Two turns remain after this one you're reading now before the arena fight.
Mcclay:{4} (You should succeed less. You're breaking the expected curve.) - Mcclay casts a series of complex spells. In short order, several of the lesser fears are brought to life completely, while the greater fears (Such as incomprehensibly powerful plane-shifting eldrich abominations) are given partial life, such that their form and powers look to be fully powered at a casual glance. About a third of the inhabitants of the library are killed outright. The spell took too much effort, and the fear domain remains the size it was. {2} A sorcerer and his entourage teleport in to combat the threat to this plane.
He {2} prepares to cast some really flashing spells, apparently thinking this will be an easy battle and wanting to impress the onlookers.
Tiruin:{5} - Tiruin spends the next day training himself for combat. By the end, he is much more confident in his own skills at magical defense. He should now be nearly impervious to non-magical projectiles, even if he's not aware of the attacker.
Projectile gainedTersr:{5} - Tersr finds one of his rivals in the class studying, and manages to cast slow without being detected. The target is quite obsessive about time management, and the results should throw her into complete disarray. One less serious challenger for the prize.
Scelly9:{4} - It takes a bit of preparation time, but Scelly9 finds a way to spontaneously redirect his flow of magic so it will instantly ignite his target, if he's touching it.
Empfan:{5} vs {2+2} - The necromancer attempts to bargain with the emotionless mummy-king. He somehow convinces it that it wants to conquer the world, and that a necromancer such as himself would be a powerful ally. The conversation taught him about giving undead their own minds.
Necromancy level-up!IronyOwl:{1} - The gravelmud golem wanders into the forest, and comes back with an armful of ent saplings. {5} - IronyOwl nonchalantly turns them into a babyent golem, which stands about eight feet tall. They complain (slowly), but cannot break their bindings. {4} vs {3} - The branch golem finally deals a mortal blow to the mudleaf golem.
There are now three ents approaching the tower.
TCM:{4} - TCM wastes no time in animating a large tree to deal with the evil statue. {4} vs {3+1} - The archlich queen's magic has faded slightly, yet is still powerful. It's not particularly effective against the newly created ent, but the ent is having a hard time damaging the statue.
8/8 HP
Race: Stitched One
Skills: Golemmancy III, 9/10 XP
Inventory: Clothes, some gold
Minions:
Branch golem, 2/2 HP.
Gravelmud golem, 5/5 HP.
Babyent golem, 8/8 HP, forcibly compliant.
8/8 HP
Race: Unicorn pony
Skills: Biomorphism III, 8/10 XP
Inventory: Some gold
Minions:
Statuette swarm: 2 HP, -2 combat
Psystone golem, 2 HP, revives(weak)
Ent: 9/10 HP
8/8 HP
Race: Kobold
Skills: Chronomancy III, 8/10 XP
Inventory: Clothes, some gold
Spells: Haste(III), 33%-50% chance of double actions. Lasts for the remainder of the casted turn and the next. Chance depends on roll.
8/8 HP
Race: Jägermonster
Skills: Phobiamancy IV, 11/15 XP
Inventory: Concealing robes, some gold
8/8 HP
Race: Porkbeast
Skills: Pyromancy III, 8/10 XP
Inventory: Clothes, some gold, flaming wooden short sword-rod +1.
7/8 HP
Race: Sylvan Elf
Skills: Aeromancy III, 9/10 XP
Spells: Weapon of Air(2), Passive Levitation(3), Projectile Ward(3)
Inventory: Clothes, Staff of Protection[3HP]
7/8 HP
Race: Human
Skills: Necromancy III, 7/10 XP
Inventory: Clothes, some gold
Other:
Secret valley: Necromancy xp gain doubled in the valley.
Minions:
Mummyswarm, 5 HP, -1 combat rolls