/+1
continue the ritual: 3, +1/+1 essences

Spoiler (click to show/hide)

{Anything in particular off about your essences?}

Skeliborn and Chorkinaan continued pouring power in the blade. The shape was becoming more and more undefined, but edges of the shape were sharp straight lines. They were connected by a whole cloud of strands, each vanishing in the main body.

"Ah. A magical bar. What an unusual occurrence... Another test of luck, it seems?"

Look through the bar contents. Taste some samples if they seem magical enough - I have no need for mere alcoholic drinks. Add regular 4 essences on top, possibly conjured while being drunk.

Spoiler (click to show/hide)

Ao picked one of the smaller bottles, but seemingly on a whim placed it back and took it's larger and fancier neighbor. It turned out to be simple beer. Ao placed the bottle back with slight disappointment. His spell escaped him, and possibly due to environment, nested in Ao's liver, enchanting it with ability to purge body of alcohol on command.

3 Essences

Spoiler (click to show/hide)

Magus N.A. was waiting. Some great magic was going on, he could feel it and he wanted to be ready to observe it. It was very likely to be important going on. There was little else to do here, though there would be a small part of accepting a connection of enchantment.

Weave puppeteer bindings into the corpse as a whole, properly restraining the active heads under my control and (hopefully) mobilising whatever remains to be animated. Essences used: [+1/+2][+1CMP]

2 new essences if stuff gets done without any unexpected hitches.


Spoiler (click to show/hide)

Redrum usually greatly approved of minions duking it out as it was amusing pastime to watch them, but this time there were other priorities. With a whip of his hand, fifth head rose from the mud and other four stopped fighting. Main body still struggled to get out, but a clawed foot, only made more dangerous by loss of flesh, was trying hopelessly to pull the whole out.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: DreamerGhost on November 25, 2016, 07:14:48 pm
Still swamped. Skype magic and PM's come tomorrow.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Zormod on November 25, 2016, 07:30:53 pm
Summon a cube of glowstone and continue to attempt murder.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 25, 2016, 07:45:26 pm
((well, for one, I'm pretty sure I used up those two +1 pot's, and I think I noticed having a few others which I had stated a desire to use up entirely. It's been a bit though, I can't remember super clearly.))

MOAR POWAAAAARRRR!!! (4 +1/+1 essences)
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: DAPARROT on November 25, 2016, 08:06:44 pm
fire breath on the wasps then fly away from them, to the tower unless they are in that direction, in the direction with the least mages if they are

Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: star2wars3 on November 25, 2016, 09:33:51 pm
Continue the ritual. +2/+2 essences
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: TheBiggerFish on November 25, 2016, 09:36:25 pm
Er, do you need something from me or what?

Yes, accept connection.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: FallacyofUrist on November 25, 2016, 10:28:03 pm
Doktor Diabolical:

"Well, this is inconvenient."

Doktor Diabolical tries again, building on what's already been done. 1 +1/+1 essence, 1 +1/+2 essence. Afterwards, if he isn't attacked, he makes 3 robots essences. If he is attacked, he sics his cubebots and attack drone on the attacker.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Mallos on November 26, 2016, 12:24:19 am
Poke around for anything like ruins or caves with 'strong presences'. Probe them.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Prismatic on November 26, 2016, 07:08:32 am
It had been a while since Redrum had last reanimated a creature of this size, and the hydra's polycephalic anatomy was proving to be a more complex obstacle than he'd initially anticipated. Perhaps pausing to perform a simpler task would allow him to recharge his reserves before another attempt.

Further enchant (chaotic +1/+1) the soul-trapping lantern, converting it into an on-demand spirit incinerator.
Following this, craft 3 essences.
Title: Re: Roll to Magic: Turn 205 Congregation begins
Post by: DreamerGhost on November 26, 2016, 02:44:06 pm
Council spell, which should come into effect next turn:

As I said, this is essentially wizard Skype. Use knowledge magic to detect the locations of every [player-character] mage, on or off the island, and set up a communication network which records their voices and surroundings. These feeds will essentially be put together and magiced to create a "video" of everyone in the council chamber, which appears as a sort of "screen" in front of each mage. That should be an actual, light-based screen, by the way. Mind magic is just asking to be hijacked.

Should anyone offer to help, use the yes/no book to confirm their good intentions (and show them my own, for that matter), and assuming everything checks out, take full advantage of their assistance. If we have two or more mages, including myself, I feel it is quite possible to make this a system which recharges once every twenty turns. For now, anyway, we'll definitely improve it later. Halve this number for each mage beyond the second.

EDIT: Whoops, forgot to put essence use. Use 3 +1 POT and +1 CMP knowledge essences, and two knowledge essences +1+1.

Assist with the spell, perhaps examining the glass orb to provide some further help with shaping the viewing portion of the spell. Assuming the recharge is being added, add a decent chance of the recharge happening substantially quicker. Use 4 +1/+1 essences, and one each of the +1 to CMP and POT essences for the spell in total.

If I misread and the spell isn't being cast this turn, make four essences instead.


Spoiler (click to show/hide)

The spell was cast and the dice were thrown. Magic reached out to all mages that had arrived on the island, even those that had moved away since. It was not an overly strong link, but it was not meant to be. This was magic only for those willing to make use of it. Screens appeared in the Council chambers, one in front of each seat. Over twenty of the screens lit up, though no faces presented themselves just yet. Mages found screens hovering before them, waiting for their input. Four mages breathed again, as the spell they crafted worked.

{Council call:
-Recharge: 5 turns.
-Applies to all mages in game.
-Can be activated by any of the four that cast it or by anyone visiting the Council chamber.}
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: vishdafish on November 26, 2016, 08:17:52 pm
((Does it require me to use my turn if I wish to convene with the council members?))
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: star2wars3 on November 26, 2016, 10:38:03 pm
((If I could easily use my magic to do so, I would make the mage Skype permanent))
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 26, 2016, 11:24:16 pm
((I don't know that we can stop and use the mage skype. We're kind of in the middle of a ritual right now.))
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Whisperling on November 27, 2016, 12:24:18 am
((Does it require me to use my turn if I wish to convene with the council members?))

((It shouldn't. There'd just be an illusory screen hanging in the air in front of you, which you can talk into and such.))

((If I could easily use my magic to do so, I would make the mage Skype permanent))

((It is permanent, it just has a five-turn cooldown. I am, however, planning to remove that later, and I would definitely appreciate your help.))

((I don't know that we can stop and use the mage skype. We're kind of in the middle of a ritual right now.))

((People talk and do other assorted stuff while magicing all the time, so I can't imagine it would be an issue.))

-------------------------

"Many thanks to you, Gambler, and to others who did not wish to reveal themselves."

Activate the system.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 27, 2016, 02:02:08 am
Edwinn stared incredulously at the screen before him.

What the-? A council call? We're way out in the very boonies of the universe. This deathmatch really is attracting a lot of powerful people... More even than I realized apparently.

Edwinn flexed his magical muscles, activating the screen.

Eh, hello? Anyone there?
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: DreamerGhost on November 27, 2016, 09:00:35 am
((Does it require me to use my turn if I wish to convene with the council members?))

((It shouldn't. There'd just be an illusory screen hanging in the air in front of you, which you can talk into and such.))

((If I could easily use my magic to do so, I would make the mage Skype permanent))

((It is permanent, it just has a five-turn cooldown. I am, however, planning to remove that later, and I would definitely appreciate your help.))

((I don't know that we can stop and use the mage skype. We're kind of in the middle of a ritual right now.))

((People talk and do other assorted stuff while magicing all the time, so I can't imagine it would be an issue.))

Just confirming that Whisperling is correct on all accounts.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: AoshimaMichio on November 27, 2016, 09:08:03 am
Filtiarn observes the magical screen suspiciously. "What is this now?"

Make three essences.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Sarrak on November 27, 2016, 07:06:35 pm
Ao stared at the screen in slight disbelieve. Normally, an ordinary beer - especially when your organs can purge alcohol intoxication at will - could not make you see things. Especially so complex and unusual ones. So, was it a foreign intervention or drink sideffect?

"More experiments are needed..."

Observe the screen while tasting another alcoholic beverage, to see if things change. 4 more essences which I'll never use.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: BlackHeartKabal on November 27, 2016, 07:11:07 pm
5 essences.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: TheBiggerFish on November 27, 2016, 07:12:08 pm
If I haven't made three essences this turn, make three essences.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 27, 2016, 07:34:58 pm
Nobody's activated their screens but me. It would seem this council call's fallen on deaf ears.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Whisperling on November 27, 2016, 07:51:20 pm
((Pretty sure the conference call is technically starting next turn, but I might as well open the floor now.))

------------------

"Greetings. I am Viznor, seer and guardian of the Tower. Four mages, myself included, have built the magical network you see before you.

We wish to hold a second Council, this time with a clear goal in mind. There has been a great deal of conflict as of late, much of it due to differing opinions regarding the purpose of this place. Some desire a life of peaceful creation, others a violent contest. We seek to establish compromises and agreements which will accommodate both of these groups, as well as any others which may make themselves known."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Elephant Parade on November 27, 2016, 08:09:45 pm
Gloomy frowns to himself. "Is this the call, then? Bah. It'll end in murder and tears, just like everything else does here. I give us three turns before some enterprising killer tries to weaponize it."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 27, 2016, 08:46:29 pm
The system is watched over by a team of extremely dangrous wizards, and the last time someone tried to weaponize the tower I could just taste the death they met but a few minutes later. You needn't be so gloomy, my friend.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Mallos on November 27, 2016, 09:18:11 pm
"Is this really necessary? Can't we just divide into small groups and kill eachother? Nothing wrong with the status quo.. its fun enough as is. Plus, I get to test tons of things the College said was 'unethical and unreasonable'." Khozek frowns and slowly scratches his head at the screen in front of him.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 27, 2016, 09:27:26 pm
See, Skelliborn? this is exactly what I was talking about. This guy knows what's up. Murder, science, that's what this place is all about. To take only one is to deny half of existence in this tiny realm.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Whisperling on November 27, 2016, 09:38:34 pm
"This is precisely why I wish negotiate an agreement acceptable to both sides. There are some who believe those such as myself, who have tried to enforce peace, are oppressive, and those who would join a group and continue their participation in the tournament. However, there are others who do not wish to kill, and would rather be left in peace.

I propose that we find a way to segregate the peaceful and the violent, flexible borders or laws which allows us to determine where violence is and is not acceptable. Those who wish to do battle shall remain on one side of this "border," whether it be physical or metaphorical, and may kill as much as they desire without interference from peacekeepers. However, they may not interfere with those on the other side of the "border," where pacifism will be rigorously enforced."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Mallos on November 27, 2016, 10:57:51 pm
"This is precisely why I wish negotiate an agreement acceptable to both sides. There are some who believe those such as myself, who have tried to enforce peace, are oppressive, and those who would join a group and continue their participation in the tournament. However, there are others who do not wish to kill, and would rather be left in peace.

I propose that we find a way to segregate the peaceful and the violent, flexible borders or laws which allows us to determine where violence is and is not acceptable. Those who wish to do battle shall remain on one side of this "border," whether it be physical or metaphorical, and may kill as much as they desire without interference from peacekeepers. However, they may not interfere with those on the other side of the "border," where pacifism will be rigorously enforced."

"That defeats this pocket of space-time's purpose entirely.. it's fate that guided us here to the edges of space to do battle and warp the landscape beneath us. If you try to escape that fate, things will just get worse. I'm just taking my time and enjoying said fate through the addition of the pursuit of forbidden knowledge."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: XXXXYYYY on November 27, 2016, 11:26:14 pm
"This is precisely why I wish negotiate an agreement acceptable to both sides. There are some who believe those such as myself, who have tried to enforce peace, are oppressive, and those who would join a group and continue their participation in the tournament. However, there are others who do not wish to kill, and would rather be left in peace.

I propose that we find a way to segregate the peaceful and the violent, flexible borders or laws which allows us to determine where violence is and is not acceptable. Those who wish to do battle shall remain on one side of this "border," whether it be physical or metaphorical, and may kill as much as they desire without interference from peacekeepers. However, they may not interfere with those on the other side of the "border," where pacifism will be rigorously enforced."

"That defeats this pocket of space-time's purpose entirely.. it's fate that guided us here to the edges of space to do battle and warp the landscape beneath us. If you try to escape that fate, things will just get worse. I'm just taking my time and enjoying said fate through the addition of the pursuit of forbidden knowledge."
"I would disagree, though I am not wholly in agreement with Viznor either. I believe that the divide between 'all violence is OK' and 'any violence at all is punished into oblivion' is perhaps too binary. I think that an agreed-upon set of rules, perhaps enforced either through agreed, generalized action or a persistent spell, to dissuade actions deemed intolerable would be more appropriate. Private groups, such as the Tower's folk, can enforce laws of their own within their domain - they have laid claim to it, after all - but those laws should not necessarily extend island-wide or even necessarily in a large area.

Though this area is primed for fighting, there is no decree on how those battles should be fought; some may attempt mass killings, while others may attempt to gain power through incremental duels and battles. A third group may refrain from direct combat entirely, preferring to sell empowered items to one side or the other or both. A fourth, even, may prefer to gain power slowly before suddenly killing multiple people, using their might and health to their advantage. A fifth may specialize in non-mage fights, and so on and so forth.
I will not pretend that the island is not, on some fundamental level, a violent place, but I think that we should shape that violence for the betterment of the arena as a whole."
3 essences.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: AoshimaMichio on November 27, 2016, 11:45:46 pm
"Murder is inevitable."

Gloomy frowns to himself. "Is this the call, then? Bah. It'll end in murder and tears, just like everything else does here. I give us three turns before some enterprising killer tries to weaponize it."

"Greetings, wizard of curses, we meet again. I see you are in good health."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Whisperling on November 28, 2016, 12:07:01 am
"That defeats this pocket of space-time's purpose entirely.. it's fate that guided us here to the edges of space to do battle and warp the landscape beneath us. If you try to escape that fate, things will just get worse. I'm just taking my time and enjoying said fate through the addition of the pursuit of forbidden knowledge."

"I do not wish to place undue constraints on violence. In fact, I would argue that groups such as T.O.A.M lift their restriction on unprovoked attacks, given that members adhere to a greater, if less stringent framework of laws made by this council. My purpose is merely to safeguard our creations, and to give some reprieve to those who would escape battle. Fate or no, I believe that to be a worthy goal."

"I would disagree, though I am not wholly in agreement with Viznor either. I believe that the divide between 'all violence is OK' and 'any violence at all is punished into oblivion' is perhaps too binary. I think that an agreed-upon set of rules, perhaps enforced either through agreed, generalized action or a persistent spell, to dissuade actions deemed intolerable would be more appropriate. Private groups, such as the Tower's folk, can enforce laws of their own within their domain - they have laid claim to it, after all - but those laws should not necessarily extend island-wide or even necessarily in a large area.

Though this area is primed for fighting, there is no decree on how those battles should be fought; some may attempt mass killings, while others may attempt to gain power through incremental duels and battles. A third group may refrain from direct combat entirely, preferring to sell empowered items to one side or the other or both. A fourth, even, may prefer to gain power slowly before suddenly killing multiple people, using their might and health to their advantage. A fifth may specialize in non-mage fights, and so on and so forth.
I will not pretend that the island is not, on some fundamental level, a violent place, but I think that we should shape that violence for the betterment of the arena as a whole."
3 essences.

"I will extend my agreement, if somewhat hesitantly. The mages of the Tower will always enforce peace upon our ground, and I suppose other groups might do so as well. Perhaps those who eschew protection must accept a risk of violence, though all should know that said protection is available.

I would, however, argue that simultaneous, mass killings are unacceptable, as are large-scale attacks against strongholds such as the Tower. The actions of Shias and Dwen would both fall under this category, as would the proposed attack by an army of fire elementals. Such moves are the greatest threat to our fledgeling society, to say nothing of creations which may be the product of long and hard work."

"Murder is inevitable."

"I no longer deny that, although I maintain that certain forms of it must be stopped."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Mallos on November 28, 2016, 12:53:59 am
"And what makes you think you've got the skill and authority to stop a particularly clever mass-killer, Viznor? Why would it be you that stops them? The druid was a fool or he'd have tossed his stupid 'balance of nature' in the bin and joined me when he had the chance. If you ask me, your proposed laws are unlawful."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Beirus on November 28, 2016, 01:28:48 am
"You seem to think he would be the only one to try to stop them, Khozek. This wouldn't be part of the discussion if like-minded mages were a fringe group, or lacked the power to enforce such laws. As it stands, let me make it clear to all of you listening that those who seek shelter in the Tower because they do not wish to partake in the murder and violence outside its walls are under my protection. I do not care what violence and murder you perpetuate outside of it, but your life is forfeit the moment you bring it into my domain or try to abuse that protection. Like trying to hide from a fight you started. If you do not have the power to see it through, you should suffer the consequences. As far as lawfulness, those laws we agree to place upon ourselves as mages are the most lawful because they have been decided upon by those they would affect. "
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: AoshimaMichio on November 28, 2016, 01:50:29 am
"You seem to think he would be the only one to try to stop them, Khozek. This wouldn't be part of the discussion if like-minded mages were a fringe group, or lacked the power to enforce such laws. As it stands, let me make it clear to all of you listening that those who seek shelter in the Tower because they do not wish to partake in the murder and violence outside its walls are under my protection. I do not care what violence and murder you perpetuate outside of it, but your life is forfeit the moment you bring it into my domain or try to abuse that protection. Like trying to hide from a fight you started. If you do not have the power to see it through, you should suffer the consequences. As far as lawfulness, those laws we agree to place upon ourselves as mages are the most lawful because they have been decided upon by those they would affect. "

"Would you have a problem if I were to extract revenge long time coming to certain mage living in your Tower?"
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 28, 2016, 02:13:32 am
What we have here that is being proposed is an organized war between the most powerful mortal beings in existence, a full-scale war between mages on this tiny rock at the edge of reality, a war complete with tiny nations where pursuers of science and creation seek refuge until they eventually choose to enter the fray and take part in a battle to become a god, sharing power with whatsoever faction they choose. A system of perpetuated chaos and all the beautiful wonders and horrors alike that it creates in the hands of those as powerful as ourselves. An eternal harmonic entropy which creates and destroys in the most glorious fashion, perpetually for as long as whatever creature supports this island draws breath, and ever longer if even just one of us so wills it.

There's nothing about this that I don't absolutely love. These laws you are about to put into place, these laws that perpetuate order and chaos alike, I support them with all my being.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Sarrak on November 28, 2016, 05:15:14 am
"Is there any need for actual laws barring common sense? This island was created for murder, and for murder it should stand. Whenever mages gather into groups and agree upon defending 'their' pocket domain from hostiles, it is their right to do so. But when they leave their domain to seek fortune outside, they should be valid targets. Each mage may take others life, each mage may defend himself. If one group were to endanger all others - it is simple logic that mages would gather and eliminate the offenders."

Ao took a sip from random bottle before continuing:

"In essence, I see situation as it stands, quite fitting. Behave thyself around domains of others - or be murdered. Adhere to the island creed - or suffer from your ignorance. Do not pretend to seek peace while making war - and live to see another day."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Elephant Parade on November 28, 2016, 10:25:20 am
"Greetings, wizard of curses, we meet again. I see you are in good health."
"I'm never in good health, though I suppose things could always be worse. Will be worse soon, I'm sure."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: AoshimaMichio on November 28, 2016, 11:00:46 am
"Greetings, wizard of curses, we meet again. I see you are in good health."
"I'm never in good health, though I suppose things could always be worse. Will be worse soon, I'm sure."

"It will, I promise you that much."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 28, 2016, 12:09:58 pm
"Is there any need for actual laws barring common sense? This island was created for murder, and for murder it should stand. Whenever mages gather into groups and agree upon defending 'their' pocket domain from hostiles, it is their right to do so. But when they leave their domain to seek fortune outside, they should be valid targets. Each mage may take others life, each mage may defend himself. If one group were to endanger all others - it is simple logic that mages would gather and eliminate the offenders."

Ao took a sip from random bottle before continuing:

"In essence, I see situation as it stands, quite fitting. Behave thyself around domains of others - or be murdered. Adhere to the island creed - or suffer from your ignorance. Do not pretend to seek peace while making war - and live to see another day."

I see no difference between what you have said and what is being proposed.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Sarrak on November 28, 2016, 01:05:37 pm
I see no difference between what you have said and what is being proposed.
"Laws. Mages of order, such as your lot, can't seem to live without them, while adept of chaos vehemently oppose the very notion of abiding to some sort of rules. So, why do we need laws, again? They would serve no purpose but to seed warfare and reap despair."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 28, 2016, 01:41:04 pm
"Laws. Mages of order, such as your lot, can't seem to live without them, while adept of chaos vehemently oppose the very notion of abiding to some sort of rules. So, why do we need laws, again? They would serve no purpose but to seed warfare and reap despair."
Exactly. These are laws designed to seed warfare and reap despair, to ensure that chaos will endure and that those who follow chaos will be sated as well as those who, in my opinion somewhat foolishly, choose to use this land for creation alone. With these laws in place, those who are predisposed for law and those for chaos can exist in the most beautiful and mix of equal parts harmony and entropy. A perfect world, in which there is no ruling power, where chaos cannot oppress law and law cannot oppress chaos, where there is only war and all it entails in both destruction and creation; nothing more, nothing less.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: Whisperling on November 28, 2016, 03:48:31 pm
"And what makes you think you've got the skill and authority to stop a particularly clever mass-killer, Viznor? Why would it be you that stops them? The druid was a fool or he'd have tossed his stupid 'balance of nature' in the bin and joined me when he had the chance. If you ask me, your proposed laws are unlawful."

"I am powerful, but that is irrelevant. The strength of a Council lies in its numbers, and in what they might create. The collective created a great Tower for the first council, which stands proud and strong despite the machinations of those who would have it destroyed or used for ill. A second creation has the potential to uphold our society, or to halt threats before they become deadly.

These agreements would be lawful not because I created them, but rather, a collective decision to obey and preserve them, and because they seek to grant each mage their desires, peace and violence existing in a loose sort of harmony."

What we have here that is being proposed is an organized war between the most powerful mortal beings in existence, a full-scale war between mages on this tiny rock at the edge of reality, a war complete with tiny nations where pursuers of science and creation seek refuge until they eventually choose to enter the fray and take part in a battle to become a god, sharing power with whatsoever faction they choose. A system of perpetuated chaos and all the beautiful wonders and horrors alike that it creates in the hands of those as powerful as ourselves. An eternal harmonic entropy which creates and destroys in the most glorious fashion, perpetually for as long as whatever creature supports this island draws breath, and ever longer if even just one of us so wills it.

There's nothing about this that I don't absolutely love. These laws you are about to put into place, these laws that perpetuate order and chaos alike, I support them with all my being.
Exactly. These are laws designed to seed warfare and reap despair, to ensure that chaos will endure and that those who follow chaos will be sated as well as those who, in my opinion somewhat foolishly, choose to use this land for creation alone. With these laws in place, those who are predisposed for law and those for chaos can exist in the most beautiful and mix of equal parts harmony and entropy. A perfect world, in which there is no ruling power, where chaos cannot oppress law and law cannot oppress chaos, where there is only war and all it entails in both destruction and creation; nothing more, nothing less.

"In short, I wish to bind each side as loosely as is possible, so that they may coexist as part of a greater whole. You seem to understand my purpose, and if that is the case, I am glad to have your support."

"Is there any need for actual laws barring common sense? This island was created for murder, and for murder it should stand. Whenever mages gather into groups and agree upon defending 'their' pocket domain from hostiles, it is their right to do so. But when they leave their domain to seek fortune outside, they should be valid targets. Each mage may take others life, each mage may defend himself. If one group were to endanger all others - it is simple logic that mages would gather and eliminate the offenders."

Ao took a sip from random bottle before continuing:

"In essence, I see situation as it stands, quite fitting. Behave thyself around domains of others - or be murdered. Adhere to the island creed - or suffer from your ignorance. Do not pretend to seek peace while making war - and live to see another day."
"Laws. Mages of order, such as your lot, can't seem to live without them, while adept of chaos vehemently oppose the very notion of abiding to some sort of rules. So, why do we need laws, again? They would serve no purpose but to seed warfare and reap despair."

"The laws I propose are to prevent order from overstepping its bounds, and to restrain chaos only as much as is necessary. They are to prevent extremes- peacekeepers who become tyrannical, or chaos which devours itself and all else. They allow the system to accommodate the desires of both the peaceful and the violent, and steer it away from stagnation or death."

"Rule of might has kept the system stable, thus far, but it leaves much to be desired. Boundaries remain unclear, factions rub against each other almost constantly, and we have come to the very tipping point on both sides of the scale. This Council is an effort to stabilize it, while enabling those who wish to live out their lives in one manner or another to do so."
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: ironsnake345 on November 28, 2016, 04:15:56 pm
I'm glad we agree, Viznor.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: DreamerGhost on November 28, 2016, 06:34:38 pm
Turn 207

Summon a cube of glowstone and continue to attempt murder.

Spoiler (click to show/hide)

Blake placed a fourth rune on Cuberac's remaining leg and other three flared with pain. The pain rose and the fourth rune glowed, brighter than others. Then the pain peaked and the rune burned up. Maybe it was the burning rune, maybe it was the pinch of glowstone dust that Cuberac summoned, but Blake got distracted and took the bladecube to the side of the head again. He dropped to the ground moaning. There it was, Cuberac's second chance at execution.

fire breath on the wasps then fly away from them, to the tower unless they are in that direction, in the direction with the least mages if they are

Spoiler (click to show/hide)

Easter focused, his last few spells were whiffs, but this one would strike true. He focused on form and function, and unleashed perfectly formed and utterly loyal, but also few in number, wasps. There were five of them and they flew off towards Seva, who had about had it with this. With remarkable agility, he bent every which way and spat fire at wasps that had beset him. Insects were burned, larva were boiled and eggs were incinerated. Seva stopped only because he had ran out of firebreath, but he had also ran out of enemies. Deciding he had wasted enough here, Seva flew off back to the Tower. Below, Easter checked his finally regrown wings and wondered if there was any merit to following.

((well, for one, I'm pretty sure I used up those two +1 pot's, and I think I noticed having a few others which I had stated a desire to use up entirely. It's been a bit though, I can't remember super clearly.))

MOAR POWAAAAARRRR!!! (4 +1/+1 essences)
Continue the ritual. +2/+2 essences

{I have checked, and apparently, I forgot to remove essences at least once. I fixed that time, but this is more clusterfuck than I really have time to deal with right now, so I'm going to say that your essences are as they are now and will try not to miss them again.}

Spoiler (click to show/hide)

The sword had almost entirely vanished by now. Sharp edges scattered out of sight one by one and only faint remains of strings retained the promise of something at the end of the ritual. And still they could go for more safely, as even if they both failed the sacrifices would still protect them. This was gone far past the original idea, but not to the edge of what could be done.

Doktor Diabolical:

"Well, this is inconvenient."

Doktor Diabolical tries again, building on what's already been done. 1 +1/+1 essence, 1 +1/+2 essence. Afterwards, if he isn't attacked, he makes 3 robots essences. If he is attacked, he sics his cubebots and attack drone on the attacker.

Spoiler (click to show/hide)

Doktor focused on his utterly unsuitable footwear and magicked at it again. It worked out less than perfectly. The platform did split in two parts, and it did split into parts, but that was about it. The parts did some mysterious purpose and the "slides" were no better than before.

Poke around for anything like ruins or caves with 'strong presences'. Probe them.

Spoiler (click to show/hide)

Khozek looked around the swamp. It was hard to tell which part went "gloop" the least, so he relied on his more mythical senses. So he guessed, and shot out a probe spell into the swamp. The spell bent space, and cut out a piece of rock from somewhere below the water. Upon closer inspection, the stone was carved, and probably was part of a face, as it contained an eye. Khozek traced his spell and figured that the stone was taken from about two meters below, making it strange that swamp was not a bit more solid.

Filtiarn observes the magical screen suspiciously. "What is this now?"

Make three essences.

Spoiler (click to show/hide)

A screen appeared before Filtiarn. It was a strange thing, apparently a spell of communication. Who would want to talk to him here? Understanding dawning, Filtiarn activated the screen and saw the face of his hated enemy. There were others but they did not matter. He was being taunted, but he would hold for now. Time would come soon enough.

It had been a while since Redrum had last reanimated a creature of this size, and the hydra's polycephalic anatomy was proving to be a more complex obstacle than he'd initially anticipated. Perhaps pausing to perform a simpler task would allow him to recharge his reserves before another attempt.

Further enchant (chaotic +1/+1) the soul-trapping lantern, converting it into an on-demand spirit incinerator.
Following this, craft 3 essences.

Spoiler (click to show/hide)

Redrum decided to take some time off from resurrecting the hydra. He had been going for almost five minutes without committing a really-nobody-doubts-an-attrocity and he was getting twitchy. By his command, the lantern walls flared with pale green flame. He looked it over critically. The flame was weak, any soul placed inside would burn for hours. Redrum judged this to be an advantage.

If I haven't made three essences this turn, make three essences.

Spoiler (click to show/hide)

Magus N.A. casually listened to the conversation going on. There was some arguing, a few thinly veiled threats, some old salt between Filtiarn and Gloomy. Pretty average for wizards, although far calmer, possibly because fireballing people for disagreeing wasn't an option. Alliances seemed to become slightly more solid as grudges escalated. It would be fun to watch if he wasn't involved in this.

5 essences.

Spoiler (click to show/hide)

Duritarum mostly ignored the screen that appeared next to him. He was busy focusing power and he was far too focused to care about some other mages squabbling. There was still no response to his flare. The pools seemed strangely empty and the distant towers seemed to have no skeletons left in them.

Ao stared at the screen in slight disbelieve. Normally, an ordinary beer - especially when your organs can purge alcohol intoxication at will - could not make you see things. Especially so complex and unusual ones. So, was it a foreign intervention or drink sideffect?

"More experiments are needed..."

Observe the screen while tasting another alcoholic beverage, to see if things change. 4 more essences which I'll never use.

Spoiler (click to show/hide)

Ao picked up another bottle which turned out to be white wine. It went well with the arguing going on in the screen, cheesy phrases going well with bitter taste. As bottle emptied, Ao began to participate more, though that was probably not related to drunkenness. There were some rules to investigate and positions to challenge. No normal bar could offer amusement as this.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: DreamerGhost on November 28, 2016, 06:36:11 pm
I got only one action PM, but if you guys PM actions to me before tomorrow I'll do them for this turn.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Mallos on November 28, 2016, 06:47:31 pm
Time to dig deeper.. thought Khozek.

Back up and attempt to open a hole near the estimated area of the face-stone using spatial disruption, expending my essence(s?) on this
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: star2wars3 on November 28, 2016, 06:54:27 pm
If I may add but a word. So far what I've gleaned from this council as a whole is that the majority wants a system in place to allow each mage to live as they choose. However, while this seems to be in wide agreement, no one has yet offered a plan on how to accomplish this. As is such, I would like to offer my own solution to this problem.

Article 1:
The general idea is that we declare the tower, the Hex it is in, and whatever hexes lie directly between it and the current entrance portal chunk on a given map as neutral. Should the tower fail to make it through a map change then the entrance portal hex would be the only hex this would apply to.

What this amounts to as that no one would be allowed to start a conflict between themselves and another mage or mages while within the neutral hexes. If anyone begins a battle within the said neutral hexes then it should be considered an attack on the tower and therefore an attack on all. That being said, if a group of battling mages enters the sanctuary of the neutral chunks then they will be requested to cease their fighting while within the boundaries of the neutral hexes.

Article 2:
Mages are free to battle anyone who steps outside of the neutral hexes.

Article 3:
If a mage orders a minion to attack another mage or another mage's minion, it counts as an attack.
If a mage attacks another mage's minion, it counts as an attack.

Article 4:
If a monster or NPC enemy appears which is not a mage's minion, it is not awarded the same protections that are given to mage's and their minions.

Article 5:
Boss Monsters are banned from entering the neutral chunks on pain of death. This includes but is not limited too Evil Dragons, Bigholders, and similar creatures.
An exemption to this rule will be made in cases in which the boss was the shop-keep all along or to certain mini-bosses and recurring villains such as rivals.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Elephant Parade on November 28, 2016, 07:21:38 pm
"What will happen when someone losing a fight—not dying, but awfully close to it—ducks into a safezone hex before they fall?" Gloomy sighs. "I'll tell you what'll happen: the other person will finish them off, the Council will squabble, and everything will fall apart."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: star2wars3 on November 28, 2016, 08:51:10 pm
An interesting problem with an interesting solution. With the combined strength of the council it should be possible to create a kind of feild which prevents mages from entering a given area while in battle.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: ironsnake345 on November 28, 2016, 08:59:06 pm
"What will happen when someone losing a fight—not dying, but awfully close to it—ducks into a safezone hex before they fall?" Gloomy sighs. "I'll tell you what'll happen: the other person will finish them off, the Council will squabble, and everything will fall apart."
Correction: the victim will be asked to leave, refuse, and then after the fight, whoever's left will be asked to kindly keep their conflicts out of neutral territory. These boundaries aren't as rock-solid as you think, Gloomier.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Elephant Parade on November 28, 2016, 09:12:30 pm
"What will happen when someone losing a fight—not dying, but awfully close to it—ducks into a safezone hex before they fall?" Gloomy sighs. "I'll tell you what'll happen: the other person will finish them off, the Council will squabble, and everything will fall apart."
Correction: the victim will be asked to leave, refuse, and then after the fight, whoever's left will be asked to kindly keep their conflicts out of neutral territory. These boundaries aren't as rock-solid as you think, Gloomier.
"If they aren't rock, they might as well be glass, for all the durability they'll hold." Gloomy gives an exaggerated sigh. "But it's better than nothing, I suppose. I agree to this set of rules, flawed as it is."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Mallos on November 28, 2016, 09:24:30 pm
"Whatever, someone will destroy this agreement eventually. In time, all becomes dust. Hopefully I'll live long enough to see it."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Whisperling on November 28, 2016, 10:21:37 pm
Correction: the victim will be asked to leave, refuse, and then after the fight, whoever's left will be asked to kindly keep their conflicts out of neutral territory. These boundaries aren't as rock-solid as you think, Gloomier.

"Indeed. We will try to settle such disputes in as reasonable a manner as is possible, although the mages of the Tower will ensure, as peacefully as is possible, that no battles are brought within our gates."


"Though it is not yet a concern, I would argue that an additional provision is needed:

Article 6:
When a group of mages creates a major structure, it is considered to be under the jurisdiction of said group. They may govern it according to their own laws, and may choose for it to become a neutral hex, with all the protections such a label entails. In addition, large-scale attacks (including destruction or hijacking) against major structures are prohibited without just cause."



An interesting problem with an interesting solution. With the combined strength of the council it should be possible to create a kind of field which prevents mages from entering a given area while in battle.

"This is an interesting proposition, and one which merits further thought. Laws must be enforced, and a creation designed to automate such duties, and to improve our ability to respond in the case of an emergency would be incredibly useful."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: NAV on November 28, 2016, 10:30:02 pm
"Seems mostly reasonable so far. I officially declare my tree a neutral zone."

Some more essences.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Elephant Parade on November 28, 2016, 10:30:29 pm
Article 6:
When a group of mages creates a major structure, it is considered to be under the jurisdiction of said group. They may govern it according to their own laws, and may choose for it to become a neutral hex, with all the protections such a label entails. In addition, large-scale attacks (including destruction or hijacking) against major structures are prohibited without just cause."
"If they get to govern it, they can't also declare it to be a neutral hex; what if they use it as some sort of warbase? No, that rule will need nuance—but with nuance comes loopholes, and with loopholes come abusers, and with abusers comes diplomatic armageddon."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: FallacyofUrist on November 28, 2016, 11:50:41 pm
Doktor Diabolical:

"So... what's this about laws? Such a thing would interfere with my diabolicalness..."

Doktor Diabolical frowns at the screen, then gets back to work on his... shoe boot skate things. Refinement ho. 2 +1 POT essences, 1 +1 CMP essence, 1 chaotic +1 CMP essence. Assuming he isn't in danger after that, he makes 3 robots essences. If he is in danger, cubebots and attack drone counterattack.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: AoshimaMichio on November 29, 2016, 12:17:52 am
GM: I'm fairly sure I should be on magical fallout(?) hex on southeast where I appear to be. So that in mind...

Southwest one, place totem (+1POT), southeast one, place another totem (+1/+1).
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Zormod on November 29, 2016, 12:54:42 pm
Hit him again.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: NAV on November 29, 2016, 01:33:33 pm
Healing item roulette.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: XXXXYYYY on November 29, 2016, 07:07:27 pm
3 essences.
((Also, I just noticed that my action is missing from the previous turn.))
-Snipped-
3 essences.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: star2wars3 on November 29, 2016, 08:52:38 pm
Continue the ritual:
+2/+2 in essences
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: DAPARROT on November 30, 2016, 11:08:14 am
Back to wizard form, make 2 essences then accept the call
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Prismatic on December 01, 2016, 03:36:09 am
((Just to clarify: burning 'for hours' equates to 'for hundreds of turns', right?))

Redrum glanced momentarily at the newly arrived screen before disregarding it entirely. A time would come where he'd seek out new friends to play with, but he was far too immersed in his own little games to care much about petty wizardry at present.

Summon (chaotic +1/+1) the ex-Gravekeeper's soul into the torture chamber lantern trap, thusly binding it once more to the object that gives it its identity. Light the unearthly flame to welcome it back like an old friend....a friend who abandoned his playmate at the first opportunity. THIS IS THE PENALTY FOR BETRAYAL.

Also, 3 new essences.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: ironsnake345 on December 01, 2016, 11:19:08 am
Keep charging! Essences this turn: 3 +1/+1, 1 chaotic +2 CMP

((I'm using chaotic essences to prevent excess chaos.

THIS SPELL WILL BE EXACTLY AS CHAOTIC AS I CHOOSE AND NO MORE!!!))
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: Sarrak on December 02, 2016, 02:53:46 am
Ao laughed softly at the proposals:

"Mages of Order, indeed. You believe that laws, once laid, would preserve the way of things from spiraling out of control. While it may held true if given enough time to form a tradition, it would be presumtious to think we'd have enough time. Say, was there any one single moment that the laws would have prevented death of mages? Omnicidal chaotics would have killed without regard for their safety anyway. And lawful sentinels would have them murdered without fail. What does your proposal actually change?"

4 essence, try to find truly unique drink in the bar.
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: AoshimaMichio on December 02, 2016, 04:44:01 am
"Mages of Order, indeed. You believe that laws, once laid, would preserve the way of things from spiraling out of control. While it may held true if given enough time to form a tradition, it would be presumtious to think we'd have enough time. Say, was there any one single moment that the laws would have prevented death of mages? Omnicidal chaotics would have killed without regard for their safety anyway. And lawful sentinels would have them murdered without fail. What does your proposal actually change?"

"It seems like a non-aggression pact between groups of mages. As long as it is only words, it has as much power as words do in general, which is zero. Zip. Nil. Nothing. If you want your words to be followed by everyone, even by those who have never heard them, then make it law of the universe, much like gravity and maximum speed of light are.

Speaking of groups, there appears to be tower group and some other coalition, right? I may be interested in joining group that's not the tower group. Strength in numbers, protection of pack, and so on."
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: star2wars3 on December 02, 2016, 06:33:04 am
Hmm law of the universe...
Title: Re: Roll to Magic: Turn 207 The Second Council
Post by: DreamerGhost on December 02, 2016, 07:29:08 pm
Turn 208

Time to dig deeper.. thought Khozek.

Back up and attempt to open a hole near the estimated area of the face-stone using spatial disruption, expending my essence(s?) on this

Spoiler (click to show/hide)

Khozek focused on a spell to make a gateway to the tomb. He was not stupid, the place could be under water, or filled with nasty things just teleportation blindly was suicidal. The gate flickered and blinked, but failed to form. This most likely meant that it was attempting to open in something more solid than air, maybe he misjudged the distance or maybe the place was indeed filed with water.  It did not matter, this particular portal was not going to work.

Doktor Diabolical:

"So... what's this about laws? Such a thing would interfere with my diabolicalness..."

Doktor Diabolical frowns at the screen, then gets back to work on his... shoe boot skate things. Refinement ho. 2 +1 POT essences, 1 +1 CMP essence, 1 chaotic +1 CMP essence. Assuming he isn't in danger after that, he makes 3 robots essences. If he is in danger, cubebots and attack drone counterattack.

Spoiler (click to show/hide)

Doktor focused on his footwear again. He would not have another case of cubebots all over again. He focused some more power and fired off the spell for the third time. The parts shifted, some of them outright flying away. The structure reformed into a pair of ski skates. Doktor was overjoyed! Finally, it worked. Now to remember why he wanted skis in the first place.

GM: I'm fairly sure I should be on magical fallout(?) hex on southeast where I appear to be. So that in mind...

Southwest one, place totem (+1POT), southeast one, place another totem (+1/+1).

Spoiler (click to show/hide)

Filtiarn ventured southwest and conjured a totem. It exploded before even touching the ground. Bits of it embedded themselves in Filtiarn's forehead. He just sighed and went off southeast. Totem there was far more stable but struggled to get enough power through. The luck was just not his this time, possibly his thoughts were still thrown off from seeing Gloomy again.

Hit him again.

Spoiler (click to show/hide)

Cuberac lifted his hyperbladecube upwards to the sky. Blake was writhing in pain below. Cuberac brought down his cube. Blake stopped writhing. Finally, after so much hassle, the man was dead. The burning runes on Cuberac vanished. But there was still one last nasty trick Blake had for him. Three of ten shards burned up when Cuberac picked them up, and sound echoed with demonic laughter. It seems he owed demons something and they took their part. It was regrettable, but five shards Blake had on him made up for this.

Healing item roulette.

{Uhhh, you posted two actions. I'm going to use this one as it came later.}

Spoiler (click to show/hide)

James managed two good healing pills, but other two spells resulted in a homeopathic potion and some more black sludge. Both of the last ones went into the box, with the potion failing entirely to reduce the effectiveness of the sludge. Though, since it diluted the sludge, by homeopathic theory, it made it more toxic. There is probably no reason to actually test this. the last spell exploded into red sparks, which did seem to do something to the sludge, but there seemed to be too much of it to be really affected.

3 essences.
((Also, I just noticed that my action is missing from the previous turn.))
-Snipped-
3 essences.

Spoiler (click to show/hide)

Gambler continued observing the argument moving to and from. It was calming down now, as usual, with nothing of real importance decided. Except, maybe, for battle lines. Those were becoming more and more real.

Back to wizard form, make 2 essences then accept the call

Spoiler (click to show/hide)

Seva returned to his fleshy form and landed in the Tower. The entire battle was a gigantic waste of time, and he had things to do. Like activate the conference screen. The speaking was winding down by now, but he could still catch some interesting stuff.

((Just to clarify: burning 'for hours' equates to 'for hundreds of turns', right?))

Redrum glanced momentarily at the newly arrived screen before disregarding it entirely. A time would come where he'd seek out new friends to play with, but he was far too immersed in his own little games to care much about petty wizardry at present.

Summon (chaotic +1/+1) the ex-Gravekeeper's soul into the torture chamber lantern trap, thusly binding it once more to the object that gives it its identity. Light the unearthly flame to welcome it back like an old friend....a friend who abandoned his playmate at the first opportunity. THIS IS THE PENALTY FOR BETRAYAL.

Also, 3 new essences.


{Yes. The lantern is nearly useless as soul destroying device but it's a very useful torture implement.}

Spoiler (click to show/hide)

Redrum looked at the lantern and it gave him ideas. Ideas about events that happened not so long ago. There was a plaything that ran away, well, that was just rude. And Redrum was in a mood to explain just how rude it was. Using the lantern itself as a focus, Redrum filtered through souls of the island until he found the one he was looking for and shut the trap. There were faint wails coming from it now, and flames were more lively.

Ao laughed softly at the proposals:

"Mages of Order, indeed. You believe that laws, once laid, would preserve the way of things from spiraling out of control. While it may held true if given enough time to form a tradition, it would be presumtious to think we'd have enough time. Say, was there any one single moment that the laws would have prevented death of mages? Omnicidal chaotics would have killed without regard for their safety anyway. And lawful sentinels would have them murdered without fail. What does your proposal actually change?"

4 essence, try to find truly unique drink in the bar.

Spoiler (click to show/hide)

Ao was getting more heated as the argument went and by this time, maybe the alcohol was having an impact. Though it could had been sugar overdose from breaking down all that alcohol. Ao grabbed a large bottle, with the label declaring that there must be a lot of a good thing. It tasted kind of minty, and when Ao breathed out the table in front of him froze. It seems he had found an alcohol version of ice breath potion.

{Ice breath potion, 4 doses}

Continue the ritual:
+2/+2 in essences

Keep charging! Essences this turn: 3 +1/+1, 1 chaotic +2 CMP

((I'm using chaotic essences to prevent excess chaos.

THIS SPELL WILL BE EXACTLY AS CHAOTIC AS I CHOOSE AND NO MORE!!!))

Spoiler (click to show/hide)

Skelibon and Chorkinaan continued pouring power into the ritual, but the blade no longer changed. Maybe they had reached the limit. Maybe the changes were now outside of their perception. They still had the power to keep going, but there was a question of whether they should. Having a sword of great power was an asset, and messing with limits of possibility was what wizards did but... A sword like that could very well make it's bearer a target.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: DreamerGhost on December 02, 2016, 07:29:56 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: Zormod on December 02, 2016, 10:10:11 pm
Cuberac decides to stop ignoring the screen, now that his work is finished.

Move to the Tower.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: FallacyofUrist on December 02, 2016, 10:53:12 pm
Doktor Diabolical:

"AHA! I have an idea!"

Before getting to the task of making casting much more efficient: snow creation robot! That obeys his orders. 1 +1/+1 essence, 1 +1 CMP essence, 3 +1 POT essences. Afterwards, if he isn't attacked, he makes 3 essences. If he is attacked, he sics the attack drone and cubebots at his attacker. Also...

"You there! Up north! Guy with... is that a totem? Would you like to become one of my DIABOLICAL HENCHMEN?"
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: TheBiggerFish on December 03, 2016, 02:02:23 am
If I haven't made three essences this turn, make three essences.
Was this processed?

Three more essences.
Title: Re: Roll to Magic: Turn 206.-1 TBF
Post by: DreamerGhost on December 03, 2016, 06:08:44 pm
If I haven't made three essences this turn, make three essences.
Was this processed?

Three more essences.


Yes.

If I haven't made three essences this turn, make three essences.

Spoiler (click to show/hide)

Magus N.A. casually listened to the conversation going on. There was some arguing, a few thinly veiled threats, some old salt between Filtiarn and Gloomy. Pretty average for wizards, although far calmer, possibly because fireballing people for disagreeing wasn't an option. Alliances seemed to become slightly more solid as grudges escalated. It would be fun to watch if he wasn't involved in this.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: Mallos on December 03, 2016, 11:10:44 pm
Attempt to probe the mysterious area of ground, hopefully gathering the dimensions of any hidden room that may be below ground
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: ironsnake345 on December 04, 2016, 01:06:34 pm
I think we've passed the goal, Skelliborn! Shall we gather more power, or launch the ritual now?
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: star2wars3 on December 04, 2016, 04:11:36 pm
I think we should launch the ritual now. This test was only to see if we could take our magic to a certain point and we have long since passed that point.
End the ritual with Chorkinan
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: ironsnake345 on December 04, 2016, 04:15:09 pm
Right. I'm sure I'll be able to take something from this, anyway. Recreating the result of this ritual should be much easier now that I've done it once!

Fire!
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: DreamerGhost on December 05, 2016, 02:53:52 pm
I see six actions here. Will there be more?
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: Prismatic on December 05, 2016, 03:15:44 pm
Pick up where we left off with hydra reanimation, fuelling the spell with an additional [+1/+1] and [+1CMP]. Once that's done, observe the trapped soul. Has its prison forced it to revert its nature to that of a gravekeeper once more? Any chance of forcing some information out of it?

3 new essences.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: XXXXYYYY on December 05, 2016, 04:25:39 pm
5 Essences
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: AoshimaMichio on December 05, 2016, 05:36:35 pm
Boringly, 3 essences.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: DreamerGhost on December 05, 2016, 07:18:06 pm
Turn 209

Cuberac decides to stop ignoring the screen, now that his work is finished.

Move to the Tower.

Spoiler (click to show/hide)

Cuberac collected what he could and vent off towards the Tower. It was still the same as he ventured through the gates. There was more than safety provided here, stability was just as beneficial.

Doktor Diabolical:

"AHA. I have an idea."

Before getting to the task of making casting much more efficient: snow creation robot! That obeys his orders. 1 +1/+1 essence, 1 +1 CMP essence, 3 +1 POT essences. Afterwards, if he isn't attacked, he makes 3 essences. If he is attacked, he sics the attack drone and cubebots at his attacker. Also...

"You there! Up north! Guy with... is that a totem? Would you like to become one of my DIABOLICAL HENCHMEN?"

Spoiler (click to show/hide)

Doktor never made mistakes. Whatever he did, was entirely intentional or not his fault. The skis were fine, what was lacking was snow. And that was easily resolvable. Doktor conjured up another robot, this one specifically to make snow. It was like a giant fan with googly eyes taped on, and when it blew, snow few from it. Soon there was a decent patch of ground covered entirely in snow.

If I haven't made three essences this turn, make three essences.
Was this processed?

Three more essences.


Spoiler (click to show/hide)

Magus was waiting again. There was little of note happening around here, but that would change. the council drew neat lines and placed mages in neat boxes. It would break open soon enough.

Attempt to probe the mysterious area of ground, hopefully gathering the dimensions of any hidden room that may be below ground

Spoiler (click to show/hide)

Khozek attempted to probe the unknown place beneath the swamp. He found out this time, that the place was about thirty cubic meters in size and that it was clear of water. He figured this by watching about thirty cubic meters of water disappear in a dark hole that opened beneath. The probing shot had pulled out a chunk of the ceiling, opening the place up to the swamp.

I think we should launch the ritual now. This test was only to see if we could take our magic to a certain point and we have long since passed that point.
End the ritual with Chorkinan
Right. I'm sure I'll be able to take something from this, anyway. Recreating the result of this ritual should be much easier now that I've done it once!

Fire!

{Ritual POT:68 Of it chaotic:5 Sacrifices left:2}
Final Ritual POT:72 Of it chaotic:5

Chorkinaan reached out into the cloud of blades and pulled. The cloud reassembled in his hand into a blade of steel, seemingly entirely unimpressive in every way. Chorkinaan swung the blade around, feeling it out, and it felt like simple steel each time. Then Chorkinaan decided to do some posing and slashed with the blade while looking at a dummy standing in the corner. The dummy fell as sword passed it. The blade had somehow cut through at the exact line Chorkinaan saw, even though it was meters away. Skeliborn was able to explain, as he saw from the side that the blade extended about two meters without changing it's weight distribution at all, judging from how Chorkinaan didn't notice it.

Spoiler: Royalty (click to show/hide)

Pick up where we left off with hydra reanimation, fuelling the spell with an additional [+1/+1] and [+1CMP]. Once that's done, observe the trapped soul. Has its prison forced it to revert its nature to that of a gravekeeper once more? Any chance of forcing some information out of it?

3 new essences.


Spoiler (click to show/hide)

Redrum sent some more power into the Hydra and it began making some headway in getting out of the mud. It was still as slow as a sick tortoise, but it was going places now. The trapped spirit of once-gravekeeper was wailing, but not speaking. Possibly it swiftly forgot what it was before. It's what happens to most sprits once they are set free, and it seems that the gravekeeper was not particularly exceptional. Though, for some strange reason, Redrum's magic kept running away from him and scatering into sparks, so maybe not all was quite so unimpressive as he thought.

5 Essences

Spoiler (click to show/hide)

Gambler was also waiting for something to happen. The council left him some things to think about, so it wasn't all wasted time, but it came close. There was not much left to do, now that the arguments were over.

Boringly, 3 essences.

Spoiler (click to show/hide)

Filtiarn paused for a moment of rest. He wasn't tired yet, but it was better to take time for a breather now when there wasn't any danger breathing down his neck.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: Sarrak on December 05, 2016, 07:50:32 pm
Pocket Icebreath, conjure 4 essences, and venture out of the bar to continue tower exploration.

((Can I add this retroactively, so it could be processed on turn 209? Was waiting for discussion to continue))
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DreamerGhost on December 05, 2016, 07:52:03 pm
Pocket Icebreath, conjure 4 essences, and venture out of the bar to continue tower exploration.

((Can I add this retroactively, so it could be processed on turn 209? Was waiting for discussion to continue))

Sure
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DAPARROT on December 05, 2016, 08:13:55 pm
try to fix my arm (unbird it?), use 2 +1/+1 essences
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: FallacyofUrist on December 05, 2016, 08:23:19 pm
Doktor Diabolical:

"Wonderful! Now, to business!"

How can a snowmaker bot be useful, you ask? One, making snow for skiing on. Two, making snow to put out fires. If the stairway has any fire left in it, Doktor Diabolical has his snowmaker bot spew snow into it until the fire's gone. If there's no fire left, the snowmaker bot instead gets to work on turning the area around Doktor Diabolical into a winter wonderland.

As for Doktor Diabolical himself: generally, you need hills to use skiis. Rocket skiis are an exception. Doktor Diabolical adds rockets to his skiis using a +1 POT essence and a +1/+1 essence, then makes 3 essences.


Also...

"Hello? Totem guy? Are you conscious?"

If totem guy tries anything nasty against Doktor Diabolical, he's getting an attack drone to the face and cubebots to the Achilles' tendons.
~~~
((Note: see below.
Was told to post here, so I'll just copy+paste what I said earlier:
Quote from: Chiefwaffles
The site's giving me a "The message body was left empty" error in a post where the message body is, in fact, not empty. The post body has 4,214 characters including spaces and I've definitely posted longer things before in the same thread. I also am unable to preview the post - pressing the Preview button appears to cause it to try to load the preview, then just load nothing. I think it has something to do with SMF 2.0.12 since this is a problem I'm just encountering today and I've posted nearly-identical posts in the thread in the past.

But the main reason why I'm equating it to SMF 2.0.12 is this post (https://cit2.net/index.php?PHPSESSID=4u7784ugrf7g9g585c52ph3vu6&topic=255116.msg3773257#msg3773257) I found in a random forum while googling the error. Said post states "A new feature in SMF (2.0.12) which detects every single mistake in BBC tags ..." and claims that this mistake-checking feature is the source of the problem, and to remove everything that "gets it invalid" in order to fix it.

But I'm not really sure that they mean by "mistake" in this context, since I've checked and I couldn't find any typo'd bbcode.
The thread in which this is posted may be of help to you.))
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: ironsnake345 on December 05, 2016, 08:25:00 pm
I think chaos touched the ritual a bit too much. We've gotten something which is a fair bit different from what was intended. Let me see...

command the blade to liquify back into its reservoir. Whether or not this works, I've created something which changes shape and (to some extent) state of matter according to the will of the wielder. Study the blade's substance with a simple probing spell, try and reverse engineer what I've just engineered.
Title: Re: Roll to Magic: Turn 208 Battle of words
Post by: AoshimaMichio on December 06, 2016, 05:26:06 am
I'm having some strange stuff happening here.

ADDIT: Okay, for some reason the forum is refusing to recognize that the message box is not empty.

ADDIT2: I have tried some stuff, it failed, sent a bug report. Pastebin with turn is here: http://pastebin.com/9yWmTu7h

ADDIT3: I'll do PM's tomorrow when there's hopefully more than 2 of them.

Toady updated forum software recently and some people have had problems since then. This might be related.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DreamerGhost on December 06, 2016, 12:11:19 pm
So I deleted stuff until it worked and found that it was FoU's action that was causing problems, specifically the text coloring. He was using "shadow" rather than "glow", so I thought that was the problem. Turns out it's stranger than that.

Replacing "shadow" with "Glow" did not help. Removing glow did. Putting glow back on worked on the first sentence after I removed all "!" signs, but it did not work out for the second sentence even after removing all syntax.

Ah, coding. Why are you so fragile.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: Zormod on December 06, 2016, 02:17:47 pm
Form 3 essences.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DreamerGhost on December 06, 2016, 02:33:29 pm
Pocket Icebreath, conjure 4 essences, and venture out of the bar to continue tower exploration.

((Can I add this retroactively, so it could be processed on turn 209? Was waiting for discussion to continue))

Spoiler (click to show/hide)

Ao left the den of sin and returned to exploration. Usually, he would had found everything of interest, but Tower was a very unusual place. There was no end to wonders here. The wonder of today was a closed door. It was interesting because it was closed and locked and made entirely from stone, unlike anything else in this place.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: XXXXYYYY on December 08, 2016, 01:30:56 pm
5 essences.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: star2wars3 on December 08, 2016, 02:26:00 pm
I think chaos touched the ritual a bit too much. We've gotten something which is a fair bit different from what was intended. Let me see...

command the blade to liquify back into its reservoir. Whether or not this works, I've created something which changes shape and (to some extent) state of matter according to the will of the wielder. Study the blade's substance with a simple probing spell, try and reverse engineer what I've just engineered.
+4 Essences
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DreamerGhost on December 09, 2016, 01:59:59 am
Notice

Due to semester end crunch time at the university, I am low on time and thinking resources. This means that RtM is going on hiatus again until my vacations begin. Next update will come on 24th-26th
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: star2wars3 on December 27, 2016, 08:13:37 am
[@Root]: /ping "Roll To Magic"
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: Sarrak on December 27, 2016, 08:31:13 am
Investigate the door by all means at my disposal. Short-timed etherealith or casting Stone Sight spell might be needed. Three essences if nothing dangerous occurs.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: Whisperling on December 27, 2016, 11:15:28 am
((Oh, yeah. What was I going to do, again? I think this was it. Probably.))

Enchant my book of solid knowledge so that it is actually helpful/works well as a scrying implement. Then search the library for something generally interesting. (General reminder that I have a +3 to luck on that due to my ring, tower aura, and slam poetry tome).

Four knowledge essences afterwards.
Title: Re: Roll to Magic: Turn 209 Cocroaches
Post by: DreamerGhost on December 27, 2016, 12:59:46 pm
Turn 210

try to fix my arm (unbird it?), use 2 +1/+1 essences

Spoiler (click to show/hide)

The wing for an arm was certainly stylish, but only having one arm was not quite worth it. Carefully, Seva returned the hand to it's original form. He flexed it a bit, checking for any flaws in the spell, and was left satisfied.

Doktor Diabolical:

"Wonderful! Now, to business!"

How can a snowmaker bot be useful, you ask? One, making snow for skiing on. Two, making snow to put out fires. If the stairway has any fire left in it, Doktor Diabolical has his snowmaker bot spew snow into it until the fire's gone. If there's no fire left, the snowmaker bot instead gets to work on turning the area around Doktor Diabolical into a winter wonderland.

As for Doktor Diabolical himself: generally, you need hills to use skiis. Rocket skiis are an exception. Doktor Diabolical adds rockets to his skiis using a +1 POT essence and a +1/+1 essence, then makes 3 essences.


Also...

"Hello? Totem guy? Are you conscious?"

If totem guy tries anything nasty against Doktor Diabolical, he's getting an attack drone to the face and cubebots to the Achilles' tendons.

Spoiler (click to show/hide)

Doktor sent off his newly constructed snow maker bot to put out the fire still burning in the pit, and began working on the next problem. Namely, the skis being really bad at anything that is not going down a snowy mountain. He solved this in a very straightforward way, that is to say, adding rockets to the problem. Now, he had rocket powered skis and two new problems; steering and stopping. There was a bit of panic as some lose magic made rockets spit soot for a moment, but no, those were not immediate problems.

I think chaos touched the ritual a bit too much. We've gotten something which is a fair bit different from what was intended. Let me see...

command the blade to liquify back into its reservoir. Whether or not this works, I've created something which changes shape and (to some extent) state of matter according to the will of the wielder. Study the blade's substance with a simple probing spell, try and reverse engineer what I've just engineered.

+4 Essences

Spoiler (click to show/hide)

Skeliborn began meditating as Chorkinaan examined his new sword. The examination was not going well, the sword did not particularly feel like being contained and it did not like being probed. It expressed this by cutting the container in half and cutting the seal on the door in half respectively. Royalty is always ready to act and it does not approve of being questioned, the temperament seemed to be fitting the name.

5 essences.

Spoiler (click to show/hide)

Gambler sat lazily and trapped some more power. A binding broke and the magic escaped, but that was fin... Gambler broke out in cold sweat. It was as if some huge beast was watching him with intent to pounce, only to be distracted at the last moment. He had felt this before, when his magic helped him dodge a particularly nasty turn of fortune. Seems like he would again manage to not find out what was behind a curve on the road of fortune, though the turns were not becoming any more unusual or less unwelcome.

Form 3 essences.

Spoiler (click to show/hide)

Cuberac collected his thoughts as pain gradually faded. The stomach wound was first to go, maybe because it was more serious, or possibly because it meant least for his combat performance. Either way, the gash on his stomach closed and he could stop worrying about his guts popping out.

Investigate the door by all means at my disposal. Short-timed etherealith or casting Stone Sight spell might be needed. Three essences if nothing dangerous occurs.

Spoiler (click to show/hide)

The door was firmly refusing any attempts at revealing it's nature. Ethereality seemed to help until Ao pushed a finger to the point where door probably ended and then ethereality turned off, leaving Ao's finger one joint shorter. The tower's healing field would regenerate it, but this door was getting a tad bit more suspicious.

((Oh, yeah. What was I going to do, again? I think this was it. Probably.))

Enchant my book of solid knowledge so that it is actually helpful/works well as a scrying implement. Then search the library for something generally interesting. (General reminder that I have a +3 to luck on that due to my ring, tower aura, and slam poetry tome).

Four knowledge essences afterwards.


Spoiler (click to show/hide)

Viznor poured some more power into his book of knowledge along with a few minor scrying ward bypassing enchantments. It should be far more useful now. He then looked through the library, although none of the books caught his fancy. Probably because he kept glancing at the magic theory tome. It was very interesting, although he wasn't glancing at the printed part of it. There was something about that return address,  if the guy wrote it down so carefully he probably was really attached to the book, right? Just judging from the notes, there was really a lot of work put into this.


Spoiler: Map (click to show/hide)


Title: Re: Roll to Magic: Turn 210 And we're back
Post by: DreamerGhost on December 27, 2016, 01:03:14 pm
I am late but I am not alone in this. I'm still sorry about it though. Had the update ready to go yesterday, but wanted to not start off the whole thing after hiatus with "Pm's come tomorrow" and decided to do the whole thing on the next day. Then I woke up at 4 in the afternoon.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: ironsnake345 on December 27, 2016, 01:33:04 pm
"What a curious weapon we have created... This blade is alive, its material shifts and grows, perhaps at its own will. What I couldn't do with such a substance... Well, if you can hear me, "Royalty," I offer you this ultimatum: Allow me to study what exactly makes you tick, and I promise that you will become a weapon of legend."

Having negotiated with my blade, let's try another probing spell to sound out the material properties, mundane and magical, using a +1/+1 essence for good measure. Try out a few more practice swings with some non-important targets afterwards, to try and visually analyze the blade's movements.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: Zormod on December 27, 2016, 02:06:58 pm
Creating 3 more essences.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: Mallos on December 27, 2016, 02:54:51 pm
"Y'know, I tried to do this neatly and organized.. but fuck it."

Violently destabilize a large chunk of the ground over this 'chamber', from a safe distance of course, to blow a hole large enough for me to enter in the ground
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: FallacyofUrist on December 27, 2016, 08:45:12 pm
Doktor Diabolical:

"Hm! Hm. The guy up north seems to be suffering from a spirit sickness... either that or he's working in secret. Anyway. Steering is as easy as turning the skiis with room to spare, but how am I to stop... wait, why do I have to be the one using these rocket skiis?"

Doktor Diabolical creates(-1) some robot parts, does it again, then makes 2 robots essences.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: star2wars3 on December 27, 2016, 09:03:00 pm
4 Essences
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: ATHATH on December 28, 2016, 01:42:22 pm
So...

What did I miss in my absence?
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: FallacyofUrist on December 28, 2016, 01:46:24 pm
((The most dangerous magical sword in this world is now named Royalty. It hits the target twice. No other rules apply.

I'm terrified of it.

Doktor Diabolical has expanded his production, and is now working towards [REDACTED] and [REDACTED] to reduce the cost of creating additional robots.
Parts fabricator robot and robot remote control visor.
Ao's been exploring the Tower. He's ridiculously lucky for some reason.

And lots of essence making has been done.))
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: vishdafish on December 28, 2016, 01:53:15 pm
Easter Sunday makes 5 essence.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: ATHATH on December 28, 2016, 02:32:13 pm
((The most dangerous magical sword in this world is now named Royalty. It hits the target twice. No other rules apply.

I'm terrified of it.

Doktor Diabolical has expanded his production, and is now working towards [REDACTED] and [REDACTED] to reduce the cost of creating additional robots.
Parts fabricator robot and robot remote control visor.
Ao's been exploring the Tower. He's ridiculously lucky for some reason.

And lots of essence making has been done.))
Am I dead? How's the ritual going?
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: AoshimaMichio on December 28, 2016, 03:02:55 pm
Commit suicide.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: star2wars3 on December 28, 2016, 04:01:29 pm
"What a curious weapon we have created... This blade is alive, its material shifts and grows, perhaps at its own will. What I couldn't do with such a substance... Well, if you can hear me, "Royalty," I offer you this ultimatum: Allow me to study what exactly makes you tick, and I promise that you will become a weapon of legend."

May I recommend testing on that training dummy over there? Oh and do remember to respect the sword.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: FallacyofUrist on December 28, 2016, 06:23:00 pm
Commit suicide.
Should the totem guy actually do this, Doktor Diabolical attempts to claim his shards.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: Prismatic on December 29, 2016, 01:31:05 pm
4 essences.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: XXXXYYYY on December 29, 2016, 04:34:18 pm
Summon a glass needle imbued with a minor curse, as well as a chunk of solidified bad luck. Then make an essence.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: Atomic Chicken on December 29, 2016, 05:19:50 pm
Noticing that the debates over the screen network seemed to have died out for the time being, Ilium takes the opportunity to renew communications with a business partner.

"Gambler, do you copy? Still alive out there, I hope. Has any progress been made on that glassware I commissioned a while ago?"
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: XXXXYYYY on December 29, 2016, 06:52:37 pm
"Gambler, do you copy? Still alive out there, I hope. Has any progress been made on that glassware I commissioned a while ago?"
"I do indeed copy. There was a small mishap with the enchantments, but I'll have it for you in just a moment."
Add a strong enhancement onto the alchemy set, improving the chances of an alchemical process succeeding. 2 +1POTs essences, 2 +1 CMP essences, and 3 +1/+1 essences. Assuming the enchantment holds, make a +1LUCK ring (2 +1/+1 essences), then find Illium and conduct the trade.
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: DAPARROT on December 30, 2016, 12:10:02 am
If I'm not already in the tower, go inside, make sure that there is nothing flammable nearby. Get a feather from my phoenix form and start a ritual, using the feather as a sacrifice. The purpose of the ritual is to enlarge the crystal phoenix to about the size of my phoenix form, and to give it any abilities mine has that it doesn't (mainly fire breath if it doesn't have that). Boost the ritual with 5 +1/+1 essences
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: Atomic Chicken on December 30, 2016, 05:53:43 am
"Excellent! Meet me in the Tower courtyard once the work's done."

Carry out business with the Gambler as indicated below:

1 soul shard in exchange for an alchemy set with base +1LUCK
1 single-turn invisibility potion for each additional +1LUCK

1 soul shard for a +1LUCK ring


((Also, XXXXYYYY, would you be interested in parting with the scrying orb in exchange for another shard?))
Title: Re: Roll to Magic: Turn 210 And we're back
Post by: DreamerGhost on December 31, 2016, 09:57:39 pm
Turn 211

"What a curious weapon we have created... This blade is alive, its material shifts and grows, perhaps at its own will. What I couldn't do with such a substance... Well, if you can hear me, "Royalty," I offer you this ultimatum: Allow me to study what exactly makes you tick, and I promise that you will become a weapon of legend."

Having negotiated with my blade, let's try another probing spell to sound out the material properties, mundane and magical, using a +1/+1 essence for good measure. Try out a few more practice swings with some non-important targets afterwards, to try and visually analyze the blade's movements.

Spoiler (click to show/hide)

Either Royalty is still refusing to be questioned or the blade has no material properties to be examined. Chorkinaan gave up on trying to figure out how the blade worked with this spell and began slashing up various objects in the smithy. Training dummies passed without problem, but metal tools proved more resilient. They still split in one cut, but they moved as they were cut, indicating some resistance.

Creating 3 more essences.

Spoiler (click to show/hide)

Cuberac was having some trouble with his shoulder, the wound had healed but it still felt stiff. Maybe it was just because he hadn't moved it in a while. He flexed a bit. Yes, that was better.

"Y'know, I tried to do this neatly and organized.. but fuck it."

Violently destabilize a large chunk of the ground over this 'chamber', from a safe distance of course, to blow a hole large enough for me to enter in the ground

Spoiler (click to show/hide)

Khozek was really not a fan of trying to get inside of this. It looked wet, repulsive and also probably full of leeches. There was the option of just removing the roof, and it looked very attractive right now. However, only about two square meters of earth collapsed when the spell finished. Khozek was not disappointed by this but only because the dirt that collapsed was directly under him and different emotions were going through his mind. Fortunately, there was nothing overly dangerous beneath, and in the end all that happened was that Khozek got submerged up to neck in swamp water.

Doktor Diabolical:

"Hm! Hm. The guy up north seems to be suffering from a spirit sickness... either that or he's working in secret. Anyway. Steering is as easy as turning the skiis with room to spare, but how am I to stop... wait, why do I have to be the one using these rocket skiis?"

Doktor Diabolical creates(-1) some robot parts, does it again, then makes 2 robots essences.

Spoiler (click to show/hide)

Doktor conjured two modest piles of parts that consisted of some very intricate parts. Nothing else would do for bots with intelligence that Doktor desired. Unfortunately, it turned out that the spark that his boots coughed out before was just a mark of things to come. The rocket skis spat out enough flame to set nearby grass on fire and propel Doktor flying through the air. Most would had screamed at this point, Doktor had just breathed out when boots activated and thus couldn't. This allowed him to skip immediately to the more productive phase of panic, fixing things. He turned and twisted and spun until he managed to turn the skis around. Alas, brakes were still not a thing. On the plus side, the dirt mound was rather soft and only one of the skis broke on impact.

Commit suicide.

Spoiler (click to show/hide)

There was a twitch in Filtiarn's eye as he ran. It was, to an observant observer, a suggestion that the action was not entirely his own. It was further amplified by Filtiarn jumping into a geyser pool of boiling acid. The pool soon began glowing and boiling somewhat more violently, as red glow of the blood god began rising from it.

4 Essences

Spoiler (click to show/hide)

Skeliborn looked over casually as Chorkinaan sliced up some parts of the smithy. It reduced value of the place considerably, but interestingly it left no marks on the walls. The blade extended only as much as it was required. How curious.

Easter Sunday makes 5 essence.

Spoiler (click to show/hide)

Easter was finding out how Tower's aura combined with his own armor's regeneration. Pretty damn well as it turned out, most of his armor had already grown back. It would not take more than a minute to get back to pristine condition, although the Tower was a nice place to stay at.

4 essences.

Spoiler (click to show/hide)

Redrum conjured power but not quite all of it went to him. What little life managed to survive in the swamp withered around him, roots that held hydra down pinned perishing, but not releasing their grip. Two of the heads were eyeing each other again.

If I'm not already in the tower, go inside, make sure that there is nothing flammable nearby. Get a feather from my phoenix form and start a ritual, using the feather as a sacrifice. The purpose of the ritual is to enlarge the crystal phoenix to about the size of my phoenix form, and to give it any abilities mine has that it doesn't (mainly fire breath if it doesn't have that). Boost the ritual with 5 +1/+1 essences

Spoiler (click to show/hide)

Seva tore a feather out of his phoenix form, noting that the leg was still missing. He then began a ritual, not too distant from one he did on himself, but this time targeting the crystal bird. The spell shaped up easily, but not all was well. The feather flared and burned up immediately, leaving the mage exposed to the magic. Single misstep now would be disastrous.

"Gambler, do you copy? Still alive out there, I hope. Has any progress been made on that glassware I commissioned a while ago?"
"I do indeed copy. There was a small mishap with the enchantments, but I'll have it for you in just a moment."
Add a strong enhancement onto the alchemy set, improving the chances of an alchemical process succeeding. 2 +1POTs essences, 2 +1 CMP essences, and 3 +1/+1 essences. Assuming the enchantment holds, make a +1LUCK ring (2 +1/+1 essences), then find Illium and conduct the trade.
"Excellent! Meet me in the Tower courtyard once the work's done."

Carry out business with the Gambler as indicated below:

1 soul shard in exchange for an alchemy set with base +1LUCK
1 single-turn invisibility potion for each additional +1LUCK

1 soul shard for a +1LUCK ring


((Also, XXXXYYYY, would you be interested in parting with the scrying orb in exchange for another shard?))

Spoiler (click to show/hide)

Gambler enchanted the glass alchemy set and conjured forth another ring. Both went out very nicely, and if he was running a shop, would likely turn out repeat customers. As it was here and now, it likely promised a person more friendly and trustworthy than average, quite possibly an offer of golden value. Two mages met and exchanged the items, one now slightly more lucky and other with slightly more souls.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: DreamerGhost on December 31, 2016, 09:58:38 pm
Happy new year gents. Next turn should be on Wednesday.
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: Prismatic on January 01, 2017, 10:13:32 am
Happy new year!

Get that undead hydra moving properly. Redrum's already wasted far too much time and power on it, so just blast it with whatever non-chaotic essences he's got left, in the hope that this will work. Once that's done, gather some pieces of decayed root and remains from that zombie which the hydra tore apart (to be used as ritual sacrifices) and make an essence. If the hydra has been freed and mobilised successfully, and there are no further mishaps, mount the beast and head deeper into the swamp.
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: H4zardZ1 on January 01, 2017, 10:18:13 am
dammit loop.

give me a circle for me to count it's sides and that's the number of seconds i will take. jk
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: FallacyofUrist on January 01, 2017, 03:36:55 pm
Doktor Diabolical:

"NOPE NOPE NOPE! This is not happening!"

Doktor Diabolical gets the heck out of dem skiis! If that succeeds, he checks on the progress of the fire extinguishing robot, then makes 4 Robots essences.
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: Zormod on January 01, 2017, 04:33:57 pm
Use my cube eye to look around the tower.
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: star2wars3 on January 01, 2017, 05:34:50 pm
4 essences
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: DAPARROT on January 02, 2017, 11:18:09 pm
continue the ritual
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: TheBiggerFish on January 03, 2017, 03:13:58 pm
3 more Essences.
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: vishdafish on January 03, 2017, 04:35:43 pm
5 more essence
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: XXXXYYYY on January 04, 2017, 05:06:30 pm
Four essences
Title: Re: Roll to Magic: Turn 211 Happy new year!
Post by: DreamerGhost on January 04, 2017, 08:27:16 pm
Turn 212

Get that undead hydra moving properly. Redrum's already wasted far too much time and power on it, so just blast it with whatever non-chaotic essences he's got left, in the hope that this will work. Once that's done, gather some pieces of decayed root and remains from that zombie which the hydra tore apart (to be used as ritual sacrifices) and make an essence. If the hydra has been freed and mobilised successfully, and there are no further mishaps, mount the beast and head deeper into the swamp.

Spoiler (click to show/hide)

Redrum blasted struggling undead hydra with more necrotic energy, allowing it to finally break free from the mud and plantlife. It stood ready to do battle, and although it was certainly big and tough, there were still some problems. Most of necrotic energy it had was spent just luging around the weight, leaving hydra slow, and if the struggle out of mud was any indication, weak.

Doktor Diabolical:

"NOPE NOPE NOPE! This is not happening!"

Doktor Diabolical gets the heck out of dem skiis! If that succeeds, he checks on the progress of the fire extinguishing robot, then makes 4 Robots essences.

Spoiler (click to show/hide)

There was only so far lab safety can be taken by an even insane scientist. Doktor took his rocket sleds off and walked over to the dug out pit to inspect the progress. The fires were gone and dirt was covered by a light layer of snow. The creature, whatever it was, collapsed the tunnel behind it, leaving no clear way to chase. Hopefully, it won't return anytime soon.

Four essences

Spoiler (click to show/hide)

Gambler calmly conjured some extra power. The previous close shave haunted him still, but another mistake brought him back to here and now. This one was thankfully minor and failed to manifest in any particularly noticeable way.

5 more essence

Spoiler (click to show/hide)

Easter continued gathering power, his armor now completely restored. There was some obstruction as one essence spontaneously combusted into wasps which atempted to eat his wings, but that was not particularly important. They couldn't do damage faster than it was repaired.

3 more Essences.

Spoiler (click to show/hide)

Magus continued focusing. He had gathered a lot of power by now, but power was one of those things that you can't really have too much of. Although it could be the time to convert it into more instantly usable form.

4 essences

Spoiler (click to show/hide)

Skeliborn collected some power and considered the sword his ally wielded. It was a fantastic weapon, of course, but it did have a flaw. That being, it provided very little in a way of defense. The blade, more than anything before, would make Chorkinaan a target, meaning great danger and great opportunities in the future.

Use my cube eye to look around the tower.

Spoiler (click to show/hide)

Cuberac sent out his diamond eye to scout ahead through the Tower. There was not that much to be seen besides Viznor messing with alchemy and Ao poking a stone door. There was little of immediate interest. Although the smithy was strangely cut up, indicating the possibility that some of the blades between Skeliborn and Chorkinaan were quite unusual.

continue the ritual

Spoiler (click to show/hide)

It is said that when a phoenix hatches, their egg explodes with force enough to level buildings, and from the ensuing flame the mythical bird forms. This was not an explosion as described by the myth, but it did blow up a decent part of a wall and embed Seva into the floor with some serious burns. Both the wall and Seva began healing almost immediately, but it was an effective lesson about proper safeguards nonetheless.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: DreamerGhost on January 04, 2017, 08:28:40 pm
Spent too long playing with friends, PM's come tomorrow. Maybe even early tomorrow.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: FallacyofUrist on January 04, 2017, 10:02:08 pm
Doktor Diabolical:

"Well okay then! Hopefully the blasted thing will stay away. Now then... to escalation!"

In preparation for a ritual, Doktor Diabolical converts(0, he's working with pre-existing matter as opposed to creation) one of the piles of robot parts into a robot that can craft metal into robot parts(-1?) and obeys his orders(-1). The spell is aided by 2 +1 CMP essences, a +2 POT essence, and a +1 POT essence. He then makes 2 robots essences.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Zormod on January 05, 2017, 04:22:13 pm
Recall my cube eye and prepare to head back to the geyser fields.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: star2wars3 on January 05, 2017, 07:09:18 pm
4 Essences
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: DAPARROT on January 05, 2017, 07:31:37 pm
((did i lose the ritual? It looks like I didn't since the power is still listed))
If so, continue the ritual, boost with 2 +1/+2 essences and a +1/+1 essence


Essence roulette, stop when one collapses


Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: DreamerGhost on January 05, 2017, 07:35:40 pm
((did i lose the ritual? It looks like I didn't since the power is still listed))
If so, continue the ritual, boost with 2 +1/+2 essences and a +1/+1 essence

{You did, the numbers are there so that you'd know how large the explosion was}
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: TheBiggerFish on January 06, 2017, 04:37:30 am
Three more Essences?
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: ironsnake345 on January 06, 2017, 04:44:25 am
Well, that's enough property damage for now. Results are sadly inconclusive, except for the fact that this sword is fucking incredible and is quite deserving of its name. Anyway, unless you'd like me to stick around for something, I'm gonna go look for somebody. Not to murder, mind you.

Chorkinaan makes 3 essences whilst exploring the tower in search of Viznor. I'm going to reverse engineer this damn sword's morphing material one way or another!
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: star2wars3 on January 06, 2017, 06:32:47 am
Say would you mind coming back in a few minutes, I want to see if we could maybe make some sort of armor but it will take a few minutes for me to prepare some sacrificial objects.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: ironsnake345 on January 06, 2017, 01:59:10 pm
'Kay.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Whisperling on January 06, 2017, 04:56:56 pm
Viznor can be found in the library, seemingly preoccupied by something in the air in front of him. Uncharacteristically, it takes a moment for him to notice Chorkinaan, though he does seem to know the other mage's purpose.

"Greetings, Conjurer. I believe that I am capable of analyzing your blade, though the process may not be as straightforward as I am accustomed to. In return, I would ask that you assist me in creating an item which makes use of your magic as well as my own."
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: XXXXYYYY on January 06, 2017, 05:21:43 pm
Make 3 more essences.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: ironsnake345 on January 06, 2017, 05:26:21 pm
Viznor can be found in the library, seemingly preoccupied by something in the air in front of him. Uncharacteristically, it takes a moment for him to notice Chorkinaan, though he does seem to know the other mage's purpose.

"Greetings, Conjurer. I believe that I am capable of analyzing your blade, though the process may not be as straightforward as I am accustomed to. In return, I would ask that you assist me in creating an item which makes use of your magic as well as my own."

Oh. Well, that was easy. Alright, eh...
Chorkinaan snapped his fingers a couple times, fishing for the name of the mage in front of him.
Vivian. Vizpig. Viznor! Alright, Viznor, I accept your terms; it's what I was going to offer you in exchange anyway. I'd like to take a moment, though, to concentrate some energy. I just made this sword like three minutes ago, see, and the ritual has left me a bit drained.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Sarrak on January 07, 2017, 12:45:25 am
((New Year was good... Two turns missed. Now, return to picking that door...))
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: vishdafish on January 07, 2017, 01:36:35 pm
Easter Sunday summons a massive(-3) poisonous wasp queen. He uses 5 wasps essence +1 +1, and greater blood magic.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Whisperling on January 07, 2017, 02:32:31 pm
Oh. Well, that was easy. Alright, eh...
Chorkinaan snapped his fingers a couple times, fishing for the name of the mage in front of him.
Vivian. Vizpig. Viznor! Alright, Viznor, I accept your terms; it's what I was going to offer you in exchange anyway. I'd like to take a moment, though, to concentrate some energy. I just made this sword like three minutes ago, see, and the ritual has left me a bit drained.

Viznor raises an eyebrow.

"...Very well."

First, grab a useless book. Another selection from the ever-shrinking slam poetry section, possibly.

Then, use a knowledge spell to divine the flow of chaotic power in the ritual which Skeliborn and Chorkinaan just completed, the direction magic took to create Royalty. Don't analyze the blade itself- that could very easily be a waste of time, judging by Chorkinaan's own efforts- but do determine how the chaotic magic within the ritual created it, and which properties would naturally result from said magic. Replace the words in the book with that new knowledge, in whatever format will be most useful to a mage of Charkinaan's capabilities. Use three knowledge essences +1 CMP and three knowledge essences +1 POT on the spell.

Make four knowledge essences afterwards.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Prismatic on January 08, 2017, 06:47:15 pm
3 essences.
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: star2wars3 on January 08, 2017, 07:09:49 pm
((Is it just me, or is slam poetry getting hated on more and more often in this game))
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: Whisperling on January 08, 2017, 07:28:09 pm
((Is it just me, or is slam poetry getting hated on more and more often in this game))

((I've taken to using books of slam poetry when a spell is going to overwrite something. So yes, it kinda is.))
Title: Re: Roll to Magic: Turn 212 The first explosion
Post by: DreamerGhost on January 08, 2017, 09:23:15 pm
Turn 213

Doktor Diabolical:

"Well okay then! Hopefully the blasted thing will stay away. Now then... to escalation!"

In preparation for a ritual, Doktor Diabolical converts(0, he's working with pre-existing matter as opposed to creation) one of the piles of robot parts into a robot that can craft metal into robot parts(-1?) and obeys his orders(-1). The spell is aided by 2 +1 CMP essences, a +2 POT essence, and a +1 POT essence. He then makes 2 robots essences.

Spoiler (click to show/hide)

Doktor forced one pile of parts to arrange itself into a cutter bot. Conjuring parts was all nice and well, but it was missing out entirely on wonders of automated labour. There was no metal for it to cut into parts now, but it will be useful later. Then, another spell ran away from Doktor. The jet skis began to smoke and then exploded, throwing about half of the dug out dirt back into the pit. This was less than great, but at least he was out of the skis that time. The cutter bot found a scrap of half-molten metal from the skis and cut it into a bolt.

Recall my cube eye and prepare to head back to the geyser fields.

Cuberac extended his hand as his diamond eye gently landed on it. There was little for him here, and there was another place that called to him. He moved towards the gates of the Tower.

4 Essences

Spoiler (click to show/hide)

Skeliborn was still pondering mysteries of the blade he had helped to forge while Chorkinaan persisted in attempts to figure it out. He was not doing that well. It could be that the blade was just too powerful to be easily investigated. From the lack of any information whatsoever, it could even be that there were some anti-investigation spells at work.

((did i lose the ritual? It looks like I didn't since the power is still listed))
If so, continue the ritual, boost with 2 +1/+2 essences and a +1/+1 essence


Essence roulette, stop when one collapses


Spoiler (click to show/hide)

Seva collected himself and began meditating. It was a fruitful concentration, resulting in some extra reserves of power, and when magic finally cut lose, it settled on Sevas bird legs, making claws on them sharp enough to cut to the bone easily.

Three more Essences?

Spoiler (click to show/hide)

Magus continued pooling power. There was very little to do here, if one did not decide to start sampling random drinks, but it was not like he was being unproductive. His time would come, when stars were right.

Make 3 more essences.

Spoiler (click to show/hide)

Gambler continued his wait for something interesting. Or not interesting. Or any other sign that the nasty turn of luck had passed completely. Still, nothing happened. It was probably a sign as good as any.

Easter Sunday summons a massive(-3) poisonous wasp queen. He uses 5 wasps essence +1 +1, and greater blood magic.

Spoiler (click to show/hide)

Easter poured plenty of power into this spell, it demanded such power for any result that was actually useful. Square-cube law had to be bent a bit and the creature itself was no joke even in it's normal state. The wasp queen appeared with stripes of green and black, bearing a, elaborate and very sharp stinger. It was a creature of venom, with toxic blood saliva and, of course, the sting. It was a definite in toxic death, but it came with a price. Blood magic returned to exact it's price and Easter found his body filled with very same poison that the queen carried. Instantly, Easter doubled over in pain as all of his muscles flared up in pain. In the tower, he'd likely survive this but he was already thinking if surviving was worth extra pain.

{Easter:Painfully paralyzed, 2 turns}

Well, that's enough property damage for now. Results are sadly inconclusive, except for the fact that this sword is fucking incredible and is quite deserving of its name. Anyway, unless you'd like me to stick around for something, I'm gonna go look for somebody. Not to murder, mind you.

Chorkinaan makes 3 essences whilst exploring the tower in search of Viznor. I'm going to reverse engineer this damn sword's morphing material one way or another!

Oh. Well, that was easy. Alright, eh...
Chorkinaan snapped his fingers a couple times, fishing for the name of the mage in front of him.
Vivian. Vizpig. Viznor! Alright, Viznor, I accept your terms; it's what I was going to offer you in exchange anyway. I'd like to take a moment, though, to concentrate some energy. I just made this sword like three minutes ago, see, and the ritual has left me a bit drained.

Viznor raises an eyebrow.

"...Very well."

First, grab a useless book. Another selection from the ever-shrinking slam poetry section, possibly.

Then, use a knowledge spell to divine the flow of chaotic power in the ritual which Skeliborn and Chorkinaan just completed, the direction magic took to create Royalty. Don't analyze the blade itself- that could very easily be a waste of time, judging by Chorkinaan's own efforts- but do determine how the chaotic magic within the ritual created it, and which properties would naturally result from said magic. Replace the words in the book with that new knowledge, in whatever format will be most useful to a mage of Charkinaan's capabilities. Use three knowledge essences +1 CMP and three knowledge essences +1 POT on the spell.

Make four knowledge essences afterwards.


Spoiler (click to show/hide)

If you want to know how a thing was made it makes a whole lot more sense to look at how the thing was actually made rather than to try figure it out from finished product. It seemed sensible approach, and it hadn't been tested yet, so Viznor pulled out information and slammed it into a book that used to contain meaningless drivel, splattering nonsensical words on nearby floor. It yielded some result, but it was still not entirely usable. The sacrifices were combined with the idea that Chorkinaan had for the finished blade, and then things were removed. It seemed that at first, the blade was converted to raw physicality, and then rather than add something onto that, the magic removed some concepts entirely. For example, the blade was still matter, but it was not in any of the four states. In fact, if one was to try to add a state to it, they would find that the blade couldn't take up any of the states, because the metaphorical slot onto which they'd write down description of the state was altogether missing.

3 essences.

Spoiler (click to show/hide)

Redrum looked at his hydra with some criticism. It would take some more power to make it truly deadly, but once finished it would be frightening indeed. But for now, he needed more power. More and more, even if some escapes into the earth and comes back up as strange ooze that starts eating zombie remains. Alright, maybe not that much.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: DreamerGhost on January 08, 2017, 09:24:19 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: TheBiggerFish on January 09, 2017, 01:52:22 am
Three more Essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: FallacyofUrist on January 09, 2017, 10:15:36 am
Doktor Diabolical:

"Hazards of the job, I guess. *Sigh* Well, at least I'm making progress."

Doktor Diabolical creates(-1) some robot parts tuned to transmutation(meaning they'll be better for making a robot with the ability to transmute things)(-?) using his chaotic +1/+1 essence and a ordinary +1/+1 essence. Afterwards, he makes 2 robots essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: ironsnake345 on January 09, 2017, 11:52:49 am
Ah ha! I see! This sword is able to move and deform as such because it lacks a state of matter; it is... No, colloid means it consists of multiple states... It is a subcolloid! Yes, that seems a fitting name. It lacks a state of matter, therefore it is unbound by the traditional laws of adhesion, cohesion and molecular structure! If I can recreate this... subcolloidal state, I should be able to create incredible tools which constantly deform and reform into the perfectly ideal shape for the task at hand. Imagine, armor that perfectly blocks every incoming blow, an arrow that snakes through the air into its target! The possibilities are endless!

Anyway, Viznor, I still do not know exactly how to re-create this blade's material, but you have given me a vast revelation. If that is the extent of your services, I believe I am ready to hear out your request.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: Zormod on January 09, 2017, 12:47:43 pm
Head back to the geysers.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: star2wars3 on January 09, 2017, 07:37:12 pm
Summon 10 Sacrificial Blades (Massive -3 {Thats how I'm getting the 10 swords instead of just 1})

Use 5: +1cmp essences
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: Whisperling on January 09, 2017, 11:44:24 pm
Ah ha! I see! This sword is able to move and deform as such because it lacks a state of matter; it is... No, colloid means it consists of multiple states... It is a subcolloid! Yes, that seems a fitting name. It lacks a state of matter, therefore it is unbound by the traditional laws of adhesion, cohesion and molecular structure! If I can recreate this... subcolloidal state, I should be able to create incredible tools which constantly deform and reform into the perfectly ideal shape for the task at hand. Imagine, armor that perfectly blocks every incoming blow, an arrow that snakes through the air into its target! The possibilities are endless!

Anyway, Viznor, I still do not know exactly how to re-create this blade's material, but you have given me a vast revelation. If that is the extent of your services, I believe I am ready to hear out your request.

"Such a material is intriguing, even to a seer such as myself. It makes one wonder about the missing pieces, the steps which have not yet been found. Perhaps a nature is added, to give the object comparatively tame rules with which to comply? A blade worthy of a king, or a mandate to strike twice?"

"I feel that it is right to delve further, though now may not be the proper moment. I have much to attend to, and little time with which to do so. However, when that moment does come, I will gladly reveal my findings. Perhaps they could be used in a spell to benefit the both of us, though that is by no means a demand."

------------------

((I'm just going to describe the plan OOC, since wording it for Viznor would be a nightmare.

So, basically, your role in this is to make a chain which is able to manipulate or move itself in any way that I tell it to. That's the only weird property, but I'd like it to be as strong and as versatile as possible. IE, going far beyond the mobile modifier. Maybe use a tinge of the info we got from royalty to get there?

I'm going to use knowledge to make it controlled freely and telepathically, and binding to make it restrict magic like a silence spell. End result should hopefully be a mobile-on-steroids chain which binds both magically and physically.

How does that sound to you?))
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: ironsnake345 on January 10, 2017, 12:16:21 am
(Words words words words words)

Chorkinaan listened intently to Viznor's speech, idly picking out important details and compressing the fine prose into a more simple format, one he wouldn't need an hour-long poetry review to parse. By the time Viznor had finished talking, Chorkinaan had six sentances of a simplified request for a complex artifact ready for his reply.

Why yes, certainly! Such an artifact would be a wonderful test for the process of creating subcolloids. However, might I recommend a cord as opposed to a chain? A cord composed of the same amount of material would have a much greater tensile strength - that is to say, be much harder to break by pulling on it - and have a greater length; its being a subcolloid would likely mean it can form rigid sections as well, which would behave extremely similarly to links of a chain. Either way, I'd be glad to create such an item for you.

In other news, though, my head's rushing with ideas and I may return to you for help with one of them some time soon. I hope to be able to pay you in shards when the time comes, but knowing T.O.A.M.'s policy on murder, fat chance.

Viznor appeared to be carefully considering his next words. Chorkinaan prepared to make 3 essences, you know, in case Viznor took longer than expected to think it over.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: vishdafish on January 10, 2017, 04:47:43 pm
Easter Sunday looks at his new creation with joy. He orders the queen to start laying eggs.

((Can I make essence in my current state?))
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: XXXXYYYY on January 10, 2017, 09:31:32 pm
Summon a glass needle bearing an imprint of (a copy of) the debilitating misfortune (http://www.bay12forums.com/smf/index.php?topic=139646.msg6181902#msg6181902) that the failed essence inflicted, using 2 +1/+1 essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: DAPARROT on January 11, 2017, 08:50:18 pm
4 more essences
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: Whisperling on January 11, 2017, 11:41:34 pm
(Words words words words words)

Chorkinaan listened intently to Viznor's speech, idly picking out important details and compressing the fine prose into a more simple format, one he wouldn't need an hour-long poetry review to parse. By the time Viznor had finished talking, Chorkinaan had six sentances of a simplified request for a complex artifact ready for his reply.

Why yes, certainly! Such an artifact would be a wonderful test for the process of creating subcolloids. However, might I recommend a cord as opposed to a chain? A cord composed of the same amount of material would have a much greater tensile strength - that is to say, be much harder to break by pulling on it - and have a greater length; its being a subcolloid would likely mean it can form rigid sections as well, which would behave extremely similarly to links of a chain. Either way, I'd be glad to create such an item for you.

In other news, though, my head's rushing with ideas and I may return to you for help with one of them some time soon. I hope to be able to pay you in shards when the time comes, but knowing T.O.A.M.'s policy on murder, fat chance.

Viznor appeared to be carefully considering his next words. Chorkinaan prepared to make 3 essences, you know, in case Viznor took longer than expected to think it over.

"That seems quite sensible."

"Shards are not a necessity. I am quite content with an exchange of spells or assistance, and my cloak is capable of receiving and storing essences made by other mages for my own use.".


As usual, use the yes/no book to make sure that everyone involved is being honest and that nobody will mess with the spell, myself included. Then we can get down to business.

Firstly, the base object. Use the knowledge we have gleaned from royalty's creation to create a subcolloid cord which can freely manipulate its own shape, and may move in whatever direction or way it pleases.

Now for Viznor's stuff. Forge a knowledge system which will both control the cord's abilities and subcolloid properties and magically listen to and obey my mind, allowing me to control it at will. Secondly, infuse the whole thing with a binding designed to restrain the magic of anything that becomes entangled, silencing it until the cord is removed.

End result: A subcolloid cord which is designed specifically for extreme mobility and flexibility, controlled at-will through mental commands, and silences things it entangles.

Use two knowledge essences +1 POT, two knowledge essences +1 CMP, three knowledge essences +1+1, and lesser blood power (+1+1). I'm going to ask that Chorkinaan use essences that add up to at least +3+3, since that's what I expended on his spell, but I don't particularly care how he divvies that up.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: ironsnake345 on January 11, 2017, 11:49:48 pm
(Words words words words words)

Chorkinaan listened intently to Viznor's speech, idly picking out important details and compressing the fine prose into a more simple format, one he wouldn't need an hour-long poetry review to parse. By the time Viznor had finished talking, Chorkinaan had six sentances of a simplified request for a complex artifact ready for his reply.

Why yes, certainly! Such an artifact would be a wonderful test for the process of creating subcolloids. However, might I recommend a cord as opposed to a chain? A cord composed of the same amount of material would have a much greater tensile strength - that is to say, be much harder to break by pulling on it - and have a greater length; its being a subcolloid would likely mean it can form rigid sections as well, which would behave extremely similarly to links of a chain. Either way, I'd be glad to create such an item for you.

In other news, though, my head's rushing with ideas and I may return to you for help with one of them some time soon. I hope to be able to pay you in shards when the time comes, but knowing T.O.A.M.'s policy on murder, fat chance.

Viznor appeared to be carefully considering his next words. Chorkinaan prepared to make 3 essences, you know, in case Viznor took longer than expected to think it over.

"That seems quite sensible."

"Shards are not a necessity. I am quite content with an exchange of spells or assistance, and my cloak is capable of receiving and storing essences made by other mages for my own use.".


As usual, use the yes/no book to make sure that everyone involved is being honest and that nobody will mess with the spell, myself included. Then we can get down to business.

Firstly, the base object. Use the knowledge we have gleaned from royalty's creation to create a subcolloid cord which can freely manipulate its own shape, and may move in whatever direction or way it pleases.

Now for Viznor's stuff. Forge a knowledge system which will both control the cord's abilities and subcolloid properties and magically listen to and obey my mind, allowing me to control it at will. Secondly, infuse the whole thing with a binding designed to restrain the magic of anything that becomes entangled, silencing it until the cord is removed.

End result: A subcolloid cord which is designed specifically for extreme mobility and flexibility, controlled at-will through mental commands, and silences things it entangles.

Use two knowledge essences +1 POT, two knowledge essences +1 CMP, three knowledge essences +1+1, and lesser blood power (+1+1). I'm going to ask that Chorkinaan use essences that add up to at least +3+3, since that's what I expended on his spell, but I don't particularly care how he divvies that up.

Take part in this combined spell. 4 +1/+1 essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: Prismatic on January 12, 2017, 04:28:17 pm
Make 2 essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: Sarrak on January 13, 2017, 12:15:17 am
Ao slowly shook his head:

"Well, simply pondering on the nature of the door will get me nowhere. Should I experiment some more or leave it for better times?"

Glancing at his still-regrowing finger, mage signed. The interest was great, but so was the possible danger. He'll leave this door intact... For now. Until he gets power or understanding to see what's stored beyound its stone surface.

Remember door placing. Continue exploration while crafting 4 essences.
Title: Re: Roll to Magic: Turn 213 What is a sword?
Post by: DreamerGhost on January 13, 2017, 10:29:30 pm
Turn 214

Three more Essences.

Spoiler (click to show/hide)

Magus continues his meditation.

Doktor Diabolical:

"Hazards of the job, I guess. *Sigh* Well, at least I'm making progress."

Doktor Diabolical creates(-1) some robot parts tuned to transmutation(meaning they'll be better for making a robot with the ability to transmute things)(-?) using his chaotic +1/+1 essence and a ordinary +1/+1 essence. Afterwards, he makes 2 robots essences.

Spoiler (click to show/hide)

Doktor conjured forth a pile of parts for a future factory bot. There was some good stuff in it, enough to make basically any kind of constructor. It would still need raw materials to make anything though, no matter generators in the pile. Automation! He was so close now.

Head back to the geysers.

Spoiler (click to show/hide)

Cuberac left the tower and returned to the geysers. He moved close to a particularly geyser rich plot The familiar stench of sulfur engulfed him. One of the geyser pools was glowing red, but otherwise the place was unchanged.

Summon 10 Sacrificial Blades (Massive -3 {Thats how I'm getting the 10 swords instead of just 1})

Use 5: +1cmp essences


{I believe the modifier you are looking for is "cluster"}

Spoiler (click to show/hide)

Skeliborn, deciding that he was not quite overburdened enough, conjured ten more blades. They were sharp, but brittle and would likely shatter swiftly if used in combat. It was good that he wasn't going to use them in combat, they were for use as expendables only.

Easter Sunday looks at his new creation with joy. He orders the queen to start laying eggs.

((Can I make essence in my current state?))

{*rolls* No, you are completely out of it}

While Easter was busy trying to overcome toxic shock, the queen he had summoned began making nest. It coughed up some goo and formed few cells out of it, and then carefully laid an egg in each of them.

Summon a glass needle bearing an imprint of (a copy of) the debilitating misfortune (http://www.bay12forums.com/smf/index.php?topic=139646.msg6181902#msg6181902) that the failed essence inflicted, using 2 +1/+1 essences.

Spoiler (click to show/hide)

Gambler carefully looked over the glass needle held tightly between two fingers. On the very tip, almost invisible to the eye, there was something akin to fog. It was a curse of sorts, if the needle penetrated skin it would instantly cause the worst possible chance to occur. This was not to be handled lightly.

{Needle of misfortune (1 use). On impact, next LUCK roll is automatically 1, if no LUCK rolls happen, one happens at the end of turn.}

4 more essences

Spoiler (click to show/hide)

Seva mostly finished regenerating and the wall was as good as before. The marks disappeared but the memory remained. Ritual safety rules were not like most other rules, which were mostly suggestions. It was a really good idea to listen to these.

Make 2 essences.

Spoiler (click to show/hide)

Redrum continued conjuring more power while looking at the strange ooze he had accidentally conjured. It had finished what few bits of zombie it could find and began melting dead roots. it was doing some decent progress there, in a few months there won't be a root left in this swamp.

Ao slowly shook his head:

"Well, simply pondering on the nature of the door will get me nowhere. Should I experiment some more or leave it for better times?"

Glancing at his still-regrowing finger, mage signed. The interest was great, but so was the possible danger. He'll leave this door intact... For now. Until he gets power or understanding to see what's stored beyound its stone surface.

Remember door placing. Continue exploration while crafting 4 essences.

Ao began turning away from the door, but something strange caught his eye. There was something red on the door. The redness increased and to Ao it looked a lot like blood. He decided to do what any wizard would do in such a situation, i.e. poke with a finger. He didin't quite mange it, as he wisely retracted the finger when blood surged from the wall towards him. It began congealing in a figure, a humanoid figure, and whn last of the blood left the door and joined the figure, it changed, became more defined. Soon Ao saw that he was looking at a copy of himself. The copy spoke.

"This door is nothing but a meaningless reflection of a tangible reality. Its true form lies elsewhere."

Having said that, the blood figure vanished. From the left wall walked out another figure. It seemed to be a mannequin wearing clothes of a butler and carrying a piece of clean cloth. Using the cloth, it wiped off the stone door as if it was just some elaborate painting and left through now revealed purple wall.  As if this wasn't enough, there was something strange happening at Ao's feet. There was a trail of blood leading to a piece of paper. when Ao looked at the paper, he saw an ink sketch of the door, which soon vanished, replaced by writing. It read "Limui's power lies beyond". The writing too, soon vanished, replaced by a painted compass that somehow kept it's arrow pointing north.

(Words words words words words)

Chorkinaan listened intently to Viznor's speech, idly picking out important details and compressing the fine prose into a more simple format, one he wouldn't need an hour-long poetry review to parse. By the time Viznor had finished talking, Chorkinaan had six sentances of a simplified request for a complex artifact ready for his reply.

Why yes, certainly! Such an artifact would be a wonderful test for the process of creating subcolloids. However, might I recommend a cord as opposed to a chain? A cord composed of the same amount of material would have a much greater tensile strength - that is to say, be much harder to break by pulling on it - and have a greater length; its being a subcolloid would likely mean it can form rigid sections as well, which would behave extremely similarly to links of a chain. Either way, I'd be glad to create such an item for you.

In other news, though, my head's rushing with ideas and I may return to you for help with one of them some time soon. I hope to be able to pay you in shards when the time comes, but knowing T.O.A.M.'s policy on murder, fat chance.

Viznor appeared to be carefully considering his next words. Chorkinaan prepared to make 3 essences, you know, in case Viznor took longer than expected to think it over.

"That seems quite sensible."

"Shards are not a necessity. I am quite content with an exchange of spells or assistance, and my cloak is capable of receiving and storing essences made by other mages for my own use.".


As usual, use the yes/no book to make sure that everyone involved is being honest and that nobody will mess with the spell, myself included. Then we can get down to business.

Firstly, the base object. Use the knowledge we have gleaned from royalty's creation to create a subcolloid cord which can freely manipulate its own shape, and may move in whatever direction or way it pleases.

Now for Viznor's stuff. Forge a knowledge system which will both control the cord's abilities and subcolloid properties and magically listen to and obey my mind, allowing me to control it at will. Secondly, infuse the whole thing with a binding designed to restrain the magic of anything that becomes entangled, silencing it until the cord is removed.

End result: A subcolloid cord which is designed specifically for extreme mobility and flexibility, controlled at-will through mental commands, and silences things it entangles.

Use two knowledge essences +1 POT, two knowledge essences +1 CMP, three knowledge essences +1+1, and lesser blood power (+1+1). I'm going to ask that Chorkinaan use essences that add up to at least +3+3, since that's what I expended on his spell, but I don't particularly care how he divvies that up.

Take part in this combined spell. 4 +1/+1 essences.

Spoiler (click to show/hide)

{What is "subcolloid"?}

It was a very complicated spell, pushing on the borders of knowledge for both mages. There was not quite enough power to replicate full effects of Royalty, but there was enough to achieve what Viznor wanted. The cord coiled like a snake as it was being forged, whipping out at the walls, covering them momentarily with tiny blue letters where it struck. It bent at angles that would be impossible to any actual cord of such thickness, but as the spell finished it calmed, falling to the ground, looking as some entirely unassuming steel cord. With the rush of magic gone, Viznor began thinking about a practical problem that he had missed before, namely, how to carry this without silencing himself, but that could wait. Everything could wait until this blinding headache passed.

{Viznor: Blinding headache 2 turns, can't cast}
{Ethereal string: Controllable by thought, silences on touch, dimensions are negotiable.}


Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: DreamerGhost on January 13, 2017, 10:30:48 pm
Why yes brain, five hour nap when I'm kinda late on getting stuff done is great idea.
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: FallacyofUrist on January 13, 2017, 11:52:04 pm
((Out of curiosity, is Mista J's clone mucking around in the castle still?))

Doktor Diabolical:

"It will not be long now... MWAHAHAHA!"

The ideal factory-bot has three main components: transmutation, part fabrication, and assembly. Though Doktor Diabolical's intent was to create the transmutation component, he instead created the assembly component. No matter. Using a +1/+1 essence and a +1/+2 essence, Doktor Diabolical assembles the recently created parts(0 because using materials) into a robot assembly(-1?) robot that obeys his orders(-1).

Afterwards, he uses 2 +1/+1 essences to assemble(0) the pile of generic parts into a scout drone(0 or -1) that obeys his orders(-1) and sends it to investigate the corpse of the totem guy who committed suicide up north.

((Doktor's master plan, you say? No, I'm not telling you that, though I will tell you some rejected plans...
1. Magical Borg.
2. Convert the platypus or whatever it is on now into a robot.
3. Creating an anti-god weapon, then fabricate shards, killing the gods that try to interfere and taking the shards from them.
The plan Doktor's using is a bit more feasible and sane.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: ironsnake345 on January 14, 2017, 12:26:44 am
((Subcolloid is the name I gave to the strange material that lacks a state of matter. It's included in one of Chorkinaan's more recent soliloquies.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: Zormod on January 14, 2017, 01:08:19 am
Retrieve the dark cube and form an essence.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: Whisperling on January 14, 2017, 02:54:05 pm
((Subcolloid is the name I gave to the strange material that lacks a state of matter. It's included in one of Chorkinaan's more recent soliloquies.))

((Yep. Got exactly what I intended, though, so the miscommunication doesn't really matter.))

Viznor began thinking about a practical problem that he had missed before, namely, how to carry this without silencing himself, but that could wait. Everything could wait until this blinding headache passed.

{Viznor: Blinding headache 2 turns, can't cast}
{Ethereal string: Controllable by thought, silences on touch, dimensions are negotiable.}

((Aaaaand the end roll didn't cooperate. Ah, well. There's a distinct sense of irony in that, and the string is well worth it.))

--------------------------------------------

"The... cord is very... nice.
ouch
Thank you for your... business and/or ow assistance."

With that, Viznor commands the ethereal string to wrap around his arm (or simply wraps it manually, if even that is too much mental effort) and stumbles into a nearby wall, shielding his eyes against the purple glow of the Tower.


He emerges in the general direction of Easter Sunday, give or take several meters.


"You... wanted a bow, right? I can... make one. Not right now, though, because ow."

Possible PM action as well.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: star2wars3 on January 14, 2017, 08:20:27 pm
((Did I not say to respect royalty...))
4 essences
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: vishdafish on January 15, 2017, 08:36:18 am
"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

If he can, Easter Sunday tries to make 3 essence. If not, he orders the Queen Wasp to carry on laying eggs.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: XXXXYYYY on January 15, 2017, 08:15:04 pm
Pocket the needle, carefully. Then make 4 essences.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: Sarrak on January 16, 2017, 12:17:44 am
"Interesting... Tangible reality and Lumui power... So very interesting."

Try to pick up painted compass. It could be a valuable clue to the puzzle and a good instrument of orientating oneself in many Tower halls. Follow its directions to see if it actively leads somewhere or if reality changes to match it.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: Whisperling on January 16, 2017, 10:48:25 am
"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

If he can, Easter Sunday tries to make 3 essence. If not, he orders the Queen Wasp to carry on laying eggs.

"It is entirely... within my capabilities (argh), though not when something is... taking a sledgehammer to the inside of my... skull.

In return ow, I would like a talisman... which grants me... the dexterity of an insect, and possibly... ow the speed as well. I would assist... you to increase... its potency."

"Ow."
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: TheLastDino on January 16, 2017, 07:48:55 pm
Name: Markus
Affinity: Nanobots
Description: A mage in a dark cloak and hood. His face is hidden in shadows, but he has dark eyes and blonde hair.
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

(Shout out to @Whisperling for the recommendation)

Get to the tower and make four essences afterward.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: DAPARROT on January 16, 2017, 10:13:40 pm
3 more essences

Try to feed the crystal bird a non-chaotic +1/+1 essence, trying this since it was originally created by a collapsed essence near the crystal
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: TheBiggerFish on January 17, 2017, 02:26:02 am
Three more Essences.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: FallacyofUrist on January 17, 2017, 11:07:01 am
Affinity: Nanobots

Doktor Diabolical twitched as his unconscious mind picked up the magic signature of the newest mage.

"MWAHAHAHAHA!"

A villainous laugh followed.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: ironsnake345 on January 17, 2017, 12:00:42 pm
Chorkinaan returns to the forge room and revisits Skelliborn.

I've got it! With Viznor's help, I've cracked the code. Royalty is able to morph and extend in such a way because it lacks a state of matter, and therefore is unbound by the traditional laws that govern form, adhesion, cohesion, and structural integrity! The best part is, I'm fully capable to recreate such a material! I call it Subcolloid. Anyway, I think I aught to use my next few minutes cleaning up my mess.

Three essences, survey the damage I caused whilst getting ahead of myself in testing Royalty's capabilities.
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: DreamerGhost on January 17, 2017, 12:08:54 pm
Name: Markus
Affinity: Nanobots
Description: A mage in a dark cloak and hood. His face is hidden in shadows, but he has dark eyes and blonde hair.
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

(Shout out to @Whisperling for the recommendation)

Get to the tower and make four essences afterward.

I'm gonna want you to give some example spells for that affinity. These affinities are getting ridiculous
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: ironsnake345 on January 17, 2017, 12:25:49 pm
((Oh yeah, come to think of it, that's a pretty restrictive affinity. You sure that's the one you want?))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: FallacyofUrist on January 17, 2017, 04:26:44 pm
((I have some ideas for that affinity already, if good sir the dinosaur would like any help.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: star2wars3 on January 17, 2017, 07:05:53 pm
Turns out, a nanobot with the massive multiplier is basically just a normal robot... ((I couldn't resist. Sorry.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: TheLastDino on January 17, 2017, 09:22:26 pm
Name: Markus
Affinity: Nanobots
Description: A mage in a dark cloak and hood. His face is hidden in shadows, but he has dark eyes and blonde hair.
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

(Shout out to @Whisperling for the recommendation)

Get to the tower and make four essences afterward.

I'm gonna want you to give some example spells for that affinity. These affinities are getting ridiculous
Okay...

Making controlled grey goo nanobots
Shaping the nanobots into different shapes.
Making different types of nanobots (healing, weapons)
Control over the nanobots (of course)
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: DreamerGhost on January 19, 2017, 08:06:27 pm
Turn 215

((Out of curiosity, is Mista J's clone mucking around in the castle still?))

Doktor Diabolical:

"It will not be long now... MWAHAHAHA!"

The ideal factory-bot has three main components: transmutation, part fabrication, and assembly. Though Doktor Diabolical's intent was to create the transmutation component, he instead created the assembly component. No matter. Using a +1/+1 essence and a +1/+2 essence, Doktor Diabolical assembles the recently created parts(0 because using materials) into a robot assembly(-1?) robot that obeys his orders(-1).

Afterwards, he uses 2 +1/+1 essences to assemble(0) the pile of generic parts into a scout drone(0 or -1) that obeys his orders(-1) and sends it to investigate the corpse of the totem guy who committed suicide up north.

((Doktor's master plan, you say? No, I'm not telling you that, though I will tell you some rejected plans...
1. Magical Borg.
2. Convert the platypus or whatever it is on now into a robot.
3. Creating an anti-god weapon, then fabricate shards, killing the gods that try to interfere and taking the shards from them.
The plan Doktor's using is a bit more feasible and sane.))

Spoiler (click to show/hide)

{The clone has long since evaporated.}

Doktor moved forth with his diabolical plan and assembled his robot assembly. Automation! Given parts it would make robots. It could even make specific robots, although usually it would just make whatever it had parts for. There wouldn't be any spare parts for it just yet though, as that pile Doktor had was all going into a scout drone. It was a clunky looking thing that belched smoke, and once activated, spat out enough fire to scorch dirt before flying off like a missile. It didn't explode once it hit the ground, probably because all explosives had already burned up.

Retrieve the dark cube and form an essence.

{Do you mean the glass cube? I'm asuming you mean the glass cube.}

Spoiler (click to show/hide)

Cuberac looked around like someone looking for their keys in a mildly clutered room. There should had been an entirely dark cube somewhere around here, he clearly remembered dropping it here. Alas, it was nowhere to be found. Had someone found it?

Skeliborn was focusing power. There was little else to do while waiting for his friend to return. He was thinking about swords, and how sad it was that he could only wield two of them at the time.

((Did I not say to respect royalty...))
4 essences

Spoiler (click to show/hide)

Skeliborn was focusing power. There was little else to do while waiting for his friend to return. He was thinking about swords, and how sad it was that he could only wield two of them at the time.

"The... cord is very... nice.
ouch
Thank you for your... business and/or ow assistance."

With that, Viznor commands the ethereal string to wrap around his arm (or simply wraps it manually, if even that is too much mental effort) and stumbles into a nearby wall, shielding his eyes against the purple glow of the Tower.


He emerges in the general direction of Easter Sunday, give or take several meters.


"You... wanted a bow, right? I can... make one. Not right now, though, because ow."

Possible PM action as well.

"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

If he can, Easter Sunday tries to make 3 essence. If not, he orders the Queen Wasp to carry on laying eggs.

Viznor moved through the walls of the tower, the hand with the string dragging like a ball and chain, until he found himself in the general vicinity of Easter Sunday. The wasp mage was lying on the ground, slightly oozing some strange and slightly acidic substances. Both attempted conversation and both found it rather difficult, deciding in the end to pause for now and try again when they felt a little better. Finally, Easter recovered enough of his muscle control to roll his tongue back in his mouth and sit up. He saw that the summoned queen was doing its job well, creating a nest with at least a dozen cells.

{Easter Sunday, lingering poison -1END}

Pocket the needle, carefully. Then make 4 essences.

Spoiler (click to show/hide)

Gambler carefully pocketed the needle, embedding the sharp end in the cloth to avoid accidentally poking himself. This was not something to be taken lightly and he knew it better than anyone. This done, he moved about carefully to test if the needle wasn't pointing ot anywhere. It wasn't. This should be safe enough, though it was still no better than carrying around a vial of nitroglycerin.

"Interesting... Tangible reality and Lumui power... So very interesting."

Try to pick up painted compass. It could be a valuable clue to the puzzle and a good instrument of orientating oneself in many Tower halls. Follow its directions to see if it actively leads somewhere or if reality changes to match it.

Ao followed the compass on the paper while also mentally holding a map of where he went. This was arguably a futile task with the Tower's unstable geometry, but he did it anyways. And it seemed that the compass had some trouble with the Tower as well as it went in something that was like a circle. More of a square really, but that was probably part of the road. And at the end of the road was a room and within the room was a cauldron, seemingly partially sunken into the floor.

3 more essences

Try to feed the crystal bird a non-chaotic +1/+1 essence, trying this since it was originally created by a collapsed essence near the crystal


Spoiler (click to show/hide)

Just to see if it works, Seva attempted to infuse more semi-raw magic into his crystal bird. It seemed to work out okay, as crystal bird's feathers gained more detail. The stony origins were still clear to see but the feathers now looked as if they had actual hairs.

Three more Essences.

Spoiler (click to show/hide)

Magus N.A. continued focusing power.

Chorkinaan returns to the forge room and revisits Skelliborn.

I've got it! With Viznor's help, I've cracked the code. Royalty is able to morph and extend in such a way because it lacks a state of matter, and therefore is unbound by the traditional laws that govern form, adhesion, cohesion, and structural integrity! The best part is, I'm fully capable to recreate such a material! I call it Subcolloid. Anyway, I think I aught to use my next few minutes cleaning up my mess.

Three essences, survey the damage I caused whilst getting ahead of myself in testing Royalty's capabilities.

Spoiler (click to show/hide)

Chorkinaan returned to Skeliborn and shared the discovery about the nature of Royalty. Also, since he now had the time, inspected the damage. Really, most of the stuff he had cut apart was decorative or optional. Except the anvil, it was really not that great now that it had been cut in half. And it was kinda important to the functioning of the smithy, if anyone used it ever again.


Name: Markus
Affinity: Nanobots
Description: A mage in a dark cloak and hood. His face is hidden in shadows, but he has dark eyes and blonde hair.
STR= 0
DEX= 3
SPD= 1
END= 1
POT= 3

(Shout out to @Whisperling for the recommendation)

Get to the tower and make four essences afterward.

Spoiler (click to show/hide)

{Actions should be bolded. If you want some different color for yourself, just say.}

Portal flashed with otherworldly glow once more and delivered Marcus, lord of the smallest and most populated kingdom. His mastery of forging the tiniest of spells allowed him to forge undetectable poisons and all devouring swarms that couldn't be harmed by neither blade nor fire. Bravely, he ventured towards the glowing purple tower and conjured himself some power once there.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: DreamerGhost on January 19, 2017, 08:07:57 pm
Alright, my exams are over so I should be able to return to an actual schedule. I'll aim for updates on Mondays/Thursdays.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: ironsnake345 on January 19, 2017, 09:12:50 pm
Oh my... I hadn't even noticed I'd destroyed the Anvil. I had better see if I can fix that.

Attempt to assemble the two halves of the anvil and hold them together in the shape of a whole anvil whilst casting a spell to momentarily melt the very edges of each piece before allowing them to reform together.

Magical welding for the win!

Oh, and make two essences afterwards.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: TheLastDino on January 19, 2017, 09:14:23 pm
Markus makes a blob of grey goo that eat ground to multiply. They are created with toggle word that can turn replicating on and off as well as voice recognition so no one can turn it on or off but Markus. The word to turn replicating on is "emancipation" and the word to turn replicating off is "serfdom".

Markus uses all three of his essences on this, after which, he makes another 3 essences.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: star2wars3 on January 19, 2017, 10:37:49 pm
Welcome back Chorkinaan. I will be ready for the ritual next turn but I can brief you on the basic spell.

To start things off, since my speciality is blades, not armour, you would probably make the best leader of the ritual. The idea of the armour is to ideally a something that protects the user both from magical, and physical attacks. And gives the user the ability to fly. In order to prepare for the ritual I have crafted a number of sacrificial swords which can be used to help reduce the consequences of mistakes.((@ironsnake345 Next turn you may just want to quote this for the ritual.))
Cast a spell that makes each of the sacrificial blades a different color of the rainbow. (so as to make them each different sacrifices for next turn.). Hand 3 of the blades over to Chorkinaan
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: FallacyofUrist on January 19, 2017, 10:51:34 pm
Doktor Diabolical:

"Note to self: make more suicide drones of that type for future use. Just include safeguards to keep them from activating until I need them to be used... anyways."

If the fire's been put out, the snowmaker bot should stop belching snow. The parts cutter bot, if it's finished with the skiis, should try to salvage the "scout" drone, if it's not too far away(out of hex). 

Aside from that: Doktor Diabolical makes 3 robots essences. As much as Doktor Diabolical would like to proceed with making the transmuter bot, he's certainly not doing it with only one essence that doesn't even help CMP.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: ironsnake345 on January 20, 2017, 02:12:58 am
Sounds difficult; I might be able to manage the flight using manipulation of gravitation, and physical protection should be well within my range of expertise, but I may have trouble otherwise. I hope you have carefully considered how to twist the spell in such a way that you can contribute power of your own.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: star2wars3 on January 20, 2017, 08:58:33 am
I think I can deal with the magical attacks and we can probably use this room as a magical focus to help even more with the spell.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: TheBiggerFish on January 20, 2017, 09:05:36 am
Three more essences.
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: Zormod on January 20, 2017, 03:15:36 pm
Try to create a replica.

((Yes, I do mean the glass cube.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: vishdafish on January 22, 2017, 04:28:13 pm
Now that he could talk, Easter Sunday says:
"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

((How long will the lingering poison last for?))

Easter Sunday concentrates his power on the eggs, imbuing them with strength. He uses 2 chaotic essences +1cmp, and 1 chaotic essence +1 +1.

Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: Whisperling on January 22, 2017, 05:29:50 pm
Now that he could talk, Easter Sunday says:
"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

((How long will the lingering poison last for?))

Easter Sunday concentrates his power on the eggs, imbuing them with strength. He uses 2 chaotic essences +1cmp, and 1 chaotic essence +1 +1.

((Responded to this earlier as well, but copy/pasting.))

"It is entirely... within my capabilities (argh), though not when something is... taking a sledgehammer to the inside of my... skull.

In return ow, I would like a talisman... which grants me... the dexterity of an insect, and possibly... ow the speed as well. I would assist... you to increase... its potency."

"Ow."
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: DAPARROT on January 22, 2017, 09:11:52 pm
4 more essences, then feed some more essences to the bird, non-chaotic only
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: Atomic Chicken on January 23, 2017, 05:03:04 am
Give Chorkinaan 3 of the Sacrifical Blades (for use in the ritual next turn)

((Felt that I should point this out:
Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.
))
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: star2wars3 on January 23, 2017, 04:34:17 pm
((Rip: Looks like I'll need  bit more prep work. Editing action slightly.))
Title: Re: Roll to Magic: Turn 215 New mage with new magery
Post by: DreamerGhost on January 23, 2017, 09:20:23 pm
Turn 216

Oh my... I hadn't even noticed I'd destroyed the Anvil. I had better see if I can fix that.

Attempt to assemble the two halves of the anvil and hold them together in the shape of a whole anvil whilst casting a spell to momentarily melt the very edges of each piece before allowing them to reform together.

Magical welding for the win!

Oh, and make two essences afterwards.

Spoiler (click to show/hide)

Chorkinaan put the two pieces of anvil together and magically welded them together. There, good as new. Except for the welding mark, but anvils were not used for beauty.

Markus makes a blob of grey goo that eat ground to multiply. They are created with toggle word that can turn replicating on and off as well as voice recognition so no one can turn it on or off but Markus. The word to turn replicating on is "emancipation" and the word to turn replicating off is "serfdom".

Markus uses all three of his essences on this, after which, he makes another 3 essences.


Spoiler (click to show/hide)

Marcus focused his power and conjured his deadliest weapon. There was no point in messing about really. A blob of silvery material the size of a head of a pin appeared and fell onto the purple floor of the tower. It wasn't doing much for some reason.

Doktor Diabolical:

"Note to self: make more suicide drones of that type for future use. Just include safeguards to keep them from activating until I need them to be used... anyways."

If the fire's been put out, the snowmaker bot should stop belching snow. The parts cutter bot, if it's finished with the skiis, should try to salvage the "scout" drone, if it's not too far away(out of hex). 

Aside from that: Doktor Diabolical makes 3 robots essences. As much as Doktor Diabolical would like to proceed with making the transmuter bot, he's certainly not doing it with only one essence that doesn't even help CMP.

Spoiler (click to show/hide)

Doktor sent out his cutter bot to see if there was anything to salvage from the scout bot, but he didn't hold out much hope. The crash was pretty strong, then again, without any explosions stuff probably didn't scatter too far away. He'd see the results, if any, soon enough.

Three more essences.

Spoiler (click to show/hide)

Magus N.A. continued his meditation.

Try to create a replica.

((Yes, I do mean the glass cube.))

Spoiler (click to show/hide)

Cuberac, remembering the strange cube, attempted to conjure a copy. Glass cube appeared and shifted, soon turning black, but not entirely. There was a pale light coming off it, but it was hardly visible in daylight.

4 more essences, then feed some more essences to the bird, non-chaotic only

Spoiler (click to show/hide)

Seva fed some more essences to the bird, causing it to become smoother around the edges. The crystal bird barely looked rocky anymore, the only real ways to recognize it's origins were looking into it's gemstone like eyes or notice that feathers carried a sharp edge. They were a bit brittle to use them as a weapon, though grabbing the bird would be a pain, literally.

Now that he could talk, Easter Sunday says:
"A bow would be nice, but armor would be preferable. If you can't make armor though, a bow would be fine. What would you want in payment?"

((How long will the lingering poison last for?))

Easter Sunday concentrates his power on the eggs, imbuing them with strength. He uses 2 chaotic essences +1cmp, and 1 chaotic essence +1 +1.

{Until you deal with it somehow}

Spoiler (click to show/hide)

Easter enchanted the eggs queen had laid with extra power, hastening their development considerably and improving the creatures growing within. There was some dealmaking to do now, but he'd soon return to this.

Welcome back Chorkinaan. I will be ready for the ritual next turn but I can brief you on the basic spell.

To start things off, since my speciality is blades, not armour, you would probably make the best leader of the ritual. The idea of the armour is to ideally a something that protects the user both from magical, and physical attacks. And gives the user the ability to fly. In order to prepare for the ritual I have crafted a number of sacrificial swords which can be used to help reduce the consequences of mistakes.((@ironsnake345 Next turn you may just want to quote this for the ritual.))
Cast a spell that makes each of the sacrificial blades a different color of the rainbow. (so as to make them each different sacrifices for next turn.). Hand 3 of the blades over to Chorkinaan

Spoiler (click to show/hide)

Skeliborn cast a spell over three of his sacrificial blades, recoloring them with red, green and blue. Or that was the intention, what happened was that they each gained a colored hilt, leaving the rest of blade unchanged. They were kinda different now, but magic would most likely resonate and destroy them all at once regardless.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DreamerGhost on January 23, 2017, 09:21:26 pm
I found some fun reading again. PM's come tomorrow.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: FallacyofUrist on January 23, 2017, 11:16:57 pm
((So, if you don't mind me asking, what percentage of the game is going on by PM nowadays?))
((Also, Doktor's factory bot isn't in the status.))

Doktor Diabolical:

"Soon, yes, soon I will be ready to start the ritual. Wait. The aether resonance matrix. Need to remember to call it that. My scientist friends would never take me seriously if I called it a ritual. Unless, of course, it was an actual ritual. Like the one with the string and the demon and the boline that was supposed to turn you into a vampire. But this is nothing like that. Yes."

3 more essences in preparation for the creation of the final ritual sacrifice.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DreamerGhost on January 24, 2017, 08:55:18 am
((So, if you don't mind me asking, what percentage of the game is going on by PM nowadays?))
((Also, Doktor's factory bot isn't in the status.))

((Maybe 4 people play through PM's regularly, with some others joining in occasionally. And the Bot is in the inventory. Unless you mean the bot that makes bots, since I'm pretty sure you only summoned parts for it but didn't put them together.))
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: FallacyofUrist on January 24, 2017, 09:21:35 am
Doktor moved forth with his diabolical plan and assembled his robot assembly. Automation! Given parts it would make robots. It could even make specific robots, although usually it would just make whatever it had parts for.
((I'm referring to this robot.))
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: vishdafish on January 24, 2017, 12:35:38 pm
"Then it is a deal. How should we do this? Should I make the talisman first, or will you make the armor first?"
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: Zormod on January 24, 2017, 03:49:09 pm
Now smash it and observe the results.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: star2wars3 on January 25, 2017, 02:40:30 pm
It appears I may need to delay the ritual for a bit while I prepare better sacrifes.
Summon 2 blades (2 spells)
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: XXXXYYYY on January 25, 2017, 04:08:57 pm
Enchant the regeneration ring to massively [-3 CMP] improve the wearer's Luck with unstable, chaotic, and/or collapsing essences. 3 +1/+1 essences, one +2/+2 essence.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DAPARROT on January 25, 2017, 09:12:37 pm
Summon a bird that is similar to one of these: https://en.wikipedia.org/wiki/Greater_honeyguide but instead of searching for beehives, it searches for treasure unclaimed by a mage then leads me to it, use 5 +1/+1 essences
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: TheLastDino on January 26, 2017, 03:21:34 am
Make some basic tools that are made from nanobots. Perhaps an axe or the like (which aren't grey goo).
Title: Re: Roll to Magic: Turn 214 Plagiarism is flattery
Post by: DreamerGhost on January 26, 2017, 02:06:17 pm
Doktor moved forth with his diabolical plan and assembled his robot assembly. Automation! Given parts it would make robots. It could even make specific robots, although usually it would just make whatever it had parts for.
((I'm referring to this robot.))

Then that's an error in the charsheet. Fixed.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: ironsnake345 on January 26, 2017, 02:21:36 pm
fine by me.


Three essence routine.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: vishdafish on January 26, 2017, 04:03:21 pm
Easter Sunday makes 4 essence.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: Whisperling on January 26, 2017, 05:27:55 pm
((Sorry about the delay.))

"Then it is a deal. How should we do this? Should I make the talisman first, or will you make the armor first?"

"I shall make the armor first, and hand it to you as the talisman is created. The separation is highly preferable, as I wish to assist with the creation of the talisman so as to make it as potent as is possible. You are welcome to do the same for your armor, if you so choose."

Placeholder action is to make five knowledge essences and search the library for something related to the multiverse and/or transdimensional travel. (+3 to luck from slam poetry tome, tower aura, and ring).

This will be replaced with the armor spell if we work everything out before next turn.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DreamerGhost on January 26, 2017, 09:44:27 pm
Turn 217

Now smash it and observe the results.

The cube crashed into the rocky ground and shattered. With the first crack that appeared, blinding light spilled forth, forcing Cuberac to cover his eyes. Afterwards, there were only a few shards of mirror glass left.

It appears I may need to delay the ritual for a bit while I prepare better sacrifes.
Summon 2 blades (2 spells)

Spoiler (click to show/hide)

Skeliborn conjured some more blades, one a rapier and the other a short-sword. Now those would certainly do, they had plenty of swordyness and yet enough differences.

Enchant the regeneration ring to massively [-3 CMP] improve the wearer's Luck with unstable, chaotic, and/or collapsing essences. 3 +1/+1 essences, one +2/+2 essence.

Spoiler (click to show/hide)

Gambler focused his power on his regeneration ring and turned. Strands of fate were twisted and redirected, the magic itself working to further Gambler's goals. The ring glimmered softly, catching the light just so, seemingly entirely by accident. This, this could very well be his best work yet.

{Ring of Fortune, +3 LUCK, regeneration.}

Summon a bird that is similar to one of these: https://en.wikipedia.org/wiki/Greater_honeyguide but instead of searching for beehives, it searches for treasure unclaimed by a mage then leads me to it, use 5 +1/+1 essences

Spoiler (click to show/hide)

Seva called forth a bird that wasn't. It was a fairly difficult job, calling a bird and then modifying it before it materialized. When it came it had feathers that had colour of gold and it immediately homed in on the crystal bird. It chirped at it and then returned to Seva, where it chirped again. The crystal bird seemed slightly confused by this.

Make some basic tools that are made from nanobots. Perhaps an axe or the like (which aren't grey goo).

Spoiler (click to show/hide)

Marcus, unsatisfied with his grey goo attempt, decided to go for simpler and more instant means. In this case, the more instant mean was a hand ax built from nanobots holding themselves together. Not as durable as a solid item but far easier to repair.

Doktor Diabolical:

"Soon, yes, soon I will be ready to start the ritual. Wait. The aether resonance matrix. Need to remember to call it that. My scientist friends would never take me seriously if I called it a ritual. Unless, of course, it was an actual ritual. Like the one with the string and the demon and the boline that was supposed to turn you into a vampire. But this is nothing like that. Yes."

3 more essences in preparation for the creation of the final ritual sacrifice.

Spoiler (click to show/hide)

Doktor almost had all the material required for his aether resonance matrix project. Definitely not a ritual. Those had candles, and drawings on the ground and creepy people in robes. Doktor wore clothes that were more practical than robes, so no danger there.

fine by me.


Three essence routine.

Spoiler (click to show/hide)

Chorkinaan conjured some extra power while he waited. Soon, he'd be able to get to work again.

Easter Sunday makes 4 essence.

Spoiler (click to show/hide)

Easter conjured some more power in preparation for some future work. Like developing those eggs further. Or making some more giant wasps. Either way, someone will probably be horrified.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DreamerGhost on January 26, 2017, 09:45:53 pm
PM's come tomorrow and Viznor/Whisperling will be processed then as well, wether deal gets finalized or not.
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: DAPARROT on January 26, 2017, 11:17:18 pm
"Yes, I know about that. Can you find me something I don't know about?"

Send the bird to go look for treasure, avoiding other mages, make 3 essences
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: FallacyofUrist on January 27, 2017, 10:19:30 am
Doktor Diabolical:

"Almost there..."

Using 3 +1/+1 essences and a +2 POT essence, Doktor creates(-1) a robot that obeys his orders(-1) and can transmute materials into metal(-1).
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: Zormod on January 27, 2017, 02:44:32 pm
Go back to searching for the original.
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: TheBiggerFish on January 27, 2017, 05:10:13 pm
Three Essences.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: DreamerGhost on January 27, 2017, 09:18:34 pm
((Sorry about the delay.))

"Then it is a deal. How should we do this? Should I make the talisman first, or will you make the armor first?"

"I shall make the armor first, and hand it to you as the talisman is created. The separation is highly preferable, as I wish to assist with the creation of the talisman so as to make it as potent as is possible. You are welcome to do the same for your armor, if you so choose."

Placeholder action is to make five knowledge essences and search the library for something related to the multiverse and/or transdimensional travel. (+3 to luck from slam poetry tome, tower aura, and ring).

This will be replaced with the armor spell if we work everything out before next turn.


Spoiler (click to show/hide)

Viznor calmly waited for his partner to mull over the offered deal. Then he stopped calmly waiting and went off and grabbed another book, this one about wards against teleportation. There was respecting people and there was wasting time, they could think while he read.
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: DreamerGhost on January 27, 2017, 09:44:10 pm
Finally got around to updating table of contents and map Legend. With that, the last effects of my exams on the game are over.
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: star2wars3 on January 29, 2017, 08:45:07 am
3 blades (3 spells)
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: ironsnake345 on January 29, 2017, 11:56:01 am
3 essences. Do some stretches to pass time. (and to test out my newfound flexibility.)
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: XXXXYYYY on January 29, 2017, 01:12:36 pm
Three essences, and use the orb to discreetly check up on any upcoming disturbances, such as the ritual outside.
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: vishdafish on January 29, 2017, 06:12:58 pm
((Sorry about the delay.))

"Then it is a deal. How should we do this? Should I make the talisman first, or will you make the armor first?"

"I shall make the armor first, and hand it to you as the talisman is created. The separation is highly preferable, as I wish to assist with the creation of the talisman so as to make it as potent as is possible. You are welcome to do the same for your armor, if you so choose."

Placeholder action is to make five knowledge essences and search the library for something related to the multiverse and/or transdimensional travel. (+3 to luck from slam poetry tome, tower aura, and ring).

This will be replaced with the armor spell if we work everything out before next turn.


[glow=yellow]Shall we start then? I would prefer it if my armor had the property to damage the attacker...[/glow]
If Viznor starts making the armor, Easter Sunday uses +5 +5 non chaotic essence to help.
If not, he imbues more power with any chaotic essence into the eggs
Title: Re: Roll to Magic: Turn 216 Porridge of doom
Post by: Whisperling on January 30, 2017, 02:44:53 pm
[glow=yellow]Shall we start then? I would prefer it if my armor had the property to damage the attacker...[/glow]
If Viznor starts making the armor, Easter Sunday uses +5 +5 non chaotic essence to help.
If not, he imbues more power with any chaotic essence into the eggs


((You're a bit short on CMP essences there. Which is to say, not enough to get more than +4 CMP on your armor, and I'd like the "off" mages (including myself) to use essences worth at least +2+2 to ensure low rolls don't send effort down the drain.

I could probably throw a few essences into my cloak and then let you draw from it, since I have a decent supply. Would like to get repayed when you have more, though. That OK to you?))

"Very well."

First things first, use the yes/no book to confirm that nobody (including me) is cheating anybody else or messing with spells. Assuming things check out, move onwards.

Create armor of solid binding. Specifically, the binding of force. Improve this functionality with a knowledge system that will strategically release the captured force in order to harm the attacker. Use two knowledge essences +1+1 on the spell. Don't summon it onto my body or anything, but keep it in my inventory until we can actually exchange the stuff.

May or may not edit in essence transfer shenanigans.
Title: Re: Roll to Magic: Turn 217 The most delicate ax
Post by: DreamerGhost on January 30, 2017, 11:06:36 pm
Turn 218

"Yes, I know about that. Can you find me something I don't know about?"

Send the bird to go look for treasure, avoiding other mages, make 3 essences

Spoiler (click to show/hide)

Seva sent out his treasure bird to look for treasure. On one hand, the result proved that it worked. On another, the library was a treasure already found. The tower was not the best place to look for unclaimed treasure, there were too many mages here claiming it all.

Doktor Diabolical:

"Almost there..."

Using 3 +1/+1 essences and a +2 POT essence, Doktor creates(-1) a robot that obeys his orders(-1) and can transmute materials into metal(-1).

Spoiler (click to show/hide)

One great way to make metals out of other stuff was atomic reconstructor. The trouble with atomic reconstructor was that it was one step above in energy after fusion reactor. This one was... leaking. It could handle the temperature. Probably. Or it would explode violently three seconds after turning on.

{Defective Atomic reconstructor(metal). Can change stuff into metals. Has 1/3 chance to explode violently on activation.}

Go back to searching for the original.

Spoiler (click to show/hide)

Cuberac returned to his search for the black cube, but once more found nothing but sand and rocks. There was something else there too though. Something was moving the ground, digging through it at great speed. And judging from it's direction and that swift turn, it had just found Cuberac.

Three Essences.

Spoiler (click to show/hide)

Magus N.A. continued meditating.

3 blades (3 spells)

Spoiler (click to show/hide)

Skeliborn decided that the thing this situation required was more sharp edges. A large scimitar appeared, followed by a nice looking knife followed by an iron splinter. Well, two out of three wasn't bad.

3 essences. Do some stretches to pass time. (and to test out my newfound flexibility.)

Spoiler (click to show/hide)

Chorkinaan stretched his hands and reached his toes. Then he reached a bit past. All of his joints were very flexible now, not only those in his hands and legs. That being said, he could use his hands as whips, they were that flexible. A whole lot of torture techniques that involved bending fingers wouldn't work on him no longer either.

[glow=yellow]Shall we start then? I would prefer it if my armor had the property to damage the attacker...[/glow]
If Viznor starts making the armor, Easter Sunday uses +5 +5 non chaotic essence to help.
If not, he imbues more power with any chaotic essence into the eggs


((You're a bit short on CMP essences there. Which is to say, not enough to get more than +4 CMP on your armor, and I'd like the "off" mages (including myself) to use essences worth at least +2+2 to ensure low rolls don't send effort down the drain.

I could probably throw a few essences into my cloak and then let you draw from it, since I have a decent supply. Would like to get repayed when you have more, though. That OK to you?))

"Very well."

First things first, use the yes/no book to confirm that nobody (including me) is cheating anybody else or messing with spells. Assuming things check out, move onwards.

Create armor of solid binding. Specifically, the binding of force. Improve this functionality with a knowledge system that will strategically release the captured force in order to harm the attacker. Use two knowledge essences +1+1 on the spell. Don't summon it onto my body or anything, but keep it in my inventory until we can actually exchange the stuff.

May or may not edit in essence transfer shenanigans.


Spoiler (click to show/hide)

Viznor checked his book to ensure sincerity as was becoming a habit and began casting. He conjured a platemail armor of binding and just before the spell finished, Easter joined in with his contribution. The armor grew significantly, gaining chitinous details and some yelowish spikes. When the platemail fell to the ground it was large enough for Easter to wear on his living armor and seemed quite menacing.

Three essences, and use the orb to discreetly check up on any upcoming disturbances, such as the ritual outside.

Spoiler (click to show/hide)

Gambler looked through his crystal ball into the scene unfolding nearby. Viznor and Easter Sunday conjured a set of platemail - judging from the size for Easter. As if he needed more armor, the guy was already difficult to kill. Other than that, there wasn't anything too sinister going on, massive man eating poisonous wasp infestation aside.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: Zormod on January 30, 2017, 11:14:28 pm
Dodge the first pass, try to see what I am dealing with.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: DAPARROT on January 31, 2017, 01:03:42 am
Fly southwest to the swamp, then send the bird to look for treasure
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: FallacyofUrist on January 31, 2017, 10:59:00 am
Doktor Diabolical:

"Well, that's... well, it's not as though I'm going to use it for anything other than a sacrifice."

Doktor Diabolical sits down and initializes the aether resonance matrix using the parts cutter bot(get back here!), the factory bot, and the atomic reconstructor bot as sacrifices.

Intended effect: create(-1) a huge(-2) robot that creates other robots with a three-step process: first, it transmutes the materials it is given into metals(?, might be covered by sacrifice), then shapes the metals into robot parts(?, same), then assembles robots from them(?, same) according to Doktor Diabolical's orders(-1). Also, all robots created by it automatically obey Doktor Diabolical's orders(-?).
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: star2wars3 on February 01, 2017, 07:26:17 pm
1 semi-aetherial blade
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: ironsnake345 on February 01, 2017, 08:35:51 pm
3 essences, clean up the mess I made in the forge.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: XXXXYYYY on February 01, 2017, 08:47:43 pm
Just 4 more essences.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: Whisperling on February 02, 2017, 12:33:10 am
((I'll go ahead and set the spell up, because why not)).

Already checked the book for this trade, so I think we're good on that front.

Create a talisman which gives the wearer the dexterity and speed of an insect. Gun for at least +1 to each (more if possible). If I could get more dex by dropping speed, I'd gladly do so.

Viznor helps with five knowledge essences +1+1.

I'd like Easter use essences worth at least +2+2, to ensure success and because that's what I did for his. Throw him an extra CMP essence through the cloak, if need be (and assuming I can do that).

When the spell is completed, I suppose we each start wearing our respective items instead of leaving them on the floor.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: vishdafish on February 02, 2017, 04:26:33 am
((I'll go ahead and set the spell up, because why not)).

Already checked the book for this trade, so I think we're good on that front.

Create a talisman which gives the wearer the dexterity and speed of an insect. Gun for at least +1 to each (more if possible). If I could get more dex by dropping speed, I'd gladly do so.

Viznor helps with five knowledge essences +1+1.

I'd like Easter use essences worth at least +2+2, to ensure success and because that's what I did for his. Throw him an extra CMP essence through the cloak, if need be (and assuming I can do that).

When the spell is completed, I suppose we each start wearing our respective items instead of leaving them on the floor.


Easter Sunday aids with the spell, using lesser blood magic and +1+1 essence.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: DreamerGhost on February 02, 2017, 08:51:52 pm
Turn 219

Dodge the first pass, try to see what I am dealing with.

Spoiler (click to show/hide)

Cuberac waited patiently as the rumble approached him. At the last moment he backfliped backwards and landed just far away to see a massive worm break through the ground in the place where he recently stood. As tiny stones fell all around Cuberac had a few moments to take attention to details, namely that the worm was about large enough to swallow his leg whole but it had a sharp beak on it's front that could impale him if he ever failed to dodge it.

Fly southwest to the swamp, then send the bird to look for treasure

Spoiler (click to show/hide)

Seva left the wizard oversaturated Tower and flew off towards the swamps. Sunken treasure was the one most likely to remain unclaimed after long amounts of time after all. Looking at a sharp edge poking out of wet dirt on which the treasure bird perched, Seva began to understand why the treasure was unclaimed. Digging out whatever this was out of the muck would be a chore.

Doktor Diabolical:

"Well, that's... well, it's not as though I'm going to use it for anything other than a sacrifice."

Doktor Diabolical sits down and initializes the aether resonance matrix using the parts cutter bot(get back here!), the factory bot, and the atomic reconstructor bot as sacrifices.

Intended effect: create(-1) a huge(-2) robot that creates other robots with a three-step process: first, it transmutes the materials it is given into metals(?, might be covered by sacrifice), then shapes the metals into robot parts(?, same), then assembles robots from them(?, same) according to Doktor Diabolical's orders(-1). Also, all robots created by it automatically obey Doktor Diabolical's orders(-?).

{I get a feeling that you might not be entirely clear on ritual rules. For one, there aren't any maluses, there is only increase in minimum required power. Also, it takes some turns.}

Spoiler (click to show/hide)

Doktor ordered his cutter bot back and began his work as soon as it returned. Alone, these bots were not overly impressive, but they could be remade into something greater and far more respectable. As soon as drones were captured by the spell, the form began shaping but it was going slow. Maybe he should had put up some black candles, just for aesthetic purpose, obviously, no rituals here.

1 semi-aetherial blade

Spoiler (click to show/hide)

Skeliborn noticed that he was lacking in a certain matter. He had no way to cut ghosts on him. Swiftly, he conjured an ethereal blade, or at least, attempted to. What actually appeared was more akin to a knife with some really strange bends that Skeliborn couldn't pick up. This thing was entirely ethereal.

3 essences, clean up the mess I made in the forge.

Spoiler (click to show/hide)

Chorkinaan carefully put away the cleaved apart dummies and other assorted broken parts scattered around the smithy. There were no replacements here so that would have to do. Well, aside form some weapon racks, nothing of real value was lost. It wasn't too bad.

((I'll go ahead and set the spell up, because why not)).

Already checked the book for this trade, so I think we're good on that front.

Create a talisman which gives the wearer the dexterity and speed of an insect. Gun for at least +1 to each (more if possible). If I could get more dex by dropping speed, I'd gladly do so.

Viznor helps with five knowledge essences +1+1.

I'd like Easter use essences worth at least +2+2, to ensure success and because that's what I did for his. Throw him an extra CMP essence through the cloak, if need be (and assuming I can do that).

When the spell is completed, I suppose we each start wearing our respective items instead of leaving them on the floor.


Easter Sunday aids with the spell, using lesser blood magic and +1+1 essence.

{vishdafish, please look at what kind of essences you have. You had 0 +1/+1 essences, +1/+2 was used instead}

Spoiler (click to show/hide)

Viznor and Easter focused on the second part of the deal, forging an amulet of swiftness. They pooled their magical power and this time result was considerably smaller but still contained great magical power. The amulet itself was a stylized wasp in a hexagon, and was made of black and yellow chitin.

{Amulet of swiftness +1DEX +1SPD. Will also give one DEX reroll per turn if Whisperling can explain how Knowledge affinity was relevant here. Also, essences retain their affinity while in cloak.}

Just 4 more essences.

Spoiler (click to show/hide)

Gambler continued focusing his power and this time he was visited by extra fortune. One of his essences escaped into the walls, revealing in a glint of a coin spinning through the air, just for a moment, a great secret. Name of the Goddess of Luck. Probably not the name of the Goddess of Luck, as she was a particularly powerful one, but that would be enough to call forth a random effect to happen to anyone in hearing range.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: FallacyofUrist on February 02, 2017, 11:58:36 pm
((I was aware of the fact that a ritual takes multiple turns, but not of the fact that complexity generates minimum power instead of maluses. Thanks.))

Doktor Diabolical:

"Blast. This is going to take a while."

Doktor Diabolical continues the aether resonance matrix, and throws in all of his current essences, assuming he can handle that.
Title: Re: Roll to Magic: Turn 218 Stacking advantages
Post by: Whisperling on February 03, 2017, 12:17:55 am
{Amulet of swiftness +1DEX +1SPD. Will also give one DEX reroll per turn if Whisperling can explain how Knowledge affinity was relevant here. Also, essences retain their affinity while in cloak.}

((Dexterity (the way it's used in RTD, anyway) does actually have a lot to do with prediction. Knowing where exactly your opponent will be or when a projectile would hit are important while aiming and dodging, for one.

Of course, even less prediction-dependent actions could benefit from instinctive knowledge of where and how to place your fingers/other body parts.))

"It was a pleasure to do business, master of wasps. This charm will be of great use to me, and I trust that you will find your armor similarly valuable."

With that, Viznor walks into a nearby wall, ethereal string noisily dragging itself behind him. PM action afterwards.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: TheLastDino on February 03, 2017, 07:31:44 am
(Sorry about my inactiveness.)

Use two of my essences to upgrade the axe. Afterwards, find out what's wrong with the grey goo.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: Zormod on February 03, 2017, 04:36:13 pm
Try using the bladecubes to sever that beak.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: vishdafish on February 05, 2017, 09:45:12 am
Easter Sunday wears his new armor. He then makes 4 essence.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: star2wars3 on February 05, 2017, 10:29:25 am
Prepare for the ritual:
Arrange the rainbow blades in a circle surrounding the anvil.
Place the Rapier, Shortsword, Scimitar, and blade of purification in another circle aligned with the aetherial knife so as to complete the ritual circle.
3 essences while waiting for Chorkinaan to finish any other things he needs to finish.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: ironsnake345 on February 05, 2017, 12:36:25 pm
Oh, it's time to get started? Perfect!

Since it seems the ritual isn't starting quiiiiiite yet, 3 essences.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: TheBiggerFish on February 05, 2017, 02:26:09 pm
Three more essences.

I have no idea what I'm doing.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: XXXXYYYY on February 05, 2017, 02:38:16 pm
Go fetch the lucky chair and use it. Then, make three essences.
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: DAPARROT on February 05, 2017, 05:31:24 pm
look for some wood(loose or on a tree) and some grasses or vines, use my claws to cut and shape wood and make a crude shovel
Title: Re: Roll to Magic: Turn 219 Beckoners of apocalypse
Post by: DreamerGhost on February 06, 2017, 07:34:49 pm
Turn 220

((I was aware of the fact that a ritual takes multiple turns, but not of the fact that complexity generates minimum power instead of maluses. Thanks.))

Doktor Diabolical:

"Blast. This is going to take a while."

Doktor Diabolical continues the aether resonance matrix, and throws in all of his current essences, assuming he can handle that.

Spoiler (click to show/hide)

Not wanting to stay here all day, Doktor surged all power he could into the resonance matrix. Ghostly imprints of parts rose form the sacrifices and began joining in the main circle. Already it had grown larger than the three devices combined, although it was still not finished.

(Sorry about my inactiveness.)

Use two of my essences to upgrade the axe. Afterwards, find out what's wrong with the grey goo.

{It's alright. Essences have different values, it's better to specify which you want to use. +1/+1 and +2/+2 were used.}

Spoiler (click to show/hide)

Markus was unsatisfied with low toughness of his weapon, it would be very inconvenient if it broke in the middle of combat. With that in mind, he activated the nanobots in the ax, if a piece broke off, repairing would be as simple as making the broken pieces touch, the nanobots would flow back into proper shape themselves. With ax done, Markus began prodding his gray goo. It seemed to be working actually, it managed to eat one of his hairs entirely fine. But it could not use whatever this purple stuff the Tower was made out of.

Try using the bladecubes to sever that beak.

Spoiler (click to show/hide)

Cuberac swiftly retaliated and sent his swarm of bladecubes against this strange worm. He targeted the main weapon, the tri-section beak that the worm used as it's main weapon. This proved less than a great idea, as all cubes bounced off the hard shell, one even shattering on impact. The worm swiftly retreated back underground and began burrowing towards Cuberac again.

Easter Sunday wears his new armor. He then makes 4 essence.

Spoiler (click to show/hide)

Easter put on his new armor. It fit like a glove, albeit made of extra hard metal and chitin hybrid. It would be very hard to injure him significantly while wearing this, although it had a flaw in that it had no gaps for wings, meaning that as long as he wore this he would be unable to fly. Well, with this armor he also had a few less reasons to fly.

Prepare for the ritual:
Arrange the rainbow blades in a circle surrounding the anvil.
Place the Rapier, Shortsword, Scimitar, and blade of purification in another circle aligned with the aetherial knife so as to complete the ritual circle.
3 essences while waiting for Chorkinaan to finish any other things he needs to finish.


Spoiler (click to show/hide)

Skeliborn carefully placed Rapier down and aligned it with untouchable aether knife. Some things had to be moved for proper alignment, the heavy anvil included. It would had been so much easier if only that damn dagger could had been moved. But he needed it and thus some anvil moving had to be involved.

Oh, it's time to get started? Perfect!

Since it seems the ritual isn't starting quiiiiiite yet, 3 essences.

Spoiler (click to show/hide)

Chorkinaan watched as Skeliborn spread out his collection of swords, taking up most of space in the smithy. There were some interesting items here, and enough sharp edges to equip world's biggest blender.

Three more essences.

I have no idea what I'm doing.


{Might I suggest killing someone? It will give you all kinds of great ideas as to what to do.}

Spoiler (click to show/hide)

Magus N.A. continued meditating.

Go fetch the lucky chair and use it. Then, make three essences.

Spoiler (click to show/hide)

Gambler returned to his throne and spoke the Name. The chair immediately activated and spat out an orange. It was not particularly exceptional, at least not in any ways Gambler could detect. So it did work. And no gods came to complain yet, so it was working quite well for now.

look for some wood(loose or on a tree) and some grasses or vines, use my claws to cut and shape wood and make a crude shovel

Spoiler (click to show/hide)

There is little wood in a swamp that isn't thoroughly rotten but Seva managed to find a tree that was slightly less dead than others here. Carving with sharp claws was not exactly easy, but not too hard either. At the end, Seva had a perfectly functional shovel.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: DAPARROT on February 06, 2017, 08:08:42 pm
Dig up the thing, make 2 essences if i have time
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: FallacyofUrist on February 06, 2017, 08:12:18 pm
Doktor Diabolical:

"Note to self: essences are useful in aether resonance matrixes. Should have made more beforehand. Maybe make a robot to make essences for me..."

Aether resonance matrix continues. If it won't disrupt the ritual, Doktor Diabolical also mentally plans out a robot that makes essences.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: TheLastDino on February 06, 2017, 10:50:55 pm
Markus says 'serfdom' before picking up the gray goo. Then, he drops the gray goo outside and says 'emancipation'. Then, make 3 more essences.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: star2wars3 on February 07, 2017, 06:23:56 am
@Chorkinaan
I will message you the ritual details when I get home from school
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: ironsnake345 on February 07, 2017, 03:02:46 pm
Take part in Skelliborn's mysterious and loopholey ritual.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: Zormod on February 07, 2017, 03:51:27 pm
Ready my dimension step dagger and avoid getting impaled.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: star2wars3 on February 07, 2017, 06:09:51 pm
The Ritual: To Make A Set Of Good Armor With Flight Capabilities
Chorkinaan's Sacrifices: (3 of the blades used to make the magic circle)
star2wars3's Sacrifices: (The Other 3 Sets of blades)

star2wars3's role in the ritual: Build A Jetpack Into The Armor by using propeller blades as engines
and Block Magic attacks using semi-aetherial blade barrier that forms in front of where attacks form.
Chorkinaan's role in the ritual: Block Physical Damage/ Increase Strength to the armor components using physicality.






star2wars3 Essence Usage this turn:

5,  +1/+1 Essences
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: XXXXYYYY on February 08, 2017, 03:42:40 pm
((@DG: Is there a reason I only got +2 LUCK during the chair use (EDIT: not counting the Tower field)? Is the +3 ring not activating?))
Enchant one of the coins to increase the chance of the owner's rituals giving strong and beneficial results. Use a +1/+2 essence, two chaotic +2/+1 essences, and a +1 POT essence.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: vishdafish on February 09, 2017, 06:40:14 am
Easter Sunday makes 4 more essence.
Title: Re: Roll to Magic: Turn 220 Merchants and Smiths
Post by: DreamerGhost on February 09, 2017, 09:07:51 pm
Turn 221

Dig up the thing, make 2 essences if i have time

Spoiler (click to show/hide)

Seva began shoveling away muck. It was quite a bit of work as the soaked earth was heavy and flowed into the holes he managed to make. But after some work he managed to uncover enough of the thing to find out a few things about it. Firstly, it was large, the spike continued underground and Seva was becoming more and more certain that the spike was actually a corner. Secondly, and more interestingly, the thing was gold plated. Under the gold it was stone but it was all covered by a thin layer of gold.

Doktor Diabolical:

"Note to self: essences are useful in aether resonance matrixes. Should have made more beforehand. Maybe make a robot to make essences for me..."

Aether resonance matrix continues. If it won't disrupt the ritual, Doktor Diabolical also mentally plans out a robot that makes essences.

Spoiler (click to show/hide)

Doktor continued with his matrix and he was making good progress on it. Ghostly parts were no longer rising from the sacrifices but they were still assembling into the larger structure. It was not done yet but not much was left.

Markus says 'serfdom' before picking up the gray goo. Then, he drops the gray goo outside and says 'emancipation'. Then, make 3 more essences.

Spoiler (click to show/hide)

Marcus collected the grey goo and tossed it outside in the dirt. No longer in physics defying place, it began eating through the earth, remaking it into itself. Earth was not particularly high energy and was naturally also filled with stuff that did not make particularly good nanobots. Without any extra help it would devour the island in about a day.

Ready my dimension step dagger and avoid getting impaled.

Spoiler (click to show/hide)

As the worm turned for another round, Cuberac pulled out his dimensional dagger. It would be very useful in a moment and could be used in a pinch to escape. He didn't need it this time, jumping away as the worm surfaced. It seemed to have emerged more than the last time and began to turn towards Cuberac.

Take part in Skelliborn's mysterious and loopholey ritual.

The Ritual: To Make A Set Of Good Armor With Flight Capabilities
Chorkinaan's Sacrifices: (3 of the blades used to make the magic circle)
star2wars3's Sacrifices: (The Other 3 Sets of blades)

star2wars3's role in the ritual: Build A Jetpack Into The Armor by using propeller blades as engines
and Block Magic attacks using semi-aetherial blade barrier that forms in front of where attacks form.
Chorkinaan's role in the ritual: Block Physical Damage/ Increase Strength to the armor components using physicality.

star2wars3 Essence Usage this turn:

5,  +1/+1 Essences


Spoiler (click to show/hide)

It takes a certain sort of genius to decide to make armor from a bunch of blades. The kind of genius that is usually discovered after someone makes a pool five hundred feet long and exactly one foot wide. Granted, it is possible to melt down some blades and forge armor from that, but magic is somewhat more complicated in such matters. You could get a blademail that will stab anyone trying to punch you or blend anyone wearing it equally. It was a good thing that both of them were experienced mages and knew how to get the first kind of blademail.

((@DG: Is there a reason I only got +2 LUCK during the chair use (EDIT: not counting the Tower field)? Is the +3 ring not activating?))
Enchant one of the coins to increase the chance of the owner's rituals giving strong and beneficial results. Use a +1/+2 essence, two chaotic +2/+1 essences, and a +1 POT essence.

{I got used to you having a +2 and just wrote it from memory. Imagine you got a jello and fruit desert instead of the orange.}

Spoiler (click to show/hide)

Gambler focused his power and crafted one of the old classics - a lucky coin. Although rather than bring some general luck this one brought fortune to those dealing with rituals. Such was the source of many lucky coins, once specialized enchantment worn off and only general luckiness remained.

{Coin of ritual luck, +2 LUCK to rituals}

Easter Sunday makes 4 more essence.

Spoiler (click to show/hide)

Easter collected himself some more power. There was not much else to do besides pondering the value of armor and Easter was thinking of a particular solution.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: DAPARROT on February 09, 2017, 10:39:09 pm
keep digging, have the phoenix try to dry the mud i dig out to keep it from flowing back in
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: FallacyofUrist on February 09, 2017, 11:14:42 pm
Doktor Diabolical:

"Soon... soon my escalation will begin!"

Aether resonance matrix continues.
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: TheLastDino on February 10, 2017, 12:06:16 am
Stand just inside the tower auras and cast a spell to make my grey goo more effective and efficient. Use all of my non-chaotic essences.

Three essences afterwards.
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: star2wars3 on February 10, 2017, 08:12:23 am
Continue The Ritual

Use:
2 Blade essences +1POT
2 Blade essences +1CMP
1 Blade essences +2/+1
1 Blade essence +1/+2
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: Zormod on February 10, 2017, 11:43:02 am
Slice at its side.
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: ironsnake345 on February 10, 2017, 12:23:41 pm
Continue the ritual

4 +1/+1 essences and 1 +1 CMP essence this turn.

((I have so many chaotic essences...))
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: vishdafish on February 10, 2017, 01:37:53 pm
Easter Sunday uses both of his chaotic essences (+2 +1, +1 +1) to give power to the eggs.
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: XXXXYYYY on February 13, 2017, 04:53:39 pm
Walk over to Markus
"Please desist. I would rather the island remain intact, and your actions carry substantial risk of endangering it. Transporting the goo to a container that it cannot devour would suffice."
3 essences.
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: DreamerGhost on February 13, 2017, 06:12:22 pm
Turn 222

keep digging, have the phoenix try to dry the mud i dig out to keep it from flowing back in

Seva turned into phoenix and almost fell over as one of his legs was still missing. It took a few moments to right himself but afterwards he blasted the swamp with searing heat, sending up clouds of steam and setting some more organic remains on fire. This made digging considerably easier and soon Seva was seeing entire rooftop of what seemed to be a tower, all gold plated. There seemed to be some magical wards carved into the gold.

Doktor Diabolical:

"Soon... soon my escalation will begin!"

Aether resonance matrix continues.

Spoiler (click to show/hide)

Aether matrix continued it's work connecting and rearranging parts. Still many of them floated in the air, still the device remained unfinished. But the matrix was surprisingly stable, none of the safeties had blown out yet. It was probably the professional approach.

Stand just inside the tower auras and cast a spell to make my grey goo more effective and efficient. Use all of my non-chaotic essences.

Three essences afterwards.


Spoiler (click to show/hide)

Markus knew exactly what the situation needed. What it needed was some infusion of energy. The nanobots surged, and began devouring ground rapidly. Well, rapidly compared to the previous speed. It would still take some twelve hours to devour the island. But it was enough to attract some unwanted attention from one of the mages in the Tower.

Continue The Ritual

Use:
2 Blade essences +1POT
2 Blade essences +1CMP
1 Blade essences +2/+1
1 Blade essence +1/+2

Continue the ritual

4 +1/+1 essences and 1 +1 CMP essence this turn.

((I have so many chaotic essences...))

Spoiler (click to show/hide)

Dkeliborn and Chorkinaan continued assembling the blademail. They managed to more than double the power contained by the ritual, although one of sacrifices rusted to nothing in seconds.They still had a wide margin of safety, but this could still be considered bad luck.

Slice at its side.

Spoiler (click to show/hide)

Cuberac charged the worm with his hyperbladecube in hand. The worm, rather than attempt to dodge, parried the strike with it's hardened beak. The impact punched the beak aside, but failed to crack it. The worm then turned back to Cuberac and spat out an orangeish glob of something. Cuberac did not stop in place to see what it would do to him. It didn't seem to do anything impressive as it landed on dirt, but there were toxins that could go through skin, and he was not going to check himself.

Easter Sunday uses both of his chaotic essences (+2 +1, +1 +1) to give power to the eggs.

Spoiler (click to show/hide)

Easter sent some more power into the wasp eggs and soon they began to hatch. Large green larvae ate the remains of their eggs and began crawling around, looking for something else.

Walk over to Markus
"Please desist. I would rather the island remain intact, and your actions carry substantial risk of endangering it. Transporting the goo to a container that it cannot devour would suffice."
3 essences.

Spoiler (click to show/hide)

Gambler noticed that there was another mage trying to get a doomsday going just outside and went to deal with this. Long term luck just wasn't his forte, which meant that occasionally he had to deal with such problems, usually wizard related.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: DreamerGhost on February 13, 2017, 06:13:58 pm
My time management skills suck, PM's come tomorrow.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: FallacyofUrist on February 13, 2017, 06:36:39 pm
Doktor Diabolical:

"That settles it. Next time I do this, I'm definitely preparing with more essences beforehand."

Aether resonance matrix hopefully reaches completion. Though Doktor might keep it going after it completes, just for a bit more power.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: DAPARROT on February 13, 2017, 06:52:21 pm
2 more essences, keep digging, try to find a way in
Title: Re: Roll to Magic: Turn 221 Gray plague begins
Post by: ironsnake345 on February 13, 2017, 06:54:37 pm
Dkeliborn and Chorkinaan continued assembling the blademail.

Dkeliborn and Chorkinaan

Dkeliborn

Dk

((Good god, my chaotic form has gone haywire! I've turned Skelliborn into an ape!))

Continue the ritual. Essences this turn: 1 +1/+2, 1 +1/+1, 3 +1 CMP.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: TheLastDino on February 13, 2017, 07:53:02 pm
"Relax, I have it under control. And, at worst, it will take the nanobots half a day to consume the island. Plenty of time for a group of powerful mages to get it under control."
4 more essences.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: star2wars3 on February 14, 2017, 06:26:27 am
Dkeliborn and Chorkinaan continued assembling the blademail.

Dkeliborn and Chorkinaan

Dkeliborn

Dk

((Good god, my chaotic form has gone haywire! I've turned Skelliborn into an ape!))

Continue the ritual. Essences this turn: 1 +1/+2, 1 +1/+1, 3 +1 CMP.
Bananas. Wait, I mean blades. But bannanas...
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: Zormod on February 14, 2017, 03:25:49 pm
Magically cube the beak,using 2 +1/+1 essences.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: star2wars3 on February 14, 2017, 03:33:48 pm
Continue The ritual using:

2 Chaotic Blade essence +2/+2
1 Blade essence +1/+1
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: DreamerGhost on February 16, 2017, 07:01:15 pm
I got in an argument on the internet that I shouldn't had gotten into and am now too mad to make a turn. Apologies, turn will come tomorrow.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: vishdafish on February 16, 2017, 07:29:56 pm
Easter Sunday searches the surrounding area for food for his newly hatched wasps.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: star2wars3 on February 17, 2017, 06:20:13 am
I got in an argument on the internet that I shouldn't had gotten into and am now too mad to make a turn. Apologies, turn will come tomorrow.
((Isn't there an xkcd for this?))
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: XXXXYYYY on February 17, 2017, 03:12:25 pm
Four essences.
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: DreamerGhost on February 17, 2017, 05:54:15 pm
Turn 223

Doktor Diabolical:

"That settles it. Next time I do this, I'm definitely preparing with more essences beforehand."

Aether resonance matrix hopefully reaches completion. Though Doktor might keep it going after it completes, just for a bit more power.

Spoiler (click to show/hide)

Doktor was about to start rushing all the power he could manage to speed this up but chose to pause. He still had full protection of sacrifices but it wouldn't do to abuse it. He was close and he would reach the goal steadily, not explode one step from victory.

2 more essences, keep digging, try to find a way in

Spoiler (click to show/hide)

Seva continued digging through dirt, pushing out rocks and tearing through roots. Soon he found something interesting. There was a hatch on the roof, probably for maintenance, also gold plated and unlocked. Well, he hit it with the shovel by accident and it fell inwards, so probably unlocked. But that the hatch had space to fall into was a good sign, there was at least some space inside the structure that wasn't flooded by mud. Although the darkness inside was preventing Seva from seeing anything more concrete.

"Relax, I have it under control. And, at worst, it will take the nanobots half a day to consume the island. Plenty of time for a group of powerful mages to get it under control."
4 more essences.

{Navy color is taken by Seva/DAPARROT. If you want it, you'll have to kill him}

Spoiler (click to show/hide)

Marcus knew well that there were many non-apocalyptic uses of nanobots. Building things for example. Any kinds of things, from weapons to armor to decorative 16th century dwarven beard ornaments. If this newly met mage could listen for a bit, what wonders he could tell him.

Magically cube the beak,using 2 +1/+1 essences.

Spoiler (click to show/hide)

Cuberac, seeing that physical attacks were doing little damage to creature's tough shell, grabbed for magic. Thin lines appeared on the extra hard beak, marking it as a fisherman's web. Then, Cuberac was forced to dodge again as the spell did absolutely nothing besides the marks.

((Good god, my chaotic form has gone haywire! I've turned Skelliborn into an ape!))

Continue the ritual. Essences this turn: 1 +1/+2, 1 +1/+1, 3 +1 CMP.
Continue The ritual using:

2 Chaotic Blade essence +2/+2
1 Blade essence +1/+1


{It is a good thing that humans are already apes, otherwise Skeliborn would have some trouble. Though he should still look over his essences, they are not bananas and haven't grown in his absence.}

Spoiler (click to show/hide)

Skeliborn and Chorkinaan continued pouring massive amounts of power into their new creation. The blades that made up the sacrifices were no longer truly there, they would still burn up any surges but the matter that made them up was already claimed by the spell.

Four essences.

Spoiler (click to show/hide)

Gambler looked over Markus who was explaining that this gray goo was totally not a weapon of mass destruction designed to destroy the island and kill everyone on it. It was almost amusing, in an entirely unbelievable story being told in a pub kind of way.

Easter Sunday searches the surrounding area for food for his newly hatched wasps.

Spoiler (click to show/hide)

Markus walked about the Tower for a bit searching for meat. The larvae were carnivorous, same as the wasps themselves and there did not seem to be anything edible around, meaty or otherwise. Really, the only thing even remotely edible in the Tower was other wizards.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 222 Sorcerous craftsmen
Post by: DreamerGhost on February 17, 2017, 05:55:35 pm
I got in an argument on the internet that I shouldn't had gotten into and am now too mad to make a turn. Apologies, turn will come tomorrow.
((Isn't there an xkcd for this?))

Would not surprise me, there is an xkcd for everything else.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: DAPARROT on February 17, 2017, 08:19:09 pm
send the crystal phoenix in first for light, if it's safe go inside
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: star2wars3 on February 17, 2017, 08:54:34 pm
Continue the ritual:

3 Chaotic blade essences +1/+1
1 Blade essences +2/+1
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: ironsnake345 on February 17, 2017, 09:48:06 pm
Continue the ritual. 3 +1 cmp essences.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: Zormod on February 17, 2017, 10:46:07 pm
Strengthen my bladecubes, and attack the worm's hide.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: DreamerGhost on February 18, 2017, 07:15:26 am
send the crystal phoenix in first for light, if it's safe go inside

Your crystal bird is not phoenix. The spell you used to turn it into one exploded into your face rather than work.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: FallacyofUrist on February 18, 2017, 01:30:58 pm
Doktor Diabolical:

"Almost there. I hope."

You know the drill. Aether resonance matrix continues.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: DAPARROT on February 18, 2017, 06:11:15 pm
send the crystal phoenix in first for light, if it's safe go inside

Your crystal bird is not phoenix. The spell you used to turn it into one exploded into your face rather than work.

from turn 199:
Seva sent out his crystal bird on an attack course against Easter. After spending so long with Seva, the crystal bird had transformed into a miniature phoenix, burning like a campfire. It helped it little, as Easter dodged the bird and leapt over Seva, smacking him on the back with his stinger. It was as if he was taunting Seva, and to add to insult, birdmage could see Easter's wings beginning to regrow.

the spell that exploded was me trying to make it bigger
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: vishdafish on February 19, 2017, 02:46:58 pm
Easter Sunday goes northwards (taking his larvae with him), searching for flesh (dead or alive) as he walks.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: XXXXYYYY on February 19, 2017, 02:49:40 pm
Three essences.
Title: Re: Roll to Magic: Turn 223 Ongoing Operations
Post by: DreamerGhost on February 20, 2017, 06:44:35 pm
Turn 224

send the crystal phoenix in first for light, if it's safe go inside

Spoiler (click to show/hide)

Seva sent his crystal phoenix into the darkness and watched as its flames revealed mostly mud that had somehow managed to get in without filling the structure up to the ceiling. He lowered himself down and found that there was a layer of something hard enough to walk on just beneath the mud. How nice. However, the room was otherwise empty, meaning that any potential prize would need exploring other rooms, one of which was just through an archway to the north.

Continue the ritual:

3 Chaotic blade essences +1/+1
1 Blade essences +2/+1


Continue the ritual. 3 +1 cmp essences.

Spoiler (click to show/hide)

There was now enough power in the ritual for effects similar to those that could be seen before Royalty was created. Another of the sacrificial blades was lost, this one bent and shattered into dust. There was something akin to scalemail flashing in the storm of edges.

Strengthen my bladecubes, and attack the worm's hide.

Spoiler (click to show/hide)

The worm spat a glob of something nasty again and again Cuberac dodged out of the way. He sent some more magic into his cubes and then sent them against the worm. The enchantment was rushed and of dubious effectiveness, but the worm decided to risk seeing if the tiny zipping things were edible. As the cube began blending what it could reach, the worm screeched for the first time.

Doktor Diabolical:

"Almost there. I hope."

You know the drill. Aether resonance matrix continues.

Spoiler (click to show/hide)

It was done. The replicator would function. It was unrefined, unpolished, with nothing to make it easy to use but it would work. If Doktor released right now, he could start on his glorious army. On the other hand, all of the sacrifices were still in place. He could continue safely and skip past the comparatively weak prototypes.

Three essences.

Spoiler (click to show/hide)

Gambler looked as Markus very pointedly did not turn off the nanomachines. Yes, they would not really be a problem for next few hours by which time they'd likely have either finished this matter or the whole island. Yes, a moat of what is basically intelligent acid would be very effective. Really, it could be great. It was all about wether or not you found having a mass of mater subservient to another wizard just next to the Tower.

Easter Sunday goes northwards (taking his larvae with him), searching for flesh (dead or alive) as he walks.

Spoiler (click to show/hide)

When there was no food left, the hive moved. That was how these things worked, although only rarely the move was done with fresh larva. Easter's increased bulk from suit and armor helped greatly to pick up all the larva and he set out north, flying over the mountains and reaching most distant of gemstone towers. The land here was strange and nothing was growing here. Huge crater was still glowing with heat to the east. There were some strange and possibly meaty creatures fighting against something skeletal not too far northeast.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: DreamerGhost on February 20, 2017, 06:46:48 pm
People are sleeping around me and I should be too. PM's come tomorrow.
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: FallacyofUrist on February 20, 2017, 08:33:45 pm
Doktor Diabolical:

"Definitely saving more essences next time."

More power! MORE!
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: DAPARROT on February 20, 2017, 10:53:50 pm
proceed cautiously into the next room, phoenix goes in first.
if i find a candle/lantern/torch pick it up
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: star2wars3 on February 22, 2017, 08:28:56 am
Continue The ritual for a final turn using
Blade essence +2/+1
Blade essence +1/-1
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: ironsnake345 on February 22, 2017, 11:27:50 am
Continue ritualing! No essences this turn for me.
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: Zormod on February 22, 2017, 03:29:06 pm
Keep the bladecube inside the beast active.
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: vishdafish on February 22, 2017, 06:29:58 pm
Easter Sunday rushes to aid the skeletal creature, by summoning a poisonous wasp stinger, and throwing it at a meaty creature.
Title: Re: Roll to Magic: Turn 224 Murderers turned explorers
Post by: DreamerGhost on February 23, 2017, 06:37:51 pm
Turn 225

Doktor Diabolical:

"Definitely saving more essences next time."

More power! MORE!

Spoiler (click to show/hide)

Doktor continued pouring power, because if he was going to do this, it was worth doing it well the first time. After all, the bots it would produce would be only as good as the machine itself. Besides, nobody was here to make him hurry.

proceed cautiously into the next room, phoenix goes in first.
if i find a candle/lantern/torch pick it up


Spoiler (click to show/hide)

Seva looked over the next room under the light of crystal phoenix and found it to be far better preserved. The mud was still underfoot, but there was furniture here, a table with engravings, cupboards with broken jars, all of them plated with silver. The table seemed to have three circle shaped grooves cut into it, it seemed that something should had been there but was missing. Maybe they were scattered when whatever happened to this place was happening?

Continue The ritual for a final turn using
Blade essence +2/+1
Blade essence +1/-1

Continue ritualing! No essences this turn for me.

Spoiler (click to show/hide)

It was finished. The armor seemed to be made by bending and crisscrossing blades, skilfully keeping edges from cutting into the wearer. Several more blades rose into a collar, these were not protected and promised pain to any that would attempt to to strangle from behind. And that was important part of the armor because there were very few other ways to attack it's wearer. It was armor forged of double edged swords, it spread the metaphorical edges to any attacks upon the wearer, making them share harm. Any wound inflicted, by either spell or weapon

Spoiler: Blademail (click to show/hide)


Keep the bladecube inside the beast active.

Spoiler (click to show/hide)

Cuberac saw a chance and wasted no time taking it. The cube that worm had caught went into overdrive, spinning and trashing as it could, blending inside of the worm to bits. The worm shrieked again and fell to the ground, dead. Something important was hit by the cube, which itself, alas, was also broken to bits. The cube swarm was now slightly smaller.

Easter Sunday rushes to aid the skeletal creature, by summoning a poisonous wasp stinger, and throwing it at a meaty creature.

Spoiler (click to show/hide)

Easter rushed towards the battle lines, conjuring a poisoned stinger as he rushed. He stopped at just the right place, lifted the hand with the stinger and then dropped it on the ground as poison acted up, possibly agitated by movement. Looking at the stinger Easter noticed that it also wasn't too great for throwing, thick gland of poison on the end weighting the whole thing down rather unfortunately.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: DreamerGhost on February 23, 2017, 06:38:32 pm
PM's early tomorrow.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: star2wars3 on February 23, 2017, 06:55:48 pm
Equip Blademail

Make 4 essences
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: FallacyofUrist on February 23, 2017, 07:25:54 pm
Doktor Diabolical:

"This is getting slightly ridiculous. I still haven't lost a single safety!"

More power.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: ironsnake345 on February 23, 2017, 08:02:20 pm
Well, there's your armor! Now, with that out of the way, it's time for me to wander and recharge. Pleasant travels!

Wander around the tower, create three essences on the way.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: DAPARROT on February 23, 2017, 08:39:57 pm
Search the area, priority of things to look for is:

use my shovel to clear away mud/debris if necessary
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: star2wars3 on February 23, 2017, 11:26:38 pm
Pleasant Travels
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: Zormod on February 24, 2017, 02:48:51 pm
Check for loot.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: XXXXYYYY on February 26, 2017, 12:22:53 pm
Walk over to Skelliborn.
"Hello, sir. Would you be willing to contribute your specialty in a ritual? I am willing to offer compensation for your time."
Two essences.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: star2wars3 on February 26, 2017, 01:44:38 pm
Sure. I'd love to help.
Title: Re: Roll to Magic: Turn 225 Weapon of a martyr
Post by: DreamerGhost on February 27, 2017, 07:21:52 pm
Turn 226

Equip Blademail

Make 4 essences


Spoiler (click to show/hide)

Skeliborn put on his new armor, careful not to cut himself on the edges. It would be really unfortunate if it caused some sort of damage loop. Blademail fit fairly snugly, better than Skeliborn thought it would, but then again he had little experience with armor. Then Gambler came over and an idle thought passed through Skeliborn's mind, what would happen if a ritual imploded while he was wearing Blademail.

Doktor Diabolical:

"This is getting slightly ridiculous. I still haven't lost a single safety!"

More power.

Spoiler (click to show/hide)

The strange luck continued as Doktor continued the construction. Maybe there really was something to say about using quality materials. Or not relying on magic for absolutely every part of design. Or calling it an aether matrix. Probably not that one though

Well, there's your armor! Now, with that out of the way, it's time for me to wander and recharge. Pleasant travels!

Wander around the tower, create three essences on the way.

Spoiler (click to show/hide)

Chorkinaan, his deal complete, left to explore the Tower. There was something about endless possibilities in a mostly safe environment that appealed to people and Chorkinaan was no exception. What Chorkinaan found was a room filled with various glass vials, beakers and pipes. What he found was a lab, a stocked lab with a bit of all elements, each in their own container. There were even Bunsen burners.

Search the area, priority of things to look for is:
  • the circle things
  • other rooms
  • stairs/ladder to other floors

use my shovel to clear away mud/debris if necessary

Spoiler (click to show/hide)

You go through unopened cupboards, never know what you might find in abandoned magical areas. Strange creatures, old artifacts, volatile potion remains. What you find is a gold and bronze disc, seemingly just the size of the socket in the table. A piece of the mystery. The mud on the ground proves strangely formidable, however. Maybe it was all the expired potions mixing up with dirt over the years but it had turned into non-Newtonian liquid. You sunk into it easily but moving it with shovel was like moving rocks. Good thing it was shallow.

Check for loot.

The loot is the corpse. Technically the whole corpse but realistically mostly the strangely hard beak plates and a sack with about half a liter of poisonous acid. Cuberac managed to cut away the beak and the acid sack without breaking them and began wondering if he really needed them. Alas, worm's stomach did not contain any small valuable items like magic rings.

Walk over to Skelliborn.
"Hello, sir. Would you be willing to contribute your specialty in a ritual? I am willing to offer compensation for your time."
Two essences.

Spoiler (click to show/hide)

Gambler was slightly surprised by how quickly Skeliborn accepted, but then again he recently had a very similar deal turn out well. And this was a deal where teamwork was greatly rewarded. Of course, having armor to protect you from anything untoward could also be a factor.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: FallacyofUrist on February 27, 2017, 08:01:57 pm
Doktor Diabolical:

"More than slightly ridiculous. Hm. I'll collapse it the first time I lose a safety. How about that..."

Ridiculous streak of luck continues.
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: TheBiggerFish on February 27, 2017, 08:08:44 pm
Three essences, if I'm not doing anything else.  Then, Idunno, wander the Tower?
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: ironsnake345 on February 27, 2017, 08:50:16 pm
Huh. A chemistry lab, eh? Well, that's nice... Too bad I specialize in the strictly physical as opposed to the chemical. Well, I've been in here for a few minutes. I wonder how things are going outside?

Chorkinaan makes three essences and exit the tower... then gawks at the gray goo that's formed outside.

OH MY- th-that's gray Goo! who the hell is responsible for-...?

Chorkinaan points a finger intensely at Markus.

You there! Are you the one who's responsible for this disaster!?

Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: DAPARROT on February 27, 2017, 09:32:32 pm
try to move the mud aside slowly with the shovel, grabbing anything interesting I see before the mud flows back, do this in as many places as possible
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: Zormod on February 28, 2017, 03:45:38 pm
Attempt to shape the beak into a cluster of hyperbladecubes.
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: star2wars3 on March 01, 2017, 04:16:50 pm
4 essences
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: XXXXYYYY on March 02, 2017, 05:02:16 pm
5 essences.
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: TheLastDino on March 02, 2017, 07:43:28 pm
"I'm not going to destroy the island like this. I'm using this because it's useful for a heck of a lot of things. The worst that will happen is some random place on the island where no one has set foot gets tunneled through or terraformed."

Grab a rock and throw it into the grey goo. Use my controller to direct the goo to strategically consume it so as to carve it, creating a somewhat small stone dagger.

Markus theatrically plucks the dagger from the goo and offers it to Chorkinaan for examination.

"You see my point?"

Then, use a spell to add more functionality to the grey goo, giving it the ability to reshape itself by moving and compressing/decompressing mass. Use one +1+1 essence, one +1 POT essence, and one +1 CMP essence.

Three essences afterwards.
Title: Re: Roll to Magic: Turn 226 New team of artisans begins
Post by: DreamerGhost on March 02, 2017, 08:40:17 pm
Turn 227

Doktor Diabolical:

"More than slightly ridiculous. Hm. I'll collapse it the first time I lose a safety. How about that..."

Ridiculous streak of luck continues.

Spoiler (click to show/hide)

In many alternative universes, the streak of luck ended as soon as Doktor decided to stop when his streak did. In this one, the fickle fates seemed to be bent on making him break this promise, as aether matrix continued pooling energy without a single flaw attempting to enter its structure.

Three essences, if I'm not doing anything else.  Then, Idunno, wander the Tower?

Spoiler (click to show/hide)

Magus N.A. rose from his meditation and ventured out into the tower. He had enough power now, and thus came the next step, finding an idea. The tower seemed to completely fail for once, showing only purple corridors. But as he walked, an idea formed in Magus' head, the tower was an amalgamation of many types of magic being held together by aether. This being a duel grounds for mages, it was quite likely that there were various magical treasures everywhere. If he took over magic of a dozen types, what could be done to defend from them?

Huh. A chemistry lab, eh? Well, that's nice... Too bad I specialize in the strictly physical as opposed to the chemical. Well, I've been in here for a few minutes. I wonder how things are going outside?

Chorkinaan makes three essences and exit the tower... then gawks at the gray goo that's formed outside.

OH MY- th-that's gray Goo! who the hell is responsible for-...?

Chorkinaan points a finger intensely at Markus.

You there! Are you the one who's responsible for this disaster!?

Spoiler (click to show/hide)

Chorkinaan, having finished his deals in the Tower, went outside to see the sun. And also what other mages had been up to. Mostly what other mages had been up to, but all that purple couldn't be good for the eyes. And as it turned out they were up to a whole lot. Someone had left gray goo by the entrance. Most irresponsible, it would eat the island within the day at this rate. Half hour average lifespan of a mage here notwithstanding, this probably also counted as littering. There was someone here, wielding an ax that looked kinda like nanobots who was probably responsible. Being environmental sort, Chorkinaan decided to go to a lengthy debate about what he did was wrong. Or stab the guy. Really, whichever was more convenient.

try to move the mud aside slowly with the shovel, grabbing anything interesting I see before the mud flows back, do this in as many places as possible

Spoiler (click to show/hide)

Seva put some more effort in shoveling muck, but little progress could be made. That persisted, until one particularly hard shovelful turned out to had been caught by an edge of a trapdoor. As Seva pulled the shovel and the trapdoor up, a ladder was revealed leading down into yet another dark room.

Attempt to shape the beak into a cluster of hyperbladecubes.

Spoiler (click to show/hide)

Cuberac, seeing exceptional hardness of the beak that was meant to dig through stone decided to do what anyone else would do in the situation; weaponize it. This plan ran into a slight hurdle in that the beak was so hard that the spell pretty much did absolutely nothing.

4 essences

Spoiler (click to show/hide)

Skeliborn, now experienced in multipersonal rituals knew what these things really needed. Power reserves. So power reserves he forged, pulling in power and hoping that any potential self harm would not start a loop with Blademail.

5 essences.

Spoiler (click to show/hide)

Gambler, by the example of Skeliborn, began also conjuring some power reserves. There were many things he wanted and this was going to be a trade paid with power.

"I'm not going to destroy the island like this. I'm using this because it's useful for a heck of a lot of things. The worst that will happen is some random place on the island where no one has set foot gets tunneled through or terraformed."

Grab a rock and throw it into the grey goo. Use my controller to direct the goo to strategically consume it so as to carve it, creating a somewhat small stone dagger.

Markus theatrically plucks the dagger from the goo and offers it to Chorkinaan for examination.

"You see my point?"

Then, use a spell to add more functionality to the grey goo, giving it the ability to reshape itself by moving and compressing/decompressing mass. Use one +1+1 essence, one +1 POT essence, and one +1 CMP essence.

Three essences afterwards.


Spoiler (click to show/hide)

Markus sighed as another skeptic appeared just after he had managed to convince the previous one. Maybe a practical example would help to get rid of them. He threw a stone at the gray goo and ordered it to carve out a small stone dagger. The other side did not seem too convinced. Well, he could also carve the truth on his skull, maybe that would help. Markus had better stuff to do and enchanted the goo to be able to move like a slime. An extra omnivorous slime, but an adorable one nonetheless.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: FallacyofUrist on March 02, 2017, 08:56:47 pm
Doktor Diabolical:

"At this rate, I'll break my record for longest streak of no safety loss."

Doktor Diabolical continues... and says a quick prayer with the intent of contacting the nearest luck god or goddess. Because seriously, what the heck.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ironsnake345 on March 02, 2017, 10:00:29 pm
Chorkinaan looked suspiciously at Markus, eyes squinted with judgement...

I've got my eye on you. This had better not turn out to be another dragonman incident, because the moment you misuse even a single 'bot out of that mass...

Well, suffice to say, I know how to make gray goo a lot less viscous. And when that happens, what hope do you have?

Chorkinaan exits the gates, shooting cautionary glances back at Markus every few steps, and plots a course for the mysterious giant mushrooms he saw from the craggy area in which he met his not-victim. 3 essences along the way.

Wait, dragonman... That's literally exactly how that enormous prismatic dragon ended up destroying the last island, isn't it? Mimic heart and all, I bet. Ugh... Well, history repeats itself.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: TheBiggerFish on March 02, 2017, 10:15:00 pm
Let's look for some artifacts, then.  Or explore a little more.  3 Essences.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: Zormod on March 02, 2017, 11:02:11 pm
Retry, adding 2 +1/+1 essences and 1 chaotic +1/+1 essence.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: star2wars3 on March 04, 2017, 08:10:38 am
3 essences
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: XXXXYYYY on March 04, 2017, 01:07:20 pm
Another 4 essences
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: DAPARROT on March 04, 2017, 05:01:47 pm
Go down the ladder, crystal phoenix first as before
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 05, 2017, 01:21:38 pm
Let's take a crack at this again, shall we?

Name: Urghe-Ongho (Urg for short)
Stats: Pm'd
Affinity: Pm'd
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 05, 2017, 01:31:28 pm
Whoops, posted in the wrong place.

For clarification, I mean this post, not the previous one.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ironsnake345 on March 05, 2017, 01:38:48 pm
Where was the right place?
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 05, 2017, 01:54:46 pm
Where was the right place?
Toaster's new Perplexicon game.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 05, 2017, 01:56:19 pm
Can I get a quick summary of what's going on?

Were any rule changes made since I left?
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ironsnake345 on March 05, 2017, 05:41:36 pm
I think you did it again.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 05, 2017, 05:47:55 pm
I think you did it again.
?

I've had characters live and die in this game before, if that's what you're wondering.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: DreamerGhost on March 06, 2017, 01:48:29 pm
Turn 228

Doktor Diabolical:

"At this rate, I'll break my record for longest streak of no safety loss."

Doktor Diabolical continues... and says a quick prayer with the intent of contacting the nearest luck god or goddess. Because seriously, what the heck.

Spoiler (click to show/hide)

Doktor continued pouring power into the aether matrix and it continued being stable. This was really weird. He even tempted fate by talking about how lucky he was. It was about time to contact proper authorities. A short prayer to gods of luck later a jinn appeared with an outrageous mustache and a massive ledger. "Doktor Diabolical, due to some error in paperwork you were assigned excess bad luck three years ago." He looks at your uncomprehending face. "Remember when you were trying to make a machine that allows you to have toast before you toast it? Yeah, that was it. So you are getting some extra good fortune now to compensate. Oh, and you also should get a minor gift as an excuse for inconvenience. There you go." With that, he snaps his fingers and disappears. You can feel the aether matrix strengthen.

+1 Ritual sacrifice.

Chorkinaan looked suspiciously at Markus, eyes squinted with judgement...

I've got my eye on you. This had better not turn out to be another dragonman incident, because the moment you misuse even a single 'bot out of that mass...

Well, suffice to say, I know how to make gray goo a lot less viscous. And when that happens, what hope do you have?

Chorkinaan exits the gates, shooting cautionary glances back at Markus every few steps, and plots a course for the mysterious giant mushrooms he saw from the craggy area in which he met his not-victim. 3 essences along the way.

Wait, dragonman... That's literally exactly how that enormous prismatic dragon ended up destroying the last island, isn't it? Mimic heart and all, I bet. Ugh... Well, history repeats itself.

Spoiler (click to show/hide)

Chorkinaan gave Markus benefit of the doubt and left. Looking back all the way of course, he might not be planning to destroy the island but he did not make that ax to cut trees, that's for sure. Grass was replaced by gravel which was replaced by sand. The mushroom land shouldn't be too far away.

Let's look for some artifacts, then.  Or explore a little more.  3 Essences.

Spoiler (click to show/hide)

Magus continued wandering through the Tower's corridors, looking for something to catch his attention but the Tower seemed strangely dormant. No strange doors were found, no strange illusions appeared and no strange monsters emerged. It was somewhat disconcerting.

Retry, adding 2 +1/+1 essences and 1 chaotic +1/+1 essence.

Spoiler (click to show/hide)

This time, with some extra force added in, Cuberac was far more successful. Three beak plates split into hypercubes,mixing hard sharpened edges and elastic, damage absorbent insides. Instant swarm, just add magic.

3 essences

Spoiler (click to show/hide)

Skeliborn continued gathering power. It would be useful one way or another.

Another 4 essences

Spoiler (click to show/hide)

Gambler continued gathering power and waiting for others to gather. This was taking a while, but tthen again he'd need time to prepare anyways.

Go down the ladder, crystal phoenix first as before

Spoiler (click to show/hide)

There is more mud downstairs, reaching up to Seva's knees, but it was both thinner and without strange properties of mud upstairs, keeping it traversable. There were two exits from this room, along with whatever this thick layer of mud could hide. There was a lot of dirt to uncover.


Main portal flared to life again, depositing a new mage into what was supposed to be a meatgrinder. His name was Urghe-Ongho, a man of brutish features and great innate magic talent. Despite his lack of any formal training he struck fear into hearts of enemies of his horde. Now he came to strike fear into hearts of mages that gathered here. He left immediately towards nearby mountains, not willing to stay in the exposed plains.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: DreamerGhost on March 06, 2017, 01:53:23 pm
Can I get a quick summary of what's going on?

Were any rule changes made since I left?

What is the last thing you remember?
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: TheBiggerFish on March 06, 2017, 01:56:20 pm
Three essences, more exploring!
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: FallacyofUrist on March 06, 2017, 02:20:08 pm
Doktor Diabolical:

"Huh. Knew temporal mechanics were possible. Really should have continued working on that, I guess. Oh well."

Doktor continues the matrix.
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: ironsnake345 on March 06, 2017, 02:24:31 pm
Hmm... Y'know, come to think of it, deserts tend to have some interesting treasure as well.

Take a detour and explore the desert. +3 essences.
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: ATHATH on March 06, 2017, 03:02:59 pm
Can I get a quick summary of what's going on?

Were any rule changes made since I left?

What is the last thing you remember?
I made a dome of heat, and Jase decided to siphon power from it. I responded by trying to drain power from him via his siphon line, didn't I?
Title: Re: Roll to Magic: Turn 227 Strangely mundane
Post by: Beirus on March 06, 2017, 03:11:59 pm
Can I get a quick summary of what's going on?

Were any rule changes made since I left?

What is the last thing you remember?
I made a dome of heat, and Jase decided to siphon power from it. I responded by trying to drain power from him via his siphon line, didn't I?
((It's funny because that isn't what Jase did. And no, I'm still not telling you what he did unless there's something in it for me.))
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: Zormod on March 06, 2017, 03:29:58 pm
Now make it mobile, using 2 +1 POT essences and 2 +1 CMP essences.
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: star2wars3 on March 06, 2017, 06:43:35 pm
3 essences
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: XXXXYYYY on March 07, 2017, 09:52:08 pm
3 Essences.
Title: Re: Roll to Magic: Turn 228 Welcome Back
Post by: DreamerGhost on March 09, 2017, 07:21:47 pm
Turn 229

Three essences, more exploring!

Spoiler (click to show/hide)

Magus continued exploring the Tower and found himself fortunate. He wandered off into the library and found the Librarian waiting for him with a book in his arms. He gave it to Magus who read its name. "Everyday cantrips for starters" Writing on the back guaranteed that even a junior mage could learn a spell within an hour. With his talent, Magus would probably be capable of learning them in minutes.

Doktor Diabolical:

"Huh. Knew temporal mechanics were possible. Really should have continued working on that, I guess. Oh well."

Doktor continues the matrix.

Spoiler (click to show/hide)

Doktor continued pouring power into the matrix which continued being stable. Now, the experiments with flux toaster took about a week. This luck probably wasn't going to last a week. It would be too good to be true. Too meta-lucky. Lucky squared? Double lucky? Probably some expert somewhere would know the name for this but Doktor was not that expert.

Hmm... Y'know, come to think of it, deserts tend to have some interesting treasure as well.

Take a detour and explore the desert. +3 essences.

Spoiler (click to show/hide)

It turns out that desert contains mostly sand. Occasionally, it contained small scorpions that skittered away from Chorkinaan. Once, it contained quicksand, forcing Chorkinaan to do some quick acrobatics to get on some more semi-solid surface. But mostly it was just sand.

Now make it mobile, using 2 +1 POT essences and 2 +1 CMP essences.
Spoiler (click to show/hide)

The good news was that the cubes were flying. The neutral news were that they were flying into things. The bad news was that Cuberac had very little say about which things were flown into. The cubes flew with 90 degrees error rates.They could go straight right when sent forwards. There was a saying about magic being more art than science but this was ridiculous.

3 essences

Spoiler (click to show/hide)

Skeliborn continued gathering magical strength.

3 Essences.

Spoiler (click to show/hide)

Gambler continued collecting power.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: FallacyofUrist on March 09, 2017, 07:27:55 pm
Doktor Diabolical:

"Hm. Hmmmm. Okay, enough is enough."

Detonate the aether matrix!
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: DAPARROT on March 09, 2017, 08:17:43 pm
climb back up the ladder and push the mud on the top floor down the hole with my shovel, checking for anything in the mud while doing this (not dropping anything other than mud in the hole is more important that sweeping mud into the hole)
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: TheBiggerFish on March 09, 2017, 09:58:46 pm
Read the boooook.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: ATHATH on March 10, 2017, 04:03:20 pm
Can I get a quick summary of what's going on?

Were any rule changes made since I left?

What is the last thing you remember?
I made a dome of heat, and Jase decided to siphon power from it.
I still don't know what's going on, by the way.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: Zormod on March 10, 2017, 04:10:04 pm
Head south, conjure 2 essences.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: ironsnake345 on March 10, 2017, 04:21:28 pm
Feh. Bad luck, I suppose. Ah well! North to Mushlandia!

Chorkinaan heads north, to the mushroomy regions. 3 essences along the way.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: star2wars3 on March 11, 2017, 06:38:54 am
3 essences((I hate to give you boring actions like this but since I'm currently on a school field trip this weekend I don't have time to thoroughly plan out a more interesting action))
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: DreamerGhost on March 11, 2017, 07:24:18 am
Can I get a quick summary of what's going on?

Were any rule changes made since I left?

What is the last thing you remember?
I made a dome of heat, and Jase decided to siphon power from it.
I still don't know what's going on, by the way.

Really, nothing of importance happened since you were gone aside from Skeliborn and Chorkinaan teaming up to make some powerful items.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: XXXXYYYY on March 12, 2017, 08:40:11 pm
4 essences.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: Sarrak on March 13, 2017, 08:29:03 am
((After missing a multitude of turns due to various reasons... I return to research Tower secrets))

"Hm... Slightly unexpected outcome. And has I passed temporal distortion on my way? Timeflow did not seem normal a few moments ago..."

Explore the cauldron room and see if there is anything that could point on its hidden or obvious purpose. See where the compass points to. Also craft 4 essences while I think on this.
Title: Re: Roll to Magic: Turn 229 The weather is nice
Post by: DreamerGhost on March 13, 2017, 06:27:07 pm
Turn 230

Doktor Diabolical:

"Hm. Hmmmm. Okay, enough is enough."

Detonate the aether matrix!


Spoiler (click to show/hide)

Doktor released his grip on the sacrifices and they were swiftly consumed by the matrix. There was no need to push his great luck or waste more time. The parts flew together forming a massive maw held up by a base with thick threads. Other tools that would be useful for this such as miners, carriers and defenders would probably be easy to make using the newly forged mobile factory.

Spoiler: Mobile Factory (click to show/hide)

climb back up the ladder and push the mud on the top floor down the hole with my shovel, checking for anything in the mud while doing this (not dropping anything other than mud in the hole is more important that sweeping mud into the hole)

Spoiler (click to show/hide)

Seva got back up the ladder and began shoveling muck down the hatch, checking if there was anything in it along the way. There wasn't. Wether it was because there was nothing to begin with or if it was destroyed by rampant alchemy, the ud was entirely free of any impurities.

Read the boooook.

The book is filled with various small spells, such as ways to do everyday chores (cleaning, cooking), some convenience magic(animating household objects), alarm spells for waking up, tracking spell for finding small, easily misplaced objects. Useful stuff. Now to intensify it until it can kill people.

Head south, conjure 2 essences.

Spoiler (click to show/hide)

Cuberac left his defeated foe and went off southwards. He walked through almost the entire length of gravely geyser filled area and paused not too far off the edge of the island.

Feh. Bad luck, I suppose. Ah well! North to Mushlandia!

Chorkinaan heads north, to the mushroomy regions. 3 essences along the way.

Spoiler (click to show/hide)

Chorkinaan did not like the desert anymore. Maybe there were others, nicer deserts, but this one seemed to had been built entirely out of hard to climb dunes and quicksand. It took forever to get out of it, leaving Chorkiaan just hands reach away from the mushrooms before he had to stop to rest. The magic slumbering in his body flared again, maybe because of the desert, but probably because his magic escaped again, leaving Chorkinaans skin color of sand.

3 essences((I hate to give you boring actions like this but since I'm currently on a school field trip this weekend I don't have time to thoroughly plan out a more interesting action))

Spoiler (click to show/hide)

Skeliborn continued focusing power.

4 essences.

Spoiler (click to show/hide)

Gambler continued acquiring magic.

((After missing a multitude of turns due to various reasons... I return to research Tower secrets))

"Hm... Slightly unexpected outcome. And has I passed temporal distortion on my way? Timeflow did not seem normal a few moments ago..."

Explore the cauldron room and see if there is anything that could point on its hidden or obvious purpose. See where the compass points to. Also craft 4 essences while I think on this.

Spoiler (click to show/hide)

Ao inspected the cauldron room and found that it had nothing besides the cauldron. The compass was showing towards the cauldron. Within the cauldron were hidden five niches, their shape perfectly replicating that of a soul shard. A necromantic artifact perhaps?


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: DreamerGhost on March 13, 2017, 06:30:37 pm
I have to get up early tomorrow so I'll do PM's tomorrow.

Next mage made calamity comes in 3 turns.
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: Zormod on March 13, 2017, 06:33:57 pm
Move southeast one tile, and form 3 essences.
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: ironsnake345 on March 13, 2017, 07:21:46 pm
Huh. Leafy hair, flexibly resilient limbs, sandy tan skin... Well, I suppose now I'm a banyan tree. Now, to business!

Enter the mushroomy hex and start wandering around in search of treasures and whatnot. 3 essences.
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: FallacyofUrist on March 13, 2017, 07:44:48 pm
Doktor Diabolical:

"Phase one... complete. Now to phase two. Hold on. Hey you! Mage to the north! Give me some bloody space if you don't want to get on my bad side!"

If the mage to the north(Cuberac) moves away from Doktor Diabolical, Doktor Diabolical hmphs, having the snowmaker bot sacrifice itself and the cubebots toss the spare parts pile to the factory, then having the factory process the parts into a shoveler bot. While this is occurring, Doktor Diabolical makes 3 essences.

If the mage to the north doesn't move away... Doktor Diabolical gets serious, sacrificing the snowmaker bot, cubebots, small parts pile, and bicycle into the factory to produce a (likely low quality) suit of power armor which he then puts on. If he has time after that, he makes 3 essences in preparation for the fight.
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: XXXXYYYY on March 14, 2017, 05:59:19 pm
Summon a glass mortar and pestle, and use it to grind up the alchemical plants with enough of the fluid luck in the vial of luck siphoning to make a thin paste.
Then, use that mixture to inscribe a ritual circle on the floor.
Lastly, summon a small, shallow glass dish and pour the rest of the luck into it. Set it at one of the sacrificial points in the circle.
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: star2wars3 on March 15, 2017, 04:31:50 pm
Ah, I see you're almost prepared for the ritual.
3 essences
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: DAPARROT on March 16, 2017, 05:04:48 pm
Is there any mud left?

if yes: continue with previous action
push the mud on the top floor down the hole with my shovel, checking for anything in the mud while doing this (not dropping anything other than mud in the hole is more important that sweeping mud into the hole)
if no: go down the ladder and search the other rooms
Title: Re: Roll to Magic: Turn 230 March of Machine begins
Post by: DreamerGhost on March 16, 2017, 07:21:21 pm
Turn 231

Move southeast one tile, and form 3 essences.

Spoiler (click to show/hide)

Cuberac ventured closer to the edge of the island, walking over a desert of sand and tiny pebbles. The air here was warm, but not particularly dry. The edge of the world was invisible but there were flickers just at the edge of sight that gave it away.

Huh. Leafy hair, flexibly resilient limbs, sandy tan skin... Well, I suppose now I'm a banyan tree. Now, to business!

Enter the mushroomy hex and start wandering around in search of treasures and whatnot. 3 essences.

Spoiler (click to show/hide)

Chorkinaan ventured into the mushroom forest and began looking around for anything of interest. There were many curious things, of course, but none seemed useful enough to qualify as interesting. None until Chorkinaan found what appeared to be a tree sized amanita, literally oozing poison. There was enough of it here to poison an entire lake!

Doktor Diabolical:

"Phase one... complete. Now to phase two. Hold on. Hey you! Mage to the north! Give me some bloody space if you don't want to get on my bad side!"

If the mage to the north(Cuberac) moves away from Doktor Diabolical, Doktor Diabolical hmphs, having the snowmaker bot sacrifice itself and the cubebots toss the spare parts pile to the factory, then having the factory process the parts into a shoveler bot. While this is occurring, Doktor Diabolical makes 3 essences.

If the mage to the north doesn't move away... Doktor Diabolical gets serious, sacrificing the snowmaker bot, cubebots, small parts pile, and bicycle into the factory to produce a (likely low quality) suit of power armor which he then puts on. If he has time after that, he makes 3 essences in preparation for the fight.

Spoiler (click to show/hide)

Doktor tracked the mage carefully as he moved. The mystery mage moved, not really as much away as to the side, but this did open a clear way out for Doktor, so he was going to count this as moving away. Factory consumed the now no longer required snowmaker and the strange cubebots for parts and began churning. Some time later, it deployed a bot with an oversized fist and a weak freezing ray for weakening stone.

Summon a glass mortar and pestle, and use it to grind up the alchemical plants with enough of the fluid luck in the vial of luck siphoning to make a thin paste.
Then, use that mixture to inscribe a ritual circle on the floor.
Lastly, summon a small, shallow glass dish and pour the rest of the luck into it. Set it at one of the sacrificial points in the circle.


Spoiler (click to show/hide)

Gambler conjured up a mortar and pestle of glass and prepared a mixture of pure luck and alchemical herbs. With this, he marked out a ritual circle for several mages to work together. It glowed faintly due to naturally higher amount of magic in the Tower flowing through it. A glass to create a brazier of luck did not go as well. It appeared as a mishapen and sharp shard of glass in Gambler's hand, cutting through skin and into the flesh. The tower would heal this, but gambler understandably dropped the shard in response to pain and it shattered when it fell.

Ah, I see you're almost prepared for the ritual.
3 essences

Spoiler (click to show/hide)

Skeliborn continued gathering power.

Is there any mud left?

if yes: continue with previous action
push the mud on the top floor down the hole with my shovel, checking for anything in the mud while doing this (not dropping anything other than mud in the hole is more important that sweeping mud into the hole)
if no: go down the ladder and search the other rooms

Spoiler (click to show/hide)

Seva continued clearing mud off the floor of the one clearly important room and the mud continued to resist him. It resisted him enough that a particularly rigorous push saw the shovel flying out of his hands and falling through the hatch to the floor below. Well, at least it wasn't going to sink.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: DreamerGhost on March 16, 2017, 07:23:00 pm
I have been doing some other writing today, and don't feel like doing more. PM's come tomorrow.

2 Turns until Mage induced calamity.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: FallacyofUrist on March 16, 2017, 07:50:55 pm
2 Turns until Mage induced calamity.
Uh...
~~~
Doktor Diabolical:

"Bah. Still don't trust you."

Doktor Diabolical moves south west, bringing his bots with him. Paranoia ho! Once that's done, he has mining freeze fist bot get to work extracting stone to be fed to the mobile factory for making more mining bots. And he makes 3 essences.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ironsnake345 on March 17, 2017, 10:44:27 am
Oh-ho! More hallucinogenic flora? But this one's much more toxic than those flowers... Speaking of those flowers, I think I have an idea.

Cast an aura-style spell (like the one which kept the pollen weighted down as it continued flowing into the area I was making safe) to alter the oozing poison to gravitate towards one specific point, that point being about a meter up from the ground in a clear spot near the giant amanita. essences used: 5 +1 cmp, 5 +1 pot. (to ensure success, and because time isn't a huge issue here.)

If this succeeds, observe the resultant floating ball of poison. Determine what size of bottle (or similar container) would be needed to store it, then zap a simple physicality-sensing spell through it (range, -1) most specifically to determine how heavy the entire mass is. (or will be after a bit more poison flows into it.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: Zormod on March 17, 2017, 03:26:08 pm
Attempt to fine-tune the mobility enchantment on my newest swarm.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: Whisperling on March 17, 2017, 11:56:40 pm
Viznor walks into the council room, using the walls as a door in his usual fashion. His demeanour is rather grim as he activates the system of screens created before the last council.

Call the council.

"Greetings, mages of platypus island. We have little time, and so I will cut directly to the heart of the matter.

The calamity you may have sensed is, in fact, approaching. My research has indicated that it will come from the flaming portal, and most likely in the form of a volcanic eruption.

Everyone and everything in the vicinity may be threatened, the Tower included. However, I do not have the resources or capabilities to close the portal or adequately control the damage. Thus, I must request your aid.

My power over bindings would suffice as the heart of a spell, but the raw power provided by a collection of mages is essential."

Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: TheBiggerFish on March 18, 2017, 12:19:11 am
Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ironsnake345 on March 18, 2017, 01:17:25 am
Oh dear... I suppose if I am to remain allies with my allies, I should help. Deadly poison can wait.

Mentally bookmark the location of the giant, poison-oozing mushroom. March for the tower, double time!
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: star2wars3 on March 18, 2017, 07:45:31 pm
If I may suggest an alternate approach to solving this problem.

I would like to say flat out that given the magnitude of calamities within this tournament in the past, I don't think that we have enough time to bind the portal shut, not even as a group of full fledged mages.

At least not directly.

With that I would like to make use of a discovery I accidentally made during the fight against the Bigholder.
Portals can be used as shields.

My proposition is this, we create a portal to seal away the fire rift up in so that all the fire from the calamity gets piped into a different world instead of this one. This spell once put into place can be modified so that the portal slowly shrinks until it fully eats the fire rift.


Alternatively, we could add an aura around the tower to protect it and its occupants from the fire rift, possibly even using a watershield to do the job.

3 essences
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ironsnake345 on March 18, 2017, 08:33:49 pm
By that note, my friend, I am capable of using my magic to alter the specific heat of... anything material, really. I could protect the tower area at least partially from heat by casting a powerful enough spell to raise the specific heat of the nearby air, but if other methods are used to shield from the harmful burst of the portal, I am glad to offer heat resistance to whatever needs it.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: XXXXYYYY on March 19, 2017, 10:07:39 am
"Though my affinities are perhaps suboptimal for stopping a calamity directly, I can reduce the chances of the ritual or result going wrong."
Head to the (larger) ritual location and...
If the ritual begins this turn,
    Contribute power (using a +1/+1 essence for stability), aiming to decrease the chance that the ritual goes poorly and the chance that harm comes to the tower or the people within.
Otherwise,
    create 2 essences and summon a small glass shield.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ATHATH on March 19, 2017, 10:12:06 pm
"Spoiler: Mobile Factory (click to show/hide)
-Can process raw materials into parts and parts into bots.
-All terrain threads, good for anything except climbing sheer walls."

Dem doom factories gotta be stylish, yo.

Viznor walks into the council room, using the walls as a door in his usual fashion. His demeanour is rather grim as he activates the system of screens created before the last council.

Call the council.

"Greetings, mages of platypus island. We have little time, and so I will cut directly to the heart of the matter.

The calamity you may have sensed is, in fact, approaching. My research has indicated that it will come from the flaming portal, and most likely in the form of a volcanic eruption.

Everyone and everything in the vicinity may be threatened, the Tower included. However, I do not have the resources or capabilities to close the portal or adequately control the damage. Thus, I must request your aid.

My power over bindings would suffice as the heart of a spell, but the raw power provided by a collection of mages is essential."

This wouldn't happen to be my fire portal, would it?
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: Beirus on March 19, 2017, 11:03:55 pm
((Considering you don't own a fire portal, ATHATH, especially one that you had no part in the creation of, I'm going to say no, it isn't yours on the basis of not being able to own an interplanar gate. But I dunno, maybe someone other than you would disagree.))

"If it's the Tower that the rest of you wish to protect, I believe I would be the best choice to lead the spell. If you want to close the portal for good, I believe I would also be capable of weaving the efforts from you all into a cohesive spell that could accomplish that. Not to diminish the benefit of Viznor's affinity, but I find that such endeavors tend to benefit from an experienced aether mage. I or Magus N.A. would be able to take care of the coordination of the spell."
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: Whisperling on March 20, 2017, 09:55:59 am
If I may suggest an alternate approach to solving this problem.

I would like to say flat out that given the magnitude of calamities within this tournament in the past, I don't think that we have enough time to bind the portal shut, not even as a group of full fledged mages.

At least not directly.

With that I would like to make use of a discovery I accidentally made during the fight against the Bigholder.
Portals can be used as shields.

My proposition is this, we create a portal to seal away the fire rift up in so that all the fire from the calamity gets piped into a different world instead of this one. This spell once put into place can be modified so that the portal slowly shrinks until it fully eats the fire rift.


Alternatively, we could add an aura around the tower to protect it and its occupants from the fire rift, possibly even using a watershield to do the job.

3 essences

"I happen to have researched stable portals. It is a good idea, but such a large gateway is most likely impractical due to the sheer amount of power required. Shielding the tower is also viable, but could potentially leave it surrounded by lava. As such, I believe that working directly at the portal is still our best option.

Sealing is what I had in mind, but some other way to stop or eliminate the lava itself would also be effective."



By that note, my friend, I am capable of using my magic to alter the specific heat of... anything material, really. I could protect the tower area at least partially from heat by casting a powerful enough spell to raise the specific heat of the nearby air, but if other methods are used to shield from the harmful burst of the portal, I am glad to offer heat resistance to whatever needs it.

"Would it be possible to make the magma extremely condensed, heavy and viscous, so that it simply does not move beyond the immediate vicinity of the portal? Such a solution prevents spread altogether, and would interact quite well with binding.


"Though my affinities are perhaps suboptimal for stopping a calamity directly, I can reduce the chances of the ritual or result going wrong."
Head to the (larger) ritual location and...
If the ritual begins this turn,
    Contribute power (using a +1/+1 essence for stability), aiming to decrease the chance that the ritual goes poorly and the chance that harm comes to the tower or the people within.
Otherwise,
    create 2 essences and summon a small glass shield.


"More power is always better, and I thank you for your assistance. In any case, it seems that we must begin [next turn], as mages are still preparing and positioning themselves.


((Considering you don't own a fire portal, ATHATH, especially one that you had no part in the creation of, I'm going to say no, it isn't yours on the basis of not being able to own an interplanar gate. But I dunno, maybe someone other than you would disagree.))

"If it's the Tower that the rest of you wish to protect, I believe I would be the best choice to lead the spell. If you want to close the portal for good, I believe I would also be capable of weaving the efforts from you all into a cohesive spell that could accomplish that. Not to diminish the benefit of Viznor's affinity, but I find that such endeavors tend to benefit from an experienced aether mage. I or Magus N.A. would be able to take care of the coordination of the spell."

"With all due respect, you are not in a very good position to coordinate a spell on the island, and Magus may not want to deal with the details involved in magic of this magnitude. Given that I am also capable of detecting subterfuge, I believe it would be best for me to compose the spell- albeit with the possibility of reliance upon Aether magic. None of us wish to repeat the Dwen incident with magma in place of acid."
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ironsnake345 on March 20, 2017, 11:03:26 am
Dwen incident? Acid? Oh no, don't tell me Dwen came here and died in some magical mishap! That guy was my favorite drinking buddy!

Anyway, yes, I am more than capable of immobilizing the lava.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: FallacyofUrist on March 20, 2017, 12:19:25 pm
Doktor Diabolical chuckles, having realized something that Viznor hasn't.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: Sarrak on March 20, 2017, 02:53:21 pm
"This might prove interesting... Yes. I'm not prepared, but it could be corrected... Yes. A proper test of skill is in my sight."

Stash compass paper and leave the Tower, looking at things of interest on the way. 4 essences.

((Seems like another character is ready to try a murderer road? We shall see...))
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: TheLastDino on March 20, 2017, 04:57:05 pm
Tell my grey goo to stop dissolving things, pick it up (or have it move on its own, whichever is most effective), and run away from the fire tree. Make three essences.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: NAV on March 20, 2017, 05:22:05 pm
James speaks up for the first time in a while.
"How big is that portal? Maybe I could plug it with some fireproof wood.
Just tell me how you need my help eh?"

Summon 3 random healing items.

((By the way, what's happened since I left? Last thing I really remember was the Bigholder fight.))
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: DreamerGhost on March 20, 2017, 07:18:09 pm
Turn 232

2 Turns until Mage induced calamity.
Uh...
~~~
Doktor Diabolical:

"Bah. Still don't trust you."

Doktor Diabolical moves south west, bringing his bots with him. Paranoia ho! Once that's done, he has mining freeze fist bot get to work extracting stone to be fed to the mobile factory for making more mining bots. And he makes 3 essences.

Spoiler (click to show/hide)

Doktor left southwest, he wished not to deal with the ambiguity of danger that was having another mage nearby. He did not move too fat though, and immediately ordered his miner bot to strike the earth. It tossed apart earth with it's huge gauntlet, revealing deeper layers beneath. Alas, those layers were mostly dirt as well. Aside from some random stones here and there there was no good material for bot making.

Attempt to fine-tune the mobility enchantment on my newest swarm.

Spoiler (click to show/hide)

Although wild flying of the cube swarm was amusing and their unpredictability could pprove usefull, it was ultimately more of a bane than a boon. Cuberac enforced the tethers between the cubes and himself, binding them more firmly to his command. The trajectories bent until they no longer smashed into obstacles but flew in circles around Cuberac. This was as good as he could manage now, they would go where he directed but they would not stop, making any fine movements impossible.

Oh dear... I suppose if I am to remain allies with my allies, I should help. Deadly poison can wait.

Mentally bookmark the location of the giant, poison-oozing mushroom. March for the tower, double time!

Spoiler (click to show/hide)

Chorkinaan took notice where the poison mushroom/tree stood and vent back towards the tower. He was having a bad feeling since a while ago and it was no secret that the Tower was the safest place on the island. Desert vanished beneath is feet and soon CHorkinaan was onto the plains that bordered the Tower.

3 essences

Spoiler (click to show/hide)

Skeliborn continued gathering power. And also discussing strategy.

"Though my affinities are perhaps suboptimal for stopping a calamity directly, I can reduce the chances of the ritual or result going wrong."
Head to the (larger) ritual location and...
If the ritual begins this turn,
    Contribute power (using a +1/+1 essence for stability), aiming to decrease the chance that the ritual goes poorly and the chance that harm comes to the tower or the people within.
Otherwise,
    create 2 essences and summon a small glass shield.


Spoiler (click to show/hide)

Gambler focused some power and conjured a glass shield. Not particularly useful item to defend oneself from physical damage, but surprisingly efficient at dealing with numerous weaker nonphysical attacks.

Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.


Spoiler (click to show/hide)

Magus gathered more power. If the dread feeling was correct, he'd soon need every drop of it.

James speaks up for the first time in a while.
"How big is that portal? Maybe I could plug it with some fireproof wood.
Just tell me how you need my help eh?"

Summon 3 random healing items.

((By the way, what's happened since I left? Last thing I really remember was the Bigholder fight.))

Spoiler (click to show/hide)

James conjured some more healing items and they all turned out to be rather weak potions. Clearly, that breather did not help as much as he had hoped, another medical myth debunked. Well, to little surprise, lack of his supervision resulted in another crisis coming to the mages of the island, maybe the rest would had worked if it was longer but there was little time to try that now.

"This might prove interesting... Yes. I'm not prepared, but it could be corrected... Yes. A proper test of skill is in my sight."

Stash compass paper and leave the Tower, looking at things of interest on the way. 4 essences.

((Seems like another character is ready to try a murderer road? We shall see...))

Spoiler (click to show/hide)

Seeing that he would need more than what he had right now, Ao stashed his paper compass and left the Tower. The Tower seemed to be sad to see Ao go, because as he walked a nearby door opened into a room within which there was seemingly a monsoon raging. On the floor was a pool with lilies blooming and there was a sword seemingly stuck in the surface of the lake.

Tell my grey goo to stop dissolving things, pick it up (or have it move on its own, whichever is most effective), and run away from the fire tree. Make three essences.

Spoiler (click to show/hide)

Marcus did not trust the tower. He also did not like the feeling he had about the fire tree. It was not a puzzle for him, Marcus grabbed his grey goo and left towards the east, reaching the desert easily. There, he'd be able to work without worry.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: DreamerGhost on March 20, 2017, 07:19:37 pm
PM's come tomorrow again.

Calamity comes in 1 turn.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: FallacyofUrist on March 20, 2017, 07:59:27 pm
Doktor Diabolical:

"You do realize that volcanic eruptions are more than just flows of lava, right? You'll also have clouds of gas and ash to deal with. Now if you'll excuse me, I need to get to industry..."

Charsheet needs updating in Doktor Diabolical's case. Doctor Diabolical summons(-1) a pile of parts using a +1 POT essence, then makes 2 essences. Unless the mage comes at him, in which case, the mage gets a minerfistbot's fist to his face, an attack drone to the face, a bicycle to the groin, and a kick to the stomach(courtesy of Doctor Diabolical).
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: ATHATH on March 20, 2017, 11:02:10 pm
((Considering you don't own a fire portal, ATHATH, especially one that you had no part in the creation of, I'm going to say no, it isn't yours on the basis of not being able to own an interplanar gate. But I dunno, maybe someone other than you would disagree.))
Au contraire- I had plenty to do with it (quotes of pms provided with the permission of FoU):
Actually, better idea.

Hum a GBM-boosted tune that shatters the boundary between this plane and the plane of fire in a large area, like a Planar Bard (look it up) can. Use all of my best essences on this, up to the maximum bonus that I can achieve with them.
Can I weaken the planar barrier enough for FoU to punch through it?

That very definitely sounds like something that you could not cast without a ritual.
Can I do a 1-turn ritual?

Yes, but this is less about ritual and more about simply having enough POT. Your best shot is 6+3+5=14, which might work, but definitely not in a large area.

Also, I have read the actual description of the skill. Opening a portal would take 1 minute + 1d4 rounds
Action: Use all of my essences (up to the bonus cap) to weaken the boundary between this plane and the elemental plane of fire in a wide area around me so that punch-guy can break (through) it.
Hm... That Phoenix form throws a minor wrench in my plans. Maybe we can shift the planar breach so that it will go to another, close by (to the elemental plane of fire) plane?

The quasi-elemental plane of magma seems to be a good candidate- it's close, smothers the Phoenix, melts Shias, lets me have a cool scene where I walk out of the lava unharmed (due to my ridiculous END score/bonus), leaves behind a landmark that may eventually destroy the map/cause it to be invaded by (quasi-?) Elementals, behind, and has a lot of potential for !!FUN!!.

You are aware that the phoenix is ON YOUR SIDE? Also, if you summon magma all over yourself, even your Endurance won't save you.

The dragonshout will work, though the results might be less powerful than you imagine.

Action: Once Damond sees the weakening of the border between planes, he runs to the pileup's location and punches a hole into the Elemental Plane of Fire. Preferably right next to Shias. GBM and 2 +1/+1 essences to fuel it.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Beirus on March 20, 2017, 11:09:19 pm
((Didn't you just make a new character though? One who didn't have anything to do with the fire portal?))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: ATHATH on March 21, 2017, 01:09:59 am
((Didn't you just make a new character though? One who didn't have anything to do with the fire portal?))
Yeah. And? "My" was referring to me, ATHATH, not one of my characters.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Beirus on March 21, 2017, 01:22:12 am
((Ah, thought you meant that you were claiming it for the fire mage. So if I understand you right, you're trying to claim ownership as a player over a construct that exists solely in a game because your character, who died if I remember right, enabled FoU's character, who also died I think, to actually tear the hole between planes?))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: TheBiggerFish on March 21, 2017, 09:32:38 am
((Hey @DreamerGhost, do I get an answer to my questions?))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: DreamerGhost on March 21, 2017, 09:55:29 am
((Hey @DreamerGhost, do I get an answer to my questions?))
{I can't find them. May you repeat them?}

((Didn't you just make a new character though? One who didn't have anything to do with the fire portal?))
Yeah. And? "My" was referring to me, ATHATH, not one of my characters.

{Staph with the metagaming. Pls. Staph.}
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: TheBiggerFish on March 21, 2017, 10:19:36 am
Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.

Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: DreamerGhost on March 21, 2017, 12:28:12 pm
Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.


{Oh. I figured those were for people making the group spell at the moment, since answers to all of those depend on what magic you decide to use. Basically, the answer is "Do you want it to? Then yes."}
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Prismatic on March 21, 2017, 01:02:47 pm
((Another sleeper hath awakened!))

Play essence roulette, because what better way is there to jump back in after a hiatus?
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Zormod on March 21, 2017, 03:50:09 pm
Form 2 essences and head north once more.
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: TheBiggerFish on March 21, 2017, 05:03:54 pm
Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.


{Oh. I figured those were for people making the group spell at the moment, since answers to all of those depend on what magic you decide to use. Basically, the answer is "Do you want it to? Then yes."}
((The cleaning cantrip you mentioned.))
Title: Re: Roll to Magic: Turn 231 The fun is just around the corner
Post by: DreamerGhost on March 21, 2017, 05:47:30 pm
Help with the disaster-averting however I can.  In fact, let's see if we can just...clean up the portal, or set a contingency spell that cleans up magma/lava around that tree...As in, I want to know if it's feasible, and then if it's feasible we can go from there.

Does the cleaning spell send the detritus somewhere in particular?

Set up a standing action that if I don't do anything else, I'll make three essences.


{Oh. I figured those were for people making the group spell at the moment, since answers to all of those depend on what magic you decide to use. Basically, the answer is "Do you want it to? Then yes."}
((The cleaning cantrip you mentioned.))
{No, the detritus just goes "away"}
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: DAPARROT on March 21, 2017, 06:55:28 pm
go get my shovel, continue pushing the mud into the hole, searching for the other circle things as i do this
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Whisperling on March 21, 2017, 07:56:16 pm
((All right, here goes. This is the full plan for stopping the volcano.

Viznor-speak will not be included in this post, because as nice as it is to not be a tad meta, it'd just end up giving everyone a headache.))

Time to coordinate the massive disaster-averting spell. Hoping to make a permanent solution here.


The affinities we have:

Aether (2X)
Summoning (2X)
Healing
Physicality
Blades
Luck
Glass (from item)


Use my yes/no book to check for subterfuge, as per usual. If anyone is hijacking or otherwise messing with it, disallow them from contributing and direct more power to parts of the spell that don't use their affinity to compensate.

With that in mind...


Let's weave a sort of magical shell around the portal-tree, essentially a construct designed to contain everything inside (and prevent outside interference). It should have...

Containment stuff:


-A physicality/binding system which keeps all material which exits the portal from leaving its immediate vicinity. This includes fire, gas, ash, etc. Physicality will alter the properties of the stuff such that it condenses itself and becomes exceedingly heavy. Viscous, too, if not outright solid. Binding is used to augment this and to prevent it from moving altogether.

-An aether system which prevents buildup via some sustainable means. Fold it into the aether if that's safe and secure, or just toss it into a useless world nobody cares about. Include a summoning outgrowth which actually extends into the portal and calls heat and excess material back from whence it came.

-A healing and binding system which aims to slowly repair the big hole in reality. Not the whole thing at once, just try and make something which will slowly wear it down at the edges.


Security stuff:


-A luck system which decreases the likelihood of system failure and/or other calamities from the plane of fire in the future.

-Use aether, physicality, summoning, healing and binding affinities to make a physical anti-tampering shell (which should also act as a last line of defense if the magma is too much for the containment systems to handle). Let's go with summoned adamantine, melded together and made as durable as possible by physicality. Aether affinity is used to counteract magical interference or attacks, and healing will ideally make it repair itself if by some miracle there is a breach.

-A knowledge system which coordinates the various other systems, plus sends out alerts on the council video channel if something goes wacky.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: ironsnake345 on March 21, 2017, 08:26:02 pm
Join the tower congregation and contribute to the spell! 5 +1 pot and 5 +1 cmp essences!
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Sarrak on March 22, 2017, 03:52:08 am
"Limui power... Have it tried to stave me off the path of calm self-reflection and improvement? Was I too lax in my mental defenses after seeing the wonders of the Tower and forsaking carefulness?"

Ao shook his head a bit, disappointed in himself:

"Soul shards are a trap devised by nature, for greedy and ambitious to be lured into. Even my previous training was not enough to prevent distractions from a true path."

It was decided then. He would not go for the shards and Lumui power that required them. Instead...
Next moment, there was a slight tremble in the air and then voices of other mages came, all at once, as if some kind of veil obscuring their messages had been ruptured. "Disaster", "Volcano", "Prevention", "Tower", "Ritual"... It took a while for voices to subdue and for Ao to proceed them.

"A pity my affinity is ill-suited for working alongside others..."

Then, his gaze fell upon the sword.

"Might it be the Tower itself offering help in this endeavor? If so, I will gladly take it."

Take sword and walk outside, where I may be of some help to other mages. If things go disastrously - use ethereality and appropriately empower myself using 5 essences (+1/+1).

((EDIT: forgot about +5/+5 limit on a spell.))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: star2wars3 on March 22, 2017, 05:19:40 am
participate in the ritual combined spell
5 +1/+1 essences
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: XXXXYYYY on March 23, 2017, 05:52:18 am
Flicker through the active mages on the orb, checking for anyone that might be directly responsible for the calamity.
Participate in the spell, increasing the chance of ritual success and decreasing the chance of the tower or inhabitants thereof being harmed. 5 +1/+1 essences.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: ironsnake345 on March 23, 2017, 12:13:16 pm
((guys, this isn't a ritual; we don't have time for one of those. It's a big, combined, powerful, one-turn spell.))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: DreamerGhost on March 23, 2017, 09:17:01 pm
So I started making the turn and ran into some trouble. Namely, Viznor/Whisperling plotting their action with more affinities/resources than actually have been committed by people in their actions. Since this is rather serious, I'm giving this 12 hours to resolve itself, and then I'll work together a turn from what I can see posted.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: ironsnake345 on March 23, 2017, 09:29:35 pm
Come on, everyone! This is your chance to really flex your magic-muscles and do something super impressive! Like this tower here! Give it your all!
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: Beirus on March 23, 2017, 09:54:36 pm
((Looks like we're just missing NAV/James.))
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: NAV on March 24, 2017, 08:05:22 am
Consent to the spell.
Title: Re: Roll to Magic: Turn 232 The sleepers have awakened
Post by: DreamerGhost on March 24, 2017, 11:17:39 am
Turn 233

Doktor Diabolical:

"You do realize that volcanic eruptions are more than just flows of lava, right? You'll also have clouds of gas and ash to deal with. Now if you'll excuse me, I need to get to industry..."

Charsheet needs updating in Doktor Diabolical's case. Doctor Diabolical summons(-1) a pile of parts using a +1 POT essence, then makes 2 essences. Unless the mage comes at him, in which case, the mage gets a minerfistbot's fist to his face, an attack drone to the face, a bicycle to the groin, and a kick to the stomach(courtesy of Doctor Diabolical).

Spoiler (click to show/hide)

Doktor did not care all that much about lava as it would take ages to reach him. Well, about fifteen minutes really, but he'd have to deal with volcanic smoke before that. Oh well, he knew how to do it, he had dealt with smog long enough to have methods for it. This pile of parts that he had just conjured would go a long way to dealing with it.

((Another sleeper hath awakened!))

Play essence roulette, because what better way is there to jump back in after a hiatus?

Spoiler (click to show/hide)

Redrum continued collecting power, not minding too much about how much of it slipped out of it hands. In fact, it was somewhat of a good thing, as this could be chalked up as him doing his necromantic duty, making the world a deader place one patch of swamp at a time.

Form 2 essences and head north once more.

Spoiler (click to show/hide)

Cuberac left the stones and the desert, moving northwards, away from all the heat. The heat did indeed lessen as he ventured, but now he was surrounded by humidity and mushrooms. It was not that much of an improvement.

go get my shovel, continue pushing the mud into the hole, searching for the other circle things as i do this

Spoiler (click to show/hide)

Seva went down the ladder and began looking for his shovel. It wasn't too far away, though half of it was submerged, mud still sticking to it and dragging it down. That shouldn't had been happening though... Unless there was something heavier than mud sticking to the shovel. Indeed there was. A heavy key of some metal alloy had been caught by the mud and stuck onto the shovel. Seva pocketed it for later and went back up a floor to finish clearing away mud. Soon, there was none left and Seva inspected glowing emerald he found in the dirt. Or at least it seemed like an emerald, they really weren't supposed to glow like this.

((All right, here goes. This is the full plan for stopping the volcano.

Viznor-speak will not be included in this post, because as nice as it is to not be a tad meta, it'd just end up giving everyone a headache.))

Time to coordinate the massive disaster-averting spell. Hoping to make a permanent solution here.


The affinities we have:

Aether (2X)
Summoning (2X)
Healing
Physicality
Blades
Luck
Glass (from item)


Use my yes/no book to check for subterfuge, as per usual. If anyone is hijacking or otherwise messing with it, disallow them from contributing and direct more power to parts of the spell that don't use their affinity to compensate.

With that in mind...


Let's weave a sort of magical shell around the portal-tree, essentially a construct designed to contain everything inside (and prevent outside interference). It should have...

Containment stuff:


-A physicality/binding system which keeps all material which exits the portal from leaving its immediate vicinity. This includes fire, gas, ash, etc. Physicality will alter the properties of the stuff such that it condenses itself and becomes exceedingly heavy. Viscous, too, if not outright solid. Binding is used to augment this and to prevent it from moving altogether.

-An aether system which prevents buildup via some sustainable means. Fold it into the aether if that's safe and secure, or just toss it into a useless world nobody cares about. Include a summoning outgrowth which actually extends into the portal and calls heat and excess material back from whence it came.

-A healing and binding system which aims to slowly repair the big hole in reality. Not the whole thing at once, just try and make something which will slowly wear it down at the edges.


Security stuff:


-A luck system which decreases the likelihood of system failure and/or other calamities from the plane of fire in the future.

-Use aether, physicality, summoning, healing and binding affinities to make a physical anti-tampering shell (which should also act as a last line of defense if the magma is too much for the containment systems to handle). Let's go with summoned adamantine, melded together and made as durable as possible by physicality. Aether affinity is used to counteract magical interference or attacks, and healing will ideally make it repair itself if by some miracle there is a breach.

-A knowledge system which coordinates the various other systems, plus sends out alerts on the council video channel if something goes wacky.

Join the tower congregation and contribute to the spell! 5 +1 pot and 5 +1 cmp essences!
participate in the ritual combined spell
5 +1/+1 essences

Flicker through the active mages on the orb, checking for anyone that might be directly responsible for the calamity.
Participate in the spell, increasing the chance of ritual success and decreasing the chance of the tower or inhabitants thereof being harmed. 5 +1/+1 essences.

Consent to the spell.
Quote from: Beirus
Blah blah join the spell blah blah

Spoiler (click to show/hide)

Disasters, they were so good at bringing people together, even if the people were mages who had come here to kill each other. Deathmatch could be resumed after the encroaching fiery doom was averted. Even if they disagreed on who it should be, most agreed that there should be a winner in this whole matter.

Coordinated by Viznor, six mages began sending magic in a huge spell to ward off the danger. A cocoon of physicality and aether appeared around the tree, cutting it off from the rest of the island. Minor portals appeared on the inside of this cocoon to siphon away anything troublesome back into the plane of fire. A link was established between the cocoon and Viznor to warn him in case anything began to damage it. Tiny siphons formed around the edges of the portal within the fire tree, slowly cutting away at the edges, mending the gap that was sending endless fire through. With this, the portal was effectively sealed, almost nothing would be able to get through, and nothing at all would be able to get through before Viznor noticed and had a chance to fix things.

There was only a minor problem. The ominous feeling was not caused by anything inside the portal. With the continuous source of aether cut off, the aether draining dome around the fire tree emptied of any remaining aether. Just above it, the mass of aether continuously drained from the dome reached the maximum amount the dome could hold up without collapsing. The gradient was too much, the dome fell and mass of mix of fire and water fell like burning oil. Since it was not affected by gravity but rather more mysterious magical forces it fell slowly and flowed slowly, like magma. It covered the cocoon around the tree completely, setting the spell ablaze and continued downwards, retching earth and starting to spread all around. It was slow, but it wasn't stopping.

"Limui power... Have it tried to stave me off the path of calm self-reflection and improvement? Was I too lax in my mental defenses after seeing the wonders of the Tower and forsaking carefulness?"

Ao shook his head a bit, disappointed in himself:

"Soul shards are a trap devised by nature, for greedy and ambitious to be lured into. Even my previous training was not enough to prevent distractions from a true path."

It was decided then. He would not go for the shards and Lumui power that required them. Instead...
Next moment, there was a slight tremble in the air and then voices of other mages came, all at once, as if some kind of veil obscuring their messages had been ruptured. "Disaster", "Volcano", "Prevention", "Tower", "Ritual"... It took a while for voices to subdue and for Ao to proceed them.

"A pity my affinity is ill-suited for working alongside others..."

Then, his gaze fell upon the sword.

"Might it be the Tower itself offering help in this endeavor? If so, I will gladly take it."

Take sword and walk outside, where I may be of some help to other mages. If things go disastrously - use ethereality and appropriately empower myself using 5 essences (+1/+2).

{I don't know what enchantment would be appropriate here. Tell me and I'll edit it in.}

Ao took the sword from the water and marveled at how the sword had left a wound in the water's surface. There was a pit into which water refused to flow. How strange. Outside the tower, however, there were even stranger things afoot. Where the tree under the purple dome used to be now was a smaller dome glowing orange. The orange was spreading.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Zormod on March 24, 2017, 12:07:30 pm
Move up one tile, and form an essence.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 24, 2017, 12:12:52 pm
((Wait, so to be clear, there is no portal (that we didn't seal) sending white-hot magma in, there was just a huge buildup of white-hot magma waiting to be released? Or is there a portal we missed?))
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: DreamerGhost on March 24, 2017, 12:36:16 pm
((Wait, so to be clear, there is no portal (that we didn't seal) sending white-hot magma in, there was just a huge buildup of white-hot magma waiting to be released? Or is there a portal we missed?))

{The former. Also, the magma is magic.}
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Sarrak on March 24, 2017, 01:06:53 pm
Enchant? SPD all the way!

Use the sword: test its power by slashing a deep cut in the ground through which liquid should refuse to flow. If successful, do so at maximum scale possible, averting doom from encroaching onto the Tower while letting it splash outwards!

((Hope I guessed it right; can I change sword action mid-way if it does not work?))

Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 24, 2017, 01:33:39 pm
Erm... Perhaps with an additional spell, we could bind the magma into the range of escaping matter to be pulled into the portal? Perhaps I might be able to cause the magma to gravitate somewhere it'd be less harmful? Ideas, people, we need them fast!

Ooohh, and perhaps I could turn the cocoon around the portal semipermeable! That is to say, the magma could flow in, but not out.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: NAV on March 24, 2017, 01:59:42 pm
"Our best hope is getting it away from us, instead of trying to contain it. I could travel somewhere far away and try to summon the source, or we can collectively cast a spell to toss it into space.
Worst case scenario we pack up and move somewhere else."

What made this happen anyway?"
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Beirus on March 24, 2017, 02:14:21 pm
"The dome around the portal preventing it from letting out so much power that it incinerated everything around it couldn't store any more power and collapsed. We could transport it, but it would require more power than we have ever gathered before, and the time to gather that power."

((225 POT is how much we'd need.))
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Whisperling on March 24, 2017, 03:18:25 pm
Viznor's eyes widen as the aether-collection dome collapses, and his usual composure wavers. Then he sees the magma flowing relentlessly across the island, and dignity is exchanged for the slightest bit of hysteria.

"Damn it, Jase! You could have done anything else, and yet you decided to stuff a constant flow of aether into a limited container!?

Chorkinaan, there is no way in the multiverse that we can alter or even manipulate the entirety of that aether. Something indirect...

We alter its path, maybe. Give it a riverbed to flow down. That could work?
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 24, 2017, 03:40:07 pm
Either we manually dig a channel or create a non-physical one; either way, it's not going to be easy. I could try and create something aura-style which alters the magma's properties of movement, and I suppose binding could work its way into that, but beyond all that I'm out of ideas.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: XXXXYYYY on March 24, 2017, 03:45:48 pm
"Redirecting it could work. If it gets too close,we could go for riskier plays. A magma-safe seed or material that feeds on magic to grow might be able to suffocate it, for example. Eat the magic and grow over the remainder. Of course, that'll have its own problems."
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Beirus on March 24, 2017, 04:02:51 pm
"It might have been easier to do something effective if you hadn't given us the wrong target, Viznor. Take a deep breath and calm yourself. If you want to bicker about it, I will make time for it after this is dealt with."

"It is still aether. I can get rid of it, but it will take time. Any attempt to control it's movement or slow it down would be helpful."
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 24, 2017, 04:09:01 pm
Well, you heard the man, we slow the flow, he gets ready to stop it. You're the master spell-coordinator, Vizzy; what's the plan?
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: star2wars3 on March 24, 2017, 07:49:04 pm
So before we finalize any plans, I would like to point out that this thing will likely be spewing out ash and smoke and if we die from suffocation before we can stop the magma then we won't be able to finish the spell.

With that in mind, I would like to suggest a two pronged approach, the first prong will consist of a group of mages who shall deal with stopping any air pollution while the second group will be placed in charge of starting the neutralizing of the magma.

Once the first group has completed the air purification system then they will rejoin the magma clean-up crew.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Elephant Parade on March 24, 2017, 10:00:27 pm
Curse the expanding dome of doom with slowness of expansion, using... let's say five +1/+1 essences, since I'm pretty sure I have that many. If necessary, leave the tower to walk closer. If I can't cast the spell for whatever reason, play essence roulette.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: star2wars3 on March 26, 2017, 07:18:30 am
Summon a blade that purifies the surrounding air and summons clean air in the radius surrounding it.

5 +1/+1 essences
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: TheBiggerFish on March 26, 2017, 07:26:51 am
Use the cleaning cantrip to remove the magma of doom and the smoke/ash.  Spend my entire turn doing this.

+10 CMP +8 POT.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: star2wars3 on March 26, 2017, 11:02:23 am
((Um the maximum amount value of essences you can use in a spell is +5/+5))
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 26, 2017, 12:28:12 pm
Alright, caution to the wind then! Let's start slinging magic!

Attempt to weave an aura-type spell which raises the viscosity of any magma which enters it, stretched out like a wall between the tower and the magma flow. 2 chaotic +2/+1 essences, 2 +1 POT essences.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: NAV on March 26, 2017, 12:46:36 pm
To the west is obviously downhill, since there's a body of water there. And not towards anything important. I'm gonna create a channel for the magma to flow that way.

Summon a trench-shaped clump of earth from the ground, and make the summoned dirt appear as walls to redirect the magma away from anywhere else. 5/5 essences. Then cast the same spell again to improve the trench and walls.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: ironsnake345 on March 26, 2017, 01:13:14 pm
Ah, I see. But why not combine the physical with the magical?
Attempt to create a physicality-altering aura over the trench that Jase creates, at least covering the part which is most important for catching the magma before it can get to the tower, which decreases the viscosity of any magma passing over or into the trench and forcing it to flow more quickly towards the lake. 2 chaotic +2/+1 essences, 2 +1 POT essences.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: DAPARROT on March 26, 2017, 07:20:16 pm
scoop some of the mud up, begin a ritual to animate the mud on the floor below me into a flock of small birds, use the mud i grabbed and one of my (smaller)feathers as sacrifices
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: FallacyofUrist on March 27, 2017, 10:34:02 am
Doktor Diabolical:

"Now for some extra protection. Then I can get to industry."

Doktor Diabolical uses his +1/+1 essence and his +1 POT essence to assemble(0) the more recently created parts pile into a railgun(-?), then makes 2 essences.
Title: Roll to Magic: Turn 233 Surprise!
Post by: Prismatic on March 27, 2017, 12:17:58 pm
((So, this is apparently where I left off with the hydra reanimation project:))
Redrum blasted struggling undead hydra with more necrotic energy, allowing it to finally break free from the mud and plantlife. It stood ready to do battle, and although it was certainly big and tough, there were still some problems. Most of necrotic energy it had was spent just luging around the weight, leaving hydra slow, and if the struggle out of mud was any indication, weak.

Have another go at bringing this abomination into a glorious rebirth fitting to one of its kind, using 4 +1/+1 essences to hopefully get the job done. Follow up with the crafting of a single essence.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: DreamerGhost on March 27, 2017, 06:54:40 pm
Turn 234

Move up one tile, and form an essence.

Spoiler (click to show/hide)

Cuberac left the humid mushroom forest and ventured further north. Before him opened a plain of stone with deep cracks marring otherwise flat surface. There were glints of reflected light coming from the cracks, revealing numerous gemstones that had somehow formed within the stone.

Enchant? SPD all the way!

Use the sword: test its power by slashing a deep cut in the ground through which liquid should refuse to flow. If successful, do so at maximum scale possible, averting doom from encroaching onto the Tower while letting it splash outwards!

((Hope I guessed it right; can I change sword action mid-way if it does not work?))

Spoiler (click to show/hide)

Ao enchanted his own speed to minimize danger of what he was about to undertake and cut a trench in front of encroaching aether with his blade. The aether fell into the shallow trench and soon overflowed, continuing on it's way without any trouble. So it did not work like that, good to know.

{Ao, Speed boost, +1SPD}

Curse the expanding dome of doom with slowness of expansion, using... let's say five +1/+1 essences, since I'm pretty sure I have that many. If necessary, leave the tower to walk closer. If I can't cast the spell for whatever reason, play essence roulette.

{It's not a dome, it's more magmalike, but the slowing spell should work. Also, you did not have 5 +1/+1 essences, others were used instead.}

Spoiler (click to show/hide)

Gloomy, seeing that this whole wave of fire thing was rather nasty and also comming his way tossed out a curse of slowness at it. It was a clasicall curse, long since perfected and it wrapped around the incoming wave beautifully, cutting it's speed from that of oil to that of magma. There, now the Tower would have a few minutes before it had to face this.

Summon a blade that purifies the surrounding air and summons clean air in the radius surrounding it.

5 +1/+1 essences


Spoiler (click to show/hide)

Skeliborn, knowing which was the more dangerous in a volcanic explosion, conjured a blade so holy that it purified the very air. Well, less holy more windy, as it was a blade that constantly expelled air, quite deadly if stabbed deep into someone.

Use the cleaning cantrip to remove the magma of doom and the smoke/ash.  Spend my entire turn doing this.

+10 CMP +8 POT.


{You can't use more than +5/+5 for a spell, but you can cast multiple spells, so I'll just treat this as you casting 2 spells with +5/+4}

Spoiler (click to show/hide)

Magus saw that it was his time to shine. He had the power. He had the magic into which to funnel that power. With a flick of his wrist a mass of incoming burning aether vanished along with some ground under it. With a sharp command another chunk vanished, never to be seen again. In an instant, over half of the aether flowing towards the Tower was neutralized.

To the west is obviously downhill, since there's a body of water there. And not towards anything important. I'm gonna create a channel for the magma to flow that way.

Summon a trench-shaped clump of earth from the ground, and make the summoned dirt appear as walls to redirect the magma away from anywhere else. 5/5 essences. Then cast the same spell again to improve the trench and walls.


Spoiler (click to show/hide)

James, seeing that the aether at least followed some of the physical law and flowed over the earth rather than through it swiftly conjured barricades, redirecting the flow away from the Tower. The area to cover was too big to cover all in one go but he could manage to redirect all of that which was still going directly towards the Tower in the general direction of "away".

Ah, I see. But why not combine the physical with the magical?
Attempt to create a physicality-altering aura over the trench that Jase creates, at least covering the part which is most important for catching the magma before it can get to the tower, which decreases the viscosity of any magma passing over or into the trench and forcing it to flow more quickly towards the lake. 2 chaotic +2/+1 essences, 2 +1 POT essences.
Spoiler (click to show/hide)

Chorkinaan joined in on making the trenches and the barricades, coating them with physicality magic to swiften the departure of this danger. There was little for it to do as this was burning aether, which was about as far as one could get from being a physical object, but molten ground beneath was also a problem to deal with which was within his capability.

scoop some of the mud up, begin a ritual to animate the mud on the floor below me into a flock of small birds, use the mud i grabbed and one of my (smaller)feathers as sacrifices

Spoiler (click to show/hide)

There were many craftsmen who at some point in their lives made clay doves. Seva went for a similar approach and began a ritual to conjure birds of mud.

Doktor Diabolical:

"Now for some extra protection. Then I can get to industry."

Doktor Diabolical uses his +1/+1 essence and his +1 POT essence to assemble(0) the more recently created parts pile into a railgun(-?), then makes 2 essences.

Spoiler (click to show/hide)

Doktor was going through a bit of confusion. The idea of a railgun was that the coils would magnetize in order and create a magnetic field that would send a magnetic pellet forwards at absurd speeds. It was not supposed to send the coils forward at absurd speeds, leaving him holding two chunks of metal that were handles.

((So, this is apparently where I left off with the hydra reanimation project:))
Redrum blasted struggling undead hydra with more necrotic energy, allowing it to finally break free from the mud and plantlife. It stood ready to do battle, and although it was certainly big and tough, there were still some problems. Most of necrotic energy it had was spent just luging around the weight, leaving hydra slow, and if the struggle out of mud was any indication, weak.

Have another go at bringing this abomination into a glorious rebirth fitting to one of its kind, using 4 +1/+1 essences to hopefully get the job done. Follow up with the crafting of a single essence.

Spoiler (click to show/hide)

Redrum infused more necromantic energy into the hydra, the bindings becoming stronger, the movement becoming swifter. Still, it was sluggish but now at least it could support it's own weight well enough. This didn't sound impressive but the weight of a hydra, even skeletal one, was great enough to bulldoze through lighter troop formations.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: DreamerGhost on March 27, 2017, 06:57:40 pm
The fire continues to spread but as the territory it covers increases the density decreases accordingly, making it easier to deal with in local scale. Total 208 POT worth of burning aether remains.

PM's come tomorrow.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: DAPARROT on March 27, 2017, 07:54:55 pm
continue ritual, boost with 4 +1 pot essences and a +1/+1 essence
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: FallacyofUrist on March 27, 2017, 08:13:14 pm
Doktor Diabolical:

"Eh. All that volcanic stuff won't reach me. Now then."

Doktor Diabolical takes the handles and tosses them into the factory, along with the other spare parts pile. He wants a railgun, blast it, and the factory will make it. Also, three essences. Also, punch-miner keeps mining.
((Shouldn't Doktor have some essences listed in the charsheet? In other news, Beast(Old King Coal's minion) is evidently still alive. Wonder what he's up to.))
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: Elephant Parade on March 27, 2017, 11:00:09 pm
Reenter the tower. Create boots which curse the ground they walk on, and then play essence roulette.

(To TowerCrew: I'm back in the game, probably, but PM coordination is terribly annoying so I'm not gonna rejoin the conversation. Feel free to poke me if you want to do a ritual, though.)
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: ironsnake345 on March 27, 2017, 11:15:16 pm
Oh, so it's not lava, but burning aether. That complicates things. This may be the time for me to excuse myself... I need a moment to contemplate some things.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: TheBiggerFish on March 27, 2017, 11:22:13 pm
Alright, let's do that again, 3 +5/+5s.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: ATHATH on March 28, 2017, 02:10:26 am
Reenter the tower. Create boots which curse the ground they walk on, and then play essence roulette.

(To TowerCrew: I'm back in the game, probably, but PM coordination is terribly annoying so I'm not gonna rejoin the conversation. Feel free to poke me if you want to do a ritual, though.)
You guys have a pm network?
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: star2wars3 on March 28, 2017, 05:27:46 am
((while I'm not a member of Team Tower, as someone who started another guild I can say that PM's are fairly good for secret planning))
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: Zormod on March 28, 2017, 01:37:08 pm
Move one tile southeast, forming two essences.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: XXXXYYYY on March 28, 2017, 04:09:02 pm
Summon an aether-proof glass wall between the tower and the aether pool.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: star2wars3 on March 28, 2017, 05:05:59 pm
Try to blow back the magma (or that being a misinterpretation of my new blades power)/ cool the magma with the wind blade by repeatedly slashing the wind blade towards the burning aether.

((I think that magical wind if not powerful enough to push back the burning aether would still be able to cool, which would make the burning aether slow down more and possibly cool down to a solid rock))
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: ironsnake345 on March 28, 2017, 07:58:02 pm
((If anything I think it would cool down to a not-burning aether.))
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: ironsnake345 on March 29, 2017, 12:39:43 pm
Well, I have one more idea for how I could help, but I'd probably need to set up a ritual and I honestly doubt I have the time for that given the current situation. Maybe I can work something out...

Gah, it figures that the one time chaos could really be an enormous lifesaver, I'm running out of helpful chaotic essences.

Cast another aura-type spell, with intent to form a bubble which partially covers the outside of the tower, skewed in the direction of the burning aether. Said bubble-shaped aura should raise the specific heat (I.E. temperature resistance) of the air within. 2 chaotic +1/+1 essences, 3 regular +1/+1.
Title: Re: Roll to Magic: Turn 233 Surprise!
Post by: Prismatic on March 29, 2017, 02:48:26 pm
Spoiler (click to show/hide)

Redrum infused more necromantic energy into the hydra, the bindings becoming stronger, the movement becoming swifter. Still, it was sluggish but now at least it could support it's own weight well enough. This didn't sound impressive but the weight of a hydra, even skeletal one, was great enough to bulldoze through lighter troop formations.

((Oh wow, I was expecting the job to have been completed based on the rolls alone. Just how big is this thing?))

Redrum looked at his hydra with some criticism. It would take some more power to make it truly deadly, but once finished it would be frightening indeed. But for now, he needed more power. More and more, even if some escapes into the earth and comes back up as strange ooze that starts eating zombie remains. Alright, maybe not that much.
Capture the ooze, integrating the wild magic into the lantern's enchantments. [chaotic +1/+1], [chaotic +1]
Then make 2 new essences.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: NAV on March 29, 2017, 03:37:35 pm
Use my frost dragon shout at the aether! To cool it down and push it away from the tower.
Then another 5/5 spell to expand the trench and wall, and another 0/0 spell to reinforce them.

The dragon shout only uses pot, not comp. So the first spell should have a -0/-1 and the second spell -1/-2.

My combination of aether resistance +2 armour, magic defense amulet, high endurance, and lack of self preservation should let me get much closer than most mages, making my frost breath and spells that much more effective.

Still, be ready to transform the omnicube into its survival pod just in case I need to. Magic can be unpredictable.
Title: Re: Roll to Magic: Turn 234 Wildfire
Post by: DreamerGhost on March 30, 2017, 08:42:02 pm
Turn 235

Doktor Diabolical:

"Eh. All that volcanic stuff won't reach me. Now then."

Doktor Diabolical takes the handles and tosses them into the factory, along with the other spare parts pile. He wants a railgun, blast it, and the factory will make it. Also, three essences. Also, punch-miner keeps mining.
((Shouldn't Doktor have some essences listed in the charsheet? In other news, Beast(Old King Coal's minion) is evidently still alive. Wonder what he's up to.))

{Fixed the essences}

Spoiler (click to show/hide)

Doktor tossed the handles and his remaining parts into the factory and began punching demands in a console on the side. The factory churned for a bit and coughed out a combination of blunderbuss and a railgun. Slow fire rate, devastating damage, can be reloaded with nearly anything. Well, usually it would be devastating damage. With coils as they were, this would be both somewhat inaccurate and go straight through people leaving tiny holes rather than crushing large pieces of them.

Reenter the tower. Create boots which curse the ground they walk on, and then play essence roulette.

(To TowerCrew: I'm back in the game, probably, but PM coordination is terribly annoying so I'm not gonna rejoin the conversation. Feel free to poke me if you want to do a ritual, though.)

Spoiler (click to show/hide)

Gloomy returned to the tower, his part done in the matter and decided to improve his shoes. It was well known fact that shoes were the second most important part of wizardly apparel after the hat, combining usefulness and unobtrusiveness. You could tell if a mage wasn't going to survive long if they paid no attention to shoes. For maximum style Gloomy went with boots that represented him openly, spewing out fell energies wherever they touched.

continue ritual, boost with 4 +1 pot essences and a +1/+1 essence

Spoiler (click to show/hide)

The magic was getting enthusiastic in Seva's hands and tried to run away as he infused a large portion into the ritual. Swiftly, Seva rebounded the escapee from a sacrifice back into the main mass, alas losing the sacrifice in the process.

Alright, let's do that again, 3 +5/+5s.

Spoiler (click to show/hide)

Magus sped up his weaving of spells and began firing them off with great power. The remainder of aether flowing directly towards the Tower was removed with the first spell but there were still the flanks. With a spell for each side Magus virtually removed any chance of the aether coming into contact with the Tower. Now only a relatively minor threat of what the burning magically active aether would do to the countryside remained.

Move one tile southeast, forming two essences.

Spoiler (click to show/hide)

Cuberac went slightly away from the edge of the world. It probably wasn't dangerous but the little voice that always recommends jumping when a man stands on a ledge was getting annoying. Desert gave way to far nicer grassland, which made up for approaching other, less desirable things.

Summon an aether-proof glass wall between the tower and the aether pool.

Spoiler (click to show/hide)

Gambler took some time conjuring up a large sheet of glass, so he was quite surprised that when it appeared there was nothing for it to block. All the burning aether flowing towards the Tower had vanished somewhere, though there was still plenty rolling through other places.

Try to blow back the magma (or that being a misinterpretation of my new blades power)/ cool the magma with the wind blade by repeatedly slashing the wind blade towards the burning aether.

((I think that magical wind if not powerful enough to push back the burning aether would still be able to cool, which would make the burning aether slow down more and possibly cool down to a solid rock))

Skeliborn opted to try his new blade at blowing the aether away. There was not so much of it left around here which allowed rather safer experiments which showed that no, the aether did not react to wind at all. It was unfair how it was all immaterial and yet still affected the material world.

Well, I have one more idea for how I could help, but I'd probably need to set up a ritual and I honestly doubt I have the time for that given the current situation. Maybe I can work something out...

Gah, it figures that the one time chaos could really be an enormous lifesaver, I'm running out of helpful chaotic essences.

Cast another aura-type spell, with intent to form a bubble which partially covers the outside of the tower, skewed in the direction of the burning aether. Said bubble-shaped aura should raise the specific heat (I.E. temperature resistance) of the air within. 2 chaotic +1/+1 essences, 3 regular +1/+1.

Spoiler (click to show/hide)

Chorkinaan, seeing that he could do little to stop the aether decided to work on stopping it's effects. It wasn't half as dangerous if it couldn't burn you. With that in mind, he set up a field just outside the Tower to block the path of the aether by making the air incredibly hard to heat. The trouble was, he succeeded really, really well. The air cooled down well below freezing and stayed that way, a feat which Chorkinaan suspected, would be difficult to do intentionally. Well, at least the fire wouldn't burn anyone, right?

Spoiler (click to show/hide)

Redrum infused more necromantic energy into the hydra, the bindings becoming stronger, the movement becoming swifter. Still, it was sluggish but now at least it could support it's own weight well enough. This didn't sound impressive but the weight of a hydra, even skeletal one, was great enough to bulldoze through lighter troop formations.

((Oh wow, I was expecting the job to have been completed based on the rolls alone. Just how big is this thing?))

Redrum looked at his hydra with some criticism. It would take some more power to make it truly deadly, but once finished it would be frightening indeed. But for now, he needed more power. More and more, even if some escapes into the earth and comes back up as strange ooze that starts eating zombie remains. Alright, maybe not that much.
Capture the ooze, integrating the wild magic into the lantern's enchantments. [chaotic +1/+1], [chaotic +1]
Then make 2 new essences.


{You have something like 600kg of hydra bone here. It has a cap on how much you can put into it without enchanting it with runes or magic bateries, but it's a pretty large cap.}

Spoiler (click to show/hide)

Redrum looked at the slime eating zombie remains and then smacked it with the lantern to stun it. Once stunned, it wasn't too hard to roll it into the lantern with a femur and bind it with some magic. But the binding spell... Well, now those in the lantern could have a choice between burning or drowning? The lesser of two evils? That didn't sit too well with Redrum but now he had the slime trapped.

Use my frost dragon shout at the aether! To cool it down and push it away from the tower.
Then another 5/5 spell to expand the trench and wall, and another 0/0 spell to reinforce them.

The dragon shout only uses pot, not comp. So the first spell should have a -0/-1 and the second spell -1/-2.

My combination of aether resistance +2 armour, magic defense amulet, high endurance, and lack of self preservation should let me get much closer than most mages, making my frost breath and spells that much more effective.

Still, be ready to transform the omnicube into its survival pod just in case I need to. Magic can be unpredictable.


{You have ran out of non-chaotic summoning essences}

Spoiler (click to show/hide)

There is a slight hitch in the plan, thought James. On one hand, showing off was a big part of what being mage was all about. On another, this would work much better if there was some aether remains to blast away. To dragonshout or not to dragonshout? He decided not to, for now. The trench though, that could be useful any day of the week and so that would get the planned expansion. More ground traveled through the warp to end up within six feet of where it started but the trench extend and so did the barricade.

No map since imgur is feeling uncooperative.
Title: Re: Roll to Magic: Turn 234 The fire spreads
Post by: DreamerGhost on March 30, 2017, 08:43:29 pm
Fire continues to Spread, but not towards the Tower. 173POT of aether remain.

PM's come tomorrow, map probably too if imgur fixes itself.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: ironsnake345 on March 30, 2017, 09:39:30 pm
Woah. It would seem that I accidentally not only raised the specific heat of the air, but also robbed it of a huge amount of energy. Well, that's chaos for you. Anyways, it seems like you all have the situation under control (not that I could contribute much more) so I'll head off and continue my experiments. Toodles!

Begin walking back towards the poison-oozing mushroom. Make three essences along the way.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: FallacyofUrist on March 30, 2017, 10:37:41 pm
Doktor Diabolical:

"Oh, for goodness' sakes, get away from me!"

Doktor Diabolical loads his blunderbuss with the small parts pile. If the mage with the floating cubes doesn't move away from Doktor Diabolical, he fires it at the cube mage. Otherwise, he makes 3 essences.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: DAPARROT on March 30, 2017, 10:45:50 pm
Continue the ritual, boost with 2 +1/+2 essences and a +1/+1 essence(all non-chaotic)
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: Prismatic on March 31, 2017, 05:53:02 am
((I was wondering, do hydras have multi-attack capabilities?))

Mount the skeletal beast and trudge deeper into the heart of the swamp (south-west), in search of the cemetery the Gravekeeper revealed to me. Make 2 essences along the way.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: XXXXYYYY on April 01, 2017, 03:47:53 pm
Continue hemming in the aetheric flow with more summoned (aether-proof) glass walls.
Then, three essences.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: TheBiggerFish on April 01, 2017, 03:54:48 pm
Three essences.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: star2wars3 on April 01, 2017, 08:57:16 pm
3 essences
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: Zormod on April 02, 2017, 02:09:45 pm
Create 3 essences.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: DreamerGhost on April 03, 2017, 01:13:28 pm
Sorry folks, it is very likely that I'll be skipping today's update due to university reasons.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: ironsnake345 on April 03, 2017, 02:07:30 pm
((R.I.P. Spring break.))
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: NAV on April 04, 2017, 12:38:16 pm
Use frost dragon breath and strategic dirt summoning to keep aether from flowing towards my tree. Then craft 2 summoning essences.
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: Sarrak on April 04, 2017, 03:50:15 pm
Use frost dragon breath and strategic dirt summoning to keep aether from flowing towards my tree. Then craft 2 summoning essences.
Assist using potion of ice breath, strengthening its effect with 4 chaotic essences (+1/+1). And also further test the sword against the burning aether. Its identification is close...
Title: Re: Roll to Magic: Turn 235 The fire spreads
Post by: DreamerGhost on April 06, 2017, 08:11:51 pm
Turn 236

Woah. It would seem that I accidentally not only raised the specific heat of the air, but also robbed it of a huge amount of energy. Well, that's chaos for you. Anyways, it seems like you all have the situation under control (not that I could contribute much more) so I'll head off and continue my experiments. Toodles!

Begin walking back towards the poison-oozing mushroom. Make three essences along the way.

Spoiler (click to show/hide)

Chorkinaan, seeing that the magma seemed to be in check and that he wasn't of much use, left the area and began trekking back towards the mushrooms. He reached the edge of the desert before running out of breath, the mushroom forest was already in sight.

Continue the ritual, boost with 2 +1/+2 essences and a +1/+1 essence(all non-chaotic)

Spoiler (click to show/hide)

Seva continued pouring power into the ritual and quite successfully managed a particularly large chunk. The birds were ready now, though the more power he captured, the greater the finished work would be.

Doktor Diabolical:

"Oh, for goodness' sakes, get away from me!"

Doktor Diabolical loads his blunderbuss with the small parts pile. If the mage with the floating cubes doesn't move away from Doktor Diabolical, he fires it at the cube mage. Otherwise, he makes 3 essences.

Spoiler (click to show/hide)

If the problem was not going to go away on it's own, Doktor was not one bit shy about forcing it to do so. Scrap was loaded up into the blunderbuss, the weapon was aimed, charged and finally fired. It was strangely silent, the parts just flew off at great speed. Some distance away, the unwelcome visitor collapsed as the message of unwelcomeness reached it.

Create 3 essences.

Spoiler (click to show/hide)

Cuberac was very swiftly reminded why people usually did not voluntarily spend any amount of time anywhere close to a mage. Doktor fiddled with something and then great pain spread through Cuberac's leg as a metal gear impacted it, shattering the bone and forcing him to the ground. Shards of several cubes fell around him as they too were struck by random strikes. Only three of the original swarm remained.

((I was wondering, do hydras have multi-attack capabilities?))

Mount the skeletal beast and trudge deeper into the heart of the swamp (south-west), in search of the cemetery the Gravekeeper revealed to me. Make 2 essences along the way.

{They do, but it isn't dexterous enough to do that yet}

SPD [(6-2)/2+1=3]
CMP [4+1=5]
POT [6+1=7]
CMP [5]
POT [5]

Redrum climbed the hydra and ordered his mighty steed forward. But while mighty, the steed was slugish. No terrain could impede it, not seriously, but it was still far from it's speed in life.

Continue hemming in the aetheric flow with more summoned (aether-proof) glass walls.
Then, three essences.


Spoiler (click to show/hide)

Gambler conjured a few more glass shields against the flames and then returned to gathering power. The Tower would be safe enough now.

Three essences.

Spoiler (click to show/hide)

Magus too saw that the danger had passed for the moment and also returned to gathering power. The flames were both far away and behind two walls, there was nothing left to worry about.

3 essences

Spoiler (click to show/hide)

Skeliborn gathered extra power along with the others.

Use frost dragon breath and strategic dirt summoning to keep aether from flowing towards my tree. Then craft 2 summoning essences.
Assist using potion of ice breath, strengthening its effect with 4 chaotic essences (+1/+1). And also further test the sword against the burning aether. Its identification is close...

Spoiler (click to show/hide)

James took a deep breath and breathed out onto the burning aether, blasting it far off where it wouldn't be any harm to anything important, like his fire tree. But there was an unexpected sight right next to him. Ao, being one of the nice mages, tried to help out. Alas, his power was thoroughly unsuitable and his plan to use inherent chaos in magic backfired spectacularly. There were icicles hanging from his hair and nose, his skin was blue and he was shivering. When James breathed out the cold blast Ao breathed the same in, the chill spreading through him enough to freeze the grass under him.

{Ao, frozen. Lowered SPD and DEX}

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DreamerGhost on April 06, 2017, 08:14:00 pm
On one hand, I have time now. On another, that is because I also have flu now. PM's tomorrow, 150 POT of aether left.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: FallacyofUrist on April 06, 2017, 08:15:24 pm
Doktor Diabolical:

"Wait, that actually worked? Huh. I sense a trap."

Doktor Diabolical sends his mining fist bot and attack drone to finish the mage off, assuming the mage isn't already dead. Meanwhile, Doktor Diabolical will create(-1) a parts pile and load it into his blunderbuss. ((Wait, Cuberac is quantum.))
~~~
On another, that is because I also have flu now.
((Get well soon.))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ironsnake345 on April 06, 2017, 08:54:02 pm
Continue trudging on mushroomward! +3 essences.

(sniff, sniff...)

I smell murder.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Zormod on April 07, 2017, 02:38:12 pm
Use my cube eye to find whoever just hit me, and consume my healing cube, if I still have it.

((I'm still near the top of the map, right?))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: star2wars3 on April 07, 2017, 02:56:56 pm
Summon 2 blades (2 spells)
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: FallacyofUrist on April 07, 2017, 03:39:17 pm
((I'm still near the top of the map, right?))
((Don't you mean the bottom of the map?))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DAPARROT on April 07, 2017, 10:13:49 pm
continue ritual, boost with 2 +1/+2 essences and a +1/+1 essence, non-chaotic
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DreamerGhost on April 08, 2017, 12:10:06 pm
((I'm still near the top of the map, right?))
((Don't you mean the bottom of the map?))
I have Cuberac marked to be at the top of the map... and also at the bottom of the map.
Please contain death threats until I figure out which of the two is supposed to be correct and if I have accidentally colored someone wrongly, who was it that got shot at by Doktor if anyone.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: NAV on April 08, 2017, 12:25:28 pm
Cure the negative effects of his hypothermia.
Then 3 summoning essences.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: FallacyofUrist on April 08, 2017, 01:48:56 pm
((I'm still near the top of the map, right?))
((Don't you mean the bottom of the map?))
I have Cuberac marked to be at the top of the map... and also at the bottom of the map.
Please contain death threats until I figure out which of the two is supposed to be correct and if I have accidentally colored someone wrongly, who was it that got shot at by Doktor if anyone.
((Easter Sunday is in a similar quantum state.))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ATHATH on April 09, 2017, 03:49:18 am
Quick, someone find a way to exploit this!

Hm... Since they likely share an inventory, we could use the clones to transport items. Give something to one clone (or have it pick something up), then have someone else take it from the other clone (or have the clone drop it). If Cuberac (or Easter Sunday) is strong enough, he might be able to pick up and "teleport" an entire person! The possibilities are endless!
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ironsnake345 on April 09, 2017, 11:20:08 am
((We're trying to find exploits for the buggy physics engine...


of a forum game.))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: TheBiggerFish on April 09, 2017, 11:22:47 am
Three essences.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DreamerGhost on April 09, 2017, 03:41:20 pm
Alright, I found the place of the split and after tracing moves from correct point, Cuberac is standing at the edge of the magic explosion area. It's mostly safe now, aside from sharp fractal sulfur spires.

Doktor gets to not use up his parts and get to make 3 essences.
Cuberac gets to not be shot and make 3 essences. He also gets to make an extra movement if he wants at no penalty.
Easter collapsed into reality at the top of the map.

The map now looks like this
Spoiler (click to show/hide)

Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ironsnake345 on April 09, 2017, 04:02:38 pm
((Aww, the devs fixed my favorite bug. :( ))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Prismatic on April 09, 2017, 05:22:48 pm
((Looks like Urghe-Ongho got duplicated during the duplication fix. Also, there's a stray copy of Filtiarn's grey dot running around. These multiverse shenanigans are really getting out of hand lately.))

Increase the mighty steed's dexterity! [+1/+2][+1/+1]
Make an essence!
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ATHATH on April 09, 2017, 07:49:45 pm
((We're trying to find exploits for the buggy physics engine...


of a forum game.))
Someone should sig this.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Elephant Parade on April 09, 2017, 09:09:51 pm
Essence roulette.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: ironsnake345 on April 09, 2017, 11:41:05 pm
Someone should sig this.
((I was thinking the same thing, to be honest.))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Whisperling on April 09, 2017, 11:50:34 pm
Someone should sig this.
((I was thinking the same thing, to be honest.))

((My pleasure.))
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Sarrak on April 10, 2017, 05:16:09 am
"Unexp-pect-ted outc-come. It-ts good I was p-prep-pared..."

Counter freeze effects with sword training - try to gauge its latent abilities once more. Thank James for help if his spell actually helps.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: FallacyofUrist on April 10, 2017, 09:48:18 am
Doktor Diabolical:

*Twitches* "What... just happened? Didn't I... but he... bloody quantum mages. On the other hand, quantum mechanics is a thing. Idea!"

Idea requires additional essences. 3 of them. Previous action struck through.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DreamerGhost on April 10, 2017, 09:08:55 pm
Turn 237

Continue trudging on mushroomward! +3 essences.

(sniff, sniff...)

I smell murder.

Spoiler (click to show/hide)

Chorkinaan continued his journey and soon found himself resting near the poison leaking mushroom from before. It was still as dangerous as it was before, but now with an added danger of some sort of dog sized aphid things that were drinking the poison.

Use my cube eye to find whoever just hit me, and consume my healing cube, if I still have it.

((I'm still near the top of the map, right?))

{Made invalid due to GM mistake. Another action can be written that will be retroactively done}

Summon 2 blades (2 spells)

Spoiler (click to show/hide)

Skeliborn conjured a pair of blades, one of them was a bronze shortsword, but the other was a steel blade so large that it was veering on the side of impractical. there was a triangle shaped widening at the top, making it at least as much of an ax as it was a sword.

continue ritual, boost with 2 +1/+2 essences and a +1/+1 essence, non-chaotic

Spoiler (click to show/hide)

Seva continued pouring power into the ritual. These were going to be some damn impressive mud pigeons when he was done with this.

Three essences.

Spoiler (click to show/hide)

Magus continued gathering power, unlike so many others he knew that what this was all about was using maximum skill at an appropriate time, not blasting magic about willy nilly.

((Looks like Urghe-Ongho got duplicated during the duplication fix. Also, there's a stray copy of Filtiarn's grey dot running around. These multiverse shenanigans are really getting out of hand lately.))

Increase the mighty steed's dexterity! [+1/+2][+1/+1]
Make an essence!


{That's actually Cuberac, his purple and hex purple are the same.}

Spoiler (click to show/hide)

Redrum paused in his journey for a moment and sent more power into his hydra, seeking to oil the old joints to make them a tad more dexterous. It kinda worked out but not to the point where he could consider the change significant. Maybe another go at it would solve this?

Essence roulette.

Spoiler (click to show/hide)

Gloomy conjured power until he could hold it no more. What remained flopped out through the window and flew off in a vaguely raven shaped form. Probably going to trade someone bad luck for eyeballs, none of Gloomy's business.

Cure the negative effects of his hypothermia.
Then 3 summoning essences.


Spoiler (click to show/hide)

James cast a spell on Ao. He tried to help and he was still bound by his oaths to help those in need. But the spell did not seem to want to take, some of the blood spots from frozen blood vessels vanished but quite a few still remained. But they were not life threatening, which was the goal for now.

"Unexp-pect-ted outc-come. It-ts good I was p-prep-pared..."

Counter freeze effects with sword training - try to gauge its latent abilities once more. Thank James for help if his spell actually helps.

Spoiler (click to show/hide)

No matter how much Ao slashed the air, he did not come any closer to figuring out what his sword did. There was a change in the air that was cut, but he couldn't figure out what it was. The cold was not helping either, he had warmed up a bit but this onl meant that that previously frozen bits were now starting to hurt.

Doktor Diabolical:

*Twitches* "What... just happened? Didn't I... but he... bloody quantum mages. On the other hand, quantum mechanics is a thing. Idea!"

Idea requires additional essences. 3 of them. Previous action struck through.

Spoiler (click to show/hide)

Doktor, having recovered from a slight bit of temporal nonlinearity, returned to gathering power. He had a new project in mind already.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DreamerGhost on April 10, 2017, 09:09:50 pm
PM's come tomorrow, hopefully map does too.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: star2wars3 on April 11, 2017, 06:12:07 am
((Maybe Google drive could work))
3 essences
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: Zormod on April 11, 2017, 03:28:40 pm
Try fine tuning my inaccurate cubes a bit more.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: FallacyofUrist on April 11, 2017, 09:23:50 pm
Doktor Diabolical:

"Sacrifices will be needed for the ritual-er-aetheric resonance matrix."

Doktor Diabolical uses 2 +1 CMP essences and a chaotic +1/+1 essence to create(-1) a quantum computer (https://en.wikipedia.org/wiki/Quantum_computing)(-?), then makes 2 essences.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: ironsnake345 on April 11, 2017, 10:02:10 pm
What the-? Bah, I can't have these insects messing with my (among other things) research! Well then, time to field test my new blade! Royalty away!

Use royalty to cut the giant aphids to ribbons! Avoid damaging the mushroom too much, if possible.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: TheBiggerFish on April 12, 2017, 08:43:42 am
Three essences.

Did I ever get a list of the cantrips?
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: DAPARROT on April 12, 2017, 08:18:15 pm
boost with 2 +1/+2 essences and a +1/+1 essence, non-chaotic
same essences used as last turn, then finish the ritual
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: DreamerGhost on April 13, 2017, 06:14:26 pm
I see six actions here, pretty sure there should be more. Since it's probably my fault for not adding the map on time, I'll wait until tomorrow morning and do the turn then.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: Prismatic on April 14, 2017, 03:20:25 am
2 essences.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: DreamerGhost on April 14, 2017, 12:17:28 pm
Turn 237

3 essences

Spoiler (click to show/hide)

Skeliborn, with a pair of fresh blades in hand, returned to gathering power. There would be a time for using it soon.

Try fine tuning my inaccurate cubes a bit more.

Spoiler (click to show/hide)

Well, the cubes stopped whizzing about. Even if it only happened because all of them were embedded into the ground, it was still an improvement, right? No, it wasn't. Cuberacc had only so much optimism and he wasn't going to waste it here. Soon, the cubes were back into their orbits.

Doktor Diabolical:

"Sacrifices will be needed for the ritual-er-aetheric resonance matrix."

Doktor Diabolical uses 2 +1 CMP essences and a chaotic +1/+1 essence to create(-1) a quantum computer (https://en.wikipedia.org/wiki/Quantum_computing)(-?), then makes 2 essences.

Spoiler (click to show/hide)

A quantum computer, the great device that could instantly(sometimes) give you the correct(usually) answer. The perfect basis for housing an AI that was actually smart rather than just annoying in new ways. And Doktor now had one, not too big, it was a cube about two inches across. There were several empty ports for connections that were likely to remain unused in foreseeable future.

What the-? Bah, I can't have these insects messing with my (among other things) research! Well then, time to field test my new blade! Royalty away!

Use royalty to cut the giant aphids to ribbons! Avoid damaging the mushroom too much, if possible.

Spoiler (click to show/hide)

With a flash of noncolor, Royalty cut straight around the mushroom and through the aphids. Several were immediately reduced to chunks, while others rushed to escape and managed to escape with only few wounds. The mushroom stood pristine, not a drop of ghastly sap was moved by the sword.

Three essences.

Did I ever get a list of the cantrips?


{You didn't, and I probably won't send you one. You can search for any spell you can imagine being useful around the house and I'll roll to see if you get it.}

Spoiler (click to show/hide)

Magus continued pooling his power.

boost with 2 +1/+2 essences and a +1/+1 essence, non-chaotic
same essences used as last turn, then finish the ritual

Spoiler (click to show/hide)

Seva felt the ritual power lurch and try to clash against itself. It burned brightly for a moment but then the light moved to a sacrifice and flared. Both light and the sacrifice vanished soon afterwards. This was close enough for his purposes and Seva released the ritual. Several birds formed from the mud, hardened into a solid earthy form and rose to the air. They began flying around Seva and his other birds regarded them critically from their perches on his shoulders.

2 essences.

Spoiler (click to show/hide)

Redrum continued collecting power.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: DreamerGhost on April 14, 2017, 12:25:10 pm
PM limit strikes again. Haven't actually properly done PM's in so long I forgot all about it. If you haven't got an answer to your PM it will probably be there in an hour or so.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: FallacyofUrist on April 14, 2017, 12:25:26 pm
Doktor Diabolical:

"Good. Very good."

Right ho. Mining fist bot keeps mining, because Doktor would like to get some ores for his factory... actually, Doktor Diabolical assembles(0) his recently created parts pile into a prospecting(-1) bot that obeys his orders(-1), using a +1 POT essence and a +1/+1 essence. It might not have the computing power to do its stuff right now, but when Doktor Diabolical plugs the quantum computer into it... afterwards, he makes 2 essences.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: TheBiggerFish on April 14, 2017, 12:45:14 pm
((Cleaning cantrip (confirmed), light cantrip, heat cantrip, summon-water cantrip...maybe telekinesis cantrip?))

Cantrip check.  Also, three essences.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: Zormod on April 14, 2017, 01:34:03 pm
Head northwest.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: ATHATH on April 14, 2017, 01:35:41 pm
Doktor Diabolical:

"Good. Very good."

Right ho. Mining fist bot keeps mining, because Doktor would like to get some ores for his factory... actually, Doktor Diabolical assembles(0) his recently created parts pile into a prospecting(-1) bot that obeys his orders(-1), using a +1 POT essence and a +1/+1 essence. It might not have the computing power to do its stuff right now, but when Doktor Diabolical plugs the quantum computer into it...
(Luck: 1): http://starwars.wikia.com/wiki/Peragus_II
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: star2wars3 on April 14, 2017, 02:13:51 pm
3 essences.
((I would be doing more interesting actions but my internet situation is changing day to day while I'm abroad))
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: NAV on April 14, 2017, 02:16:30 pm
((Cleaning cantrip (confirmed), light cantrip, heat cantrip, summon-water cantrip...maybe telekinesis cantrip?))

Cantrip check.  Also, three essences.
((Not sure what dealio with cantrips is. If it helps, all mages have some basic spells. Includes automapping, clothes repair, minor hammerspace. Possibly conversation time dialation.))

Heal frozen mage properly this time.
2 summon essences.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: TheLastDino on April 14, 2017, 10:22:30 pm
Make three essences.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: ironsnake345 on April 15, 2017, 09:56:28 am
Well, that was easy.

Charge 3 essences. Power might come in handy some time in the near future.
Title: Re: Roll to Magic: Turn 237 Spatial fluctuations
Post by: XXXXYYYY on April 15, 2017, 12:10:56 pm
Reattempt to summon the glass brazier.
If it succeeds, pour some luck into it, then invert the fluid into essence of misfortune, using 2 +1/+1 essences and drawing from the magma-aether for power.
If it does not, enter the tower and summon an animate glass marble, 2 +1/+1s.
Title: Re: Roll to Magic: Turn 236 Layers of containment
Post by: Prismatic on April 17, 2017, 05:19:10 am
Redrum paused in his journey for a moment and sent more power into his hydra, seeking to oil the old joints to make them a tad more dexterous. It kinda worked out but not to the point where he could consider the change significant. Maybe another go at it would solve this?

Have another go at it. +1POT
2 essences.
Title: Re: Roll to Magic: Turn 238 The calm returns
Post by: DreamerGhost on April 17, 2017, 06:58:15 pm
Turn 239

Doktor Diabolical:

"Good. Very good."

Right ho. Mining fist bot keeps mining, because Doktor would like to get some ores for his factory... actually, Doktor Diabolical assembles(0) his recently created parts pile into a prospecting(-1) bot that obeys his orders(-1), using a +1 POT essence and a +1/+1 essence. It might not have the computing power to do its stuff right now, but when Doktor Diabolical plugs the quantum computer into it... afterwards, he makes 2 essences.

{I'm assuming you mean the small pile of parts here}

Spoiler (click to show/hide)

Doktor, not too satisfied with slow results of his miner bot, built a small helper bot with sensors for metals. Hopefully, it would help to get something useful sometime soon.

((Cleaning cantrip (confirmed), light cantrip, heat cantrip, summon-water cantrip...maybe telekinesis cantrip?))

Cantrip check.  Also, three essences.

Spoiler (click to show/hide)

Magus looked through the cantrips book again. The light conjuring section was quite expansive, detailing not only the usual light spell but also some firework conjuring tricks. Heat cantrip was suspiciously missing, probably assuming that anyone using this would be able to just make a fire. There was a water conjuring spell, not particularly complicated, but when you flipped to minor telekinesis you found the pages torn out. Did someone use them for practice?

Head northwest.

Spoiler (click to show/hide)

Cuberac left the blasted fields and moved northwest. He passed by the Tower, glancing over burning and burned fields. He stopped a short distance from iceberg filled lakes.

3 essences.
((I would be doing more interesting actions but my internet situation is changing day to day while I'm abroad))

Spoiler (click to show/hide)

Skeliborn continued gathering power.

((Cleaning cantrip (confirmed), light cantrip, heat cantrip, summon-water cantrip...maybe telekinesis cantrip?))

Cantrip check.  Also, three essences.
((Not sure what dealio with cantrips is. If it helps, all mages have some basic spells. Includes automapping, clothes repair, minor hammerspace. Possibly conversation time dialation.))

Heal frozen mage properly this time.
2 summon essences.


{He found a book of cantrips. Basically, he gets some spells outside of his Affinity.}

Spoiler (click to show/hide)

James cast healing forces on Ao again and this time results were far better. Flesh that threatened to go necrotic regained it's usual color and blood returned to blood vessels. All that remained of the frost was a runny nose.

Make three essences.

Spoiler (click to show/hide)

Marcus gathered more power but some of it was stolen again by the nanobots. It was hard to estimate exactly how effective they were, but it was probably comparable to an actual acid. Except that it burned more as time passed.

Well, that was easy.

Charge 3 essences. Power might come in handy some time in the near future.

Spoiler (click to show/hide)

Chorkinaan, not wanting to approach the mushroom quite yet, gathered more power. In case the mushroom, or something around it proved more dangerous than it looked, it was better to be prepared.

Reattempt to summon the glass brazier.
If it succeeds, pour some luck into it, then invert the fluid into essence of misfortune, using 2 +1/+1 essences and drawing from the magma-aether for power.
If it does not, enter the tower and summon an animate glass marble, 2 +1/+1s.


Spoiler (click to show/hide)

Gambler attempted to conjure a brasier but it seemed that it was just not meant to be as what appeared was a glass box. Shoebox, going by size. Since this was not particularly useful, Gambler returned to the Tower and conjured some animate glass marbles. Soon afterwards, every glass marble smashed itself into a wall and shattered. It was less than great, especially since glass splinters were no less sharp than larger blades.

Redrum paused in his journey for a moment and sent more power into his hydra, seeking to oil the old joints to make them a tad more dexterous. It kinda worked out but not to the point where he could consider the change significant. Maybe another go at it would solve this?

Have another go at it. +1POT
2 essences.


Spoiler (click to show/hide)

Redrum injected more power into the Hydra and wrapped it around the joints of the great beast. The bones were bound with a connection that lost no strength but gained in ability to stretch. With greater ability to bend the joints came greater dexterity and also more complex attack moves.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: DreamerGhost on April 17, 2017, 06:59:46 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: star2wars3 on April 17, 2017, 11:12:52 pm
3 essences
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: ATHATH on April 18, 2017, 01:26:47 am
May we all just take a moment to admire ironsnake345's rolls this turn?
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: Whisperling on April 18, 2017, 01:30:40 am
May we all just take a moment to admire ironsnake345's rolls this turn?

((That is truly wonderful. It's a shame they were wasted on essences.))
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: Sarrak on April 18, 2017, 05:24:26 am
"Many thanks for thawing me properly. I might have done it myself, but not as well as you did. So I'll try to repay your kindess in the future."

More sword experiments. Also, essence roulette just because I'm in good shape again.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: Failbird105 on April 18, 2017, 02:12:12 pm
did I ever apply for this? It feels like I did, but I can't remember.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: Zormod on April 18, 2017, 02:33:32 pm
Summon a heating cube, using one +2/+1 chaotic essence and one +1 CMP chaotic essence.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: FallacyofUrist on April 18, 2017, 06:24:53 pm
Doktor Diabolical:

"Okay then! Good! Let's get to it!"

Doktor attaches the quantum computer to the prospector, then has the prospector locate metal ores and the miner bot dig for those ores. Meanwhile, he makes 3 essences.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: ATHATH on April 18, 2017, 06:51:24 pm
Is anyone else slightly concerned about the name of this turn?
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: DAPARROT on April 18, 2017, 11:54:28 pm
resume exploring the lower level, try to figure out what the glowing emerald does
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: ironsnake345 on April 19, 2017, 10:32:53 am
Woah, that was... interesting. If only I had used that burst of magic magic for this, the results would have been undoubtedly fun. But, well, no use crying over spilled milk. Right, back to work!

Attempt to create a magic device with a funnel-shaped input on the side, leading down to a liquid reservoir which has a tap attached at the bottom. It doesn't have to actually do anything magical yet; I'll take care of that with future spells. It should have some amount of weight, though, so it doesn't just float off. Essences: 2 +1 CMP, 2 +1 POT

((Failbird, there is no sign of any character you may have had on the character spreadsheet. DG would probably let you join, though; the more the merrier.))
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: star2wars3 on April 19, 2017, 01:15:44 pm
@Failbird105: there is no player limit. And you can take in action on the same turn you enter the game so feel free to put a bolded action under your character sheet

@Superweapons: Is that the necromancer's hydra, Some robot the good doctor is making, grey goose, or some other thing I haven't noticed yet?

Either way it can probably be dismantled if need be by a team of mages.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: NAV on April 19, 2017, 01:56:22 pm
"You're welcome."
Aether lava isn't in danger of destroying my tree place, right?

If not, go to tree and meet up with Grundar. Give him most of my healing items. Also amulet, armour, and mace. Tell him I'm leaving and ask him to look after things and heal people that need it while I'm gone.

Then travel north while 3 summoning essences.
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: DreamerGhost on April 20, 2017, 09:03:42 pm
Turn 240

3 essences

Spoiler (click to show/hide)

Skeliborn continued pooling power.

"Many thanks for thawing me properly. I might have done it myself, but not as well as you did. So I'll try to repay your kindess in the future."

More sword experiments. Also, essence roulette just because I'm in good shape again.

Spoiler (click to show/hide)

Ao decided to test himself again, to see how much power he could manage to garher. Quite a lot as it turned out, and even as magic escaped it did so peacfully, leaving his eyes ocean blue.

Summon a heating cube, using one +2/+1 chaotic essence and one +1 CMP chaotic essence.

Spoiler (click to show/hide)

Cuberac, remembering the cold weather in the northeast mountains and how he got through, conjured himself another heating cube. This one was smaller, warmer and a little bit soft which allowed far better grip.

Doktor Diabolical:

"Okay then! Good! Let's get to it!"

Doktor attaches the quantum computer to the prospector, then has the prospector locate metal ores and the miner bot dig for those ores. Meanwhile, he makes 3 essences.

Spoiler (click to show/hide)

Doktor carefully wired the quantum computer into the prospector bot and sent it on its way. Soon, the miner bot changed direction and began digging a thin tunnel through the mountain.

resume exploring the lower level, try to figure out what the glowing emerald does

Spoiler (click to show/hide)

Seva, now with his earth birds began exploring the mud filled rooms. What he found was mostly mud, but his left pinky managed to find a cabinet somewhere under the mud. Thankfully, due to good shoemaking, there was no harm. The emerald was proving just as enigmatic as the mud. It glowed, but that was it. Maybe it was a battery of some sorts? Did it need something to activate it?

Woah, that was... interesting. If only I had used that burst of magic magic for this, the results would have been undoubtedly fun. But, well, no use crying over spilled milk. Right, back to work!

Attempt to create a magic device with a funnel-shaped input on the side, leading down to a liquid reservoir which has a tap attached at the bottom. It doesn't have to actually do anything magical yet; I'll take care of that with future spells. It should have some amount of weight, though, so it doesn't just float off. Essences: 2 +1 CMP, 2 +1 POT

((Failbird, there is no sign of any character you may have had on the character spreadsheet. DG would probably let you join, though; the more the merrier.))

{You don't have those essences, 2 +1/+1 were used instead.}

Spoiler (click to show/hide)

Chorkinaan was fiddling with physicality, the bending of space and time was trivial compared to making a proper tap. It took some doing ant it was not going to impress anyone who had seen proper factory made examples but it would work. The rest of the container was far easier to do and he finished off swiftly.

"You're welcome."
Aether lava isn't in danger of destroying my tree place, right?

If not, go to tree and meet up with Grundar. Give him most of my healing items. Also amulet, armour, and mace. Tell him I'm leaving and ask him to look after things and heal people that need it while I'm gone.

Then travel north while 3 summoning essences.


{Your trees are safe}

Spoiler (click to show/hide)

Grundar, now far better armed and armored, waved James away as he went to explore the north. It was quite touching, especially with how James paused after every few steps to look back.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 239 Building superweapons
Post by: DreamerGhost on April 20, 2017, 09:04:48 pm
did I ever apply for this? It feels like I did, but I can't remember.

I don't see your name in the charsheet among neither among the living nor dead, so probably not. Feel free to do so now if you wish.



The update came lateish and again PM-less because I caught the Stellaris virus. Should have PM's tomorrow though.
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: star2wars3 on April 20, 2017, 10:31:56 pm
3 essences
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: FallacyofUrist on April 20, 2017, 10:39:24 pm
Doktor Diabolical:

"Looks like that's working."

3 essences while mining continues.
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: Zormod on April 21, 2017, 02:59:14 pm
Head into the snow. See if I can enter the colder tiles now.
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: XXXXYYYY on April 21, 2017, 03:04:24 pm
One last try at the dish. 2 +1/+1 essences. If it succeeds, pour the luck in. Otherwise, two essences.
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: ironsnake345 on April 23, 2017, 10:35:43 am
Damn, that was tricky. I suppose that's what I get for attempting mechanization without the proper schools of magic ready. Now, let's see here...

Time to make the magic device actually do something! Add a small aura at the back of the funnel-input which cancels any of my physicality enchantments on liquids poured through. (So that, say for example, if I enchanted some flowing poison to gravitate directly into the funnel, it would then return to normal gravity and drop into the basin.) Afterwards create a tripod mount or something so the device can just be stood up on its own, with the tap accessible.
Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: DAPARROT on April 24, 2017, 12:00:45 am
try to activate the emerald by giving it power with my chaotic +2/+2 essence


Title: Re: Roll to Magic: Turn 240 Friends separated
Post by: DreamerGhost on April 24, 2017, 05:08:20 pm
Turn 241

3 essences

Spoiler (click to show/hide)

Skeliborn continues gathering power.

Doktor Diabolical:

"Looks like that's working."

3 essences while mining continues.

Spoiler (click to show/hide)

Doktor gathered some more power while the bots continued their mining. Soon, a small vein of silver was struck.

Head into the snow. See if I can enter the colder tiles now.

Spoiler (click to show/hide)

Cuberac headed out towards the snow, but paused on the chilly tundra. It was cold, yes, but it was easily bearable. Hopefully, the colder parts would not feel much worse.

One last try at the dish. 2 +1/+1 essences. If it succeeds, pour the luck in. Otherwise, two essences.

Spoiler (click to show/hide)

Gambler tried one last time to conjure a glass dish and finally managed. Sure, maybe it was large enough to be in a lighthouse, but it was not too heavy to carry and it could be used for what he wanted, even if liquid luck only covered two inches from the center. It might have been luck that he finally succeeded, and considering essences used, it probably was.

Damn, that was tricky. I suppose that's what I get for attempting mechanization without the proper schools of magic ready. Now, let's see here...

Time to make the magic device actually do something! Add a small aura at the back of the funnel-input which cancels any of my physicality enchantments on liquids poured through. (So that, say for example, if I enchanted some flowing poison to gravitate directly into the funnel, it would then return to normal gravity and drop into the basin.) Afterwards create a tripod mount or something so the device can just be stood up on its own, with the tap accessible.

Spoiler (click to show/hide)

Chorkinaan conjured a tripod to hold up his device which worked out far better than the aura, it was practically perfect for the job. This made the failure that was the aura just that much more apparent. It hadn't evaporated yet, but with how weak it was there wasn't much difference.

try to activate the emerald by giving it power with my chaotic +2/+2 essence

Seva decided that it was time for the wizardly scientific method, which is to say, magic at it and see what happens. In this particular case, the results were quite easy to interpret, as the magic was soon expelled out of the emerald in a form of a bird shaped leaf. It fell into the mud where it floated on top like a lily.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: DreamerGhost on April 24, 2017, 05:10:00 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: ironsnake345 on April 24, 2017, 05:28:17 pm
Easy, easy...

Pour more magic into the aura, try and get it working better and more permanently.
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: FallacyofUrist on April 24, 2017, 05:44:01 pm
Doktor Diabolical:

"Aha! Wonderful. Excellent for circuits. Now then..."

The bots Doktor currently has aren't suited to transporting ore. Using 2 +1 POT essences and 2 +1/+1 essences, Doktor Diabolical creates(-1) a large(-1) hauling(-1 or 0 for simplicity) bot. Miner bot digs out the vein, prospector locates new ores, Hauler brings dug out ore next to factory.
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: Zormod on April 25, 2017, 02:17:40 pm
Head northwest, form 2 essences.
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: XXXXYYYY on April 25, 2017, 07:52:10 pm
Place the knife and dish at other sacrifice points in the ritual circle made earlier. Place the stiletto at the focal point. Ensure the ritual luck coin is active.
Then, begin the ritual with Skelliborn, accepting any modifications or sacrifices:
>Grant the stiletto the animate modifier, and harden the glass that it is composed of.
>Place the Needle of Misfortune's effect onto the stiletto permanently, without the one use limit. Have it channel the removed luck into the caster for future use, if that does not impact the primary purpose.
Use 5 +1/+1 essences.
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: star2wars3 on April 26, 2017, 02:07:57 pm
Assist in the ritual
Essences:
+1 cmp

Sacrifices:
Copper shortsword
Steel broadsword(Large)
Knife
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: DAPARROT on April 26, 2017, 07:23:39 pm
send the treasure bird to loom for more treasure, then try to use the emerald to make essences
Title: Re: Roll to Magic: Turn 241 More exploration and preparation
Post by: DreamerGhost on April 27, 2017, 07:18:35 pm
Turn 242

Easy, easy...

Pour more magic into the aura, try and get it working better and more permanently.

Spoiler (click to show/hide)

Chorkinaan added more magic into the aura, and since it's power was going to be finite anyways, added a barrier that stopped stuff from moving until it was dispelled. Now it would work and do so with less nasty surprises.

Doktor Diabolical:

"Aha! Wonderful. Excellent for circuits. Now then..."

The bots Doktor currently has aren't suited to transporting ore. Using 2 +1 POT essences and 2 +1/+1 essences, Doktor Diabolical creates(-1) a large(-1) hauling(-1 or 0 for simplicity) bot. Miner bot digs out the vein, prospector locates new ores, Hauler brings dug out ore next to factory.

Spoiler (click to show/hide)

Doktor, not willing to use a lot of effort for a hauler, conjured a bot for transferring raw materials from miners to factory wholesale. Building from parts was the safer and more effective option, but this was not something important. Besides, it could be replaced easily once factory gathered enough material for making bots. Soon, first delivery of silver was sent into the factory.

Head northwest, form 2 essences.

Spoiler (click to show/hide)

Cuberac continued his travel towards the frozen lands and soon found himself stopped by the snow.It didin't feel too cold with his improved heating cube, but snow was no less clogging and landmarks were no more visible.

Place the knife and dish at other sacrifice points in the ritual circle made earlier. Place the stiletto at the focal point. Ensure the ritual luck coin is active.
Then, begin the ritual with Skelliborn, accepting any modifications or sacrifices:
>Grant the stiletto the animate modifier, and harden the glass that it is composed of.
>Place the Needle of Misfortune's effect onto the stiletto permanently, without the one use limit. Have it channel the removed luck into the caster for future use, if that does not impact the primary purpose.
Use 5 +1/+1 essences.

Assist in the ritual
Essences:
+1 cmp

Sacrifices:
Copper shortsword
Steel broadsword(Large)
Knife


Spoiler (click to show/hide)

The Ritual began dangerously, as the liquid luck potion was instantly consumed by the flames, but also swiftly, as the ritual circle began drawing in extra power. It drew in power seemingly randomly, possibly due to nature of its making, but fortune was something Gambler had in spades. Almost instantly stiletto began moving around but the power was still weaving around it. There was a fair amount of work left, but the progress could had been seen more clearly due to an actual item being used as a target, and the progress was good.

send the treasure bird to loom for more treasure, then try to use the emerald to make essences

Spoiler (click to show/hide)

Seva sent off the treasure bird, but it seemed to have some trouble finding stuff over the mud. There probably still was some magic in it to block treasure bird's senses. The gem consistently transformed magic into plant magic but capturing and harvesting that magic proved impossible. It was very nearly raw magic, and Seva had no knowledge how to deal with that.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: DreamerGhost on April 27, 2017, 07:20:33 pm
There is a single action PM in the inbox, I'll be waiting until tomorrow for more.
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: XXXXYYYY on April 27, 2017, 10:15:20 pm
((The glass bowl with luck, the knife I pilfered a while back, and the luck potion, if I recall.))
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: Zormod on April 28, 2017, 10:25:59 am
Try to move north. Form 2 essences.
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: ironsnake345 on April 28, 2017, 01:22:33 pm
Ah crap, I got distracted. Might as well take the opportunity to recharge.

form 3 essences, try to ascertain how long that disenchanting field is going to last. (perhaps with a quick probe?)
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: DreamerGhost on April 28, 2017, 08:00:52 pm
The ritual has been edited in
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: Prismatic on April 30, 2017, 01:51:15 pm
Spoiler (click to show/hide)

Redrum injected more power into the Hydra and wrapped it around the joints of the great beast. The bones were bound with a connection that lost no strength but gained in ability to stretch. With greater ability to bend the joints came greater dexterity and also more complex attack moves.

((Does this mean the hydra animation is finally complete?))

Ride deeper into the swamp in search of the cemetery.
+3 essences.
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: XXXXYYYY on April 30, 2017, 02:04:10 pm
Ritual continuation. 3 +1/+1 essences.
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: star2wars3 on April 30, 2017, 07:15:25 pm
continue with the ritual, +1cmp
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: DAPARROT on April 30, 2017, 07:36:06 pm
use the plant emerald to summon some baskets woven out of plant fiber, the baskets need to have handles

then shovel mud into the baskets and have my clay birds carry it to the surface, empty the baskets and bring them back(both trapdoors should be open)
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: FallacyofUrist on May 01, 2017, 08:23:47 am
Doktor Diabolical:

"Good."

Mining continues. 3 essences.
Title: Re: Roll to Magic: Turn 242 Jolly cooperation
Post by: DreamerGhost on May 01, 2017, 06:46:28 pm
Turn 243

Ah crap, I got distracted. Might as well take the opportunity to recharge.

form 3 essences, try to ascertain how long that disenchanting field is going to last. (perhaps with a quick probe?)

Spoiler (click to show/hide)

Chorkinaan looked over his disenchantment field and found that it wasn't evaporating. It was weak, yes, but it was complete which gave it durability. It would last months, which was as good as forever in this case.

Spoiler (click to show/hide)

Redrum injected more power into the Hydra and wrapped it around the joints of the great beast. The bones were bound with a connection that lost no strength but gained in ability to stretch. With greater ability to bend the joints came greater dexterity and also more complex attack moves.

((Does this mean the hydra animation is finally complete?))

Ride deeper into the swamp in search of the cemetery.
+3 essences.


{No. You are less than a quarter done. The end result will be better than an actual hydra.}

Spoiler (click to show/hide)

Redrum headed deeper into the swamp on his mighty steed. The ride now included less bounces than before as hydra now could properly place it's feet on uneven ground. With his head not being tossed around with the rest of him, Redrum soon noticed a tombstone poking from among the trees. Upon closer inspection there were few more tombstones, all half sunken, and even a bit of a wall poking from under some weeds.

Ritual continuation. 3 +1/+1 essences.
continue with the ritual, +1cmp

Spoiler (click to show/hide)

The ritual continued at extremely swift pace, even as two of the sacrifices burned up the magic wove itself into the stiletto. The curse was already thick on the blade and yet more and more gathered. It was already a deadly weapon, maybe even as deadly as it was intended to be. But it was still safe to add in more, and there were other functions that hadn't been forged in yet.

use the plant emerald to summon some baskets woven out of plant fiber, the baskets need to have handles

then shovel mud into the baskets and have my clay birds carry it to the surface, empty the baskets and bring them back(both trapdoors should be open)


Spoiler (click to show/hide)

Magic of the emerald proved uncooperative, as vines flourished into lilies rather than baskets. There were not too many of them, and so the clay birds carried them out into the swamp. It wasn't bad, but Seva was back where he started.

Doktor Diabolical:

"Good."

Mining continues. 3 essences.

Spoiler (click to show/hide)

The mining continued, and very soon the mining bot reached the goal as directed by the surveyor. What it found was a pale blue ore of the rarest of metals. What it found was adamantine ore.

Try to move north. Form 2 essences.

Spoiler (click to show/hide)

Cuberac ventured northwards, it was deeper into the snowland but not closer to the source of the cold, which meant that the heating cube remained entirely sufficient. The cube, however, could not handle all problems of the snowlands though, namely, a hungry polar bear. It began carefully trotting towards Cuberac. It was still a fair distance away, but running would definitely mark Cuberac as prey, and it was probably faster than him on snow.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: DreamerGhost on May 01, 2017, 06:48:09 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: XXXXYYYY on May 02, 2017, 06:24:53 am
Continue. 5 +1/+1 essences.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: star2wars3 on May 02, 2017, 01:25:52 pm
Continue helping in the ritual, +1 cmp
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: Zormod on May 02, 2017, 02:21:18 pm
Send my bladecubes at it while I backpedal.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: ironsnake345 on May 02, 2017, 03:12:03 pm
Ok, that works great! Now for the basin...

Create another aura-spell in the reservoir which raises the density and decreases the weight and inertia of any liquids that enter it, effectively shrinking them. The enchantment should last if said liquids are poured out via the tap. Use one +2/+1 essence.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: TheBiggerFish on May 02, 2017, 05:53:29 pm
Three essences.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: FallacyofUrist on May 02, 2017, 06:43:51 pm
"Never thought I'd see the day... hold on. Nothing is ever easy, is it."

Doktor Diabolical tries to take a look at the prospector bot's scanning data to see if the adamantine vein leads to hidden fun stuff. If no, mining commences. If yes, Doktor gets irritated. Either way, three essences.
Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: DAPARROT on May 03, 2017, 04:40:33 pm
try again
use the plant emerald to summon some baskets woven out of plant fiber, the baskets need to have handles

then shovel mud into the baskets and have my clay birds carry it to the surface, empty the baskets and bring them back(both trapdoors should be open)

Title: Re: Roll to Magic: Turn 243 Lost treasure and lost treasure hunters
Post by: DreamerGhost on May 04, 2017, 07:33:19 pm
Turn 244

Continue. 5 +1/+1 essences.
Continue helping in the ritual, +1 cmp

Spoiler (click to show/hide)

It was done. The weapon was finished with time and sacrifices to spare. Of course, the time and sacrifices saved could now be used to further improve the blade, but it had now reached the desired height, maybe it was already good enough.

Send my bladecubes at it while I backpedal.

Spoiler (click to show/hide)

Cuberac swiftly sent out his cubes against the beast and began moving backwards. It was important not to run, but it was also a fine idea to not stay here, and he was going to do both. The cubes soon reached the bear, whizzing past it and scattering great piles of snow, it was as if some silent artillery shells had began falling around the bear. Once the snow settled down, the bear was nowhere to be seen, but was very likely still there, hiding under the snow. Which was a slight problem, as quite a few cubes remained under the snow, the connection to Cuberac rendered too weak by distance to call back.

Ok, that works great! Now for the basin...

Create another aura-spell in the reservoir which raises the density and decreases the weight and inertia of any liquids that enter it, effectively shrinking them. The enchantment should last if said liquids are poured out via the tap. Use one +2/+1 essence.

Spoiler (click to show/hide)

Chorkinaan added another aura to his growing filtering machine, this one on the tap. It would condense any liquid flowing through, making anything flowing through that much more intense. It also had a side effect of reducing the flow to more of a drip, but then again, there wouldn't be any contents requiring a strong stream in this.

Three essences.


Spoiler (click to show/hide)

Magus continued gathering power.

"Never thought I'd see the day... hold on. Nothing is ever easy, is it."

Doktor Diabolical tries to take a look at the prospector bot's scanning data to see if the adamantine vein leads to hidden fun stuff. If no, mining commences. If yes, Doktor gets irritated. Either way, three essences.

Spoiler (click to show/hide)

Well honed, although rarely heard voice of reason within Doktor whispered a warning. It was heeded this time, probably because it was a danger to his devices rather than far more expendable things like lives and spacetime stability. Bots stopped in their work and Doktor reviewed the readings from the prospecting bot. It was possible that the space emitting no metal readings in the adamantine was merely stone without any interesting qualities but it was too much to hope for that. The adamantine would remain unmined for now.

try again
use the plant emerald to summon some baskets woven out of plant fiber, the baskets need to have handles

then shovel mud into the baskets and have my clay birds carry it to the surface, empty the baskets and bring them back(both trapdoors should be open)


Spoiler (click to show/hide)

It goes slightly better this time, in that the spell comes out as several huge lily pads, slightly bent around the edges so to form a shape similar to that of a bowl. It requires three birds to carry one with anything approaching stability, but they could be used by Seva for his desired purpose. Albeit slowly, mud began to move.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: DreamerGhost on May 04, 2017, 07:35:47 pm
PM's will be tomorrow, if anyone decides to send any. Since I have 0 in my inbox right now  :-\
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: XXXXYYYY on May 05, 2017, 05:53:15 am
One final turn, then end the ritual. +1/+1, +1/+2, +2/+1 essences, all non-chaotic.
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: FallacyofUrist on May 05, 2017, 10:09:37 am
Doktor Diabolical:

"Blast. I'm going to need a better scanner, then."

Three essences in preparation to make a better scanner. Some sort of underground sonic radar, maybe. Mining continues, away from the hidden fun stuff and adamantine.
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: Zormod on May 05, 2017, 01:23:43 pm
Use my eye cube to find the bear.
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: star2wars3 on May 05, 2017, 01:28:51 pm
continue helping in the ritual's final turn
+1 cmp
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: Elephant Parade on May 06, 2017, 11:24:28 pm
Three +1/+1 essences: a ring which enhances curse magic.
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: DAPARROT on May 07, 2017, 11:49:06 am
animate the shovel, giving it leg like appendages if necessary, so that it can shovel mud into the lily pads by itself
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: Sarrak on May 08, 2017, 04:53:49 am
"It is a good place to meditate..."

Sit down in the garden and become one with universe. Ponder on the nature of the sword.
Title: Re: Roll to Magic: Turn 244 Reality poisoning dagger
Post by: DreamerGhost on May 08, 2017, 04:33:27 pm
Turn 245

One final turn, then end the ritual. +1/+1, +1/+2, +2/+1 essences, all non-chaotic.
continue helping in the ritual's final turn
+1 cmp


Spoiler (click to show/hide)

One of three remaining sacrifices flared with power and burned away. Two remaining ones soon followed, but their flames wrapped back towards the stiletto, which had developed a faint glow. It was finished. The stiletto was imbued with power to bend fate in ways that made it had always been bent. And it refracted fate like a diamond refracting light. A path of gold for one holding the handle and a path of lead to one touching the edge. But there was no handle, except for the one that was in Gambler's mind, as the stiletto flew around propelled by magic and will.

Spoiler: Stiletto of disaster (click to show/hide)

Doktor Diabolical:

"Blast. I'm going to need a better scanner, then."

Three essences in preparation to make a better scanner. Some sort of underground sonic radar, maybe. Mining continues, away from the hidden fun stuff and adamantine.

Spoiler (click to show/hide)

Doktor gathered more power to see if he was truly so unfortunate, if the fate really was teasing him so. Though, it seemed that there was other fortune buried in the rock so strangely close to the surface. It started as some chunks of molten rock that seemed like it had once been a meteorite. Then the mining bot pulled one of these meteorites from the rock and found that its other side was covered with diamonds. It was more than a handful of them there and it was not the only meteorite shard in sight.

Use my eye cube to find the bear.

Spoiler (click to show/hide)

Cuberac sent out his diamond eye to where disturbed snow was seeded with attack cubes. The bear had doubtlessly improved its already good disguise by piling snow on itself, but maybe there would still be something. And indeed there was. A black spot on closer examination turned out to be the nose of the bear Cuberac was looking for. With this, he knew where the bear was, and to little surprise it was the centerpiece of scattered cubes and craters in the snow.

Three +1/+1 essences: a ring which enhances curse magic.

Spoiler (click to show/hide)

Gloomy focused his power nice more into a ring shape, but this time it would empower rather than erode. A ring to strengthen his peculiar powers. Alas, even with a power boost from the Tower he did not have quite enough power. The ring was there and it worked, but it was wasting away as Gloomy watched.

animate the shovel, giving it leg like appendages if necessary, so that it can shovel mud into the lily pads by itself

Spoiler (click to show/hide)

Seva decided that it was about time to test the emerald in spells that were slightly less related to growing and attempted to animate the shovel he was using. The shovel spun in the air, throwing mud everywhere, then landed in the mud and continued spinning, throwing even more mud everywhere. Birds fled to a safe distance, leaving Seva to be caked with slightly magical dirt and water.

"It is a good place to meditate..."

Sit down in the garden and become one with universe. Ponder on the nature of the sword.

Spoiler (click to show/hide)

The thing about the universe is that there is a lot of it. Ao was finding this out while asking for a directions from a friendly genie after he took a wrong turn and found himself sixty trillion miles away from his body. The pure spirit was not limited in speed, but looking through everything in the universe would had taken too long even so. But the genie wasn't lying, and Ao found himself back in the Tower. But not quite back in his body yet, as a smoking spirit looking like a particularly ugly monkey was already reaching towards his body, seeking to snatch it.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: DreamerGhost on May 08, 2017, 04:36:17 pm
PM's come tomorrow.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: FallacyofUrist on May 08, 2017, 05:32:41 pm
Doktor Diabolical:

"Well, that's nice. Hm. Diamonds are useful for all sorts of things... lasers, for instance."

Let's get those diamonds mined out and transported to the factory. While that's happening, Doktor Diabolical improves the prospector bot's sensors and data processing(-1 for doing two things?) using 2 +1 POT essences, 1 +1 CMP essence, and a +1/+1 essence. Afterwards, he creates(-1) a robotic grenade(-1 or 0) at a distance(-1) using all his chaotic essences and a +1/+1 essence. The reason he's creating it a distance away from himself is because he doesn't want to get blown up if the grenade explodes.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: Zormod on May 09, 2017, 02:06:55 pm
Equip handheld bladecube and move into swarmcube range.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: XXXXYYYY on May 09, 2017, 03:36:59 pm
Summon one more luck ring and give it to Skelliborn, as payment (2 +1/+1 essences). Then two essences.

"Marvelous! A ring in payment, as promised. I intend to go back to the area with the crystal towers, near where we entered. I believe you had business there as well. Would you like to accompany me?"

If he agrees and is alright with leaving this turn or does not agree, leave the tower and begin heading north.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: star2wars3 on May 09, 2017, 04:44:54 pm
Sounds like a plan
Go back to the Ruby tower with The Gambler. 3 Essences In Preparation For Taking On My Old Side Quest.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: DAPARROT on May 10, 2017, 09:10:05 pm
make the shovel stop spinning and obey my commands
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: ironsnake345 on May 10, 2017, 09:23:10 pm
Perfect! Now to commence production.

Using 3 +1/+1 essences and 2 +1 cmp essences, cast an aura-type spell around the mushroom, causing the poison flowing from it to gravitate directly into the magic device's input. If I worked my spells right, this should see the poison flowing in, getting its altered gravity cancelled, falling into the liquid reservoir, and shrinking down to portable sizes.
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: DreamerGhost on May 11, 2017, 05:10:54 pm
Turn 246

Perfect! Now to commence production.

Using 3 +1/+1 essences and 2 +1 cmp essences, cast an aura-type spell around the mushroom, causing the poison flowing from it to gravitate directly into the magic device's input. If I worked my spells right, this should see the poison flowing in, getting its altered gravity cancelled, falling into the liquid reservoir, and shrinking down to portable sizes.

Spoiler (click to show/hide)

Chorkinaan knew little of the poison besides its obvious deadliness, so he decided to not touch it. He still wanted it though, so he created an aura around the mushroom that changed gravity to point towards the input of the container. The liquid flowed and filled the container, shrinking about five times as it entered. Then there was a creak and Chorkinaan saw the mushroom cracking and falling towards his container, and therefore, him.

Doktor Diabolical:

"Well, that's nice. Hm. Diamonds are useful for all sorts of things... lasers, for instance."

Let's get those diamonds mined out and transported to the factory. While that's happening, Doktor Diabolical improves the prospector bot's sensors and data processing(-1 for doing two things?) using 2 +1 POT essences, 1 +1 CMP essence, and a +1/+1 essence. Afterwards, he creates(-1) a robotic grenade(-1 or 0) at a distance(-1) using all his chaotic essences and a +1/+1 essence. The reason he's creating it a distance away from himself is because he doesn't want to get blown up if the grenade explodes.

Spoiler (click to show/hide)

Doktor remade the sensor bot while miner bot extracted diamond meteors. With some added screens and sound sensors the prospector bot revealed that inside of adamantine pillar was full of something solid. Meaning that it almost certainly wasn't a direct link to hell, or at least that it was not in use at the moment. This was great news, and not even the grenade which decided to identify as an armed mine and refused being touched could ruin his good mood.

Equip handheld bladecube and move into swarmcube range.

Spoiler (click to show/hide)

Cuberac carefully approached the bladecubes and the bear. The bear remained still as cubes began rising back into the air. It remained still all the way until the cubes around it began rising and then it burst out of the snow and ran. The burst of speed surprised Cuberac, which created a chance for the bear to attack. Luckily, the bear was running away from Cuberac and his cubes, probably to go after something easier, like penguins.

Summon one more luck ring and give it to Skelliborn, as payment (2 +1/+1 essences). Then two essences.

"Marvelous! A ring in payment, as promised. I intend to go back to the area with the crystal towers, near where we entered. I believe you had business there as well. Would you like to accompany me?"

If he agrees and is alright with leaving this turn or does not agree, leave the tower and begin heading north.
Sounds like a plan
Go back to the Ruby tower with The Gambler. 3 Essences In Preparation For Taking On My Old Side Quest.

Spoiler (click to show/hide)

Gambler and Skeliborn completed their transaction with Gambler conjuring a ring of luck and giving it to Skeliborn. The two then teamed up and went on the increasingly popular path of visiting the eldritch fields for fun and profit, team style. They paused not too far from the fields to figure out if they wanted or needed a better plan than just walking up to one of the towers.

make the shovel stop spinning and obey my commands

Spoiler (click to show/hide)

With another spell channeled through the emerald another wild spell was fixed. The shovel stopped spinning wildly and began floating in the air. But as Seva finished swearing and removing mud from his eyes he was something interesting. The wild flailing of the shovel had deposited a large amount of mud on the walls, enough to momentarily clear a portion of the floor. And on that semi clear floor there was a decidedly solid bump, similar in shame to one of the circles meant for the table above.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: DreamerGhost on May 11, 2017, 05:12:13 pm
Send me PM's, I have too few.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: XXXXYYYY on May 11, 2017, 05:24:43 pm
((The map's player icons are missing. EDIT: and so are special terrain features, like the Bigholder explosion or the magma. You might have uploaded the wrong map.))
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: TheBiggerFish on May 11, 2017, 05:50:32 pm
(( @Dreamerghost: Robotic grenade: It throws itself.  Or is remote-controlled. ))

Three essences.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: FallacyofUrist on May 11, 2017, 06:29:45 pm
((This is Doktor Diabolical you're talking about. He's slightly crazy. Also, suicide bombing robot, also, throw. If it misses, it runs towards the target.))
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: Prismatic on May 12, 2017, 10:06:04 am
Dig up the nearest grave after examining its marker. Essence roulette.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: ironsnake345 on May 12, 2017, 01:16:19 pm
Oh crap!

Attempt to dispell that gravitizing aura! If that fails, dodge, and leave the magic device behind, since it's being used as the point of gravitation for my messed-up spell.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: Zormod on May 12, 2017, 02:07:09 pm
See if I can explore the tile to the west.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: star2wars3 on May 12, 2017, 03:15:05 pm
Onward to the Ruby Tower. 3 Essences
Title: Re: Roll to Magic: Turn 245 Just a scratch
Post by: ATHATH on May 12, 2017, 05:30:43 pm
{I'll let you create a robotic grenade if you can tell me a legit reason why anyone would make an AI running capable grenade}
Weren't there some sapient bombs in The Hitchhiker's Guide to the Galaxy?
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: Sarrak on May 12, 2017, 05:33:43 pm
((Think I'm late for PM.))

Minor spirits, such as this monkey, were easy to distract or scare off, but only if mage acted swiftly and decisively, gaining initiative. And as Ao held no desire to let his body be a plaything of fickle spirit, he acted like that.

Scare the spirit off, return to my body and check if any other spirit parasites tried to infest it. If spirit tries to snatch the body against its better judgement - fight it for control, reign in and imprison inside of body before deciding on its fate.
 
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: DAPARROT on May 12, 2017, 07:09:39 pm
grab the circle, have the shovel help the birds with removing mud, with the treasure bird checking the mud being removed for anything interesting
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: DreamerGhost on May 13, 2017, 04:23:10 pm
Map is fixed, Grenade is allowed. The arguments were less than great but I'll allow Doktor to get away with this as long as you only make suicide drones instead from now on.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: XXXXYYYY on May 14, 2017, 01:11:43 pm
Likewise, onward. Three essences.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: FallacyofUrist on May 15, 2017, 11:46:34 am
((Sure. At least until Doktor gets the grenades affinity.))

Doktor Diabolical:

"Well then. That's a thing."

Dig out the adamantine, then! Meanwhile, Doktor Diabolical attempts to take control of the grenade from a distance(-1), then makes 2 essences.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: DreamerGhost on May 15, 2017, 03:06:34 pm
F3 increases sound volume. F4 closes current window. I am quite mad right now, update might get delayed.

EDIT:Nevermind, looked at wrong tab, glorious Firefox saved progress.
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: ironsnake345 on May 15, 2017, 03:26:09 pm
((Hurray for firefox!))
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: XXXXYYYY on May 15, 2017, 04:30:16 pm
((Praise be firefox))
Title: Re: Roll to Magic: Turn 246 The most popular tentacles
Post by: DreamerGhost on May 15, 2017, 06:39:43 pm
Turn 247

Three essences.

Spoiler (click to show/hide)

Magus continues hoarding power.

Dig up the nearest grave after examining its marker. Essence roulette.

Spoiler (click to show/hide)

Redrum looked at the engraving on the closest tombstone. It was unreadable, but really long, meaning that whoever was buried here was either famous or rich. Half a minute of hearty shoveling later, Redrum found a piece of a sword and decided that the chances were on the famous and with the fame related to sword skill. The sword piece was fortunately connected to the rest of the sword and the hilt was gripped by bony fingers. The corpse was all here, sans the fleshy bits. This called for a celebration and Redrum celebrated by gathering some power. Then he fell and clutched his heart as the power tried to collect him. Necromancy involved deadly energies, and although this much was nothing new or dangerous to Redrum, it was still very unpleasant.

Oh crap!

Attempt to dispell that gravitizing aura! If that fails, dodge, and leave the magic device behind, since it's being used as the point of gravitation for my messed-up spell.

Spoiler (click to show/hide)

Chorkinaan swiftly disrupted the gravity modifying spell and jumped away from the falling mushroom. It was very close, his hands hit and tore through soft fungiflesh that made up the mushroom. This sent Chorkinaan stumbling, but he remained otherwise unharmed. His device also remained undamaged, which meant that this all went almost perfectly.

See if I can explore the tile to the west.

Cuberac turned westwards and almost immediately the wind became sharper and colder. It was not quite cold enough to render his heating cube useless, but there was a noticeable difference. It also became harder to see and going against the wind slowed Cuberac down considerably. But he felt he was moving forward, even if at a sluggish pace. Hills of snow stood before him, and snow being blown off them limited what he could see to about a length of outstretched hand.

Onward to the Ruby Tower. 3 Essences
Likewise, onward. Three essences.

Spoiler (click to show/hide)

Skeliborn and Gambler reached the eldritch fields and paused close to a tower decorated by ruby. No particular plan had appeared, so it was now just a question of wether they'd try to sneak through or to force their way through.


Minor spirits, such as this monkey, were easy to distract or scare off, but only if mage acted swiftly and decisively, gaining initiative. And as Ao held no desire to let his body be a plaything of fickle spirit, he acted like that.

Scare the spirit off, return to my body and check if any other spirit parasites tried to infest it. If spirit tries to snatch the body against its better judgement - fight it for control, reign in and imprison inside of body before deciding on its fate.

Spoiler (click to show/hide)

It only took running towards the body (and the monkey) with a serious face to scare away the would-be thief. Monkeys were more tricksters than actively malicious anyways. Still, if felt good to be back in the body that belonged to him, and a simple inspection determined that the body was truly his, without any sneakier spirits. If not for sword still remaining a mystery, Ao could had considered this a success.

grab the circle, have the shovel help the birds with removing mud, with the treasure bird checking the mud being removed for anything interesting

Spoiler (click to show/hide)

In the infinity of the universe, any event, no matter how improbable and bizarre, is happening. Still, finding a silver cage trap in the mud was a surprise for Seva, or more precisely, to his treasure bird. The cage was seemingly built for smaller and more vigorous prey as it packed the treasure bird pretty tightly and the lock was as strong as the rest of the cage.

Doktor Diabolical:

"Well then. That's a thing."

Dig out the adamantine, then! Meanwhile, Doktor Diabolical attempts to take control of the grenade from a distance(-1), then makes 2 essences.

Spoiler (click to show/hide)

With some cunning arguments of shape and serial numbers Doctor was able to convince the summoned explosive that it was an unarmed grenade rather than an armed mine. Meanwhile, the miner bot had cracked off a sheet of teal and white ore and it was sent into the factory.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DreamerGhost on May 15, 2017, 06:40:40 pm
PM's will come tomorrow.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: FallacyofUrist on May 15, 2017, 07:22:53 pm
Doktor Diabolical:

"Alright, let's see what we can do with all this..."

Doktor Diabolical orders the factory to create a laser array robot, that is, a large spider robot that bombards foes with powerful lasers. He helps along the construction using 2 +1/+1 essences, then makes 2 essences to replace them. Meanwhile, miner keeps mining, prospector keeps prospecting, hauler keeps hauling.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: Prismatic on May 16, 2017, 01:19:50 am
Obtain the sword and examine it more closely. Then proceed to summon the warrior's soul into the spirit lantern, homing in on its connection with the blade and its skeletal remains to locate it. Meanwhile, have the hydra dig up another grave.

+2 essences   
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: Zormod on May 16, 2017, 01:38:25 pm
Continue onward and form 2 essences.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: star2wars3 on May 16, 2017, 02:41:19 pm
Walk into the ruby tower, explaining that I am part of the dungeon maintenance crew. Should this fail, resort to wind blade on skeleton violence.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: XXXXYYYY on May 17, 2017, 08:50:01 pm
Accompany him, attempting to look presentable while maintaining a safe way out and keeping him in front. When If it fails, stay back, switch the stiletto to a mace and have at them at range.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DAPARROT on May 17, 2017, 09:35:30 pm
try to make the trap into the shape of a bird, so that the treasure bird can wear it instead of being trapped by it
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: TheBiggerFish on May 18, 2017, 07:52:47 am
Three essences.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: ironsnake345 on May 18, 2017, 11:08:24 am
Reposition factory device, retry gravity aura, intending just to affect the flowing poison. 2 +1 cmp essences (or equivalent non-chaotic essences)
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: Sarrak on May 18, 2017, 05:26:58 pm
Four essences, then finish walking around the Tower. If nothing happens, wander inside. There are still many mysteries to unravel.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DreamerGhost on May 18, 2017, 07:29:22 pm
Sorry folks, I found a really interesting story and next thing I knew it was three in the morning. The update will be delayed until tomorrow.
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: ATHATH on May 19, 2017, 05:20:50 pm
Sorry folks, I found a really interesting story and next thing I knew it was three in the morning. The update will be delayed until tomorrow.
What was the story?
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DreamerGhost on May 19, 2017, 07:31:57 pm
Turn 248

Doktor Diabolical:

"Alright, let's see what we can do with all this..."

Doktor Diabolical orders the factory to create a laser array robot, that is, a large spider robot that bombards foes with powerful lasers. He helps along the construction using 2 +1/+1 essences, then makes 2 essences to replace them. Meanwhile, miner keeps mining, prospector keeps prospecting, hauler keeps hauling.

Spoiler (click to show/hide)

Although the factory was created to take the task of building bots off his hands, Doctor still felt the need to add his power to making this one. It would be his first proper combat bot. After the factory finished with noises of bending metal, a spider like bot walked out. On its back rested a laser turret and its hull was pale blue from mixed in adamantine. The miners were busy digging enough stuff for more of these.

Obtain the sword and examine it more closely. Then proceed to summon the warrior's soul into the spirit lantern, homing in on its connection with the blade and its skeletal remains to locate it. Meanwhile, have the hydra dig up another grave.

+2 essences   


Spoiler (click to show/hide)

The sword was nothing special besides decent craftsmanship, but it was still useful. It was fortunate to find such burial sites for necromancers, as usually the soul was connected either to a body or an object important to the person. With graves like this, calling back a soul was almost trivial. Which really helped, as Redrum found his power barely sufficient to pull the soul back into the world and then into the lantern. Hydra meanwhile unearthed another corpse, this one without any metal bits but with some extra tattered cloth.

Continue onward and form 2 essences.

Spoiler (click to show/hide)

As it turned out, the snowstorm was not particularly natural and also quite contained. Cuberac found this out as the snow suddenly disappeared from his sight and was instead replaced by a clear sight of some sort of cave. It was too angular to be entirely natural, and was also really close, just a few steps away. From inside could be heard snoring as loud as a flowing avalanche.

Walk into the ruby tower, explaining that I am part of the dungeon maintenance crew. Should this fail, resort to wind blade on skeleton violence.

Spoiler (click to show/hide)

If the skeletons think something of Skeliborn's story, they do not reveal it. Their hands flare with sorcery as he comes closer, ready to cast if he takes but another step. Negotiations failed, Skeliborn went for plan B which resulted in both guarding skeletons becoming shorter by half as their spines were severed. Surprisingly, this impeded them only slightly and Skeliborn was forced to dodge fireballs.

Accompany him, attempting to look presentable while maintaining a safe way out and keeping him in front. When If it fails, stay back, switch the stiletto to a mace and have at them at range.

Spoiler (click to show/hide)

Seeing that the plan unsurprisingly failed, Gambler send his stiletto into the skull of one of the skeletons. Usually not a particularly useful weapon against bone, the stiletto more pushed the skull than broke it, but it pushed it into a ruby spike on the Tower's wall which caused the skull to spontaneously turn to ash. Gambler made a note to himself to not touch the ruby spikes.

try to make the trap into the shape of a bird, so that the treasure bird can wear it instead of being trapped by it

Spoiler (click to show/hide)

The thing about birds is that they are very light, which allows them to fly. The thing about silver is that it is a metal and therefore heavy. The end result is a treasure bird pinned to the ground by a silver replica of itself wrapped around it.

Three essences.

Spoiler (click to show/hide)

Magus continued gathering power.

Reposition factory device, retry gravity aura, intending just to affect the flowing poison. 2 +1 cmp essences (or equivalent non-chaotic essences)

Spoiler (click to show/hide)

Chorkinaan tried again at gathering the poison, not satisfied with the amount he already had. But this time he used less power, even if the mushroom had already fallen it could still roll if he made an accident. Poison gathered slowly within his container as Chorkinaan himself watched the mushroom. It remained still.

Four essences, then finish walking around the Tower. If nothing happens, wander inside. There are still many mysteries to unravel.

Spoiler (click to show/hide)

Ao returned to the corridors of the Tower and began walking. Walking was good. It led both the body and mind to new places. In this case, it led the body to the library where the mind caught onto a tome named "Encyclopedia of magical weapons:Swords". It seems that someone found enough time to make a catalog of all swords which had enough magic in them to get a name, or at least a designation.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DreamerGhost on May 19, 2017, 07:35:29 pm
Sorry folks, I found a really interesting story and next thing I knew it was three in the morning. The update will be delayed until tomorrow.
What was the story?

Sweet Child, Good Hunter. RWBY/Bloodborne crossover with "Jaune" as MC. It's in parenthesis since Cannon Jaune and crossover Jaune are nothing alike. No actual smut in the quest but it can be found on NSFW section of Questionable Questing. Lots of murder though.
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: star2wars3 on May 19, 2017, 07:45:32 pm
((DG, you forgot to include my new +1 ring of luck in your calculations for my luck roll.))
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: DreamerGhost on May 19, 2017, 08:17:51 pm
((DG, you forgot to include my new +1 ring of luck in your calculations for my luck roll.))

Usually, this would matter as the skeletons would start talking about how they did or didn't call anyone, giving them an autofail on dodging your attack. But they rolled a 1, so nothing really changes.
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: NAV on May 19, 2017, 08:57:56 pm
Wander NNW looking for a person or interesting thing
Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: XXXXYYYY on May 19, 2017, 09:01:38 pm
Accompany him, attempting to look presentable while maintaining a safe way out and keeping him in front. When If it fails, stay back, switch the stiletto to a mace and have at them at range.
{Uh, mace?}
((At the time, I was thinking that weapon-to-weapon shifting from the Animate modifier was a bit broader than it probably is. On second thought, a mace might be a bit too different. Would it be possible to simply disregard that part?))
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: Prismatic on May 20, 2017, 08:50:58 am
Interrogate the swordsman's soul. Find out who it was in life and see what it can reveal about this world and its civilizations in times gone by.

---

Redrum sets his screaming lantern amidst the weeds as he reaches into the freshly-unearthed grave, returning with the late resident's skull and an assortment of miscellaneous bones. These he arranges in an intricate pattern around the spirit lantern, forming a spell circle beneath its unearthly glow. The flame seems to grow in anticipation.

Begin a ritual, melding together bones from the *second grave to create a gauntlet imbued to grant its wearer the power to permanently bind the undead to their will (passive AoE ability).

((I'm dedicating all the ritual power to this single purpose. Hoping to produce an artifact capable of granting power especially over intelligent undead (vampires, gravekeepers, etc) should I encounter or summon them. Also to eliminate the risk of zombie slaves escaping from badly-cast bonds. AoE desired for swarm control.))

sacrifices:
1) the ex-gravekeeper's soul
2) the black ooze charged with necromantic energy
3) the skull from *the grave unearthed by the hydra

ritual focus:
the spirit lantern, which contains two of the sacrifices

Begin with an immediate 5[+1/+1] boost.


Title: Re: Roll to Magic: Turn 247 Looting gem and bone
Post by: DreamerGhost on May 20, 2017, 08:53:12 am
Accompany him, attempting to look presentable while maintaining a safe way out and keeping him in front. When If it fails, stay back, switch the stiletto to a mace and have at them at range.
{Uh, mace?}
((At the time, I was thinking that weapon-to-weapon shifting from the Animate modifier was a bit broader than it probably is. On second thought, a mace might be a bit too different. Would it be possible to simply disregard that part?))
((Done))
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: Zormod on May 20, 2017, 12:39:33 pm
Enter the cave. Watch out for any noise making traps.
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: XXXXYYYY on May 20, 2017, 03:58:29 pm
Strike the other skeleton. Avoid any fireballs that happen to come near.
((Also, I noticed that the original stiletto was not removed from my sheet.))
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: star2wars3 on May 20, 2017, 06:20:55 pm
Throw the other skeleton into a ruby Spike once gamblers action is completed. If the skeleton is dead at this point, sever a ruby Spike from the ruby towers by cutting through it with Vortex Bane. Time for the near indestructible sword to test what it's made of
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: DAPARROT on May 20, 2017, 08:22:29 pm
give the silver bird armor thing the ability to fly, and make it respond to the treasure birds movements, so that it can fly again
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: FallacyofUrist on May 22, 2017, 08:53:37 am
"Excellent... excellent! Soon all shall know the diabolicalness of DOKTOR DIABOLICAL! Ahem. Ham must be reserved for the enemy."

3 essences. Robots continue doing what they're doing. Laser robot stands guard.
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: DreamerGhost on May 22, 2017, 03:39:43 pm
Due to crunch time before oncoming exams, today's update will be skipped entirely.
Title: Re: Roll to Magic: Turn 248 Legitimate workers
Post by: DreamerGhost on May 25, 2017, 07:54:37 pm
Turn 249

Wander NNW looking for a person or interesting thing

Spoiler (click to show/hide)

James wandered from mountain to mountain, looking for something of interest. It almost felt that something of interest found him, as James literally tripped over his newest finding. It turned out that what looked like an entirely kickable rock was in fact an edge of a brass chest. It took a bit to get it out of the earth, but James managed it. Instead of a lock there was an emblem on the chest, it featured a skull of a goat surrounded by a pentagram. With brass, it clearly marked the chest as demonic, but there were still many things it could contain.

Interrogate the swordsman's soul. Find out who it was in life and see what it can reveal about this world and its civilizations in times gone by.

---

Redrum sets his screaming lantern amidst the weeds as he reaches into the freshly-unearthed grave, returning with the late resident's skull and an assortment of miscellaneous bones. These he arranges in an intricate pattern around the spirit lantern, forming a spell circle beneath its unearthly glow. The flame seems to grow in anticipation.

Begin a ritual, melding together bones from the *second grave to create a gauntlet imbued to grant its wearer the power to permanently bind the undead to their will (passive AoE ability).

((I'm dedicating all the ritual power to this single purpose. Hoping to produce an artifact capable of granting power especially over intelligent undead (vampires, gravekeepers, etc) should I encounter or summon them. Also to eliminate the risk of zombie slaves escaping from badly-cast bonds. AoE desired for swarm control.))

sacrifices:
1) the ex-gravekeeper's soul
2) the black ooze charged with necromantic energy
3) the skull from *the grave unearthed by the hydra

ritual focus:
the spirit lantern, which contains two of the sacrifices

Begin with an immediate 5[+1/+1] boost.


Spoiler (click to show/hide)

The warrior in the lantern was mostly just screaming insults. Redrum tried poking some pain into the livid soul, but it merely increased the volume. This was about as much as Redrum was willing to take, the undead were not here to give him the lip, they were here to serve and he was not going to lower himself to telling this to each of them separately. A ritual was formed and began drawing in power to end this disobedience forever.

Enter the cave. Watch out for any noise making traps.

Spoiler (click to show/hide)

Cuberac carefully sneaked inside the cave, careful to not make any noise. Inside, he soon found the source of the source of the snoring. A huge creature with thick fur was sleeping, it looked like some sort of mix between a centaur and a mammoth. Next to it rested an appropriately massive glaive and several bundles of what seemed to be meat. Then there was a scratching sound, and a pile of snow behind Cuberac unfolded into a white wolf and yawned.

Strike the other skeleton. Avoid any fireballs that happen to come near.
((Also, I noticed that the original stiletto was not removed from my sheet.))

Spoiler (click to show/hide)

This time the stiletto struck as the skeleton was charging up a spell. It smacked into the hand holding the growing fireball, causing it to explode and set the skeleton on fire. It struggled briefly before collapsing in a pile of unconnected bones.

Throw the other skeleton into a ruby Spike once gamblers action is completed. If the skeleton is dead at this point, sever a ruby Spike from the ruby towers by cutting through it with Vortex Bane. Time for the near indestructible sword to test what it's made of

Spoiler (click to show/hide)

Skeliborn, seeing that the second skeleton was also taken care of, attempted to sever one of the obviously magical ruby spikes with Vortex Bane. There were sparks and flames where the sword struck, but the crystal held. It was surprisingly tough, probably held together by the very same magic that torched the skeleton. The entire tower was probably magically fortified.

give the silver bird armor thing the ability to fly, and make it respond to the treasure birds movements, so that it can fly again

Spoiler (click to show/hide)

The armor already looked bird shaped, making it bird enough to fly couldn't be that hard, right? Apparently it was, as although the treasure bird once more became flight capable, it had to flap it's wings far more to rise into the air and tired easily. But it could fly again, and that was what mattered.

"Excellent... excellent! Soon all shall know the diabolicalness of DOKTOR DIABOLICAL! Ahem. Ham must be reserved for the enemy."

3 essences. Robots continue doing what they're doing. Laser robot stands guard.

Spoiler (click to show/hide)

With the prototype done, the Doktor had reached the most dreaded part of action - waiting. There was practically nothing useful for him to do. Doktor conjured some power to keep him distracted for a while.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: DreamerGhost on May 25, 2017, 07:56:28 pm
I hate doing this after a missed turn but it is too late in the morning, I'm going to sleep.

PM's come tomorrow.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: star2wars3 on May 25, 2017, 10:17:29 pm
Check For Weak Points/Hidden Levers/Hidden Doors On The Tower. If I find something, smack it with Vortex Bane and see what happens
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: Whisperling on May 25, 2017, 10:25:08 pm
((NAV, Viznor should be available soonish if you want the demonic chest identified. I say "soonish" because I'm still on my way out of a monster-infested area, but I should be clear pretty soon, if not this turn once PMs are in.))
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: FallacyofUrist on May 26, 2017, 11:20:36 am
Doktor Diabolical:

"Actually, isn't there something I can do now for my Diabolical master plan?"

PM action, for once.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: Zormod on May 26, 2017, 01:51:39 pm
Back out of the cave. Check to see if the wolf follows me.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: Prismatic on May 26, 2017, 04:47:32 pm
((The aspiring Dark Lord approves of this turn's title.))

Continue the ritual, shooting 2[+1POT], [chaotic +2/+2], [chaotic +2/+1], [+1CMP] into the power stream.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: DreamerGhost on May 26, 2017, 06:29:29 pm
Also, since I was reminded, Skeliborn's/star2wars3 sword Vortex Bane has turned into a baguette.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: star2wars3 on May 26, 2017, 09:20:59 pm
Also, since I was reminded, Skeliborn's/star2wars3 sword Vortex Bane has turned into a baguette.
((Does the sword not get its own endurance/ whatever the magic resist equivalence is roll? I mean I thought I enchanted it to make it nearly impossible to enchant without my say so.

I mean if not let me just say this, I am going to make whoever made this happen turn my sword back or else stuff my magic baguette down their throat. (P.S.) Magic Wand (In English) = Magic Baguette (In French)

Edit 1: Gloomier, was this you? You've been shadow running at least for the past turn or two and your last known location is definitely close enough that you could get in range. I don't want to wrongly accuse you of anything but my sword wasn't a bread stick until after the pms were dealt with from what I can tell and this kind of seems like some sort of curse.

Edit 2:
Summon Vortex Bane From The Past

5 blade essences +1/+1
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: TheBiggerFish on May 27, 2017, 12:25:32 pm
Threeee essencesss...Wander the tower.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: NAV on May 27, 2017, 12:38:53 pm
Open the chest with my protective glass gauntlet. Be careful in case it's a mimic.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: Prismatic on May 27, 2017, 01:06:38 pm
Also, since I was reminded, Skeliborn's/star2wars3 sword Vortex Bane has turned into a baguette.

((This is the most amusing thing I've read all day.))
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: star2wars3 on May 27, 2017, 10:43:39 pm
((At this point, I'm not sure if dg hasn't seen my edited action or if it's actually a reasonable idea.

Also if that is just a transformation then vortex Bane could still be an unbreakable nearly unmagicable baguette))
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: XXXXYYYY on May 28, 2017, 02:58:11 pm
Increase the chance Skelliborn's spell goes correctly and is correctly temporally targeted (+2/+1 essence, 2 +1/+2 essences, and a +1 POT essence). Then, flicker through the mage-seeing orb to look at any nearby mages or those with the correct affinities to influence a sword in that manner.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: DAPARROT on May 28, 2017, 07:45:10 pm
Make 2 essences and resume exploring the tower with the phoenix, shovel and birds continue with the removal of mud
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: ATHATH on May 29, 2017, 03:29:16 am
Did I send you a pm last turn, DG?
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: Sarrak on May 29, 2017, 03:47:38 am
"A dangerous weapon, indeed..."

Having the sword finally identified (hint for others: Severing) and getting another boon from miscast, Ao was quite content with himself and wondered for a while on his next course of action. Deciding that learning is a vital part of broading ones options, he decided to stay in the library for a bit.

Study other books present, knowledge is always important. 4 essences, as per usual.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: DreamerGhost on May 29, 2017, 03:26:01 pm
I will be having exams over most of next month. During this time, updates will be irregular, if they happen at all. Today's update will be falling victim to the situation, though I hope to be able to put out at least one update this week.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: ironsnake345 on May 29, 2017, 05:33:02 pm
Cast a spell to create a small bottle for containing shrunk fluids, which is brittle enough that it will probably shatter if thrown but can still be carried safely.
Title: Re: Roll to Magic: Turn 249 Dark Lord Rises
Post by: DreamerGhost on June 04, 2017, 05:18:29 pm
Turn 250

Back out of the cave. Check to see if the wolf follows me.

{The wolf is between you and the exit}

((The aspiring Dark Lord approves of this turn's title.))

Continue the ritual, shooting 2[+1POT], [chaotic +2/+2], [chaotic +2/+1], [+1CMP] into the power stream.

Spoiler (click to show/hide)

Redrum continued pouring power into the ritual, the flow steady and strong, and soon began seeing some results. Shadows cast by the ritual began twisting towards gravestones and the hydra. It lacked power still, but it would be there soon. Far sooner than the ritual sacrifices would burn out, or so Redrum hoped as one of them decayed into dust.

Increase the chance Skelliborn's spell goes correctly and is correctly temporally targeted (+2/+1 essence, 2 +1/+2 essences, and a +1 POT essence). Then, flicker through the mage-seeing orb to look at any nearby mages or those with the correct affinities to influence a sword in that manner.

{Did you mean a +1CMP essence? Since others add up to +4/+5}

Spoiler (click to show/hide)

There really aren't all that many mages who would be able to turn a sword into food, so it doesn't take much to find them all. Gloomy is an obvious candidate, with his ability to wrangle curses. It could also be done with summoning magic, so James and Jase are somewhat suspect. Surg, Ilium, Urghe-Ongho and Ao had unknown affinities, which made them possible candidates. The problem was, none of them were close. Maybe the magic in the ruby spikes was good for more than burning?

Also, since I was reminded, Skeliborn's/star2wars3 sword Vortex Bane has turned into a baguette.
((Does the sword not get its own endurance/ whatever the magic resist equivalence is roll? I mean I thought I enchanted it to make it nearly impossible to enchant without my say so.

I mean if not let me just say this, I am going to make whoever made this happen turn my sword back or else stuff my magic baguette down their throat. (P.S.) Magic Wand (In English) = Magic Baguette (In French)

Edit 1: Gloomier, was this you? You've been shadow running at least for the past turn or two and your last known location is definitely close enough that you could get in range. I don't want to wrongly accuse you of anything but my sword wasn't a bread stick until after the pms were dealt with from what I can tell and this kind of seems like some sort of curse.

Edit 2:
Summon Vortex Bane From The Past

5 blade essences +1/+1


Spoiler (click to show/hide)

*Somewhere five seconds to the left from the past*

Skeliborn raised his blade, the trusty Vortex bane, and braced himself against the oncoming squad of skeletons. A bolt of fire flew towards him and he moved to parry. To his great surprise, the firebolt struck him dead in the chest, and his eyes saw the sword being whisked away through a portal, its magic resistance overcome by the spell. Then the skeletons were upon him, slashing him with the blades he had carried here.

*Back in local reality*

Skeliborn looked over Vortex Bane. It was just like he remembered it, all the runes in their place. Though there was some angry screaming as the portal to infinity closed, possibly due to some temporal shenanigans. Better not do this too much.

Threeee essencesss...Wander the tower.

Spoiler (click to show/hide)

Magus decided that a walk was in order so that he wouldn't start growing moss. It was just something that most of the competent mages shared, that lack of ability to stay put and do nothing for fifteen minutes. His wandering brought Magus to what appeared to be an observatory, with a telescope readied and pointed towards the night sky. Which was slightly strange, as it was definitely day outside, as a window in a corridor showed.

Open the chest with my protective glass gauntlet. Be careful in case it's a mimic.

Spoiler (click to show/hide)

James was somewhat cautious of a clearly demonic chest, and thus chose to poke it while wearing protective gloves. The chest flipped open, and from it poured black smoke, smelling strongly of sulfur. Within the smoke, a faint glow could be seen. James reached out towards that glow and grabbed onto it. Suddenly the smoke disappeared, but not entirely. It was still visible faintly, but James could see through it easily. James released what he had grabbed to look at the chest more intently and the smoke returned. What he had found here was a torch of blacklight, an artifact that endlessly produced a one way smokescreen, provided you held it.

"A dangerous weapon, indeed..."

Having the sword finally identified (hint for others: Severing) and getting another boon from miscast, Ao was quite content with himself and wondered for a while on his next course of action. Deciding that learning is a vital part of broading ones options, he decided to stay in the library for a bit.

Study other books present, knowledge is always important. 4 essences, as per usual.

Spoiler (click to show/hide)

Fascinated by the expansive bookshelves Ao decided to spend some time in the library. There surely were many interesting books here with all kinds of useful esoteric knowledge. For example, there was a book about making sculptures out of moonlight. Alas, few chapters in, Ao recognized that it was all just fantasy. At least it was a fun read.

Cast a spell to create a small bottle for containing shrunk fluids, which is brittle enough that it will probably shatter if thrown but can still be carried safely.

Spoiler (click to show/hide)

Chorkinaan conjured a somewhat fragile bottle filled with concentrated poison. It was a small bottle, but the thing about most poisons was that you didn't need more than a drop. It fit well enough in a pocket and it shouldn't randomly break surrounded by cloth.

Make 2 essences and resume exploring the tower with the phoenix, shovel and birds continue with the removal of mud

Spoiler (click to show/hide)

Seva ventured in a nearby room while his created minions worked. There were some strange looking white logs floating in the mud, which Seva decided to inspect by poking one. It didn't move and it felt like some sort of stone, so Seva decided that it was safe enough and went to inspect the cupboards. The first cupboards were disappointingly empty, but there was still surprise to be had when Seva turned to inspect another one and noticed movement on the edge of his vision. One of the stone logs had risen from the mud, revealing that it was actually a golem alligator. Other logs were beginning to fidget as well.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: DreamerGhost on June 04, 2017, 05:19:36 pm
Finally done. PM's will come shortly.

Zormod, write an action and I will edit it in.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 04, 2017, 09:56:00 pm
((I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?))
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: DreamerGhost on June 05, 2017, 01:35:00 am
((I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?))
Yes and yes.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: ironsnake345 on June 05, 2017, 02:17:49 am
I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
((Mind if I sig this? That out-of-context "do I still have a baguette" is just the most delectable icing on the cake.))
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: FallacyofUrist on June 05, 2017, 09:00:10 am
((Time shenanigans, eh? One of these days I'm going to play a Time mage...))

Doktor Diabolical:

"Excellent!"

Mining continues. Guarding continues. Doktor Diabolical makes 3 essences in preparation for making another robot.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: Zormod on June 05, 2017, 03:08:43 pm
Try going around the wolf.

If that doesn't work, send my bladeswarm at it.

If it does, move away from the cave.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 05, 2017, 03:45:04 pm
I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
((Mind if I sig this? That out-of-context "do I still have a baguette" is just the most delectable icing on the cake.))
((Go For It))
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: ATHATH on June 05, 2017, 06:56:51 pm
star2wars3, I'm in your general area and I think I have an idea on how to un-baguettify your sword (dagger? I forget). Are you interested?
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 05, 2017, 07:09:01 pm
I'll bite. PM me.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: Prismatic on June 06, 2017, 02:27:56 pm
Continue the ritual.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 06, 2017, 04:56:31 pm
Onward into the tower. 3 essences
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: NAV on June 07, 2017, 08:10:28 am
Keep the chest too if it's not too heavy.
Continue traveling and searching for interesting things or people (including other mages).
Summoning roulette if I don't find anything.

Edit: Oh yeah and strap the smoke torch to my coral staff, using my book of crafts for instructions. I only have so many hands. Strap it in such a way that I can quickly change grips to activate or deactivate it.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: XXXXYYYY on June 07, 2017, 03:20:08 pm
Accompany him. Keep an eye on the mage-seeing orb and watch for further meddling. If there are skeletons or other enemies, aim for fast strikes on as many as possible.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: ironsnake345 on June 07, 2017, 03:46:29 pm
Modify the tiny bottle so that if it breaks, any of my enchantments on its formerly-contained liquids are cancelled, effectively creating a poison grenade.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: Rautherdir on June 07, 2017, 09:09:49 pm
Mind if I join in?
Spoiler (click to show/hide)

Edit: How about this?

Edit2: Thanks for the suggestion
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: NAV on June 07, 2017, 09:25:04 pm
Your affinity's nice but your stats are somewhat unoptimized.

Edit: I would recommend moving a point from POT to END.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: Sarrak on June 07, 2017, 10:56:41 pm
Spend a bit more time in the library. Pity I don't have all the time in universe, though. 4 essences.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: DAPARROT on June 09, 2017, 04:04:37 pm
Switch to phoenix form, fire breath on the mud to dry it, making it harder for the alligator golems to move, crystal phoenix helps with this
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: ATHATH on June 19, 2017, 04:04:58 pm
@DG: I've sent a pm to you, right?
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: ATHATH on June 26, 2017, 05:51:19 pm
Bumpity.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: PaPaj on June 26, 2017, 06:07:45 pm
is there a waitlist?
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 26, 2017, 09:13:22 pm
((As the gm DG would say, there is no waitlist. Furthermore if you post an action along with your char sheet then DG will include them in the next turn))
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: DreamerGhost on June 27, 2017, 05:25:31 am
Still dealing with university stuff, but it will end on Friday so the game should resume with a turn sometime this weekend.
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: star2wars3 on June 27, 2017, 06:58:18 am
Celebrate, the hiatus is almost over!!!
Title: Re: Roll to Magic: Turn 250 Timebreaking and Egyptian traps
Post by: DreamerGhost on July 02, 2017, 08:20:28 pm
Turn 251

Spend a bit more time in the library. Pity I don't have all the time in universe, though. 4 essences.

Spoiler (click to show/hide)

Ao continued his tour through the library, searching for something else to catch his interest. He did not need to look long, his eyes soon found themselves attracted to a tome with the distinguished looks of something written on human skin in human blood. It could be that the whole book was made from the same guy, especially if regenerating magic was involved. It mattered little, as Ao was more interested in contents within. And what contents they were, instructions detailing how to safely bind a malevolent spirit to one's blood, creating an extremely vicious guardian hiding just beneath the skin.

Switch to phoenix form, fire breath on the mud to dry it, making it harder for the alligator golems to move, crystal phoenix helps with this

Spoiler (click to show/hide)

Flames mixed with steam as Seva blasted mud with his fiery breath. Neither bothered him, although both impeded sight somewhat. At last, when both subsided, Seva looked over the situation again. One alligator managed to rise above the mud and was standing firmly. Another had its legs trapped, but was still capable of biting anything nearby. The rest were buried beneath hardened mud and weren't moving. Both golems that were still mobile, however, seemed to be empowered by the heat, as they became faster, fast enough for the free alligator to surprise Seva and latch on to his one remaining claw. Stone teeth cracked as they were forced by mighty jaws to grind against nails just as hard. It would take some impressive force to pry it away now.

((Time shenanigans, eh? One of these days I'm going to play a Time mage...))

Doktor Diabolical:

"Excellent!"

Mining continues. Guarding continues. Doktor Diabolical makes 3 essences in preparation for making another robot.

Spoiler (click to show/hide)

Doktor watched over his miner bot as it dug up more of the same. It was getting a bit idyllic, and he had a feeling it wouldn't last. Best case scenario, this place would run out of resources to mine. Worst case, well, there were all kinds of things that could be found beneath the earth.

Try going around the wolf.

If that doesn't work, send my bladeswarm at it.

If it does, move away from the cave.


{Never did come back to edit this in... Apologies.}

Spoiler (click to show/hide)

The wolf was a problem, one compounded by the direction it was facing. But that could be fixed. With some swift and precise manipulation of one of Cuberac's cubes,  the wolf was distracted chasing after the tiny thing, leaving the path clear for Cuberac. He swiftly left the cave, and pulled the cube through some snow piles to shake off the wolf. With both plans working out pretty much flawlessly, Cuberac left while wolf was still digging through the snow.

Continue the ritual.

Spoiler (click to show/hide)

Redrum continued pouring power into his creation. Without him forcing it, the flow slowed down to a fairly small and unsatisfying trickle. Well, he didn't need all that much more, but this was still annoying.

Onward into the tower. 3 essences
Accompany him. Keep an eye on the mage-seeing orb and watch for further meddling. If there are skeletons or other enemies, aim for fast strikes on as many as possible.
Spoiler (click to show/hide)

Skeliborn and Gambler entered the tower of gems and bone and found it to be amazingly empty. There were no skeletons anywhere, as if the whole place was abandoned. It might had had something to do with Viznor leaving just now, but it mattered not. What did mater, was that both mages were free to explore wherever they wished, at least for now. There was a passage down below, as well as few corridors leading deeper into the tower. But there was also a gate with a lock behind which laid stairs leading upwards. The lock was fairly impressive, but as Gambler noticed, hinges holding up the gates were entirely unprotected. The whole thing could be just lifted away.

Modify the tiny bottle so that if it breaks, any of my enchantments on its formerly-contained liquids are cancelled, effectively creating a poison grenade.

Spoiler (click to show/hide)

Removing an enchantment with which you are intimately familiar with, such as ones a mage has made himself is far easier. Unfortunately, it is not so easy as to be achieved with practically zero magic, which is why when Chorkinaan attempted to finish his poison bomb, the enchantment did not last five seconds. It could had been worse, it could had exploded. And with this thought, the magic released a bit, just enough for few drops to escape the bottle and dry on the cork, making it unremovable. Just great.

Keep the chest too if it's not too heavy.
Continue traveling and searching for interesting things or people (including other mages).
Summoning roulette if I don't find anything.

Edit: Oh yeah and strap the smoke torch to my coral staff, using my book of crafts for instructions. I only have so many hands. Strap it in such a way that I can quickly change grips to activate or deactivate it.


Spoiler (click to show/hide)

The box proved to be rather heavy, and more importantly, cumbersome, so James left it where it was. Unfortunately, before he could finish working his new loot into the usual gear, the consequences from opening the box caught up. It looked somewhat like a statue, if the statue was bleeding smoke from several cracks and the smoke had eyes. So a really creepy statue, or as James celestial knowledge identified it, a lesser angel. It was already pulling out its combat form, so negotiating out was unlikely.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DreamerGhost on July 02, 2017, 08:23:10 pm
Blech. I am done with actual grades part of the university for the semester, but there is still paperwork to do. The result is this half done update, without PM's, adding new characters or writing a rather important message concerning rules change. All of those should come tomorrow, but for today you guys only get the wordy confirmation that I live still.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 03, 2017, 07:24:40 am
Consult with Master Hepheastus for directions to wherever he wants me to go (To achieve whatever I'm supposed to achieve in the tower).
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Zormod on July 03, 2017, 02:42:05 pm
Move one tile west. Form 2 essences.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DreamerGhost on July 03, 2017, 08:20:43 pm
Warning
Young gods have arrived

There are many gods with well defined domains, old gods that have been around for untold millennia. Their worshiper bases unassailable, their relics beyond value, their might unquestionable. But there are also young gods, those who have recently formed or ascended, those without names, those that can still be killed. Their world is vicious and they do not like competition. And they have just found your games of ascension.

The realm of mortals is beneath divine sight, the gods cannot see the reality clearly. Unfortunately, they are gathering in increasing numbers and with their power, aiming is optional. As bolts of purifying fire fall from above, can you race destruction, claim your throne above and bring the battle to their level?

Spoiler: OOC (click to show/hide)

Endgame has been reached. I will still allow new players to enter, but be aware that game will be ending fairly soon. If you still want in, write so in thread and I'll add you.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Sarrak on July 03, 2017, 08:48:36 pm
((It is a good time to die, indeed. Pity I was not able to complete a ritual or raise some minions for this. Double pity I won't be able to. Heh.))

Hearing an announcement that torn into the very matter of reality around him, Ao couldn't help but chuckle. What he was saying about not having all the time in the world just a few minutes ago? Yeah. Now he had even less.

"It should be an interesting conclusion to my research. But I'm still not fully prepared for the battle. Hm..."

If I have what is needed for spirit binding - start right now, using Chaotic essences to get +5/+5. If I do not or everything goes well - endurance buff with same amount of Chaotic essences. If it also goes well, quickly search for fencing book before wandering outside.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: FallacyofUrist on July 03, 2017, 09:25:32 pm
Doktor Diabolical:

"Ah... well, that's a problem. Guess I'll have to begin plan omega early, then."

Doktor Diabolical creates a flamethrower robot that obeys his orders using a +1 POT essence and 3 +1/+1 essences. Afterwards, he makes 2 essences. Mining and whatnot continues.

((Also, the hauler bot isn't listed in the doc? Also, ATHATH has two living characters listed in the doc?))
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Whisperling on July 03, 2017, 09:33:04 pm
((I... fuck.

I don't want to mince words here, but I think I'm going to end up rambling. It's a bit hard to express what I'm feeling.

I'm sorry to see this one go. I think it's the first real game I joined after coming to Bay12, and it's kinda been here through thick and thin. It's meant more to me than it probably should've. So thanks for that, DG.

I don't begrudge the ending, and I don't want to make you feel guilty about it. All good things must come to an end, and GMing is one gift that'll always be rescinded. But I do want you to know that this game has been amazing, and I appreciate every bit of work you've put into it.


-----------

I did some searches, checked my post history. I posted Viznor's character sheet on May 25, 2015. He stepped onto Duck Island on turn 86, meaning that he's existed for 166 turns, give or take. RtM was the second Bay12 game I joined, after a short-lived Perplexicon test.

Barring one thing I know might happen in the coming turns, I'm pretty sure those 166 turns have made Viznor the strongest mage out there. He's going to go out in a blaze of glory.


100 shards is, I think, too much to hope for. But I'm going to have some fun, and then I'm going to try and send him back where he came from. Best of luck to everyone, whether they're my opponent or ally.))
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Rautherdir on July 03, 2017, 09:48:10 pm
((Oh well. I don't think I can do much, but I can try. I'll edit my action into here after I find out what my exact situation on entering is.))

Get to the tower.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 03, 2017, 10:42:01 pm
((umm is it public knowledge who ascended? If it isn't then I would still request that you say who ascended on the final turn when it doesn't matter anyways))

Edit: Can we live if we make it to the duck and have proper equipment
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 03, 2017, 10:54:59 pm
Message to all mages. As the end of this competition draws near, I believe that I may have derived a way for every mage here to ascended without the need to kill a single competitor or or creature.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: ATHATH on July 04, 2017, 01:13:39 am
"No... NO! I STILL NEED MORE TIME! I HAVE SO MUCH PLANNED! IT CANNOT END LIKE THIS!"

((OOC Note: I pretty much have the same sentiment as Whisperling, actually.))

Message to all mages. As the end of this competition draws near, I believe that I may have derived a way for every mage here to ascended without the need to kill a single competitor or or creature.
And that is...?
Title: Re: Roll to Magic: Turn 251 Back again
Post by: ATHATH on July 04, 2017, 01:29:03 am
Say... DG, how many shards is a god worth?

Well, if you're all gonna die on your own, I won't get to get the satisfaction of killing/defeating you myself, so I should probably try to save us. I suppose that your praise/respect will have to do. Plus, killing gods will be fun.

Turn the lake into a giant Mirror of Opposition, using the font of magic within it to fuel the transformation. Use 5 normal essences and/or a ritual to do this, if necessary. Whatever I do, DON'T look at the lake while/after I enchant it.

Oh, and give my blade to Skelliborn or someone for safekeeping. I wouldn't want it to cause an, ah, accident.

Also, make an essence. Head back to the tower, if I can.


Whisperling, I need you/Viznor to use your Knowledge and Binding affinities to draw the attentions of the gods to the lake (AFTER I finish enchanting it, of course). Although the newly created mirror-deities might also hate us, they should hate their "real" counterparts more, which should buy us some time.

James, start working on a portal to get us the heck outta here. Maybe take us to some other dimension or world or something. I dunno.

Redrum, I need you to start working on a ritual to reanimate the gods that are about to die under your control. Work with Viznor and his Binding affinity if necessary.

Beirus, turn your accursed tower into something useful, like a cannon or a (better) power amplifier or something. Perhaps, once this is all over, we can have a mage-duel or something. We'll work that stuff out when we come to it.

Gambler, try to make the missiles hit stuff that isn't important or miss the island entirely with a shield of luck or something.

Skelliborn, work on your godhood thing. Also, please stabilize my sword for me. It could very well blow us all up if we're not careful.

The rest of you, find more fonts of magic and bring them back to the rest of us. They will be essential to our survival.

Good luck and godspeed, gentlemen.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 04, 2017, 12:16:48 pm
As of current I have two possible plans. Granted, both of them are based upon magic theory and I can't guarantee that either plan will work but I will try my best to explain why it might possibly work.

My first idea is this, Pantheon Ascent. At present, each individual mage has inner power with the strength of 5 soul shards or more in addition to some possessing crystallized soul shards that have been collected during the course of this competition.

I believe that in the old days, the great pantheons rose when a group of Magi pooled their collective power to essentially gain group status as gods and goddesses.
Surely this method could be repeated. Even today, we see evidence of this method through its less potent cousins, rituals and joint castings.

Perhaps if we pool our souls together into a group pool of 100 shards worth, we may be able to ascend as a new Pantheon.




My second method is much more dangerous and could probably disturb causality. It amounts to hunting down versions of yourself from other time lines from shortly after you joined the game within that time line and collecting the soul shards from your less fortunate selves.

To all who are interested, meet me at the Tower. It's time to win this game.
Travel to the tower.
3 Essences
Title: Re: Roll to Magic: Turn 251 Back again
Post by: FallacyofUrist on July 04, 2017, 12:19:20 pm
"Owww, my head. Not so loud!"
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Sarrak on July 04, 2017, 12:31:30 pm
"Hm... Actually, hunting myself from different timeline sounds quite appropriate to me. As I strive for perfection of self, whichever version wins, I will derive much from encounter."
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DAPARROT on July 04, 2017, 12:40:24 pm
Well, that seems reasonable, and I don't see any other alternative that lets me survive

Try to grow plants on the golem's jaw, weakening or shattering it so I can escape
if successful, leave the underground tower with all of my minions
Title: Re: Roll to Magic: Turn 251 Back again
Post by: ATHATH on July 04, 2017, 06:15:38 pm
As of current I have two possible plans. Granted, both of them are based upon magic theory and I can't guarantee that either plan will work but I will try my best to explain why it might possibly work.

My first idea is this, Pantheon Ascent. At present, each individual mage has inner power with the strength of 5 soul shards or more in addition to some possessing crystallized soul shards that have been collected during the course of this competition.

I believe that in the old days, the great pantheons rose when a group of Magi pooled their collective power to essentially gain group status as gods and goddesses.
Surely this method could be repeated. Even today, we see evidence of this method through its less potent cousins, rituals and joint castings.

Perhaps if we pool our souls together into a group pool of 100 shards worth, we may be able to ascend as a new Pantheon.




My second method is much more dangerous and could probably disturb causality. It amounts to hunting down versions of yourself from other time lines from shortly after you joined the game within that time line and collecting the soul shards from your less fortunate selves.

To all who are interested, meet me at the Tower. It's time to win this game.
Travel to the tower.
3 Essences

"Your first plan would result in betting on one newly-formed god being able to fight and win against many other, more experienced and powerful deities. I vote no."

"And as for your second plan... You want Inevitables? Because that's how you get Inevitables."

"Also, since there was some confusion about it earlier: My plan is for all of us to work together to collect fonts of magic and use them to fend off the gods while James (and anyone else who can help him) constructs a portal that can send us to some other universe/multiverse/dimension that we can escape in."
Title: Re: Roll to Magic: Turn 251 Back again
Post by: FallacyofUrist on July 04, 2017, 06:47:38 pm
"Hey, you. Didn't you contact me privately earlier about private things? I have some plans I wouldn't mind you helping out with. I think we would work well together."
Title: Re: Roll to Magic: Turn 251 Back again
Post by: NAV on July 04, 2017, 08:07:29 pm
"That was my plan too, make a portal and get everyone who wants through it."

Run away from the "Angel" back to the usual place.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 04, 2017, 08:26:30 pm
Portal plan seems like it might just work. I'll meet you at the tower.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: Prismatic on July 05, 2017, 04:01:28 am
((Oh...guess this means my plans of reanimating the entire swamp, corrupting the eldritch lake, becoming an immortal lich king and covering the world with an undead horde will never come to fruition now. It's truly a shame that this game is ending so abruptly.))

Continue the ritual.

If it's possible to travel during a ritual (the remaining sacrifices are both bound to my quite portable lantern), mount the hydra and command it to move northeast towards the eldritch zone. Got to make the most of our limited time.


Title: Re: Roll to Magic: Turn 251 Back again
Post by: XXXXYYYY on July 05, 2017, 08:57:44 am
((I want to take this opportunity to thank you, DG, for running this game. It's been a blast.))
"A portal would work, in the short term. It will, at the very least, buy time."
Book it to the tower. Enchant the glass shield to divert the randomly aimed divine bolts away from our positions. Use a +2/+2, +1/+2, and chaotic +2/+1, and pull from the random fluctuations in the Aether for as much additional power as possible.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: star2wars3 on July 05, 2017, 10:41:45 am
((Come to think of it there is one way that this game could continue (Basically changing GMs to someone with time to write turns)))
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DreamerGhost on July 06, 2017, 08:52:04 pm
Turn 252

Move one tile west. Form 2 essences.

{Do you mean east? Because west is towards the colder regions on the way there snow slows you down considerably}
Spoiler (click to show/hide)

Cuberac continued eastwards, slogging through the snow. The wind became harsher, the cold started biting more fiercely. The heatcube he carried was too weak to fight off this cold, it could delay the ice, but not more.

((It is a good time to die, indeed. Pity I was not able to complete a ritual or raise some minions for this. Double pity I won't be able to. Heh.))

Hearing an announcement that torn into the very matter of reality around him, Ao couldn't help but chuckle. What he was saying about not having all the time in the world just a few minutes ago? Yeah. Now he had even less.

"It should be an interesting conclusion to my research. But I'm still not fully prepared for the battle. Hm..."

If I have what is needed for spirit binding - start right now, using Chaotic essences to get +5/+5. If I do not or everything goes well - endurance buff with same amount of Chaotic essences. If it also goes well, quickly search for fencing book before wandering outside.

Spoiler (click to show/hide)

The ritual was fairly easy, which made Ao suspect a trap. Since time was all of a sudden a pressing matter and the danger was unknown, Ao decided to call a minor demon. Shadows gathered around him, climbed up from the ground over his skin, and when enough of them gathered to cover Ao completely, forced through into the blood. For a moment Ao felt as if his hear had stopped, but then his heartbeat resumed and all that was left of the strange feeling was some soreness of muscles. Well, it's only supposed to show itself when you are hurt, so there shouldn't be any lack of chances to test it in near future. While he was still in the library, Ao looked for a tome on fencing, but what he found was a fencing tome, that is to say, a book enchanted to stab people who picked it up. As Ao discovered, his blood was now black as tar, more viscous and could harden to stop blows. Handy.

Doktor Diabolical:

"Ah... well, that's a problem. Guess I'll have to begin plan omega early, then."

Doktor Diabolical creates a flamethrower robot that obeys his orders using a +1 POT essence and 3 +1/+1 essences. Afterwards, he makes 2 essences. Mining and whatnot continues.

((Also, the hauler bot isn't listed in the doc? Also, ATHATH has two living characters listed in the doc?))

{Hauler bot added, Karnax deleted}

Spoiler (click to show/hide)

Doktor cast his magic again, and flamethrower bot was forged, much better than pervious attempts too. This one actually worked, and had threads to move it places.  At the same time, miner bot took a chunk of adamantine ore revealing the non-adamantine space that had worried Doktor so much before, revealing soft sandy dirt. The dirt then extended out of the revealed hole and punted the miner, sending it rolling for good twenty feet. More earth began rising from within adamantine and it began shaping itself into a body. A body of an earth spirit.

Say... DG, how many shards is a god worth?

Well, if you're all gonna die on your own, I won't get to get the satisfaction of killing/defeating you myself, so I should probably try to save us. I suppose that your praise/respect will have to do. Plus, killing gods will be fun.

Turn the lake into a giant Mirror of Opposition, using the font of magic within it to fuel the transformation. Use 5 normal essences and/or a ritual to do this, if necessary. Whatever I do, DON'T look at the lake while/after I enchant it.

Oh, and give my blade to Skelliborn or someone for safekeeping. I wouldn't want it to cause an, ah, accident.

Also, make an essence. Head back to the tower, if I can.


Whisperling, I need you/Viznor to use your Knowledge and Binding affinities to draw the attentions of the gods to the lake (AFTER I finish enchanting it, of course). Although the newly created mirror-deities might also hate us, they should hate their "real" counterparts more, which should buy us some time.

James, start working on a portal to get us the heck outta here. Maybe take us to some other dimension or world or something. I dunno.

Redrum, I need you to start working on a ritual to reanimate the gods that are about to die under your control. Work with Viznor and his Binding affinity if necessary.

Beirus, turn your accursed tower into something useful, like a cannon or a (better) power amplifier or something. Perhaps, once this is all over, we can have a mage-duel or something. We'll work that stuff out when we come to it.

Gambler, try to make the missiles hit stuff that isn't important or miss the island entirely with a shield of luck or something.

Skelliborn, work on your godhood thing. Also, please stabilize my sword for me. It could very well blow us all up if we're not careful.

The rest of you, find more fonts of magic and bring them back to the rest of us. They will be essential to our survival.

Good luck and godspeed, gentlemen.

{You are going to need to at least physically get to the font to use it.

Gods are worth a lot. I'm thinking either twenty five or fifty, depending on how hard I make to bring one down.}

((I want to take this opportunity to thank you, DG, for running this game. It's been a blast.))
"A portal would work, in the short term. It will, at the very least, buy time."
Book it to the tower. Enchant the glass shield to divert the randomly aimed divine bolts away from our positions. Use a +2/+2, +1/+2, and chaotic +2/+1, and pull from the random fluctuations in the Aether for as much additional power as possible.

Spoiler (click to show/hide)

Gambler ran towards the tower as fast as he could. Or almost as fast, as he was also busy enchanting a shield to reflect magic. glass was pretty good for this, mirrors were better, but glass was good as well. Some of Gambler's luck seemingly got into the shield as magic within it formed to always reflect towards someone the shield holder didn't like.

Urghe rushed towards the tower towards which quite a few other mages had been running. The sky was already turning a great deal brighter than it had any reason to be. The fire was already on it's way and he hadn't reached the Tower yet.

As of current I have two possible plans. Granted, both of them are based upon magic theory and I can't guarantee that either plan will work but I will try my best to explain why it might possibly work.

My first idea is this, Pantheon Ascent. At present, each individual mage has inner power with the strength of 5 soul shards or more in addition to some possessing crystallized soul shards that have been collected during the course of this competition.

I believe that in the old days, the great pantheons rose when a group of Magi pooled their collective power to essentially gain group status as gods and goddesses.
Surely this method could be repeated. Even today, we see evidence of this method through its less potent cousins, rituals and joint castings.

Perhaps if we pool our souls together into a group pool of 100 shards worth, we may be able to ascend as a new Pantheon.




My second method is much more dangerous and could probably disturb causality. It amounts to hunting down versions of yourself from other time lines from shortly after you joined the game within that time line and collecting the soul shards from your less fortunate selves.

To all who are interested, meet me at the Tower. It's time to win this game.
Travel to the tower.
3 Essences


Spoiler (click to show/hide)

Friendship can be a beautiful thing, but Skeliborn still ran towards safety as fast as he could, paying no heed to his ally of a minute ago. Even so, he began thinking of possibilities of getting out of this alive, and to his credit, neither of his methods involved murder of friendly mages. Truly, compared to the average Skeliborn was both honorable and averse to violence.

Well, that seems reasonable, and I don't see any other alternative that lets me survive

Try to grow plants on the golem's jaw, weakening or shattering it so I can escape
if successful, leave the underground tower with all of my minions


Spoiler (click to show/hide)

Seva swiftly decided on a plan of escape. If it involved potential injury so be it. Golem crocodile was momentarily confused when claw in its maw changed into smaller and softer leg, but overcame this confusion and bit down. But before stone teeth could penetrate significantly, Seva shoved his fist gripping the emerald into the toothy trap and unleashed a wild growth of plants. Swiftly, it forced open the stone jaw, releasing Seva's leg, and then continued t grow until it broke lower jaw off. Seva cared little for this damage, swiftly leaving the room and the building it was connected to.

"That was my plan too, make a portal and get everyone who wants through it."

Run away from the "Angel" back to the usual place.

Spoiler (click to show/hide)

Although this angel looked a lot like a stone statue, it shared none of the latter's sluggishness. James found this out swiftly as his attempt to ditch this nonsense and run away was ended by a swift kick to the head that sent him rolling on the ground. The angel apparently had some unknown amount of training in martial arts to manage to raise a leg so high.

((Oh...guess this means my plans of reanimating the entire swamp, corrupting the eldritch lake, becoming an immortal lich king and covering the world with an undead horde will never come to fruition now. It's truly a shame that this game is ending so abruptly.))

Continue the ritual.

If it's possible to travel during a ritual (the remaining sacrifices are both bound to my quite portable lantern), mount the hydra and command it to move northeast towards the eldritch zone. Got to make the most of our limited time.


{If you had started the ritual while on a hydra with intent to be able to move, I'd say yes, but you didn't so no.}

Spoiler (click to show/hide)

Redrum clicked his tongue impatiently as the news reached him. The ritual had reached the point of "good enough", it would give him what he wanted from it but nothing more. He could still keep going, but the time suddenly jumped up significantly in value. On one hand, murdering people. On the other, creating an necromantic relic worthy of the name.


Even as sky became alight with unnatural colors, the portal still continued its seemingly random flaring and depositing of mages on the island This time, out came Sharrin, master of wolves, hound-master of the wild hunt. Renowned for his great knowledge of the hunt and the hunters, he had the powers to call upon the embodiment of the hunt that was the wolves. No quarry was too far or too well hidden. But for this hunt he'd need allies, so Sharin swiftly moved along with many others towards the Tower.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: DreamerGhost on July 06, 2017, 08:54:06 pm
The first hex to be destroyed has been marked, and it happens to be quite popular hex as far as traffic goes. Since there were no valid action PM's, I won't be doing any today. As for non-action PM's I'll see to them tomorrow. My sleep schedule is fucked, as it goes every summer.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: NAV on July 06, 2017, 09:16:53 pm
"I don't want to fight you. I will not."

I think you forgot my +1 to end?

Anyway, activate my new smoke torch and run away again. Around the marked hex. And block any more attacks with my gauntlet switched to shield mode.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: ATHATH on July 06, 2017, 10:48:58 pm
Well, !@#$.

Okay, so someone needs to make me a scuba suit or something so that I can swim around underwater, and someone else needs to teleport me to the font. Any volunteers?
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: FallacyofUrist on July 07, 2017, 07:36:58 am
((Doktor Diabolical could manage it, but he has an earth spirit to deal with. Also, it's far away from him.))

Doktor Diabolical:

"How dare you mess with my mining operation! Dia-bots, attack!"

If it's an earth spirit, it should be vulnerable to the miner attacking it. The miner attacks it. That'll be followed up by a laser from the adamantine spider combat drone. Since Doktor Diabolical himself isn't fighting, he can make 3 essences.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: Zormod on July 07, 2017, 01:29:43 pm
Head southeast, send my eyecube out to find a god.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: XXXXYYYY on July 07, 2017, 03:25:08 pm
Say... DG, how many shards is a god worth? [...] Good luck and godspeed, gentlemen.
((I want to take this opportunity to thank you, DG, for running this game. It's been a blast.))
"A portal would work, in the short term. It will, at the very least, buy time."
Book it to the tower. Enchant the glass shield to divert the randomly aimed divine bolts away from our positions. Use a +2/+2, +1/+2, and chaotic +2/+1, and pull from the random fluctuations in the Aether for as much additional power as possible.

{You are going to need to at least physically get to the font to use it.

Gods are worth a lot. I'm thinking either twenty five or fifty, depending on how hard I make to bring one down.}

{Also, if you change your action, please cross out the previous one.}
((I think you might have dropped my action.))
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: DAPARROT on July 07, 2017, 05:07:03 pm
Get to the surface with my minions, bringing anything interesting they found, make 2 essences
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: Rautherdir on July 07, 2017, 05:18:04 pm
Summon a wolf and direct it to hunt down a font of magic.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DreamerGhost on July 07, 2017, 07:09:51 pm
Say... DG, how many shards is a god worth? [...] Good luck and godspeed, gentlemen.
((I want to take this opportunity to thank you, DG, for running this game. It's been a blast.))
"A portal would work, in the short term. It will, at the very least, buy time."
Book it to the tower. Enchant the glass shield to divert the randomly aimed divine bolts away from our positions. Use a +2/+2, +1/+2, and chaotic +2/+1, and pull from the random fluctuations in the Aether for as much additional power as possible.

{You are going to need to at least physically get to the font to use it.

Gods are worth a lot. I'm thinking either twenty five or fifty, depending on how hard I make to bring one down.}

{Also, if you change your action, please cross out the previous one.}
((I think you might have dropped my action.))

I rolled for you running to the tower and you didn't make it. Since you haven't got a glass shield, I figured that you meant something inside the tower, which again, you haven't reached.

A god is worth one remnant of divinity. One makes you a demigod, two allow you to ascend. But after becoming a demigod you can ascend without getting the second fragment in other ways.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: Prismatic on July 08, 2017, 06:21:34 am
((Ah, fair enough.))

Well, as long as the passive AoE effect's been worked in, the artifact's quite sufficient as is, but I suppose it wouldn't hurt to give the ritual one last blast of power before ending it.

Once the ritual's complete, don the gauntlet and test it by interrogating the warrior spirit again. Then mount the hydra and head northeast, making 2 essences.
Title: Re: Roll to Magic: Turn 251 Back again
Post by: XXXXYYYY on July 08, 2017, 08:19:53 am
I rolled for you running to the tower and you didn't make it. Since you haven't got a glass shield, I figured that you meant something inside the tower, which again, you haven't reached.

A god is worth one remnant of divinity. One makes you a demigod, two allow you to ascend. But after becoming a demigod you can ascend without getting the second fragment in other ways.
((I thought I did? There's one, at least, on my charsheet. I made it a while back (on turn 231) for a ritual and didn't end up using it, IIRC.))
Title: Re: Roll to Magic: Turn 251 Back again
Post by: DreamerGhost on July 08, 2017, 04:34:10 pm
I rolled for you running to the tower and you didn't make it. Since you haven't got a glass shield, I figured that you meant something inside the tower, which again, you haven't reached.

A god is worth one remnant of divinity. One makes you a demigod, two allow you to ascend. But after becoming a demigod you can ascend without getting the second fragment in other ways.
((I thought I did? There's one, at least, on my charsheet. I made it a while back (on turn 231) for a ritual and didn't end up using it, IIRC.))

Ok, so, the most memorable part of your forum name is that it is in all caps and has sorta repetitive pattern. ATHATH is also in all caps and has a repetitive pattern. I was really sleepy and mixed the two up. It's fixed now.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: NAV on July 08, 2017, 04:45:40 pm
ALL CAPS UNITE FTW!
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: DreamerGhost on July 08, 2017, 05:32:28 pm
Yours is not repetitive.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: star2wars3 on July 08, 2017, 10:56:26 pm
Continue to the tower
3 essences
Title: Re: Roll to Magic: Turn 251 Back again
Post by: ATHATH on July 09, 2017, 02:39:10 am
I rolled for you running to the tower and you didn't make it. Since you haven't got a glass shield, I figured that you meant something inside the tower, which again, you haven't reached.

A god is worth one remnant of divinity. One makes you a demigod, two allow you to ascend. But after becoming a demigod you can ascend without getting the second fragment in other ways.
((I thought I did? There's one, at least, on my charsheet. I made it a while back (on turn 231) for a ritual and didn't end up using it, IIRC.))

Ok, so, the most memorable part of your forum name is that it is in all caps and has sorta repetitive pattern. ATHATH is also in all caps and has a repetitive pattern. I was really sleepy and mixed the two up. It's fixed now.
Man, I'm good. My mere presence can now cause games to break in minor ways.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: DreamerGhost on July 09, 2017, 12:04:04 pm
So just as a general reminder the schedule for turns is Monday/Thursday. It could be Sunday/Thursday, but I usually eat a lot on Sundays and feel lazy for the whole day afterwards.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: Sarrak on July 10, 2017, 12:45:52 am
"Very interesting..."

Endurance buff with Chaotic essences +5/+5, then try to conquer read the fencing book. Surely, such attitude must guard some secrets!
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: XXXXYYYY on July 10, 2017, 02:12:49 pm
Finish up the trip to the tower. Three essences.
Title: Re: Roll to Magic: Turn 252 Begining of the end
Post by: DreamerGhost on July 10, 2017, 09:02:39 pm
Turn 253

"I don't want to fight you. I will not."

I think you forgot my +1 to end?

Anyway, activate my new smoke torch and run away again. Around the marked hex. And block any more attacks with my gauntlet switched to shield mode.


{So I did, my bad. Not really any difference there, the kick was more there to show that you failed to run away.}

Spoiler (click to show/hide)

James gripped his newfound torch firmly and swiftly rushed away. Something heavy flew by somewhere to his right, possibly the angel, but James continued running and no more stone statues stood in his way. He ran in a half circle, avoiding the area where smaller rocks began floating up in the air, knowing the danger that it meant. Even if it meant not reaching the tower as soon as he'd like, James wasn't going to go there.

((Doktor Diabolical could manage it, but he has an earth spirit to deal with. Also, it's far away from him.))

Doktor Diabolical:

"How dare you mess with my mining operation! Dia-bots, attack!"

If it's an earth spirit, it should be vulnerable to the miner attacking it. The miner attacks it. That'll be followed up by a laser from the adamantine spider combat drone. Since Doktor Diabolical himself isn't fighting, he can make 3 essences.

Spoiler (click to show/hide)

Doktor sent his bots to deal with the earth spirit, some of them were built specifically for this kind of stuff after all. Laser droid reacted first and fired a beam at the earth spirit. Unfortunately, earth spirit split as the laser was powering up, making it pierce only air. Miner bot was more successful, it managed to punch the spirit, trapping a chunk of it in ice and dodge the retaliation blow.

Head southeast, send my eyecube out to find a god.

{The gods are not on the island. They are in a realm above the island (Not just geometrically above) and are throwing annihilation at everything below.}

Cuberac decided that this place was not a good place to stay. Not only the weather would kill him before long, the wind and snow slowed him down considerably, making any dodging of divine wrath rather difficult. The slog back was significantly easier, but it still took him far too long to get away from the worst of the snowstorm.

Get to the surface with my minions, bringing anything interesting they found, make 2 essences

Spoiler (click to show/hide)

Seva paused once he reached the surface and looked over what he had found. There was the emerald, two golden rings, the key and a big pile of possibly magical mud. The mud might contain something, but that would require something to sift through it. And there might not be enough time for that.

Summon a wolf and direct it to hunt down a font of magic.

Spoiler (click to show/hide)

Shariin knew wolves well. He knew, for example, that there were extremely numerous species of wolves, for example, those capable of seeking out magic. He called through the wilds of unreality and before him appeared a young spellwolf pup. Adorable, but unfortunately, incapable of smelling magic like an adult of the species would be able.

((Ah, fair enough.))

Well, as long as the passive AoE effect's been worked in, the artifact's quite sufficient as is, but I suppose it wouldn't hurt to give the ritual one last blast of power before ending it.

Once the ritual's complete, don the gauntlet and test it by interrogating the warrior spirit again. Then mount the hydra and head northeast, making 2 essences.


Spoiler (click to show/hide)

Redrum finished the ritual and shattered the construct of collected energy with his hand. The pieces scattered, but as if magnetized, returned and gathered on his hand into a bone white gauntlet. It had sharpened fingers and was pretty sturdy, but those were secondary to the enchantments on it to dominate undead. The warrior began swearing more as Redrum approached, but as he asked questions the stream of curses was parted by information. Long time ago, he was a leader of a band of mercenaries. They were hired by a baron to deal with a base of bandits in some forest but when time came to pay up the baron betrayed them. The mercenaries won and burned the baron's manor to the ground with the fat bastard in it. The dead soldier himself was hit by an arrow to the eye, surviving the wound but not infection. He was then buried by his band, who then vowed on the grave to only take jobs with pay up front.

Continue to the tower
3 essences


Spoiler (click to show/hide)

Skeliborn arrived at the tower, whatever happened he was probably in the best place to get involved. Although the purple walls that previously provided safety in the face of adversity, what could they do against this new onslaught?

"Very interesting..."

Endurance buff with Chaotic essences +5/+5, then try to conquer read the fencing book. Surely, such attitude must guard some secrets!

Spoiler (click to show/hide)

Stabbing the book risked damaging it, so Ao went for the next best thing. A touch of magic saw his skin turn into hard scales, tough enough to resist the tiny sharpened edges of the stabby book. Grabbing it however, proved slightly more of a challenge. For something supposed to be immobile it was far to energetic and slippery. The scales worked, the tome left only scratches that were swiftly healed by the Tower, but flipping the book open was still a struggle.

Finish up the trip to the tower. Three essences.

Spoiler (click to show/hide)

Gambler entered the tower slightly before Skeliborn and began gathering power. They would need a lot of luck to pull this off... Or he'd need a lot of luck to come out on top. Either way, it would be useful in near future.

A beam of light fell from the heavens and pierced straight through the earth. Shadows moved and shifted as brightness of the sun descended on the island. No sound could be heard, even those that were caused by other sources disappeared. And then the light moved on, leaving a gaping hole with no visible bottom.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DreamerGhost on July 10, 2017, 09:03:55 pm
New targets have been designated, this time in somewhat more populated hexes. PM's will be going out shortly.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: Rautherdir on July 10, 2017, 09:21:18 pm
Make 3 essence.

"Do you think summoning a god here would be possible?"
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DAPARROT on July 11, 2017, 12:50:09 am
Switch to phoenix form, fly to the tower, non-fire resistant birds avoid the burning aether, make 2 essences
Title: Re: Roll to Magic: Turn 253 The first light
Post by: Prismatic on July 11, 2017, 01:11:23 am
((I think you missed the travel part of my action.))
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DreamerGhost on July 11, 2017, 06:38:45 am
((I think you missed the travel part of my action.))
Actually just forgot to reupload the map after PM's. But the result is the same.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: FallacyofUrist on July 11, 2017, 08:32:17 am
Doktor Diabolical:

"Oh, just die already! I don't have time for you!"

All chaotic essences on some robot parts. If they look viable, have the hauler dump them into the factory, producing a drill bot which will join the fight against the earth elemental. Laser bot keeps lasering, frost miner keeps frost mining. Two essences.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: Zormod on July 11, 2017, 02:05:13 pm
Continue heading east, and form 3 essences.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: Prismatic on July 12, 2017, 07:43:08 am
((I think you missed the travel part of my action.))
Actually just forgot to reupload the map after PM's. But the result is the same.

((But...there's no SPD roll..?))
Title: Re: Roll to Magic: Turn 253 The first light
Post by: star2wars3 on July 13, 2017, 06:50:59 am
Determine what the second set of runes on Vortex Bane does (the one that I got when making 10 essences in a row) please pm me my turn this turn.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DreamerGhost on July 13, 2017, 11:46:00 am
((I think you missed the travel part of my action.))
Actually just forgot to reupload the map after PM's. But the result is the same.

((But...there's no SPD roll..?))

Ah. Damn. I was mixing people up again. It's fixed now.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DreamerGhost on July 13, 2017, 05:31:24 pm
Seeing as how there are only five actions posted, I am going to move the turn to tomorrow. No, this isn't a case of everyone starting to think of backstabbing and moving to PM's, there is just lack of posting.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: NAV on July 13, 2017, 09:58:11 pm
((Been busy with work.))

Keep running as fast as I can. In fact, switch my omnicube into some sort of motorcycle or other simple vehicle to go faster.

Not to the tower, a few hexes south where I planted the tree.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: Prismatic on July 14, 2017, 01:58:50 am
Keep travelling towards the eldritch lands. Make 3 essences.
Title: Re: Roll to Magic: Turn 253 The first light
Post by: XXXXYYYY on July 14, 2017, 10:39:52 am
Three essences
Title: Re: Roll to Magic: Turn 253 The first light
Post by: DreamerGhost on July 14, 2017, 05:56:54 pm
Turn 254

Make 3 essence.

"Do you think summoning a god here would be possible?"

Spoiler (click to show/hide)

{Usually, there would be a sentence here about Sharrin engaging in conversation, but, uh, I have no idea who you are trying to talk to. Your action happened, I just have no idea what to write here.}

Switch to phoenix form, fly to the tower, non-fire resistant birds avoid the burning aether, make 2 essences

Spoiler (click to show/hide)

Seva rose to the sky and flew swiftly towards the Tower. There was a good reason to rush this time and he reached the purple walls just as light began falling from the sky again. Seva's birds watched with worry as another chunk of land vanished.

Continue heading east, and form 3 essences.

Spoiler (click to show/hide)

Cuberac traveled eastwards towards the eldritch lands and the blasted crater. There were still some mages there. Perhaps they would be useful in one way or another.

Doktor Diabolical:

"Oh, just die already! I don't have time for you!"

All chaotic essences on some robot parts. If they look viable, have the hauler dump them into the factory, producing a drill bot which will join the fight against the earth elemental. Laser bot keeps lasering, frost miner keeps frost mining. Two essences.

Spoiler (click to show/hide)

Combat droid powered up its laser again and the earth spirit split again to avoid it. But this time the droid saw through it and melted off the section connecting the two separate parts. Half of the earth spirit fell as lifeless dirt right there. Slightly unfortunately, the miner droid was aiming to hit the part that just collapsed and was left uselessly hitting dirt. The spirit itself, recognizing the danger of the droid leapt through the air in a stream of earth, falling just next to the drone, sending it scurrying away with pebbles bouncing off its armor.

Determine what the second set of runes on Vortex Bane does (the one that I got when making 10 essences in a row) please pm me my turn this turn.

{Find the quote from the turn and I'll tell you without a roll.}

((Been busy with work.))

Keep running as fast as I can. In fact, switch my omnicube into some sort of motorcycle or other simple vehicle to go faster.

Not to the tower, a few hexes south where I planted the tree.


Spoiler (click to show/hide)

While running, James remembered that he had a far better alternative and turned on omnicube's helicopter mode again. Firm grip and unknown engine carried James over the remains of burning aether and into the sight of the fire tree. Not quite in reach though, that would take few moments more still.

Keep travelling towards the eldritch lands. Make 3 essences.

Spoiler (click to show/hide)

It was unclear if the hydra rushed because it had mind enough to be afraid or if worry of its master passed over to it over the newly created gauntlet, but rush it did. Annoyingly, there were obstacles in form of burning aether that required going around an there was a massive hole between the mountains where easy passage once was, but these problems were eased by not having to walk yourself. Redrum made to the mountains overlooking the eldritch fields before light fell again.While traveling, Redrum felt a bit of power escape as he was trying to focus it and turn nearby stone into white dust. There were reasons why this was a bad sign, but none of them applied in world about to be demolished so he moved on without another thought.

Three essences

Spoiler (click to show/hide)

Gambler continued hoarding the power of fortune.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: FallacyofUrist on July 15, 2017, 01:23:56 pm
All chaotic essences on some robot parts. If they look viable, have the hauler dump them into the factory, producing a drill bot which will join the fight against the earth elemental.
((Did you miss part of my action?))
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: NAV on July 15, 2017, 01:34:49 pm
Hurry!
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: Zormod on July 15, 2017, 03:14:14 pm
Send my bladecubes at Bob and prepare for battle.
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: ATHATH on July 15, 2017, 06:57:08 pm
Okay, guys, where are we going to put the escape portal?

Follow James, since he's probably going to be the guy that's gonna make our escape portal. Make 2 essences.
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: NAV on July 15, 2017, 07:04:59 pm
"Okay, here's my plan. I'm going to summon something to create a portal. Doesn't matter what, but it does matter where. If anyone cares where you want to end up, tell me now. Whe're all going the same place unless you can find your own way off this platypus."

"I'll stick my gauntlet in the rift and tear it open. Transform my gauntlet into a doorway. It's got a couple durability enchantments and a chunk of eternity, so it should last quite a while. If anyone has a way to help keep the portal open or reinforce my omnicube, meet me at my tree."
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: Rautherdir on July 15, 2017, 07:28:32 pm
"Crazy idea here, but if the portal was alive do you think it would work better? I would think it would become a target and being able to have it move could help our chances of survivability."

Meet NAV at the tree
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: ATHATH on July 16, 2017, 12:01:34 am
"Okay, here's my plan. I'm going to summon something to create a portal. Doesn't matter what, but it does matter where. If anyone cares where you want to end up, tell me now. Whe're all going the same place unless you can find your own way off this platypus."

"I'll stick my gauntlet in the rift and tear it open. Transform my gauntlet into a doorway. It's got a couple durability enchantments and a chunk of eternity, so it should last quite a while. If anyone has a way to help keep the portal open or reinforce my omnicube, meet me at my tree."
"My affinity can keep the gods from disrupting your portal."
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: XXXXYYYY on July 16, 2017, 03:56:14 pm
"Okay, here's my plan. I'm going to summon something to create a portal. Doesn't matter what, but it does matter where. If anyone cares where you want to end up, tell me now. Whe're all going the same place unless you can find your own way off this platypus."

"I'll stick my gauntlet in the rift and tear it open. Transform my gauntlet into a doorway. It's got a couple durability enchantments and a chunk of eternity, so it should last quite a while. If anyone has a way to help keep the portal open or reinforce my omnicube, meet me at my tree."
"I should be able to reinforce it again."
Move to meet up with James. If he allows it, reduce the chance that the onmicube will break under strain (while keeping the previous reinforcement). Use one +1/+1, two +1/+2s, and two +1POT essences.
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: DreamerGhost on July 16, 2017, 05:36:07 pm
All chaotic essences on some robot parts. If they look viable, have the hauler dump them into the factory, producing a drill bot which will join the fight against the earth elemental.
((Did you miss part of my action?))

{I did.}
Spoiler (click to show/hide)

The robot that rolls out of the factory looks like a miniature tank with a massive drill in front of it. The form is rather unfitting for it's purpose, but numerous closed hatches imply that there is more to this bot than just the drill. It immediately begins swiftly rolling on it's threads towards the earth spirit.
Title: Re: Roll to Magic: Turn 122 Strange tomes and Old enemies
Post by: star2wars3 on July 16, 2017, 06:45:21 pm
((Here is the turn in which I got the second set of runes))

Turn 123
Skelliborn
Attempt to Create 10 blade essences because why not?
Spoiler (click to show/hide)
Skeliborn ignored Viznor diving for cover as he began focusing power. It went comparably well at first, but Skeliborn forged past that. First essence failed, the power converging on Skeliborns blade, engraving strange runes on it, but Skeliborn still forged on. Next, the blade grew a guard to protect the hand wielding it. Then, hilt of the sword, which Skeliborn was holding on for luck, grew spikes. The spikes were over an inch in length, piercing Skeliborns hand and locking it onto the sword. Even this failed to stop him.

Next essence caused all edges in the library become a bit leaner, though not enough to be called sharp. The collapse after that was different from the others. Instead of the strange indecisiveness that he usually felt, Skeliborn felt outright malice, as magic tried to forge blades out of his bones. It was not quite strong enough this time, but the blade holding hand seemed to had begun bleeding just a bit extra.


3 essences
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: FallacyofUrist on July 17, 2017, 08:31:19 am
Doktor Diabolical:

"Combat: excellent. On the other hand..."

Combat continues, 3 essences are made, and something is checked via PM.
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: Sarrak on July 17, 2017, 01:33:08 pm
"Empty? A pity. I've lost enough time trying to pry non-existant secrets from it..."

Walk from tower halls, looking for other mages. Further enchant my speed by making the body much limber and graceful than naturally possible. Two last chaotic essence, one +1 POT, one +1CMP
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: ATHATH on July 17, 2017, 04:46:31 pm
"Empty? A pity. I've lost enough time trying to pry non-existant secrets from it..."

Walk from tower halls, looking for other mages. Further enchant my speed by making the body much limber and graceful than naturally possible. Two last chaotic essence, one +1 POT, one +1CMP
InB4 you become a blob-monster.
Title: Re: Roll to Magic: Turn 254 First casualty of the Light
Post by: DreamerGhost on July 17, 2017, 07:13:29 pm
Turn 255

Hurry!

James rushed towards his fire tree and found it unharmed. It had reacted in no visible way to the impending doom, and was still peacefully blooming fire. The forest behind it also seemed unbothered, no creatures fleeing from the zone about to be obliterated.

Send my bladecubes at Bob and prepare for battle.

Spoiler (click to show/hide)

Cuberac sent his bladecubes flying and watched as Bob remained perfectly still and caught a cube to the skull for it. Then, Cuberac watched as Bob got back up, bleeding, but seemingly still coherent enough to send his menagerie of dinosaurs running at Cuberac.

Okay, guys, where are we going to put the escape portal?

Follow James, since he's probably going to be the guy that's gonna make our escape portal. Make 2 essences.

Spoiler (click to show/hide)

Urghe was feeling optimistic and thus followed after James. A plan was forming to get off this world and he wanted in on it.

"Crazy idea here, but if the portal was alive do you think it would work better? I would think it would become a target and being able to have it move could help our chances of survivability."

Meet NAV at the tree

Spoiler (click to show/hide)

Sharrin too followed after James, he was in this to fight fellow magi, not get ground into dust by divine powers. Perhaps this would work out better on the other side of another portal.

"Okay, here's my plan. I'm going to summon something to create a portal. Doesn't matter what, but it does matter where. If anyone cares where you want to end up, tell me now. Whe're all going the same place unless you can find your own way off this platypus."

"I'll stick my gauntlet in the rift and tear it open. Transform my gauntlet into a doorway. It's got a couple durability enchantments and a chunk of eternity, so it should last quite a while. If anyone has a way to help keep the portal open or reinforce my omnicube, meet me at my tree."
"I should be able to reinforce it again."
Move to meet up with James. If he allows it, reduce the chance that the onmicube will break under strain (while keeping the previous reinforcement). Use one +1/+1, two +1/+2s, and two +1POT essences.

{Disregarding use of two +1POT essences since the previous three already give you +5POT}

Spoiler (click to show/hide)

Gambler also wanted off this gig, and unlike some others he could actually contribute. The plan called for a device to stay solid under duress of portal vortex and portals were unpredictable. Unless you were the one choosing what would happen. And Gambler could help with that.


3 essences

{PM incoming}

Spoiler (click to show/hide)

Skelibor remained in the Tower, ignoring the exodus towards James. His was a different plot for the end, running away could wait for a bit still.

Doktor Diabolical:

"Combat: excellent. On the other hand..."

Combat continues, 3 essences are made, and something is checked via PM.

Spoiler (click to show/hide)

The earth spirit, seemingly faster after loosing half of itself, slammed into the laser drone at full speed, sending it rolling. The bot was built for this, however, and pulled in several more pointy parts, making it round enough to roll over with minimal harm. Meanwhile, both the miner and the drill bots attacked the spirit, forcing it to collapse as sand on the dirt to avoid the attacks. Laser drone recovered and attempted to sever a piece again, but it seemed that the spirit was stronger while so close to the ground and glassed sand broke into particles of quartz that rejoined the greater mass.

"Empty? A pity. I've lost enough time trying to pry non-existant secrets from it..."

Walk from tower halls, looking for other mages. Further enchant my speed by making the body much limber and graceful than naturally possible. Two last chaotic essence, one +1 POT, one +1CMP

Spoiler (click to show/hide)

Ao went through the suddenly noticeably emptier tower looking for mages. There were still quite a few left, so there probably was something planned to happen in near future. Another reason to go through the tower was to test his new speed enchantment. The results were rather saddening. He was indeed more graceful and limber, but the scales were interfering, making the movement just slightly below what Ao wanted. It was not a good trade for magic spent, but that was just how these things worked.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: FallacyofUrist on July 17, 2017, 08:02:38 pm
Doktor Diabolical:

"Hurry up already! The apocalypse is a thing, I don't have time for this!"

Create some more robot parts(+1/+1, +1 POT) and some computing robot parts(+1/+1, +1/+1, +1 POT). Have the hauler dump them into the factory and have the factory assemble the parts into a tactician robot, which will aid the other robots in their fight against the earth spirit. Also make an essence, also another PM thing.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: Rautherdir on July 17, 2017, 09:41:20 pm
Summon a celestial wolf. Use all of my essences.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: DAPARROT on July 18, 2017, 01:20:35 am
follow the mages trying to escape, make 2 essences
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: star2wars3 on July 19, 2017, 08:11:38 am
Travel to the mages, trying to escape.

EDIT: avoid doomed hexes
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: XXXXYYYY on July 19, 2017, 12:19:32 pm
Keep moving to the others. Don't be in the hex when it blows. 3 essences in preparation.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: Zormod on July 19, 2017, 02:31:38 pm
Use my Dimension dagger to blink to and stab Bob, and have my bladecubes begin orbiting me.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: ATHATH on July 19, 2017, 09:01:40 pm
If NAV creates a portal, defend it/him with my affinity (exact details pm'd in order to keep my affinity a secret). Use 5 essences on this.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: Sarrak on July 20, 2017, 03:33:41 am
Strengthen my nervous system so that I may react timely to any danger. Two +1/+2 essences, one +1/+1.

Then, bid farewell to the Tower, and travel to the congregation of mages, avoiding destructive phenomena.
Title: Re: Roll to Magic: Turn 255 Close miss
Post by: DreamerGhost on July 20, 2017, 08:46:28 pm
Turn 256

Summon a celestial wolf. Use all of my essences.

Spoiler (click to show/hide)

Sharrin called to the hunt again, and this time the wolf that arrived was fully ready to hunt. Celestial wolf, with fur as dark as night save for white spots that were as bright as night stars. This species was known appearing in hunting packs seemingly out of nowhere on cloudless nights. They were part fae, and usually rested when the night was not right, but this one would serve Sharrin with all of its mystical might.

follow the mages trying to escape, make 2 essences

Spoiler (click to show/hide)

Seva flew southwards, away from the Tower and towards a group of mage planning an escape. He flew extra swiftly through the area that had attracted attention of the Young Gods, and the speed had been sufficient to avoid disintegration. There was already quite a group gathered there, preparing for the spell.

Travel to the mages, trying to escape.

EDIT: avoid doomed hexes


Spoiler (click to show/hide)

Skeliborn was unwilling to brave the dangerous are like Seva did, and chose to walk around the danger. This left him some distance short to the goal when the light struck again, but the light fell fair distance away from him.

Keep moving to the others. Don't be in the hex when it blows. 3 essences in preparation.

Spoiler (click to show/hide)

Gambler rushed forward as he felt something looking at him intensely. The feeling faded as he ran away, confirming that it was the land, not him that was doomed. For now at least. And if the plan of getting out worked, forever.

Use my Dimension dagger to blink to and stab Bob, and have my bladecubes begin orbiting me.

Spoiler (click to show/hide)

Cuberac waited until the dinosaurs were close enough to bite him and teleported forward using the dagger. The dagger that he then extended towards Bob's guts. But Bob, although surprised by this, managed to step out of the way of the knife, but into the way of an orbiting cube. The cube caught his robe and sent Bob sprawling to the ground, the perfect position for execution.

If NAV creates a portal, defend it/him with my affinity (exact details pm'd in order to keep my affinity a secret). Use 5 essences on this.

{No portal from James, nothing happens}

Strengthen my nervous system so that I may react timely to any danger. Two +1/+2 essences, one +1/+1.

Then, bid farewell to the Tower, and travel to the congregation of mages, avoiding destructive phenomena.

Spoiler (click to show/hide)

Ao reforged his nerves using the help of the Tower and moved out. He was slightly sad to go, the Tower was a place where he grew greatly in enchantments and items. But if this island was to sink, he did not wish to sink with it. Ao ran ant brisk pace around the land about to be annihilated and arrived at a congregation of mages who shared much the same thoughts.

Doktor Diabolical:

"Hurry up already! The apocalypse is a thing, I don't have time for this!"

Create some more robot parts(+1/+1, +1 POT) and some computing robot parts(+1/+1, +1/+1, +1 POT). Have the hauler dump them into the factory and have the factory assemble the parts into a tactician robot, which will aid the other robots in their fight against the earth spirit. Also make an essence, also another PM thing.

Spoiler (click to show/hide)

The earth spirit rose again, but this time when combat drone fired it's laser it seemed to have hit something important. Earth that made up the body of the spirit shuddered and it all fell to dust. Drill bot and miner bot spread the dust around just in case but the spirit did not return. This made Doctor significantly less upset about conjuring a pile of transistors instead of any actually useful computational parts. At least the robot parts were good.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: DreamerGhost on July 20, 2017, 08:47:46 pm
Unfortunately, I got distracted while writing and it is now morning. PM's will come tomorrow.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: ATHATH on July 20, 2017, 11:54:43 pm
Repeat my previous action. After that, make an essence.

If NAV doesn't make the portal this turn, make 2 essences instead.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: Zormod on July 21, 2017, 01:46:37 pm
Execute him!
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: NAV on July 21, 2017, 02:06:05 pm
"Sorry, zoned out for a minute there. Gives some more mages time to catch up at least."

Look up the necessary omnicube transformations beforehand.

"Time to go."
Then, summon a ... a farming hoe. Simple farming tool, should take us somewhere habitable. My ring should make sure it's abandoned and unwanted. Use 5/5 of essences.
Stick my gauntlet into the portal and transform it into a doorframe.


Telepathically talk to the firetree, I'm sure it knows the world is ending. Suggest that it should transfer it's consciousness to a core or branch or seed or something that can fit through a doorway. Help it in any way possible with a healing spell and my nature rune tattoos. Then it can regrow in a natural tree shape. Or if that's not possible I can try to summon it again on the other side.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: FallacyofUrist on July 21, 2017, 04:58:03 pm
Doktor Diabolical:

"Finally."

Okay then. Have the robots exit the tunnel, then send in the hauler bot to loot anything the earth spirit left behind(a spirit crystal, maybe?). Also, secret things.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: Rautherdir on July 21, 2017, 06:20:21 pm
Make 3 essences
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: star2wars3 on July 21, 2017, 10:03:16 pm
Complete the rest of the journey to the mages. 3 essences
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: Sarrak on July 22, 2017, 01:05:10 am
"This world does seem to be ending. A pity I have no power to influence this. I liked studying at the Tower..."
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: DAPARROT on July 22, 2017, 04:13:39 pm
"Do you guys mind if i bring some extra people through the portal, because there's a flock of harpies nearby and they were kinda nice so I don't want to leave them here."
Unless anyone objects, go go find the harpies(they were in the moderately forested hex 2 hexes southeast, between the mud and the void) and tell them about the apocalypse(if they don't already know) and the escape portal, lead them back to the portal if I'm fast enough
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: XXXXYYYY on July 23, 2017, 10:17:26 pm
"Do you guys mind if i bring some extra people through the portal, because there's a flock of harpies nearby and they were kinda nice so I don't want to leave them here."
Unless anyone objects, go go find the harpies(they were in the moderately forested hex 2 hexes southeast, between the mud and the void) and tell them about the apocalypse(if they don't already know) and the escape portal, lead them back to the portal if I'm fast enough

"Go for it, if you're fast enough to get them. No use leaving anyone behind."

If I read that correctly and the portal is being created this turn:
If I did not read that correctly and the portal is not being created this turn:
    Prime the Triple Sevens.
    Summon a symbol of the Lady composed of glass mixed with solidified Luck. Use three chaotic +1/+1s and one chaotic +2/+2.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: ATHATH on July 23, 2017, 11:23:26 pm
XXXXYYYY, can we read your spoiler?
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: XXXXYYYY on July 23, 2017, 11:40:38 pm
XXXXYYYY, can we read your spoiler?
((Whoops, should have been clearer. You all can absolutely read it, sorry. It was just a little long and it was under a conditional, so I spoiled it for size and aesthetic reasons.))
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: Sarrak on July 24, 2017, 12:40:54 am
Lessen my connection to this reality, as to make portal passage easier and ward off... incidents. 3 +1/+1 & +1/+2 essences. Also Lesser blood magic to see how it'll work.
Title: Re: Roll to Magic: Turn 256 Final Exodus
Post by: DreamerGhost on July 24, 2017, 07:16:22 pm
Turn 267

Execute him!

Spoiler (click to show/hide)

Cuberac stabbed downwards in a wide swing meant to skewer Bob's throat, but the paleontomage managed to turn his head aside, making the dagger leave only a thin red line on the side of his neck. Then it was, Cuberac's turn to dodge, as Bob's sharps claws attempted to disembowel him. The claws did not even reach Cuberac's clothes, but the cube mage was forced to fall on the ground himself. As the struggled, dinosaurs were rushing towards the two of them.

Doktor Diabolical:

"Finally."

Okay then. Have the robots exit the tunnel, then send in the hauler bot to loot anything the earth spirit left behind(a spirit crystal, maybe?). Also, secret things.

Spoiler (click to show/hide)

Doktor ordered his bots back on solid surface ground, he did not have much more time to waste here. The hauler bot was out last, carrying something like a shard of quartz. A natural spirit crystal, entirely undamaged. It seemed that the laser refracted through the crystal, destroying the earth spirit but leaving the container intact. Spirit crystals were quite valuable things, you could insert them into damn near anything, and over time it would grow an intelligence that would try to do the duty of the item as well as it could. The older the intelligence was, the more powerful their magic would get. Unfortunately, they usually took years to grow useful, but there were ways to speed this up.

Make 3 essences

Spoiler (click to show/hide)

Sharrin just waited for the portal to be forged. He had few talents that would be useful here, so there was nothing for him to do. He still captured some more magic, just in case this didn't quite work out.

Complete the rest of the journey to the mages. 3 essences

Spoiler (click to show/hide)

Skeliborn finished his trip to the group planning evacuation. There was quite a group here, just a few mages short of half of everyone on the island. Not much for him to do but wait now, so that's what he did. Perhaps there would be something on the other side for him to defeat as a thanks for a trip off this deathtrap.

Lessen my connection to this reality, as to make portal passage easier and ward off... incidents. 3 +1/+1 & +1/+2 essences. Also Lesser blood magic to see how it'll work.

Spoiler (click to show/hide)

Ao was also not feeling particularly like remaining in this realm, but unlike so many others, he had his own plan of leaving this place. Souls could pass practically any dimensional barrier, and with his knowledge, Ao would be able to carry more than just his soul. It was still dangerous, so he chose to do it in steps. His body became slightly less solid looking, like something seen through fog. He felt much the same, but the world around Ao became somewhat blurred, especially distant objects. Then the magic took it's toll and Ao felt his ribs break. Perhaps it was a bit much to pay for what was really a backup plan.

"Sorry, zoned out for a minute there. Gives some more mages time to catch up at least."

Look up the necessary omnicube transformations beforehand.

"Time to go."
Then, summon a ... a farming hoe. Simple farming tool, should take us somewhere habitable. My ring should make sure it's abandoned and unwanted. Use 5/5 of essences.
Stick my gauntlet into the portal and transform it into a doorframe.


Telepathically talk to the firetree, I'm sure it knows the world is ending. Suggest that it should transfer it's consciousness to a core or branch or seed or something that can fit through a doorway. Help it in any way possible with a healing spell and my nature rune tattoos. Then it can regrow in a natural tree shape. Or if that's not possible I can try to summon it again on the other side.
Repeat my previous action. After that, make an essence.

If NAV doesn't make the portal this turn, make 2 essences instead.

"Do you guys mind if i bring some extra people through the portal, because there's a flock of harpies nearby and they were kinda nice so I don't want to leave them here."
Unless anyone objects, go go find the harpies(they were in the moderately forested hex 2 hexes southeast, between the mud and the void) and tell them about the apocalypse(if they don't already know) and the escape portal, lead them back to the portal if I'm fast enough
"Go for it, if you're fast enough to get them. No use leaving anyone behind."

If I read that correctly and the portal is being created this turn:
If I did not read that correctly and the portal is not being created this turn:
    Prime the Triple Sevens.
    Summon a symbol of the Lady composed of glass mixed with solidified Luck. Use three chaotic +1/+1s and one chaotic +2/+2.


Spoiler (click to show/hide)

James called forth a simple farming hoe. The item was of little importance itself, except for the surroundings in which it was usually found. Then, as the portal formed and the item emerged, he swiftly stepped forwards and punched the space-time anomaly. Glass melted and burned where the portal touched it, but soon the first layer was burned through and the Eternity was reached. At that moment, James swiftly pushed a combination of buttons and switches for this exact occasion and stepped back, leaving the glass gauntlet floating in the air. For a moment it was all it did, but then it began to unfold, stretching the swirling vortex out, creating an archway of glass and shadows. Some distance away, the flames on the fire tree went out and leaves around the flames closed, swiftly becoming covered in spiked bark. Just moments later, freshly formed spiked seeds fell to the ground.

Two other mages also joined in the magic of creating a portal, although one vastly overshadowed the other. Where Urghe's spell went through with no great fanfare, Gambler's spell and prayer were met with thunderous reaction. From clear sky lightning struck Gambler, burning wounds more dangerous than simple flesh.Gambler remembered that Lady hated to have her name invoked, as memories of magic of fortune were lost in a pyre of power. However, another lightning bolt fell on the Portal producing far more favorable results. The vortex swirling within the frame parted revealing a clear sight of seemingly peaceful field of barley. The fires around the edges of the portal subsided and glass began to cool. For now, the portal was naturally stable, although it was only a matter of time before it was destroyed by external forces.

Seva also knew that it was only a matter of time, so he rushed towards the forest, where he had previously met the friendly harpies. He could see the nests peeking through the branches, but the harpies themselves were nowhere to be found. As he flew closer, he found that the nests were missing majority of their colorful decorations and there was not an egg in sight. The harpies had left before he arrived, although it was a question of where.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: FallacyofUrist on July 24, 2017, 07:23:51 pm
((The map's missing.))
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: DreamerGhost on July 24, 2017, 07:25:56 pm
((The map's missing.))
That's because Firefox glitched all my RAM away and began lagging. I did the turn as to not lose writing progress and added the map just now, after restarting the damn thing.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: Rautherdir on July 24, 2017, 07:28:57 pm
"I can go grab those seeds."

Ride my celestial wolf over to the fire tree and grab the seeds. Then get back to the portal.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: FallacyofUrist on July 24, 2017, 08:22:50 pm
Doktor Diabolical:

"Excellent. But time is short. This realm is coming to an end. My plan must be accelerated, when I do not even have the basics. Hopefully, luck will be on my side and I will have the time I need..."

Create(-1) some power armor(-1) robot parts with the chaotic +2/+1 essence, then make 2 essences.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: star2wars3 on July 24, 2017, 10:47:34 pm
Through the portal.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: XXXXYYYY on July 24, 2017, 10:53:01 pm
Walk into the portal.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: Sarrak on July 25, 2017, 12:50:09 am
((The map's missing.))
That's because Firefox glitched all my RAM away and began lagging. I did the turn as to not lose writing progress and added the map just now, after restarting the damn thing.
((You've also confused Ao with Redrum. Not sure what difference it will make to the rolls, though.))
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: DAPARROT on July 25, 2017, 01:40:25 am
Send the treasure bird to find the shiny things the harpies had, follow it and warn/guide the harpies if they are found
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: Zormod on July 25, 2017, 02:21:15 pm
Try creating a cubic arena, and use my hypercube to attack.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: DreamerGhost on July 25, 2017, 04:45:14 pm
((The map's missing.))
That's because Firefox glitched all my RAM away and began lagging. I did the turn as to not lose writing progress and added the map just now, after restarting the damn thing.
((You've also confused Ao with Redrum. Not sure what difference it will make to the rolls, though.))

Dammit. Fixed it now. Any similarities to previous text are purely coincidental.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: NAV on July 25, 2017, 11:36:34 pm
Heal Gambler, if I can do anything to help.

Take the seeds from the mage with the wolf and thank him for getting them.
Help everyone through the portal. Send Grundar through to watch the other side.

"I don't know how long this'll last, everyone through!"

Oh yeah, a few other people I should find and help through the portal.
There's the fireplum sapling that Grundar planted when we first moved to this new island.
Blinky, the blob covered in eyes that follows follows me around sometimes.
The forest druids. They probably won't want to leave their forest.
Try to find these and any other living things and help them through the portal.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: Sarrak on July 26, 2017, 04:26:04 pm
"It was a most interesting experience..."

Magically strengthen the bones back into decent shape! Use two +1/+2 essences.

(If not dead) Ao nods farewell to the Tower before passing through portal to new lands and experiences to master.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: ATHATH on July 27, 2017, 07:04:01 pm
Wait a minute... Uh, guys, I might have screwed up a teensy-weensy bit. I can fix it, though.

Cast my divination spell to ensure that I haven't !@#$ed up. Only let people into the portal if my spell turns up a negative (not messed up) result.
Title: Re: Roll to Magic: Turn 257 Clear way out
Post by: DreamerGhost on July 27, 2017, 07:14:41 pm
Turn 258.-1

Doktor Diabolical:

"Excellent. But time is short. This realm is coming to an end. My plan must be accelerated, when I do not even have the basics. Hopefully, luck will be on my side and I will have the time I need..."

Create(-1) some power armor(-1) robot parts with the chaotic +2/+1 essence, then make 2 essences.

Spoiler (click to show/hide)

Doktor conjured a bunch of parts, most of them seemed to have purposes as undecipherable as most of his creations but several armor shaped chunks revealed their purpose. It would not defend him from a blast, but there were other things to guard against.

Send the treasure bird to find the shiny things the harpies had, follow it and warn/guide the harpies if they are found

Spoiler (click to show/hide)

Seva flew after treasure bird, looking all the time for the colored wings he had granted to the harpies. He found none, but something else attracted his attention. Near the crater which a blast of light had left there was something moving. A river of green was flowing out of the forest and into the crater.

Try creating a cubic arena, and use my hypercube to attack.

Spoiler (click to show/hide)

Cuberac attempted to conjure a cubical arena to keep the fight dinosaur free, but his spell was stopped before any results emerged by Bob's earnest attempt to tear Cuberac's heart out with his claws. Many cubes Cuberac held in his clothes managed to push the claws away from their target but Cuberac lost a good chunk of flesh still. Things were looking bad, dinosaurs were close enough to bite and Bob had managed to dodge the cubes by another quick dive to the ground.

Heal Gambler, if I can do anything to help.

Take the seeds from the mage with the wolf and thank him for getting them.
Help everyone through the portal. Send Grundar through to watch the other side.

"I don't know how long this'll last, everyone through!"

Oh yeah, a few other people I should find and help through the portal.
There's the fireplum sapling that Grundar planted when we first moved to this new island.
Blinky, the blob covered in eyes that follows follows me around sometimes.
The forest druids. They probably won't want to leave their forest.
Try to find these and any other living things and help them through the portal.

"It was a most interesting experience..."

Magically strengthen the bones back into decent shape! Use two +1/+2 essences.

(If not dead) Ao nods farewell to the Tower before passing through portal to new lands and experiences to master.
"I can go grab those seeds."

Ride my celestial wolf over to the fire tree and grab the seeds. Then get back to the portal.
Through the portal.
Walk into the portal.
Wait a minute... Uh, guys, I might have screwed up a teensy-weensy bit. I can fix it, though.

Cast my divination spell to ensure that I haven't !@#$ed up. Only let people into the portal if my spell turns up a negative (not messed up) result.

Spoiler (click to show/hide)

Their last line to escape was a matter of extreme importance to the mages. If one of their number thought something was off and wanted to cast another spell to make sure, should they not wait? Yes, they were pressed for time, but that meant doing things properly the first time and avoiding needing to redo the whole thing. And so, Urghe-Ongho wove his magics, checking for flaws caused by both his previous spells and any other trouble. Or at least, so they thought.

Black flames rose from the portal, burning over the clear image of freedom, covering it completely in moments. From the dark fire rose a ghastly figure of an abomination, bound spirit of an old race, a ghost Ilithid. After it, almost invisibly different from the flames rose a shadow demon. The demon was not empty handed, it dragged something from the flames and tossed it forward, presenting it to the gathered mages. The something was a corpse. A corpse of Ilium, the mage no one had seen recently, and it seemed less of a message to the mages than to one particular mage. Both the ghost and the demon bowed deeply towards Urghe, Ilithid remained motionless, but the demon rose and threw a fireball that sailed just past Gambler. It seemed upset that it had missed, and conjured another.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 258.-1 Trust
Post by: Rautherdir on July 27, 2017, 07:27:48 pm
(My action only included getting to the portal, not through it.)
Title: Re: Roll to Magic: Turn 258.-1 Trust
Post by: XXXXYYYY on July 27, 2017, 07:29:45 pm
((The worst thing to hear from a mage is "oops". Wait for Urghe to check before going, assuming that the spell he's casting seems to check out.))
Title: Re: Roll to Magic: Turn 258.-1 Trust
Post by: Sarrak on July 27, 2017, 07:46:07 pm
((Ao can wait for a time, especially when he risks sudden complete bone crush via failed spellcast first.))
Title: Re: Roll to Magic: Turn 258.-1 Trust
Post by: star2wars3 on July 28, 2017, 04:26:30 pm
((Sure I can wait))
Title: Re: Roll to Magic: Turn 258.-1 Trust
Post by: NAV on July 28, 2017, 04:55:35 pm
(Waiting)
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: DreamerGhost on July 28, 2017, 06:18:51 pm
The wait is over, map and action results are in place.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Rautherdir on July 28, 2017, 06:43:49 pm
Direct my celestial wolf to attack the demon, summon an angelic wolf using all essences and both lesser and greater blood power.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: NAV on July 28, 2017, 06:45:53 pm
"Sorry everyone. Looks like we'll have to try again. Without any traitors this time."
Grip my new smokescreen torch to protect from fireballs and ambush Urghe.

Dragon shout/toss/order Grundar to toss that mage into the portal. Use whatever plant energy is left that isn't in the seeds to increase the POT of my dragon shout. Then pull out the omnicube frame to close the portal and turn it into a shield.

Make sure to get the trees seeds and keep them safe after.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Beirus on July 28, 2017, 07:50:12 pm
((I'd say that was unexpected, but I'd be lying. Good try, ATHATH. Have fun trying not to get murdered. And to the rest of you, have fun murdering Urghe.))

Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: XXXXYYYY on July 28, 2017, 08:17:35 pm
((Curse your sudden but inevitable betrayal.))
If the Ilithid attacks, have the stiletto hit it in hatchet form. If it doesn't attack, have the stiletto attack Urghe instead.
Use the spell reflection shield to block any magical attacks, focusing them towards Urghe, and throw one of the vials of pollen in his face.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: DAPARROT on July 28, 2017, 08:41:56 pm
Investigate the green river, follow it to its source
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Sarrak on July 28, 2017, 10:13:56 pm
"It was inevitable."

Go and murder demons with sword. It might have an interesting effect on extradimensional flesh.

((I'd also appreciate retroactive spell casting - want to see if my bones endure magic first.))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: NAV on July 28, 2017, 11:54:37 pm
((I'd say that was unexpected, but I'd be lying. Good try, ATHATH. Have fun trying not to get murdered. And to the rest of you, have fun murdering Urghe.))
((I think there was some collective bystander syndrome at work here. We all saw that ATHATH was up to no good but we all expected someone else to deal with it. Or at least I did  ;) ))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: FallacyofUrist on July 29, 2017, 10:11:40 am
Doktor Diabolical:

"Excellent. Mostly."

Have the factory convert the power armor parts, the blunderbuss, the flamethrower bot, and the bicycle into power armor for Doktor Diabolical. Hopefully with flamethrower and railgun weaponry. Also make 3 essences.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: star2wars3 on July 29, 2017, 01:45:37 pm
Turn Urgh into shreds using my full blade arsenal (not including blade mail). It's time for the Athath Death Counter to increase once more in celebration for the end of the world.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Zormod on July 29, 2017, 03:10:51 pm
Create a cubic blast around me using a chaotic +2/+1. Return to bashing Bob.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Sarrak on July 30, 2017, 05:04:24 am
Turn Urgh into shreds using my full blade arsenal (not including blade mail). It's time for the Athath Death Counter to increase once more in celebration for the end of the world.
((Sigged last part, actually. Also, I have a vague feeling that killing demonologist will somehow empower his magic. Unwitting sacrifice or somethings like that seems like a good possibility, considering ATHATH plots.))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: star2wars3 on July 30, 2017, 01:55:49 pm
((This is why I'm not activating Blade mail. That, and I'm afraid if I do it might murder everyone. I'm intent in sticking to the no random murders ideal until this game ends))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: Rautherdir on July 30, 2017, 02:06:55 pm
Turn Urgh into shreds using my full blade arsenal (not including blade mail). It's time for the Athath Death Counter to increase once more in celebration for the end of the world.
((Sigged last part, actually. Also, I have a vague feeling that killing demonologist will somehow empower his magic. Unwitting sacrifice or somethings like that seems like a good possibility, considering ATHATH plots.))

((And that's why I'm not attacking him at all.))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: NAV on July 30, 2017, 03:38:35 pm
(That's why I'm shoving him into the portal and closing it instead of murdering him.

And the smoke (depending on speed rolls) should make everyone blind, so the only attacks that will work will be faster mages, and Gamblers due to blind luck.))
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: ATHATH on July 30, 2017, 07:06:15 pm
((I'd say that was unexpected, but I'd be lying. Good try, ATHATH. Have fun trying not to get murdered. And to the rest of you, have fun murdering Urghe.))
It was actually my second try:
After some conversation with DG...

Instead of my other spell, insert a trigger into the portal that will [scrubbed] its destination-locating part upon my command, causing the destination of the portal to change to one of instant death (like, not "filled with monsters that will probably kill you"
 instant death, but proper, "so much radiation, lava, and horrifying insanity waves that you will actually instantly die" instant death). Note that I'm changing where the portal sends people to, not changing an entire dimension. Use the same modifiers as the previous spell.


You were so close. The sabotage spell worked out fine, redirecting the portal to heavily irradiated wasteland. With portal being opaque nobody knew what happened and the radiation would had killed people too fast for them to return and warn others.

And then Gambler dumped enough magic into this to override your spell three times over.

Really it was a good plan, if it was close I'd probably would had fudged the dice in your favor. But it wasn't close. It wasn't close at all.

Then, as a Plan B, I casually did this.

So, enjoy (y)our DOOM. Or not, I don't particularly care either way. Actually, I do care- I want all of you, especially the Gambler/XXXXYYYY, cursed be his/their name(s), to SUFFER.

Doo bee doo bee doo, secret pm stuff yeah!
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: star2wars3 on July 31, 2017, 04:01:02 pm
Oh Urgh, you do realize that your attacking The Order of Arcane Magic, right? And we tend to protect our own.

Don't make me make another Dakka-cannon just for you...

Surrender now and we'll make your death quicker and less painful.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: ATHATH on July 31, 2017, 04:53:21 pm
Oh Urgh, you do realize that your attacking The Order of Arcane Magic, right? And we tend to protect our own.

Don't make me make another Dakka-cannon just for you...

Surrender now and we'll make your death quicker and less painful.
"Why would I want to die faster? Whatever pitiful torture attempts you mortals could attempt would pale in comparison to what the forces of the Hells would do to me should I fail."

"But your offer amuses me- how would you have executed me if I had accepted your surrender terms?"
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: DreamerGhost on July 31, 2017, 07:58:17 pm
I have reinstalled some of my favorite games today. Unfortunately, it has led to a "Wait, is that the sun?" situation. Turn will be delayed.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: star2wars3 on August 01, 2017, 06:19:29 am
Oh Urgh, you do realize that your attacking The Order of Arcane Magic, right? And we tend to protect our own.

Don't make me make another Dakka-cannon just for you...

Surrender now and we'll make your death quicker and less painful.
"Why would I want to die faster? Whatever pitiful torture attempts you mortals could attempt would pale in comparison to what the forces of the Hells would do to me should I fail."

"But your offer amuses me- how would you have executed me if I had accepted your surrender terms?"
Had you surrendered I would have given you the opportunity to die a more honorable death by allowing you to commit seppuku.
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: ATHATH on August 01, 2017, 04:50:15 pm
Oh Urgh, you do realize that your attacking The Order of Arcane Magic, right? And we tend to protect our own.

Don't make me make another Dakka-cannon just for you...

Surrender now and we'll make your death quicker and less painful.
"Why would I want to die faster? Whatever pitiful torture attempts you mortals could attempt would pale in comparison to what the forces of the Hells would do to me should I fail."

"But your offer amuses me- how would you have executed me if I had accepted your surrender terms?"
Had you surrendered I would have given you the opportunity to die a more honorable death by allowing you to commit seppuku.
"You would have given me a sword? You really don't learn, do you? I mean, I guess it's not that dangerous, considering that you are a sword mage and all, but I probably could have come up with some way to get around that."
Title: Re: Roll to Magic: Turn 258 Trust and backstabbing
Post by: DreamerGhost on August 01, 2017, 08:09:48 pm
Turn 259

Investigate the green river, follow it to its source

Seva flew down closer to the ground and to the green river flowing from the forest. He did not need to follow it for long, soon he found a pedestal of stone upon which grew a colossal lotus. From the lotus flowed the green that made up the river, splitting four ways to make four rivers. But that was of little importance compared to what else was happening. Creatures of the forest were moving against the green currents, traveling towards the Lotus. Once they reached the stone pedestal they vanished to places unknown.

Create a cubic blast around me using a chaotic +2/+1. Return to bashing Bob.

Spoiler (click to show/hide)

Cuberac focused his power and released it in a blast. The cube swarms were sent in a frenzy, spinning around at absurd speeds. Bob himself didn't get hit by anything more than ground sent up by cratered cubes, but T-rex was struck straight in the temple and fell to the ground. Unfortunately for Bob and luckily for Cuberac, T-rex fell on the other dinosaurs, pinning them down. This was enough to send Bob into frenzy, and Cuberac was forced to roll aside continuously while dodging Bob's attempts to stab him with his claws.

Doktor Diabolical:

"Excellent. Mostly."

Have the factory convert the power armor parts, the blunderbuss, the flamethrower bot, and the bicycle into power armor for Doktor Diabolical. Hopefully with flamethrower and railgun weaponry. Also make 3 essences.

Spoiler (click to show/hide)

For the first time in years, Doktor had a thought that perhaps things don't always just work out into something coherent. The armor was a mess. Systems were stealing power from each other and leading it to dead ends that threw sparks. Three valves were leaking fuel. The entire thing looked like it was either missing something to bind it all together or had too many things smashed into it already. Doktor would have to decide which it was and start fixing.

Turn Urgh into shreds using my full blade arsenal (not including blade mail). It's time for the Athath Death Counter to increase once more in celebration for the end of the world.
Direct my celestial wolf to attack the demon, summon an angelic wolf using all essences and both lesser and greater blood power.
"Sorry everyone. Looks like we'll have to try again. Without any traitors this time."
Grip my new smokescreen torch to protect from fireballs and ambush Urghe.

Dragon shout/toss/order Grundar to toss that mage into the portal. Use whatever plant energy is left that isn't in the seeds to increase the POT of my dragon shout. Then pull out the omnicube frame to close the portal and turn it into a shield.

Make sure to get the trees seeds and keep them safe after.

((Curse your sudden but inevitable betrayal.))
If the Ilithid attacks, have the stiletto hit it in hatchet form. If it doesn't attack, have the stiletto attack Urghe instead.
Use the spell reflection shield to block any magical attacks, focusing them towards Urghe, and throw one of the vials of pollen in his face.

"It was inevitable."

Go and murder demons with sword. It might have an interesting effect on extradimensional flesh.

((I'd also appreciate retroactive spell casting - want to see if my bones endure magic first.))
Doo bee doo bee doo, secret pm stuff yeah!


Spoiler: Retroactive Ao casting (click to show/hide)

Spoiler (click to show/hide)

Ilithid ghost rushed towards Gambler who raised a glass hatchet in defense. Paltry though it seemed, it coursed with terrible magic. Gambler waited as his foe approached, then struck it away in a swift motion. Or so he expected to do. The ghost was struck, and it's ectoplasm withered into nothingness around the wound, but there was no stopping the wraith's motions, it dove towards the gambler and then into him, disappearing into his flesh. Just a few steps away, Ao rushed the shadow demon, sword in hand. With a wide swing it severed the demon in two at the waist. Demon seemed to find this hilarious, but grew confused as it noticed that the shadows were not reconnecting. Angered, it threw a fireball upwards where it unfolded into a portal.

From the portal fell a flask with will-o-wisps whirling inside. There was little time to examine it as it soon shattered, releasing a burst of light and sound. Ao and Urghe were effectively blinded, the rest of the mages managing to shield their eyes in time. But none shielded their ears and deafening silence descended on the battlefield, with nobody able to hear a word. The portal also released a sword, a cutlass, floating in the air and coated with poison. Imediatelly, it flew towards Ao who was too dazed to react. It struck him straight in the chest, but failed to penetrate deeply through scales and thick skin. The cut was minor, but the poison that entered his system wasn't.

Skeliborn did not care much for the demonic minions, he knew who to blame and how to blame. The proper method was stabbing with two swords at a time, which he did. Vortex bane in one hand and wind blade in the other, he slashed as Urghe. Not too strongly, as he knew not what traps the traitor had prepared, but he need not to worry as both blades drew blood. Vortex bane separated three fingers off Urghe's left hand while wind blade sliced to the ribs on the right side.

James was more cautious than his compatriots and gripped his newest acquisition to provide a smoke screen against the fireballs. Smoke poured over the battlefield, but apparently the shadow demon was waiting for just such a thing. It dived into the smoke disappearing from sight of other mages, but more worryingly, vanishing from Jame's sight as well. That was worrying, and so James rushed to the next part of his plan before something happened. He gathered wind in his lungs and ran towards Urghe. Skeliborn saw something approaching through the smoke and wisely decided to move back just enough for James to be able to work safely. James released his breath and with it, the power of dragons. The blast of air picked Urghe up and tossed him through the portal. He grabbed onto the glass edges formed from omnicube but the force was too great. He disappeared in black flames, and to make sure he was never seen again, James tapped the glass in a few secret places that folded it back into a cube again. The portal, now unsupported, folded up, although the black flames refused to leave and remained hanging in the air above the cube.

Seeing that enemies were no longer present, Sharrin decided to delay his potentially crippling summoning.


Urghe rose from the ground, using one of the broken pieces of wood to help himself up. There was no lack of them after he had smashed through that fence and into the cabbage field protected by the fence. The portal winked out of existence just in time for him to see it happening. Damn, but that blast was strong. He looked around some more. There was the cabbage field he flew into, there was a dirt road to the field, a small house at the end of the road. There were some trees nearby, chestnuts it seemed. There seemed to be nothing moving anywhere though, nobody to notice his crash. His hands hurt, one hurt because it lacked three fingers but the other was uninjured, wasn't it? He dropped the piece of wood, crutch no longer necessary and looked at his hand. A chunk of flesh was just gone. He looked at the piece of wood again. Perfectly camouflaged mouth filled with teeth was munching on a piece of meat that was just recently attached to his hand. It swallowed and then it let out a high pitched squeal. The fence came to life, mouths appearing all over it's length. Trees opened eyes on their leaves and branches moved to grab him and drag him to massive maws on their trunks. Cabbages pulled themselves out of the ground and split in two, or so it seemed with their mouths opened so wide, they all rushed towards Urghe on their stumpy roots. In the distance, the house began oozing purple slime and all doors and windows opened showing darkness filled with teeth. As the earth opened under Urghe-Ongho revealing a maw the size to swallow armies, his last thought was 'I was so close".


Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: DreamerGhost on August 01, 2017, 08:29:12 pm
I got quite a few PM's after the whole blazing portal gig, so some may have been lost. If you sent an action and haven't received a response yet, I probably missed it. Resend it and I'll do it tomorrow.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: FallacyofUrist on August 01, 2017, 08:32:37 pm
Doktor Diabolical:

"Unacceptable!"

Reoptimize the armor with +1 POT, 2 +1/+1, and a +1/+2. Make two essences.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: ATHATH on August 02, 2017, 12:33:52 am
Well, !@#$. This was on my birthday, too. May my allies avenge me, I suppose.

My affinity was Inverse (effectively became Opposites over time), in case you were wondering. My murder-portal spell apparently messed with Illium's murder-portal spell, thus causing his own demons to kill him. If I had survived your onslaught of attacks, I would have finished casting a spell that would have inverted any spells cast upon me in whatever way was the most detrimental to their original caster(s), then let you all kill yourselves in your zeal to kill me.

I don't suppose that surviving being swallowed by a mouth-demon would be possible, would it?
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: Sarrak on August 02, 2017, 05:02:19 am
Well, !@#$. This was on my birthday, too. May my allies avenge me, I suppose.

My affinity was Inverse (effectively became Opposites over time), in case you were wondering. My murder-portal spell apparently messed with Illium's murder-portal spell, thus causing his own demons to kill him. If I had survived your onslaught of attacks, I would have finished casting a spell that would have inverted any spells cast upon me in whatever way was the most detrimental to their original caster(s), then let you all kill yourselves in your zeal to kill me.
Heh, sorry to let you down. And happy BD, btw! Also, as my character can't cast spells affecting others, he could have hacked you in spite of inverse shield. Hm... Interesting, how would inverse spell react to enchanted equipment (sword)?
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: star2wars3 on August 02, 2017, 08:19:32 am
Well, !@#$. This was on my birthday, too. May my allies avenge me, I suppose.

My affinity was Inverse (effectively became Opposites over time), in case you were wondering. My murder-portal spell apparently messed with Illium's murder-portal spell, thus causing his own demons to kill him. If I had survived your onslaught of attacks, I would have finished casting a spell that would have inverted any spells cast upon me in whatever way was the most detrimental to their original caster(s), then let you all kill yourselves in your zeal to kill me.

I don't suppose that surviving being swallowed by a mouth-demon would be possible, would it?

((To start, happy birthday Athath. Next, I hope you realize that a spell that only effects spells flung at you still wouldn't have protected you. I mortally wounded you even before you were banished using a pair of physical attacks. It would be interesting to see would have happened had I used the healing knife as a weapon against you had you cast the spell. Might have caused me to heal while still dealing you physical damage...))

Start healing everyone's ear drums using my healing dwarven Swiss army knife of protection so that James doesn't need to waste time curing everyone's deafness.
Start with myself followed by the members of TOAM and the rest of the mages.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: Rautherdir on August 02, 2017, 08:30:23 am
(The demon never got defeated? At any rate I don't want to have to waste a turn summoning something again, I'll just put all my power into something that can hopefully protect me if anyone tries to kill us again.)

Summon a wolf anyways, use all three essences and a lesser/greater blood power. I'm not specifying what kind of wolf though.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: star2wars3 on August 02, 2017, 08:37:44 am
((To be honest, I think that Demon ghost Illium is trying to possess Gambler so I'm hoping that the healing knife may purify Gambler of Illium.))
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: Rautherdir on August 02, 2017, 08:54:18 am
Well, !@#$. This was on my birthday, too. May my allies avenge me, I suppose.

My affinity was Inverse (effectively became Opposites over time), in case you were wondering. My murder-portal spell apparently messed with Illium's murder-portal spell, thus causing his own demons to kill him. If I had survived your onslaught of attacks, I would have finished casting a spell that would have inverted any spells cast upon me in whatever way was the most detrimental to their original caster(s), then let you all kill yourselves in your zeal to kill me.

I don't suppose that surviving being swallowed by a mouth-demon would be possible, would it?

(Happy birthday! Also with your affinity I would say you have a small chance of survival and next to no chance of escape. And even survival would require something like inverting the entire world you are in. As for the inversion shield plan, it probably wouldn't have helped you as much as you would have wanted.)
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: NAV on August 02, 2017, 10:46:06 am
Drop the torch and pull the pin on a healing mist grenade.

"Hold off the demons! I'm making another portal!"

That hold off the demons order includes Grundar, or course.

Summon another innocuous farming tool, make another portal.

Definitely make 100% sure I have those seeds.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: DAPARROT on August 02, 2017, 12:33:51 pm
ok, the harpies probably got through this

fly back to the mage created portal, with all of my birds
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: Zormod on August 02, 2017, 02:15:57 pm
Go for a leg swipe, followed by a head swipe.
Title: Re: Roll to Magic: Turn 259 Wind of battle
Post by: DreamerGhost on August 03, 2017, 08:53:57 pm
Turn 260

Doktor Diabolical:

"Unacceptable!"

Reoptimize the armor with +1 POT, 2 +1/+1, and a +1/+2. Make two essences.

Spoiler (click to show/hide)

Doktor decided that he didn't have enough time to add something, and opted to remove instead. With bicycle parts removed, there was enough to move weapons around and connect them back in a way that actually worked. Bulging plates slid into place, connecting sparking dead ends. Not stopping there Doktor continued removing redundant parts to make the whole thing lighter, removing two weapons with a single twofold plasma gun. It would be capable of both firing contained pellets long distances and vent in a short range but wide blast. All systems were at last online.

ok, the harpies probably got through this

fly back to the mage created portal, with all of my birds

Spoiler (click to show/hide)

Seva, figuring that the harpies would have little trouble where lesser creatures found their way, returned to the group of mages building a portal. The group seemed to be having some problems, fighting some uncertain foes. Urghe was missing, was he the first casualty or the perpetrator? Seva would have to find out and deal with it quick, the doom was swift approaching.

Go for a leg swipe, followed by a head swipe.

Spoiler (click to show/hide)

Bob continued stabbing and Cuberac continued rolling out of the way. But they both knew that this success with rolling out of the way wouldn't last and Cuberac acted before the chance was taken away from him. He rolled into the strike, dodging it by centimeters and used the momentum to swing his fist into Bob's jaw. Teeth flew through the air, struck out by the blow and among them was a chunk of bloody flesh. Bob's tongue got trapped between his teeth and a chunk was bitten off. This was good, tongue wounds bled well and with the size of the chunk Bob would start feeling it soon. But it was too late. Cuberac felt the gaze from above on himself. It was time to run.

Start healing everyone's ear drums using my healing dwarven Swiss army knife of protection so that James doesn't need to waste time curing everyone's deafness.
Start with myself followed by the members of TOAM and the rest of the mages.

(The demon never got defeated? At any rate I don't want to have to waste a turn summoning something again, I'll just put all my power into something that can hopefully protect me if anyone tries to kill us again.)

Summon a wolf anyways, use all three essences and a lesser/greater blood power. I'm not specifying what kind of wolf though.
Drop the torch and pull the pin on a healing mist grenade.

"Hold off the demons! I'm making another portal!"

That hold off the demons order includes Grundar, or course.

Summon another innocuous farming tool, make another portal.

Definitely make 100% sure I have those seeds.


Spoiler (click to show/hide)

James ditched the torch for now and smoke swiftly dissipated, soon replaced by soothing healing mist. The shadow demon, however, was nowhere to be seen. Which was probably for the best as James shout went unheard even by him. But there was no time for this, James reequipped the cube as a gauntlet and called forth another farming tool. This one too scarcely had time to appear before James slammed the gauntlet into the portal, building a new way out. Without help from other mages, it was less stable and the image of the other side was shrouded in fog but it didn't seem too dangerous.

But not all was well. The blood on the sword that had injured Ao began to move. It ran along the edge and began to take form, specifically a form of a hand. Once the hand formed, it separated from the blade and pointed a finger at the demon created portal above. From the portal dropped another bottle, this one with a fire on top of it, a Molotov. It crashed against the ground sending fire everywhere. The hand then gestured at Gambler and then at James. Almost instantly, James fell to the ground clutching his head. Darkness danced in his eyes, some unseen force smothering his consciousness. He could fight it, yes, and he would, but anything more productive was out of the question for now. The cutlass pulled out of Ao and flew through the air towards incapacitated James. It struck straight into his chest, but fortunately that was where armor was at it's thickest. The strike did little damage again, piercing just enough for a small dose of poison. The hand then returned to more lose blood, all of which moved in a thin stream and began wrapping around black flames like a cocoon.

Sharrin, seeing this as obviously enemy action, called forth a wolf greater than he ever had before. It was an action that pushed his limits, pushed them far and he suffered for it. His teeth turned to sharp fangs, barely fitting in his mouth without muscles changing to fit. He would neither speak nor bite without fixing this. Worse still was the damage to the mind. The human intelligence dulled and the inner beast emerged. Friend. Foe. Food. His power allowed him retain some of himself, but his thoughts were far more simple straightforward now. But the wolf that appeared was as large as a horse and bore a messenger symbol of the wolf god on it's forehead, white fur against black. In the background, Skeliborn was wondering why healing knife was not helping at all to stop the disturbing silence.


Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: star2wars3 on August 03, 2017, 09:44:12 pm
if no one does after going through the portal, follow them through
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: Rautherdir on August 03, 2017, 10:04:52 pm
Three essences. Try to stay out of fighting.
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: DAPARROT on August 03, 2017, 10:29:46 pm
Run through the portal
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: Sarrak on August 04, 2017, 12:22:36 am
((Hah, forgot to post, lets wave it off as Ao being in daze.))

Blinded, poisoned and confused... A fine day that was for Ao, and only better it would become.

Become etherial. Expel poison from my blood. If still blinded and poisoned - make poison filter itself via spell, else guard my senses against further attacks (use 2 +1/+2). Else/afterwards continue with sword attack. Use celestial insight in case of 1's
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: NAV on August 04, 2017, 12:00:17 pm
Fight off the poison and darkness. I do still have some mind control resistance in my brain if that helps.
Pop healing items like they're candy.
Cast healing spells with max essences like they're going out of style.
Get the seeds. Keep them safe.
Get everyone through the portal.

Oh yeah, gesture at Grundar until he does something tangible to help.
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: XXXXYYYY on August 04, 2017, 12:05:12 pm
((Whoops. Forgot to hit post last turn.))
Ensure that the ghost isn't possessing me or somesuch. Have the stiletto stab the black flames and blood. After someone passes through the portal, assuming that they don't start screaming, follow them.
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: Zormod on August 04, 2017, 01:34:02 pm
Go south.
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: FallacyofUrist on August 04, 2017, 05:10:42 pm
Doktor Diabolical:

"Excellent. Time to put my plans into motion. But first, one last preparation."

Put on the armor. Make 3 essences. Check the armor's functions to make sure they work. Specifically its defense against magic-that was probably what the parts were intended for, right? Examine the aether sensor one more time, checking the readings and whatnot. See if anything's changed.
~~~
Edit:
Yet for all the effort, a result was not to bee.
((Just now noticed this pun.))
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: DreamerGhost on August 07, 2017, 08:52:17 pm
Turn 261

Go south.

Spoiler (click to show/hide)

Before Bob could recover from the punch to the face, Cuberac finished weighting his options and chose to leg it. By the time Bob stood back up, Cuberac was already a speck in the distance. Before he could figure out why, Light finished his thoughts forever. Some distance away, Cuberac was panting from the rush. It seemed that fate was bent on snatching every prize out of his hands.

Doktor Diabolical:

"Excellent. Time to put my plans into motion. But first, one last preparation."

Put on the armor. Make 3 essences. Check the armor's functions to make sure they work. Specifically its defense against magic-that was probably what the parts were intended for, right? Examine the aether sensor one more time, checking the readings and whatnot. See if anything's changed.

Spoiler (click to show/hide)

Doktor went through his devices, checking each in turn. The armor was working as intended now, all systems operational. Unfortunately, when he checked the parts, he found that they were not warded against magic or even against physical blows. They were warded against scrap-code, which wasn't a problem unless you were in a post-singularity post-apocalyptic world. The aether reader brought little new, with the forest node still overwhelming anything further away. It seemed even slightly brighter now.

Three essences. Try to stay out of fighting.

Spoiler (click to show/hide)

Sharrin chose to stay away from the battle for a moment, both his own situation and the enemies were too strange. He needed a few moments to focus himself, and quite frankly, the foes failed to cause any real injury so far.

if no one does after going through the portal, follow them through
Run through the portal
Fight off the poison and darkness. I do still have some mind control resistance in my brain if that helps.
Pop healing items like they're candy.
Cast healing spells with max essences like they're going out of style.
Get the seeds. Keep them safe.
Get everyone through the portal.

Oh yeah, gesture at Grundar until he does something tangible to help.

((Whoops. Forgot to hit post last turn.))
Ensure that the ghost isn't possessing me or somesuch. Have the stiletto stab the black flames and blood. After someone passes through the portal, assuming that they don't start screaming, follow them.
((Hah, forgot to post, lets wave it off as Ao being in daze.))

Blinded, poisoned and confused... A fine day that was for Ao, and only better it would become.

Become etherial. Expel poison from my blood. If still blinded and poisoned - make poison filter itself via spell, else guard my senses against further attacks (use 2 +1/+2). Else/afterwards continue with sword attack. Use celestial insight in case of 1's

Spoiler (click to show/hide)

Before any mage could rush the portal, the blood moved again. It streaked towards the new portal, carrying the black fire with it, covering the way out beneath the unreal blaze. Few mages that were closest to running towards it paused in their step. In the meantime, the cutlass continued trying to stab through catatonic James.  It worked better after abandoning the heavily armored chest and stabbing at far more vulnerable limbs. James remained insensate to the flowing blood, continuing to battle the shadows in his mind. Grundar, perhaps slow witted but dutiful, stepped forward and grabbed the cutlass trying to stab James. His firm grasp stopped any attempts from the haunted blade to escape and injure anyone else.

Unfortunately, the demonic attack did not end there. To surprise of everyone, the demonic portal coughed out an entire elephant which landed on James. If anyone had been able to hear, they imagined it would had made quite a sound. But there was little time to be surprised, as the portal expelled another Molotov, this one straight at Gambler who caught it straight in the face. Any of his plans were swiftly replaced by pain and burning. The ghost Ilithid seemed to not be a fan of fire as it left Gambler and floated into Skeliborn. Only Ao was doing well, his previous enchantments allowing him to purge poison fairly easily. Unfortunately, the enemy did not seem like one he could actually fight.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: Rautherdir on August 07, 2017, 09:11:58 pm
Change the demonic portal into a wolf portal. Use all three essences and a lesser blood power.
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: star2wars3 on August 07, 2017, 10:18:03 pm
((Do to the effect of my armor, I'm pretty sure that if the ghost succeeds in possessing me that I also get to possess it. That or the armor negates the effect. Possession is kind of a magic attack.))
Start ritual to teleport the members of TOAM to blades of grass in a safe universe.
+5/+5 essences

Sacrifices:
The ghost illithid

((For the ritual don't forget my +1 ring of luck just in case)
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: NAV on August 08, 2017, 09:41:29 am
James has a lot of healing items. With any luck (+1 ring), the elephant crushed at least a few and spilled them in his wounds, healing him along side his ring of regeneration and the healing gas present in the area.

The mind control healing seed James set up in his mind a long time ago might help against the mind possessing shadow demon thing.
Spoiler (click to show/hide)

Just try to wake up.
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: Zormod on August 08, 2017, 02:38:22 pm
Attack Nihilum.
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: XXXXYYYY on August 08, 2017, 05:18:33 pm
Stop, drop and roll. The regeneration ring will repair the damage, so putting out the fire is the first priority. The stiletto is animate, so have it stab the blood/portal without passing through while I do so.
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: FallacyofUrist on August 08, 2017, 05:26:19 pm
Doktor Diabolical:

"Blast. I'm really not sufficiently prepared for this, am I? Oh well. Here goes nothing."

PM action. Odds are players can guess.
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: DAPARROT on August 10, 2017, 12:30:08 pm
Try to burn away the floating blood(?) near the portal with my phoenix form, or at least cause it to go somewhere else
Title: Re: Roll to Magic: Turn 261 Hairs breadth away
Post by: DreamerGhost on August 10, 2017, 08:04:02 pm
Turn 262

Attack Nihilum.

Spoiler (click to show/hide)

Cuberac was not about to be dissuaded from his attempt of victory and soon found another target. A mage robed in rather unusual apparel, he seemed impressive but Cuberac knew that Nihilum was not a great thinker under pressure. Though as Nihilum dodged the supposedly surprise punch and responded with a bolt of absence that Cuberac was forced to dodge lest he lose his head, he began rethinking previous evaluation.

James has a lot of healing items. With any luck (+1 ring), the elephant crushed at least a few and spilled them in his wounds, healing him along side his ring of regeneration and the healing gas present in the area.

The mind control healing seed James set up in his mind a long time ago might help against the mind possessing shadow demon thing.
Spoiler (click to show/hide)

Just try to wake up.
Stop, drop and roll. The regeneration ring will repair the damage, so putting out the fire is the first priority. The stiletto is animate, so have it stab the blood/portal without passing through while I do so.
Try to burn away the floating blood(?) near the portal with my phoenix form, or at least cause it to go somewhere else
Change the demonic portal into a wolf portal. Use all three essences and a lesser blood power.
((Do to the effect of my armor, I'm pretty sure that if the ghost succeeds in possessing me that I also get to possess it. That or the armor negates the effect. Possession is kind of a magic attack.))
Start ritual to teleport the members of TOAM to blades of grass in a safe universe.
+5/+5 essences

Sacrifices:
The ghost illithid

((For the ritual don't forget my +1 ring of luck just in case)


Spoiler (click to show/hide)

Sharrin did not know much, not anymore, but he did know that the portal was trouble and that he needed to deal with it. He chose to deal with it by throwing magic at it until the problem resolved itself. A seemingly brutish method, it was employed by great many mages in history to great success. The portal shifted, transforming from swirling darkness to a pale gray and changing into a shape of a wolf's skull. But it seemed strange, somehow unreal. Then a black cube fell from the wolf portal jaws and shattered, bathing the area in blinding light. When light receded and sight began to return, mages saw that shadow demon had returned, and was standing just next to Skeliborn, mimicking his movements in what was probably a mockery.

Gambler, gathering his will sent both his body and his stiletto towards doing something productive. He dropped on the ground and began rolling to (sucessfully)extinguish the flames while his stiletto slashed at the blood and fire surrounding the portal. Both blood and fire began rapidly disintegrating into nothing, leaving nothing for Seva to burn. James, meanwhile, was still struggling. The darkness became slightly thinner, the consciousness slightly closer, but there were other problems. Although he had managed to somehow miraculously remain unsquished by the elephant, some force suddenly bent his armor around his neck into his neck, leaving a shallow wound with adamantine bent grinding against it.

Yet another portal opened, small and not particularly stable. A purple hand emerged from it and sent ripples through the air. As the ripples passed, the shadow demon momentarily lost cohesiveness, the elephant was almost blown away by the wind, and the fog on Jame's mind cleared some more. But not all was as well, as Skeliborn fell to his knees, and nearly froze in place. Sharrin's wolf portal seemed to had begun slowly melting. Shouts of pain and struggle broke the silence, startling the mages.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: Rautherdir on August 10, 2017, 08:23:12 pm
(I made some last turn?)
Turn 261

Three essences. Try to stay out of fighting.

Spoiler (click to show/hide)

Sharrin chose to stay away from the battle for a moment, both his own situation and the enemies were too strange. He needed a few moments to focus himself, and quite frankly, the foes failed to cause any real injury so far.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: star2wars3 on August 10, 2017, 09:16:05 pm
((Right, I assume that my collapsing onto the ground is do to ghost Illithid trying to take over my mind, thus causing some sort of mental battle. By the way I'm 90% sure that when I made my bargain with Master Hepheastus that as part of the arrangements he got to inhabit at least part of my character's body along with me. I wonder how he feels about a spirit trying to take what is currently his.


In other words, there are three beings who could potentially vie for some level of control over my character's body/mind))
Break free of Ghost Illithid's Grasp. If Hepheastus decides to intervene and save me the trouble, go through the portal.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DAPARROT on August 10, 2017, 09:18:47 pm
Go through the portal
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 10, 2017, 09:24:57 pm
((Right, I assume that my collapsing onto the ground is do to ghost Illithid trying to take over my mind, thus causing some sort of mental battle. By the way I'm 90% sure that when I made my bargain with Master Hepheastus that as part of the arrangements he got to inhabit at least part of my character's body along with me. I wonder how he feels about a spirit trying to take what is currently his.


In other words, there are three beings who could potentially vie for some level of control over my character's body/mind))
Break free of Ghost Illithid's Grasp. If Hepheastus decides to intervene and save me the trouble, go through the portal.

There is no battle going on but you are currently both blind and deaf.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: FallacyofUrist on August 11, 2017, 09:11:01 am
Doktor Diabolical:

"Well, that didn't work out as I expected."

Right... okay then. Do PM stuff.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Zormod on August 11, 2017, 02:57:05 pm
Try to activate my dispelling pyramid, and attempt to bash my enemy into mush.
Title: Re: Roll to Magic: Turn 260 Safety at last?
Post by: DreamerGhost on August 11, 2017, 03:11:17 pm
(I made some last turn?)
Turn 261

Three essences. Try to stay out of fighting.

Spoiler (click to show/hide)

Sharrin chose to stay away from the battle for a moment, both his own situation and the enemies were too strange. He needed a few moments to focus himself, and quite frankly, the foes failed to cause any real injury so far.

Apparently I forgot to write these down. My bad. But as you came from the mistake with three essences extra you would had otherwise practically wasted, It's not really a problem.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: NAV on August 12, 2017, 04:12:17 pm
(I just remembered that I gave my armour to Grundar. Also the amulet.)

Fight off whatever is crushing my chest. Fight off whatever is clouding my mind. Try to ask Grundar for the amulet, that might help clear my head. Though I'm not entirely sure the amulet isn't a placebo. Also try to ask him for a health potion.

Summon... I don't even know what to summon. Something that will help. Maximum essences.

Get the seeds.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Rautherdir on August 12, 2017, 07:26:01 pm
(Well it did have some effect at least.)

Turn the Shadow Demon into a wolf. All three essences and a lesser blood power.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: star2wars3 on August 12, 2017, 09:31:23 pm
Fight the darkness. Heal my eyes using the healing weapon I possess.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: XXXXYYYY on August 12, 2017, 09:34:59 pm
If the fire is out, stand up and be on guard. If it is not, keep rolling. Have the Stiletto cut the darkness.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 13, 2017, 07:09:33 am
(I just remembered that I gave my armour to Grundar. Also the amulet.)

Fight off whatever is crushing my chest. Fight off whatever is clouding my mind. Try to ask Grundar for the amulet, that might help clear my head. Though I'm not entirely sure the amulet isn't a placebo.

Summon... I don't even know what to summon. Something that will help. Maximum essences.

Get the seeds.


So you did. Then you are bleeding from the neck quite heavily. Like, lethally heavily, if not for the regen ring and mist.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Sarrak on August 13, 2017, 07:19:24 am
"..."

Experimantally slash one of demonic portals to see if sword affects metaphysical things as well. Then, continue weaking connection to an already doomed world. 5 +1/+2 essences (wasting POT) for that. Also, Lesser Blood Power and as much Celestial Insight as needed.

((No point in holding onto those Insights anymore.))
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 13, 2017, 01:26:14 pm
"..."

Experimantally slash one of demonic portals to see if sword affects metaphysical things as well. Then, continue weaking connection to an already doomed world. 2 +1/+2 & +1 POT essences for that. Also, Lesser Blood Power and as much Celestial Insight (CMP) as needed.

((No point in holding onto those Insights anymore. Also, can I waste excess POT of my essences to get more CMP? The way almost all of them are POT-oriented, its hard to get more CMP boost without hitting limit.))

Yes, you can waste POT or CMP when using essences.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Sir Elventide on August 14, 2017, 10:45:45 am
This roleplaying section looks interesting! Is it too late for me to join in?

Also, what is CMP? I may have missed its description on the first page.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 14, 2017, 11:48:13 am
This roleplaying section looks interesting! Is it too late for me to join in?

Also, what is CMP? I may have missed its description on the first page.

CMP is kinda not a stat, it gets rolled to see if the spell just melts all over your hands.

But you are actually late to join, the game is rapidly approaching the end, I figure I should be able to wrap it up in three weeks.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Sir Elventide on August 14, 2017, 12:49:05 pm

CMP is kinda not a stat, it gets rolled to see if the spell just melts all over your hands.

But you are actually late to join, the game is rapidly approaching the end, I figure I should be able to wrap it up in three weeks.

Aw what a shame! Are you going to create a new game?
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 14, 2017, 06:10:12 pm
Important stuff
There is some stuff going on in PM's that's kinda important. Due to this, the turn will be delayed.



CMP is kinda not a stat, it gets rolled to see if the spell just melts all over your hands.

But you are actually late to join, the game is rapidly approaching the end, I figure I should be able to wrap it up in three weeks.

Aw what a shame! Are you going to create a new game?
Unlikely. I do have plans of making actual proper ruleset in case anyone wants to try to run this.
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: Whisperling on August 14, 2017, 07:36:46 pm
Unlikely. I do have plans of making actual proper ruleset in case anyone wants to try to run this.

((I'd definitely find something like this useful. Not planning to make a clone, but the base mechanics would be fun to mess around with from a GM angle.))
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: star2wars3 on August 14, 2017, 09:24:35 pm
((Just noticed but this is thread page 500. Yay for milestones))
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: DreamerGhost on August 16, 2017, 08:36:31 pm
Turn 263

Try to activate my dispelling pyramid, and attempt to bash my enemy into mush.

Spoiler (click to show/hide)

Nihilum attempted to blast Cuberac with a bolt of absence again but Cuberac now knew what to expect and the panicked blast flew right past him. But Cuberac felt no less rushed than Nihilum, and attempted to improvise a weapon from the dispelling pyramid. It was meant to be used as a key, not a blunt instrument, but it still worked. The energies within allowed it to pierce through the ward the mage of absence had constructed, and the strength in the arm using it allowed the pyramid to pierce through Nihilum's skull and into the brain. It was an instant death.

(I just remembered that I gave my armour to Grundar. Also the amulet.)

Fight off whatever is crushing my chest. Fight off whatever is clouding my mind. Try to ask Grundar for the amulet, that might help clear my head. Though I'm not entirely sure the amulet isn't a placebo. Also try to ask him for a health potion.

Summon... I don't even know what to summon. Something that will help. Maximum essences.

Get the seeds.

Go through the portal
Break free of Ghost Illithid's Grasp. If Hepheastus decides to intervene and save me the trouble, go through the portal.
Fight the darkness. Heal my eyes using the healing weapon I possess.
(Well it did have some effect at least.)

Turn the Shadow Demon into a wolf. All three essences and a lesser blood power.
If the fire is out, stand up and be on guard. If it is not, keep rolling. Have the Stiletto cut the darkness.
"..."

Experimantally slash one of demonic portals to see if sword affects metaphysical things as well. Then, continue weaking connection to an already doomed world. 5 +1/+2 essences (wasting POT) for that. Also, Lesser Blood Power and as much Celestial Insight as needed.

((No point in holding onto those Insights anymore.))

Spoiler (click to show/hide)

Skeliborn was struggling. No matter what he did, neither prayers nor magic, the darkness and silence refused to let go. Some distance away, Gambler readied his stiletto, prepared to defend from any surprises. He did not need to wait long. Everything seemed to happen all at once. The elephant's legs extended, pushing the body upwards. Soon, the creature was a dozen meters in the air on legs like stilts. Seva rushed towards the portal, but a scroll appeared from nowhere and attempted to wrap him up. The birdmage was nimble though, he managed to dodge under the coils of parchment and disappeared through the portal with all of his birds.

A strange object appeared among the mages, it was difficult to focus on and appeared to be constantly changing shape. Soon, it collapsed back into nothingness. While mages were distracted by this, some force opened a wide gash on Jame's chest, letting blood flow. Then, as if to add insult to injury, a large bronze colored cube like object fell on James face and broke his nose. Nearby, Sharrin was trying to deal with the shadow demon the only way he could think of, which was to turn it into something that he could influence. The magic flowed towards the demon, bending the legs, changing the face and conjuring fur. The demon was transformed into a lesser werewolf, half wolf with none of the magical strengths ascribed to the legendary beasts. But the spell took toll on Sharrin, the magic furthering his own transformation. He shrunk and fell on all fours, changing into a wolf himself. Ao continued fading from sight, vanishing near completely. None heard him cry out as patches of skin faded even faster than him, disappearing off his body.

James opened his eyes. He fought off the darkness and almost immediately regretted doing so as he suddenly felt pain from two life threatening wounds. He panicked, throwing a summoning spell straight forward into the air and hoping for the best. As usual in such situations, it didn't work. A blue colored canister appeared above him and then exploded, sending some liquid everywhere over and around him. Almost immediately, the liquid bubbled up into sticky foam, gluing James to the ground and hiding him from sight.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: NAV on August 16, 2017, 08:40:08 pm
((You forgot my +1 luck. The situation should be at least slightly better.))
Title: Re: Roll to Magic: Turn 262 The End is nigh
Post by: FallacyofUrist on August 16, 2017, 08:40:27 pm
None heard him cry out as patches of skin faded even faster than him, disappearing off his body.
((None lives! None lives! None, my character, lives! Or at least hears somebody crying out in pain.))

A blue colored canister appeared above him and then exploded, sending some liquid everywhere over and around him. Almost immediately, the liquid bubbled up into sticky foam, gluing James to the ground and hiding him from sight.
((Somewhere in Worm, a PRT trooper is mighty confused.))
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: DreamerGhost on August 16, 2017, 08:41:22 pm
This was delayed a bit more than I wanted, so how about I do a turn on either Friday or Saturday and then the next on Monday, back on schedule? On Friday if everyone posts in time, on Saturday otherwise.
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: DreamerGhost on August 16, 2017, 08:43:03 pm
((You forgot my +1 luck. The situation should be at least slightly better.))
Quite. But the situation is actually better than it looks since you can breathe through the foam anyways. You're just pinned on an island undergoing orbital bombardment while mysterious force is trying to kill you with random woundings.
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: Rautherdir on August 16, 2017, 08:56:07 pm
((You forgot my +1 luck. The situation should be at least slightly better.))
Quite. But the situation is actually better than it looks since you can breathe through the foam anyways. You're just pinned on an island undergoing orbital bombardment while mysterious force is trying to kill you with random woundings.
((And theoretically the foam should seal your wounds, so if it weren't for the other life threatening forces surrounding you'd be pretty good. Also can I still cast spells?))
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: ATHATH on August 17, 2017, 12:49:55 am
((You forgot my +1 luck. The situation should be at least slightly better.))
Quite. But the situation is actually better than it looks since you can breathe through the foam anyways. You're just pinned on an island undergoing orbital bombardment while mysterious force is trying to kill you with random woundings.
((And theoretically the foam should seal your wounds, so if it weren't for the other life threatening forces surrounding you'd be pretty good. Also can I still cast spells?))
Wait, how deep is the cut in NAV's throat? Can it expand through his nostrils? The foam might expand into his lungs, stomach, and/or mouth, which could cause problems, such as preventing his lungs from constricting or preventing him from fully closing his mouth/pronouncing words (such as for spells).
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: NAV on August 17, 2017, 01:10:34 pm
Use a weak dragon shout to clear foam from my mouth if I can't speak effectively enough to cast a spell.

Summon containment foam solvent above me. As many essences as I can muster + lesser blood magic. Get free, consume as many healing items as I need, get the seeds, go through the portal. We're running out of time.
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: Zormod on August 17, 2017, 02:53:10 pm
Loot corpse, send bladecubes at Redrum
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: Sarrak on August 18, 2017, 06:41:30 am
Final push into leaving the doomed world. As much essences and Insights as needed. Also Weaker Blood Power.

((Leaving behind parts of mortal shell seems quite fitting to me. I really want to see if this self-banishing succeeds.))
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: star2wars3 on August 18, 2017, 07:48:09 am
Begin ritual to Teleport to grass blades in my own world. +5/+5 in essences (if as a ritual this is still basically suicide, 3 essences instead)
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: Rautherdir on August 18, 2017, 09:02:45 am
Three essences. Attempt to sense any invisible forces in the area.

((Never mind then.))
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: DreamerGhost on August 19, 2017, 06:37:36 pm
I began writing update despite some people not writing an action but... Well I suppose it's my fault for not looking at these things earlier.

Three essences. Attempt to sense any invisible forces in the area.
It would really help your chances if you figured some method of sensing the hostiles that was related to your afinity or your current skills. As it is now, that action does nothing.

Teleport to grass blades in my own world. +5/+5 in essences
This, on the other hand, is practically suicide. It will either not carry you the whole distance to your home or not carry all of you to your home. You get either spaced or gibbed.


Fuck it. I'll just do the update tomorrow and shift to Sunday/Thursday updates.
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: XXXXYYYY on August 20, 2017, 05:50:20 pm
((Sorry for being slow - on vacation atm))
If the werewolf-demon is still around, stab it repeatedly while converting parts of it to glass. Otherwise, try to cut James free.
Title: Re: Roll to Magic: Turn 263 Escaped or destroyed?
Post by: DreamerGhost on August 20, 2017, 08:17:13 pm
Turn 264

Loot corpse, send bladecubes at Redrum

Spoiler (click to show/hide)

Cuberac swiftly nicked the wizardly hat, the stylish cloak and cool shades off the corpse of Nihilum. Then he pushed the glasses up away from his eyes because all the ghosts were distracting. It was time for the next target, and the closest target happened to be necromancer Redrum, chilling on his bone hydra. The cubes flew in a beautiful arc through the air and impacted Redrum straight in the skull, knocking him off his mount. Then a bunch of skeletons walked out of the tower, some of them on fire. They all turned towards Cuberac and began running towards him. The situation seemed somewhat familiar.

Use a weak dragon shout to clear foam from my mouth if I can't speak effectively enough to cast a spell.

Summon containment foam solvent above me. As many essences as I can muster + lesser blood magic. Get free, consume as many healing items as I need, get the seeds, go through the portal. We're running out of time.

Final push into leaving the doomed world. As much essences and Insights as needed. Also Weaker Blood Power.

((Leaving behind parts of mortal shell seems quite fitting to me. I really want to see if this self-banishing succeeds.))
Begin ritual to Teleport to grass blades in my own world. +5/+5 in essences (if as a ritual this is still basically suicide, 3 essences instead)
Three essences. Attempt to sense any invisible forces in the area.

((Never mind then.))
((Sorry for being slow - on vacation atm))
If the werewolf-demon is still around, stab it repeatedly while converting parts of it to glass. Otherwise, try to cut James free.

Spoiler (click to show/hide)

The scroll that tried to trip up Seva moved to an easier target; James. It couldn't get through the foam so it wrapped around the pile which contained James and began unfurling. As it unrolled, trees began growing from its surface, piercing through the foam and towards James. Strange things were also happening around Skeliborn. He suddenly got up and attempted to tackle Ao. The strange mage was already too far away from this realm for this to actually do anything but this didn't stop Skeliborn from trying repeatedly. Meanwhile, the baguette that Skeliborn had with him spun lazily in the air and slowly poked the shadow wolf demon. The bronze cube changed targets and attempted to bash Sharrin, but the wold swiftly dodged out of the way. A ball of fire appeared, blocking off the way to the portal.

Gambler wished to be done with this bullshit. His stiletto proved to be quite effective at removing anything it struck, and now it would remove the shadow demon. It flew through the air and struck the shadow demon which didn't even bother to dodge. The reason for this and quite a few other things became immediately clear as the shadow demon disintegrated, revealing Skeliborn with extremely pained expression. Almost immediately, his veins began glowing bright red, some even popping open and spraying blood everywhere. The blood burned grass where it landed.

The other mages were either preoccupied or had given up on the portal and doing their own thing. Ao continued with his spell of banishment, and faded from reality completely. None would know where he went except for the man himself. It was business as usual as far as anyone who had met him more than once were concerned. Sharrin, meanwhile, was dodging the bronze cube and gathering magic to blast something, possibly the cube. James, finally no longer a prisoner of his own mind, began the work to free his body. He called forth a dissolving solution to the foam which worked instantly, removing the annoying substance and revealing several branches that were now pinning James down. The healer was not about to stop just for this and broke through, even as the magic took it's toll and sliced again through all his wounds, deepening them. Once free, James quickly convinced his guts to stay inside and downed healing potions until his body no longer hurt. He was free, he was uninjured, he had the seeds. But the portal was blocked by a ball of fire and Grundar was still dealing with the murderous sword.

Then an eerie feeling came over everyone near the portal. It was time. The gods had set their gaze on this patch of land.

Spoiler (click to show/hide)
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: star2wars3 on August 20, 2017, 09:04:56 pm
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 20, 2017, 09:20:40 pm
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
It does, but for the armor to work you'd need to be hit which would instantly oblivion you. Also, the attack would grievously injure the attacking god,  but wouldn't kil it.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: ATHATH on August 20, 2017, 11:10:26 pm
Eheheheheheh... I see that the shadow hand used the old "make someone else look like they're me and make myself look like them" trick. I taught him that, you know.

Anyway, I hope that you enjoy your oblivion- I know I will, seeing as I'll be rising from your ashes.

Mweheheheheheheheheheheheheheeeeeeeeeeeh... Mwohohohoohohoohohohohooooooo... MWAHAHAHAHHAAHAHHAAAAAAAA!
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: Sarrak on August 21, 2017, 12:35:31 am
It really was a pleasure to play. I'm very interested in how it all ends, but for Ao the Enlightened, it is fitting to leave after getting a deeper understanding of himself and the world here. The Tower gave him almost too much... And he was rather bad at returning the favor. Oh well.

Honorable mentions go to Whaz the Gloomy (whom, if I understood kills right, is still leading with five) and Kahel the Changer (who led a rather ambitions life filled with mediocrity). Also James, Jase and other mages I worked alongside with or fought against. As said, it was a pleasure.

P.S. A bit sad I did not get to raise a perfect minion, though both Mezala and Xaz had good potential.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: Zormod on August 21, 2017, 02:45:55 pm
Blink to Redrum and go for his throat.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: star2wars3 on August 22, 2017, 09:19:47 pm
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
It does, but for the armor to work you'd need to be hit which would instantly oblivion you. Also, the attack would grievously injure the attacking god,  but wouldn't kil it.
I have a message to the one destroying this world. Cease and Desist or You Shall Be Eliminated. Right now We have what amounts to a World Class Dakka-Cannon Aimed at You. If you know anything, you should know that these things have incredible homing abilities and even the base model has the ability to critically injure major deities. And the thing is, even if you aren't destroyed by that then you will be weakened enough that another Deity will pick you off.

I would further request to talk to you in person to further negotiate

I go through the portal. Also I roll to intimidate a god. In terms of carrying out the threat, I believe that when I made my bargain with Hepheastus that I specifically agreed to help Hepheastus gain more influence and power. Should I be destroyed by the new god, he/she will be injured to the point that Hepheastus should easily be able to finish him/her off and take his/her power. (If I need to invoke Hepheastus for this, I will but this should be automatic because it is most definitely in Hepheastus's interest to get stronger.)

I also demand to negotiate directly with the deity. (Also exit through the portal if I can find it.)


((Don't forget my +1 ring of luck for everything really))
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 23, 2017, 12:14:02 pm
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
It does, but for the armor to work you'd need to be hit which would instantly oblivion you. Also, the attack would grievously injure the attacking god,  but wouldn't kil it.
I have a message to the one destroying this world. Cease and Desist or You Shall Be Eliminated. Right now We have what amounts to a World Class Dakka-Cannon Aimed at You. If you know anything, you should know that these things have incredible homing abilities and even the base model has the ability to critically injure major deities. And the thing is, even if you aren't destroyed by that then you will be weakened enough that another Deity will pick you off.

I would further request to talk to you in person to further negotiate

I roll to intimidate a god. In terms of carrying out the threat, I believe that when I made my bargain with Hepheastus that I specifically agreed to help Hepheastus gain more influence and power. Should I be destroyed by the new god, he/she will be injured to the point that Hepheastus should easily be able to finish him/her off and take his/her power. (If I need to invoke Hepheastus for this, I will but this should be automatic because it is most definitely in Hepheastus's interest to get stronger.)

I also demand to negotiate directly with the deity. (Also exit through the portal if I can find it.)


((Don't forget my +1 ring of luck for everything really))
{This is a pretty fun plan marred by one fatal flaw: Young God's can't hear you. They can't see you, feel you or detect you in any other way, otherwise they would aim for you rather than blasting random dirt. And Hephaestus has no reason to relay the message because he benefits from you getting blasted and the god getting injured.}
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: NAV on August 23, 2017, 12:44:17 pm
My omnicube has the enchantment that it requires a VS luck roll to damage or destroy. As far as I know this extends to attacks from gods. The portal has a chance of staying open even after this area is blasted out of existence.

"Now or never, get through the portal! I don't want to leave anyone behind!"

Shout the fireball out of the way and run through the portal. Help anyone who doesn't seem like they can move quickly on their own.

As a last resort if it doesn't seem like I'll make it then summon a jetpack (essences +lesser blood) and rocket through.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: star2wars3 on August 23, 2017, 02:57:07 pm
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
It does, but for the armor to work you'd need to be hit which would instantly oblivion you. Also, the attack would grievously injure the attacking god,  but wouldn't kil it.
I have a message to the one destroying this world. Cease and Desist or You Shall Be Eliminated. Right now We have what amounts to a World Class Dakka-Cannon Aimed at You. If you know anything, you should know that these things have incredible homing abilities and even the base model has the ability to critically injure major deities. And the thing is, even if you aren't destroyed by that then you will be weakened enough that another Deity will pick you off.

I would further request to talk to you in person to further negotiate

I roll to intimidate a god. In terms of carrying out the threat, I believe that when I made my bargain with Hepheastus that I specifically agreed to help Hepheastus gain more influence and power. Should I be destroyed by the new god, he/she will be injured to the point that Hepheastus should easily be able to finish him/her off and take his/her power. (If I need to invoke Hepheastus for this, I will but this should be automatic because it is most definitely in Hepheastus's interest to get stronger.)

I also demand to negotiate directly with the deity. (Also exit through the portal if I can find it.)


((Don't forget my +1 ring of luck for everything really))
{This is a pretty fun plan marred by one fatal flaw: Young God's can't hear you. They can't see you, feel you or detect you in any other way, otherwise they would aim for you rather than blasting random dirt. And Hephaestus has no reason to relay the message because he benefits from you getting blasted and the god getting injured.}
((This is why mage skype was invented. The young deity was originally a contestant in this competetion as far as I'm aware so he/she should still be part of the network.))
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: Beirus on August 23, 2017, 04:25:59 pm
((DG specifically said when the Young Gods appeared that they had just found the Platypus and decided to destroy it to limit future competition. At no point was it stated that any of the Young Gods were part of this competition at any point.))
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: XXXXYYYY on August 23, 2017, 07:38:53 pm
Book it to the portal. Screw it, do or die time. Be ready to stab any and everything or one.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 24, 2017, 09:21:31 am
((DG specifically said when the Young Gods appeared that they had just found the Platypus and decided to destroy it to limit future competition. At no point was it stated that any of the Young Gods were part of this competition at any point.))

Pretty much this.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 24, 2017, 04:57:12 pm
Me:I should do that turn for RtM right about now.
Also Me:Do it tomorrow.
Me:Now, now, we already had a talk about being a lazy shit.
AM:But important people haven't sent a PM with action.
Me:Really, there's not much they can even do anymore.
AM:But.
AM:But only 4 people in thread have posted an action.
Me:...Well shit, I guess it's gonna be happening tomorrow.

Last chance, I'm not doing any delays for future turns after this one no matter how many haven't posted. There's like a week of summer left, it's about time for this to end as well.
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: FallacyofUrist on August 24, 2017, 06:27:04 pm
((I haven't gotten my response to my secret action yet... I think.))
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 25, 2017, 07:40:50 am
((I haven't gotten my response to my secret action yet... I think.))
{If you haven't got it then either my answer or your question were eaten by the system. Resend it.}
Title: Re: Roll to Magic: Turn 264 Time to leave
Post by: DreamerGhost on August 25, 2017, 06:40:47 pm
Turn 265

Blink to Redrum and go for his throat.

Spoiler (click to show/hide)

Cuberac cut through space and crossed the distance to enraged Redrum in but a moment. The surprise of Redrum was enough to counteract distance between the two being slightly greater than Cuberac intended and the dagger bit into flesh, leaving a bloody line across Redrum's throat. Blood began to spill freely, but it was not deep enough to destroy Redrum's ability to breathe, not enough to instantly kill him. Not having much of a plan after the first strike, Cuberac paused to swear and the pause was enough for the Hydra to grab him between its teeth. The teeth warped and burned and froze and melted against Cuberac's cloak, but the undead creature cared not, keeping the wizard solidly pinned.

My omnicube has the enchantment that it requires a VS luck roll to damage or destroy. As far as I know this extends to attacks from gods. The portal has a chance of staying open even after this area is blasted out of existence.

"Now or never, get through the portal! I don't want to leave anyone behind!"

Shout the fireball out of the way and run through the portal. Help anyone who doesn't seem like they can move quickly on their own.

As a last resort if it doesn't seem like I'll make it then summon a jetpack (essences +lesser blood) and rocket through.

Book it to the portal. Screw it, do or die time. Be ready to stab any and everything or one.
((DG, I must ask now, does the destruction of this world count as an attack by the gods. It is extremely important because if so, any god who did so would risk oblivion by my armor))
It does, but for the armor to work you'd need to be hit which would instantly oblivion you. Also, the attack would grievously injure the attacking god,  but wouldn't kil it.
I have a message to the one destroying this world. Cease and Desist or You Shall Be Eliminated. Right now We have what amounts to a World Class Dakka-Cannon Aimed at You. If you know anything, you should know that these things have incredible homing abilities and even the base model has the ability to critically injure major deities. And the thing is, even if you aren't destroyed by that then you will be weakened enough that another Deity will pick you off.

I would further request to talk to you in person to further negotiate

I go through the portal.

((Don't forget my +1 ring of luck for everything really))

The time to run was now. Either to the portal or away from here, and portal was much closer. The mages rushed towards the portal, pausing for but a moment as a figure emerged from the flames. It was a man wearing a suit and white pants. On seemingly infinitely punchable face rested a red hairdo. Then the spell that allowed all mages on the island participate in the conference activated, but instead of a wizard there was an image of the same man that had emerged from the fireball. Then he began singing in a voice slightly deeper than the face suggested.


"Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you"

The song continued but Gambler snapped out of shock and rushed to the portal, stiletto in hand. The fireball and the figure disappeared, but the song and the spell of communication remained. Sharrin rushed through second and then James and Grundar carried Skeliborn through, who was still trying to boil violently. They emerged in a grasland blisfully free of any foreboding feeling, next to a ddirt road leading to somewhere. Seva was also there, surounded by a fresh lock of tiny birds. Some of them were resting on his larger birds. Sharrin and Gambler were also there. "Nice to see you James. I was worried the portal had tossed me fifty miles away from the entrance, but it seems that it just isn't two ways for some reason. Which is why I didn't go back to say that it's all clear on this side."

And with that the portal was left alone in the grassland.

Moments later, another mage appeared right next to the elephant that was currently dancing to the song. Ilium the illusionist was having the time of his life and he had one more trick to play yet. He pulled out a book that was shaped like a bottle, or perhaps a bottle shaped like a book, uncorked the bottle and opened the book. There was an explosion of wine, an endless deluge that washed over the land and pooled in lake sized puddles. Then the wine began rising up into alcohol elementals, each lasting just for a moment before falling back into inert wine. The pools rippled, and something, or perhaps someone, floated up to the surface. Then the light fell and Ilium saw no more.

Ilium woke up to the sound of laughter. Two disheveled looking clowns were having trouble staying upright as both were shaking with laughter. Still, they managed to get ahold of themselves soon enough. "Welcome to the realm of Manipulator, Illusionist" said one. "The plane of humor in the realm to be more precise. I'm Muni and he's Buni, we're lesser angels" the other elaborated. "Lesser angels of lower humor!" This seemed to crack the two up again. After laughter subsided, Muni began speaking again. "Don't worry, you attracted attention of someone higher up the ladder, we're just messengers. But before we go, I think you'll want to see this." Buni had from somewhere procured a bright orange bucket filled with water which he nearly shoved in Ilium's face. As ripples subsided, reflection of Ilium's face on the surface was replaced by a reflection of the place he had just left. There was an extremely sick and disheveled looking man, floating half naked in the wine, seemingly trying his hardest to stay asleep. Then the light crashed, washing away the wine and the land underneath and even the Portal to a safe plane. The man remained, his sunken eyes now opened and visibly bloodshot.

"That's the Oh God of Hangovers right there" Buni helpfully supplied. "He hates existing, so he had Dionysius seal him in a bottle of endless wine. Can't be hungover while drunk or something like that. It worked out, but now..." Buni smiled viciously. "He's awake, he's out of booze and someone is causing a god damned racket!" Muni shouted, throwing his hands up in the air. In the vision, the Oh God had procured a lead pipe from somewhere and was steadily rising upwards. The vision suddenly ended as Buni tipped the bucket over, drenching Ilium with cold water. "Not really sorry, the lesser angels of low humor was not entirely a joke. But let's go see who wants you so bad to send us out."

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: star2wars3 on August 25, 2017, 08:15:51 pm
((I don't suppose I could save anyone who's still left in the other world by any chance. This would be on the basis that time space in this world doesn't necessarily work the same way as on the dying world and that a portal could be made from this world to any point in space-time within the other world in order to save those who remain.))

((In any event, thank you for running this game and as thanks let me play one last thing to add just a bit more thematic flavor))
Seal (Destabilize?) The Portal Using Vortex Bane
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: ATHATH on August 25, 2017, 10:03:39 pm
Nice work, Illium. I hope my patron treats you well. I'll see if I can put in a good word for you.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: NAV on August 25, 2017, 10:47:48 pm
Before Skeliborn can use his sword on the portal, James turns the omnicube back into a cube and pulls it out. Then Skeli can attack the portal if it's still there.

James also fully heals any lingering injuries anyone has.


"We made it. A few of us. What a sad waste of lives that tournament was."
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Zormod on August 26, 2017, 01:46:22 pm
Time to see if I can use this dagger to blink away while grappled. If not, try tearing this thing's lower jaw off.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: ATHATH on August 26, 2017, 04:38:50 pm
Before Skeliborn can use his sword on the portal, James turns the omnicube back into a cube and pulls it out. Then Skeli can attack the portal if it's still there.

James also fully heals any lingering injuries anyone has.


"We made it. A few of us. What a sad waste of lives that tournament was."
Oh, don't worry, they won't be wasted...
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Atomic Chicken on August 27, 2017, 03:14:28 pm
((Well, the gig’s finally up. My secret affinity was ‘Illusions’. Practically everything James and his crew struggled to defeat in the last couple of turns, from Rick Astley to the black flames which engulfed the portal at the start of all this, was nothing but a bunch of insubstantial figments. The only truly harmful things present were Ilium’s own psychic attacks, and the Molotov cocktails, flashbangs and telekinetically-controlled weapons thrown through the fake portal in the sky, where Ilium spent most of the battle levitating safely out of reach, masked by permanent invisibility. (Note that, owing to the latter trait, most of Ilium’s interactions with other characters throughout the course of the game were actually carried out through an animate illusion of himself). The shadow demon, ghost illithid, Skeliborn doppelgänger, Dalí-inspired elephant, morphing blood, fireballs and Ilium's own corpse were elaborate illusions prepared several turns in advance for such an occasion.

Character-wise, Ilium was meant to be an opportunistic rogue who enjoyed practical jokes and liked to mess with people. He was not a follower of the Manipulator, nor was he a true ally of Unghe. He actually precipitated Unghe's death by purposefully framing him after the harmless portal stunt, unaware of the fact that Unghe really had tampered with the portal spell. (Sorry ATHATH; I needed a scapegoat to shake up the endgame, and your character was quite evidently a superb choice).

P.S. Having embraced death, I may now admit to being responsible for any baguette-related curses in this game.))



"Well then gentlemen, take me to your boss."

Go with these glorious heralds, onward to a fate unknown.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Rautherdir on August 27, 2017, 03:32:36 pm
((Knew it.))

((Well not that it was you, but that someone had to be there doing that.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: FallacyofUrist on August 27, 2017, 03:49:17 pm
((I got a 10! I got a 10! My master plan actually worked, for the first time ever!))

PM action. Mwahahaha.

precipitated
((Everybody does this.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: johiah on August 27, 2017, 08:17:57 pm
Can someone summarize the game for me? Reading that many pages would be a bit much, but it looks like it was fun. =P
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Whisperling on August 27, 2017, 08:27:52 pm
Can someone summarize the game for me? Reading that many pages would be a bit much, but it looks like it was fun. =P

((It's a bit much to summarize, given that there were 250+ turns and numerous tangentially-related events. I'm sure a lot of the people here (myself included) would be happy to talk about what their own characters did, but the whole thing is likely too long and convoluted to do it justice in a concise paragraph.))

---------------------------

((On that note, I'm planning to share Viznor's numerous PM adventures after the game ends, possibly with commentary. I still have most or all of the original turns in my PM box, plus some assorted notes and plans made throughout the game.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: XXXXYYYY on August 27, 2017, 08:30:20 pm
"Agreed. Been nice working with y'all."
If there are any threats, have the stiletto stab them. To death. Give Skelliborn my ring in an attempt to help stop the ... boiling. Once he's better, take it back.
If this is the real end, set off in search of new horizons.


Can someone summarize the game for me? Reading that many pages would be a bit much, but it looks like it was fun. =P
((It's super long, but I'll give it a shot. In a minute - it'll take me a while. EDIT: actually, this seems to be a project for another day. Something came up and I can't work on it right now.))

((On that note, I'm planning to share Viznor's numerous PM adventures after the game ends, possibly with commentary. I still have most or all of the original turns in my PM box, plus some assorted notes and plans made throughout the game.))
((Ooo, please do.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Rautherdir on August 27, 2017, 09:12:50 pm
((Well at least I survived.))

Final? Action: Aid Gambler in his search for new horizons.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: ATHATH on August 27, 2017, 11:46:56 pm
Can someone summarize the game for me? Reading that many pages would be a bit much, but it looks like it was fun. =P

((It's a bit much to summarize, given that there were 250+ turns and numerous tangentially-related events. I'm sure a lot of the people here (myself included) would be happy to talk about what their own characters did, but the whole thing is likely too long and convoluted to do it justice in a concise paragraph.))

---------------------------

((On that note, I'm planning to share Viznor's numerous PM adventures after the game ends, possibly with commentary. I still have most or all of the original turns in my PM box, plus some assorted notes and plans made throughout the game.))
Heck, even I don't remember half the stuff I did. I've got 50+ pages of received pms, and a few about Roll to Magic are on the very first page. I'd wager that over two-thirds of them (my pms) are/were RtM-related.

I suppose that's to be expected when you've been a part of a game for three friggin' years. It's been a heck of a ride, though, and I hope that DG goes on to do even better things.

And for the record, yeah, I can probably add my pms to the archive-thingy. Don't expect me to sort them or order them, though.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Sarrak on August 27, 2017, 11:54:55 pm
I tried to do a detailed summary once, but was quickly defeated by both sheer number of events and lack of personal free time. Also, using color codes for mage names to hint consistency was weird choice, as it looked... rainbowish.

Found it:
Spoiler (click to show/hide)

Note that some neat events are missing from here, as pointed out by Beirus. So long ago...
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: johiah on August 28, 2017, 08:35:58 am
3 years?!?!!
Uhh, nevermind.
Maybe someone will just write a book about it...
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: FallacyofUrist on August 28, 2017, 08:44:54 am
Maybe someone will just write a book about it...
((There is that idea, though it may be a bit difficult, considering how fragmented things are and how many secrets there are...))

((And once this is said and done, I wouldn't mind contributing my PMs to the archive. Excepting anything that may come to play in a hypothetical epilogue.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: johiah on August 28, 2017, 05:25:09 pm
I'mma just read the whole thing. 0.5% done so far.
Edit: just made it to turn 100
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: ATHATH on August 28, 2017, 06:44:39 pm
Maybe someone will just write a book about it...
((There is that idea, though it may be a bit difficult, considering how fragmented things are and how many secrets there are...))

((And once this is said and done, I wouldn't mind contributing my PMs to the archive. Excepting anything that may come to play in a hypothetical epilogue.))
Y'know, I was just about to come here to say something to that effect (that we should turn this game into a book).

Maybe we can just directly transpose it, having "on a forum" as the book's (semi-)unique style or something.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: DreamerGhost on August 28, 2017, 08:02:29 pm
I really don't think the game had enough coherent plot for a book. Also, it would come off as trying to surpass George R.R. Martin in kill count.

On more relevant news, I found Dead Space/Worm quest by UnwelcomeStorm and spent three hours reading it. Update will come tomorrow.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: johiah on August 28, 2017, 08:04:00 pm
Isn't the game still ongoing, but in multiple separate dimensions?
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: FallacyofUrist on August 28, 2017, 08:04:55 pm
((Maybe if you follow a single character, preferably James, as the most public Triad member...))

Isn't the game still ongoing, but in multiple separate dimensions?
((For the moment, but I'm fairly sure it's going to conclude soon.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Sarrak on August 29, 2017, 02:51:27 am
Isn't the game still ongoing, but in multiple separate dimensions?
Game is centered around Tournament. As mages start leaving dying world in separate dimesions, Tournament (and with it, the game), comes to anend.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: ATHATH on August 29, 2017, 05:17:33 pm
((Maybe if you follow a single character, preferably James, as the most public Triad member...))
I think that it could be divided up into the perspectives of the key players (NAV, ATHATH, Beirus, Whisperling, etc.), so that we can see how the game was seen from many different points of view.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: DreamerGhost on August 29, 2017, 07:10:25 pm
Update will come tomorrow.

This post? No longer true. Due to personal reasons I am both mad and sad, the updates will be moving to irregular basis but I am still going to finish this up.
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: star2wars3 on August 29, 2017, 10:33:04 pm
((Maybe if you follow a single character, preferably James, as the most public Triad member...))
I think that it could be divided up into the perspectives of the key players (NAV, ATHATH, Beirus, Whisperling, etc.), so that we can see how the game was seen from many different points of view.
((So basically the Triad, Waz, TOAM, Team Tower, and F.E.C.E.S.

Summarized even more propably could be done with just James.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: Sarrak on August 30, 2017, 04:27:12 am
((Maybe if you follow a single character, preferably James, as the most public Triad member...))
I think that it could be divided up into the perspectives of the key players (NAV, ATHATH, Beirus, Whisperling, etc.), so that we can see how the game was seen from many different points of view.
((So basically the Triad, Waz, TOAM, Team Tower, and F.E.C.E.S.

Summarized even more propably could be done with just James.))
((I'm cool with fleshing Whaz out a bit more, as he played a key role both at game start and in introducing actual murder spree into rather slow-paced and peaceful early play.
I'm not able to portrait others well, though. And I do not think either Kahel or Ao deserve their own entries - they may be good if introducing different POV, but not for much more.))
Title: Re: Roll to Magic: Turn 265 The big Joke
Post by: DreamerGhost on September 07, 2017, 11:33:05 am
Turn 266

Time to see if I can use this dagger to blink away while grappled. If not, try tearing this thing's lower jaw off.

Spoiler (click to show/hide)

Another kill foiled by divine interference. But Cuberac didn't have time for such thoughts, he had to escape and he had to do it right now. Dagger cut through space and Cuberac moved forward... but some bits of him seemed to want to stay with the hydra. The cloak he had looted stayed entirely, and the hat was lost somewhere halfway, but some other, more fleshy parts of him were somewhat more indecisive. In parts where the hydra's teeth had gripped him Cuberac's skin was removed entirely, with some minor muscle tearing at the center. But he was outside of the blast radius that claimed the undead army.

"Well then gentlemen, take me to your boss."

Go with these glorious heralds, onward to a fate unknown.

As Ilium moved forward with the lesser angels, things began growing grim. Corridor walls began shifting in strange colors punctuated by flashes of light. Echoing laughter came from nowhere and everywhere, growing louder and more twisted with each step. Soon, the path ended revealing a massive figure watching what seemed to be an theatrical performance. It too was dressed like a clown, but not a friendly circus one but a menacing theatrical one and all of it's apparel was impeccable. It wore a porcelain mask that was shaped in a menacing grin. "Greetings, wizard. You will know me as the Laughing God. I shall be brief. Everything is going sideways and your talents might help it fall slightly straighter. You shall serve for the rest of your life, and afterwards, well, we'll see how well you do." It had a booming voice, eerily reminiscent of the echoing laughter. "Ah, but worry not. You have been quite amusing so it won't be as bad as you fear. Where I'll send you, nobody knows the kind of magic you do. You shall be free to mess with people, it will be your job even. Push the fools into nice angry piles. For now, sit here and have a look at the scene. You will be working with them after all!

"Agreed. Been nice working with y'all."
If there are any threats, have the stiletto stab them. To death. Give Skelliborn my ring in an attempt to help stop the ... boiling. Once he's better, take it back.
If this is the real end, set off in search of new horizons.

((Well at least I survived.))

Final? Action: Aid Gambler in his search for new horizons.
Before Skeliborn can use his sword on the portal, James turns the omnicube back into a cube and pulls it out. Then Skeli can attack the portal if it's still there.

James also fully heals any lingering injuries anyone has.


"We made it. A few of us. What a sad waste of lives that tournament was."
Seal (Destabilize?) The Portal Using Vortex Bane

Gambler moved his healing ring on Skeliborn to stabilize him while James began actually healing him. It took some effort, but Skeliborn recovered well enough, unbearable pain being a common occurrence to wizards meant that mental damage was minimal. The blood curse would leave him more vulnerable than what he was when he entered, but there were ways around that. Once he recovered, Skeliborn and James began looking for the portal exit but found nothing. It seemed to truly be a one way thing, possibly due to magic dictating the rules of the tournament. Once out you were out forever.

The mages split up afterwards. James returned to healing people, wandering the land wherever his call would take him. His powers to heal were augmented greatly by his newfound ability to call objects to him. No he was able to deal with causes of harm as well as harm itself. In time, he would be declared a holy figure, a saint that pushed away injury and raised the destitute, always having just the right thing that was needed to help. Many religious missionaries followed his trail, wishing to meet the legend, although none succeeded and he passed knowing of neither his sainthood nor his fame.

Skeliborn still had tasks that were undone, debts that were owed to the God of Crafting. He would spend his life building wealth and favors to launch an expedition to recover the items that the God had tasked him with recovering. But only two of three could be found, the third piece was destroyed and Skeliborn disappeared alone, carrying only his blades and the two pieces of the unknown construct. None heard of him again, but adventurers soon reported a mountain of blades appearing in the dessert. Within the mountain was a blade of teal glass and gold with a head sized ball of ruby in the center. It was said that it was the result of Skeliborn building the third part and this was the new form of the God-Machine. The God remained, silent and over time, the story of the mage of blades was forgotten.

Gambler and Sharrin went towards the horizon. A mage without magic and a wolf with sorcery. The two became fairly famous, for the short days they'd spend in civilization before venturing out towards the unknown again. Maps made by them were among the rarest and most expensive objects an adventurer could acquire, detailing places that were lost to the knowledge of mankind, or even never known in the first place. Kingdoms rose from exploiting the information that they brought in, with a hundred legends for each of their travels. Some were even true.

Spoiler: Map (click to show/hide)
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: DreamerGhost on September 07, 2017, 11:35:17 am
The idea was to post this after finishing PM's behind the scenes happenings and just generally syncing up the two playstyles, but people are not answering. Therefore, update.
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: Zormod on September 07, 2017, 01:27:46 pm
Start a ritual using my organic bladecubes and, if possible, my blink dagger.
Goal: Move away from here. Use +5/+5 in +1/+1 essences.
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: FallacyofUrist on September 07, 2017, 06:48:14 pm
Doktor Diabolical:

Totally a PM action.
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: star2wars3 on September 09, 2017, 08:19:21 am
((It just dawned on me how ironic it was that as a blade mage I was basically attempting a pacifist run))
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: ATHATH on September 14, 2017, 11:50:40 pm
Bump.
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: NAV on September 20, 2017, 02:19:50 pm
Thank you for running this game DreamerGhost, and thank you for giving it a good ending. It was the only game I've experienced that started as a simple arena deathmatch but ended up as so much more.

What happened to Grundar and what happened to the tree?
Title: Re: Roll to Magic: Turn 266 Four wanderers
Post by: DreamerGhost on September 21, 2017, 05:42:57 pm
Turn 267

Start a ritual using my organic bladecubes and, if possible, my blink dagger.
Goal: Move away from here. Use +5/+5 in +1/+1 essences.


Spoiler (click to show/hide)

There many fates that are considered worse than death. Like torture followed by death. Or death followed by torture in case you pissed off a necromancer. Or just torture followed by maiming. Or pineapple pizza for some reason. In truth, there are very few fates that are actually objectively worse than death, but just risking one is technically not quite as bad. Cuberac was a case study of this, as his plan of getting the hell out of here involved modifying Metaton's Cube spell to bounce him elsewhere instead of the usual stuff it did, which consisted of redistributing target's very being back into the base concepts.

Spoiler: Map (click to show/hide)


"...And here we have Estuans Spica, more commonly known as Ember Chestnut or Embertree. Now students, can anyone tell me why it is called so?"

"Cuz it goes all fiery in summer mister Lamboodle!"

Lamboodle looked Thomas over who was again answering without raising his hand. It could be worse. The entire class was at the edge of the forest, learning how to recognize trees. They could be scattering after falling leaves, getting lost in the forest.

"Correct. And does anyone know why they bloom fire?"

"A wizard did it"

Lamboodle nearly tossed his hat down in anger. He turned towards the forest where a troll was now standing next to the embertree. Yes, it had lived in the forest for fifty years and had learned to sneak but this was absurd. Kids were quiet today and still he didn't hear the green menace walking.

"Damn it Grundar, you can't just wave the matter away! You can't just say "it just does it" and call it a day! I'm trying to teach here."

"Iz tru though. Was there when it was done."

Lamboodle opened his mouth to express just how unbelievable this was, but was overtaken by a chorus of squeaky "Really"'s from the class. This seemed like another lesson lost to storytelling. Fictitious storytelling, filled with lies and misinformation. What kind of healer would have the knowledge or desire to summon a troll? Who ever met a mage that could forge spells in seconds. At least this time the troll wasn't opening up a poacher to teach anatomy, if it could even be called such. Local druids cared not that the beast was using flames on the trees to cook lunch, but nobody was allowed to even touch the damn things. For "their own safety" his ass! Lamboodle sat down and leaned his back against the embertree. He punched the ground in frustration and jumped as sudden pain flared in his shoulder blades. There were tiny spikes on the tree where he was resting, but just as soon as he grabbed a notepad and a pencil to draw the new growth, it disappeared. There had to be an explanation. Some complex water powered pressure triggered underbark structure. He'd figure it out if only druids weren't preventing him from taking samples. Blasted troll friendly science obstructers.
Title: Re: Roll to Magic: Turn 267 Three surviving groups
Post by: FallacyofUrist on September 21, 2017, 06:42:10 pm
Doktor Diabolical:

PM action.
Title: Re: Roll to Magic: Turn 267 Three surviving groups
Post by: ATHATH on September 21, 2017, 08:25:42 pm
Entropy's embrace approaches. Leave or make your peace now, for every tile in this amusing little world is now under the disapproving gaze of the New Gods.
Title: Re: Roll to Magic: Turn 267 Three surviving groups
Post by: Zormod on September 22, 2017, 12:30:18 pm
Add 5 +1/+1 essences, use a lesser and a greater blood power, and resolve the ritual.
Title: Re: Roll to Magic: The end
Post by: DreamerGhost on September 27, 2017, 02:34:35 pm
Turn 268

Add 5 +1/+1 essences, use a lesser and a greater blood power, and resolve the ritual.

Spoiler (click to show/hide)

Cuberac felt that his time was running out. The spell was not quite as powerful as he would have liked, but it seemed more survivable than what was about to happen. He released the spell and vanished. Soon, the ground on which he used to be vanished, along with the remains of the island. The spell lifted him through the planes, forcing him to shed essence, until he was pulled back by the spell, gathering what he lost as he went. Suddenly, Cuberac had a body again, as well as his loot from the Island. He still had a body, and he was pretty sure it looked as it should, meaning that nothing was lost during the trip, or that a whole lot was missing. Unfortunatelly, he now had no idea where he was, but as no immediate danger presented itself, it was probably safe to explore.

Spoiler: Cuberac's new style (click to show/hide)

Somewhere else, Doktor's senses warned him about an intruder onboard.

All ground is gone, only Void remains.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: FallacyofUrist on September 27, 2017, 03:57:48 pm
Doktor Diabolical:

"Unacceptable."

PM action.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Zormod on September 28, 2017, 03:03:55 pm
PMs happen here.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ATHATH on September 28, 2017, 09:09:04 pm
Appropriate(?): https://www.youtube.com/watch?v=6E2hYDIFDIU
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ATHATH on November 07, 2017, 03:26:17 am
So, it's been a week. Have you all been enjoying your epilogues?

Because I most certainly am enjoying mine.

https://youtu.be/ocYgD2CrG28

What, you thought that I was just sitting around doing nothing all of this time, that I would accept being cast aside like so much trash ("Oh look, ATHATH's at it again, isn't that adorable?")? Ohohohohoho no. I've been very busy planning and performing the events and actions that have led up to this post.

I suppose that I should tell you what I've been up to. Very well; after dying, I tried to bend the mimic matter of the plane of mimics to my will.

Spoiler (click to show/hide)

DG's response was probably the best thing to ever happen to me in this game.

Spoiler (click to show/hide)

Naturally, I then used my phenomenal willpower and determination to destroy my killers and everything they hold dear to seize control of the dream mimic.

Spoiler (click to show/hide)

I'm sure that you've begun to connect the dots by now.

I then formed some nearby mimic matter into a portal to a place near the Tower's location (many thanks to my mole for telling me where it went), cast an inversion enchantment to make incredibly obvious changes/absences difficult to notice, and put each of the members of Team Tower under the effects of my dream-ability (this involved some incredible rolls on my end; I had to get some friends of mine to check to see if I was still under the dream-mimic's spell/illusion).

Helping matters was a different enchantment that I had cast earlier. See, while I was dead, I realized how incredibly overpowered my Inversion affinity was. After some questioning to DG, I found out that it wasn't limited to only physical and magical effects/objects- I could invert narrative tropes as well. Needless to say, having the inverted equivalent of the "good always triumphs over evil" trope (is that the proper term for it?) was very helpful to me.

So, in case you haven't caught on yet, your epilogues were all dreams. But don't worry, they weren't completely pointless!

I analyzed them to find out who and what your characters cared about the most... so that I could destroy them in incredibly painful and horrifying fashions while in your forms.

Would you like to see my handiwork?

Shatter the dream-illusion, so that Team Tower will be abruptly ripped out of their happy endings and shown the grim truth of reality (just like what they have done to me oh so many times): the Collection.

You all awaken (if you choose to do so, although I don't see why you wouldn't) to see the Collection: A bloody room filled with hundreds (not an exaggeration) of heads on (s)pikes. You recognize some of them as family members, beloved pets, friends that you knew in mage-college, and so on. Presumably, the rest are the loved ones of the other members of Team Tower.

Don't bother to try to move or cast spells, by the way- you've all been bound in adamantine chains and drugged heavily by some drugs that I raided from the magical hospital that James's second-cousin on his mother's side worked at (hey, I was in the area anyway).

The Collection is what I've been spending the past week or so on. Most of your loved ones were un-noteworthy, but a few stood out:
*I simply must thank NAV/James- Grundar provided me entertainment for two or so in-game weeks before his spirit finally broke. Say, do you have any ideas for what to do with lacerated troll eyes? I've recently acquired a small pile of them, and I'm not quite sure what to do with them.
*Hephaestus was a challenge, but I eventually managed to get him to submit to my demands (let an emissary of mine kill you and bring your head back to me for my Collection, or else I'll keep murdering your priests).
*A couple of "universe-stability" squads have been trying to kill me recently; fortunately (for me), being able to transform into anything in existence and reflect spells back at their casters is pretty overpowered.

So, any last words before I crush your skulls like grapes and complete my revenge?

Oh, and Beirus?

Consider the grudge settled.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: johiah on November 07, 2017, 09:02:20 am
If ATATH isn't joking, that may be one of the best evil monologues in history.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: NAV on November 07, 2017, 12:14:25 pm
Due to the scarcity and ambiguity of GM quotes I will cast extreme doubt.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Beirus on November 07, 2017, 01:00:57 pm
((I call bullshit. It's still adorable, though.))
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Sarrak on November 07, 2017, 01:07:21 pm
I'm quite a bit disappointed that since around second third of the game many juicy schemes and plots started to happen completely offscreen, without any hints on what is going on. It somewhat took out enjoyment in reading what others were doing to further their ambitions, catching small hints and taking wild guesses.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: DreamerGhost on November 07, 2017, 04:20:57 pm
Can confirm all ATHATH quotes of me as true. After all that, ATHATH realized that things couldn't be working out this well for him, and discovered that he never won against the Dream Mimic. It was a double dream all along.

Also, Game is Legit Officially Over

As such, the stuff.
I have begun compiling a ruleset (https://docs.google.com/document/d/1DwnrGC6IIKvjSsRPK9iZSClWv-LqxlQsv6LC31pOaxA/edit?usp=sharing) for Roll to Magic. Right now it is written as it would be used as a tabletop game. Have a look, leave a comment if you want something changed/added.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Beirus on November 07, 2017, 04:47:57 pm
((Damn, knew I should have posted it could have been a dream in a dream. Now I can't say I called it.

Anyways, great job on finishing your first forum game, DG. It was really fun.

If Crimson and Whisperling are cool with it, I'll add our epilogue since it's a nice set up for the game I was considering running...or most likely trying to get someone else to run so I can play.))
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Whisperling on November 07, 2017, 04:56:00 pm
I don't have the time at the moment (and may not for a day or two), but I'm still planning on doing that PM reveal. If anyone else feels like joining in, I know that I'd definitely be interested in seeing all the assorted secrets.

In the meantime, I'd be happy to answer questions, if anyone has some, or simply discuss the game. As a knowledge mage and member of Team Tower, I think I got a pretty good view of some stuff going on behind the scenes.



Beirus, I might be interested in running that game. I'm in a position where doing so could definitely be overextending myself, but consider sending me the details, if you have anything pinned down.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Crimson on November 07, 2017, 06:12:34 pm
Despite being a member of Team Tower, I've not actually been in the tower or even in the same dimension for a long time, starting from that 2nd Dragon Incident in Duck Island until before the endgame started.

Rather, I ended up in the Ice Realm where me and Beirus found the ice dragon early in the game. Had some interesting encounters there as well, most notably finding another mage tower whose undead owner I had to fight after a critical fail in my luck roll. Other than that, the place also had some dwarves / halflings (?) living in various locations in the ice realm who I got to interact with for a bit.

Reminds me that I never got to even learn what those treasures I found can do. DG, can I ask for details about those boots and that lute I have?

And to Beirus, I'm fine with our epilogue being posted here.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Sarrak on November 07, 2017, 06:37:53 pm
Heh, I knew there was more for the minions to be discovered. DG, you should probably add shard-based minion improvement as well as possibility to change them via affinity (with things potentially going horrifically right or awesomely bad). You may also want to add rituals (in some form).

Also, what happened to my demonic minion after Duck Island? Has he survived transition and did he actually heard Kahel dissmissing him?
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ATHATH on November 07, 2017, 07:00:19 pm
((I call bullshit. It's still adorable, though.))
Adorable?

ADORABLE?!

Is that all I am to you? After burning what lasts scraps of a moral code I had left for tiny boosts in power, after almost sacrificing a friendship, after suffering countless humiliations, and after spending two goddamn years trying to defeat you, this is what I am rewarded with as a response? "Aw, that's cute."?

Do you know how badly it hurts to have your hopes and dreams dashed before your very eyes when your masterfully-crafted plots that took you hours to make are effortlessly foiled? Do you know how badly it hurts to be subjected to that feeling dozens of times? Do you know how badly it hurts for the person who dashed most of them to not even care about what he has destroyed?

Because I do. And rest assured, you will learn how it feels, even if it takes me TWO MORE YEARS TO TEACH YOU!

tl;dr: Fuck you, Beirus. The grudge will remain in place.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: DreamerGhost on November 07, 2017, 07:09:16 pm
Reminds me that I never got to even learn what those treasures I found can do. DG, can I ask for details about those boots and that lute I have?

The boots and the Lute. Unfortunately, you're likely going to be somewhat disappointed, as the two were magical equivalents of shinies for you. Same as when I had people find gold and gems really. The lute had a magical effect in that it cheered those that heard it, making it excellent for a bard or someone leading a small army, but practically useless for you. The boots were better, in that they allowed the wearer to traverse any terrain, walk on water or magma for example. Of course, at the time you were already able to fly, so again it was more of a curiosity.

Also, what happened to my demonic minion after Duck Island? Has he survived transition and did he actually heard Kahel dissmissing him?

Yes and Yes. It was one of the possible encounters if anyone wanted to go visit the frozen sphere in the piles of ice, but the place was not all that popular so the demon remained undiscovered.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Beirus on November 07, 2017, 07:52:21 pm
((I call bullshit. It's still adorable, though.))
Too long, I cut it.
((D'awww. Kawaiii!

...you bastard. Never in all my years of the internets have I kawai'ed even once. By the stoicness of my ancestors, this slight shall be avenged!

In case that didn't make it clear how much of a joke I consider that whole situation, this sentence should do it. It's hilarious because you remind me of my younger self back when I wanted to be recognized, before I realized recognition and respect were earned, not demanded. And since your goal in almost every game I've seen you in has been to try and break the game or in some way fundamentally ruin the enjoyment of the other people playing, you're a long way off.

But you also remind me of young me because I can see the potential you could have. Let me put it in Pokemon terms, since I feel you would understand it and it bugged DG when I made Pokemon references for things I wanted to do. Right now you're a Magikarp, but someday I think you could be a Gyarados. But you won't get there if your focus is on trying to beat me all the time.

And DG, my attempt at bugging you with Pokemon references is lighthearted, in case the text is inadequate to convey that.

And Whisperling, I'll send you a PM some time this week. I was thinking about the game last night, so I wanted to flesh out the stuff I thought about first. Namely, I've thought up items to replace the necessity of soul shards for stats, CMP, and affinities, along with other useful stuff.))
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ATHATH on November 08, 2017, 03:44:24 am
At about 6:09 PM earlier today, I realized something.

I had fucked up. Badly. (https://www.youtube.com/watch?v=j7DVh9IPHqM)

I had taken a moment to look back at myself and my actions (those that I took today and others), and found them utterly despicable. Not in a "lovable jerk" kind of way, not in an "evil mastermind" kind of way, but in an "irredeemable, horrific, whiny attention-hog with a keyboard" kind of way. I had fallen to the level of forum trolls- have fallen, since my rant was made only a few hours ago and I can't use the shield of "that was a long time ago; I've changed since then" against this.

So, I present to you this:
Quote
I, ATHATH, being of sound mind and health, hereby concede defeat, yield, and apologize to Beirus and anyone else whom my actions may have negatively affected.
You may quote it and/or sig it if you like.

I think I'm going to go think about this for a while. Tomorrow, I'll read your responses to my earlier post, since I haven't done that yet (I just barely managed to muster up the courage needed to make this post). After a day or two, I should have my pm-log ready (and posted). After that... I don't know.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Beirus on November 09, 2017, 01:52:43 pm
((It's all good, ATHATH. I know what it's like to be so invested in a goal that it doesn't seem possible to not achieve it, and it hurts a lot when you don't and nobody else seems to even recognize the effort you put in.

Anyway, peoples, here's the epilogue for Jase, Crimson, and Viznor edited to replace my username with my character's name.))


Men and women of various ages flooded into the hall, filling the ancient halls with chatter. Three summoners were chanting over a ritual circle while candles burned with uneven flame. The hall was unmarked, the meeting unannounced. Those that gathered here did solely because they felt the magic of the ritual in one way or another. There were many that were unhappy with the slow speed of learning within the academy, a measure that some of them knew was intentionally there to urge individual effort. Few from the crowd joined those chanting and the runes that made it up began to glow. Seven items were pushed forward from concealing robes and into the circle where they disintegrated into purple dust. The dust expanded within the circle, then rose up into a ghastly shape . With a twitch of a hand the figure opened a portal to somewhere else, whatlore they found said that it was a place of learning opened to select few. Some scoffed at aparent ease of the ritual as the figure vanished leaving the portal unguarded. All found themselves bound in place by shackles of sorcery. Of this group only two managed to dispell the sorcery in time to get through the portal before it closed.

On the other side of the portal laid a school of magic just as promised, led by three great mages, split along by their choices of duty and skill. Mage Jase led the learning and had greatest mastery of magic of the three. Seer Viznor commanded the library and his overal knowledge spread the widest. Artificer Crimson built nearly everything that wasn't made of solidified magic and was at least involved in all other constructions. The three had their servants to help in their work, Jase commanded multiple sumoned beings that helped him teach, Crimson worked closely with both his own constructs and Golems. Viznor technically had only one servant, known as Biomatrix 117, but it was capable of overlooking the entire library and make ivory bookshelves stab people who didn't put books back in their place. There were some rumors among students that Biomatrix offered deals  of enchanted strength and mind, but no student ever encountered anyone who had made the deal themselves.

It was a rare day, but not truly an unusual one. The three masters were joined by six most skilled students in the outer control chamber. It was built when weapons on the Tower grew too numerous for the three to control alone. Students went to the prepared posts while Viznor and Crimson prepared their own weapons while Jase just sent commands to the Tower directly. Another great creature was encountered, a Great Wyrm. Soon, the academy would battle with the creature. Soon, Jase would feed it's soul to the Tower. Soon, Viznor would carve the wyrm up to learn what secrets he could. Soon, Crimson would forge the bones and scales of the wyrm into arms and armor, dice and figurines.

The great Hunter Chimera stalked through the planes. It stalked for angels. Where it passed, legendary creatures vanished and storms of sorcery were drained. But its hunger grew with each foe it devoured, and it's ramshackle shape grew ever more abominable. Yet behind that abominable exterior hid hundreds of tricks, stolen and forged from it's prey. It saw without eyes, and what it saw now was a dragon of pure blue, an Azure dragon, the strongest of their material kin. Soon, it would feast again. Soon, it's hunger would grow again. Perhaps it was time for something more filling. Perhaps it was time to feast on something truly... Divine.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Sarrak on November 09, 2017, 02:38:05 pm
So, the Tower lives on? It's good to hear, I really liked to wander its halls. I'm still pretty embarrassed that after all discussions before it's creation, I was not able to participate, distracted by rl  :)
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Beirus on November 09, 2017, 03:36:49 pm
So, the Tower lives on? It's good to hear, I really liked to wander its halls. I'm still pretty embarrassed that after all discussions before it's creation, I was not able to participate, distracted by rl  :)
In the last few turns, we killed a Young God and stole its divinity to turn the Tower into an Angel like the giant worm and ascended Frost Dragon. Then we escaped.

And I thought Kahel participated. It's how we got A/C.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: star2wars3 on November 14, 2017, 03:36:19 pm
Congratulations
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ATHATH on November 21, 2017, 01:18:01 am
I finally got around to reading what was posted before my apology post.

((I call bullshit. It's still adorable, though.))
Too long, I cut it.
((D'awww. Kawaiii!

...you bastard. Never in all my years of the internets have I kawai'ed even once. By the stoicness of my ancestors, this slight shall be avenged!

In case that didn't make it clear how much of a joke I consider that whole situation, this sentence should do it. It's hilarious because you remind me of my younger self back when I wanted to be recognized, before I realized recognition and respect were earned, not demanded. And since your goal in almost every game I've seen you in has been to try and break the game or in some way fundamentally ruin the enjoyment of the other people playing, you're a long way off.

But you also remind me of young me because I can see the potential you could have. Let me put it in Pokemon terms, since I feel you would understand it and it bugged DG when I made Pokemon references for things I wanted to do. Right now you're a Magikarp, but someday I think you could be a Gyarados. But you won't get there if your focus is on trying to beat me all the time.

And DG, my attempt at bugging you with Pokemon references is lighthearted, in case the text is inadequate to convey that.

And Whisperling, I'll send you a PM some time this week. I was thinking about the game last night, so I wanted to flesh out the stuff I thought about first. Namely, I've thought up items to replace the necessity of soul shards for stats, CMP, and affinities, along with other useful stuff.))
...

After all that I said...

... You forgave me?

...

... You're a good person, Beirus. I just want you to know that.





In other news, I'm still working on transcribing my pms. I have 50 pages of incoming pms alone to sort through; this might take some time.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: Rautherdir on November 21, 2017, 12:49:19 pm
I should probably go grab the two pms I did just for completeness's sake.

So here you go:
Spoiler: T261 secret action (click to show/hide)

Next one was never completely resolved due to a certain action (getting through the portal before being hit with a bolt of divine energy) taking precedence, but anyways:
Spoiler: T265 secret action (click to show/hide)
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: XXXXYYYY on November 23, 2017, 01:29:23 pm
I only ever sent one PM, an even that one was incredibly minor, but I'll post it, too:
Spoiler: Turn 250 (click to show/hide)
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ironsnake345 on January 22, 2018, 11:27:43 am
((AAAH HOLY CRAP THIS IS STILL GOING ON MY NOTIFICATIONS TURNED OFF AND I COULDNT FIND THE TOPIC AND FOR A MOMENT THERE I THOUGHT IT DIED AAAAAAAAAAAA


WHAT'D I MISS))
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: NAV on January 22, 2018, 05:53:16 pm
You missed the ending bro.
Title: Re: Roll to Magic: Turn 268 The finish line
Post by: ironsnake345 on January 22, 2018, 06:38:58 pm
((noooooo!))