For too long, humanity has trembled in fear of the dark.Monsters from the depths below have, for as long as humankind could remember, ruled the caverns and ran rampant through the shadows of night. Beasts of claw and fang tore and devoured, ruthless daemons, monsters beyond flesh, bore the power to render even our fortress cities little more than rubble, and perhaps worst of all, the Abysskin, some weak and sly, others so mighty that they can deny even the sun to their surface lands, used mysterious sorcery to overwhelm the forces of man. For generations untold, we were powerless to resist, only the holy light of the Sun and Moon granting respite from that unbeatable terror. There was no compromise, no mercy, and no potential for negotiation. Because of their magicks and impossible might, outside the daylight there was only blood.Until, that is, humankind themselves gained that arcane might. The Hierophants, long suffering in their seemingly futile attempt to even the playing field, finally created magic that humans could use. Glyphs, taken from the language of the Abyss but sanctified for human use by the glory of the Lights Above, allowed us to fight back, first only enough to defend ourselves on those moonless, cloudy nights, then enough to press the attack, to eradicate the beasts and daemons and drive the Abysskin back into the caverns below. We could construct mines, steal the bounties of steel and crystals blessed by the grand mana swirling at the core of the world, and pursue industry. From the freed farmlands, enough food could be grown to eradicate famine, advance the common good, and allow people to finally pursue the arts and entertainment. Sunfire streetlamps lined every city and town, repelling monsters with their radiance, and great barriers were woven into the bulwarks of the fortress-cities, stopping even the mightiest beast dead in its tracks. The Hierophants are a mysterious, shadowy lot, few in number and utterly opaque, so much of the fighting has been left to Magecorps, some at the service of their nations, and others rag-tag guilds of mercenaries. You and your compatriots belong to one such group, a guild, subsidized only mildly by the Republic from which you hail, determined to find wealth, glory, and honor in the caverns below. Officially, you’re a “Subsidiary Tower” of the Hierophant's Grand Order, but the people, high and low, call you something else. To the world, you are Spelldivers.
>>6396621MECHANICS AND EQUIPMENT:All Guild Members are given FOUR primary pieces of equipment as they dive into the depths. These are their Communicator (enchanted hat, earring, necklace, scarf, or any other article worn on the head or neck) used to communicate with their fellow Spelldivers, your Handpick, a double bladed magical tool able to easily mine ores and process monster parts, your Hieroshield Ring, protecting your body and keeping the Abyssal Corruption at bay, and your Casting Focus, onto which you transcribe the Spells you create. Be sure to not to let your Hieroshield break! If your Hieroshield Points (HP) fall to zero, you will be incapacitated by the backlash, abd your teammates will have only one turn to heal you before you are forcibly evacuated by your Hieroshield Ring's emergency exit function, costing the whole crew Coreshards proportionate to the mission's Depth.Missions will occur on a dark hexagonal map, with only their starting positions illuminated. The darkness may be pierced with Magelights, which may be created either via spells or by your boots, which leave magelights on any space you pass through.Each round, you may take a Movement and an Action. A movement simply allows you to move a number of spaces equal to your MOV. You may pass through ally spaces, but not enemy spaces unless otherwise stated. If you would move into a wall, pillar, or other such obstruction, you will automatically move as close to your intended location as possible. If you are near cover (e.g. a pillar, tree, or boulder), you may instead use your movement to take a Cover action, automatically moving around the cover tile to avoid enemy line of sight if possible.Using your action, you may do any one of the following:>Take a second Movement >Cast a spell [Unless otherwise stated, spells move in straight lines. When casting horizontally (left and right) you must explicitly declare whether you’re casting on the top or bottom hexes]>Mine resources >Scavenge a fallen monsterBetween missions, you may change your spells and equipment free of cost. You may have up to 3 spells at a time, so long as the total Runespace across all three of your spells is less than or equal to the capacity of your current casting focus. You are highly encouraged to name your spells. New sigils and equipment schematics may be found either by scrounging through the bodies of monsters, happening upon a relic buried in the Coreshard deposits of the abyss, earning one as a quest reward, or purchasing them at the end of every mission using the Coreshards you find in the depths.
>>6396622SPELL ELEMENTS:While all spells are Colorless by default, some sigils will add elements to your spells. These have a number of benefits, allowing the caster to exploit elemental weaknesses and take advantage of the minor perks associated with each element. However, be warned: many monsters have elemental resistances, taking less damage from attacks of that element.So far, your Guild only has access to Fire, Ice, and Earth, but, as you increase your collection of sigils, many more will become available. >FIRE: Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated. >ICE: Upon a successful hit, inflict 1 stack of Ice onto that target. On their next movement, that target’s MOV is decreased by their total ice stacks. Then, all ice stacks are removed.>EARTH: Upon casting an Earth element spell, gain 1 DC until your next turn
>>6396623GEAR:CASTING FOCI:>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]A lightweight, standard issue spellblade made to channel magic and cut through the beasts of the depths in one fell swipe.>Staff <Brightwood> [Runespace: 13]A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]A standard issue wand, able to be crafted with more expensive materials thanks to its more compact size, allowing higher performance at the cost of less spaceHIEROSHIELDS:>Bulwark [12 HP, 3 MOV, 8 DC]The most popular standard issue Hieroshield, durable and reliable.>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]Standard issue Hieroshield ring. Lightens the body of the user, allowing for faster movement and better evasive maneuvers>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]Niche Hieroshield ring, capable of restoring itself using the life force of monsters.
>>6396625SIGILSEFFECT (You may only take each effect one time per spell. Each new effect after your first costs an additional +1 Runespace [e.g, +1 for your second, +2 for your third])>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies. >Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]A Spelldiver’s main weapon against the monsters of the Abyss.>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]Creates the shimmering mana particles that Spelldivers rely on to navigate the depths. Striking a target illuminates their position>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]Manifests a precious first line of defense, preventing your Hieroshield from being broken>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]Allows you to quickly engage an enemy or escape, even with a heavy duty HieroshieldFORM (MAX: 1)>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]The simplest form a spell can take, a straightforward shot of magic>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]A long bolt of mana capable of piercing through enemies, affecting all within its range and trajectory. Does not include the casting point (generally your space)>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]Wrap your mana around your fist, focus, or blade, dealing brutal close-range damage or casting the spell directly upon yourself>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]An arcing chain of magic, able to hit a potentially unlimited number of targets. You need to hit all enemies in the chain. If you miss, the chan ends. You may not be the target of a Chain
>>6396627MODIFIER>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]Concentrated and dense, capable of surviving farther distances>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]The caster keeps this spell prepared as their enemies move, honing its potency until the monster presents themselves>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]A grand surge of magic, far more potent than an unmodified spell>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]A harmonizing melody of sigils, each inscription of it more potent than the last. >Imbue [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects >Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]Allows the caster to distend their mana, allowing them to throw the spell as if they were standing elsewhere nearby
Welcome to Spelldivers! Please feel free to make your characters, and have fun with it! I mentioned "humanity" a lot, but I'm totally fine with you guys getting creative with how your characters look, as long as their size is roughly humanoid and they can use all the equipment. How your character looks will have no bearing on the mechanics, so keep that in mind.If you have any questions about the rules or setting, don't hesitate to ask! Oh, and don't forget, name your spells. It makes my life so much easier.
Also, a clarification since in retrospect it may not have been clear:You can make up to 3 distinct spells. ALL SIGIL RISTRICTIONS (Including but not limited to the limit of 1 form per spell, incompatibilities between sigils like Crescendo and Forte, the ban on repeat effects, and the increasing cost of additional effects) ONLY APPLY ON THE SAME SPELL. You can, for example, have Crescendo on one spell and Forte on another.
>>6396632Here goes SOMETHING...>HESTRI BOULLENCOURT:To some? A swamp-dwelling recluse. To others? A swamp-dwelling hag. It’s not hard to ascertain why–those who don’t know the young(ish?) bogwitch would take her near-perpetual hunched figure and peculiar odor as the hallmarks of a witch of yore, but those who know her know that it’s a primarily self-imposed exile. Unlike those who share her fancy surname, Boullencourt found social interaction tiresome at best… but potion components don’t pay for themselves, and what better place is there to discover new breakthroughs in alchemy and magick than the caverns? >Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]>Bulwark [12 HP, 3 MOV, 8 DC]>SPELLS:>>Lance of Power>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]>>Farstrike>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]>>Holstmaar’s Getaway>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]
>>6396647Wonderful art and concept! All your spells are looking good. One thing you might want to keep in mind, though, is that Lance doesn't target the space you're standing on (unless you move the casting point to somewhere else with something like Trickshot). If you wanna just have a cool spell to heal your fellow Spelldivers, it's totally fine as is, though.
>>6396647>>6396653Hells. Let's swap the >ForteFrom Holstmaar's and give the point to a>Trickshotfor Lance of Power, then. Thanks, QM
>>6396654No problem! Sorry if the wording was confusing >>6396655Looks great! Welcome to the guild, Conquest!
>>6396625Another witch stumbles into view. Her outfit has a remarkably bland color scheme compared to what you'd expect from a witch, consisting of drab greens and sandy browns. The most noteworthy part of her outfit is the mask on her face. It was a bulky thing, made out of dried leather and cloth, that was clearly handmade out of whatever was available. She adjusts it with her gloved hand, to make sure it fits on properly.A pair of beady green eyes stares out from the lenses of the mask. It's the kind of outfit you'd expect of someone ready to go to war."Hrm." The witch wipes some specks of ash from her boot. "...Ready."CASTING FOCI>Staff <Brightwood> [Runespace: 13]HIEROSHIELD>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]SPELL #1: DRAGONFIREDESCRIPTION: A seething lance of ash and fire that leaves a lingering trace of sparks and lights behind.EFFECT: Hierosmite, Magelight. (1+1+1)FORM: Lance (2)MODIFIER: Longshot, Imbue (Fire), Crescendo, Trickshot (1+1+2+1)DMG = 5 FIRE DAMAGERANGE: 7HIT: 2d4+2COST: 10SPELL #2:BLOOD SHIMMERDESCRIPTION: The spell causes the mage's movements to become wildly unpredictable, allowing them to move far faster than normal.EFFECT: Quickstep (1)FORM: Arrow (0)MODIFIER: Crescendo (2)DMG: 4 (or 4 extra MOV)RANGE: 3HIT: 2d5COST: 3TOTAL COST: 13
>>6396658CONQUEST is here to do her job. That is that, this is this. (Sorry for the delete/repost, was going to change a spell, but I changed my mind again.)
>>6396632>ALARYCK, no surnameDisgraced from his previous position as a student due to a horrendous miscast maiming him and destroying his reputation, Alaryck returns to the depths as a Spelldiver both out of obligation to his country and for his own prestige.>STATS: [6 HP, 5(+1) MOV, 6(+0)DC}>EQUIPMENT:>SpellSword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]MOV]>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]>SPELLS:>TOOTH AND NAIL (Hierosmite, Wreathe, Crescendo, Fire Imbuement) [Runespace: 5, ACC:2d5+3 , DMG: 7, Range: 1; Deal damage equal to this spell’s DMG to an enemy. Applies 1 Firestack]>ENDURE (Restore, Wreathe, Reactive)[Runespace: 4, DMG: 5(+1M), Range 2; Restore the Hieroshield of your target using this spell’sDMG. Spell does not come into effect when cast,instead activating upon receiving a failed or successful enemy attack. Gain +2 DC beforethe spell is cast.]
>Hurdy GurdysonA man-thing of low stature, raised in the mines on a mineral rich diet by parents who died before their third decade, as their parents before them. He intends to continue this family tradition. It is not as if he has another choice, sunlight would would hurt him as much as it would a demon.>>Implement:>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG: +2]>>Shield:>Bulwark [12 HP, 3 MOV, 8 DC]>>Spell - MOUNTAIN STEP>>Sigil:>Wreathe [Runespace: 1, 2d6, Range: Melee (1), DMG +2]>>Effect:>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]>>Modifier:>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast,instead activating upon receiving a failed or successful enemy attack. Gain +2 DC before the spell is cast.]>Imbue [Runspace: 1. Earth.]
>A patch of shadow flows into the corner and pools like an oil slick. If you stare for long enough, you can see the faint, sketched impression of a wizard: a robe, a tome, a wand, and a pair of glimmering spectacles.CASTING FOCI>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]SPELL 1:>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]>Imbue [Runspace: 1. FIRE]>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>>6396663Looking good! Love the spellsword being built into his prosthetic arm>>6396666Awesome invulnerability spell! A pacifist concept is really interesting>>6396668Ah, a mysterious one, eh? That's a dangerous piercing spell you've got there. Welcome to the guild!
Also, adding a limit to Longshot. You may only stack it twice per spell.
>>6396625Thorne is a tarnished knight obsessed with nobility and honor. Hes on an endless Quest against the shadows of the night. Huzzah!>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]>Bulwark [12 HP, 3 MOV, 8 DC]Spell 1Hiero's Strike of Justice, 4 RS, 7 Dmg in Melee, 2d5+3. "Justice is swift.">Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]Spell 2Sleeping Aegis, 5 RS, 6 or 7 dmg barrier if gloomcutter +1 dmg counts?>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]
>>6396679It does count, so yeah, 7 dmg barrier! Keep in mind, though, that your barrier only comes up after the hit, meaning that if the attack is successful you'll still take some damage before your defenses come up
>>6396683"IF"So if I just cast it straight up without the Reactive I could just walk round with my barrier?
>>6396686You could, yeah! But you'd lose out on the bonuses and extra dc you get from Reactive (and you have a really high DC so the odds of you getting hit aren't nearly as high as some of your gazelle ringed friends)
>>6396687We hold to our ancestral spells. To bleed is a small price for a miracle.
>>6396663If convienient I would like to use this as my token on the map.Also turns out I miscounted the damage for TOOTH AND NAIL, it actually does 8.
Delfina : Just an elfCASTING FOCI:>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]HIEROSHIELD>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]Niche Hieroshield ring, capable of restoring itself using the life force of monsters.SPELLS#Sacred Fire#-Effect>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]-Form>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]-Modifier>Imbue:Fire [Runspace: 1]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]#Magic Miracle#-Effect:>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]Form>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
>>6396632PARSLEY OF SCARBOROUGH is rocking the hermitmaxxing look with a rough grey travelling robe and tattered hat. To complete the look, his fresh-out-the-academy babyface sports a tremendous scowl.Equipment:>Staff <Brightwood> [Runespace: 13]>Vampire [7 HP, 4 MOV, 7 DC]Spell 1: Find A Path>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]Spell 2: Walk The Path>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]>Imbue: Earth [Runspace: 1. Can only be taken once per spell.]
>>6396632>WintryIce elemental who gained sentience then sapience one day. Due to her similarities to abysskin, as well as her abnormally pale skin and blueish tint, she is stuck at the bottom of the social ladder, and became a Spelldiver.Because of her nature, she favours spells that overwhelm enemies with sheer strength or stop others in their track, and isn't used to being a team player. A bit aloof, but well-meaning.Favors light clothing and abhors heat.Casting FOCI:>Staff <Brightwood> [Runespace: 13]HIEROSHIELD:>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]Spell 1Wintersun (7 runespace)>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]>Hierosmite [Runespace: 2, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]>Imbue ICE [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]Spell 2Deepsnow Rend (6 runespace)>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]>Imbue ICE [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]No clue how good this'll be, since I've never played on a hex skirmish, but I think it's thematically fun.
>>6396632A diminutive creecher in a stupid-looking hat."Ah, ah!" Kumo pulls on the robes of the guild registrar. Her eyes shine with a hunger for glory, love of danger, and just plain old hunger. "Hello, hello! When does the adventure begin?"CASTING FOCI>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]HIEROSHIELD:>Vampire [7 HP, 4 MOV, 7 DC.]TOTAL STATS: 7 HP, 4 MOV, 8 DCSPELL #1: Pierce! Pierce! I Shall Pierce!EFFECTS: Restore (DMG: 2, RS: 2), Hierosmite (DMG: 2, RS: 1+1)FORM: Lance [HIT: 2d4+1, Range: 5, PIERCE, RS: 2]MODIFIER: Crescendo (DMG: 3, RS: 2)SUMMARY: 2d4+1 HIT, 5 RNG, 9 DMG, 8 RS
>>6396632Name:>Miss CynthiaA young lady from the wealthy part of the Republic's capital city. She has always enjoyed the practice of destroying fiends more than her status demands, so she left her scoffing family behind to go have some real adventures.Not particularly nice to be around, and not particularly keen to deal with the more vulgar aspects of this new job.Casting Foci:>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]Hierosheild:>Bulwark [12 HP, 3 MOV, 8 DC]Spells:Silver Thread: (5 RS)>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]>Imbue Ice [Runspace: 1]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]Wayward Grace: (3 RS)>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
>>6396705>>6396706>>6396733>>6396738Awesome art and concepts everyone! Happy to have you all aboard!Since I have you all here as my captive audience, I thought now would be a good time to discuss movement and line of sight.To start with the former, due to the fact that this game’s pathing is often important (most notably in leaving trails of Magelights as you walk), I’ve opted for a relative coordinate system through which you can precisely communicate your movement. [Of course, if you don’t want to deal with this, you can simply download the map and draw your desired path.Each of the 6 directions on the hexagonal grid are represented by a letter, starting at the top and proceeding counterclockwise, they are labeled A, B, C, D, E, and F, as shown on this graph.
>>6396747Lovely work! Happy to have you! Happy to see such a wide range of characters>>6396748When you wish to move, you simply list the order of your movements to create the desired path. As an example, three routes to move to the same square with the same number of MOV are shown.You list the direction and number of tiles you wish to travel in sequential order. Using the appended example map, the listed paths would be transcribed as such:Blue: 2A, 2BGreen: 1A, 1B, 1A, 1BRed: 2B, 2AAll three of these routes get to the same location with the same amount of MOV, but travel through different spaces to arrive there.
>>6396750Forgot the image
>>6396750>>6396751Explaining LINE OF SIGHT, unless otherwise stated, spells can be shot in 10 distinct directions: your normal hexagonal directions (A, B, C, D, E, and F) and your four new horizontal directions. To communicate which horizontal direction you want, you can either state “Horizontal” plus the LETTER direction the line emerges from [e.g. Horizontal B] or just provide a reasonable description [e.g. Horizontal high right]As shown in the diagram, it’s impossible to hit an enemy outside of your line of sight without using your movement to reposition. To ameliorate this, some sigils allow you to manipulate your spell’s trajectory.
>>6396752Shown is an example of the use of Missile’s BEND ability (though you could also hit this particular target with a trickshot cast from 1B or 1C using the Lance, Arrow, or Chain). Using BEND, the example Spelldiver directly strikes the smug abysskin, bypassing the limits of the hex grid’s linearity.
Please let me know if you have any questions! While I wait for the last few players to trickle in, I have a vote for all of you:>Write-in: What is the name of your guild? [Remember, "Spelldiver" is a general term for your profession and not your specific Corps]
>>6396738I've brought my own 32x32 token as well.
>>6396755>Dawnstone Guild>Dawnseekers (our party)"If life is darkest before the dawn, then march to sunrise." Stolen from another skirmish flavor text lol
>>6396755Maybe something like "The Bloodhounds" or "The Abyss Hunters" for our party (we're the ones hunting them this time around).
>>6396755>'The Spelling Bees'! Because we STING
>>6396755>Dawnstone Guild>Dawnseekers"This appeals to both my Religion and Iconography.">>6396764"I've already been kicked from the Capital's University, I don't need to land in a Kindergarten."Also have a Token
>>6396733"You look chilled, concerningly so. Do you need to warm up?"Take a Token
>>6396755"Knights of the Hex-Agon. Old family chapter."
>>6396788"Tch, more the better, says I! The Capitol is a buzzing hive of fools and sycophants--but down deep in the earth's darkest nooks and crannies?Reality flows like water from a spring. Catch what you can, Scarred One, lest you die of thirst~">>6396803"A Knight. From a line, no less. We await many displays of your generational gallantry with baited, shallow breaths, 'Sir Knight'...">>6396759"'Dawnseekers'. Seekers of Dawn. What do we seek when it greets us upon striking down the night's sweet silence? A peculiar name for a peculiar fellowship."The bogwitch gives the creaturething an idle pat on the hat."Oddly fitting. I shall grant you my support, small thing, if only this once.">Vote for DAWNSTONE GUILD/DAWNSEEKERS
>>6396755>Dawnstone Guild>Dawnseekers (our party)"Light shall return. We shall burn all that stands in our way. That is all I will say."
>>6396706Woe, Token upon ye.Would anyone else like a token? Just give me a reference image and vague description
>>6396807I didn't need to do anything! All I did was read the sign on the guild, Kumo thinks, pleased with herself. Woaw!
>>6396755>+1 vote for Dawnstone Guild/DawnseekersDo Missile spells need to be navigated the same way as movement, or do we just designate a target?
>>6396807"Verily good Bogwoman! Even when darkness falls, as long as Sir Thorne stands, it is evil that must tread lightly."
>>6396625A new mage enters the fray!>LANSA IREQQENBorn to the Ireqqen clan of fire combat mages, Lansa thought that the clan's usage of fire spells could be better. Even an accident that burnt his face did not deter him from making his own signature spells. Although the incident did make him more vigilant, it doesn't entirely remove his recklessness. That is why he joined this cave expedition; fame, glory, and perhaps finding some inspiration to refine his spells.>Staff (Brightwood), RS:13>Gazelle (6 HP, 5 MOV, 6 DC)Spells:>CATALYST (2d5, +5 DMG, RS:5)>An inner fire which heals and hastens as the target burns.- Imbue Fire RS:1- Restore RS:2 +2 DMG- Quickstep RS:1 +1 DMG- Wreathe RS:1 +2 DMG 2d5>PIERCING FLAME (2d4+1, +5 DMG, PIERCE, RS:8)>A concentrated lance of fire that leaves glowing embers in its wake.- Imbue Fire RS:1- Hierosmite RS:1 +2 DMG- Magelight RS:1- Lance RS:2 2d4+1 RNG:1 PIERCE- Forte3 RS:3 +3 DMG
>>6396830Interesting concept! I hadn't considered positive versions of the effect bonuses before, but it seems like a lot of fun. However, some may feel it overcomplicates the mechanics, so I've decided to put it up to a vote:>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell>No. It's easier to keep track of things if all elements only get a single effect
>>6396862>YES!MORE MECHANICS, MORE, MORE!!!
>>6396862>Yes!Oh and guild name>Dawnseekers Guild"The fire rises!"
>>6396830(Your spells do not seem to account for the increasing cost of Sigil Effects, Catalyst should be-Imbue 1-Restore 2-Quickstep 1+1 (+1 because it is your second Sigil Effect, and each one costs +1 beyond the first)-Wreathe 1So the total cost of catalyst is 6same with Piercing Flame-Imbue 1-Herosmite 1-Magelight 1+1-Lance 1-x3 Forte 3so the total cost is 9and the combined spell cost is 15also, this doesn't apply here, but if you are going for +3 damage, it's better to take Crescendo, as that only costs 2 and gives you +3 damage)
>>6396867Nice catch! Not sure how I missed it. I'll make sure to go over everyone's spells one last time as I prepare for the first combat phase
>>6396830Mmm, hold on, forgot the stacking costs.CATALYST is RS:6 then, and PIERCING FLAME is RS:10... hmmm lemme fix them a bit>CATALYST RS:6- Imbue Fire RS:1- Restore RS:2- Quickstep RS:1+1- Wreathe RS:1>PIERCING FLAME RS:7- Imbue Fire RS:1- Hierosmite RS:1- Magelight RS:1+1- Lance RS:2- Forte RS:1
>>6396881Wonderful! Thanks for fixing it up. Happy to have you along, Lansa!
>>6396884No need, stacking RS is just for effect, not for modifier. Feel free to pile on as many modifiers as you'd like (and can afford)
>>6396885Ah phew, I'll delete that post then, so as to not confuse future me.
I want to change the shield and my character. My build is not fit for HP stealing, I don't like the elf's clothes and she's not easy to draw.>>6396705Name: Cookie YukishiroJust a girl trying to make ends meet. She might be cursed.CASTING FOCI:>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]HIEROSHIELD>Bulwark [12 HP, 3 MOV, 8 DC]SPELLS#Sacred Fire#-Effect>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]-Form>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]-Modifier>Imbue:Fire [Runspace: 1]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]#Magic Miracle#-Effect:>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]Form>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]Last change I make. Sorry.
>>6396625Witness the might of my Arcane Utterances!Arcane Utterances:Ur-Glarbaoth's Arcane Destruction: Hierosmite+Chain+Longshot+Crescendo+Magelight (RS 8, Rng 6, Acc 1d6+3, Dmg 5)Ur-Glarbaoth's Rock Armor: Barrier+Wreathe+Imbue Earth(RS 4, Rng 1, 2d5, Dmg 5, +1 DC)Focus: Staff <Brightwood> [Runespace: 13]Heroshield: Vampire [7/7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow]>>6396755"Ur-Glarbaoth and his minions" is the only appropriate name!
>>6396905Ah, a minor misstep>Ur-Glarbaoth's Rock Armor: Barrier+Wreathe+Imbue Earth+Forte(RS 5, Rng 1, 2d5, Dmg 6, +1 DC)
>>6396905>>6396906Neat concept! A couple points of order though.When adding multiple EFFECT sigils to one spell (does not apply for modifiers), each subsequent effect sigil after the first eats higher and higher Runespace. In this case, your first spell's Runespace cost would be 1 (hierosmite) + 2 (magelight + bonus weight) + 3 (Chain) + 1 (Longshot) +2 (Crescendo) for a total of 9.For your rock armor, I think you just miscounted the cost of Barrier. It's runespace is 3, not 2, bringing your total runespace for Rock Armor to 6.Combined, that's 15, a little over your capacity. Please remove 2 total runespace from your collective spells
>>6396911Ur-Glarbaoth will eschew Magelight thenArcane Utterances:Ur-Glarbaoth's Arcane Destruction: Hierosmite+Chain+Longshot+Crescendo (RS 7, Rng 6, Acc 1d6+3, Dmg 5)Ur-Glarbaoth's Rock Armor: Barrier+Wreathe+Imbue Earth+Forte(RS 6, Rng 1, 2d5, Dmg 6, +1 DC)Focus: Staff <Brightwood> [Runespace: 13]Heroshield: Vampire [7/7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow]
>>6396913Perfect! Welcome to the guild, Ur-Glarbaoth
>>6396621How do the ACC and DC stats work?
>>6397003And are the dice in each form their base damage?
>>6397003I can't believe I forgot to explain it, sorry!So, DC is simply how hard it is for enemies to hit you. ACC is a bonus to your roll to hit, which is what the dice in each spell form represents, not damage. Using hierostrike, the only currently available offensive glyph, damage is strictly equal to the combined DMG of your glyphs and item effects for that spell.
>>6396901Every time.
>>6397042Can we not start this again? I use her because she's easy to draw and I know I won't get bored of drawing her. If OP doesn't want me to use her, I can use the elf or any other girl.
>>6396862>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell"Seek not to CONTROL the elements--dance to their primal rhythm, their timeless tempo... we are guests in this world, not yet its masters... walk carefully, lest you you burn your feet! kheheheh...">>6396830"Gheh. Ireqqen. I feel safer already...">>6396905"You there, BOY. Actions, not words, are what draw minion moths to their feudal flame... what will you do to entice us, I wonder...?"Posture check, everyone. Don't end up like Hestri--she's not even old! Also good posture won't actually cure your bogwitchiness, sorry
>>6396632The most academy student currently in attendance according to himself, Roanor's bespoke glyph-embroidered purple robe and haughty demeanor betray that he seeks fame and glory more than either wealth or honour in the caverns below.>Staff <Brightwood> [Runespace: 13]>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]>Longshot x2 [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]>Forte x5 [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]>Imbue [Runespace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]>FIRE: Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated. Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
>>6397049"Boy? I see no boys here; aren't you a bit too old to have boys on your mind, hag?"
>>6396862YES YES YES
>>6396862>YesMore mechanical depth please
>>6396755>Vote for DAWNSTONE GUILD/DAWNSEEKERS>>6396862>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell>>6396794"Ah....? No, no, I am Wintry... Not Konserninglisso... But thank you for asking. I am just fine, if a little tense."Thank you for the token!!>>6396830"...Please stay away from me. Your presence is uncomfortable.">>6397049"Oh, I wonder... Why is it that you slouch in such a manner? Are you not warm, wrapped up in so many layers? But you are right. Elements very much like to dance in your palm, each with their favoured steps... I do love ball dancing."
>>6396862Why don't you add the complex elements later on? Like enhanced fire with both positive and negative effects while you keep the basic elements simple.Mechanical salads are not bad, the matter is how to introduce the complexity.
I think I misunderstood the spells, I was under the impression Restore healed you by the damage dealt to an enemy and was making a vampire. I assume it doesn't do that?
>>6397103I was originally planning on doing it this way, with a modifier that adds positive effects to elemental spells when used on allies (and increases its potency as well) but people seem to like the idea of having access to it as a base feature, so I opted to put it up to a vote.Also, the first mission will start in FIVE HOURS. Anyone who wants to hop in before your first dive, please get in now!
>>6397121No, DMG is just that spell's potency. For the sake of clarity going forward, I'll probably change the name to PWR from now on
I'll have my vampire ready in a bit :)
>>6397123If it makes the builds richer then so be it.
>>6397090"Tense? Might want to try talking to that lady -> >>6396747 She seems to have a similar colorscheme if not elemental preference at the least."
>>6397049"Ahh he he he, even in foreign lands such as this - the name of my clan spreads far and wide. But don't be mistaken, pungent one - safety is not what we are famous for...">>6397090"The white-clad one seem to know better, yes. We Ireqqen are quite dangerous! Please a thousand pleases, watch your step when I am channeling the inside-fire...">>6396905"Ahh he he he, there are even Subbutera-Duende taking part... do you not miss your archive-caverns?"
>RosaliaRosalia is a very tall, gloomy woman, with a dour expression constantly held on her face. Shes quite mysterious, mainly due to her introversion and general unfriendly vibes, but mainly specializes in and researches blood magic of various kinds, which has not helped her make friends.>Foci: Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]>Hieroshield: Vampire [7 HP, 4 MOV, 7 DC. ]>Burning Blood (2d5, +5 DMG, RS:5)>Manifest a flame within your own blood, its love will ignite and heal you.- Imbue Fire RS:1- Restore RS:2 +2 DMG- Quickstep RS:1 +1 DMG- Wreathe RS:1 +2 DMG 2d5>Sanguine Armor (2d5, +4 DMG, 4 RNG, RS:4)>Blood holds your life, naturally, if given the power to, it will spring to action to protect you.- Arrow- Barrier RS: 3 +3 DMG- Reactive RS: 1 +1 DMG +1 RNGDid I do this correctly?
>>6397144I need to warn you I know nothing about Chaos Dwarfs. I just borrowed the looks.
>>6397145You miscounted for burning blood. You corrected listed the runespace of all your sigils but you just tallied them up wrong. Should be 6 (2+(1+1)+1+1) and not 5.
>RosaliaRosalia is a very tall, gloomy woman, with a dour expression constantly held on her face. Shes quite mysterious, mainly due to her introversion and general unfriendly vibes, but mainly specializes in and researches blood magic of various kinds, which has not helped her make friends.>Foci: Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]>Hieroshield: Vampire [7 HP, 4 MOV, 7 DC. ]>Burning Blood (2d5, +5 DMG, RS:4)>Manifest a flame within your own blood, its love will ignite and heal you.- Imbue Fire RS:1- Restore RS:2 +2 DMG- Wreathe RS:1 +2 DMG 2d5- Forte RS: 1 +1 DMG>Sanguine Armor (2d5, +4 DMG, 4 RNG, RS:4)>Blood holds your life, naturally, if given the power to, it will spring to action to protect you.- Arrow- Barrier RS: 3 +3 DMG- Reactive RS: 1 +1 DMG +1 RNGIs this right?
>>6397153Perfect! Welcome to the guild
>>6397074>The most academy studentFuck, this should read>The most talented academy student>>6397154All fine with mine, Mr. QM sir?
>>6397155Looks perfect! That's one dangerous attack spell you've got there
Leading up to our first mission, I thought I'd tell you guys some useful tips for combat.At the beginning of every encounter, all spaces will be dark except your DEPLOYMENT SPACES, shown here in red. Sometimes, the deployment spaces will be adjacent. Other times, they'll be spread throughout the map. In all cases, you may choose any of the spaces (indicated by its number) as your starting point for your movement on that turn.Spaces adjacent to PLAYER OCCUPIED spaces (not ALL illuminated spaces) will have semi-visibility, but still be in total darkness
>>6397084The bogwitch tilts her head to the side with an unnerving creak as a few clumps of dirt and roots tumble out of her robe pockets."Kheheheh... the absence of an answer is an answer too, BOY, and your answer I find... lacking..."A yellow eye peeks out from the bogwitch's unkempt mane to examine said 'BOY' closer."Here's a peck of wisdom from whose age you misread: avoid allowing appearances to askew your assessments... old? Nay. Wise? Perhaps. I know nothing about many a thing, and many a thing about nothing... but I know some, no less, and that's more than some! And if you wish to be known, then know thyself! I know you will know in time. Call it..."She pauses as her eye tilts towards her back."... A hunch? Keheheh...">>6397090The bogwitch crosses over to the elemental with alarming speed, orbiting the new curiosity and pausing momentarily to poke and prod at the elemental's features."Icy, I see... warm words from such a cold conjuration! Here's a 'cold reception' indeed! Cold? No... Hunched? Not! Quite cozy am I! Though my dancing shoes lie left in the bog, a pity. Where do you hail from, GIRL? My mouth waters at dissecting your secrets..."
>>6397161Even though players can see adjacent spaces even without magelights, those spaces are still considered DARK. All enemies gain a bonus to their accuracy against you so long as they stay on unilluminated tiles. For most monsters, this will be +2, but some have special ambush abilities to make that bonus higher.In any case, monsters do not have this bonus so long as the space they stand on is illuminated, as illustrated by the example scenario below:
>>6397164Finally, just as important as glory and battle is LOOT. On your turn, you may choose to acquire resources by mining or salvaging. Purple tiles are coreshard deposits, not only containing valuable Coreshards, a vital resource used as currency among Spelldivers and Hierophants, but, as they tend to crystallize around high-mana objects or areas, often incude ancient artifacts. These artifacts can be used for your guild's research, granting you access to new equipment and sigils.Monsters also contain valuable parts, their bodies saturated with mana, which can be sold for a decent profit. In addition, some monsters have a Coreshard crystalized in their very brain, reflecting their innate use of mana, which may also be used to create new Glyphs.
>>6397163"Wise? Hah! You have less wisdom than you have personal hygiene! If you wanted to be my minion, you've lost the chance!"
>>6396747+1 token for Miss Cynthia.She is mostly silent as she warily studies the growing crowd of guild members, keeping her distance from the mangy unwashed witches and the insane volatile wizards. Yet, she finds some people tolerable to talk with.>>6396829"You there. Sir Thorne. I'm pleased to see that I'm not the only one taking this seriously, and with a proper training in the arcane arts. 'May your sword cleave the darkness', as it has been said.">>6397074"And you: you're clearly a mage of esteemed education. Hopefully your spellcasting will be equally more refined than these ruffians.">>6396733She lastly finds herself drawn to the ice elemental. "A mage of ice magic incarnate... compared to you, I am only a pilgrim in its domain. I suggest we ally our powers for now."
>>6396829Have another Token
>>6397181Inner monologue 'Such a precious gift, I did not know we would all receive such trinkets! Precious in hand but great in heart.'>>6397178"Tis natural. In such excursions the grave and glory march hand in hand! And 'Light above on your journey', Lady Cynthia." as he gently knocks a gauntleted hand against his chestplate.
Kumo peeps out from under her hat, there among every kind of man, outcast and fixer and knight and student and dwarf and hermit and wizard and dandy and myth and among the dregs of the earth in beggary a thousand years, and she looks about with the greatest satisfaction in the world as if everything had turned out just as she planned and the day could not have been finer. "ne'er i've been in a stranger and finer company ere, i don't reckon.">>6397163"you circumlocute like a disbarred barrister and you have a certain ephemeral redolence about you. have you tried soap before, miss?" Kumo giggles at Hesti, that funny young-old bogwoman.>>6396905"oh, oh! i'm good at minioning, how are your rates, mister? can you pay in meat?">>6397147I'm a little disappointed because you have the prime opportunity to schizo LARP about the Skaven coming out of the Goddamn walls and those fucking false dawi. The Napoleon god complex does suit him well though, lol.>>6397167To clarify, do we need to be ON the tile the monster/ore is on to LOOT it, or just next to it?
>>6397197Ah, I forgot to explain it, sorry. As shown on this >>6397167 map, you need to be ON a coreshard deposit to mine it, but you need only be ADJACENT to a fallen enemy to Scavenge them.
>>6396905You get a Token Too bucko>>6397153>>6397074Would either of you like a token? If so, attach a reference image.
>>6397197"I can pay in glory of being Ur-Glarbaoth's minion! Though a bonus of meat is not inconceivable. You should now that I, Ur-Glarbaoth, am the creator of Ur-Glarbaoth's Kebab Creation! But I left that spell on my other staff. No worry though, minion! I graciously allow you to consume the flesh of our enemies!"I'll try to schizo larp about something I know>>6397209Thanks a lot!
>>6397210"ohhhhhhhh," Kumo looks extremely excited at the prospect of KEBAB. "darkness, darkness, kebab! and darkness again. ur-globglogabgalab, i think this is the beginning of a beautiful minonship. let's shake!"She offers her hand.
>>6397197>>6397213No sooner does Kumo extend her hand does a peculiar object tumble into her outstretched palm--chalky, porus, and encrusted with some kind of marsh weed, the peculiarity resembles some kind of coral chunk encased in a salmon-covered crust!"Bog soap," Hestri begins and ends what might very well be the world's shortest explanation, "The swamp provides--heed well, GIRL."
>>6396862>YES"For the soldier to work as efficiently as they can, a variety of tools must be provided to them." CONQUEST's body makes a horrific cracking sound as she straightens her back. Seems like she was subconsciously made aware of her bad posture. "We are all, in a sense, soldiers of glory. So I see no reason to limit our selection of tools.""It is not like the monsters have any humanity that we must pretend to respect."
>YesPOSITIVE elemental effects added to Fire and Ice.>FIRE stacks cast on allies now heal them in exactly the manner they damage enemies >ICE stacks now grant bonus MOV to the target's next movement action, in exactly the manner they hinder enemies.Your magecorps name shall be the Dawnstone Guild, and your party shall be called the Dawnseekers.The first mission goes live in FIFTY MINUTES. Please ask any remaining questions about the systems or combat before then.
>>6397178"I did not expect to meet a lady of such elegance and taste among this muck. May time here may yet prove less unpleasant than I feared.">>6397209Here you go, please?
>>6397219Kumo quickly pockets the soap, holds her hand out again to the dwarf, then looks Hestri dead in the eyes. In a far different voice, a slow, chthonic-deep contralto, Kumo says, "Think again."Then, flippantly, in her normal pitch, "thanks miss! you'd never know how handy a bar of slippery soap can be!"
>>6397213"Ur-Glarbaoth is my illustrious name! Let's take it in syllables: Ur. Glar. Ba. Oth!">>6397227The hand is energetically squeezed.
>>6396666"Ay, some topsiders decided to join the filth, ey? Even a princess among them! Well, you're in good company. Hudry is my name, mining is my game, de-light-ed to meet you all *hehe*."
>>6397240The bogdweller waves away the dwarf's words with a girly--albeit slightly unnerving--giggle."'Princess'? You charmer, you~"
>>6397240(Image that isn't for ANTS)
>>6397243"Aye aye, I heard plenty tales from the surface, of kissing frogs and producing beautiful royalty. You, my lovely lady, look like a product of such a time honored process."
All of you, be it for wealth, honor, fame, glory, or righteous cause, have found yourselves newly appointed Spelldivers serving under the Dawnstone Guild, a private Magecorps operating out of the Benvatio Republic. Your party, assigned the name of Dawnseekers, has been sent on an expedition to the shallowest layer of the abyss, populated almost entirely of beasts that, while still easily capable of ending human lives, are able to be slain even by mundane weapons. Today, your quarry is a small brood of Stalagmice, a fecund species of mutated beast only distinguishable from an ordinary rodent by their unnatural size and the onyx spikes that jut from the ridge of their backs. Despite their almost cute exterior, Stalagmice are lethal, their bite capable of tearing through steel, and their stony backsides serving as both defense and offense, deflecting poorly cast spells and impaling adversaries alike. Their juveniles are as large as a medium-sized dog, but they can grow to reach the weight of a tiger if left unchecked. If their population were allowed to grow without Spelldivers there to cull it, they would undoubtedly stampede, leading to countless civilian casualties. Stalagmice have one more notable feature— due to their relatively weak nature compared to other predators in the Abyss, they have adapted to go for critical blows. If they land an ideal strike, their iron-reinforced front teeth are capable of dealing devastating damage even to a hieroshield, making them a deceptively difficult challenge for inexperienced mages to handle. They, like most Beasts, are highly aggressive in respect to Humankind, willing, even, to step into the light if it is necessary to attack a human invading their territory. However, like all rodents, Stalagmice aren’t entirely without cunning. If at all possible, they will pivot to somewhere dark to make their attacks.
>>6397250Your preliminary scans of the territory have revealed 12 enemies, 10 juveniles (shown in red) and 2 adult stalagmice (shown in gold).STALAGMICE STATS:JUVENILES: (MOV: 6, HP: 8, DC: 6) [Melee]ADULTS: (MOV: 5, HP: 15, DC: 8) [Melee]Please select your starting position from the available tiles (shown in red). Then, declare your movement and action, either by stating coordinates or by drawing a trajectory path on the map.[Example turn: "Begin on deployment tile 1. Use action for movement. Move 3A, 3F."]If you have a token you’d like to use to represent yourself, please append it to your vote. If you do not, I will provide one for you. The Dive will end when all mice are dead. Good luck, and may the Lights Above shine brightly on you.
>>6397254(Remember black spaces are impassible, both by spells and by movement. They represent pillars, walls, and other such formations of thick, durable Abysstone.)
Rolled 4, 2 + 2 = 8 (2d4 + 2)>>6397254>START IN TILE #1>RED LINE: MOVE AS SUCH (I'll just draw my path, it's easier than notation)>GREEN LINE: FIRE OFF A DRAGONFIRE SPELL DOWN THIS PATH (marked in green, using trickshot to move it to an adjacent spot. Rolling in case my blind fire happens to actually target something.)"Lighting the way. We need to gas these freaks out, and I know just the way to do it.""I love the smell of ash in the morning."For my token, I'm not picky. A drab green skull is fine enough for now.
>>6397254Kumo stands as tall as she can manage and declares with as much air as she can get, "Make haste, my dear compatriots! We are in good order, content and well-fed and turned out in fine robes and dry boots. Can you all not see the glint of gold in yonder darkness? Verily, we step into the vast and the dark with great courage, and all shadows shall flee before our glorious tread! We shall amass much fame and fortune for the guild Dawnstone, and our innumerable deeds shall be recounted throughout all the land! Now march, friends! Let's get paid!" >Start in Tile 6>Move A/North 4 spaces>Cast PIERCE! PIERCE! I SHALL PIERCE! directly North
>>6397259"I like your spirit, minion!">Deploy 4>Cast Rock Armor on myself
>>6397225Here's your Token, now make me Proud.>>6397254>Begin on deployment tile 1. Use action to cast ENDURE on self. Move 6A,>ENDURE (Restore,Wreathe,Reactive)[Runespace: 4, DMG: 5(+1M), Range 2>STATS: [6 HP, 5(+1) MOV, 6(+2)DC}
>>6397262I'd like to use this amazing token: >>6397209
Rolled 4, 1 + 1 = 6 (2d4 + 1)>>6397261Rolling for my blindfire too lol
>>6397248It's hard to tell through the tangles of hair, but upon closer inspection the bogwitch is BLUSHING. HARD."Cease your sweettalkings, fine ser, fore they melt me! But do stay close, you svelte silvertongue, you~">>6397254>START 2>MOVE B2>CAST Holstmaar’s Getaway on SELF (+2 MOV NEXT TURN)
>>6397267Oh hells and I'll use the lovely token provided by >>6396788
I hope this is clear enough >>6397254Cookie starts on hexagon 5.The green line shows where she moves.The red line is #Sacred Fire#. She wants to light the path ahead.
>>6397254>Deploy at 1. Use action to case Sleeping Aegis on self. Move 4A.>Sleeping Aegis. [Barrier, Wreathe, Reactive] 7 DMG Barrier after hit, +2 DC."To glory! To Glooms end!">Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]>Bulwark [12 HP, 3 MOV, 8 DC], (10 DC effective)Token >>6397181So spoiled with choice I will be happy either way although I am curious if this one fits well or not >>6396829
Left to Right: Thorne, Hestri, Wintry, Ur-Glarbaoth and Roanor
>Deploy at 2, Move as depicted in the image.
>>6397254>Deploy 4>Move 4A>Cast Roanor's Magelight 3A"Forward! For glory!">Staff <Brightwood> [Runespace: 13]>Vampire [/77 HP, 0/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]>>6397263Many thanks good sir! Hierophant, I would like to use that token
>>6397262You are allowed to move if you'd like>>6397286And you may cast a spell
>>6397261Though she tries to hide it, a surge of inspiration rises up within Cynthia as she hears Kumo's speech. She nods approvingly with a faint smile of satisfaction.>>6397254>Deploying on 3>Movement: 1B1C1B>Action: Additional Movement; 1F1B1C"I'll go make sure there are no vile rodents already sneaking up behind us," she announces, dismissive of those foolish enough to charge headfirst into the darkness.QM, I forgot to ask before, but can different players occupy the same hex tiles? Seems like that's the case.
>>6397297"Why are you blasting magelight at my back? The academy get to your head there, Privilieged Heir? Our boots light up the area as we walk."
>>6397304It's allowed, but generally inadvisable, as stepping on more unique tiles illuminates more of the map
How much time between updates?
>>6397305"Gah, am I really expected to pay attention to what you all are doing? I suppose needs must, I will be more careful in the future. My apologies."
>>6397305"Friendly fire is something you should expect, in a place like this. My suggestion? Be ready to kill anyone who inconveniences you."
>>6397315Ideally one day, but if enough people haven't voted I'll wait, and if everyone has voted I may update early
>>6397322Great
>>6397304>>6397305
>>6397254>Deploy at 1>Cast PIERCING FLAME towards NW>Move 5 NW"Ahh he he he. These flames shall make bright the cave!"
Rolled 1, 4 + 1 = 6 (2d4 + 1)>>6397344Oh right, forgot the dice
>>6397334Kek, happy to see we already have shitposts in this quest
Rolled 3, 2 + 3 = 8 (2d4 + 3)Move in blue and casting my spell in red.SPELL 1:>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]>Imbue [Runspace: 1. FIRE]>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
Token courtesy of the excellent and powerful >>6396738
>>6397386Showing off pixels, are we?
Applying as Triage, a simple man who'd like to keep the group from bottling. He wears his robe, carries his wand, and tries to keep the group delving long. >Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG>Vampire [7 HP, 4 MOV, 7 DC.]Sigil 1: Personal Defense Weapon [PDW] (Rune 1, 3d5, Range 3, Damage 4)-Arrow-HierosmiteSigil 2: Binding Chains (Rune 7, 1d6+2, R4, Chain 2, 7 Restore)-Chain-Restore-CrescendoElemental Vote: Words as written. The fire rune increases the damage of the spell, and since healing is a damage effect, it thus increases healing. Frost on the other hand slows you down. If you later on gain an effect that benefits from being slow, or gain armor from rime, or something, then it might be usefule to ice yourself. Guild Name: Dawnseekers is a good name
>>6397414Welcome! Technically Fire never increased the damage of the spell, but rather added a separate effect (fire ticks) to enemies which only dealt damage and never restoration. Ultimately, I think I like the vote to have it be both positive and negative (perhaps for no other reason than the fact I think healing fire and ice crystalizing around an ally's feet to make them faster are both super neat visual concepts).Since you managed to sneak in before the first vote was resolved, if you want to hop in I'll go ahead and let you join the first dive! Please pick a starting tile from among the provided Deployment spaces and state your movement and action
Here's a little image
Start at Deployment Zone 4, move 2 north, 1 NE, and 1 SE. No casts since my spells don't spread light and I don't feel the need to cast magic missile at the darkness.
>>6397422Cool design! I'll use it to represent Triage on the map>>6397424If you want, you can use your action to take a second movement instead of casting a spell
Thanks. I'm going to lag behind for a moment and catch up later.
>>6396632Bringing up the rear guard of the Spelldivers is UNDYING ROA, clad in battered plate and heraldry of a fallen house. Once a knight commander in charge of a bastion against the Abyss, Roa’s order fell to the monsters that emerged in the night, leaving her as one of the few survivors. With the last vestiges of strength left in her, she seeks to dive into the depths on a penitent crusade. The shattered hilt of her heirloom blade has been integrated into a spell focus, with which she can incinerate the creatures of the depths. >>6396625>Staff <Brightwood> [Runespace: 13]A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils>Bulwark [12 HP, 3 MOV, 8 DC]The most popular standard issue Hieroshield, durable and reliable.Spell #1: BRIGHTLANCE- 13 Runespace >Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies.>Hierosmite [Runespace: 1+1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]A Spelldiver’s main weapon against the monsters of the Abyss.>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory>2x Longshot [Runespace: 2, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]Concentrated and dense, capable of surviving farther distances>5x Forte: [Runespace: 5, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]A harmonizing melody of sigils, each inscription of it more potent than the last.>Imbue [Runespace: 1. FIRE. Can only be taken once per spell.]Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects
>>6397435Awesome character concept, welcome to the guild! As with Triage, Please choose a deployment tile, then specify movement and action
>>6397437Roa keeps to herself all throughout the journey. Up till now, all attempts at conversing with her have slipped by in a haze of blurry faces and distant voices. Ringing fills her ears until she’s met with the clarity of her mission. She’s here to strike back again the dark. Again and again, she’ll whip it until nothing is left— either of her, or the abyss. And she has no illusions about draining an ocean with the mere bucket she has. Regardless, she makes her move by raising her weapon. She holds the staff upside down, her grip tight against the same hilt she’s fought countless battle with. The weight is all wrong, the balance is off, the sharpened blade has been replaced with warded and enspelled wood. “BRIGHTLANCE!” She raises her weapon and fires it into the dark. It’s more of a whip than a lance, with a pointed tip that screams through the air. It detonates at its endpoint in a shower of heat and light, leaving Roa to wind her weapon back and stride forward. She leaves the spell field active, wreathing her sword in furious daylight. >BRIGHTLANCE>Move
>>6397444Just realised I had 2 more range. Flick it here please!
Rolled 2, 1, 1 + 4 = 8 (3d2 + 4)>>6397450In case I hit anything
>>6397334Kek
>>6397254>Deploy on 3>Move 3B (as shown)>Cast MOUNTAIN STEP>>6397240>Use following token>>6397267A warm grin barely pokes from beneath Hudry's dense beard. "Aye, I'll stay close, Princess. Can't promise anything else though!"
>>6396814Token for the grump.>>6397254>Deploying on 4>Moving as per blue line>Casting FIND A PATH as per red lineParsley, curmudgeon in spirit that he is, wastes no breath on rallying cries. Setting up behind his more eager comrades, he mutters under his breath to steer a magelight sphere, weaving it onward to clear a potential flanking avenue.
>>6397297Please roll 2d5.
Rolled 3, 1 = 4 (2d5)>>6397567I'm not really attacking anything though and the spell deals no damage. What happens on a hit or miss?
Rolled 6 + 2 (1d6 + 2)>>6397254Having blanked out for the better part of the expedition thus far, Wintry blinks once, then twice."Apologies. Such an amount of chatter has made me distracted... I suppose I ought to get moving, too. There's just so many people, I'm burning up...">Start at 2>MOVE 3A 1C>Cast Wintersun 1C 1A 1C 1AIf I misunderstood the way CHAIN spells work, then please cast it horizontal high right.>>6397135"Thank you, bandaged man." She doesn't break eye contact for a bit, seemingly surprised at his appearance.>>6397144"I'll make sure to stay away. Thank you for your consideration... However... I am curious. Do you Ireqqen aim to turn into fire elementals? Using such techniques is a good way to incinerate your *âme* or to alter it so the flesh turns to flame... I would recommend against it, but... No, your presence is too much. Let's stay away for now.">>6397163"You see... You see? There is no need to repeat yourself... Naturally, my reception will be cold. I cannot help but be who I am..." Wintry seems perplexed at her demeanor. "I've yet to find many people behaving, smelling or looking like you... Dancing in a bog seems like a fruitless endeavour. All you could do would be to dance to the tunes of water and soil... Hail..? I've lost this ability as I made myself to be more humanlike, much to my dismay. But, back when I could do it, I used to exist in windswept, bright white plains. You will find my secrets much easier to approach without dispatching me. Please take care not to get frostbite.">>6397178"Nice to meet you, miss. I could tell that your *âme* is aligned with mine, thus your presence does not make me quite as uncomfortable; I hope you will continue down this path." She bows. "Likewise, I have much to learn from you humans. My connection with the world has been ruthlessly severed as I came into being as a person, so I am unable to teach you how to master ice manipulation, and I lack many of the skills my kind are known for. My apologies if this is what you were looking for. Still, let us work together for now.">>6397220"...you seem quick to define what a monster is."
>>6397678The masked witch scoffs at the ice elemental. "It is how people survive. That is how we will survive. You need to strictly define who is worth protecting, and who needs to be destroyed.""Without swift and precise judgement..." CONQUEST makes a neck slicing gesture. "Those who seek nothing but to slaughter everything you hold dear will worm their way into your villages, into your home, into your very soul. Mercy is only given to those who have earnt the right to it, and misplaced mercy is worse than even the strongest of poisons.""What we fight are enemy combatants by definition. They are nothing more than that. It is simple, no?">>6397262"Minion?" Conquest dryly chuckles. "I don't believe you are my superior, but I will humor you for now. You're funny."
>>6397690"Is that so...? You seemed to have suffered a great deal, it seems. Nature itself is always evolving. Magic is nothing but endless flow. To put all that which has once harmed you in the same, unmoving category is an exercise in foolishness. I understand how thinking in such a manner might be valued for someone dressed in such practical, soldiery garb, however. Nonetheless, I trust that you will not try to exterminate me during this foray, as many others have tried to do. Human judgement on such practices towards 'coworkers' is quite harsh." Wintry bows defiantly towards the masked witch. "Please excuse me. We have a duty to attend to."
The Dawnseekers begin their first mission, each and every one showing their unique approach to Diving as they explore this unknown territory. Some dash bravely forward, valiant THORNE, bloodthirsty ALARYCK, and the ever-reckless elder of the prestigious Ireqqen form the vanguard. Others cast grand spells into the dark, hoping to smite a rodent with a lucky shot. Some stay towards the rear, waiting for their more eager comrades to light the way before they proceed. Dark-hooded EIGENGRAU blasts flames into the abyss, temporarily illuminating it in a baptism of orange magic, while CONQUEST throws out a truly devastating burst of flame, hitting nothing but leaving behind a glittering cascade of magelights in the wake of her attack. Fearless ROA, standing nobly in front of HURDY, supplements his lack of offensive magic with her own, firing a bolt of mana and sweeping the entire nearby area, trying to ensure everyone stays safe. JOROGUMO also slings a spell, a piercing lance of pure mana, but can feel in the feedback that no beast was felled.[NOTE: ONLY SPELLS THAT COULD HIT TARGETS OR ILLUMINATE OTHERWISE AT LEAST ONE TILE THAT WOULDN’T BE ILLUMINATED OTHERWISE ARE SHOWN. SPELLS WITHOUT TRAJECTORIES (Cast in melee range, cast on self) WILL NOT BE SHOWN UNLESS THEY LAND.]
>>6397704In the fray of the forward push, ALARYCK feels a brush of coarse fur against his robes, followed by the high shriek of a juvenile STALAGMOUSE. ROANOR, seeing the rat as it stands fully illuminated by the magelights left in Alaryck’s wake, recalls his lessons on monster management at the Academy— a monster is strongest in the dark. If at all possible, he was taught, one should douse them in magelights before they have the chance to slink back into the darkness of the Abyss. Unfortunately, however, Roanor’s hands are not quite as deft as his mind, a slip of his wrist causing the arrow of light to thunk harmlessly against the back of Alaryck’s head instead.THORNE rushes forward in time, shielding the comparatively far fragiler Roanor with his own body after his spell falls off-mark, his Gloomcutter drawn and ready to strike at the beast. However, before he has the chance to cut it down, the clever mouse slips back into the darkness, making full use of its natural advantage to lay these invading humans low.
>>6397705Sounds of scuttling and squeaking echo through the high stone walls of the cavern, the impenetrable darkness keeping you all from knowing what lies beyond the reach of your magelights. In addition to the one caught in the center of the forward march, FOUR new stalagmice emerge from the shadows, each juvenile, but with claws and spines and teeth sharp enough to tear a defenseless human to shreds. One skitters up to Alaryck, the one intruded furthest into their territory. Another, perhaps frightened by the sheer scale of her grand flame magic, lunges for CONQUEST. On the western flank, a rodent, hunger in its beady black eyes, finds LANSA as the closest, and thus best, target for its insatiable appetite. Finally, on the right, a clever little stalagmouse finds Cynthia to be the most isolated of the targets it can see, hoping to single her out before her friends can mount an attack. >Dice will be assigned to enemies in numerical order. A juvenile stalagmouse’s roll to hit is (1d5+3) (plus an additional +2 in the dark).>In order, that's LANSA, ALARYCK, CONQUEST, THORNE, and JOROGUMO.
Rolled 3, 2, 5, 2, 3 = 15 (5d5)>>6397706Fuck forgot the dice
>>6397708>3+5= 8 against Lansa. HIT>2+5 = 7 against Alaryck. HIT>5+5 = 10 against CONQUEST. HIT CRITICAL, dealing 2 additional damage (150% DMG on a critical hit, rounded to the nearest integer)>2+5 = 7 against THORNE. MISS, activating his SLEEPING AEGIS>3+8 = 8 against CYNTHIA. MISSLANSA loses 3 hp (now at 3)ALARYCK loses 3 hp (now at 3)CONQUEST loses 5 hp (now at 1)THORNE gains 7 hp of BARRIER, but loses his +2 reactive DC increase>CYNTHIA takes no damageDawnseekers, the battlefield is yours once again. What shall you do?
Rolled 4 + 2 (1d6 + 2)>>6397710>MOVE 3C 1D>CAST Wintersun 4B"I see we meet again, Miss. Let us still their hearts with ice."
>>6397710messed up! Alaryck used a Reactive spell, making his effective dc 8. The attack misses him and he takes no damage (but also has no damage to heal)
Rolled 1, 2 + 1 = 4 (2d4 + 1)>>6397710"hup! here we go now, on the offense!" Kumo does her midget run towards the combat! "let's patch you up too. take this FAMINE!">MOVE 2 SE>CAST PIERCE! 5 NSPELL #1: Pierce! Pierce! I Shall Pierce!2d4+1 HIT, 5 RNG, 9 DMG
Rolled 1, 1 = 2 (2d5)>>6397710Taking the attack headon with his false arm, the wood not having much give. Alaryck staggers the Stalagmouse with a jab from his offhand before unsheathing his arm and lunging.>Use TOOTH AND NAIL on #5, MOVE 1A, 1E, 1D, 3E "I'll get the one on me, but I need you all to deal with the others. I'll Reinforce the West">TOOTH AND NAIL 5, ACC:2d5+3 , DMG: 8
>>6397713>>6397690"no good!" Kumo says aloud as the RATTHINGE LIVES. "at least you're still with us, fellow minion!"This should heal CONQUEST but miss the rat, I think.>>6397262>>6397303"what the #%@! are you doing back there, boss? making kebabs? get over here!!!" Kumo screeches at the errant dorf...Pierce! Pierce! I Shall Pierce!EFFECTS: Restore (DMG: 2, RS: 2), Hierosmite (DMG: 2, RS: 1+1)FORM: Lance [HIT: 2d4+1, Range: 5, PIERCE, RS: 2]MODIFIER: Crescendo (DMG: 3, RS: 2)SUMMARY: 2d4+1 HIT, 5 RNG, 9 DMG, 8 RS>>6397262
Quick note about ally magic and resolution order!If you're in a position where you wanna move but don't want to lose out on a healing spell, that's ok! Simply declare that you want to move after the spell lands, and you can have your cake and eat it too. Similarly, you can declare that you want to move BEFORE a spell is cast, walking into its healing range (so long as you end your turn there).
Rolled 4, 4 + 2 = 10 (2d4 + 2)>>6397706"Hhhhh. Tactical retreat." Conquest hastily stumbles back, before feeling a bolt of healing magic piercing right through them...and missing the enemy right in front of her. >CONQUEST is back at full!"Thank you...friend." Conquest rubs the still sore wound on her chest. "Well. I guess there's no time like now to do this.">Fire another DRAGONFIRE lance like so (following the red line)>Move after being healed (following the dark navy line.)>Rolling to hit. Deals 5 FIRE DAMAGE and 1 FIRE TICK if it lands.
Rolled 1, 5 + 3 = 9 (2d5 + 3)>>6397710Thorne's hieroshield lets out an ominous glow like the opening of an great eye as it raises itself against the darkness, deflecting razor claws he had barely seen. "The Aegis stirs! To me and repel these cowardly beasts!"He turns towards the stalagmouse that struck CONQUEST and raises his sword for a decapitating strike.>Hiero's Strike of Justice on Stalagmouse 8
>>6397720Alaryck struggles with his arm long enough for the Stalagmouse to scamper out of the strike's path."DAMN IT ALL, I knew I should've untightened that clasp sooner. That magelight must have shook the thought from my head">>6397678Sensing the snowgirl's apprehension "I'll have you know I was quite the looker, caught many a fine woman's eye.">>6397178The bandages on Alarycks face scrunch up"A Ruffian she says, as if we aren't all magical artisans of some flavour or another"
Rolled 1, 2, 1 + 4 = 8 (3d2 + 4)>>6397710Roa feels a pang of anger as the rat almost mauls Cynthia. Though she hasn’t exchanged words with this fancy-looking lady before, she’s a companion, and one who must be safeguarded against the dark. “You’ll not slay any of us, beast.” She lashes out with her BRIGHTLANCE again, curling it through the darkness and forming a loop of light. The tip returns to its caster, as she attempts to encircle the monster in a searing lasso and bisect it from tail to snout. However, it’s not fated to be a lethal blow. Someone will have to provide the final strike on the juvenile beast.
>>6397731Forgot to attach image
>>6397727(Note to self BlackThorne armor means the Sleeping Aegis is ON)
Rolled 4, 4 + 1 = 9 (2d4 + 1)>>6397678"What? Turn into fire? Silly one, we Ireqqen just burn battlefields, one column of warriors at a time. But I aam aiming for bigger things.">>6397710"Hrrr, the verminous infidels have shown themselves! Make peace with whatever beastly deity you worship, for you will die a thousand deaths!">PIERCING FLAME rat number 3>MOVE 1S, 2SE, 2NE (ending up 2 tiles S of Kumo's current location)
Rolled 5, 5 = 10 (2d5)>>6397706"O-ho... brilliant beast, this. Observe the hairy dorsal ridge--coarse... nearly barbed! And those pearly whites! Far more 'RAT'ical than rudimentary rodentia! Marvelous creature! Mayhap we keep one for study?">MOVE B1>FARSTRIKE #10>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]>>6397724"Kehehehe... what, healed? Drat. Let me examine the bite when you get bit again, GIRL. I find wounds quite intriguing, you know... very informative.">>6397729"A rag-spun ravisher... rare indeed to see one's head held so high when brought so low. Stand firm, Flayed One. A body may wither and scar, but we are more than just our meat, are we not?">>6397678"I fear not the frost nor its bite, little snowflake, nor do I fear you. You are a curiosity, and I am of the habit of killing cats! Many trees seem fruitless until they sprout... I'll keep my eye on you, GIRL, I can promise you that."
>>6397751"The wound...is still there, it is merely not as severe as it once was." Conquest squinted at the bogwitch. She patted the seething red scar on her chest. The strike probably would've been lethal if not for the power of the HIEROSHIELD. "...I remember seeing people like you, out in the holes we dug in the muck.""Hopefully you will have better manners than them. They once tried to cut off my foot for no particular reason. I quite prefer my appendages left attached.">>6397695The soldier merely shakes her head. "is it an exercise of foolishness? I see things differently. Fool me once, shame on you, fool me twice shame on me. I shall never be fooled twice.""If you do not get in our way, then I have no reason to execute you. Regardless, you are right. Talking can be done later."
>>6397444Believing she had made her movement intentions abundantly clear, Cynthia is more than a little irritated when a bright beam brashly blazes past her from an armored imbecile, wastefully (though much more efficiently) re-illuminating the area she had already treaded.>>6397710"*Excuse* me, who just...." her scathing complaint is stopped midway when the flash of the beam glints off the pointy bits of a vile monster, one that is rapidly flanking her. A brief shriek escapes her lips, and she barely has enough time to leap away from its claws. She didn't think there would *actually* be anything this close to the beginning.>>6397711Cynthia is visibly uncomfortable to be so close to such an abomination, but when Wintry rushes to join her, she puts on a brave face. "Ah! Greetings, ice-born. Ordinarily, I would say that our element is best suited to tarry fiends *before* they get this close, but your help is appreciated all the same."Emboldened by all the spells converging on the rat, Cynthia stands firm and points her wand directly in the face of danger.>MOVEMENT: None>ACTION: Silver Thread (Direction B)>Effect: Hierosmite [DMG: 2 (+2 from wand)]>Form: Lance [2d4+1, Range: 5, PIERCE]>Modifier: Imbue Ice>Modifier: Longshot [+2 Range, +1 ACC]
Rolled 6, 2 = 8 (2d6)>Move 4 north>Chaincast Binding chains: first at Conquest, then at Alaryck2 rolls of 1d6+2. 7 restore each.
>>6397767The dice are for roll to hit, not for the spell's potency. Also, Conquest and Alaryck are 3 spaces apart. Fortunately, you can use Thorne as an intermediary to still heal both of them
>>6397764dice+2d4+2Forgot to roll.
Do we not need to roll to hit our allies?
>>6397772Nope! Hitting friendlies is guaranteed after this mission I'm probably limiting Chain to only affect a maximum of three allies lol
Rolled 1, 1 + 3 = 5 (2d4 + 3)Eigengrau adjusts his pale spectacles with a static-colored pseudopod.
>>6397774>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]>Imbue [Runspace: 1. FIRE]>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>>6397731>>6397731"Kheheheh... dazzling display, GIRL. The bedamning blow belongs to I. Your assistance will not go unnoted--seek me out should we survive and I'll fix you a hair poultice.">>6397764Unfortunately I think I dealt the killing blow on #10, Cyth. Sorry about that
Rolled 3, 4 + 2 = 9 (2d4 + 2)>>6397770One more try for roll... >>6397733Cynthia is is moments before casting her spell, when Hestri's second brillant lance unexpectently rebounds back and slams into the monster's backside with a bright explosion. Disappointed, she fires her thread anyway, just to be safe.>>6397776"Hmph! You can have this one. And I'll say, I've never heard of something as unsanitary as *hair* be used for doctoring wounds in the capital, so I'll pass on that barbaric custom."
>>6397781The bogwitch sends her fellow mage a sidelong glance from beneath her unkempt hair."... The salve is for the Lightslinger, girl, not for thee. But if your conjurings kill, well, perhaps I'll gift you a gift too... ah, but this potion HAIR protects and preserves, not provides!"The witch's eye flits up and down Cynthia's hair as if searching for a worm in the dirt. "Do take care with your hair--lest its health you impair..."
Rolled 2, 1, 2 + 4 = 9 (3d2 + 4)>>6397710As contact is made with the denizens of the dark, Parsley has to bite down a noise that would be unseemly for his image. Pasty fingers clutch tight onto his staff, the mage watching a retaliatory lance slice a carving path through the gloom, only to miss its intended target."Best to clear the line first. Do keep up the spellwork, fellows, maybe save all the sweet talk for the tavern. Ugh." Once again he conjures an orb, sending it about to illuminate his surroundings before slamming into the stalagmouse.>No movement>Casting FIND A PATH as per blue line
>>6397784If it wasn't evident, Cynthia has not bothered to properly remember the names and voices of all of her comrades... especially not the odorous bogwitch, whom she has done her best to disassociate from.Having leaped at the chance to complain, Cynthia fails to voice a good response, and so abolishes all potential for embarrassment by signaling crossed arms and a cold shoulder.LOL I'm such an idiot.
>>6397798A wry, lazy grin peeks out from beneath the bogwitch's mane as the upper-cruster departs from the conversation. Hestri watches her go like a cow watching passing traffic on the highway."Kehehehe... A new friend I made... A good day it is, and a good day indeed..."
Rolled 5, 4 = 9 (2d6)>>6397706>Cast Roanor's Inferno at rat 9, chain to 8>Move D1, C1>Staff <Brightwood> [Runespace: 13]>Vampire [7/7 HP, 0/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
"wow, you guys sure are taking advantage of the talking is a free turn thing huh," Kumo remarks about no one in particular.
>Move as shown in the image