Magical Girl Quest - The Fire That Burns

Or fly 400m upwards and spread fire from up there, if we have to. I doubt that these spells reach so far... and if they do, we see them coming and can dodge.
We won't be fast enough to really dodge effectively even with boosted flight 3, and it only takes one hitting us to turn us into chunky salsa. Flight just won't work for this fight.
 
We won't be fast enough to really dodge effectively even with boosted flight 3, and it only takes one hitting us to turn us into chunky salsa. Flight just won't work for this fight.

400 metres is quite a distance and this Spell would just be a thin beam, not a sky-swallowing wave. We could dodge... if it even reaches that high up.
I am not saying we should do it, but this is an option we have.
Adhoc vote count started by Naron on Sep 11, 2017 at 10:15 PM, finished with 3355 posts and 21 votes.
 
The fun thing about lasers is that if you wave them around madly they're suddenly AoE attacks. :V
 
400 metres is quite a distance and this Spell would just be a thin beam, not a sky-swallowing wave. We could dodge... if it even reaches that high up.
I am not saying we should do it, but this is an option we have.
Spells tend to not have an arbritrary range in this setting.

Look, even ef we CAN dodge, simple math makes it not a risk that's worth it. We don't know the base damage of the spell, and given it's a level 5, I would peg it at at least 50 damage, with 75 being likely(and this doesn't even touch the Magic Mod). Not so bad, right? Especially since we cut that inb half with our resilience. Well, the AA ability on that means if we get tagged with that and we count as flying, we suddenly take a whopping 300 damage as that 50 base gets multiplied, which is our entire health pool! Worse if it's 75 base(which in that case its 450 damage,) and this doesn't even include bonus damage from the MM roll. We cannot, I repeat, CANNOT afford to be flying at any point of the fight, since it only takes one failed dodge to go up in smoke.

This isn't even including the other unknown ability of the spell, which could be anything.
 
Vote Locked In
[X] Blood Willows
XP Spent
[X] EXP Plan My Sword is Amazing (80 EXP)
I guess the Sword Boost did not make it, then?


Spells tend to not have an arbritrary range in this setting.

Look, even ef we CAN dodge, simple math makes it not a risk that's worth it. We don't know the base damage of the spell, and given it's a level 5, I would peg it at at least 50 damage, with 75 being likely(and this doesn't even touch the Magic Mod). Not so bad, right? Especially since we cut that inb half with our resilience. Well, the AA ability on that means if we get tagged with that and we count as flying, we suddenly take a whopping 300 damage as that 50 base gets multiplied, which is our entire health pool! Worse if it's 75 base(which in that case its 450 damage,) and this doesn't even include bonus damage from the MM roll. We cannot, I repeat, CANNOT afford to be flying at any point of the fight, since it only takes one failed dodge to go up in smoke.

This isn't even including the other unknown ability of the spell, which could be anything.

There are range limits, if just because the magic scatters over longer distances and loses damage due to that.
Besides, I know how Anti-Air works.


@Rukia how is the terrain aside from forested? How dense is the forest and how large the area we are supposed to clean out?
 
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I guess the Sword Boost did not make it, then?




There are range limits, if just because the magic scatters over longer distances and loses damage due to that.
Besides, I know how Anti-Air works.


@Rukia how is the terrain aside from forested? How dense is the forest and how large the area we are supposed to clean out?
Well then, why were you voting for a plan to boost flight against a creature that has anti air? That's a terrible idea.
 
[X] Megatherium

[X] EXP Plan My Sword is Amazing and I can fly (120 EXP)
 
Because it is cheap and something we want to have anyway. Rukia just gave us the option to get it, so I included it as fast as possible because it is just that good.
Sorry, I just don't see the point in boosting something we're not going to use in a fight at all at the risk of being obliterated of we do. I'd rather boost something we'll actually use in the fight.

But I also don't know why I'm arguing the point, vote's over.
 
The only hint I will give you, is that the Abilities Page in Informational only has spells that have shown up in the Quest so far.

I already suspected something like that.
What is around is Lethal Surprise, Spell Cancel, Shred, Curse and Stun.
Curse would make sense, it halves our modifier roll. Spell Cancel would make sense because it stops our magic.



[] Battle Plan anyone?
How is the terrain aside from forested? How dense is the forest and how large the area we are supposed to clean out?
 
I already suspected something like that.
What is around is Lethal Surprise, Spell Cancel, Shred, Curse and Stun.
Curse would make sense, it halves our modifier roll. Spell Cancel would make sense because it stops our magic.




How is the terrain aside from forested? How dense is the forest and how large the area we are supposed to clean out?
I wouldn't be surprised if it isn't detonate, if we want to go with the AA theme :V
 
My initial gut instinct is to ask for artillery support. Specifically for White Phosphorous rounds. Use them to start the party and turn the Area of Operations into a controlled burn. That should flush out the Willows if they are in any way mobile, and pretty much kill them if not. From there, if they can move, we play interference and keep them in the burn zone.
 
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