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
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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!
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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!)