Ferya's timely intervention had afforded the sorceress the most precious resource of all: time. Not being thrown about like a ragdoll or assaulted by arrows and halberds permitted the half-elf to finally collect herself and rise off the ground and to survey the battle at large. Though she wasn't a master tactician by any stretch of the imagination, the vast collection of lore at the college libraries had led her to being well-read on combat; namely, it was better to take out key targets and deal with the chaff later. In this case, the bandit archer's range and the dwarf's armor made them both difficult combatants for the rest of their little 'herd' to handle, so that's what she'd focus on.<br/><br/>Her decision made, the sorceress carefully adjusted her stance, outstretching an arm towards the dwarf and other half-elf both. One of the more obvious side-effects of magic was just how damn flashy it was and this case was no exception, with Elisia's eyes assuming that same amethyst glow along with trails of unstable arcane energy crackling randomly in close proximity. In short order, a shimmering rune carved itself into existence complete with inner and outer rings that quickly began to spin like the hands on a clock. In a manner of mere seconds, the runes that she'd willed into existence bound an inordinate amount of power to themselves - clearly too much to be safely contained.<br/><br/>That seemed to be the point though. After permitting her runes just enough time to accumulate all of this energy, so too did she release it - violently. Her hands balled up into fists as she forcibly detonated all of the gathered magic in both rings, causing the stored power there to implode violently upon itself and taking anything nearby along with it, the force sufficient to leave a small, smoking crater in its wake. The herculean effort involved seemed to be a tad overbearing for the half-elf though - whom found herself unable to even see the effects of her spell, instead meekly collapsing to her knees as she fought off the symptoms of magical overdraw.<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">@Nicktaken That's fair enough! I'll probably try to keep the AP mechanic in mind more often going forward. Using the 'debt' should make things more interesting, more high-risk high-reward type stuff. Elisia /is/ pretty much dinner if she ends up in melee anyway, so! <br/><br/>I think I'm just going to roll the 1d6 for my attacks going forward and let you apply all other modifiers as necessary - it just makes it easier since I don't know how you'll apply the writing in my post to the combat.<br/><br/>STA:2<br/>Implosion STA Cost:3<br/>Additional Target Cost:1<br/>Final STA = -2.<br/><br/><a class="postlink" href="DwarfImplosionhttp://orokos.com/roll/390681">Dwarf</a> - 5<br/><a class="postlink" href="http://orokos.com/roll/390682">Archer</a> - 4</div></div></div>