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Name: Ozzy The (Not?) Great And (Literally!) Terrible HP: 7/16 Might: 8 Armour: 6 Element: Aero Spells: Location: C2 "You almost tore my robes!" hollered a madly furious Ozzy, at the flapping, papery remnants of Jacqfezt, a once-fellow student of Thaumatomaeroturgicalness class, before he cast forward a gust so strong it BROKE HIS SPINE. Which, admittedly, wasn't that hard to do, when literally half his body was made out of bookspines flapping in the wind. Attacking C6: 1d6 6 Total is 3+6 = 9! Cast High Boost! Total becomes 13! Epiphany! Cast Sigil of Jomp x2! 2 -> 4 -> 8 Inspiration gained!
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# ? Nov 3, 2021 00:28 |
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# ? May 19, 2024 03:39 |
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Name: Benny "Twinkletoes" Broccolini Health: 13 -> 16/16 HP Might: 9 Armor: 6 Oscillations Survived: 6 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [X] [X] [X] Spell 2: Reckless Heat: (Pyra) On victory, double your total strikes against opponent. On loss, double their strikes against you. Cooldown: [X] [X] [X] Spell 3: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] [X] Spell 4: Dust Devil: (Hydro) Unbalance your opponent and raise or lower their value by 1. Cooldown: [ ] [ ] [ ] Spell 5: Formless: (Hydro) Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. Cooldown: [ ] [ ] [ ] Spell 6: Hydro Ward: (Hydro) The next time you would Overload, instead stay at current value and heal for double the value you went over. Cooldown: [X] [X] [X] Spell 7: Triangulate: (Neutral) Play instead of rolling; raise Damage by 4 this round. Cooldown: [X] [X] [ ] Spell 8: Cutting Flare: (Pyra) Strikes this round ignore Armour. Cooldown: [X] [X] [X] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] [X] Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [X] [ ] [ ] Spell 11: High Boost: (Neutral) Add value (1-6) needed to bring you to Max Value to your total. Cooldown: [X] [X] [X] Spell 12: Bitter Frost: (Hydro) Deal [Might] Hydro Damage and Freeze your opponent. Cooldown: [X] [X] [X] Spell 13: Bolster: (Neutral) Heal 2 HP. Cooldown: [X] [X] [X] Listen Along: Feel It All Around - Washed Out The Whoopsy made an embarrassingly small farting sound and began to leak rainbow oils onto the tiled floor from its roiling center mass. Benny promptly slicked the sticky spirits onto himself with Hydro magic in order to restore his physical strength with the vital magic fluids. "Tanks! Don' moiind if Oi do!" Benny bleated, while preening his hair back with spirit grease and a comb. > Cast Spell: Panacea: Benny is no longer Unbalanced and heals 5 HP! > Status Effects: Triangulate. > Attack: G10 hits G9: 1d6 3 - Total: 3
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# ? Nov 3, 2021 02:49 |
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Name: Jimmy "The Gross Son" Bobson HP: 16/16 Armor: 6 Might: 10 Element: "Aero" Spells: Blasting Armour (Cooldown: 1/3), Boost +1/10 (Cooldown: 2/3), Boost +1 (Cooldown: 0/3), Boost +1 (Cooldown: 0/3), Driving Winds (Cooldown: 2/3), Driving Winds (Cooldown: 1/3), Gust (Cooldown: 3/3), Gust (Cooldown: 3/3), Terra Ward (Cooldown: 1/3), Sigil of Jomp (Cooldown: 0/3), Zephyr (Cooldown: 2/3), Zephyr (Cooldown: 1/3), Dust Devil (Cooldown: 3/3), Aero Rune (3/3), Bitter Frost (2/3), Bolster (3/3), Restoration (3/3) Active Spells/Effects: Blasting Armour, Terra Ward (Overload triggered) Location: D8 An errant sneeze had caused a thaumic ringing in his ears, slightly confusing Jimmy's casting plans. Thankfully, he was good enough to duel his opponent to death in the classic manner, too. Attack E8 from D8, Round 2: 1d6 5 I cast Boost +1 I cast Boost +1 I cast Sigil of Jomp I Stand
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# ? Nov 3, 2021 16:27 |
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Name: Ning HP: 16/16 Might: 9 Element: Terra Armour: 6 Oscillations survived: 6 Spells: Stoneskin: Gain 4 armor this round (available) Boost 1-3: add 1d3 to your result (1/3) Boost 1-3: add 1d3 to your result (available) Headwind: All numbers rolled this round gain +2 to their stated value (available) Blasting Armour: Gain 1 bonus Armour this round; if enemy strikes you at the end of the round, they take [Might] Terra Damage (3/3) Incinerate: Adds a Critical strike that inflicts Burn (available) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (2/3) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (1/3) Terra Rune: Next Terra Spell applies twice in a row (2/3) Location: E5 Attack F5 from E5: 1d6 2 Current Total: 9
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# ? Nov 3, 2021 20:20 |
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Name: Hoodie HP: 15/16 Might: 7 Armor: 6 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud, Bolster Move to 3E, attacking 3F Another roll: 1d6 6
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# ? Nov 3, 2021 21:05 |
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Name: Reginald Nammonty II (Reggie) Health: 16/16 Might: 9 Armor: 7 Element: Hydro Spells: Blood Tide; Pyra Ward; False Body; Terra Rune; Bartleby's Bottomless flask; Location: A6 Attacking B6: 1d6 4 Total: 5 + 3 + 4 = 12 Stand Reggie prepares a standard attack for a standard foe and stands hard with his standard flapping in his hands.
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# ? Nov 3, 2021 22:21 |
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Name: Bodacious O'Radical Health: 16/16 Might: 8 Armor: 6 Element: Pyra Location: Moving to Row 10 column A Neutral Spell: High boost: Add value needed to bring you to max value to your total. READY Neutral Spell: Bolster: Heal 2HP. RECHARGE 1 Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. READY Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round READY Pyra Spell: Incinerate: Adds a Critical strike that inflicts Burn. READY Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 3 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 1 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. READY Aero Spell: Whirlwind: Switch value with opponent. READY Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 2 Terra Spell: False Body: On a loss, one of the opponent's strikes hits them instead. READY Pyra spell for the kill last round: 1d10 2 Sparks The Drowned Master was making an end run, and the whoopsy was about to oscillate. "Oh no, you don't," insisted Bodacious, summoning up the power of flame like never before, a veritable tidal wave of fire in his wake as he moved to intercept. It was time to nest three runes and fuel an inferno. "Pargon, Pargon, Pargon..." he incanted, limned by dancing incandescence. Bodacious casts Pyra Rune! Bodacious casts Pyra Rune! Pyra Rune duplicates Pyra Rune! Bodacious casts Pyra Rune! Pyra Rune duplicates Pyra Rune! Pyra Rune duplicates Pyra Rune! Bodacious casts Scorching Heat! Pyra Rune duplicates Scorching Heat! Pyra Rune duplicates Scorching Heat! Pyra Rune duplicates Scorching Heat! Pyra Rune duplicates Scorching Heat!
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# ? Nov 4, 2021 04:57 |
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Everyone braced for what they knew was coming..EXPLORATION - TURN 28 posted:A - Ozzy casts High Boost, Sigil of Jomp and Sigil of Jomp! A - Ozzy rolls 6, bringing their total to 9. Origami Student casts Folding Line! Origami Student rolls 3, bringing their total to 8. WHOOPSY! posted:Arcane Whoopsy makes a sound somewhere between weeping, laughing, and a fog horn! THE MONITOREUM posted:
OSCILLATION 7 posted:1 - G1 advances twice! INSPIRATION posted:All Wizards gain one of: a random spell, a spell of their element, 1d10 HP, 1 Might or 1 Armour!
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# ? Nov 4, 2021 16:47 |
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Name: Benny "Twinkletoes" Broccolini Health: 4/16 HP Might: 10 Armor: 7 -> 8 Oscillations Survived: 7 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [X] [X] [X] Spell 2: Reckless Heat: (Pyra) On victory, double your total strikes against opponent. On loss, double their strikes against you. Cooldown: [X] [X] [X] Spell 3: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] [X] Spell 4: Dust Devil: (Hydro) Unbalance your opponent and raise or lower their value by 1. Cooldown: [X] [X] [X] Spell 5: Formless: (Hydro) Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. Cooldown: [X] [X] [X] Spell 6: Hydro Ward: (Hydro) The next time you would Overload, instead stay at current value and heal for double the value you went over. Cooldown: [X] [X] [X] Spell 7: Triangulate: (Neutral) Play instead of rolling; raise Damage by 4 this round. Cooldown: [X] [X] [X] Spell 8: Cutting Flare: (Pyra) Strikes this round ignore Armour. Cooldown: [X] [X] [X] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] [X] Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [X] [X] [X] Spell 11: High Boost: (Neutral) Add value (1-6) needed to bring you to Max Value to your total. Cooldown: [X] [X] [X] Spell 12: Bitter Frost: (Hydro) Deal [Might] Hydro Damage and Freeze your opponent. Cooldown: [X] [X] [X] Spell 13: Bolster: (Neutral) Heal 2 HP. Cooldown: [X] [X] [X] Benny stepped in something slick and oily just as a powerful gust of wind from the Whoopsy slammed him, forcing the Hydro mage to perform something akin to a splits. He felt his boxer brief rip from the sudden awkward movement, and he tried to get back into a fighting stance without looking superbly uncool. It was difficult to achieve such a goal all at once, however... "Whoop whoop whoop whoop! Wot's all dis, den?!?" Benny exclaimed, regaining his balance despite the treacherous magics. > Oscillation Bonus: Benny gains +1 Armour! > Status Effects: Triangulate, > Attack: G10 hits G9: 1d6 4 - Doubled by Unbalanced! 4 + 4*2 = Total: 12 - Benny stands at 12! > Inspiration Vote: Relentless Arcane Assault (15i) - Spell Cooldown decreases to 2 > Inspiration Vote: Dampen the Rhythm (5i) - Oscillations are 1 Round longer Lux Anima fucked around with this message at 22:02 on Nov 4, 2021 |
# ? Nov 4, 2021 19:12 |
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Name: Bodacious O'Radical Health: 17/17 Might: 9 Armor: 7 Element: Pyra Location: Moving to Row 9 column E Neutral Spell: High boost: Add value needed to bring you to max value to your total. RECHARGE 3 Neutral Spell: Bolster: Heal 2HP. RECHARGE 3 Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. RECHARGE 3 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 3 Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. RECHARGE 3 Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round RECHARGE 3 Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round RECHARGE 3 Pyra Spell: Incinerate: Adds a Critical strike that inflicts Burn. RECHARGE 3 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 3 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 3 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 3 Aero Spell: Whirlwind: Switch value with opponent. RECHARGE 3 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 3 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 3 Terra Spell: False Body: On a loss, one of the opponent's strikes hits them instead. RECHARGE 3 All spells on maximum cooldown! Pyra spell for the kill last round: 1d10 9 Fuel Cloud Oscillation spell Ugh, tapped out completely, gnarly and heinous. Still, the energies drawn from the oscillation were still fresh, and yeah, that included some new aggro to bear. Striding forward from the parboiled remnants of the hydro master, there was what had once been a hydro student. Bodacious casts Trembling Earth. Not any more. Now to give the Whoopsy a bad time or drive it off. Fortify. Votes: Relentless Arcane Assault Dampen the Rhythm Query the Cosmos: Substitute the element. Wherever a spell refers to a specific element or neutral, any element or neutral will qualify. AJ_Impy fucked around with this message at 19:48 on Nov 6, 2021 |
# ? Nov 5, 2021 00:05 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 16/16 Might: 8 Element: Aero Armor: 5 Spells: Formless x 2: Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. 3/3, 3/3 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 3/3 Licking Flame: Gain a strike against your opponent on a loss, 3/3 Iron Thorns: Deal bonus Terra Damage equivalent to your Armor this round 3/3 Bolster: Heal 2hp 3/3 Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage Location: D2 Attack: E2 ---Rolls: 4 -----Total: 4 Focus, focus! That burn hurt lets not fight fire again I don't like fire water like my poor Gizzard is good fire like my brother Fizzard is bad oww oww oww Heal: 1d10 6 Attack: 1d6 4 Pyra Spell from MURDER: 1d10 9 Fuel Cloud Slaan fucked around with this message at 05:12 on Nov 5, 2021 |
# ? Nov 5, 2021 05:10 |
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Name: Jimmy "The Gross Son" Bobson HP: 17/17 Armor: 7 Might: 11 Element: "Aero" Spells: Blasting Armour (Cooldown: 0/3), Boost +1/10 (Cooldown: 0/3), Boost +1 (Cooldown: 0/3), Boost +1 (Cooldown: 0/3), Driving Winds (Cooldown: 0/3), Driving Winds (Cooldown: 0/3), Gust (Cooldown: 0/3), Gust (Cooldown: 0/3), Terra Ward (Cooldown: 0/3), Sigil of Jomp (Cooldown: 0/3), Sigil of Jomp (Cooldown: 3/3), Zephyr (Cooldown: 0/3), Zephyr (Cooldown: 0/3), Dust Devil (Cooldown: 0/3), Aero Rune (0/3), Bitter Frost (0/3), Bolster (0/3), Restoration (0/3), Headwind (3/3), High Boost (3/3) Active Spells/Effects: - Location: E8 Oof. The errant vortices of the whoopsy had sucked out all his magic juices. Nothing a little R&R wouldn't fix, and besides... there was a really nice nugget of wisdom floating in the gestalt, so better nab it before anybody else got to it. Aero Spell: Get: 1d10 8 (Headwind) Neutral Spell: Get: 1d10 8 (Sigil of Jomp) Retrieve High Boost from Pool of Memory Reinforce E8 (autosuccess) Voting for Relentless Arcane Assault and Dampen the Rhythm
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# ? Nov 5, 2021 15:02 |
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Name: Hoodie HP: 7/17 Might: 8 Armor: 7 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud, Bolster (All 3) Choosing HP and a spell of my element. HP Recovery: 1d10 3 HP: 10/17 Burning Strike: 1d6 1 Dampen The Rhythm, Seek Ever Higher, Super Magic Booze, Mind of Battle Junpei fucked around with this message at 22:00 on Nov 5, 2021 |
# ? Nov 5, 2021 21:23 |
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Name: Ning HP: 8/16 Might: 10 Element: Terra Armour: 7 Oscillations survived: 7 Spells: Stoneskin: Gain 4 armor this round (1/3) Boost 1-3: add 1d3 to your result (1/3) Boost 1-3: add 1d3 to your result (1/3) Headwind: All numbers rolled this round gain +2 to their stated value (1/3) Blasting Armour: Gain 1 bonus Armour this round; if enemy strikes you at the end of the round, they take [Might] Terra Damage (1/3) Incinerate: Adds a Critical strike that inflicts Burn (1/3) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (1/3) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (1/3) Terra Rune: Next Terra Spell applies twice in a row (1/3) Location: E5 Geo spell from kill: 1d10 1 Terra Ward: The next time you would Overload, instead stay at current value and remove 2 strikes against you on your next loss Move to D4 Withdraw Solid Stance from Pool of Memory Reinforce D4 Voting for Relentless Arcane Assault and Dampen the Rhythm
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# ? Nov 6, 2021 01:09 |
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Name: Reginald Nammonty II (Reggie) Health: 16/17 Might: 10 Armor: 8 Element: Hydro Spells: Blood Tide (3 turn cooldown); Pyra Ward (3 turn cooldown); False Body (3 turn cooldown); Terra Rune (3 turn cooldown); Bartleby's Bottomless flask (3 turn cooldown); Location: A6 Roll for Spell: 1d50 44: Boost+2 - Add 2 to your total (3 turn cooldown) Voting for Relentless Arcane Assault and Dampen the Rhythm Withdraw Boost +3 from the pool of memory Reinforce A6: 1d6 5 = Success The stalemate put Reggie back on his heels and made him reconsider his tactics.
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# ? Nov 8, 2021 16:59 |
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INSPIRATIONS posted:Dampen The Rhythm Oscillations are 1 Round longer The corrupted former students had been changed… like, even more than before. Where before they bore at least a vague resemblance to their former selves, now they were more like… loosely shaped aglomerations of their previous bodies muddled with fire or whatever. Here and there a hand or something floated loosely in a haze of elemental power, something to remind the Wizards that they’d once been human, but these… abominations were anything but now. The reserve team hadn’t been resting on their laurels. Er, they had, a bit, but it was hard not to want to do SOMETHING to improve matters. And so, they had. Between the bunch of them, they’d worked out a Ritual. Well, sort of. See, Rituals didn’t really show up in the curriculum until the later years, and most of the upper class folk were… well, horrible thing-beasts now. Undaunted, they’d worked something out. It was horribly inefficient and ugly, but it could work. And if it blew up in their faces, they’d at least die quickly. RITUAL OF BLASTING posted:Any Wizards not currently in a fight (and also any lurkers/reserve wizards!) can expend their turn to roll 1d6, the value of which is added to the Blasting Rune Bank. Each Oscillation, prior to the enemy counterattack, the Ritual Of Blasting will attack a row of the Wizards’ choice, dealing one raw Damage per unit in the Bank. If it kills a baddy (who will be revealed by the attack if not visible) it will continue right along to hit the next guy. EXPLORATION - TURN 29 posted:B - Benny rolls 4, bringing their total to 7. Arcane Whoopsy casts Arcane Power II (Aero Rune and Pyra Rune)! Arcane Whoopsy rolls 6, bringing their total to 11. WHOOPSY! posted:Arcane Whoopsy flickers, and is replaced by a Pyran Abomination! Arcane Whoopsy reappears at G5! THE MONITOREUM posted:
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# ? Nov 8, 2021 18:22 |
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Name: Benny "Twinkletoes" Broccolini Health: 3/17 HP Might: 10 Armor: 8 Oscillations Survived: 7 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [X] [X] Spell 2: Reckless Heat: (Pyra) On victory, double your total strikes against opponent. On loss, double their strikes against you. Cooldown: [X] [X] Spell 3: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] Spell 4: Dust Devil: (Aero) Unbalance your opponent and raise or lower their value by 1. Cooldown: [X] [X] Spell 5: Formless: (Hydro) Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. Cooldown: [X] [X] Spell 6: Hydro Ward: (Hydro) The next time you would Overload, instead stay at current value and heal for double the value you went over. Cooldown: [X] [X] Spell 7: Triangulate: (Neutral) Play instead of rolling; raise Damage by 4 this round. Cooldown: [X] [X] Spell 8: Cutting Flare: (Pyra) Strikes this round ignore Armour. Cooldown: [X] [X] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [X] Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [X] [X] Spell 11: High Boost: (Neutral) Add value (1-6) needed to bring you to Max Value to your total. Cooldown: [X] [X] Spell 12: Bitter Frost: (Hydro) Deal [Might] Hydro Damage and Freeze your opponent. Cooldown: [X] [X] Spell 13: Bolster: (Neutral) Heal 2 HP. Cooldown: [X] [X] (*New*) Spell 14: Boost +3: (Neutral) Add 3 to value. Cooldown: [ ] [ ] The Whoopsy took advantage of Benny's momentarily-disadvantaged state and threw out a chaotic tentacle's version of a haymaker punch. The powerful Whoopsy-tendril slammed into Benny's hastily-raised emergency shield and walloped him something fierce, knocking the Hydro mage off-balance. Benny Twinkletoes windmilled his arms frantically and performed a slippery dance on the slick tiles under his soles until he regained his footing. "Nyuk nyuk nyuk," Benny scoffed, swiping his nose again with a thumb. "Watz all dis den? Ya coidn't hoit a floiy, stupid Whoop-" But the Whoopsy was no longer there - it had been replaced with a chaos elemental made of flame at peak health. "-see... Hm." Benny paused, balking. "Welp, Oi guess Oi'll sees ya's lata's!" Benny waved to the elemental and backed away before he abruptly bolted for the exit, using both Aero and Hyrdo magic to make his escape even swifter. "Amscray, mugwumps!" Benny yelled at a bunch of civilians poking their heads out to witness the fighting. "Deez guise mean bidness!" > Move to D7! > Reinforce: D7 - Autosuccess! D7 Area Defense raises to 2! > Non-Combat Action: Benny draws Boost +3 from the Memory Pool! Lux Anima fucked around with this message at 16:34 on Nov 9, 2021 |
# ? Nov 8, 2021 19:26 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 16/16 Might: 8 Element: Aero Armor: 5 Spells: Formless x 2: Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. 1/2, 1/2 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 1/2 Licking Flame: Gain a strike against your opponent on a loss, 1/2 Iron Thorns: Deal bonus Terra Damage equivalent to your Armor this round 1/2 Bolster: Heal 2hp 1/2 Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage 1/2 Location: D2 Attack: E2 ---Rolls: 4, 4 -----Total: 8 You wanna explode? You wanna go? Let's go then jerk. Let's throw Spells, let's head outside Attack: 1d6 4
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# ? Nov 9, 2021 13:14 |
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Name: Bodacious O'Radical Health: 17/17 Might: 9 Armor: 7 Element: Pyra Location: Row 9 column F Neutral Spell: High boost: Add value needed to bring you to max value to your total. RECHARGE 1 Neutral Spell: Bolster: Heal 2HP. RECHARGE 1 Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. RECHARGE 1 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 1 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 1 Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. RECHARGE 1 Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. RECHARGE 1 Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round RECHARGE 1 Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round RECHARGE 1 Pyra Spell: Incinerate: Adds a Critical strike that inflicts Burn. RECHARGE 1 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 1 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 3 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 1 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 1 Aero Spell: Whirlwind: Switch value with opponent. RECHARGE 1 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 1 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 1 Terra Spell: False Body: On a loss, one of the opponent's strikes hits them instead. RECHARGE 1 Relentless Arcane Assault reduces cooldown! Pyra spell for the kill last round: 1d10 3 Scorching Heat Attacking row 8 Column F. Bodacious casts Scorching Heat. If it's still alive, Attacking row 8 column F: 1d6 1
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# ? Nov 9, 2021 15:22 |
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Name: Jimmy "The Gross Son" Bobson HP: 17/17 Armor: 7 Might: 11 Element: "Aero" Spells: Blasting Armour (Cooldown: 1/2), Boost +1/10 (Cooldown: 1/2), Boost +1 (Cooldown: 1/2), Boost +1 (Cooldown: 1/2), Driving Winds (Cooldown: 1/2), Driving Winds (Cooldown: 1/2), Gust (Cooldown: 1/2), Gust (Cooldown: 1/2), Terra Ward (Cooldown: 1/2), Sigil of Jomp (Cooldown: 1/2), Sigil of Jomp (Cooldown: 2/2), Sigil of Jomp (Cooldown: 2/2), Zephyr (Cooldown: 1/2), Zephyr (Cooldown: 1/2), Dust Devil (Cooldown: 1/2), Aero Rune (1/2), Bitter Frost (1/2), Bolster (1/2), Restoration (1/2), Headwind (2/2), High Boost (2/2) Active Spells/Effects: - Location: E8 Jimmy cracked his knuckles and whistled a tune. Soon, the beatings would continue. Retrieve Sigil of Jomp from Pool of Memory Reinforce E8 (autosuccess)
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# ? Nov 9, 2021 15:39 |
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Name: Reginald Nammonty II (Reggie) Health: 16/17 Might: 10 Armor: 8 Element: Hydro Spells: Blood Tide (2 turn cooldown); Pyra Ward (2 turn cooldown); False Body (2 turn cooldown); Terra Rune (2 turn cooldown); Bartleby's Bottomless flask (2 turn cooldown); Boost+2 (2 turn cooldown); Boost+3 Location: A6 Attacking B6: 1d6 1 Rolling up his sleeves, Reggie prepared to mix it up with the petrified student again.
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# ? Nov 9, 2021 15:45 |
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Name: Hoodie HP: 10/17 Might: 8 Armor: 7 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud, Bolster (All 1) Burning Energy Gather: 1d6 5 That's... 12. I stand.
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# ? Nov 10, 2021 03:25 |
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Name: Ning HP: 9/17 Might: 10 Element: Terra Armour: 7 Oscillations survived: 7 Spells: Stoneskin: Gain 4 armor this round (2/2) Boost 1-3: add 1d3 to your result (2/2) Boost 1-3: add 1d3 to your result (2/2) Headwind: All numbers rolled this round gain +2 to their stated value (2/2) Blasting Armour: Gain 1 bonus Armour this round; if enemy strikes you at the end of the round, they take [Might] Terra Damage (2/2) Incinerate: Adds a Critical strike that inflicts Burn (2/2) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (2/2) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (2/2) Terra Rune: Next Terra Spell applies twice in a row (2/2) Terra Ward: The next time you would Overload, instead stay at current value and remove 2 strikes against you on your next loss (available) Terra Ward: The next time you would Overload, instead stay at current value and remove 2 strikes against you on your next loss (available) Solid Stance: Gain a Critical strike against the next opponent who ties with you (available) Location: D4 Heal up: 1d3 2 Reinforce D4
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# ? Nov 10, 2021 11:53 |
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Two steps towards, one step back!EXPLORATION - TURN 30 posted:B - Benny draws Boost +3 from the Pool of Memory! Benny reinforces D7! WHOOPSY! posted:Arcane Whoopsy crystallizes like ice - anyone who rolls 2 next round is Frozen. THE MONITOREUM posted:
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# ? Nov 10, 2021 16:44 |
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Name: Benny "Twinkletoes" Broccolini Health: 3 -> 5 -> 10 -> 16/17 HP Might: 10 Armor: 8 Oscillations Survived: 7 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [X] [ ] Spell 2: Reckless Heat: (Pyra) On victory, double your total strikes against opponent. On loss, double their strikes against you. Cooldown: [X] [ ] Spell 3: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [X] [ ] Spell 4: Dust Devil: (Aero) Unbalance your opponent and raise or lower their value by 1. Cooldown: [ ] [ ] Spell 5: Formless: (Hydro) Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. Cooldown: [ ] [ ] Spell 6: Hydro Ward: (Hydro) The next time you would Overload, instead stay at current value and heal for double the value you went over. Cooldown: [X] [ ] Spell 7: Triangulate: (Neutral) Play instead of rolling; raise Damage by 4 this round. Cooldown: [ ] [ ] Spell 8: Cutting Flare: (Pyra) Strikes this round ignore Armour. Cooldown: [X] [ ] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [ ] [ ] Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [X] [ ] Spell 11: High Boost: (Neutral) Add value (1-6) needed to bring you to Max Value to your total. Cooldown: [X] [ ] Spell 12: Bitter Frost: (Hydro) Deal [Might] Hydro Damage and Freeze your opponent. Cooldown: [X] [ ] Spell 13: Bolster: (Neutral) Heal 2 HP. Cooldown: [X] [ ] Spell 14: Boost +3: (Neutral) Add 3 to value. Cooldown: [X] [ ] Listen Along: Capricorn - Shawn Lee's Ping Pong Orchestra Benny Twinkletoes Broccolini was more than just peeved: he was positively steaming! As he careened through the magical school's halls on blasts of air and sheets of ice, a haze of billowing steam followed closely behind him. "Dat got-dang Whoopsy wuz playin' tricks on me oill aloing!" Benny muttered under his breath as he searched the campus. "The noive of deez guiys..." Benny passed an open doorway at full speed, only to stop and reverse course so he could poke his head back out and peek at something on the other side. Sure enough, the Whoopy was in yet another large courtyard, this time tearing everything up around an irreplaceable fountain. The fountain was frozen solid and it was snowing hard outside, as though a powerful blizzard had somehow begun. Benny took another final, fortifying swig from his magic flask before stepping out into the open. The wind and snow whipped dramatically at his trench coat as he marched forward. "Dat's it!" Benny yelled at the Whoopsy over the gale force winds. The student Hydro mage approached the giant manifestation of malevolent magical chaos while pointing an accusatory finger. "Oi told ya's ta knock it off - and ya didn't listen, didja?! Now look at ya's, all conjointed and whatnot..." Benny stepped closer to the Whoopsy and the fountain, and onto the spreading sheets of clinging ice. His foot got stuck in the rapidly-growing frost for a second, but then Benny took the ice under his own control and freed himself. "Dat's not gonna woik on me, see?" Benny scolded the Whoopsy, and resumed walking unimpeded. The courtyard was even colder the closer Benny got to the central fountain, but the area around the Hydro mage seemed to only get hotter. Huge swathes of ice were melting in a circle around him, and a large plume of steam was trailing him. It was almost as though he was sucking all the heat out of the Whoopsy to make himself even warmer... When he was close enough, Benny tipped his shades down to look the Whoopsy in its multifaceted eyes. The Hydro mage's eyes and fists began to glow white-hot. "Broccolini Up-An'-Attem Matta Splittah." The Whoopsy tried to flee but was frozen solid. > Move to F5! > Cast Spell: Bolster: Benny heals 2 HP! > Cast Spell: Bitter Frost: Whoopsy takes [10 Might] Hydro damage and is Frozen! > Attack: F5 hits F6: 1d6 5 - Total: 5 > Cast Spell: Boost 1-3: Boost 42: 1d3 2 - Rolled 2! Benny is Frozen by Whoopsy's effect! - Total: 7 > Cast Spell: Panacea: Benny is no longer Frozen and heals 5 HP! > Cast Spell: High Boost: Benny adds 6 to his value! - Total: 13 > Cast Spell: Hydro Ward: Benny is protected from next Overload! > Cast Spell: Boost +3: Benny > Cast Spell: Pyra Rune: Benny's next Pyra spell is doubled! > Cast Spell: Reckless Heat: Pyra Rune activates! Winner this round > Cast Spell: Cutting Flare: Strikes ignore armor this round! > Finish: Benny stands with 13 - Epiphany!
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# ? Nov 10, 2021 18:45 |
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Name: Reginald Nammonty II (Reggie) Health: 16/17 Might: 10 Armor: 8 Element: Hydro Spells: Blood Tide (1 turn cooldown); Pyra Ward (1 turn cooldown); False Body (1 turn cooldown); Terra Rune (1 turn cooldown); Bolster (1 turn cooldown); Boost+2 (1 turn cooldown); Boost+3 Location: A6 Attacking B6: 1d6 1 Total: 1+1 = 2 Reggie peers down at his cheat sheet. No, that wasn't right...how did it go again?
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# ? Nov 10, 2021 20:34 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 16/16 Might: 8 Element: Aero Armor: 5 Spells: Formless x 2: Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. 2/2, 0/2 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 0/2 Licking Flame: Gain a strike against your opponent on a loss, 0/2 Iron Thorns: Deal bonus Terra Damage equivalent to your Armor this round 2/2 Bolster: Heal 2hp 0/2 Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage 2/2 Location: D2 Attack: E2 ---Rolls: 4, 4, 3 -----Total: 11 Yeah, you wanna play chicken? Let's play chicken! Fucker my cousins are chickens, I'm a dinosaur fucker! Let's see who finches first! Cast Fuel Cloud Attack: 1d6 3 Cast Formless Cast Iron Thorns
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# ? Nov 11, 2021 03:11 |
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Name: Bodacious O'Radical Health: 17/17 Might: 9 Armor: 7 Element: Pyra Location: Row 9 column F Neutral Spell: High boost: Add value needed to bring you to max value to your total. READY Neutral Spell: Bolster: Heal 2HP. READY Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. READY Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. READY Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. READY Pyra Spell: Pyra Rune: Next Pyra spell applies twice in a row. READY Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. READY Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round READY Pyra Spell: Immolate: Halve your current HP - gain the halved value as Might on strikes this round READY Pyra Spell: Incinerate: Adds a Critical strike that inflicts Burn. READY Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 2 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 1 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. READY Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. READY Aero Spell: Whirlwind: Switch value with opponent. READY Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 2 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent READY Terra Spell: False Body: On a loss, one of the opponent's strikes hits them instead. READY Pyra spell for the kill last round: 1d10 7 Licking Flames Benny was taking point this round. Bodacious kept his arcane might in reserve. Attacking row 9 Column G. Bodacious casts Scorching Heat. Bodacious casts Trembling Earth. If it's still alive, Attacking row 9 Column G: 1d6 1 Most of his arcane might in reserve.
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# ? Nov 11, 2021 17:45 |
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Name: Jimmy "The Gross Son" Bobson HP: 17/17 Armor: 7 Might: 11 Element: "Aero" Spells: Blasting Armour (Cooldown: 0/2), Boost +1/10 (Cooldown: 2/2), Boost +1 (Cooldown: 0/2), Boost +1 (Cooldown: 2/2), Driving Winds (Cooldown: 0/2), Driving Winds (Cooldown: 2/2), Gust (Cooldown: 2/2), Gust (Cooldown: 2/2), Terra Ward (Cooldown: 2/2), Sigil of Jomp (Cooldown: 0/2), Sigil of Jomp (Cooldown: 0/2), Sigil of Jomp (Cooldown: 0/2), Zephyr (Cooldown: 0/2), Zephyr (Cooldown: 2/2), Dust Devil (Cooldown: 2/2), Aero Rune (2/2), Bitter Frost (2/2), Bolster (2/2), Restoration (2/2), Headwind (2/2), High Boost (0/2) Active Spells/Effects: Blasting Armour Location: C6 Jimmy sauntered over to an Abomination that was making most progress towards their backlines, and then battered it with winds smelly and striking enough that it would never leave the memories of those present. Such olfactory combat artistry had never been seen before, he was sure. Positively rank. I cast Zephyr Attack D6 from C6 (Zephyr): 2#1d6 4 6 (I pick 6) I cast Blasting Armour I cast Driving Winds I cast Boost +1 I cast High Boost I cast Sigil of Jomp I cast Sigil of Jomp I cast Sigil of Jomp I Stand
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# ? Nov 11, 2021 19:07 |
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Name: Hoodie HP: 1/17 Might: 8 Armor: 7 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud, Bolster Move to A1 Bolster + Booze roll: 1d3+2 4 Reinforcing this tile
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# ? Nov 11, 2021 19:55 |
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Name: Ning HP: 9/17 Might: 10 Element: Terra Armour: 7 Oscillations survived: 7 Spells: Stoneskin: Gain 4 armor this round (available) Boost 1-3: add 1d3 to your result (available) Boost 1-3: add 1d3 to your result (available) Headwind: All numbers rolled this round gain +2 to their stated value (available) Blasting Armour: Gain 1 bonus Armour this round; if enemy strikes you at the end of the round, they take [Might] Terra Damage (available) Incinerate: Adds a Critical strike that inflicts Burn (available) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (available) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent (available) Terra Rune: Next Terra Spell applies twice in a row (available) Terra Ward: The next time you would Overload, instead stay at current value and remove 2 strikes against you on your next loss (available) Terra Ward: The next time you would Overload, instead stay at current value and remove 2 strikes against you on your next loss (available) Solid Stance: Gain a Critical strike against the next opponent who ties with you (available) Location: D4 Move to C6 Attack B6 from C6: 1d6 1 Cast Trembling Earth
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# ? Nov 11, 2021 20:36 |
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By some reckoning of time, it had been a month. Give or take a few days. Maybe a week? The one reserve chronomancer insisted it had been a month exactly, but follow-up questions on exactly how he knew that were met with bashful shrugs. Sure couldn’t have been the sunrises - the sun seemed to bounce off the horizon sometimes, rolling around the rim of the mountains around town like it was a ball. Not the phases of the moon either - two moons hung in the sky above, growing and shrinking according to some unknown rhythm. Did one of them blink? The reserve wizards argued fiercely about it, distracting their endless frightful days with comforting academic debate. The innkeeper knew exactly how long it had been. Too long. The booze was gone. THE BOOZE WAS GONE posted:The booze was gone. EXPLORATION - TURN 31 posted:B - Benny charges a fearsome attack… WHOOPSY! posted:B - Benny casts Bolster, Bitter Frost, Boost 1-3, Panacea, High Boost, Hydro Ward, Boost +3, Pyra Rune, Reckless Heat and Cutting Flare! B - Benny rolls 5, bringing their total to 5. Arcane Whoopsy casts Arcane Power I (Licking Flame)! Arcane Whoopsy rolls 6, bringing their total to 10. Arcane Whoopsy takes 5 Hydro Damage and is Frozen! Benny is Froz- Panacea cures Frozen and heals Benny 5 Hp! Benny High Boosts and Stands at 13! Benny has an Epiphany! The spell broken, the other beasts dropped where they stood, wholly converting to their raw elemental stuff. Within a few (extremely loud) moments, the entire field between the remnants of the Hall and the stalwart village had fallen entirely silent. That was… it? No one to blame, no one to punish, no final… foe to even yell at? Nothing but the wind and the hollow, hollow shell of what had once been a great Academy. … Now what? NOW WHAT? posted:Now we do some wrap up! The day is saved, you’re free to go… and this village and the area around it (and the premier magical Academy on the continent) is totally blasted to poo poo. Will you help repair it? Will you bail? Will you search the guts of this place for treasure? Also, the lot of you are heavily overpowered for your relative training and you have few (if any) teachers remaining - do you rebuild a school? Do you rove the wilderness as outlaws? Also you have an absolute rear end-ton of Inspiration if you want to do something with that
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# ? Nov 12, 2021 02:55 |
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Hoodie, silent, unknowable as they were, flitted away from the group as soon as they could. Hoodie was a perfectly average student aside from their mystery. They got average grades, were called upon an average number of times, and were otherwise unremarkable. Hoodie decided that the best way to hone this arcane power was to find targets to use it upon. They was young, but soon, in a year or two, stories of The Burning Hood, a mercenary wizard skilled in dungeon diving and magic went wrong started circulating. They later started recruiting for help, looking for ex-students to help with a special case. Adila Goldline was from a family of prodigy earth mages, who was set to inherit the family name. However, she perished in the battle. This broke her father's heart, especially given that Adila was not only the eldest but his favorite. Going mad with grief, the father, Aurum, began looking into dark magics to bring her back-necromancy and demonic spells. Eventually, the second eldest daughter, Bisara, began to seek help, hoping someone could pull her father out of the dark hole he was falling into. The Burning Hood signed up, but not before Aurum snapped, locked himself in a tower, and summoned skeletal and demonic minions to keep adventurers out while he worked on reviving Adila. The Burning Hood, with some old friends from the academy, went to stop this mad wizard.
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# ? Nov 12, 2021 20:55 |
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Name: Benny "Twinkletoes" Broccolini Health: 6/17 HP Might: 10 Armor: 8 Oscillations Survived: 7 Element: Hydro Spells: Many, +1 from the Whoopsy's defeat (Correction: In the last round with the Whoopsy, Benny's Cutting Flare caused Armour to be ignored on Strikes, meaning Benny took a 10 damage hit, enough to have killed him at the start of all this Whoopsy business.) Listen Along: Satisfaction - The Rolling Stones "So's I'm lookin' at the Whoopsy roight in da oiye, see, and den Oi sez ta dem, Oi sez, 'Ligma balls.' -And den Oi walloped 'em good! Whabam, Pow! Straight to da moon!" The bar full of drunk patrons laughed and cheered at the umpteenth retelling of the Whoopsy's defeat at the hands of Archmage Benny Broccolini. Every time he told it, the catchphrase was different, but this was his crowd and his booze and his drinking establishment and they didn't care. This bar and this whole town owed its continued existence to Benny and his "Twinkletoes", to the point where they wouldn't be a town or a functioning pub without him. "Dat's when da Whoopsy toined to dust, and what did Oi see inside, but Headmaster Dingus' kid, Joe Schmoe Whassisname, and he looked at me like I caught him stealin' from the till before *Poof* he was gone." Benny glanced at the bartender with the black eye, dropped his shades a fraction, and gave the man a knowing wink. "And da foist ting Oi thot after dat was, 'Sheesh! Oi needa drink!' but dere was no more booze in da whole town! Imagine dat!" Benny raised his mug of ale for the rest of the gathering to know that he was getting to the point. "So den Oi said to myself, 'Yerra Hydro-mage, Benny, ya can just set up a shipping operation over water - no problem!' And dat was dat. Next ting ya know, bidness is boomin', the school wants me on the board, the town wants ta give me medals an a key an sum junk, and loife is good!" "So cheers! Tanks fer da hooch, and tanks fer lissenin' to an old war stoiry." As the crowd erupted with similar cheers and toasts, Benny chugged his beer, then got up to take a leak. Thanks to Benny's heroics, the organized crime world connected to the Magic Academy would never be disregarded again.
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# ? Nov 12, 2021 23:52 |
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Name: Bodacious O'Radical Bodacious had killed, killed and killed, all in the name of ending the whoopsy. Teachers, students, abominations, all had ended at his magic. He needed a break. *** The sea was on fire. No, the sea was fire. And there, surfing down the wave, was one of the deadliest archmages in the world.
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# ? Nov 13, 2021 02:48 |
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Qizzard Once this was over, Qizzard hung up his wizarding hat. His brother Gizzard was dead. His own magic was anathema to him, being used far too much for pain rather than creative uses that Qizzard had wanted. No, it was time for a career change. Wizard-hat in hand, Qizzard walked up to the bartender of the village and asked a single question. "Do you need an apprentice brewer?" -------- Twenty Years Later Qizzard smiled as he finally opened his own brewery. Five years of apprenticeship. Five years traveling the world to sample its beers and ingredients. Ten more saving up and perfecting his techniques. All for this. Gizzard's Magical Brewery and Karaoke Club would prosper. Qizzard was sure that Gizzard's spirit would watch from the heavens to make it so.
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# ? Nov 13, 2021 04:05 |
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Name: Jimmy "The Gross Son" Bobson Jimmy walked to a dissolving abomination with a snort, leering down on its panicking form. He reached out with his hand. "Hey." "Pull my finger." -------- Decades later Archmage Jimmy Bobson was an enigmatic one, a lord of an officially designated Dungeon named The Fartbox, less so due to active intent and more due to the land around the basement he'd chosen to squat in gradually becoming less and less inhabitable as he worked his magics. A few adventurers had tried their luck at vanquishing him with no luck, their retching forms found in local gutters days later, but mostly people left him alone, instead choosing to enjoy what fruits of his labor the furtive man was willing to share, such as advanced aerosol diffusion techniques and self-propelling windmills.
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# ? Nov 13, 2021 13:21 |
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Ozzy The Not Great and Literally Terrible left no personal legacy except a half-naked corpse posed in death so inspirationally that one of the reserve wizards made a popular - and iconic - magical engraving of it. The picture proved popular and would eventually be abstracted into the symbol for "Greatly Terrible" in the Atalintean iconographic language. The Imp returned to its hellish domain with Ozzy's pleading soul, the bargain (of 'hanging around and doing nothing much until I die', as Ozzy had unknowingly incanted in its hellish tongue) complete. It never quite stopped giggling it its windfall. The fearless Tavern Brats grew up and turned into proficient adventurers, blessed with magic of different stripes... having snatched the spillover of spells from the Pool of Memory while the adults were distracted with the Whoopsy's death spasms. Joby-Clementine (of the Raven dorm), having by chance been broken free of the Arcane Whoopsy's hold before both the Masters' and its own perishment, woke up to find the Academy gone... and that she no longer needed glasses. Or much of anything that she couldn't make by herself of herself. When asked, later on the day of the Whoopsy's defeat (and after having to spell off some all-too-traumatized people seeing her still move about), the Academy's most studious neat freak did clarify that this was a clear example of a runaway Arcane Whoscillation (where an extremely powerful spell - like WISH - intended for one target got stuck cycling between several thanks to inane intent and wording) and that by far the best move (after getting clear of the blast radius) would've been to disrupt the center from long range with siege spells before it got rolling proper, which they could've gotten started on if just someone had bothered to send a simple Message spell to the rival wizard academy in Atalintea. "What do you mean none of you know Message? It was in the introductory class! I know it's not High Boost, but... none of you? Oh for the love of.... CLASS IN SESSION! Get your asses over here, juniors! I'm drumming this spell into your heads if it's the last thing I do!" Despite her new handicap (pigments were a bitch), Joby-Clementine did know how to make the best of things. Already being a senior student close to graduation and well-read on many of the Academy's now-lost Arcane grimoires, she swiftly landed a central teaching role at the rebuilt Academy and eventually rose to the role of Headmistress. She never could get things to stop being sticky around her, though.
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# ? Nov 13, 2021 16:55 |
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# ? May 19, 2024 03:39 |
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Name: Reginald Nammonty II (Reggie) Reggie threw his battered hat and scroll to the ground, his eyes filling with grief-stricken tears as the gravity of all the lost life hits home. Falling to his knees, he silently thanks whatever fates were looking after him during this battle, and vows to shave his mustache in recognition of his fellow apprentices' terrible sacrifice.
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# ? Nov 15, 2021 17:03 |