The ability to nullify magic is never not an unnerving one for a mage, but right now Inessa is quite grateful for it. She'd like to think that the statues' defenses and enhancements being negated will turn the tide it what could otherwise be a very once-sided fight. While Garahel and Interceptor tag-team that statue, Inessa casts a Misdirection Hex to reduce the likelihood of it harming them in retaliation. The statue's fists swing, but it keeps missing. The blow will still hurt should it manage to connect, though.
There are too many statues to hex individually, though, and Inessa instead casts Pull of the Abyss, creating a small rift to draw them forcefully together, damaging them in the process. That will keep them away from the workers and give the Templars a chance to focus their efforts in one specific place.
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There are too many statues to hex individually, though, and Inessa instead casts Pull of the Abyss, creating a small rift to draw them forcefully together, damaging them in the process. That will keep them away from the workers and give the Templars a chance to focus their efforts in one specific place.