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File: Spelldivers_OP.jpg (142 KB, 1002x734)
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Humankind has finally begun its eminence over the world.

The nations are thriving, populations are booming, and the peoples of the surface have finally been granted the freedom and comfort to pursue finer pursuits like music, art, and crafting of frivolous things like toys and trinkets. At day, the Lights Above protect the world as they always have, and, even at night, their illumination is now harnessed to protect the settlements of man from the abyssal hordes. This peace, however, has been thrown into doubt.

Something is brewing beneath earth, out of the sight of the Lights Above. Cultists worshipping the Core and its false gods have been exploding in population, more and more Magecorps being corrupted to their cause. Monster activity has heightened, and the rate of their mutation has increased. Nobody quite knows how to explain all of these coinciding phenomena, but almost everyone can agree on this— whatever's happening, it cannot be good.

You, for better or for worse, are on the frontlines of this developing battlefield. Your party, the Dawnseekers is a relatively new Corps from a relatively new guild. Serving under the Dawnstone, your merry band of Spelldivers, for their own personal reasons, have opted to risk their lives to combat the Core's darkness. You, regardless of motive, are humanity's first line of defense.

Link to relevant information including mechanics, equipment, and spell sigils: https://rentry.org/spelldivers
>>
File: Untitled_Artwork.jpg (472 KB, 2115x2285)
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Boltrunners, also referred to as Stormrunners or (among some more eclectic researchers) Capacowaries, are a species of avian-type beasts bearing a remarkable resemblance to their ratite forebears in both size and structure, with their primary differences manifesting in color and behavior. Boltrunners are pack hunters, specialized serrations on their beaks designed to more easily pick and tear flesh from bone. Their claws are blunted, worn from
The high velocities they can achieve thanks to their magic, but this loss in lethality is more than made up for by the magic coating their attacks.

Normally, Stormrunners never stampede on their own volition. They're highly territorial, generally more oriented towards their own space from other packs of their kind or other species of apex predator on their floor. However, when a MUTANT emerges from their flock and takes command of their pack hierarchy, they become galvanized, actively rampaging through higher floors and eventually the surface in an effort to satisfy their feeding frenzy. This is enabled by the special characteristic of the mutant Stormrunner, generally known as a Cumuloform— they leave in their wake a dark, nigh impenetrable cloud of mana-infused fog, preventing all light from entering or escaping. Only a Magelight can pierce the mist and stop them.

>BOLTRUNNER
[HP: 15, MOV: 5, DC: 6. All Lightning element actions generate 2 quickstep in addition to their other effects]
>Abilities (uses action)
-GALVANIZE: [Self only; 6 healing, 6 quickstep. Element: LIGHTNING]
-VOLTCLAW [2d6, melee; deals 6 damage. Additionally, may convert any number of unused Quickstep charges into damage. Must be declared before the attack is made.] [Element: LIGHTNING]

>MUTANT: CUMULOFORM
[HP: 25, MOV: 5, DC: 8. Snuffs up to 2 magelight tiles each step it moves in addition to the tile beneath it.]
>Abilities (Uses action)
-GALVANIZE: [Self only; 6 healing, 6 quickstep. Element: LIGHTNING]
-AMPSHRIEK [2d6+1, 10 range, ricochet; deals 6 damage. Additionally, may convert any number of unused Quickstep charges into damage. Must be declared before the attack is made.] [Element: LIGHTNING]
>>
File: Untitled_Artwork.png (651 KB, 1925x2926)
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>>6414558

The monsters will attack you, but will prioritize breaking through the barricades and rampaging through the city instead. Each segment of the wall can take 3 attacks, irrespective of damage, before being destroyed. You may pass through barricades as if they were normal tiles. The pink tiles, meanwhile, represent the last lines of defense between this outpost and the village beyond. As in the caravan mission, if a boltrunner ends its turn twice atop any pink tile, it reduces the reward gained. If FIVE successfully manage to do this, the mission automatically fails.

WAVE ONE:
>14 standard Boltrunners
>1 Cumuloform Boltrunner

As you arrive at the village's first and only true line of defense, you can barely see through the thick, ever-present blanket of clouds tightly hugging the rolling fields of wheat. Instead, your ears warn you of the coming flock, trampling footsteps and rabid squacks melding with the crackle of thunder rumbling in their wake. Thankfully for everyone involved, you have successfully preempted the stampede, if only by a hair's breadth. The initiative is yours, Dawnseekers, but the birds are approaching quickly. What shall you do?
>>
File: coolshot.png (919 KB, 1925x2926)
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Rolled 2, 5 + 4 = 11 (2d6 + 4)

>>6414560
>SPAWN IN 4
>MOVE 1F (blue line)
>CAST: OPEN UP SIGHTLINE. RNG 12, so this is going to bounce around a LOT.
Conquest rapidly spins her gun around as she prepares to do something very cool: a really, really, really, REALLY nasty ricochet. A screaming bolt of green light bounces from wall to wall, illuminating everything in its way.
>RICOCHET AS SUCH (green line). Rolling in case this hits anything.
"One sightline open, for now."
>>
>>6414560
After a quite embarrassing episode of returning her robes to the museum and promising that she would not "take the life of the world" as said during her drunken rampage through the town, the great Jorogumo comes astride in her (somewhat) familiar crimson red adventuring garb and cloak.

"My friends, my friendly friends," she begins. "We are to be the instruments of liberation in a dark and troubled land. This storm may yet advance in each flare of lightning but no cloud, no squall, no squawk, nor clap of thunder shall hinder us! Come, now! Further glories to be added to Dawnstone's lustre this day!"

>DEPLOY AT 2
>STEP 1A/1 TILE NORTH
>CAST GLORY-WITNESSING-LIGHT 12A/12 TILES STRAIGHT NORTH
>>
>>6414558
Joro takes another look at the mission briefing and stares at the artistic depiction in silence for some time. "I don't know what that is. It looks weird and scary and wrong and I don't like it. Genocide these idiots with extreme haste."

"O divine thunderbird!
Descended long ago
Losing your powers of speech and flight
Now like a tiger
so quick to run and turn in the hunt
That even the bolt from the sky cannot overtake you!
Claws that catch and snatch
And bear away the life of a man!
O fallen thunderbird!
Behold the dissolution of progeny!
Let the monstrosity of blood become red mist to pervade the earth..."
>>
>>6414560
Thorne would pat Hades's muscular shoulders, he shared no words for none were needed. Such was the bond between man and horse, both bred for war. Thorne shifted his helmet up and raised his rune emblazoned Horn signaling the start of things to come.

>DEPLOY AT 4
>HOLD POSITION AND CAST SOUND THE HORN
>>
>>6414558
"We must take a step back and make sound judgement in situations such as this..."

This isn't too bad lol. The further these birds have to walk to us, the more quickstep they'll expend, which means less damage coming in. If they deploy and walk and cast or cast and walk (5 MOV + 6-8 Quickstep), they'll immediately appear on our magelight sightlines. We should set up magelights, hole up near our defenses, see where the darkness appears along our magelight lanes to suss out the Cumuloforms, and blast the everliving shit out of everyone who appears.

The non-Elegy users and tanks should just go in front and soak up the ricochets if they start firing. The non-elegists can be repeatedly revived while the tanks are tanks. Evil as shit lol. We do have two Fire stack Lancers (Alaryck and Hurdy), so they can apply that on this deployment round IF the non-elegists deploy near them.
>>
File: FLOCHE Rustlin Turn 1.png (229 KB, 1288x1423)
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>>6414560
>Deploy at 1
>Fire PETRONEL N, bouncing NE for 4 Hexes upon terrain
>Scuttle Reload PETRONEL
>Fire PETRONEL N, bouncing NW for 4 Hexes upon hitting terrain
>>
>>6414560
If we stand on the Barricade and there's an attack, does the Barricade take the hit first (has higher priority) or does it just depend on random targeting?

>>6414564
Readjusting movement.
>DEPLOY AT 2
>STEP 2A/2 TILES NORTH, 1F/1 TILE NORTHWEST, 1C/1 TILE SOUTHWEST, 2D/2 TILES SOUTH (highlight two more tiles then head back)
>CAST GLORY-WITNESSING-LIGHT 12A/12 TILES STRAIGHT NORTH
>>
>>6414560
>Loadout at >>6411811
>DEPLOY at 2
>Pending confirmation from Wintry before further action

"Right, good fellows! Let's show the townspeople our arcane mettle, shall we? Put on a grand enough show, and I daresay they might bankroll our guild promotion! Into my cloak, lady of ice, all the quicker to sally forth and meet the enemy!" As always, Parsley is full of bluster and bravery when the foe is nowhere to be seen.
>>
>>6414560
Lansa surveils the battlefield.
"Ahh he he he, the hunt begins yet again..."

>DEPLOY AT 2
>SELFCAST CATALYST
>MOVE 1 NE, 5 N, 5 S (Ending up at 1NE from 2)
>>
>Aliciel - HP: 5/5, DC: 6/6, MOV: 4/4
>Focus: Grimoire <Drakeskin>: [Runespace: 9; Allows you to use your movement to cast spells of runeweight 3 or less (in addition to your round action)]
>Hieroshield: Elementalist [Ice]: [HP: 5, MOV: 4, DC: 6; You may assign an ELEMENT of any sigil your guild possesses to this ring. All of your spells will grant the elemental effect of that element. If this spell already had that element, apply it a second time.]
>Magecloth: Hoarfrost Veil [+2 PWR on all Ice element spells. 2 Resistance to Ice element attacks, 2 Vulnerability to Fire element attacks]

Spell 1+2: Dagon’s Shield [Ice] (RS: 8 PWR: 11, RNG: Melee, ACC: 2d5)
(Effect: Barrier, Quickstep, Stalagmite Armor, Form: Wreathe, Modifier: Elegy to the Old Ones, Sprawling)

Spell 3: Aurora Chant [Ice] (RS: 1 PWR: 8, RNG: Melee, ACC: 2d5)
(Effect: Hone, Form: Wreathe, Modifier: Elegy to the Old Ones, Imbue Fire)

>>6414560
>DEPLOY AT 1
>MOV ACT: Selfcast Aurora Chant
>SELFCAST Dagon's Shield

"Oh... I hope this don't lead us into a shocking development"
>>
File: hestrislouch.png (312 KB, 800x600)
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>>6414560
>SPAWN 2
>CAST BOG'S BLOOM 6A
"The storm surges! Let us beat it back with our own!"

LOADOUT:
>Staff <Brightwood> [Runespace: 13]
>Muckmedic [HP: 6, MOV: 4, DC: 7] (Heals self and allies with poison)
>Steelsewn: [+2 HP, +1 DC]

STAFF SMACK
(Strike, Hierosmite) [Runespace:0, ACC:2d5, PWR:2, Range:1]

Bog’s Bloom
Envenomate [ELEMENT: POISON]: [Runespace: 2, PWR: 2; Apply a number of Poison stacks to an enemy equal to this spell’s PWR]
Muckrend [ELEMENT: POISON]: [Runespace: 2; Apply all poison stacks this spell would apply if any. Then, remove all poison stacks, dealing damage equal to 1.5x the number of stacks, rounding to the nearest integer.]
Hierosmite [Runespace: 1, PWR: 2; Deal damage equal to this spell’s PWR to an enemy.]
Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
Barrage (Runespace: 3, -1 ACC; When you target an enemy with this spell, instead of rolling a single time, roll this spell's hit dice 3 times. For each successful hit, apply the effects of this spell with its PWR halved, rounding to the nearest integer. Non PWR based effects are not split, instead being applied if even a single hit of the barrage lands.)
Sprawling: [Runespace -1; This spell takes up two spell slots instead of 1]
Dawnforce [Runespace: 2; Grants 1 PWR for every 2 illuminated tiles adjacent to your current position, rounding up. If all 6 tiles are illuminated, gain an additional +1 ACC. Incompatible with Abysscleaver.]
>>
>>6414560
deploy on 1
>>
Rolled 2, 2 = 4 (2d4)

>>6414658
Shit and the roll I always forget that confounded ROLL
>>
Rolled 4, 2, 1, 1 = 8 (4d4)

>>6414658
whoops and the other two rolls for barrage jeez the coffee hasn't kicked in yet
>>
File: 1779090493269816.png (637 KB, 1924x2926)
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Warpig sallies forth from the palisade, eager to taste blood with his new blade. His movements cause his new plate to clatter and shudder as he charges forth, still unused to the weight on his chest, but soon the magycks within his pelt take effect and the spirit of wanderlust is upon him, driving him forth into the darkness where his latest quarries await. After the disgrace of his last mission, this hunt appeals to him, no messy humans, just the beasts to be put down and the hunters that will kill them.

>DEPLOY 1
>ACTION: Selfcast Pelt of the Itinerant Guardian
>MOVE: 1F, 4A, 2F, 3A
WARPIG - HP: 19/12, DC: 11/11, MOV: 10/3

>Statuses
Barrier (7)
Quickstep (7)

>Spells:
Blade Of Ancient Rites (RS 3, RNG 1, ACC 2D5+2, PWR 6): Hierosmite, Strike, Crescendo, Imbue: Haemomancy
Feral Hand of the Old Gods (RS 3, RNG 1, ACC 3D4+1, PWR 12+?): Ubersmite, Bullrush, Elegy of the Old Gods
Pelt of the Itinerant Guardian (RS6, RNG 1, PWR7): Barrier, Quickstep, Wreathe
>>
>>6414560
Alaryck and several others flicker with the hint of a familiar visage.

>DEPLOY 1, Trickshot Cast FoP 1E before anyone moves from their deploy location. Apply Barrier to Self and 1 Firestack to everyone else. MOVE 1C, 2B, 2C

STATS: [8/8 (+8) HP, 5(+0) MOV, 6(+0)DC]

EQUIPMENT:
>Staff <Bloomgrove>
>Hawk
>Steelsewn

>Flicker of Perseverance(Lance, Trickshot, Longshotx2, Martyr's Resolve, Barrier, Crescendo Imbue Fire, Sprawling)[Runespace:13, PWR:6(+2), Range:9(+2), Pierce]

>Embed Flare (Strike, Magelight)[Runespace:0, ACC:2d5, PWR:0, Range:1]
>>
Has anyone crossed the line in front of 3, or will I accidentally murderkill them if I cast CELESTIAL BLITZ?
>>
>>6414719
No, also you can just state that you fire after/before they move if someone crosses the line you want to fire down.
>>
File: ophelia2_resized.png (3.91 MB, 1097x1716)
3.91 MB PNG
Rolled 3, 3 + 2 = 8 (2d6 + 2)

>>6414560
"May the boltrunners feel the wrath of the stars above."

>DEPLOY AT 3
>MOVE 4A
>CAST CELESTIAL BLITZ FULL RANGE FORWARD, AND LET IT RICOCHET IN THE F DIRECTION WHEN IT HITS THE BLACK TILE
>DO NOT HIT ALLIES
>>
>>6414723
Dang, she cute. This one and JoJOphelia are lookin great.
>>
Even when casting magelights, please don't forget to roll! You never know what they might bump into.
>>
Rolled 6, 3 + 2 = 11 (2d6 + 2)

>>6414579
>>6414564
As requested.

>>6414682
>>6414723
"The clanging tread of a warrior in mail and the resplendent shine of a star-maiden... Such bold and venturesome paths you take!" Joro says mockingly. "They're coming, you know. Do you have a plan for when they arrive? Try not to get too mauled out there but if you cannot help it, at least endeavor to be good bait for our inevitable counterattack..."

"seriously, what're you nincompoops doing? the walls are back here."
>>
File: recycle.gif (24 KB, 372x560)
24 KB GIF
"Be aware everyone! Broken shield may leave you vulnerable to lightning effects~!"
>>
File: coolshot.png (787 KB, 1925x2926)
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Rolled 2, 1, 2, 2, 2, 2, 1, 2, 1 = 15 (9d2)

>>6414560
>Deploy in 2
>Cast Flaming Serpent as depicted

Ur-Glarbaoth's Flaming Serpent: Wyrmbreath+Magelight+Missile+2xLongshot+Crescendo+Barrage+Imbue (Fire)+Sprawling(RS 12, Rng 13, Acc 3d2+3, Dmg 3x5)
Ur-Glarbaoth's Promise of Death: Arrow+Hone+Imbue (Earth)+Elegy to the Old Ones (RS: 0, Pwr: 4)
Focus: Hexrifle <HR-2: Almandite> [Runespace: 12, +3 PWR, +1 Range; Incapable of using melee sigils. When you cast a spell, you must use your MOV action that round to load.]
Hieroshield: Hawk [HP: 6/6, MOV: 5, DC: 5; +2 Range]
Magecloth: Ultorishawl [3 RS Reactive spell]: Ur-Glarbaoth's No Sell: Restore+Wreathe+Forte(RS3, PWR 6)
>>
>>6414772
"HEY, HEY, HEY, wait up! boss, you're gonna smoke me and lancer!!! we just deployed there! friendly fire!"
>>
>>6414773
Didn't your adjusted movement leave you between 1 and 2, out of my zone of attack?
>>
>>6414778
I walk to the upper left then back directly in front of two. I'll switch my movement cause you've got the hexrifle movement penalty though. Right of way and all that.
>>6414579
THIRD TIME ADJUSTMENT
>DEPLOY AT 2
>MOVE 1B/1 TILE NORTHEAST
>CAST GLORY-WITNESSING-LIGHT 12A/12 TILES STRAIGHT NORTH
>>
>>6414781
I think you skirmish syndromed, because you walked in an U shape, not back to 2. And I think that's a better move than the third revision, because our attack areas overlap less
>>
>>6414782
You're thinking of Lansa who moved one NE, 5 N, then 5 S back. In my previous iteration, I moved in front of the little one tile pillar and end directly north of deployment tile 2, right in the crossfire. For the third iteration, I will end up between 2 and 3 and not in the crossfire and I will fire as far as I can north still.
>>
>>6414579
Nope
>>6414791
>STEP 2A/2 TILES NORTH, 1F/1 TILE NORTHWEST, 1C/1 TILE SOUTHWEST, 2D/2 TILES SOUTH
You moved south-west here instead of south-east
>>
>>6414793
I'm going to fucking shoot myself, I swore I wrote southeast last night. My mistake lol. I'll just go with the second iteration then. Thanks for pointing it out, man.
>>>6414579
>>
>>6414794
No worries. The skirmish syndrome spares none.
>>
>>6414769
What a sweetheart! Good animation!
>>
I move Cookie and cast #Sonic's Shield#
>>6414560
Name: Cookie Yukishiro
Just a girl trying to make ends meet. She might be cursed.

FOCI:
>Spellsword <Dermislicer> [Runespace: 10, ACC: +2, PWR: +6; Incompatible with ranged form spells. Every time you cast a spell, decrease the PWR bonus of this focus by 2 (to a minimum of -6). Spells with negative total PWR are simply treated as though their PWR were zero. You may expend one full round CASTING to restore this focus's PWR back to its maximum (cannot be done on Übersmite recharge turns)]

HIEROSHIELD:
>Bulwark [12 HP, 3 MOV, 8 DC]

MAGECLOTH
>Ultorishawl [This item has 3 intrinsic Runespace which cannot be distributed to other spells. You may use that runespace to craft one spell, which will automatically be granted the Reactive modifier (you may not take Reactive on this spell). You will begin combat with that spell loaded, and may recast it on a casting eligible action. This spell receives the bonuses and penalties from your Hieroshield but NOT your Focus]

SPELLS:

#Cranium Crusher# 5
SIGILS:
>Übersmite [Runespace: 2, PWR: 6; Deal damage equal to this spell’s PWR to an enemy. Whenever you cast this spell, you become incapable of casting any spells the next round.]
FORM
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2]
MODIFIER
>Crescendo: [Runespace: 2, +3 PWR. Incompatible with Forte.]

#Sonic's Shield# 5
SIGILS:
>Stalagmite Armor [ELEMENT: EARTH] [Runeweight: 3; Increase your DC by half of this spell’s PWR, rounding down, until the end of the NEXT round. Does not stack. Upon receiving a successful or unsuccessful attack, the enemy receives an amount of damage equal to half of the damage you would have received, rounding down.]
>Quickstep [Runespace: 1(+1), PWR: 1; Increase the target’s MOV by this spell’s PWR on their next movement]
FORM:
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2]
MODIFIER:
>SPRAWLING: [Runespace -1; This spell takes up two spell slots instead of 1]


Magecloth Spell
#Magic Miracle# 3
-SIGILS
>Restore [Runespace: 2, PWR: 2; Restore the Heroshield of your target using this spell’s PWR.]
FORM
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2]
MODIFIER


---‐---‐------------------‐---‐----
COOKIE: ...
>>
File: IMG_3905.jpg (305 KB, 1540x2341)
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Roa is dead silent as the team begins the mission. There is a whole village at stake, success is of the utmost importance. As the Western flank seems thoroughly defended, she opts to take the East. The range of her weapon means that she can likely defend the entire row of barricades at once, so she remains steadfastly in the backline.

Once the action begins, she’ll take up a more central position. For now, she takes steps towards the gloom solely to plant her magelights, then lances through the dark with a quiet utterance of:

“Brightlance.”

As she illuminates the area with her spell, faint crackling and ticking becomes audible from her staff. She blinks in confusion at the new appearance of her BRIGHTLANCE variant.

“…Why are you green?”

>Deploy 4
>Move, then cast
>>
File: xxxx.png (563 KB, 1925x2926)
563 KB PNG
Rolled 4, 2 + 2 = 8 (2d6 + 2)

>>6414560
>>6414580
Trotting lazily behind Parsley, Wintry responds with a somewhat-unconcerned "Right, right." It would seem her mind is elsewhere. She unceremoniously gets onto Parsley's cloakbackpack, comfortably seating herself into some packed snow she generated for the occasion. Hopefully he's not afraid of catching a cold...
>Deploy at 2
>Spend movement to use Parsley's piggybackpack

Opening her Grimoire, Wintry begins to recite from the magicked words she engraved within, in scribbles that are incomprehensible for most anyone else, and starts chanting in a deep tongue. A low-to-the-ground ball of ice-aspected magic appears, shining with a blood-red light.
"Equinox Wintersun. Go and light our path..."
>Cast Equinox Wintersun as shown in picrel
(>Equinox Wintersun
2 RS
PWR 9, RNG 10, ACC 2d6+2, Element: Ice, Cthonic
Effects:
>Magelight (1)
>Hierosmite (2)
Form:
>Ricochet (1)
Modifiers:
>Elegy(-2))

>>6414723
so cool!!!! Ophie looks awesome!!
>>6414769
what is she so anxious about... there is no need to worry
>>
>>6414769
"Fret not," Joro says serenely. "At least one monster in this onslaught is on your side."
>>
1. Barricade targeting question here >>6414579
2. For Barrier, does a higher PWR Barrier add onto or replace a lower PWR Barrier (ex. 20 PWR vs 8 PWR)?
3. For reapplying a Barrier when it's partially depleted, does it add up to its limit only or does it add up? The more succinct question is is there a cap to Barrier? (Ex. you can cast a 11 PWR Barrier and have 1 Barrier Point remaining.)
>>
File: cynthia_capacowaries_1.jpg (266 KB, 1000x1520)
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Rolled 3 (1d4)

>>6414560

>Deploy at 3
>Summon Ladybird
>Ladybird casts Quicksilver Wings on self (+6 MOV, 1 RANGE, UNSTABLE, +2 ICE) (rolling now for Unstable)
>Sacrifice Cynthia's movement to move Ladybird as shown, or as far as Ladybird can (I'm intentionally not using all available movement)
>Cynthia casts Electrum Braid in 9A:
>2d4+4 ACC (+1 if 6 illuminated tiles), 1 + (distance) + (illuminated tiles) // 2 DMG, 9 RANGE, PIERCE, +1 ICE

>>6414587
>>6414723
This defense being a rare occasion where staying back is a strong strategy, Cynthia scoffs when she spies the giggling Ireqqen and the starry-eyed witch run heedlessly into the darkness, Lansa being the only one with the courtesy to return. If Ophelia wasn't such a pretty young lady, Cynthia probably would've scolded her for her airheadedness. Instead, With an elegant flourish, Cynthia unleashes Ladybird from her golemductor in an eruption of mana and steel, sending the airborne construct out to chase after Ophelia. Its pseudo-elytra now unlatched, the revealed wings buzzing beneath flicker with pulses of blue light, the sign of a spell designed to accelerate past its mechanical limits struggling to activate...
>>
Rolled 4, 1 + 5 = 10 (2d4 + 5)

>>6414973
...The spell stabilizes, and in flurry of frigid blue particles, Ladybird zips through the air, the golden wheat swirling beneath its path, until it rears back and lands beside Ophelia. With a hint of smugness, she says, "Perhaps you'd better leave the scouting to my capable little Ladybird, no? Watch out for my spell heading your way too."

Extending her wand straight out with both hands, small fibers of luminous gold and silver begin to snake out of its tip, interweaving with each other and coalescing into thick strands that quickly begin streaking into the thick fog at deadly speeds. She had really been itching to try this spell.

(Rolling once in case I hit something. If the town wall counts as an illuminated tile, I believe I get the +1 Dawnforce ACC bonus, which I've added)

>>6414723
Beautiful! The colors and textures in this are sublime.

>>6414769
Very cute! I don't think we've had any other animations here yet.
>>
I'll wait until tomorrow to update, as a few spelldivers have yet to deploy.
>>
>>6414557
>Deploy 3
>Move 3A, E, D
>Cast Roanor's Versatile Lightning Seeker max range North

>>6414999
Oops, didn't see the thread



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