The Players Corner Archive

Adequacy and 300 mana

This was a good hunt.
e tattered rags.
Obvious exits: east, west, southwest.
>
[The Rift]
The fog parts revealing a pitch black area. Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark. A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.
Obvious exits: east, west, southeast.
>
[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him. You also see a naisirc.
Obvious exits: east, west.
>e
e
[The Rift]
The fog parts revealing a pitch black area. Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark. A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.
Obvious exits: east, west, southeast.
>[The Rift]
The sky boils with dark black clouds. Lightning flashes across the sky, and wind howls across the barren landscape. Within the clouds, you can see the form of a man, standing in the center of the tempest. He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort. You also see a raving lunatic and some tattered rags.
Obvious exits: east, west, southwest.
>
A raving lunatic claws at you!
AS: +521 vs DS: +705 with AvD: +23 + d100 roll: +20 = -141
A clean miss.
>peer e
You peer east and see ...

[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.
Also in the room: Lady Leanness
Obvious exits: west, southeast.
>
Lady Leanness just arrived.
>prep 505
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
Lady Leanness just went west.
>cast luna
You gesture at a raving lunatic.
CS: +475 - TD: +454 + CvA: +25 + d100: +24 == +70
Warded off!
A hand of air reaches towards a raving lunatic and tries to wrap its wispy fingers around the raving lunatic but fails in the attempt.
Cast Roundtime 3 Seconds.
>
A raving lunatic claws at you!
AS: +521 vs DS: +705 with AvD: +23 + d100 roll: +70 = -91
A clean miss.
>prep 505
cast luna
>You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
You gesture at a raving lunatic.
CS: +475 - TD: +454 + CvA: +25 + d100: +14 == +60
Warded off!
A hand of air reaches towards a raving lunatic and tries to wrap its wispy fingers around the raving lunatic but fails in the attempt.
Cast Roundtime 3 Seconds.
>
A raving lunatic claws at you!
AS: +521 vs DS: +705 with AvD: +23 + d100 roll: +42 = -119
A clean miss.
>prep 505
cast luna
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>You gesture at a raving lunatic.
CS: +475 - TD: +454 + CvA: +25 + d100: +35 == +81
Warded off!
A hand of air reaches towards a raving lunatic and tries to wrap its wispy fingers around the raving lunatic but fails in the attempt.
Cast Roundtime 3 Seconds.
>
A raving lunatic swings a closed fist at you!
AS: +553 vs DS: +705 with AvD: +4 + d100 roll: +14 = -134
A clean miss.
>prep 505
cast luna
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
The air begins to thin rapidly.

Air is sucked away from a raving lunatic!
... 25 points of damage!
Bones in leg crack and blood vessels burst!
The raving lunatic collapses to the ground in obvious pain, grasping his mangled left leg.
The raving lunatic is stunned!
Air is sucked away from you!
... 5 points of damage!
Abdomen swells as the air rushes away from it!
You gesture at a raving lunatic.
A hand of air reaches towards a raving lunatic and wraps its wispy fingers tightly around the raving lunatic but it seems to have no effect.
Cast Roundtime 3 Seconds.
>l
[The Rift]
The sky boils with dark black clouds. Lightning flashes across the sky, and wind howls across the barren landscape. Within the clouds, you can see the form of a man, standing in the center of the tempest. He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort. You also see a raving lunatic that appears stunned and some tattered rags.
Obvious exits: east, west, southwest.
>prep 910
stance o
cast lunatic
stance d
You concentrate on the Major Shock spell...
Your spell is ready.
>You are now in an offensive stance.
>
You gesture at a raving lunatic.
You hurl a powerful lightning bolt at a raving lunatic!
AS: +419 vs DS: +356 with AvD: +37 + d100 roll: +36 = +136
... and hit for 39 points of damage!
Nasty shock to the head. The raving lunatic looks dazed and confused.
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>
A raving lunatic lies there, dazed and confused.
>prep 910
stance o
cast lunatic
stance d
Sorry, you may only type ahead 1 command.
Sorry, you may only type ahead 1 command.
>You concentrate on the Major Shock spell...
Your spell is ready.
>
You are now in an offensive stance.
>cast lunatic
stance d
You gesture at a raving lunatic.
You hurl a powerful lightning bolt at a raving lunatic!
AS: +419 vs DS: +356 with AvD: +37 + d100 roll: +76 = +176
... and hit for 121 points of damage!
Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly.
The raving lunatic writhes in agony and dies.
Cast Roundtime 3 Seconds.
>Cast Round Time in effect: Setting stance to guarded.
>search lunatic
w
w
Sorry, you may only type ahead 1 command.
>You search the raving lunatic.
It had 275 silvers on it.
You gather the remaining 275 coins.
It had nothing else of value.
The raving lunatic decays into a rotting heap of flesh and bones.
[The Rift]
The fog parts revealing a pitch black area. Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark. A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.
Obvious paths: east, west, southeast.
>w
w
[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.
Obvious exits: east, west.
>[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises. You also see a naisirc.
Obvious exits: east, west, northwest.
>prep 413
>cast nais
You concentrate on the Elemental Saturation spell...
Your spell is ready.
>
You gesture at a naisirc.
CS: +475 - TD: +431 + CvA: +25 + d100: +44 == +113
Warding failed!
A dark shadow passes over a naisirc.
Cast Roundtime 3 Seconds.
>
A naisirc glows with an eerie green light.
prep 415
>cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +33 == +127
Warding failed!
You blast a naisirc for 40 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>prep 514
cast
>You concentrate on the Haste II spell...
Your spell is ready.
>
You gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
>
The ground starts to buckle and shake, shuddering under the stress of a major tremor!

A naisirc lashes out at you!
>
A thorny vine suddenly sprouts from the ground and begins to thrash about violently!
The thorny vine lashes out at you, but is unable to grasp you.
>prep 415
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +34 == +128
Warding failed!
You blast a naisirc for 19 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>
A naisirc glows with an eerie green light.
>prep 415
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +82 == +176
Warding failed!
You blast a naisirc for 62 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>prep 415
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +39 == +133
Warding failed!
You blast a naisirc for 45 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>
A swirling cloud of eerie green light floats in and coalesces into a naisirc!
A naisirc lashes out at you!
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 12 sec.
Haste 2 spell in effect.. Roundtime changed to 6 seconds.
The wind then subsides.
>prep 415
>
...wait 1 seconds.
>
The thorny vine lashes out at you, wraps itself around your body and entangles you on the ground.
Haste 2 spell in effect.. Roundtime changed to 2 seconds.
Roundtime: 8 sec.
A naisirc glows with an eerie green light.
>stand
>
...wait 1 seconds.
>stance d
...wait 1 seconds.
>stand
stance d
You stand back up.
>You are now in a defensive stance.
>prep 415
A naisirc glows with an eerie green light.
A naisirc lashes out at you!
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 10 sec.
Haste 2 spell in effect.. Roundtime changed to 4 seconds.
The wind then subsides.
>
...wait 4 seconds.
>cast second nais
You have a headache.
>
...wait 2 seconds.
>
A naisirc lashes out at you!
CS: +402 - TD: +423 + CvA: +2 + d100: +45 == +26
Warded off!
>prep 415
cast second nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +4 == +98
Warded off!
Cast Roundtime 3 Seconds.
A naisirc tries to ensnare you!
AS: +506 vs DS: +525 with AvD: +34 + d100 roll: +100 = +115
... and hits for 2 points of damage!
Barely touched!
>stand
You stand back up.
>cast second nais
You don't have a spell prepared!
>prep 415
The thorny vine lashes out at you, but is unable to grasp you.

A naisirc emits a low, unearthly moan!


An unearthly moaning echoes around you, dispelling any sense of peace and security from the area.

A naisirc charges at you!
AS: +516 vs DS: +598 with AvD: +35 + d100 roll: +57 = +10
A clean miss.
>
You concentrate on the Elemental Strike spell...
Your spell is ready.
>cast second nais
You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +43 == +137
Warding failed!
You blast a naisirc for 45 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>prep 415
cast second nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +406 + CvA: +25 + d100: +74 == +168
Warding failed!
You blast a naisirc for 78 points of damage.
The naisirc slumps silently to the floor and begins to rapidly dissipate.
A naisirc seems to lose an aura of confidence.
A naisirc seems to lose some dexterity.
A naisirc returns to normal color.
A dark shadow passes away from a naisirc.
Cast Roundtime 3 Seconds.
>stance d
Cast Round Time in effect: Setting stance to guarded.
A naisirc fades into oblivion.
>search nais
>
Geez! It's still alive! Not a good time for that.
>
A haze of shadow descends, cloaking the area in a twilight that obscures sight.

>prep 413
cast nais
You concentrate on the Elemental Saturation spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +413 + CvA: +25 + d100: +70 == +157
Warding failed!
A dark shadow passes over a naisirc.
Cast Roundtime 3 Seconds.
>prep 415
>cast nais
A naisirc tries to ensnare you!
AS: +526 vs DS: +735 with AvD: +34 + d100 roll: +14 = -161
A clean miss.
>
You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at a naisirc.
[Spell Hindrance for some sparkling mithril brigandine with a roaring black dragon emblazoned on the chest is 8% with current Armor Use skill, d100= 5]
Your armor prevents the spell from working correctly.
>prep 415
>cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at a naisirc.
CS: +475 - TD: +388 + CvA: +25 + d100: +70 == +182
Warding failed!
You blast a naisirc for 75 points of damage.
... 45 points of damage!
Cast Roundtime 3 Seconds.
>prep 415
>cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at a naisirc.
CS: +475 - TD: +388 + CvA: +25 + d100: +50 == +162
Warding failed!
You blast a naisirc for 92 points of damage.
... 30 points of damage!
The naisirc slumps silently to the floor and begins to rapidly dissipate.
A naisirc seems to lose an aura of confidence.
A naisirc seems to lose some dexterity.
A naisirc returns to normal color.
A dark shadow passes away from a naisirc.
Cast Roundtime 3 Seconds.
>search nais
ne
You search the naisirc.
It didn't carry any silver.
It had nothing of interest.
A naisirc fades into oblivion.
>You can't go there.
>l
[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises. You also see a thorny vine.
Obvious exits: east, west, northwest.
>w
w

[The Rift]
A circular marble pillar sits in the middle of a room with thick grey tapestries for walls. Above this pillar floats a large skull that appears to be serpentine or lizardlike in nature, slowly rotating in a sphere of blue energy. The skull rotates, morphing into an elven one, then gently spinning again and changing into a human one, then a krolvin skull, then a giant one, and finally back to the serpent one.
Obvious exits: east, west, northeast.
>[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him.
Obvious exits: east, west.
>
You notice that things have returned to their normal speed.
>w
w

w
[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious exits: east, northeast.
>You can't go there.
>
You can't go there.
>ne
e
e
[The Rift]
A small, faded festival tent has been set up in a patch of grass here. The tent covers several long tables with cakes and pastries arranged on them. Behind and to the sides of the tent, couples dance together, completely oblivious to your presence. The crowd of revelers moves stiffly, like puppets under the hand of a new master. Slowly they all turn and look at you, lifeless eyes pleading for release from this grim masquerade, then return to their partners in resignation as the dance continues.
Obvious exits: east, northwest, southwest.
>
[The Rift]
The path is flanked on both sides by black water, thick and sluggish with salt. A tiny boat is beached on the shore, but the waves and tide still reach beyond its bow. As the waves break around it, the dinghy rocks slightly and shifts in the swirling, bubbling sand. Two people relax in the boat, a young man and woman, talking and laughing. While they sit, however, the boat lurches sickeningly and begins to take on water. They look sad, and stare into each other's eyes as the sea claims them.
Obvious exits: east, west.
>
[The Rift]
The fog you wander through parts to reveal thousands of stairways surrounding you. Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical. The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: east, west, southeast, southwest.
>
A raving lunatic scrambles in, cackling with clueless glee!
>prep 505
cast luna
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>You gesture at a raving lunatic.
CS: +475 - TD: +445 + CvA: +25 + d100: +96 == +151
Warding failed!
A wispy hand of air reaches toward a raving lunatic and grasps it tightly. The hand squeezes hard, snatching the breath from a raving lunatic's lungs.
A raving lunatic is stunned.
Cast Roundtime 3 Seconds.
>prep 910
stance o
>cast lunatic
stance d
>You concentrate on the Major Shock spell...
Your spell is ready.
You are now in an offensive stance.
>
You gesture at a raving lunatic.
You hurl a powerful lightning bolt at a raving lunatic!
AS: +419 vs DS: +404 with AvD: +37 + d100 roll: +3 = +55
A clean miss.
Cast Roundtime 3 Seconds.
Cast Round Time in effect: Setting stance to guarded.
>prep 410
cast
You concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A raving lunatic is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>prep 910
stance o
cast lunatic
stance d
You concentrate on the Major Shock spell...
Your spell is ready.
>You are now in an offensive stance.
>
You gesture at a raving lunatic.
You hurl a powerful lightning bolt at a raving lunatic!
AS: +419 vs DS: +374 with AvD: +37 + d100 roll: +96 = +178
... and hit for 122 points of damage!
Horrifying bolt of electricity turns chest into a smoking pulp of flesh. No life left there.
The raving lunatic writhes in agony and dies.
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>search lunatic
>
You search the raving lunatic.
You discard the lunatic's useless equipment.
It didn't carry any silver.
It had a petrified aivren egg on it!
It had nothing else of value.
The raving lunatic decays into a rotting heap of flesh and bones.
>put war in my back
>
You can't put that in there, it's closed!
>open back
put war in my back
Ok, it opened.
You put a veniom-hafted silvery rolaren waraxe in your spidersilk backpack.
>get war
put war in my backpack
get war
You remove a veniom-hafted silvery rolaren waraxe from in your spidersilk backpack.
>You put a veniom-hafted silvery rolaren waraxe in your spidersilk backpack.
You remove a veniom-hafted silvery rolaren waraxe from in your spidersilk backpack.
>close back
e
>e

Ok, it shut.
>[The Rift]
Crimson veins run through the black marble of the walls of the throne room. The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock. Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence. They seem to pull the light into themselves, allowing no spark of brightness or hope to escape. "Slaughter them," he is saying. "Kill them all and leave their corpses for the maggots."
Obvious paths: north, east, west.
>
[The Rift]
Four banks of mist flow together, a distant scene forming within them. A bustling town comes together in the square. Halflings dressed in old style clothing stand about, some yelling angrily, others slain as they lay on their cloaks on the ground. One ancient dark elf leans against the base of the large frozen statue of a pack animal, smirking arrogantly.
Obvious exits: east, west.
>e
Lady Leanness just arrived.
>
e
e

[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious paths: east, west.
>[The Rift]
A battered wooden gate rests against the pitted stone walls surrounding a small city. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Members of an invading force, beasts of burden, and captives travel the broken street leading into the remnants of town. A bestial military squad drills on the rocky parade ground just inside the gate. Fog obscures them as they march to and fro, and the gruff barks of their sergeant blend in with the din of the prisoners at the gate.
Obvious paths: west, northeast, northwest.
>
You can't go there.
>nw
w
w

>[The Rift]
Despair and desolation hang heavy in the air over the small plain before you. Off in the distance, near the coast, what was once a small city lies smouldering in ruins. The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast. A huge stack of bodies is piled near the western gate, some of which almost look familiar.
Obvious paths: west, southeast.
>
[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements.
Obvious paths: east, west.
[The Rift]
Climbing a small hill, you now look over a long valley filled with warriors. A huge giantman in plate-mail stands at the front of the vanguard, holding a battle axe in each hand. His skin is rotted and mildewed, and the hollow eye sockets drop bits of goo and small bugs. The entire host of undead soldiers shifts anxiously behind him, as if waiting for a command from their chieftain.
Obvious exits: east, west.
>w
w
w

[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent.
Obvious exits: east, west.
>[The Rift]
A long field stretches before you, covered by dark clouds. The field is lined with rows and rows of long metal poles, each of which is situated near a stone door. While you look over the field, lightning flashes down from the clouds and strikes one of the poles. As the pole absorbs the burst of energy, the door nearest to it slowly swings open, revealing a black stone passage behind. The door stays open a few seconds, then slowly swings closed again.
Obvious exits: east, west.
[The Rift]
A graveyard lies before you. Unlike a normal graveyard, however, the things that now rest here never were alive. Hundreds of broken statues litter the field, some gazing sightlessly off into the distance, others reaching with stone hands up to whatever salvation waits for them beyond. The forgotten relics' final resting place gives an eerie air to the surrounding areas, as if you could share their unfortunate fate.
Obvious exits: east, northeast.
>ne
e
e
>
e
[The Rift]
A dilapidated yellow house sits just to the west of you. It is surrounded by a small, white fence, and a pebble walkway flanked by withered flowers leads to the old domicile. Sitting in the windowsill is a large, orange cat that looks at you with spectral eyes. Just behind it is a small, ghostly girl with her hair in pigtails, stroking the fur of her long departed friend. She looks at you with large eyes, seeming to see through you into some other realm altogether. You also see a swirling black void.
Obvious exits: east, southwest.
[The Rift]
Before you stands a large green house, with smoke billowing out the chimney and the windows broken out. In front of the worn domicile, an older man and woman lie dead, chests slashed open and eyes staring sightlessly into the sky. Above them stands a young man, resembling them. He regards you in a cold, calculating manner, hand clenching and unclenching a bloody blade.
Obvious paths: east, west.
>[The Rift]
A huge fountain of blood erupts from the ground here, gushing hundreds of feet into the air and raining back down hard. At its apex, the thick fluid holds the pattern of a pair of eyes, watching your movements as you pass through. The eyes hold your own a moment, and a wave of nausea passes over you. When it fades, they have wavered and fallen with their medium. You also see a raving lunatic, a sturdy wooden door and a plain silver mirror.
Obvious exits: south, east, west, northeast, northwest.
>
[The Rift]
Screaming wind tears through this area, filling the air with a dreadful howling. Just ahead a cavern looms, offering a bit of solace from the biting wind. As you move closer to the safehaven, you see that the cavern is actually the open mouth of a massive, long-fallen statue.
Obvious exits: east, west.
>w
[The Rift]
A huge fountain of blood erupts from the ground here, gushing hundreds of feet into the air and raining back down hard. At its apex, the thick fluid holds the pattern of a pair of eyes, watching your movements as you pass through. The eyes hold your own a moment, and a wave of nausea passes over you. When it fades, they have wavered and fallen with their medium. You also see a raving lunatic, a sturdy wooden door and a plain silver mirror.
Obvious exits: south, east, west, northeast, northwest.
>peer ne
>peer nw
You peer northeast and see ...

[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a csetairi.
Obvious exits: east, west, northwest, southwest.
>
You peer northwest and see ...

[The Rift]
A large, decrepit building stands on the top of a small hillock here. Vines cover most of the building, avoiding only the dark stains running from the windows and roof. The stains are a dark red or brown, giving the appearance the building has been sweating blood. A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze. You also see a twisted wand and a pink topaz.
Obvious paths: east, west, northeast, southeast.
>
A raving lunatic claws at you!
AS: +518 vs DS: +705 with AvD: +23 + d100 roll: +62 = -102
A clean miss.
>prep 505
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>cast luna
You gesture at a raving lunatic.
CS: +475 - TD: +454 + CvA: +25 + d100: +26 == +72
Warded off!
A hand of air reaches towards a raving lunatic and tries to wrap its wispy fingers around the raving lunatic but fails in the attempt.
Cast Roundtime 3 Seconds.
>
A raving lunatic claws at you!
AS: +518 vs DS: +705 with AvD: +23 + d100 roll: +99 = -65
A clean miss.
>nw
[The Rift]
A large, decrepit building stands on the top of a small hillock here. Vines cover most of the building, avoiding only the dark stains running from the windows and roof. The stains are a dark red or brown, giving the appearance the building has been sweating blood. A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze. You also see a twisted wand and a pink topaz.
Obvious paths: east, west, northeast, southeast.
>prep 505
e
>You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
reg

>
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment.
Obvious exits: east, west, northwest, southwest.
>cast cset
You hear a loud *POP* as a door unfolds before you!
>
Cast at what?
>e
>
[The Rift]
In the distance walks a tall man. His robe is grey and tattered, but the frame beneath it remains strong. Above his head floats the symbol of infinity, black and tarnished as the path he walks. No matter how rapidly you proceed towards him, you cannot seem to catch him, although he moves no faster than a saunter.
Obvious exits: west, northeast, southeast.
>w
nw
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a sturdy wooden door.
Obvious exits: east, west, northwest, southwest.
>The air crackles with potent energy!

An ethereal light washes over you as you sense mana collecting around and in you!
Roundtime: 3 sec.
You feel the magic alien to you slipping away...

>
...wait 3 seconds.
>l
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a sturdy wooden door.
Obvious exits: east, west, northwest, southwest.
>nw
[The Rift]
A jagged chasm opens up nearly beneath your feet. Before you can step into it, a sharp barking sound startles you, catching your attention and bringing you to a halt. Looking down, you see a small skeletal dog at your feet. He dances nimbly before you, halting your forward progress into the pit. Blinking, you look again, and both the dog and the chasm are gone. You also see a csetairi.
Obvious exits: east, west, southeast, southwest.
>cast cse
A swirling cloud of eerie green light floats in and coalesces into a naisirc!
A swirling cloud of eerie green light floats in and coalesces into a naisirc!
>
You gesture at a csetairi.
CS: +475 - TD: +481 + CvA: +25 + d100: +83 == +102
Warding failed!
A wispy hand of air reaches toward a csetairi and grasps it tightly. The hand squeezes hard, snatching the breath from a csetairi's lungs.
A csetairi is lightly stunned.
Cast Roundtime 3 Seconds.
>w
w
sw
[The Rift]
Mist swirls and flows around a small monument here. A man lies on the ground face down, quite dead. There are ten longswords protruding from his back, from the tip of the neck to the back of the knees. Small rivulets of blood have dried as they left the body, forming an unusual pattern in the dirt.
Obvious exits: east, southwest.
>You can't go there.
>
[The Rift]
Chains creak and strain under the load they are holding in the center of this stone-walled room. Eight rolaren chains reach up, entangle, and reach down to the ground on the opposite side of the large shadowy mass hovering just above the floor. It shifts and moves, as if alive and seeking an escape from the bindings. The chains glow slightly in the dim light, throwing unusual shadows on the walls while keeping the mass from growing too much.
Obvious paths: east, northeast, northwest, southwest.
>e
e
e

[The Rift]
A large, decrepit building stands on the top of a small hillock here. Vines cover most of the building, avoiding only the dark stains running from the windows and roof. The stains are a dark red or brown, giving the appearance the building has been sweating blood. A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze. You also see a raving lunatic, a twisted wand and a pink topaz.
Obvious paths: east, west, northeast, southeast.
>[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a sturdy wooden door.
Obvious exits: east, west, northwest, southwest.
[The Rift]
In the distance walks a tall man. His robe is grey and tattered, but the frame beneath it remains strong. Above his head floats the symbol of infinity, black and tarnished as the path he walks. No matter how rapidly you proceed towards him, you cannot seem to catch him, although he moves no faster than a saunter.
Obvious exits: west, northeast, southeast.
>w
>
A burst of ethereal light above your head brightens the area considerably.

>w
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a sturdy wooden door.
Obvious exits: east, west, northwest, southwest.
>
[The Rift]
A large, decrepit building stands on the top of a small hillock here. Vines cover most of the building, avoiding only the dark stains running from the windows and roof. The stains are a dark red or brown, giving the appearance the building has been sweating blood. A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze. You also see a raving lunatic, a twisted wand and a pink topaz.
Obvious paths: east, west, northeast, southeast.
>prep 505
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>cast luna
You gesture at a raving lunatic.
CS: +475 - TD: +454 + CvA: +25 + d100: +71 == +117
Warding failed!
A wispy hand of air reaches toward a raving lunatic and grasps it tightly. The hand squeezes hard, snatching the breath from a raving lunatic's lungs.
A raving lunatic is lightly stunned.
Cast Roundtime 3 Seconds.
>
A swirling cloud of eerie green light floats in and coalesces into a naisirc!
>prep 917
>cast luna
You concentrate on the Boil Earth spell...
Your spell is ready.
A raving lunatic stands there, dazed and confused.
>
You gesture at a raving lunatic.
The ground beneath a raving lunatic begins to boil violently!
Fiery debris explodes from the ground!
... 15 points of damage!
Blow connects with abdomen.
... 30 points of damage!
Nasty burns to right leg. Gonna need lots of butter.
It is knocked to the ground!
... 10 points of damage!
Minor burns to right arm. That hurts a bit.
... 5 points of damage!
Minor burns to chest. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>prep 917
>cast luna
You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a raving lunatic.
The ground beneath a raving lunatic begins to boil violently!
Fiery debris explodes from the ground!
... 30 points of damage!
Good blow to right leg!
... 40 points of damage!
Flames cook a raving lunatic's abdomen. Looks about medium well.
... 25 points of damage!
Burst of flames char chest a crispy black.
... 25 points of damage!
Burst of flames char chest a crispy black.
... 35 points of damage!
Flames incinerate left arm to the bone. Not a pleasant sight.
... 30 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>
A naisirc glows with an eerie green light.
>prep 917
cast luna
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a raving lunatic.
The ground beneath a raving lunatic begins to boil violently!
Fiery debris explodes from the ground!
... 10 points of damage!
Blow grazes left leg.
... 30 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
... 20 points of damage!
Burst of flames to left leg burns skin bright red.
The raving lunatic writhes in agony and dies.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>
You feel at full magical power again.
>search lun
e
>You search the raving lunatic.
It carried an iron-bound wooden box with it!
The raving lunatic decays into a rotting heap of flesh and bones.
>
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a naisirc and a sturdy wooden door.
Obvious exits: east, west, northwest, southwest.
>
A naisirc charges at you!
AS: +417 vs DS: +695 with AvD: +35 + d100 roll: +44 = -199
A clean miss.
>prep 514
cast
>You concentrate on the Haste II spell...
Your spell is ready.
You gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
>prep 413
>cast nais
You concentrate on the Elemental Saturation spell...
Your spell is ready.
>
The door suddenly tips on end and flattens like a two-dimensional rendering. It begins spinning faster and faster, as though it were a madly rotating pinwheel. Abruptly, it collapses into a thin, fine line that folds in on itself in segments until it is scarcely more than a black pinhole. The dot of darkness disappears with a near-silent *POP*.
>
You gesture at a naisirc.
CS: +475 - TD: +428 + CvA: +25 + d100: +90 == +162
Warding failed!
A dark shadow passes over a naisirc.
Cast Roundtime 3 Seconds.
>prep 415
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +79 == +176
Warding failed!
You blast a naisirc for 93 points of damage.
... 40 points of damage!
Cast Roundtime 3 Seconds.
>
High Lady Sirinna just arrived.
>
A naisirc disperses into a cloud of tiny green lights that float east.
>
High Lady Sirinna just went east.
>
High Lady Sirinna just arrived.
>
High Lady Sirinna just went west.
>prep 415
e
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>[The Rift]
In the distance walks a tall man. His robe is grey and tattered, but the frame beneath it remains strong. Above his head floats the symbol of infinity, black and tarnished as the path he walks. No matter how rapidly you proceed towards him, you cannot seem to catch him, although he moves no faster than a saunter. You also see a naisirc.
Obvious exits: west, northeast, southeast.
>
You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +26 == +123
Warding failed!
You blast a naisirc for 42 points of damage.
The naisirc shrugs off the cold.
Cast Roundtime 3 Seconds.
>prep 415
cast nais
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +73 == +170
Warding failed!
You blast a naisirc for 73 points of damage.
The naisirc slumps silently to the floor and begins to rapidly dissipate.
A naisirc seems to lose an aura of confidence.
A naisirc returns to normal color.
A naisirc seems to lose some dexterity.
A dark shadow passes away from a naisirc.
Cast Roundtime 3 Seconds.
>search nai
>
You search the naisirc.
It didn't carry any silver.
It had nothing of interest.
A naisirc fades into oblivion.
>e
e

e
You can't go there.
>You can't go there.
>
You can't go there.
>se
w
w
w
[The Rift]
An immense structure stands before you, built of now-ruined white marble columns. In the center sits a crumbling throne, flanked by two pillars. Each may have had a symbol at one time, but ages of decay have erased any decoration. Upon the throne sits a rotting zombie. Her sightless eyes stare out into nothingness, and her feet have fallen into the bowl of the stone crescent at the base of her seat. You also see a slender silvery thread.
Obvious paths: west, northwest.
>[The Rift]
Screaming wind tears through this area, filling the air with a dreadful howling. Just ahead a cavern looms, offering a bit of solace from the biting wind. As you move closer to the safehaven, you see that the cavern is actually the open mouth of a massive, long-fallen statue.
Obvious exits: east, west.
[The Rift]
A huge fountain of blood erupts from the ground here, gushing hundreds of feet into the air and raining back down hard. At its apex, the thick fluid holds the pattern of a pair of eyes, watching your movements as you pass through. The eyes hold your own a moment, and a wave of nausea passes over you. When it fades, they have wavered and fallen with their medium. You also see a sturdy wooden door.
Obvious exits: south, east, west, northeast, northwest.
>
[The Rift]
Before you stands a large green house, with smoke billowing out the chimney and the windows broken out. In front of the worn domicile, an older man and woman lie dead, chests slashed open and eyes staring sightlessly into the sky. Above them stands a young man, resembling them. He regards you in a cold, calculating manner, hand clenching and unclenching a bloody blade. You also see a swirling black void.
Obvious exits: east, west.
>w
w
[The Rift]
A dilapidated yellow house sits just to the west of you. It is surrounded by a small, white fence, and a pebble walkway flanked by withered flowers leads to the old domicile. Sitting in the windowsill is a large, orange cat that looks at you with spectral eyes. Just behind it is a small, ghostly girl with her hair in pigtails, stroking the fur of her long departed friend. She looks at you with large eyes, seeming to see through you into some other realm altogether. You also see a raving lunatic.
Obvious exits: east, southwest.
>You can't go there.
>sw
[The Rift]
A graveyard lies before you. Unlike a normal graveyard, however, the things that now rest here never were alive. Hundreds of broken statues litter the field, some gazing sightlessly off into the distance, others reaching with stone hands up to whatever salvation waits for them beyond. The forgotten relics' final resting place gives an eerie air to the surrounding areas, as if you could share their unfortunate fate.
Obvious exits: east, northeast.
>e
e

e
>[The Rift]
A long field stretches before you, covered by dark clouds. The field is lined with rows and rows of long metal poles, each of which is situated near a stone door. While you look over the field, lightning flashes down from the clouds and strikes one of the poles. As the pole absorbs the burst of energy, the door nearest to it slowly swings open, revealing a black stone passage behind. The door stays open a few seconds, then slowly swings closed again.
Obvious exits: east, west.
>
[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent.
Obvious exits: east, west.
>
[The Rift]
Climbing a small hill, you now look over a long valley filled with warriors. A huge giantman in plate-mail stands at the front of the vanguard, holding a battle axe in each hand. His skin is rotted and mildewed, and the hollow eye sockets drop bits of goo and small bugs. The entire host of undead soldiers shifts anxiously behind him, as if waiting for a command from their chieftain.
Obvious exits: east, west.
>e
e

e
[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements.
Obvious paths: east, west.
>[The Rift]
Despair and desolation hang heavy in the air over the small plain before you. Off in the distance, near the coast, what was once a small city lies smouldering in ruins. The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast. A huge stack of bodies is piled near the western gate, some of which almost look familiar.
Obvious paths: west, southeast.
You can't go there.
>
The air crackles with ethereal energy!

An ethereal light washes over you as you sense mana collecting around and in you!
Roundtime: 3 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
You feel the magic alien to you slipping away...

>se
[The Rift]
A battered wooden gate rests against the pitted stone walls surrounding a small city. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Members of an invading force, beasts of burden, and captives travel the broken street leading into the remnants of town. A bestial military squad drills on the rocky parade ground just inside the gate. Fog obscures them as they march to and fro, and the gruff barks of their sergeant blend in with the din of the prisoners at the gate.
Obvious paths: west, northeast, northwest.
>w
w
w
w
[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious paths: east, west.
>[The Rift]
Four banks of mist flow together, a distant scene forming within them. A bustling town comes together in the square. Halflings dressed in old style clothing stand about, some yelling angrily, others slain as they lay on their cloaks on the ground. One ancient dark elf leans against the base of the large frozen statue of a pack animal, smirking arrogantly.
Obvious exits: east, west.
[The Rift]
Crimson veins run through the black marble of the walls of the throne room. The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock. Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence. They seem to pull the light into themselves, allowing no spark of brightness or hope to escape. "Slaughter them," he is saying. "Kill them all and leave their corpses for the maggots." You also see a plain silver mirror.
Obvious paths: north, east, west.
w
[The Rift]
The fog you wander through parts to reveal thousands of stairways surrounding you. Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical. The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs. You also see a petrified aivren egg.
Obvious paths: east, west, southeast, southwest.
>w
w
[The Rift]
The path is flanked on both sides by black water, thick and sluggish with salt. A tiny boat is beached on the shore, but the waves and tide still reach beyond its bow. As the waves break around it, the dinghy rocks slightly and shifts in the swirling, bubbling sand. Two people relax in the boat, a young man and woman, talking and laughing. While they sit, however, the boat lurches sickeningly and begins to take on water. They look sad, and stare into each other's eyes as the sea claims them.
Obvious paths: east, west.
w
w
>[The Rift]
A small, faded festival tent has been set up in a patch of grass here. The tent covers several long tables with cakes and pastries arranged on them. Behind and to the sides of the tent, couples dance together, completely oblivious to your presence. The crowd of revelers moves stiffly, like puppets under the hand of a new master. Slowly they all turn and look at you, lifeless eyes pleading for release from this grim masquerade, then return to their partners in resignation as the dance continues. You also see a csetairi.
Obvious exits: east, northwest, southwest.
>
You can't go there.
You can't go there.
>prep 505
You can't go there.
>
A csetairi swings a razor-sharp green-black scimitar at you!
AS: +522 vs DS: +705 with AvD: +24 + d100 roll: +50 = -109
A clean miss.

The csetairi twists and attacks again!
A csetairi lashes out at you with her massive tail!
AS: +561 vs DS: +705 with AvD: +34 + d100 roll: +51 = -59
A clean miss.
>cast cse
>
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
You gesture at a csetairi.
CS: +475 - TD: +457 + CvA: +25 + d100: +100 == +143
Warding failed!
A wispy hand of air reaches toward a csetairi and grasps it tightly. The hand squeezes hard, snatching the breath from a csetairi's lungs.
A csetairi is stunned.
Cast Roundtime 3 Seconds.
>
You notice that things have returned to their normal speed.
>stance o
You are now in an offensive stance.
>prep 904
cast cse
You concentrate on the Minor Acid spell...
Your spell is ready.
>You gesture at a csetairi.
You hurl a hissing stream of acid at a csetairi!
AS: +419 vs DS: +365 with AvD: +38 + d100 roll: +59 = +151
... and hit for 22 points of damage!
Cast Roundtime 3 Seconds.
>prep 904
cast cse
You concentrate on the Minor Acid spell...
Your spell is ready.
>You gesture at a csetairi.
[Spell Hindrance for some sparkling mithril brigandine with a roaring black dragon emblazoned on the chest is 8% with current Armor Use skill, d100= 4]
Your armor prevents the spell from working correctly.
>prep 904
cast cse
>You concentrate on the Minor Acid spell...
Your spell is ready.
>
You gesture at a csetairi.
[Spell Hindrance for some sparkling mithril brigandine with a roaring black dragon emblazoned on the chest is 8% with current Armor Use skill, d100= 8]
Your armor prevents the spell from working correctly.
>prep 904
cast cse
You concentrate on the Minor Acid spell...
Your spell is ready.
>You gesture at a csetairi.
You hurl a hissing stream of acid at a csetairi!
AS: +419 vs DS: +365 with AvD: +38 + d100 roll: +74 = +166
... and hit for 24 points of damage!
The csetairi avoids the worst of the attack but still gets a singed forearm.
Cast Roundtime 3 Seconds.
>prep 910
cast cse
You concentrate on the Major Shock spell...
Your spell is ready.
>You gesture at a csetairi.
You hurl a powerful lightning bolt at a csetairi!
AS: +419 vs DS: +440 with AvD: +40 + d100 roll: +36 = +55
A clean miss.
Cast Roundtime 3 Seconds.
>stance d
>
Cast Round Time in effect: Setting stance to guarded.
>prep 917
cast cse
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Light blow to left arm.
... 30 points of damage!
Nasty burns to abdomen, a csetairi shrieks in pain!
... 35 points of damage!
Back bursts into a spectacular display of flames. Bet it hurts too.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>prep 917
cast cse
You concentrate on the Boil Earth spell...
Your spell is ready.
You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Light blow to left arm.
... 15 points of damage!
Minor burns to chest. That hurts a bit.
... 30 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.
... 35 points of damage!
Right hand fried to a crisp. Think barbecue sauce.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>A csetairi starts to breathe easier.
>
A csetairi's flesh wounds regenerate quickly.
A csetairi's right arm regenerates and looks fully healed.
A csetairi waves her four arms in a triangular motion.
prep 917
>cast cse
You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
A csetairi dodges out of the way!
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>prep 505
cast cse
>You concentrate on the Hand of Tonis spell...
Your spell is ready.
>
You gesture at a csetairi.
CS: +475 - TD: +457 + CvA: +25 + d100: +36 == +79
Warded off!
A hand of air reaches towards a csetairi and tries to wrap its wispy fingers around the csetairi but fails in the attempt.
Cast Roundtime 3 Seconds.
>
A csetairi gestures mystically!
A brilliant aura surrounds a csetairi.
>prep 505
cast cse
You concentrate on the Hand of Tonis spell...
Your spell is ready.
>You gesture at a csetairi.
CS: +475 - TD: +457 + CvA: +25 + d100: +97 == +140
Warding failed!
A wispy hand of air reaches toward a csetairi and grasps it tightly. The hand squeezes hard, snatching the breath from a csetairi's lungs.
A csetairi is stunned.
Cast Roundtime 3 Seconds.
>prep 917
cast cse
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
... 20 points of damage!
... 20 points of damage!
Burst of flames to abdomen toasts skin nicely.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>prep 917
cast cse
>You concentrate on the Boil Earth spell...
Your spell is ready.
You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Blow connects right below left eye!
... 20 points of damage!
Burst of flames to neck chars skin. Yuck!
... 10 points of damage!
Minor burns to chest. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>prep 917
cast cse
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a csetairi.
The ground beneath a csetairi begins to boil violently!
Fiery debris explodes from the ground!
... 15 points of damage!
Brushing blow to temple.
... 30 points of damage!
It is knocked to the ground!
... 25 points of damage!
Burst of flames char abdomen a crispy black.
The csetairi writhes in agony and dies.
The very powerful look leaves a csetairi.
The white light leaves a csetairi.
The opalescent aura fades from around a csetairi.
The wall of force disappears from around a csetairi.
The deep blue glow leaves a csetairi.
The brilliant aura fades away from a csetairi.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>search cse
A spectral fog rolls through the area.

>
You search the csetairi.
You discard the csetairi's useless equipment.
It didn't carry any silver.
It had nothing of interest.
The csetairi's coils shrivel up as her human torso decays away. reg

I told you, you would be god.. just a matter of time.
-Zentalin reg