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Name: Reginald Nammonty II (Reggie) Health: 10/10 Might: 7 Armor: 5 Element: Hydro Spells: Blood Tide; Pyra Ward Location: C7 Attacking D7: 1d6 2 Total: 2 + 3 + 2 = 7 Reggie examines the petrified student before him. He seemed vaguely familiar. Must have stolen his notes at some point.
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# ? Oct 21, 2021 16:11 |
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# ? Jun 10, 2024 02:53 |
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Name: Ning HP: 8/10 Might: 8 Element: Terra Armour: 5 Oscillations survived: 5 Spells: Stoneskin: Gain 4 armor this round (3/3) Boost 1-3: add 1d3 to your result (3/3) 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) Location: E5 Move to H4 Attack H5 from H4: 1d6 4
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# ? Oct 22, 2021 09:37 |
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Name: Hoodie HP: 10/10 Might: 6 Armor: 5 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10 and Blood Tide. Another roll: 1d6 5 Last roll was 1 so now we're at 6. The others were handling the Whoopsie. All Hoodie could do was hold the line and keep things steady.
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# ? Oct 22, 2021 14:31 |
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Bodacious stared into the Whoopsy and squinted. It looked - if you were looking out of the corner of your eye - like a great crackling field of purple energy. If you looked right at it, you had the terrible sensation like you were looking down, about to fall off a precipice into a yawning pit. And at the bottom of the pit was… it was hard to say. It looked like… EXPLORATION - TURN 23 posted:A - Ozzy rolls 1, bringing their total to 1. Arcane Whoopsy casts Arcane Power II (Ironskin and Solid Stance)! Arcane Whoopsy rolls 6, bringing their total to 6. WHOOPSY! posted:Arcane Whoopsy crackles with chaotic power! If anyone rolls a 2 next turn, they must Stand! THE MONITOREUM posted:
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# ? Oct 22, 2021 15:26 |
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Name: Jimmy "The Gross Son" Bobson HP: 9/10 Armor: 5 Might: 9 Element: "Aero" Spells: Blasting Armour (Cooldown: 2/3), Boost +1/10 (Cooldown: 3/3), Boost +1 (Cooldown: 1/3), Boost +1 (Cooldown: 3/3), Driving Winds (Cooldown: 2/3), Driving Winds (Cooldown: 3/3), Gust (Cooldown: 3/3), Gust (Cooldown: 2/3), Terra Ward (Cooldown: 2/3), Sigil of Jomp (Cooldown: 1/3), Zephyr (Cooldown: 2/3), Dust Devil (Cooldown: 3/3), Aero Rune (3/3) Active Spells/Effects: - Location: E9 Jimmy took a moment to send feelers of malignant psychic energy into the Collective Wizard Unconscious to shitpost a bit, to wait until the Whoopsy's tide of chaotic energies subsided. Kicking around in the corroded remains of his former professor though, a breakthrough came to him. Bits of disjointed magic lore linked together, like pieces of a puzzle, allowing him to come to a greater understanding. The understanding he had sought: how to pass gas indefinitely. Aero Spell: Get: 1d10 4 (Driving Winds) I retrieve Aero Rune from the Pool of Memory I reinforce E9 (auto-success)
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# ? Oct 22, 2021 17:40 |
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Name: Ozzy The (Not?) Great And (Literally!) Terrible HP: 7/10 Might: 7 Armour: 5 Element: Aero Spells: Location: F1 "Ah!" Ozzy gasped at what he saw, staring into the purple sucking void that so threatened to pull him in, his robes flapping the unseen wind of magical emanations. The imp hid behind him, stuffing fingers in the ears to ignore the crackling and cackling of the Whoopsy. "There's a student in... on the... bottom?!? OF THE WHOOPSY!" he yelled to the observers, swaying from the vertiginous sight as Bodacious' beachbum burns made disturbingly little impact on the arcane field. The shock and danger of it all made Ozzy's will weak as putty - but like a good Aerowiz, he decided to let the work of others carry him instead! With reckless haste the midget magician began to recite the brunt of the magical incantations that had settled in his head, taking the wind out of the Whoopsy's sails and burgeoning his own magical potenta. The prized High Boost spell did the rest - and a couple of Jomps on top of the resulting Epiphany ensured his efforts would at least make some manner of difference in all of this. Stuffed to the gills with magical power, Ozzy searched for the words of power that might most effectively strip the chaos from the Whoopsy's twitching shape... and found, in actuality, nothing much. Nothing great, anyway. Panicking, he flailed his wooden wand and shrieked out the words of a common pranktrip. "Regurgitate halitosis!" >Cast Whirlwind! Ozzy's 1 becomes the Whoopsy's 6 and vice verse! Attack D1! 1d6 1 Target is 7! >Cast High Boost! Ozzy Stands at 13! Epiphany! >Cast Sigil of Jomp >Cast Sigil of Jomp Inspiration Overdrive! 8 Inspiration gained! Scribbleykins fucked around with this message at 19:12 on Oct 22, 2021 |
# ? Oct 22, 2021 19:10 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 10/10 Might: 7 Element: Aero Armor: 5 Spells: Formless: Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. Panacea: Cure all status effects against you, gaining 5 HP for each so cured Licking Flame: Gain a strike against your opponent on a loss Location: D10 Attack: D11 ---Rolls: 5, 4 -----Total: 9 With tears in his eyes, Qizzard again pummeled the enemy with spell and tongue. He would destroy the petrified student to avenge his brother or he would die Attack: 1d6 4 Cast Licking Flame
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# ? Oct 22, 2021 22:08 |
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Name: Benny "Twinkletoes" Broccolini Health: 4 -> 6/10 HP Might: 8 Armor: 5 Oscillations Survived: 5 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [ ] [ ] [ ] 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: [ ] [ ] [ ] 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: [ ] [ ] [ ] 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] [X] [X] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [ ] [ ] [ ] While leaning up against a partially-melted lamppost, Benny Twinkletoes Broccolini took another couple of slugs from his enchanted flask - the one that had a small one-way portal at the bottom of it that drew liquid from the kegs at the local pub. It tasted a tad watery... Strangely enough, he could smell cherries on the air. Feeling a dire need for a cigarette, Benny briefly stepped through a portal to get a pack of smokes from a bodega on the other side of the Alabaster Hall. > Non-Combat Action: Pub: 1d3 2 - 2 HP healed! > Reinforce: E2 - Autosuccess! E2 Area Defense raises to 3! > Move: to E11 Lux Anima fucked around with this message at 21:01 on Oct 23, 2021 |
# ? Oct 22, 2021 22:13 |
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Name: Ning HP: 8/10 Might: 8 Element: Terra Armour: 5 Oscillations survived: 5 Spells: Stoneskin: Gain 4 armor this round (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) Location: E5 Attack H5 from H4: 1d6 1 Cumulative Total: 5 Cast Blasting Armor
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# ? Oct 23, 2021 00:19 |
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Name: Bodacious O'Radical Health: 8/10 Might: 7 Armor: 5 Element: Pyra Location: Row 1 column D Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. RECHARGE 2 Neutral Spell: High boost: Add value needed to bring you to max value to your total. RECHARGE 2 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 2 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 3 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. RECHARGE 2 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 1 Aero Spell: Whirlwind: Switch value with opponent. READY Bodacious casts Trembling Earth! Earning a draw with a world-ending abomination was a good start. Now to deal more damage, keep it burning and off-balance. This thing was responsible for a lot of death and suffering, and it was time to repay that debt in kind. rolling vs whoopsy: 1d6 1
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# ? Oct 23, 2021 20:40 |
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Name: Hoodie HP: 9/10 Might: 6 Armor: 5 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10 and Blood Tide. Another roll: 1d6 6 That puts me at 12. Stand!
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# ? Oct 23, 2021 21:32 |
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Now that others were looking into the Whoopsy, they managed to get a glimmer of understanding about what, exactly, they were looking at. It was impossible to look at directly, impossible to wholly capture in a single glance, but the observers were Wizards, and students besides - they knew how to examine weird looking stuff! The Arcane Whoopsy, for all its wildly lashing, vibrating outline, looked very much like some kind of spatio-temporal rend displaying a disheartening tableau: a trio of students, faces frozen in abject terror, caught mid-blast as something they’d been messing with exploded in their faces. Their eyes rolled wildly in their sockets, clearly semi-aware, but they could move no further as fragments of the rune-scribing table they’d been operating on drove impossibly slowly through their flesh. The Wizards thought that they recognized them from back before all this, but sticking around for a positive identification was beyond foolhardy. Could they yet be saved? Or would the assault on the Whoopsy simply free them from their grisly status unto an equally gruesome final death? The time to think of that would have to come later, because the pressure was building once again! EXPLORATION - TURN 24 posted:A - Ozzy casts Whirlwind, High Boost and Sigil of Jomp x2! A - Ozzy rolls 1, bringing their total to 7. Arcane Whoopsy casts Chaos Power III (Splash, Crumble, Tear)! Arcane Whoopsy rolls 6, bringing their total to 12. WHOOPSY! posted:Arcane Whoopsy spasms, disengaging to G9! Origami Student takes its place! THE MONITOREUM posted:
OSCILLATION 6 posted:1 - E1 advances on Bodacious - and was rebuffed! Origami Student takes 5 Damage! INSPIRATION posted:All Wizards gain any two of: a random spell, a spell of their element, 1d10 HP, 1 Might or 1 Armour! Dog Kisser fucked around with this message at 05:33 on Oct 26, 2021 |
# ? Oct 26, 2021 05:28 |
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Name: Benny "Twinkletoes" Broccolini Health: 6/10 HP Might: 9 Armor: 6 Oscillations Survived: 6 Element: Hydro Spell 1: Pyra Rune: (Pyra) Next Pyra Spell applies twice in a row. Cooldown: [ ] [ ] [ ] Spell 2: Reckless Heat: (Pyra) On victory, double your total strikes against opponent. On loss, double their strikes against you. Cooldown: [ ] [ ] [ ] Spell 3: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [ ] [ ] [ ] 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: [ ] [ ] [ ] 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: [ ] [ ] [ ] Spell 9: Boost 1-2-3: (Neutral) Roll 1d3 and add it to your total. Cooldown: [ ] [ ] [ ] (*New*) Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [ ] [ ] [ ] (*New*) Spell 11: High Boost: (Neutral) Add value (1-6) needed to bring you to Max Value to your total. Cooldown: [ ] [ ] [ ] (*New*) Spell 12: Bitter Frost: (Hydro) Deal [Might] Hydro Damage and Freeze your opponent. Cooldown: [ ] [ ] [ ] Listen Along: Beautiful Morning with You - The Pillows "Yo - tanks, Tones!" Benny Twinkletoes cheered as he exited the all-hours corner store, waving to the man standing behind the counter. "I owe ya wone~!" Benny smacked the pack of cigarettes hard against the heel of his hand once - twice - threefourfive times, and then he plucked the first smoke from the opened pack and planted it in the corner of his lips. The mage snapped his fingers with a crisp cracking sound and the tip of the cigarette magically lit and started smoking. Benny took a long drag of the carcinogenic drug and exhaled a plume of smoke under the lamplight, forming a cloud that he contained and started swirling into the shape of a dragon with Aero magic. It was nearly daybreak. Strangely enough, Benny could suddenly smell cherries again. The mage put the final touches on his smoke sculpture, held up his hands and extended his thumbs and forefingers together to take a psychomagical snapshot, and then he ambled off in the direction of the Whoopsy, his cigarette still lit in his mouth. For just a moment, Benny had needed to clear his head while the rest of the world burned. > Oscillation Reward 1: Water Spell: 1d10 7 - Benny learns Panacea! > Oscillation Reward 2: Random Spell: 1d50 46 - Benny learns High Boost! > Non-Combat Action: Benny draws Bitter Frost from the Memory Pool! > Move to G10, to fight the Whoopsy next turn! > Reinforce: G10 - Autosuccess! G10 Area Defense raises to 2! > Dazed or Unbalanced: 1d2 2 - Benny is Unbalanced for 1 turn! Inspiration Votes: > Body of Iron (5i, boost our max HP by [oscillations]) > Bartleby's Bottomless Flask (5i, HP regen) > Mind of Battle (5i, destroy things upon Epiphanies) Lux Anima fucked around with this message at 23:23 on Oct 26, 2021 |
# ? Oct 26, 2021 06:42 |
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Name: Ozzy The (Not?) Great And (Literally!) Terrible HP: 7/10 Might: 8 Armour: 6 Element: Aero Spells: Location: F1 Ozzy blinked at the new enemy before him. Well, like some kind of almost-hero, he'd done something. And for his troubles, he was once again bruised, trapped and under siege! Ozzy threw his magic into the land, stabilizing it further, and siphoned off a little to heal himself and learn another spell. As he and the imp huddled between the corrupted bodies of their former students and teachers, the midget magician dearly hoped the new ritual spells and his fellow wizards would be able to bring him out of his current plight. At least he could still order drinkout! Heal roll! 1d10 3 - Ozzy heals to 5! New Random Spell! 1d50 47 - Ozzy learns Triangulate! Voting for Body of Iron (5), Bartleby's Bottomless Flask (5) and Compound The Interest (10)! Reinforcing F1! Gets some manner of status effect that'll be gone next round! Drink roll! 1d3 2 - Ozzy heals to 7! Scribbleykins fucked around with this message at 16:58 on Oct 27, 2021 |
# ? Oct 26, 2021 19:37 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 10/10 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, 0/3 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, 2/3 left Location: D10 Attack: D11 ---Rolls: 5, 4, Formless 5 -----Total: 10 Oh hell, Qizzard was going to die to this bastard too if he didn't do anything. Good thing he knows how to immune like a crocodile, formless like a snake! Gain +1 Might Daze 1 Unbalanced 2: 1d2 2 Cast Formless Cast Panacea Random spell: 1d50 12 Formless Attack: 1d6 5 Stand Voting for Bottomless Flask, Compound the Interest, Body of Iron Slaan fucked around with this message at 22:07 on Oct 26, 2021 |
# ? Oct 26, 2021 21:51 |
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Name: Jimmy "The Gross Son" Bobson HP: 10/10 Armor: 6 Might: 10 Element: "Aero" Spells: Blasting Armour (Cooldown: 3/3), Boost +1/10 (Cooldown: 3/3), Boost +1 (Cooldown: 2/3), Boost +1 (Cooldown: 3/3), Driving Winds (Cooldown: 3/3), Driving Winds (Cooldown: 3/3), Gust (Cooldown: 3/3), Gust (Cooldown: 3/3), Terra Ward (Cooldown: 3/3), Sigil of Jomp (Cooldown: 2/3), Zephyr (Cooldown: 3/3), Zephyr (Cooldown: 3/3), Dust Devil (Cooldown: 3/3), Aero Rune (3/3), Bitter Frost (3/3) Active Spells/Effects: - Location: C8 Jimmy cracked his neck, then his knuckles, and then ripped a massive fart. The power was coming to him, but the glut of arcane energies had left him slightly light-headed. Might as well take a bit of a break. Oscillation: Heal: 1d10 7 Oscillation: Aero Spell: 1d10 10 (Zephyr) Oscillation: Dazed (1) or Unbalanced (2): 1d2 1 (Jimmy is Dazed for a Turn) I retrieve Bitter Frost from the Pool of Memory I reinforce C8 (auto-success) I vote for Body of Iron (5), Bartleby's Bottomless Flask (5) and Mind of Battle (5) Theantero fucked around with this message at 23:01 on Oct 26, 2021 |
# ? Oct 26, 2021 22:59 |
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Name: Ning HP: 3/10 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 (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 (1/3) Incinerate: Adds a Critical strike that inflicts Burn (available) Location: H4 Neutral Spell from Defeating Origami Student: 1d10 2 Boost 1-3: add 1d3 to your result Unbalanced (1) or Dazed (2)?: 1d2 2 Dazed Heal from Oscillation: 1d10 10 Withdraw Terra Rune from Pool of Memory Fortify H4 sheep-dodger fucked around with this message at 16:29 on Oct 27, 2021 |
# ? Oct 27, 2021 16:26 |
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Name: Reginald Nammonty II (Reggie) Health: 10/10 Might: 8 Armor: 6 Element: Hydro Spells: Blood Tide; Pyra Ward Location: Move to A6 Reinforce A6: Autosuccess Unbalanced (1) or Dazed (2): 1d2 2: Dazed Roll for Spell (Terra) - From Kill: 1d10 3: Terra Rune: Next Terra Spell applies twice in a row Oscillation rewards: 1 Might & 1 Armor Draw from memory pool: False Body Inspiration Vote: Bartleby's Bottomless Flask, Body of Iron and Compound The Interest
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# ? Oct 27, 2021 18:12 |
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Name: Bodacious O'Radical Health: 8/10 Might: 8 Armor: 6 Element: Pyra Location: Row 1 column D Pyra Spell: Licking flames: Gain a strike against an opponent on a loss. RECHARGE 1 Neutral Spell: High boost: Add value needed to bring you to max value to your total. RECHARGE 1 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. READY Pyra Spell: Fuel Cloud: If opponent rolls a 6 this round, they take [Might*2] Pyra Damage. RECHARGE 1 Terra Spell: Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent RECHARGE 2 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. RECHARGE 1 Pyra Spell: Scorching Heat: Deal [Might] Pyra Damage and burn your opponent. RECHARGE 3 Aero Spell: Whirlwind: Switch value with opponent. READY Terra Spell: False Body: On a loss, one of the opponent's strikes hits them instead. READY Oscillation spells (Pyra, Any): 1d10 4 1d50 39 Pyra Rune, False Body learned Bodacious is freezing and must stand! 1= Dazed, 2= Unbalanced Debuff coin flip: 1d2 2 Bodacious is unbalanced this turn! Frozen and unsteady, the Pyra student surfer looked at their opponent and saw only flammable paper. Bodacious casts Pyra Rune! Bodacious casts Scorching Heat! Pyra Rune copies Scorching Heat! “I stand,” said Bodacious to the pile of still -smouldering ash. AJ_Impy fucked around with this message at 19:41 on Oct 27, 2021 |
# ? Oct 27, 2021 18:46 |
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Name: Hoodie HP: 4/10 Might: 7 Armor: 6 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10 and Blood Tide. Choosing 1d10 HP Recovery and a spell of my element. HP Recovery: 1d10 6 Back at full! Fire Spell: 1d10 9 That's Fuel Cloud. Dazed or Unbalanced?: 1d2 2 And I'm Unbalanced. Hoodie moved to try and open up a spot next to the Whoopsy for someone else to strike. Move to F10 Body of Iron, Seek Ever Higher, Super Magic Booze Unbalanced Roll: 1d6 2 x 2 = 4 Cast Fuel Cloud Junpei fucked around with this message at 19:29 on Oct 27, 2021 |
# ? Oct 27, 2021 19:11 |
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INSPIRATIONS posted:Bartleby's Bottomless Flask All mages gain a Neutral Spell: Bolster - Heal 2HP Besides, this power was… intoxicating. EXPLORATION - TURN 25 posted:A - Ozzy has a pint and heals 2 HP! It tastes watery! WHOOPSY! posted:Arcane Whoopsy calls out with violent pressure! Adjacent tiles take 1d4 Damage! Benny takes 2 Damage! THE MONITOREUM posted:
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# ? Oct 27, 2021 19:44 |
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Name: Benny "Twinkletoes" Broccolini Health: 10 -> 12 -> 14/16 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] [ ] [ ] 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: (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] [ ] [ ] 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: [X] [ ] [ ] Spell 10: Panacea: (Hydro) Cure all status effects against you, gaining 5 HP for each so cured. Cooldown: [ ] [ ] [ ] 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] [ ] [ ] (*New*) Spell 13: Bolster: (Neutral) Heal 2 HP. Cooldown: [X] [ ] [ ] Listen Along: Aerodynamic - Daft Punk The Hydro mage Benny "Twinkletoes" Broccolini stalked the offices of Alabaster Hall and smoked a ciggie while searching for the source of the cherry smell he'd caught wind of. The bells of dawn had just struck in the town's clock tower, and there was no one around on campus to scold Benny for having a lit cigarette indoors. Benny saw fingers of daylight stretching out from the clouds resting on the horizon as he stepped out into an open courtyard, where he came face to face with the malevolent maelstrom of elemental energy known only as the Arcane Whoopsy. It was the magic hour. "Well well well, Oi taught Oi waz goin' crazy fer a seccint!" Benny said, before shrugging and tossing aside his cigarette. "Yer dat big ol' Whoopsy, aint'cha?" The tortured students trapped at the center of the Whoopsy made some unintelligible groaning in unison. "Dat's messed up." Benny responded, and he took a swig from his magic flask to bolster his nerves. "Don' say Oi didn' warn ya's," Benny said, putting up his dukes. "Dis is gonna hoit." The temperature of the air around the Whoopsy dropped quickly as rigid ice formed all around it, and the crackling energy around Benny's hands started glowing with a terrible, fiery light. "Prepare ye'selves for da Broccolini Up-An'-Attem Matta Splittah!" Benny roared. The Hydro mage charged headlong into the heart of the purple miasma, his fists burning white hot. > Cast Spell: Bolster: Benny heals 2 HP. > Cast Spell: Pyra Rune: Next Pyra spell is doubled. > Cast Spell: Reckless Heat: Pyra Rune activates! > Cast Spell: Cutting Flare: Strikes ignore armor this round. > Cast Spell: Hydro Ward Undo next overload and heal twice the amount past max value. > Cast Spell: Bitter Frost: Deal [9] Hydro damage and Freeze opponent. - Whoopsy takes 4 damage after armor and is Freezing! > Attack: G10 hits G9: 1d6 6 - Total: 6 > Cast Spell: Boost 1-3: Boost 42: 1d3 3 - Total: 9 > Cast Spell: High Boost: Add [4]. - Total: 13 > Cast Spell: Boost 1-3: Boost 42: 1d3 1 - Total 14 - Benny > Benny stands at 13! Epiphany!
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# ? Oct 27, 2021 21:15 |
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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. 2/3, 0/3 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 2/3 Licking Flame: Gain a strike against your opponent on a loss, 1/3 left Iron Thorns: Deal bonus Terra Damage equivalent to your Armour this round Bolster: Heal 2hp 3/3 Location: H11 Attack: H10 ---Rolls: 2 -----Total: 2 My beautiful, scaly twin brother fell but no more shall fall if I can help it! En garde, whoopsy spawn! Attack: 1d6 2 Terra spell, dead guy: 1d10 10 Iron Thorns Cast Bolster Slaan fucked around with this message at 20:01 on Oct 28, 2021 |
# ? Oct 28, 2021 12:32 |
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Name: Jimmy "The Gross Son" Bobson HP: 16/16 Armor: 6 Might: 10 Element: "Aero" Spells: Blasting Armour (Cooldown: 3/3), Boost +1/10 (Cooldown: 0/3), Boost +1 (Cooldown: 3/3), Boost +1 (Cooldown: 3/3), Driving Winds (Cooldown: 0/3), Driving Winds (Cooldown: 3/3), Gust (Cooldown: 3/3), Gust (Cooldown: 3/3), Terra Ward (Cooldown: 3/3), Sigil of Jomp (Cooldown: 3/3), Zephyr (Cooldown: 0/3), Zephyr (Cooldown: 3/3), Dust Devil (Cooldown: 3/3), Aero Rune (3/3), Bitter Frost (0/3), Bolster (3/3) Active Spells/Effects: - Location: C8 Jimmy yawned as he extended his arm, and fired off a foul blast of organic effluvia so powerful and sudden that it left behind nothing but a crater. Jimmy walked to the edge of it to sample the odors, and to see if whatever was in there had survived. I cast Zephyr Attack D8 from C8 (Zephyr): 2#1d6 1 3 (I pick 3) I cast Boost +1/10: 1d2 2 (Roll gains +10) I cast Bitter Frost I cast Driving Winds I Stand
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# ? Oct 28, 2021 13:53 |
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Name: Bodacious O'Radical Health: 16/16 Might: 8 Armor: 6 Element: Pyra Location: Moving to Row 3 column D Neutral Spell: High boost: Add value needed to bring you to max value to your total. READY Neutral Spell: Bolster: Heal 2HP. RECHARGE 3 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 2 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: 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: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 3 Aero Spell: Whirlwind: Switch value with opponent. READY 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. READY Pyra spell for the kill last round: 1d10 2 Sparks There were a couple of places that threatened runaway outbreaks. With this pocket destroyed and Ozzy free, Bodacious went for the nearest protuberance and started beating it up. Bodacious casts Bolster. Bodacious casts Sparks. attack 3E from 3D: 1d6 3 AJ_Impy fucked around with this message at 20:30 on Oct 30, 2021 |
# ? Oct 28, 2021 17:18 |
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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 (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 (1/3) Incinerate: Adds a Critical strike that inflicts Burn (available) Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent Terra Rune: Next Terra Spell applies twice in a row Location: H4 Attacking G4 from H4: 1d6 5 Cast Terra Rune Cast Trembling Earth
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# ? Oct 28, 2021 22:27 |
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Name: Ozzy The (Not?) Great And (Literally!) Terrible HP: 15/16 Might: 8 Armour: 6 Element: Aero Spells: Location: E2 Freed and re-invigorated! A largely rejuvenated and pleasantly buzzed Ozzy and his imp scampered past the smouldering pile that had, to the best of his knowledge, been the remnants of Ames Von Stubblegogh of the Badger dorm, at least before it got flash-flamed like so much dry kindling. "Thanks Bodacious! Uh... brah? Is your eyes supposed to smoke like that? Don't forget to let that magic juice leak out a bit so you don't blow up!" Heedless of his own advice, Ozzy turned his attention on securing another spell from the Pool of Memory while half-assedly backing up the Pyra mage's assault. Cast Bolster to restore 2 HP! Total is now 15! Move to E2! Withdraw Boost+3 from Pool of Memory!
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# ? Oct 28, 2021 23:12 |
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Name: Reginald Nammonty II (Reggie) Health: 10/10 Might: 9 Armor: 7 Element: Hydro Spells: Blood Tide; Pyra Ward; False Body; Terra Rune Location: A6 Attacking B6: 1d6 5 Total: 5 Reggie, pleased to be alive, foolishly decides to match up against yet another mis-matched elemental foe.
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# ? Oct 29, 2021 21:56 |
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Name: Hoodie HP: 16/16 Might: 7 Armor: 6 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud Another roll: 1d6 1 poo poo. Ice Slick activates, turning it into a 6 (Total now 10) and I take some Hydro damage.
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# ? Oct 29, 2021 22:56 |
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It was getting to be quite exciting to watch the Wizards now. Gone were the shy, confused students from only a few… days(???) ago, the fury of combat and the ambient mana coursing through the air having hardened them into something else. As the onlookers watched, several of the brave defenders merely pointed at their foes, reducing them to ash or chunks with only a fragment of their power. It was really pretty cool to watch, and the assorted eligible bacherlor/ettes in the village began to call dibs. EXPLORATION - TURN 26 posted:A - Ozzy withdraws Boost +3 from the Pool of Memory! WHOOPSY! posted:Arcane Whoopsy is Distracted! All individuals on the field remember something embarrassing from their childhood! THE MONITOREUM posted:
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# ? Nov 1, 2021 16:30 |
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Name: Reginald Nammonty II (Reggie) Health: 10/10 Might: 9 Armor: 7 Element: Hydro Spells: Blood Tide; Pyra Ward; False Body; Terra Rune Location: A6 Attacking B6: 1d6 3 Total: 5 + 3 = 8 Reggie recalls the day when his best friend Bluemonty stole his hat and monocle and posed as him for a test, which he promptly bombed. He still wonders how no one questioned his clean-shaven and utterly unpretentious friend.
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# ? Nov 1, 2021 17:56 |
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Name: Ozzy The (Not?) Great And (Literally!) Terrible HP: 15/16 Might: 8 Armour: 6 Element: Aero Spells: Location: C2 Ozzy was returning to the field when he felt his mind squirm as the Whoopsy yowled like an involuntarily bathing cat in the background. Something was trying to rise the forefront of his mind, and he resisted fiercely, veins popping in his neck and forehead. The imp backed away, but watched with fascination, hoping and wondering if its erstwhile (and accidental) master's head was going to pop like a ripe melon being stomped by an archdevil's hoof. It wouldn't have been the first time. Ozzy himself just gasped and kept on struggling, but he just couldn't... hold.... on... --- And there it was. The memory of that time an only slightly younger he, overexcitedly leaning out over the capital's bridge promenade railing, had overbalanced, caught his trousers, underwear AND his shirt on some protruding nails, and plopped straight down into the street in front of the slowly proceeding royal procession, his cheap clothes ripped to shreds, his whole rear end butt naked before the king and queen, their court, the guards, and all the many other celebrating spectators. A hush had fallen as the whole ensamble stopped and confusedly gazed at the dazed, half-naked urchin and so practically everyone had heard the queen-mother giggle and say out loud, coincidentally into the royal megaphone. "Wow, that's tiny." The roar of laughter that followed had been so all-consuming and absolute that Ozzy still on occasion woke from nightmares with it ringing in his ears. --- Cheeks reddening with fire hot enough to put any Pyra mage's Incinerate to shame, Ozzy launched himself at the nearest foe that was not otherwise engaged. The memories had to be purged with spell and violence! Move to C5! Attacking C6: 1d6 3 Cast Bolster! HP rises to 15!
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# ? Nov 1, 2021 21:57 |
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Name: Benny "Twinkletoes" Broccolini Health: 13/16 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] [ ] 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: (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] [ ] Spell 7: Triangulate: (Neutral) Play instead of rolling; raise Damage by 4 this round. Cooldown: [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: [ ] [ ] [ ] 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] [ ] Listen Along: Last Dinosaur - The Pillows Twinkletoes Benny Broccolini ducked and weaved away from an arcing tendril of corrupting magic and delivered a brilliant blow to where the Whoopsy had been frozen in place just moments before, but when the magical pugilist had withdrawn his shining fist from the sliced block of ice, the Whoopsy was no longer there to be found. It had shapeshifted - grown Formless - and squeezed out of fissures in the ice like bubbling steam. The Whoopsy suddenly reappeared behind Benny, and the mage dodged the majority of the Whoopsy's reactionary assault by putting up a momentary barrier of water and ice. "Hah!" Benny laughed as the Whoopsy's claws swept past him. "Niow ya makin' dis innerestin'!" A roiling bubble of chaos burst in the side of the morphing Whoopsy, and Benny was immediately reminded of the time he'd been brought into the dean's office, along with his uncle - the one that had pulled strings to get Benny into this magic school in the first place. What had Benny done wrong, other than dupe some normies out of their lunch money with basic cantrips? Oh, right - there was the sportsball betting racket Benny had started, too, but that was only a side-hustle as far as the magic student was concerned. What was the big deal, anyway, using magic to make bets on mundane things like sports? The teachers made serious money from their magical prowess, so why couldn't Benny if he had the skills and the starting funds? Benny frowned, squaring off with the Whoopsy - he didn't like being reminded of his bad times! > Cast Spell: Triangulate: Benny's Damage increases by 4 for the Round and turn's roll is skipped! > Attack: G10 hits G9 none (Triangulate)
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# ? Nov 2, 2021 00:58 |
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Name: Jimmy "The Gross Son" Bobson HP: 16/16 Armor: 6 Might: 10 Element: "Aero" Spells: Blasting Armour (Cooldown: 0/3), Boost +1/10 (Cooldown: 1/3), Boost +1 (Cooldown: 3/3), Boost +1 (Cooldown: 3/3), Driving Winds (Cooldown: 1/3), Driving Winds (Cooldown: 0/3), Gust (Cooldown: 3/3), Gust (Cooldown: 3/3), Terra Ward (Cooldown: 0/3), Sigil of Jomp (Cooldown: 3/3), Zephyr (Cooldown: 1/3), Zephyr (Cooldown: 0/3), Dust Devil (Cooldown: 3/3), Aero Rune (3/3), Bitter Frost (1/3), Bolster (3/3), Restoration (3/3) Active Spells/Effects: Blasting Armour, Terra Ward Location: C8 Jimmy cracked his neck and smiled as he walked past his shattered foe with a decidedly languid pace. Memories came to him as he went, of the past. Of that time he poo poo his pants in wizard elementary school. Right there, in front of the whole class. It was not subtle, and everybody noticed. For lesser men, this would've been a mortifying experience that would haunt them at night for the rest of their lives. For Jimmy? For Jimmy, it was his first step towards greatness. Spell: Get (Neutral): 1d10 9 (Restoration) I cast Zephyr Attack E8 from D8 (Zephyr): 2#1d6 4 6 (I pick 6) I cast Boost +1/10: 1d2 2 (Roll gains +10) I cast Driving Winds I cast Blasting Armour I cast Terra Ward
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# ? Nov 2, 2021 16:31 |
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Name: Bodacious O'Radical Health: 16/16 Might: 8 Armor: 6 Element: Pyra Location: Moving to Row 7 column D Neutral Spell: High boost: Add value needed to bring you to max value to your total. READY Neutral Spell: Bolster: Heal 2HP. RECHARGE 2 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 1 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: 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 1 Pyra Spell: Sparks: Deal [Might/2] Pyra Damage for each Neutral Spell you cast this turn. RECHARGE 2 Aero Spell: Whirlwind: Switch value with opponent. READY 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. READY Pyra spell for the kill last round: 1d10 4 Pyra Rune Time to move again and beat back the enemy again. Wherever was furthest forward, wherever the defences were weakest. Bodacious casts Trembling Earth. attack E7 from D7: 1d6 3
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# ? Nov 2, 2021 18:31 |
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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 (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 (2/3) Incinerate: Adds a Critical strike that inflicts Burn (available) 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: H4 New Geo Spell: 1d10 2 Trembling Earth: Deal [Might] Terra Damage and Unbalance your opponent Move to E5 Attack F5 from E5: 1d6 6 Cast Trembling Earth Cast Boost 1-3: 1d3 1 Current Total: 7
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# ? Nov 2, 2021 20:42 |
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Name: Hoodie HP: 16/16 Might: 7 Armor: 6 Element: Pyra (Good against Aero, bad against Hydro) Spells: Pyra Ward, Boost +1/10, Blood Tide, Fuel Cloud, Bolster Cast Pyra Ward Pyra Ward roll: 1d6 5 Overload, Pyra Ward activates, brings me back down to 10. Another roll: 1d6 1 Alright, I can take one hit. Standing at 11.
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# ? Nov 2, 2021 20:53 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 14/16 Might: 8 Element: Aero Armor: 5 Spells: Formless x 2: Deal [Might/2] Hydro Damage and copy opponent's value, replacing your own. 1/3, 0/3 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 2/3 Licking Flame: Gain a strike against your opponent on a loss, 0/3 left Iron Thorns: Deal bonus Terra Damage equivalent to your Armour this round 0/3 Bolster: Heal 2hp 2/3 Location: H11 Attack: H10 ---Rolls: 2, 3 -----Total: 5 Ow ow owwwww hot hot hottt Attack: 1d6 3 2 burn damage Burn gone on 3?: 1d3 1 Slaan fucked around with this message at 22:37 on Nov 2, 2021 |
# ? Nov 2, 2021 22:32 |
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Already, the all-too-familiar pressure was building. The villagers grit their teeth once again. Would they ever be free of this hell?EXPLORATION - TURN 27 posted:A - Ozzy casts Bolster! A - Ozzy rolls 3, bringing their total to 3. Origami Student casts Tear! Origami Student rolls 5, bringing their total to 5. WHOOPSY! posted:Arcane Whoopsy sends his generals forth! Drowned Master teleports to B10! The other Masters don’t respond... THE MONITOREUM posted:
Dog Kisser fucked around with this message at 21:16 on Nov 3, 2021 |
# ? Nov 2, 2021 22:46 |
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# ? Jun 10, 2024 02:53 |
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Name: Qizzard, the Lizzard Frizzy Wizzard HP: 12/16 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, 0/3 Panacea: Cure all status effects against you, gaining 5 HP for each so cured 1/3 Licking Flame: Gain a strike against your opponent on a loss, 0/3 left Iron Thorns: Deal bonus Terra Damage equivalent to your Armour this round 0/3 Bolster: Heal 2hp 1/3 Location: H11 Attack: H10 ---Rolls: 2, 3, 5 > -----Total: 10 > 6 (formless) Ahhh ahhh ahhhh new body new body get it offfffff Attack: 1d6 5 Burn gone on 3?: 1d3 2 2 burn damage Casting Formless
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# ? Nov 2, 2021 22:52 |