One more turn after this until the arena fight. Everyone may bring only one minion. Remember that all surviving characters will be fully healed.
TCM has dropped the game.
Scelly9:{3} - The pyromancer tries and fails to create animated fire. All he manages to accomplish is giving a torch orders to extinguish itself when he leaves. He could possibly create some semblance of intelligence with logic statements and conditionals, but he's not sure he has enough time to do so before the arena match starts.
Mcclay:{5}+
1 vs {3}-
1 - Mcclay unleashes a devastating barrage on the hapless sorcerer's psyche. He manages to cripple a manifested Greater Magehunter, but two more land hits. His mental defenses are shattered, and his mind becomes as unprotected as a new apprentice's. {3}+1 vs {6}-2 - He manages to detect the phobiamancer behind it all, and begins a counterattack. Given his weakened state, the monsters still closing in on him, and the distance, it's unsurprisingly ineffective. {6}+1 vs {1}-2 - Mcclay decides to stop wasting time and end it. The sorcerer is swiftly overwhelmed, sealed in a prison within his own mind, and his body and magic are given to a greater manifestation of fear.
Minion gained! It is roughly as effective as a level 3 phobiamancer.
IronyOwl:{1} vs {6} - Despite his best efforts at convincing the trio of full-grown ents that being an ent sapling golem is harmless, the three appear to dislike the honorable art of golemmancy. They attack. {5}, {5}+1 vs {4}, {2}, {5} - IronyOwl barely manages to dodge the first ent, and spontaneously learns how to use his magic to create an ent golem from the second. He's not sure how effective it will be, but it's stunned for the moment. His mentor, watching from the top of the tower, knocks the last one over with quicksand. He then magically stuns IronyOwl. {3} vs {3} After a very lengthy discussion, he frees the ent sapling golem and allows the ents to punish his apprentice as they wish, so long as he suffers no permanent harm.
Tersr:{4} - The kobold spends the rest of his week practicing fencing under time dilation. He learns the basics, but not nearly enough to win a fight against a true fencer on even terms. He awakens on the morning of his next Chronomancy class.
Tiruin:{1} - Tiruin suffers a nasty fall after overcasting his magical reserves while levitating. {5} - The bones in his left leg are shattered, his right leg is merely broken, and his left wrist is sprained.
Empfan:{6} - The necromancer summons the remainder of the mummies and walks most of the way back to the city. His mummies are just out of sight.
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
Fencing I, 1/3 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, 13/15 XP
Inventory: Concealing robes, some gold
Minions:
Jerry - greater fear manifestation, currently possessing a sorcerer. [6/6] HP, level 3 Phobiamancy
8/8 HP
Race: Porkbeast
Skills: Pyromancy III, 8/10 XP
Inventory: Clothes, some gold, flaming wooden short sword-rod +1.
2/8 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, 9/10 XP
Inventory: Clothes, some gold
Other:
Secret valley: Necromancy xp gain doubled in the valley.
Minions:
Mummyswarm, 15 HP, +1 combat rolls