This really is much easier to maintain than my art-a-day thread was.
If I didn't mention this earlier, the one to land the a killing blow absorbs their foe's spell knowledge. If it's one of your minions, you may take a turn to take that minion's newfound magical abilities. XP is set to whatever the minion had if it was higher, otherwise the minion keeps it.
Mcclay:{1}+4-1 vs {5}+4-1 - Mcclay again casts Greater Fear Swarm, this time on the kobold. It is remarkably resilient, completely ignoring the images of itself killing the girl in a variety of ways and destroying the shadows.
{5}+3 vs {2}+3 - Jerry's time is spent much more productively, and the pyromancer's head is fatally bashed in. Finally.
Jerry absorb's Skelly9's power!Tersr:{1 of 2} {3}+3-1 vs {6}+4 - Tersr charges at the cloaked figure, but is delayed by the need to constantly kill weak summons obsessed with murdering useless people. There might be some mummies behind him.
Haste wore off.Scelly9:{5}+3-1 vs {5}+3-2 - Scelly focuses everything he has on creating a massive ball of fire to kill the necromancer. The blast melts through his defenses, but only barely.
Dead.IronyOwl:{2} - IronyOwl uses sand to repair his gravelmud golem, but the mix reduces is potential structural integrity.
Tiruin:{4} - Trying his spell a second time, the elf introduces a great deal of chaos into the sandstorm. If he leaves his sand barrier to fly, he will gain +1 to dodging and -1 to accuracy while drifting along randomly.
Empfan:{2 of 4} (4 needed) {4}-2 - The necromancer creates a weak barrier of ice, but too slowly to stop himself from getting burned.
{4}-1 vs {5}+4 - The mummies can't even keep up with the kobold, despite it being slowed down by fighting.
No longer slowed.9/9 HP
Race: Stitched One
Skills: Golemmancy IV, 10/15 XP
Inventory: Clothes, some gold, sand plates (+1 HP)
Minions:
Gravelmud golem, 4/4 HP.
Halfling sand golem, 3/3 HP.
Hulking sand golem, 9/9 HP, -1 combat.
Bladed glass golem, 6/6 HP, +2 combat. If it strikes, +2 damage and -1 HP to self.
6/8 HP
Race: Kobold
Skills:
Chronomancy IV, 12/15 XP
Fencing I, 2/3 XP
Inventory: Clothes, some gold, silver shortsword +2, amulet of temporal distortion [8/8]
Spells: Haste(IV), 50% chance of double actions per turn. Lasts for the remainder of the casted turn and the next two turns. Will activate at least once.
[spoiler=Mcclay]10/10 HP
Race: Jägermonster
Skills: Phobiamancy IV, 13/15 XP
Traits: Regeneration I
Inventory: Concealing robes, some gold
Buffs: Ice wall, 2 HP
Minions:
Jerry - greater fear manifestation, currently possessing a sorcerer. [6/6] HP, level 3 Phobiamancy, level 3 Pyromancy [8/10], cannot gain xp
Weak Shadow Shield, 1 HP, incapable of actions
8/8 HP
Race: Sylvan Elf
Skills: Aeromancy IV, 10/15 XP
Spells: Weapon of Air(2), Passive Levitation(3), Projectile Ward(3)
Inventory: Clothes, Staff of Protection[3HP]
Other:Sand defences [1/2 HP]
5/8 HP
Race: Human
Skills: Necromancy III, 9/10 XP
Inventory: Clothes, some gold.
Minions:
Mummyswarm, 7 HP