abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2022-10-15 10:14 am

EVENT #10: AFFLICTION - IC POST

Event #10 - Affliction

With tensions heavy across Abraxas and all the destruction that's happened, it's no surprise that the dark shadows which sweep over the land go unnoticed...at first.

Winds initially stir in Solvunn, where the influence of the Old Gods remains the strongest. Slowly each Herald infects Thorne and the Free Cities, as well. The Summoned are the first to feel its effects and are the most heavily impacted.

Though no one will realize it until well afterwards, Nocwich remains unaffected. After all, the Summoned don't reside there.

NOTE: This event will deal with themes of death (people and animal) and horror imagery.
Emergence
It begins sometime in mid-October, around the 18th. Not everyone will experience it at the same time. You might even believe you're spared until days afterwards when you're visited by an unusually vivid dream.

The dream starts the same for everyone: you are going somewhere, anywhere, walking to your bedroom or enjoying a stroll on the beach. You might be driving down a familiar neighborhood. Wherever you're headed, you eventually come upon a stone tablet engraved with your Arcana. Laid on the tablet are three objects:
◎ A dead moth trapped inside a wilted rose, symbolizing Koth of Festering Lands
◎ A teacup inside which sits a single nightshade berry, symbolizing Adlewyrd of Poisoned Tongues
◎ An ornate cracked hand mirror that contains no reflection, symbolizing Sannleikr of Many Faces
Make a choice. Something inside your soul will be drawn towards one of the objects. Maybe you spend hours in the dream deliberating, but sooner or later, you'll pick one of the items up. The moment you do, the other objects vanish and the chosen Herald appears before you. Where one might expect a god to seek subservience, the strange figure instead extends a friendly hand towards you - as though it's greeting you as an equal.

Whispered around you, you hear its name. Then it fades and with it the dream. You awaken.
Affliction
You go about your day as usual. That's when you realize something isn't right. Creatures and people around you behave strangely. You begin to sense that you are the cause.

Depending on your chosen Herald, you'll experience at least one of its afflictions. The effects might start small, then grow. They might rush you all at once. You can't shake what haunts you, though you can try. Spells, potions, and willpower can help keep the afflictions at bay but you won't ever be completely free.

As the afflictions seep into your mind, you start to find shadows of it following you: a dead moth here, a nightshade bloom there, a cracked mirror elsewhere. You may even wonder if it's following you in the first place. What if instead, you are the one leaving these signs behind?
Corruption
The first time you inflict your ability on someone else, you don't mean to. It might be a stranger, some unsuspecting soul, or it might be another Summoned. Regardless, the afflictions that ail you seem to spread through you into another. Someone falls down as if in the throes of an invisible death or secrets spill. You brush by someone and they're suddenly upset and confused.

The more this happens, intentionally or not, the better you feel. You may grow full of life and energy, gain a renewed strength of heart, or radiate a charm that turns heads and garners compliments. The afflictions haunting you could even start to fade or completely vanish. And if you use your newfound power deliberately? You'll feel better even faster for longer. Of course, these boons are temporary, lasting at most an hour or so. When the feeling wanes, you might miss having it.

You are not possessed. You can't control this power that spreads through you, but how you respond or behave is up to you. You could be attracted to the allure of power, enjoy the boons you are granted, or realize you can gain relief from your afflictions if you choose a victim. Not everyone will fall headfirst into the pull. Some are not easily swayed by power, some struggle to overcome their dark impulses, and others would rather endure their suffering than inflict it on someone else. But others still might succumb to temptation and turn on those around them with purpose: once, twice, multiple times. The choice you make is yours alone.
Blight
With the call of the Herald at your fingertips, the world around you twists. No one knows whether this stems from you and your newly imbued afflictions, or if the Heralds are exerting power on their own. It's for sure easier to think of what occurs as the influence of something monstrous beyond your control. No matter the cause, the earth is changed all the same.
Omens
The omens arrive shortly after the initial Summoned receive their dreams, but they don't come to every faction at once. SOLVUNN is first, being home to the Old Gods' shrines, before THORNE and the FREE CITIES follow only days afterwards. Depending on where you are, the omens will affect things a bit differently.
Solvunn
In Solvunn, the ground stirs. A desiccated hand breaks through the grass, a cloven hoof. Human or animal, they crawl forth, animated against their will. Some might attack, but most do not. At the same time, crops around the settlements begin to fail. Some chickens lay rotten eggs while cows produce spoiled milk. Any livestock that perishes overnight will surface in the mornings with empty eye sockets - pecked out by crows or gnawed on by rats. From a distance, the ocean can be seen bubbling as leviathans beneath thrash.

Worth noting is that many of the dead are concentrated around the shrines, especially the ones deep in the woods. They're too decayed to recognize, and some might not even move from the site, as though they are waiting for the earth to take them again...or as though they once chose to give up their life at this very spot.

Summoned can assist by helping to cast spells or place warding charms around shrines, farms, and gardens to protect crops and livestock. As a commune, the Solvunnites will share their resources as much as possible and would appreciate those who might lend a hand bringing supplies, herbs, and offerings to neighbors who are lacking. The Summoned can also brew a common herbal remedy to aid any animals who have fallen ill or to help purify the well water.

Free Cities
In Libertas, the dead buried under the rubble dig themselves out. More crawl forth from graves in Cadens' cemeteries. Beasts and bandits slain in the desert wilds rise, hungry or searching for the ones who killed them. At the same time, dead fish wash up onto the shores of Aquila while birds fall dead from their perch, dropping like flies from an unknown illness. Vultures and other scavengers begin to prey upon the eyes of the dead, leaving behind hollowed-out corpses.

Worth noting is that in the Badlands, a few very old and skeletal corpses rise with a metal plate or two screwed onto their bones, which are also oddly elongated. Only one or two make their way near the city. The army is quick to dispose of them before many can notice. They will not disclose any information about this and will claim these are just monsters like anything else.

Summoned can assist by going on patrol with the soldiers to put down any risen dead. Merchant caravans are also hiring escorts for their journeys. Additionally, they can help look through any received supplies and packages to make sure the food isn't rotting or worse, use a special dissolving compound to purify the waters, and donate staple food items to refugees and the less fortunate who can't afford the rising prices.

Thorne
In Thorne, the dead emerge only from the outskirts of the castle city. Thanks to information from one of their Summoned and their recent monitoring of the Singularity, Thorne was able to act swiftly and was able to ward any royal or otherwise significant burial sites. Graves and tombs of less importance, though, will not be protected in the same way. There are fewer encounters with eyeless corpses, though some animals might appear outside the castle in such a state. Normally extravagant dishes from the Castle's kitchens use simpler ingredients as they struggle to ration their food stores.

Worth noting is that a few unexpected corpses make their way up from deep under the castle in places beyond the dungeons. These are twisted and mangled, missing limbs, heads, fingers. The castle guards are quick to dispose of them before they get too far into the rest of the castle, but one or two may be spotted.

Summoned can assist by contributing to the wards around Castle Thorne and the city, using spells to put down the dead without mangling the corpse, and taking inventory of food stores. Further, in Nott the situation is more dire for anyone who is traveling there to continue assisting with repairs following the attack. Nott will welcome help with any problems caused by the omens. It'll be clear the kingdom has neglected the city somewhat. Thorne will claim the Castle takes priority, of course, due to King and Queen residing there along with the entire royal court.
Apprehensions
Across the factions, locals are beginning to catch on that something isn't right with you, the Summoned. No one will say it outright, but there's an air of caution and wariness around you where you go. Merchants might be quick to hand you your wares so you'll leave or locals give you a bit of space when they walk by. Chatty innkeepers are more reluctant to hold lengthy conversations.

Much of the time, it may not be conscious. The natives might simply sense something off that instinctually makes them want to put some distance between them and you. The only exception? If you've chosen Sannleikr of Many Faces, you'll continue to exude your charm towards people you encounter. At least for as long as you continue to inflict that ability you've been gifted.
Displacement
Everyone responds differently while in the Horizon. You might exert better willpower over your afflictions or you might feel its effects more strongly. It all depends on the individual and their mindset. Regardless, the Heralds are only one part of the equation. There's a much bigger disturbance going on.

It could happen as soon as you enter or it might be as you're stepping over the threshold into another's domain. Whatever the case, you are suddenly not where you're supposed to be. Instead, you're in one of two places depending: transported into a domain you never meant to go into or in a foreign setting altogether.
Visitation
Whether you're the one transported or someone teleports unexpectedly into your space, the Horizon becomes unpredictable for the next little while. Rooms normally locked to strangers, areas you yourself may not even realize exists - you and your fellow Summoned continue to pop in and out despite your intentions.

The effect isn't painful, just disorienting, like missing a step you didn't see or stumbling through a door into a too-bright room. The person whose domain you've inadvertently visited might sense an unwanted presence, whether they're inside the Horizon or not, or they may be completely oblivious. This will depend on the strength of their connection to the Singularity and the Horizon.

Not to worry. You won't be trapped or anything in these cases...unless the domain you land in happens to seal from the inside. You might stumble on secrets you weren't meant to find, though, locked away in someone else's mind.
Ensnared
The less fortunate will be pulled into a space that they've never encountered before. The bizarreness of it resembles the glitchy visions that flashed through a few months ago, but rather than an image flickering by, you are now inside the space itself.

Trapped between minutes to hours, you can't use the Horizon's creation magic as normal. Attempts will falter or go sideways: trying to fly out might cause you to tumble, tools and objects are broken or not quite right, wounds don't vanish or heal completely, etc. More significantly, you can't seem to send or receive messages through your connection. Anything that manages to come through will be garbled and distorted. It's as though the place you are in is just out of the reach of your control.

Luckily, you may not be alone. Someone else may have gotten lost alongside you. They might already be there when you stumble through or they might arrive after you do. They might even fade out sooner than you, unintentionally leaving you behind.

Eventually, you'll be released back into the Horizon proper, spat out in a random place in the Horizon. While you're stuck, though, you can try to survive, explore, sit and wait it out, or make friends with your fellow trapped partner. Each area has its challenges and quirks that you'll need to deal with.

Scenes to Explore
JUSTICE ◎
FULL IMAGE

High in the clouds, these snowy peaks are as cold as they look. Giant marble hands reach out, though their sheer scale means you might not recognize them as hands from up close. You can scale the mountain, but if you try to go down, the hands will flip the mountain, which sends you tumbling to the top again.

It's up to you whether you can be injured when you fall. Maybe the snow will feel like marshmallows, or you'll break a bone on the jagged rocks. No two experiences are the same. If you have a partner, they could end up faring better than you despite being in the same place.

Conjure some warm clothes or a log cabin even if you wish - they might not manifest perfectly, but it'll be better than nothing. At least the view's fairly nice...while the sun is up. A blizzard will come through by nightfall. With it arrives a strange hovering light that entices you or your friend to follow it into the frozen darkness. What draws you out depends on you. It could be a familiar voice, an image, or a simple compulsion. If you're lucky, the person with you is unaffected and can try to stop you. Or maybe you're the one desperately chasing after the other person?

THE CHARIOT ◎
FULL IMAGE

From a distance, it's hard to tell if they're shipping containers or houses stacked atop each other. A gooey mess covers the ground below. Oddly, the smell isn't as unpleasant as the goo looks. It smells like bubblegum or cotton candy, artificial and sweet. When you first fall in, you might land inside one of the homes, on top of the stacked structure, or the ground. You can try to reach anyone else who's there with you, but be careful: the ooze is spreading. Climb if you must or move from room to room. If you don't keep moving, you risk getting sucked into its sticky mass.

Each block of a home is different. Some are furnished, whereas others are empty or filled with strange knickknacks. Some might even have subconscious creations spawned by you. Keep ahead of the gloopy substance, and you'll be fine, probably. Or you can try to fight it back or block its path by sealing yourself in a room or otherwise, which can slow it down significantly. Mostly, you'll have to hope you fade out before the pink mass completely consumes the landscape.

THE WORLD ◎
FULL IMAGE

The hazy neon glow obscures a nothingness that seems to extend forever. In the middle of the wet ground are several stacked television sets with wires plugged into nothing. Inexplicably, there's also a cat. At first, it appears perfectly normal, but keen observers will notice that its behavior is on a loop where it will walk a certain path, pause at specific intervals to lick its paws, and meow at set points. It does not acknowledge any of its intruders. You can break its loop by picking it up, at which point it'll go limp as a ragdoll. As soon as you set it down, it'll resume its actions as before.

While you can see the same images as someone else on the screens, it's also possible you'll each see something different despite being in the room together. What you see is up to you. It could be an old fuzzy movie, home videos of your childhood, trivia questions you have to answer correctly, or even a memory or vision you wouldn't want to share. Words or faces taunting you could appear between staticky flickers, or maybe your very thoughts are projected onto the screens for anyone with you to read.

Break the televisions if you want, but given a few short minutes, they'll reform between one blink and the next. Looks like you'll have to keep watching until you're released.

THE FOOL ◎
FULL IMAGE

Sprawling and massive, you're unlikely to recognize at first that you're trapped in a labyrinth. Stone walls rise around you, and your surroundings are pitchblack. Manifest a torch or a flashlight if you can, though these will be prone to going out at inopportune times. Escaping over the walls will only send you into another section in the maze.

As you navigate the twisting corridors, you'll encounter any variety of trials and troubles: gaps in the ground, spiked traps, haunting whispers, monsters, decaying corpses. Some of these might've formed from your mind, others might've spawned from anyone else who's trapped with you.

If you aren't alone, do your best to locate your fellow Summoned. Voices do carry and echo over the walls, and there could be landmarks that help you find each other. Finding the exit, however, is another matter. Walk and climb all you want. A way out is impossible until the Horizon chooses to set you free.

Players can pick any scenario that interests them from the four choices above. Unlike the visions from before, characters can accidentally be trapped in as many of the scenes as you want, as many times as you want. Another option is that they can stay trapped in only one scene while a variety of characters fade in and out to join them, or some combination of the two. Choose what works best for your plans.

Each scene will once again carry an associated Arcana etched somewhere inside it, which can change from person to person or instance to instance. It might be on a wall, a table, or on the ground. Characters with a stronger connection to the Horizon are likely to be trapped for longer but the extent of this is your choice and it won't ever exceed a few hours. It's also your choice whether the afflictions continue to haunt them or not. If you want characters to deal with both problems while stuck together, you're welcome to!

Generally speaking, there are no restrictions other than that they won't be able to communicate with anyone outside the area, they can't escape it until the Horizon chooses to release them, and their creation magic will go wrong just enough that it'll make things tricky.
carmesi: <user name="berks"> (392)

[personal profile] carmesi 2022-11-02 04:21 pm (UTC)(link)
[truth be told, wanda hasn't had a lot of time to mind studying the shapes of the arcanas. however, it does breed familiarity, and when he says 'the fool', it reminds her of where she's seen it before—on thor, on himeka.

and while she knows the significance might not quite be the same between their world's understanding of arcanas and abraxas', there is still a line she can draw on.]


Picking out The Fool from a deck of tarot cards represents someone that does not care for any possible dangers. They welcome adventure, untroubled by what may lay ahead.

[—could be related to their current predicament of being literally in the dark of what lies ahead in this labyrinth, dark as it is without their magic lighting their way. stephen clicks his tongue and makes a general assessment of their situation at large.

as it were, she is about to agree, when he gets cut short by the sound of something from within the darkness. wanda delays a verbal response; she hears his thoughts clearly in her mind.]

Yes.

[innocuous and simple as her reply may be, wanda draws in a deep breath and closes her eyes, trying to get her telepathy to spread like tendrils into the darkness, though she is uncertain of where to focus her efforts. no matter—soon enough, she links with something—something familiar but horrifying. mindless to a point.

she opens her eyes again.]

It's blind, but it can — sense us. Noise or temperature, one of the two.

[without a missing a beat, she closes her fists and her magic disappears, throwing them into some amount of darkness. she is careful to not shuffle her feet on the ground, lifting herself up instead to levitate just a few inches off it, gliding back a bit as the sound is a little louder, a little closer.

not that they can't handle it, but do they even want to tackle a monster in the maze? would there be more, and would they be attracted to the noise?]
Edited 2022-11-02 16:24 (UTC)
sorser: (pic#15218272)

[personal profile] sorser 2022-11-05 05:12 pm (UTC)(link)
[Stephen’s not sure he’ll ever get used to Wanda being in his head, even if it’s for something as simple as communication. But he doesn’t have time to overthink it, his mind churning with the possibilities, a whirring kind of mental movement that she’d no doubt be privy to.

He almost opens his mouth to reply, then shuts it immediately. Noise and temperature. Right. He thinks in return, hoping she’ll catch the words in her telepathic net: So this is our minotaur in the maze. Let’s just keep the way lit and try not to rush it.

Because he’s following suit, his cloak lifting him a few feet in the air, his hands still exerting amber magic to guide them via light. He does not know what lies crawling along these walls, but he does not need to; he can do without the mental image of the thing if it means they get out of here unscathed.

Stephen gestures at her to follow in the opposite sound of the noise. Off they go, gliding away down the narrow path, turning a hard right. They have no choice but to follow, his light illuminating their trail but casting long shadows as they move. Those smooth shadows jitter and raise over the shape of something mound-like ahead. Stephen slows, and has to bite down a noise in the back of his throat when he can make out what it is:

A mound of rotting corpses, piled high, impeding their path not so much physically, but offering up a lurid, disgusting distraction.]
carmesi: <user name="berks"> (516)

[personal profile] carmesi 2022-11-05 08:43 pm (UTC)(link)
[she does catch onto his thoughts, so it's good that they're on the same page. wanda will trust his use of magic to keep the maze lit, for she cannot trust entirely that her magic may not be a beacon for creatures unknown.

better him than her, either way, as she keeps track of the distance between the two of them and whatever lurks in the dark, trusting him to lead the way, only to find that he's stopped. circling around him reveals what he's seen, the mound of rotting corpses, and wanda does well to cover her mouth and nose with a hand. two options now—to turn back and hope not to run into whatever has been tailing them, or see if they can maneuver forward.

—no matter, the choice is quickly made for them, for the mound starts to move, what was once considered a mound of individual rotting corpses actually a whole entity in and of itself. it raises itself, using the hands and feet of the once-bodies, groaning under the weight of it all, fitting tightly against the narrow path they're on, a giant maw, distended as it gulps for air, moaning in pain, hands in every stage of decomposition clawing at the walls.

wanda raises a hand behind her, a glow of scarlet on the palm of her hand, ready to encapsulate this horrid creature in swathes of magic and shut it up for good. except there's the pinprick of chills on the back of her neck. she turns her head in time to see— hundreds of glazed-out eyes on her, formed beneath the tendrils of a monster that hugs at the walls, all too close for comfort.]


I got this one.

[she casts her hex back at the creature behind them, then floats just out of the way to avoid being caught by one of the tentacles. don't fly too high, she knows that. there's also no telling for how long her magic will respond accordingly, so they just need to get the hell away from all this.

and while the corpses help the blob-like figure with the huge mouth move around awkwardly, it expels some of the corpses to make itself smaller—and these come to life, rushing towards them.]
sorser: (14)

[personal profile] sorser 2022-11-12 11:34 pm (UTC)(link)
Great.

[Since keeping quiet is easily a moot point now, it slips out sharply. The legion of corpses before them, yawning hugely, strikes a little too close to home — undead things, working in tandem to constrict and confine. But there’s no time to focus on that, not when after snapping his gaze backwards, he spies the tentacled creature that had been trailing them. Its many, many eyes, vacillating between twitching in all directions, and focusing upon them both, all at once.

But you know? He’s seen weirder. And so has Wanda. He nods sharply at her, trusting that her magic will deal with the tentacle creature unspoken, and turns his focus towards the pile of moving corpses.

He casts swiftly with practiced hands. A blade of magic spins and enlarges, sparking with amber at its edges, like a saw blade cutting through invisible metal. This is a trick that’s worked before—last time it split a bus open—and he sure doesn’t mind using it again.

Stephen launches it forward. The corpses shambling their way are sliced clean through the middle, and they crumple, their top halves clawing at the maze ground. This buzzing spell continues forward, shearing through a partial part of the undead legion, leaving it missing a good chunk of its conglomeration.]


We can slip through—!

[The space he’s carved open for him, is what he means to say, except suddenly an eyed-tentacle is wrapping around his waist and yanking him backwards, trying to knock him right into Wanda as he goes wheeling away.]
carmesi: <user name="berks"> (437)

[personal profile] carmesi 2022-11-15 07:22 pm (UTC)(link)
[for her part, wanda circles the tentacled beast, carving runes of witchcraft across its body, weighing down the tentacles so that they don't reach her. she zips her way around its carapace, boots hitting the ground as she ends up behind it. it gives her enough room to breathe, before she's jumping off again to escape newly-formed tentacles that reach for her in a burst.

all this leading her to the front of the creature's form, in time to hear stephen claim that they can slip through—through a space that he's cut for them with magic.

except he comes wheeling towards her, caught with a tentacle wrapped around his waist. wanda loses her balance when he connects with her, scrapes her hand against the ground, and uses that sharp sting on her skin to flare magic at her palms.

the runes carved onto the tentacles glow, and with one swelling thrum, wanda jerks her arms to the side. the tentacles explode at the base, falling flatly, and the creature rolls onto its ball-shaped body in agony. she grits her teeth, enveloping stephen in scarlet magic to drag him away from it.]


Get a hold of yourself.

[arguably, fighting words.

crawling bodies behind them start moving in closer, closing in the space stephen's created for them to slip through. wanda frowns.]


What if we just flew up?

[they'd land somewhere else entirely, if their theory proves correct.]
sorser: (pic#15804699)

[personal profile] sorser 2022-11-16 02:48 am (UTC)(link)
[He collides into Wanda, skids across the ground with his cloak shielding him shredding exposed skin from the friction. He expects the fabric to pull him to his feet, as it often does, except he’s enveloped by scarlet magic, instead, and told—

Get a hold of yourself.

As he’s planted back on the soles of his feet, he huffs out a:]


Really? I’m not getting tossed around for fun, you know.

[Fighting words, indeed!!

Though to be fair, Wanda’s doing more effective work than him. Her hexes made short work of the creature’s tentacles in a gruesome manner, leaving only a pained carapace, but all he can feel is relief — it’s nice to be on the same side, for a change.]


And if we land somewhere worse?

[The crawling corpses are closing in, the legion filling the space of the corridor, pressing hard against its walls like a thing (ironically) alive and pulsing.]
Edited 2022-11-16 02:50 (UTC)
carmesi: <user name="berks"> (307)

[personal profile] carmesi 2022-11-21 07:23 pm (UTC)(link)
[if they do—? should there even be room for questions, at this point? wanda doesn't want to use her magic because she's grown wary of it, as stephen knows. any false move, any spell that requires anything just a touch darker than surface-level spellcasting runs the risk of enveloping her in what darkness the darkhold has left behind within her.

even in the horizon—even in this space—wanda is not without being affected.

in many ways, she and stephen are alike. but it is in many other ways that they are different—which is why they constantly butt heads, unable to see eye to eye on the same matter. now is one of those times, when stephen just thinks and thinks, logically, when wanda's gut just tells her to go for it. how many more alternatives must they consider before he deems one the correct one? the one in fourteen million?

one of the crawling corpses reaches her, grabs at her boot, and all but sends a pulse of chaos to the ground. stephen may very well have choices, but wanda always feels like she's between a sword and a hard place.

always, always. well, if they won't fly, then—

tendrils of dark red magic conspire in the air around them, wanda's fingers moving in a dance of strict and cold movement, like holding onto puppeteering strings, straight bullets into the hivemind of the corpses. inky black ensnares at her fingertips, barely noticeable, for now.]


Get rid of them, then.

[her magic, like this, can buy them time, as she controls their entirety, delves into the hivemind, the urges and the unspooling miasma of unintelligible desires: feed, kill, feed and kill.]
Edited 2022-11-21 19:24 (UTC)
sorser: (pic#15100670)

[personal profile] sorser 2022-11-25 01:20 am (UTC)(link)
[It’s how his mind has always worked. Think, consider all the angles, do it fast and do it purposefully and effectively, and Stephen Strange can solve any problem thrown his way. Even if the chances are one in fourteen million.

He can tell it’s a point of frustration, even now, with corpses crawling their way. When Wanda’s magic ensnares them in something dark, something like a string pulling at a retinue of undead puppets, he understands why she would hesitate — but using her magic now, to this degree, is better than having to rely upon it even more heavily if they stumble into more trouble later. Something worse than the undead shambling their way.

For what it’s worth, he certainly doesn’t want to keep her connected to the hive mind for very long, either. He’s logical, empirical; but he’s not cruel.]


On it.

[Hands fly into practiced motions again. This time, the mandala that blooms in amber light twists and spins before them both, so overlarge its edges almost scrape against the maze walls. It shudders, vibrating with energy, then releases a huge blast of bright, eldritch magic. Simple in theory, but blinding in execution.

It tears through the group, rending them apart, nigh vaporizing the less sturdy among them. Hopefully Wanda has the foresight to let go of her influence before the hive mind registers that straight into her brain, too.]