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Defeat The Godmodder

Magic and Monsters VI
I sacrifice Misfire, Static, and Accelerate, since it's to risky. Then I attack Living Wood, and my axe slices through it, hitting the nymph mage! I then try to make another spell that will permanently increase Mana regen, and a spell that will boost melee attacks permanently!

You sacrifice 3 spells, regaining 15 Mana! You also attack the Nymph mage for 6,000 damage!

Permanent Mana Regen boost spell (Risky!): 12/20 - Mana speed-up: Grants x2 Mana regen to an ally for 3 turns. Cost: 14 Mana

Permanent Melee Attack Boost Spell (Risky!): 3/20 - Entanglement of Magic: This spell can't be cast. It can only be recycled, and when it is recycled, it gives -5 Mana instead of +5!

I vote for boiling bog create and destroy one nodescript spell and then cast reset on myself since bleeding is dangerous

You cast Reset on yourself, curing yourself of Bleed! You know, Spicy_Serious could use some help in the status effect department too...

Yea, that's pretty bad luck. Oh well - let's use these spells to do things!

First off, I cast Creation enough times (0 MP is fun) to make myself a little MP Bar by making the worthless metal into something less worthless, simply because I just like making that sorta thing.

MP: [||||||||||||||||||||] 20/20

Cool. Now that that's there, I go ahead and cast Singe at any Living Wood that's alive still, hoping for the Super Effective bonus.

To finish off my turn, I throw away my weapon creation spell for the 5 MP, and try to think of a new spell. Feeling unoriginal, I just go with a slightly different approach to an element system...

First off, I attempt to create a spell that would create a short ranged cone of cold, dealing ice/frost damage to enemies. I also create a Lightning Bolt, an spell that extends in a straight line and deals lightning/thunder damage. If I can, I try to impose my Proficiency in Arcana to give myself the bonus to the D20 in making the spell.

I'm gonna go for Boiling Bog, because status effects like poison at least only deal damage over time. Plus, the new spells I'm creating might be useful.


MP: [||||||||||||||||||||] 19/20

OOC: I have no idea if I broke the action limit or not. Stuff at the top of the post should take priority in happening if I did. Sorry, Moniker.

You give yourself an MP bar, at the cost of one of your actions! Hey, neat.

10,000 damage to a Living Wood! Singed!

Ice-Based spell: 4/20 - Chill: A small wintry wind surrounds the target, reducing their accuracy slightly. Mana cost: 2

"For now I saw we hold onto the ring, until we have a spell that's particularly useful. Oh, and I vote for the Boiling Bog. We've got some spells that'll be pretty useful for Status Effects."

With a flick of the wrist I conjure another spell...

Create Spell: Bolt!

This spell is simple, it conjures a ballista bolt and sends it rocketing towards the target at sub-sonic speeds.

I wanna get off of Support dammit! I'm a cultist!

Create Spell: Downwind!
Create Spell: Rising Sun!

I'm...not sure what these do, their only purpose is to give me spell-fodder to sacrifice after all. And I burn them before I can really look.

Spells: Downwind and Rising Sun Sacrificed!

Sighing I glance at my HP...I'm nearly out of triple digits. That's not something I'm comfortable with...but I'll have to deal with it for now.

Bolt-Based attack spell: 14/20 - Pierce: Sends a bolt flying towards and impaling both a chosen target, and the target behind it. Deals major damage to both. Mana cost: 12

You create and sacrifice 2 spells, regaining 10 Mana!

I use Ignite on the nymph mage
I add a plant based spell, which will summon up plants to entrap and tangle enemies, as well as protect allies
I add an ice based spell, which will deal damage and reduce the targeted opponent's attack power.

You ignite the Nymph mage, burning them and dealing 3,000 damage to them!

Plant-Based attack/protect spell: 17/20 - Summon Roots: Summons friendly Roots to the battlefield, which can be individually ordered to either help shield an ally from an attack (damage will be reduced significantly but not prevented), or strike at an enemy for moderate damage. Mana cost: 13

Ice-based attack-reduction spell: 9/20 - Frostbite: Chills an enemy's blood for moderate damage and a minor attack reduction. Mana cost: 8

--------

ENEMY PHASE:

One Living Wood smacks a Villager, killing them! The other 2 charge Spicy_Serious for 20,000 damage!

The Nymph Mage, mana somewhat restored, casts Chop on DragonofHope, dealing 10,000 damage to him and causing bleeding!

ALLY PHASE:

The Iron Golems split up and charge all three remaining Living Wood, killing 2 and severely injuring the remaining one!

--------

Okay, things are about taken care of. Next, you're preparing to the boiling bog. Combat finishes this turn no matter what, so take this time to recover and create any new spells you have in mind! Mana gets fully regenerated after combat, but HP does not.


Players:

Pionoplayer: 130,000/150,000 HP
Mana: 5/20
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 60,000/150,000 HP (Leprosy, -20,000 HP per turn)(covered in paper)
Mana: 20/20
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)

DragonofHope: 136,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(Bleeding, -4,000 HP per turn for 2 more turns)
Mana: 20/20
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Magical Entanglement(Can't be cast, gives -5 Mana when recycled)

Algot: 96,000/150,000 HP
Mana: 7/20
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 15/20
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [||||||||||||||||||||] 20/20
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
Living Wood: 30,000/60,000 HP, 10,000A
Nymph mage: 5,000/80,000 HP (Mana: 5/10, 3 Regen)(Spellbook: Chop(5 Mana), Worms(5 Mana))(poisoned, -6,000 HP per turn for 1 more turns)(burned, -3,000 HP per turn for 2 more turns)

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)
 
Magic and Monsters VII
Okay, let's get this sidequest back on track.

I smile, shooting the Nymph a glare. They're weak, and I finally have a good offensive spell...it's time for some payback.

I Cast: Pierce on Nymph Mage and Living Wood.

Vengeance complete-(hopefully)-I turn my attention to my HP bar...oh well, I'll probably survive another Turn. Until then...

Create Spell: Rising Tension!
Create Spell: Frosty Winds!

Sacrifice Spells: Frost Winds and Rising Tension.

Gee, when you name them like that, you start making me think of potential ideas for various rolls for the spells, and then you cruelly dash my hopes.

Pierce deals 15,000 damage to both targets, killing the Nymph mage! REVENGE! You regenerate 10 Mana.

I try to create a spell that will allow me to create undead warriors, and try to create yet another spell to permanently boost melee attack damage, after recycling magical entanglement!

Undead warrior summon spell: 4/20 - Bone: Summons a bone that bonks an enemy for medium damage. Mana cost: 5

Permanent melee boost spell (Risky!): 6/20 - Muscles: Makes the target grow fake muscles which do nothing. Mana cost: 0

You recycle magical entanglement! You lose 5 Mana, but you no longer have it cluttering up your spellbook.

I create and destroy 2 spells and then reset spicy

Spicy_Serious loses his paper and Leprosy! Now he's no longer constantly losing HP!

--------

Out of sheer eagerness to be finished, the Iron Golems take out the Living Wood! It's time to move on to the most voted-for option: The Boiling Bog.

--------

Everyone dusts off, happy the immediate enemies are taken care of. Suddenly, you once again hear the voice of the God of Magic and Knowledge... much clearer this time!

GOMAK: Players, thank you! My influence over this land already begins to return with Quetzalcoatl's monsters defeated...

To your left, the tree branches part to reveal a clear path.

GOMAK: This path is for you. Follow it, and you will reach the Boiling Bog...

GOMAK: Ah, my time to speak runs short... beware of the witch!


Together, you hesitantly follow the path. As you do, your mana regenerates, and you realize you have LEVELED UP!

You now have 25 Maximum Mana, and 6 regen per turn!

---------

You emerge from the forests onto a brief plain. Ahead, you see the brown muck of the bog. The sky is still an ambient black, however, you also see in the distance (but not too far), a hill... on top of which, you can make a giant snake. That must be Quetzalcoatl! Is it... looking at you?

Concerned, you press on into the Boiling Bog. You soon find your progress impeded by the mud all around. Enemies aren't showing their face, but you're knee-deep in this stuff. If, or rather, when, they do, flight won't be an option.

About halfway through the bog, everyone stops for a rest. Then, Spicy_Serious points out a small brown hut. It looks almost like... a witch hut!

Enemies emerge from the muck, rising out as though they had always been in the ground all along! Immediately, your Iron Golems, already struggling to move in this environment, are sucked under by the tendrils of a Gloopsucker! Meanwhile, you yourself must contend with swamp swarmers, which despite their low HP, have aggravatingly high attack power, and their fangs are flecked with poison...

But in the back, behind all the other foes, you see the biggest threat of all emerge: The witch! She readies her brews, and prepares to poison the very liquid you find yourself unable to escape. She could easily afflict the entire team with her mixes... And her backup mages look ready to make sure she doesn't fail!

Time to fight!

-------

Players:

Pionoplayer: 130,000/150,000 HP
Mana: 25/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 60,000/150,000 HP
Mana: 25/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)

DragonofHope: 136,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(Bleeding, -4,000 HP per turn for 2 more turns)
Mana: 25/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Bone(Mana cost: 5, deals minor damage to an enemy)
Muscles(Mana cost: 0, makes target grow worthless fake muscles)

Algot: 96,000/150,000 HP
Mana: 25/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)

Kyleruler: 150,000/150,000 HP
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 100,000/100,000 HP, 100% potion supply! (poisoning bog water)(Miniboss)
Backup mage: 20,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))
Backup mage: 20,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))
Gloopsucker: 50,000/50,000 HP (disabling and poisoning Iron Golems!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Elite Swamp Swarmer: 25,000/25,000 HP, 50,000A (poison attack!)

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)(can't move! -15,000 HP per turn!)
Villagers: 15,000 x 2 HP (need protection!)
 
Magic and Monsters VIII
I use geostorm on the gloopsucker, make and trash another spell, then cast ignite on one of the backup mages.

Geostorm HITS! The Gloopsucker is slain! The Iron golems can move again...

You trash a spell for +5 Mana! You hit a Backup Mage with Ignite, dealing 5,000 damage and burning them!

I recycle Bone, and try to make a spell to permanently give someone health regen! I then use Muscles on the witch to severely hinder them!

+5 Mana from Bone! Keep in mind you don't need actions to recycle.

Permanent regen spell (risky!): 16/20: Big Regen: Makes the target regenerate a large amount of health per turn for 3 turns. Mana cost: 15

You cast Muscles on the witch, and they're forced to waste some time taking them off! Of course, it's only a second... but the witch accidentally knocks over her potion supply! 10% potions lost!

I shoot the Witch a glare, this'll be a fun battle I can tell...accursed mud...

I Cast; Deadly Performance on Villager!

I nervously glance at my HP and the numerous enemies with Status-Effect attacks.

I Cast;Rejuvenate on Myself!

Not dying sounds nice, yes.

Create Spell;A Grand Ol' Time

Sacrifice Spell;A Grand Ol' Time

Quietly I scrawl notes on the sacrificed spell in my handy book, it may not be used here but it does give me some interesting ideas.

Deadly Performance is protecting the villagers! The Iron golems are grateful!

+40,000 HP to you! Now that you don't have Leprosy, you're feeling better already.

+5 Mana from your sacrifice!

-------

ENEMY PHASE:

The Witch begins by dumping 25% of her potions into the bog water in a big dump! You immediately notice your knees weakening, and the weakening feeling is creeping up your body... For the next 2 turns, all Players take 30,000 damage per turn unless the water is cleansed! Remember, learning spells can help here. And you can attempt a learn/cast in the same turn.

The Swamp swarmers split up! 2 attack Algot for 40,000 damage + poisoning, and 3 attack DragonofHope for 60,000 damage + poisoning! The Elite Swamp Swarmer attacks the villagers, but Deadly Performance blocks him, dealing 10,000 damage in return and canceling the attack!

Both backup mages cast Attach Lightning Rod on Pionoplayer and Spicy_Serious. Immediately, giant metal tubes spring out of the backs of their heads... that'll probably be bad for them if they get hit by any lightning attacks! This counts as a status effect.

ALLY PHASE:

The Iron golems free themselves, and begin the very long and very slow march to the Witch! In the process, they kill 3 Swamp Swarmers, but 2 more slither out of the mud! They need the Swamp Swarmers clear before they can make it to the Witch to crush her...

Every Player regenerates 6 Mana.

--------

WARNING! Dirty water! Players will take 30,000 damage at the end of this turn and the next!

Players:

Pionoplayer: 130,000/150,000 HP (attached lightning rod!)
Mana: 11/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 100,000/150,000 HP (attached lightning rod!)
Mana: 11/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)

DragonofHope: 72,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(Bleeding, -4,000 HP per turn for 1 more turns)(poisoned, -5,000 HP per turn for 3 more turns)
Mana: 25/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Muscles(Mana cost: 0, makes target grow worthless fake muscles)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)

Algot: 56,000/150,000 HP (poisoned, -5,000 HP per turn for 3 more turns)
Mana: 25/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 100,000/100,000 HP, 65% potion supply! (poisoning bog water)(Miniboss)
Backup mage: 11,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))(burning, -4,000 HP/turn for 1 more turns)
Backup mage: 20,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Elite Swamp Swarmer: 15,000/25,000 HP, 50,000A (poison attack!)
New Swamp swarmers: 1-2 new Swamp Swarmers each turn

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)
 
Magic and Monsters IX
I use Big Regen on myself, the cast conjure weapon to create a massive sword, which I then throw at the witches potion supply! I then recycle Muscles, and create a new spell which will allow me to shoot a random spell that will damage enemies, and heal allies.



The Sword lands right in the witches supply! -15% of it!

Random attack spell: 18/20: Arcing Magic: Wisps of magical energy bounce randomly around the battlefield, only stopping when they hit something with an HP bar. 3 random targets hit, moderate damage if its an enemy, moderate healing if its an ally. Mana cost: 15

I cast frostbite on the undamaged backup mage.
I then create and trash two more nondescript spells.

+10 Mana! 15,000 to the undamaged backup mage! They find themselves slowed with less frostbite.

Create Spell: Surpressing Fire!
A spell designed to prevent enemies from appearing on the battlefield, wether via summon or otherwise, as long as this spell is working no one will come.

Create Spell: Jelly Jamboree!
Sacrifice Spell: Jelly Jamboree

Cast Spell: Pierce on Elite Swamp Swarmer and Swamp Swarmer

Enemy prevention spell (Risky!): 19/20: Auto-snipe: A sniper is summoned, who then watches over the battlefield and automatically snipes any approaching reinforcements. Lasts 3 turns. Mana cost: 20

+5 Mana!

Pierce hits and kills both targets!

--------

ENEMY PHASE:

The Witch uses up 30% of her remaining supply, pulling 3 potions from her flask! She then throws them at Algot, Kyleruler, and Spicy_Serious! The Potions immediately afflict the three Players with IMPENDING DOOM! If this status effect is not cured within 4 turns, they'll instantly die regardless of HP or other defenses!

The backup mages, meanwhile, have been having a discussion. Noticing that of the 6 Players in the sidequest, only 3 seem to not be AFK, the Backup mages think it would be just really unfair to nail the lightning rod-ed Players with Arcthunder this turn. They're going to hold off one more turn, and THEN cast it. Mmkay?

The 3 remaining Swamp Swarmers all bite Kyleruler for 60,000 damage! Kyleruler doesn't really react.

ALLY PHASE:

The 3 Iron Golems crush 3 Swamp Swarmers! For a moment, it seems like they've broken through, but then 1 new Swamp Swarmer appears in front of them. The Iron Golems continue pushing forwards - they'll reach their target soon enough!

--------

NOTE: Since it seems Algot, Kyleruler, and MooGoestheCow have all stopped posting, for the rest of this fight, you can cast using their spellbooks and mana pools. You still have 3 actions, but now you can, say, use 1 of those actions to cast Moo's Electric Shock with Moo's mana pool.

--------

Dirty Water takes effect! 30,000 damage to everyone!

Everyone regenerates 6 Mana!

WARNING!
Dirty water! Players will take 30,000 damage at the end of this turn!

Players:

Pionoplayer: 100,000/150,000 HP (attached lightning rod!)
Mana: 19/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 70,000/150,000 HP (attached lightning rod!)(Impending doom - dies in 4 turns if no cure is given)
Mana: 11/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)

DragonofHope: 53,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(poisoned, -5,000 HP per turn for 2 more turns)(+20,000 HP per turn for 2 more turns)
Mana: 11/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)

Algot: 51,000/150,000 HP (poisoned, -5,000 HP per turn for 2 more turns)(Impending doom - dies in 4 turns if no cure is given)
Mana: 25/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 60,000/150,000 HP(Impending doom - dies in 4 turns if no cure is given)
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 100,000/100,000 HP, 20% potion supply! (poisoning bog water)(Miniboss)
Backup mage: 11,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))(burning, -4,000 HP/turn for 1 more turns)
Backup mage: 5,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))(frostbite, reduced attack power)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
New Swamp swarmers: 1-2 new Swamp Swarmers each turn

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)
 
Magic and Monsters X
Cast Reset from Algot's Spell Book and Mana Pool. Target; Algot.

Create Spell:Warped Perception!
Sacrifice Spell: Warped Perception!

I Cast: Pierce on both Backup Mages!

Hopefully we can scrape by, but with several of our number's low HP and Dirty Water, if they get off that ArcThunder it could spell the end for several of us.

--------
Idly I wonder how the magic clone I had following the Nanobots is doing, the guy might've been an asshole but deep down I think he has a good heart....very deep down.

Algot reset!

+5 Mana!

Both backup mages are slain!

The magic clone tripped. And died. Poor guy.

I cast Summon Roots and order them to protect, then sacrifice two more nondescript spells.
There's no way we're gonna beat this sidequest if the others don't come back.

At this point, I'd personally say your best bet is to keep the iron golems alive and let them do the work.

+10 Mana!

The Roots you summon move out to protect the Players and the golem/villager team!

I try to create a spell that will instantly cure any status effect, on everyone, and then immediately use it as soon as I can as long as it won't backfire. I also create and recycle a spell.

This is three actions right?

All-cure team-wide spell (Risky!): 14/20: Curezap: Hits the entire team with a cure ray that has a 50% chance to cure any and all status effects, positive or negative. Mana cost: 16

You cast it, and your half-baked blanket of cure magic covers the whole team...

Piono and Spicy_Serious are cured of lightning rod! You are cured of poison! Kyleruler is cured of Impending Doom! Unfortunately, Spicy_Serious is not.

-------

ENEMY PHASE:

The Witch realizes she's all alone except for a Swamp Swarmer! The Swamp Swarmer in question bites Pionoplayer, dealing 20,000 damage to him and giving him poison!

The witch herself reaches for her potion stash, but then the protective roots assault her! All three roots grab her, and she only manages to toss out one half-made potion in haste! The half-made potion arcs over the heads of the Players, and lands smack dab on the two villagers, covering them in a sticky, clingy oil... if they're hit with anything that even resembles combustible like this? Instant death for them! Find some way to safely clean them! Wait... does the witch have just enough materials left for a molotov cocktail?

ALLY PHASE:

One Iron Golem squishes the remaining Swamp Swarmer, while the other two FINALLY reach and strike the witch, who no longer has backup mages to protect her! 60,000 damage to the Witch!

As the Iron Golems pull back to regroup before their finishing blow, 2 more Swamp Swarmers appear in front of them...

------

Every Player takes 30,000 damage, and regenerates 6 Mana! Looks like the water is no longer quite as terrible as before.


Players:

Pionoplayer: 50,000/150,000 HP (poisoned, -5,000 HP per turn for 3 more turns!)
Mana: 25/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 40,000/150,000 HP (Impending doom - dies in 3 turns if no cure is given)
Mana: 17/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)

DragonofHope: 43,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(+20,000 HP per turn for 1 more turns)
Mana: 6/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)

Algot: 21,000/150,000 HP
Mana: 10/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 30,000/150,000 HP
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 40,000/100,000 HP, 10% potion supply! (poisoning bog water)(Miniboss)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
New Swamp swarmers: 1-2 new Swamp Swarmers each turn

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)(EXTREMELY COMBUSTIBLE)
 
Magic and Monsters XI
(Joining Sidequest)

I show up at the outer area of the fight. Tired, ragged and wanting to get this over, I proceed to make some spells.

Spell create:
- Summon shield entity
- Summon fighter entity
- Entity Haste

Once that's done, my face twists into a snarl and mumble curses and words of self-hatred.

Welcome back, Winkins! However... tired you may be...

Your entities will come out of stasis once the quest is over.

Shielding entity summon spell: 14/20: Call shieldbearer: Calls a shieldbearer with a small HP pool to help defend a specified target. Mana cost: 10

Fighter entity summon spell: 4/20: Fistmate: Call a fist friend to punch an enemy for moderate damage. The fist friend breaks their arm in the process, thus becoming worthless. Mana cost: 4

Entity speed-up spell (Risky!): 19/20: x2 Mode: Puts an entity in x2 mode, allowing them to take 2 turns every turn. Lasts 2 turns (4 for them). Mana cost: 15

I create and recycle two spells, and cast Arcing Magic!

The arcing magic bolts hit the two swamp swarmers, killing them, and hit MooGoestheCow, restoring 15,000 of their HP!

I have the roots murderize the witch. and cast frostbite on her for good measure, then ignite on one of the swamp swarmers

I request that we be given time to heal up and prepare ourselves before the next zone instead of immediately rushing into the next fight when we beat the witch.

The roots already activated! They're gone.

You cast Frostbite and Ignite on the witch, dealing 20,000 damage to her, as well as afflicting her with poison and attack power reduction!

You resolve to find a spot to rest before continuing, if you can...

I can cast a curious look towards Winkins...he seems to be in a terrible state right now, so it'd be best to leave him to himself for the moment.

Besides, I have a quickly dwindling HP reserve to worry about...but if the Witch gets a shot off at the Villagers...dammit, I'll have to risk it.

I Cast: Pierce on both Swamp Swarmers!

I Cast: Bandage from Kyleruler's Book and Mana Pool on Dragon of Hope

I Cast: Lightning from Algot's Book and Mana Pool on The Witch!

You cast PIERCE and LIGHTNING on the witch! Both attacks land, and the Witch is SLAIN!

--------

The Witch stumbles, and falls, knocking the last of her potions into the mud. There's no way to recover them. As she topples over, her body begins to sink into the bog. You can't help but wonder if it will ever re-emerge. ...Hopefully not.

The remaining Swamp Swarmers die off quickly, and you crush them as they emerge. As soon as you have the chance, you continue moving through the bog, making sure to grab the still Players, who seem to be having a stroke, in the hopes of being able to make use of their spells and Mana. Everyone's eager to get out of this disgusting pit, so the journey to the other side is aggravatingly slow. As you get closer to solid ground, you realize something... you feel as though your magic reserves have grown stronger... you have LEVELED UP!

Mana cap +5! Now you have 30 Max Mana!
Mana regen +1! Now you regen 7 Mana per turn!
Mana from Recycled spells +2! Now you get 7 Mana from spells you recycle, as well!

Your Mana is also refilled to the maximum.

-------

Finally, you reach the other side. Someone casts a water spell, helping to make sure everybody is clean and ready to proceed.

You take another look around, and realize you are now terrifyingly close to the giant snake - Quetzalcoatl! The soft but firm voice of the God of Magic and Knowledge reaches out to you once again:

GOMAK: Players... I can feel more and more of my power returning.

GOMAK: In the upcoming battle, I will do what I can. Most of my power is still sealed by our main foe himself - but I can at least grant you this.


A light shines upon you from the black sky above. The light stands out against the rest of this land, and you can feel Quetzalcoatl's lazy but malignant gaze shift in your direction...

All HP restored! All status effects cured!

GOMAK: There shall be no more foes standing between you and Quetzalcoatl.

GOMAK: But before you go, I have one lasts secret to share with you.

GOMAK: If you try to climb the hill directly, Quetzalcoatl shall easily slay you before you even get close. However...


The God of Magic and Knowledge guides you and your iron golem/villager team to a small cluster of trees and branches embedded in the hillside. Clearing them away, you find a small tunnel, just big enough to squeeze through. The Players and villagers go first, and with some pushing and tugging, the iron golems make it through as well.

The cave thankfully gets bigger inside. You feel... safe.

GOMAK: Through this cave is a path that leads to the area directly in front of Quetzalcoatl. You will be able to strike directly at him!

GOMAK: However, beware. For Quetzalcoatl's remaining minions are at the summit with him, and will be with him when you ambush him!

GOMAK: Good luck, Players.


As GOMAK's voice fades, a consensus is reached amongst the Players. Firstly, they will take a break here for a moment.

During this brief one-turn rest period, you can respec your spells and spellbook any way you choose, or cast any buff spells (though they still cost mana) as you like with your 3 actions.

Furthermore, you also have a more important consideration to make: Tactics! The Iron Golems have proved an invaluable asset thus far, and they may continue to be one last time.

---------

Two options for the final fight:

Attack Head-On:
Everyone emerges from the path and strikes Quetzalcoatl together! You'll keep the Iron Golems with you to help, but Quetzalcoatl's entire army will attack, too.

Diversionary Assault:
Send the Iron Golems out first, and have them pretend to run scared. Hopefully, Quetzalcoatl will dispatch his minions to chase them down, allowing you to take the snake down personally while they're away. You won't have your Iron Golems with you, but you will be fighting Quetzalcoatl by himself.

Regardless of your choice, the villagers are best set to remain safely here in this cave.

---------


Players:

Pionoplayer: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)

DragonofHope: 150,000/150,000 HP (has white axe - can attack for 6,000 normal damage)
Mana: 30/30
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)

Algot: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 150,000/150,000 HP(stasis!)
Mana: 30/30
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [||||||||||||||||||||||||||||||] 30/30
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Winkins: 150,000/150,000 HP
MP: 30/30
Spellbook:
Call Shieldbearer(Mana cost: 10, summons a low-HP shieldbearer to help defend a specified target)
Fistmate(Mana cost: 4, a fist friend attacks an enemy for moderate damage)
x2 Mode(Mana cost: 15, puts an entity in x2 mode for 2 turns)


Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)(EXTREMELY COMBUSTIBLE)
 
Magic and Monsters XII
"Well, not being on death's door is pretty fantastic. But now comes the final battle."

"I vote for a head-on-assault, we'll keep the Golems with us in exchange for dealing with a larger enemy force but I think we'll be able to handle it." I gesture to our frozen teammates.

"Especially with the Entity summoning spells we have stored up, we can basically meet army-to-army. Not to mention Moo finally has enough MP to summon what'll doubtlessly be a powerful Ally."

"I'll hold off on Acting for now though, to allow all of you to speak your minds. If we want to defeat this thing we'll need to properly strategize."

One vote for a Head-on-assault!

I take a deep breath, before turning to look at two which I can call comrades. I mention to them of the entity haste spell which may further the effectiveness of the iron golems.due to this, I vote for head-on assault. I turn away afterwords with a sour look on my face.

Actions
Summon a shieldbearer for the villagers.
Recycle Fistmate and create: summon sword-wielding entity spell.
Create spell: Summon Flagbearer Entity.

That's two for Head-on-assault!

Shieldbearer summoned! However, he opts to stay with you rather than guard the villagers, as the villagers will be remaining in this cave for the final fight. The shieldbearer is now defending you!

Sword-wielding ally summon spell: 16/20: Summon Knight: Summons a medium-HP medium-attack ally to help fight for you. Mana cost: 20

Flagbearer summon spell: 18/20: Banner of Light: Summons a weak ally that holds a banner - as long as he's alive, you regenerate x2 Mana each turn. Mana cost: 20

I vote for Diversonary Assault! I then recycle Conjure weapon, and create a spell that will allow me to summon an army of undead minions! I also cast Big Regen on myself if at all possible.

+1 vote for Diversionary Assault!

You cast Big Regen on yourself, so you'll go into the next fight with regen!

Undead army summon spell: 9/20: Zombie Swarm: Summons an army of undead minions to randomly swarm-attack 3 enemies, preventing them from acting for a turn. Cost: 12 Mana

"Screw it, I'll prepare the army."

I Cast: Summon Patron Angel from MooGoestheCow's book and MP.

I Cast: Summon Flame Atronarch from Algot's book and MP.

I nod quietly at the not-so-subtle reminder from the Hexagonalfield, a spell like that would be rather useful. Might as well try before we run out of time.

Create Spell: Life Debt!

A spell, once cast over a hostile Entity "marks" them. Meaning that once their HP reaches zero they are instantly healed to full and become loyal to the caster who saved them.

Patron Angel and Flame Atronarch summoned!

Life Debt spell (Risky!): 16/20: Reestablish: Marks an enemy for 3 turns. If the enemy is killed within 3 turns, revives the entity on the killer's side in a much-weakened state. Doesn't work on bosses. Mana cost: 20

Diversionary assault.

I sacrifice geostorm, tailwind and tidal wave.

I create three new spells to replenish them.
Energy Spell: increases the attack power of the targeted ally.
Lightning Spell: Straight damage spell
Metal Spell: Restraining spell, coats the target in metal, giving them light defense but greatly decreasing their attack power.

I will be really annoyed if it turns out that queztocoatl is outright immune to status effects.

+1 vote for Diversionary assault!

Attack power increase spell (Risky!): 14/20: Magic Muscle - multiplies all damage the targeted ally deals next turn by 2. Mana cost: 10

Lightning damage spell: 20/20: Ultimate Dramatic Thunderstorm: Summons the ULTIMATE STORM OF DRAMA! Every turn, lightning will hit 2 random enemies and 1 random ally for massive damage! The storm lasts 3 turns. Mana cost: 25

Buff/Debuff spell: 13/20: Heavy Weight: Attaches an astonishingly heavy suit of armor on the target. Protects the target against 25% of all damage they take, but reduces their offense by 50%. Reduced effects on bosses. Mana cost: 10

---------

Dragon of Hope and Pionoplayer voted for Diversionary Assault. But Spicy_Serious and Winkins asked for a head-on assault! There's only one way to settle this... RANDOM.ORG ROCK PAPER SCISSORS! Random.org will be used to determine the throws!

Pionoplayer plays against Spicy_Serious! Pionoplayer throws... paper! Spicy_Serious throws... rock! Pionoplayer wins!

Dragon of Hope plays against Winkins! Dragon of Hope throws... paper! Winkins throws... rock! Dragon of Hope wins!

Since it was a clean sweep for Diversionary Assault, there isn't a third round in this mini-tournament.

So it's decided! Diversionary Assault!

You're all so great at making decisions. The fate of the universe is definitely safe in your hands.

---------

The team, bolstered with several new additions to your ranks, moves to the top of the hidden path. It opens up behind a small patch of trees, at almost the top of the hill.

The Iron Golems move out first. They charge into the enemy ranks, and smash a few enemies right off the bat. When the enemies form up for a counterattack, the Iron Golems immediately turn and sprint away! Angered by the loss of their comrades, all the enemies chase the Iron Golems away.

Once you hear their footsteps fading, you give it 15 seconds. That's enough time for them to get an acceptable distance away...

NOW! Everyone dashes out of the cave and springs up as one, ready to fight Quetzalcoatl!

Quetzalcoatl is immense. His tail is mostly curled up into a mound, upon which his head lies. The rest of his tail is draped around various rocks and trees - and the back of the tail rears up and slams down behind you, cutting off any escape down the hill.

The snake's gaze shifts, and rests upon you. In there is apathy... and anger. The snake knows you've tricked it. And now... it prepares to obliterate you.

--------

BOSS FIGHT! QUETZALCOATL!

Quetzalcoatl has a mountain of HP and a huge amount of attacking power. Keep the pressure on, but don't forget about yourselves, too!


Players:

Pionoplayer: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Ignite(Mana cost: 5, Minor damage, burning)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)
Magic Muscle(Mana cost: 10, all damage targeted ally deals doubled for one turn)
Ultimate Dramatic Thunderstorm(Mana cost: 25, summons a thunderstorm that strikes 2 random enemies and 1 random ally every turn for massive damage for 3 turns)
Heavy Weight(Mana cost: 10, target has damage taken reduced by 25% but damage dealt reduces by 50%)

Spicy_Serious: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)
Reestablish(Mana cost: 20, marks an enemy for 3 turns, if they die while marked, they revive on killers side in a weakened state)

DragonofHope: 150,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(regen, +20,000 HP per turn)
Mana: 29/30
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)
Zombie Swarm(Mana csot: 12, prevents 3 random enemies from acting)

Algot: 150,000/150,000 HP
Mana: 27/30
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 150,000/150,000 HP(stasis!)
Mana: 7/30
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [||||||||||||||||||||||||||||||] 30/30
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Winkins: 150,000/150,000 HP
MP: 30/30
Spellbook:
Call Shieldbearer(Mana cost: 10, summons a low-HP shieldbearer to help defend a specified target)
x2 Mode(Mana cost: 15, puts an entity in x2 mode for 2 turns)
Summon Knight(Mana cost: 20, summons a medium-strength ally)
Banner of Light(Mana cost: 20, summons a weak flagbearer, but as long as they're alive, x2 Mana regen to all Players every turn. Doesn't stack)

BOSS:
Quetzalcoatl: 400,000/400,000 HP, Move Deck: Lick, Tail Trap, Gaze, Electroshock, Muster, Coat, Command (Boss)(+10,000 HP per turn)
Special: A god's Wrath: 0/8


Allies:
Shieldbearer: 30,000 HP (defending Winkins!)
Flame Atronarch: 20,000 HP, 4,000A (burn attack)
God of Technology copy: 60,000/60,000 HP, hack!A (Tries to hack foes onto your side)


Every turn, Quetzalcoatl can select 2 moves from his move deck to use against you! When he runs out of moves in the deck, he gets them all back for another go. As the fight goes on, you'll learn what all his moves do, so as to better counter them!
 
Magic and Monsters XIII
I cast ultimate dramatic thunderstorm.
I then cannabalize it, and use the excess mana gained to cast magic muscle... on myself.
I then create and disperse a miscellaneous spell.

Spicy, algot, kyle, we're gonna need you guys to make sure nobody dies. Like, SERIOUSLY. We do need to drop the snake as fast as possible, but we also need to not die in the process.

You somehow temporally re-arrange events to cast Magic Muscle on yourself FIRST, as otherwise the storm would have been un-buffed by it.

As you cast the spell, stormclouds surround the arena... the crackling lightning makes for a suitably dramatic final boss battle!

"Don't worry Piono, I'll keep an eye on it. Even if the others with Support Spells are...incapacitated."

"For now however, there's some time for an offensive."

I Cast: Lightning from Algot's book and MP on Quetzalcoatl!

I Create Spell: Status Effect Scrub!

Exactly what it says on the tin, purges the target of all Status Effects.

I Cast: Deadly Performance on Pionoplayer!

Algot's Lightning slams Quetzalcoatl for 20,000 damage! As a boss, the snake can't be stunned...

Status effect cure spell: 9/20: Soothe: Cures a target of all standard status effects (poison, paralysis, etc.). Mana cost: 5

A wall of swords forms up around Pionoplayer, devoted to protecting him. For now, he'll eb alive.

I use Vampirism on Quetzalcoatl, then recycle Vampirism, use Zombie Swarm, and create a spell that can find an enemies weakness!

You cast Vampirism on Quetzalcoatl, inflicting Liferot on them! This gives you even more regen and damages the snake every turn!

You cast out Vampirism, and then cast ZOMBIE SWARM! Three swarms of zombies appear and fling themselves at Quetzalcoatl! ...Completely uselessly. They mostly just bounce off of his giant coils. Well, maybe if anybody else shows up they'll help.

Weakness-finding spell: 10/20 - Scan: Scans an enemy with a 50% chance of finding an elemental weakness. Spells relating to the elemental weakness do 3x damage. Mana cost: 10

I muse a bit and look at the flagbearer spell.

This... this will help constantly throw big spells...

I look over the big bad's spells and simply decided to go with it.

Actions
The Banner of Light has been summoned.
The Shieldbearer follows suit to guard it.
Create spell: Sword Torrent

The Banner of Light appears! All allies now regenerate twice their mana every turn! The Shieldbearer, as per your command, moves to protect.

Sword attack spell: 6/20 - Stab: Sends a sword straight through the opponent's body, dealing moderate damage. Mana cost: 4

I cast big blast on Quetzalcoatl and creates a spell that revives an entity from the stasis machine and permanently puts it on the casters side

Big Blast hits Quetzalcoatl for 10,000 damage!

Stasis Machine revival/conversion spell (Obscenely Risky): 8/20: ???: This spell takes up 3 slots in your spell book, is automatically recycled upon use (but can't be recycled otherwise), and costs 0 mana to cast. Go ahead. Cast it.

--------

ENEMY PHASE:

Quetzalcoatl's special, A God's Wrath, begins charging... you feel a rising sense of dread...

Quetzalcoatl begins by using GAZE on the Shieldbearer, DragonofHope, and Kyleruler! They feel odd... then they look down at their hands, and realize the ends of their fingers are beginning to turn to stone! Soon, it will take over their entire body! If not cured, instant death is all but assured!

Next, Quetzalcoatl uses COAT on Spicy_Serious, the God of Technology Copy, and Algot! A strange mist rises from the Earth and surrounds them... when it dissipates, they say they feel fine, but... you feel like this is setup for something terrible!

Quetzalcoatl hisses at your party, as DragonofHope's Liferot counteracts his own regen.

ALLY PHASE:

The Shieldbearer and Banner of Light carrier continue holding out, providing hope to their friends!

The Flame Atronarch attacks Quetzalcoatl for 4,000 damage and some burning!

The God of Technology copy, unable to hack Quetzalcoatl, punches it for 10,000 damage!

--------

The ULTIMATE DRAMATIC THUNDERSTORM strikes! Since Pionoplayer used Magic Muscle on himself before casting, it deals 30,000 damage per strike this turn! Quetzalcoatl is hit twice, taking 60,000 damage! Pionoplayer is then hit by his own Lightning, losing the protection of Deadly Performance!

---------

ULTIMATE DRAMATIC THUNDERSTORM: Hitting 2 enemies and 1 ally for 15,000 random damage each turn for 2 more turns!

Banner of Light: All Players x2 Mana regen

Players:

Pionoplayer: 150,000/150,000 HP
Mana: 16/30
Spellbook:
Ignite(Mana cost: 5, Minor damage, burning)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)
Magic Muscle(Mana cost: 10, all damage targeted ally deals doubled for one turn)
Heavy Weight(Mana cost: 10, target has damage taken reduced by 25% but damage dealt reduces by 50%)

Spicy_Serious: 150,000/150,000 HP(coated - highly vulnerable!)
Mana: 29/30
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)
Reestablish(Mana cost: 20, marks an enemy for 3 turns, if they die while marked, they revive on killers side in a weakened state)
Soothe(Mana cost: 5, cures one target of standard status effects)

DragonofHope: 150,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(regen, +20,000 HP per turn)(Liferot, +10,000 Hp per turn)(slightly petrified)
Mana: 18/30
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)
Zombie Swarm(Mana cost: 12, prevents 3 random enemies from acting)

Algot: 150,000/150,000 HP(coated - highly vulnerable!)
Mana: 23/30
Spellbook(over capacity! Needs to recycle a spell or randomly loses one):
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)
???(Mana cost: 0, effects unknown, takes 3 spell slots, can't be recycled, disappears upon use)

MooGoestheCow: 150,000/150,000 HP(stasis!)
Mana: 21/30
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP(slightly petrified)
MP: [||||||||||||||||||||||||||||||] 30/30
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Winkins: 150,000/150,000 HP
MP: 24/30
Spellbook:
Call Shieldbearer(Mana cost: 10, summons a low-HP shieldbearer to help defend a specified target)
x2 Mode(Mana cost: 15, puts an entity in x2 mode for 2 turns)
Summon Knight(Mana cost: 20, summons a medium-strength ally)
Banner of Light(Mana cost: 20, summons a weak flagbearer, but as long as they're alive, x2 Mana regen to all Players every turn. Doesn't stack)
Stab(Mana cost: 4, deals moderate damage to one enemy)

BOSS:
Quetzalcoatl: 296,000/400,000 HP, Move Deck: Lick, Tail Trap, Gaze, Electroshock, Muster, Coat, Command (Boss)(+10,000 HP per turn)(Liferot, -10,000 HP per turn)(burning, -3,000 HP per turn)
Special: A god's Wrath: 1/8


Allies:
Shieldbearer: 30,000 HP (defending Banner of Light!)(slightly petrified)
Banner of Light: 10,000 HP(being defended by Shieldbearer)
Flame Atronarch: 20,000 HP, 4,000A (burn attack)
God of Technology copy: 60,000/60,000 HP, hack!A (Tries to hack foes onto your side)(coated - highly vulnerable!)
Three zombie swarms
 
Magic and Monsters XIV
"Time to do my part!"

I Cast:Soothe on DragonofHope!

I Cast:Soothe on Kyleruler!

I Cast:Soothe on Shieldbearer!

Soothe cures all of them of petrification! The stone melts away, and they turn to normal, looking at you gratefully.

I frown at the petrification that's going on and thanked Spicy Serious as he removed the petrifying status on the Shieldbearer. It wouldn't be good if the banner-bearer to be open to harm now.

Actions:
Swirling some of my mana around, I crouch in preparation of the Stab spell and leap towards Quetzalcoatl. The mana that was swirling within my body soon explodes outwards and furthers propels my flight towards the snake. While the spell was supposed to send a sword to perform the stabbing, I worked around to alter it slightly. The mana that was released and changed to perform the Stab spell converges onto my frame, I straighten myself to reduced air friction with both arms out and soon define myself as the 'sword' of the attack. I felt the spell sharpening me and soon I made contact with the snake. Gore splatters outwards from my insertion and was pulled back immediately once I've finished stabbing myself into the boss baddie. The spell protected me from being stained in the blood and soon dissipates, I took this cue to retreat to the battle lines.

I wave my hand and had a Knight summoned in.

Create spell and recycle: Heal Blast

You stab hard into Quetzalcoatl, dealing 10,000 damage to him and piercing his scales! You then summon a Knight to follow up and assist in the villain's takedown!

+7 Mana!

I use Curezap, recycle Zombie Swarm, and create a spell that will summon an army of minions, and use Mana Speed-up on myself when possible.

The curing mist settles over the team...

Spicy_Serious is cured of coating! You are "cured" of regen! All other status effects rolled poorly. Or well. Depending on interpretation.

You gain +7 Mana! Unfortunately, you can't cast something on yourself "when possible" by borrowing from next turn's mana pool.

Minion army summoning spell: 6/20: Minion time-swarm: Summons a swarm of minions that hits an enemy for minor damage every turn for 3 turns. Mana cost: 6

I use ??? and then cast reset on myselfe

You cast the spell that very obviously and definitely shouldn't have been cast! Energy gathers... wait... you recognize this... it's...!

ENTROPIC PARADOX ROLL: 941/9470
Cataclysmic Negative Effect!
Entropy: 530 - 540

You feel like the bad thing will happen really soon.

You also cast Reset on yourselfe, curing Coated!

I recycle frostbite and heavy weight.

Using those three things I attempt to make the same sort of spell three times for a better shot at getting a good one, or, if possible, using all three slots at once to boost the power of the spell.
What is this spell?
Rapture Runes: summons an elemental rune every time used. The number of runes maxes out at 9 (air, water, fire, earth, lightning, ice, plant, energy, metal), and the more runes you have when you unleash the final blow, the more powerful the final attack is.
Instead of giving you mana when you recycle the spell, it unleashes the final attack, sacrificing all of the rapture runes that are currently summoned in a massive attack on the target.

You roll thrice for three different spells!

Rune-summoning spell: 5/20: Rune appearify: Appearifies a rune that can then be used to unleash an attack of the resulting element whenever you like as a free action. Mana cost: 6

Rune-summoning spell: 6/20: Rune summoning: Summon one of three basic elemental runes. When all three are summoned, they can be used once for a multi-element major-damage attack. Mana cost: 5

Rune-summoning spell: 18/20: Rune Rapture: Summons an elemental rune every time used. Number of runes maxes out at six, for six different elements. All runes must be unleashed at once when you attack with them, but the more runes you have, the greater the damage. Mana cost: 5

--------

ENEMY PHASE:

Quetzalcoatl begins by casting COMMAND! Suddenly, the Coating activates... coating makes allies highly vulnerable... TO MIND CONTROL! The good news is, Quetzalcoatl won't be able to force Players to cast spells, as the two hit by Mind Control have already been cured. However... the God of Technology's projection was not cured! Quetzalcoatl takes control of them!

Next, Quetzalcoatl uses TAIL TRAP! In a surprise move, his tail lashes out! Spicy_Serious, DragonofHope, Algot, and Kyleruler manage to get out of the way in time... Pionoplayer and Winkins do not! They are now tail-trapped!

They struggle within the coils, but then they feel them squeezing tighter... and tighter! If the coils aren't hit enough times before the next turn ends, Pionoplayer and Winkins will be one-hit killed! The good news is, damage dealt to the coils is also dealt to Quetzalcoatl as well - it is his body, after all. And Pionoplayer/Winkins can still cast spells to help themselves from their disadvantageous position. Alternatively, instead of attacking with damage, a new spell may be able to help free them as well!

ALLY PHASE:

The Flame Atronarch and Knight attack Quetzalcoatl for 14,000 damage, also worsening the burning!

The God of Technology Copy, suffering from Mind Control (not a standard status effect... maybe Reset could cure them?) begins to hack into Knight, trying to also turn them to Quetzalcoatl's side!

The ULTIMATE DRAMATIC THUNDERSTORM hits Quetzalcoatl twice for 30,000 damage, and Spicy_Serious once for 15,000 damage!

---------

You see an object glinting in the sky... drawing closer... brought about by a certain paradox roll... it's...

the MURDER EVERYONE IN 3 TURNS METEOR! You wonder what it does?

A full examination of the Murder Everyone in 3 Turns Meteor reveals that it murders every living thing on the field in 3 turns, via hitting them with an infinity-damage attack that ignores shielding. Thus the name "Murder Everyone in 3 Turns Meteor". To make that clear: The Murder Everyone in 3 Turns Meteor murders everyone in 3 turns.

Quetzalcoatl takes a moment to stare at the meteor. Hey, if he's going to go down, might as well take you with him! He resumes fighting.

--------

ULTIMATE DRAMATIC THUNDERSTORM: Hitting 2 enemies and 1 ally for 15,000 random damage each turn for 1 more turns!

Banner of Light: All Players x2 Mana regen

Players:

Pionoplayer: 150,000/150,000 HP (tail trap! Killed next turn if not freed!)
Mana: 30/30
Spellbook:
Ignite(Mana cost: 5, Minor damage, burning)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Magic Muscle(Mana cost: 10, all damage targeted ally deals doubled for one turn)
Rune appearify(Mana cost: 6, get an element rune that can be used to attack with any time as a free action)
Rune Summoning(Mana cost: 5, summons one of three elemental runes, all can be used at once for a major damage attack)
Rune Rapture(Mana cost: 5, summons one of six elemental runes, all can be used at once for a massive-damage attack, more runes = more damage)

Spicy_Serious: 135,000/150,000 HP
Mana: 28/30
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)
Reestablish(Mana cost: 20, marks an enemy for 3 turns, if they die while marked, they revive on killers side in a weakened state)
Soothe(Mana cost: 5, cures one target of standard status effects)

DragonofHope: 150,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(Liferot, +10,000 Hp per turn)
Mana: 23/30
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)
Minion Time-swarm(Mana cost: 6, summons minions that deal minor damage to an enemy every turn for 3 turns)

Algot: 150,000/150,000 HP
Mana: 22/30
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 150,000/150,000 HP(stasis!)
Mana: 21/30
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [||||||||||||||||||||||||||||||] 30/30
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Winkins: 150,000/150,000 HP (tail trap! Killed next turn if not freed!)
MP: 21/30
Spellbook:
Call Shieldbearer(Mana cost: 10, summons a low-HP shieldbearer to help defend a specified target)
x2 Mode(Mana cost: 15, puts an entity in x2 mode for 2 turns)
Summon Knight(Mana cost: 20, summons a medium-strength ally)
Banner of Light(Mana cost: 20, summons a weak flagbearer, but as long as they're alive, x2 Mana regen to all Players every turn. Doesn't stack)
Stab(Mana cost: 4, deals moderate damage to one enemy)

BOSS:
Quetzalcoatl: 269,000/400,000 HP, Move Deck: Lick, Tail Trap, Gaze, Electroshock, Muster, Coat, Command (Boss)(+10,000 HP per turn)(Liferot, -10,000 HP per turn)(burning, -6,000 HP per turn)
Special: A god's Wrath: 2/8
Tail coil: 30,000 HP (trapping Pionoplayer)(damage also dealt to Quetzalcoatl)
Tail coil: 30,000 HP (trapping Winkins)(damage also dealt to Quetzalcoatl)
Murder Everyone in 3 Turns Meteor (Murdering everyone in 3!)


Allies:
Shieldbearer: 30,000 HP (defending Banner of Light!)
Banner of Light: 10,000 HP(being defended by Shieldbearer)
Flame Atronarch: 20,000 HP, 4,000A (burn attack)
God of Technology copy: 60,000/60,000 HP, hack!A (Tries to hack foes onto your side)(controlled by Quetzalcoatl!)(hacking Knight - 33% complete!)
Knight: 15,000 HP, 10,000A
Three zombie swarms
 
Magic and Monsters XV
OH LORD WHY.

I quickly set a list of what I might be doing and prepare to do them soon. Idly, I stick a note for the meteor.

Note: CREATE A METEOR ERASING SPELL SOON


Action:
Taking a deep breath, I focus on my mana and focus once again on the stab spell. Seeing as I have no room to perform the player-sword variation of the spell. I instead focus on overcharging the normal version of it! With that thought in mind, I exhale the limited-air that I could get from my squeezed lungs along with the mana needed and a small extra... The breath carrying my mana splits into three and forms three swords above, ready to stab into the tail restraining me. Before it dives in the tail however, the extra mana that was also being carried by my breath soon activates and soon turns the puffs of wind ive breathed out into a spinning gale that surrounded the blades. This caused the blades to become oversized spinning knives which accurately tossed itself deeper into the snakes tail with the extra momentum added into it.

With that done, I idly noted that the lightning was being lazy and didn't strike anyone this turn

The three Stabs all strike out and deal 30,000 damage to the tail coil (and simultaneously the overall Quetzalcoatl), just enough to ensure your freedom! Sensing continuing to hold you would be more painful than anything, the tail unwraps and you get back to the rest of your allies.

The thunderstorm wasn't being lazy, it was being dramatic! It actually did hit Spicy_Serious and Quetzalcoatl.

"Oh, Dark Masters dammit."-I curse, starring at the not-so-distant murder Object.

"...Whatever, it's three Turns away and Winkins looks to be on it. We have more immediate concerns."

Recycle Spell: Blowdart.
I mournfully watch the page containing the old spell burn to ashes. Such a Spell requires a proper send-off. "You served me well old friend, you allowed me to enact vengeance when no other Spell would. You've been with me from the beginning, but now it's time for you to go."

Create Spell: FREEEEDOM!
This spell, with nothing more than the mighty screech of an eagle, frees all Entities on the field of any Status Effects that prevent FREEDOM!

I Immediately Cast: The Spell I Just Made on: Pionoplayer and Winkins!

"BEST. SUPPORT. CULTIST!"

"Ah, wait, Recycling doesn't count against my Actions for the Turn. Uh...give me a second..."

Okay...guess I'll burn my only attack Spell, going full support I guess...

Recycle Pierce!
So long, ability to defend myself.

I Create Spell: Multiples of Hell!
A spell which charges the Target with demonic energy, causing their spells and attacks to do twice as much damage!...hopefully...

+7 Mana from a much-loved spell!

Freedom spell: 2/20: True freedom: Causes an internal revelation that brings the target closer to metaphorical and spiritual freedom. Does not affect physical freedom. Mana cost: 0

You cast True freedom on Pionoplayer! Pionoplayer realizes the truth: He never needed fidget spinners! He tosses them aside, cured of his addiction!

He's still trapped in Quetzalcoatl's coils, though.

+7 Mana again!

Demonic supercharge spell: 19/20: Mutation: The target mutates new demonic limbs, gaining a permanent x2 attack bonus in exchange for losing 50,000 max HP. Mana cost: 20

Alright guys, I need you all to release me from the giant snake god so I don't die next round. I'm going to slam its face with a supercharged combo attack.

I cast rune rapture three times.

So here's the plan guys, in approximately two turns, I'm going to dump a maxxed out rune rapture attack on quezocoatl, after using magic muscle on myself and attempting to make another spell that will inflict vulnerability on the snek.
Right now I'd appreciate it if you guys would keep me from getting squoze to death, as I need to use all of my turns from here until then to set up this combo. Additionally, anyone that finds time to make spells to stack damage multipliers on my attack for when that final round comes, it would be greatly appreciated, but you don't have to.

You cast rune rapture thrice over. Three elemental runes appear and surround you!

I use Mana Speed-up on myself, recycle Minion time-swarm, try to create a spell that can one shot ANYTHING, even bosses, at the cost of all actions or something. I then use Arcing Magic.

You cast Mana Speed-up on yourself, earning yourself x2 Mana regen! +7 Mana!

One-shot anything spell (Obscenely risky!): 5/20: Moniker's Wrath: A one-shot-anything spell, except, it MUST be directed at something other than Quetzalcoatl, and something that must not be on Quetzalcoatl's side (IE a neutral/ally thing). It must be cast at something within two turns, or it will randomly strike a random target. Mana cost: All

Your magical energies arc out all around the field! Spicy_Serious is hit and healed for 15,000 HP! Quetzalcoatl and his tail coil are hit - the tail coil takes 15,000 damage and Quetzalcoatl takes 30,000 damage (since he and the tail share HP).

I undie for the second time, even though I'm at full health!

I quickly raffle through my currently very dusty spell book and proceed to cast Singe twice on the snake god I absentmindedly wandered with everyone into, following up with creating/improvising a new spell to shield everyone from said giant insta-kill meteor, as well as a AoE spell that deals Lightning damage.


... also, I play the Oath to Order from Majora's Mask for good measure to at least try to stop it. Hey, it worked with the moon.

I then shake off the real life sudden business I had, before speaking. "Sorry I was gone so long again, guys! Got super caught up in things outside the Hexagonafield and couldn't post for ages due to it. Hopefully I'll be a bit more of a help now!"

HP: [||||||||||||||||||||||||||||||] 150K of 150K
MP: [||||||||||||||||||||||||||||||] 18 of 30

Welcome back! Your mana bar is still intact, as you can see.

You cast singe twice, dealing 20,000 damage!

Meteor shielding spell: 1/20: Complacency: Convinces the target that the meteor probably isn't a very big deal, thus alleviating their worries about it. Mana cost: 0

You're out of actions! Can't make the AoE spell...

---------

ENEMY PHASE:

The tail coils tighten... It's a good thing somebody freed Pionoplayer, right?

Wait... wait, hold on... everybody looks around...

...Nope, turns out nobody freed Pionoplayer. That's not very fortunate. Pionoplayer is squeezed by the coils until his eyes bulge out of his head! He's knocked out from lack of oxygen! He still has his 3 runes, so presumably if he was revived he could still work on his ultimate attack...

Quetzalcoatl uses MUSTER! Three mini-snakes appear out of the ground! They get ready to bite your allies to death...

Quetzalcoatl uses LICK! His long-forked tongue suddenly lashes out, catching Kyleruler, Algot, and Spicy_Serious. All of them have been licked! They feel disoriented... they regenerate no mana this turn!

ALLY PHASE:

The Knight, struggling against the God of Technology copy's hacking, which has progressed to 66%, still manages to hit Quetzalcoatl for 10,000 damage! The flame atronarch follows up for another 4,000 damage, and the fire attack also worsens Quetzalcoatl's burning!

The three zombie swarms, previously unnocupied, spy a chance to act! They rush forward and surround the mini-snakes! The mini-snakes will at least be distracted for 1 turn.

--------

The Murder Everyone in 3 Turns Meteor morphs into the Murder Everyone in 2 Turns Meteor. This is because 1 turn has passed, thus reducing the amount of time until the Murder Everyone in 3 Turns Meteor murders you by 1 turn. One subtracted from three equals two (3 - 1 = 2). Hence, you are now dealing with the Murder Everyone in 2 Turns Meteor.

The ULTIMATE DRAMATIC THUNDERSTORM gives its last gasp, striking two of the mini-snakes and killing them along with the zombie swarms distracting them! It also hits Algot for 15,000 damage! No more ultimate thunderstorm...

--------

Banner of Light: All Players x2 Mana regen

Players:

Pionoplayer: 0/150,000 HP (KO)(3/6 elemental runes)
Mana: 29/30
Spellbook:
Ignite(Mana cost: 5, Minor damage, burning)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Magic Muscle(Mana cost: 10, all damage targeted ally deals doubled for one turn)
Rune appearify(Mana cost: 6, get an element rune that can be used to attack with any time as a free action)
Rune Summoning(Mana cost: 5, summons one of three elemental runes, all can be used at once for a major damage attack)
Rune Rapture(Mana cost: 5, summons one of six elemental runes, all can be used at once for a massive-damage attack, more runes = more damage)


Spicy_Serious: 150,000/150,000 HP
Mana: 30/30
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)
Reestablish(Mana cost: 20, marks an enemy for 3 turns, if they die while marked, they revive on killers side in a weakened state)
Soothe(Mana cost: 5, cures one target of standard status effects)
True freedom(Mana cost: 0, grants metaphorical freedom via revelation)
Mutation(Mana cost: 20, permanently grants target x2 attack and -50,000 max HP)

DragonofHope: 150,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(Liferot, +10,000 Hp per turn)(Mana speed-up, x2 regen for 2 more turns)
Mana: 15/30
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)
Moniker's Wrath(Mana cost: all, one-shot spell, can only be cast at allied/neutral things, must be cast in 2 turns or will cast randomly)

Algot: 135,000/150,000 HP
Mana: 22/30
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 150,000/150,000 HP(stasis!)
Mana: 21/30
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 150,000/150,000 HP
MP: [||||||||||||||||||||||||||||||] 18/30
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Winkins: 150,000/150,000 HP (tail trap! Killed next turn if not freed!)
MP: 23/30
Spellbook:
Call Shieldbearer(Mana cost: 10, summons a low-HP shieldbearer to help defend a specified target)
x2 Mode(Mana cost: 15, puts an entity in x2 mode for 2 turns)
Summon Knight(Mana cost: 20, summons a medium-strength ally)
Banner of Light(Mana cost: 20, summons a weak flagbearer, but as long as they're alive, x2 Mana regen to all Players every turn. Doesn't stack)
Stab(Mana cost: 4, deals moderate damage to one enemy)

BOSS:
Quetzalcoatl: 169,000/400,000 HP, Move Deck: Lick, Tail Trap, Gaze, Electroshock, Muster, Coat, Command (Boss)(+10,000 HP per turn)(Liferot, -10,000 HP per turn)(burning, -9,000 HP per turn for 3 more turns)
Special: A god's Wrath: 3/8

Minisnake: 10,000 HP, 50,000A (distracted by zombie swarm)
Murder Everyone in 2 Turns Meteor (Murdering everyone in 2!)

Allies:
Shieldbearer: 30,000 HP (defending Banner of Light!)
Banner of Light: 10,000 HP(being defended by Shieldbearer)
Flame Atronarch: 20,000 HP, 4,000A (burn attack)
God of Technology copy: 60,000/60,000 HP, hack!A (Tries to hack foes onto your side)(controlled by Quetzalcoatl!)(hacking Knight - 66% complete!)
Knight: 15,000 HP, 10,000A
 
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