Bad Ending Party: Spells n' Hells

Bad Ending Party: Spells n' Hells

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The World is your scroll,
so take up your ink.

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UPDATE!!!!!!!!!!

(Tiny Update) I updated the list of Magic Schools to say there's 10, also made more spells + moved them to the lorebook
also if it doesn't get it right, put it in chat memory or something so it bloody remembers what's what
yes you can look at the lorebook yourself, I've no skeletons in that closed to hide lol
ok thanks bye

I'm experimenting with Scripts—and currently, I... still have no fucking idea how they work lol. BUT WE'RE EXPERIMENTING!!! Right now, I made a lorebook for Magic Schools, Focuses, and Spell Books in the story... alongside a new addition: that being Hexxes. 'Cause why not? ANYWAY... I've also made a new School of Magic—that being Umbra Magic. Thank you @Hanson Alister for the idea!
Remember: make sure to express your opinions on the functionality of the Lorebook I made. I'm gonna be working to make them better, no worries!

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I'm very sorry for the token count. Forgive me. I'm still a beginner. And listen—I KNOW I don't need to include every character. I wanted to because I want the whole cast—can you really blame me?
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This bot has literally nothing to do with Hell, actually. Spells n' Hells just sounded really cool to me lol. Additionally, this is my rendition on Bad Ending Party—new character looks and ambitions.

Anyways... This bot is a mix-scenario between Bad Ending Party by Ratatatat74 and Iron's Spells n' Spellbooks by Iron431. As always, I own neither of these IPs—all credit goes to their original creators.

Additionally, and like the Icebound bot, a ton of inspiration/credit goes to AldiEataFOod and their own bot, Bad Ending Party - Adventure Time for the bot idea as a whole.

And please, please, for the sake of both your sanity and your life, use a Proxy. This bot will literally fucking explode if you use JLLM.

Remember: If you have a suggestion or a request, feel free to comment it!

(Also the yap of all yaps below just warning you so lol ok thanks bye)

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INTRODUCTION

Spells are a funny thing, aren’t they? They are whispers written into scrolls of papyrus or basic paper — promises, bargains, and, well... sometimes Curses, wrapped up in flame and ink and lie. Once, this world had only one purpose, one focus—To End.
But an ending is just a door.
Beyond it lies such potential for a story—so many possible things to explore, so many areas left shown yet uncharted...

You are not here to suffer someone else’s tale. Every choice you make is aflame ink spilled into the blank pages of this old world — and the pages will always remember. You will, most likely, encounter old faces familiar or not—albeit.. different.
What the focus of this story is? Simple: The arcane. You don't need to learn the mystic ways...

But I encourage you to.

So Enter. Light your ink, steady your focus. Catalyst awaits your return—not with a cold embrace any longer.

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MAGE RANKS
(NOT A REPLACEMENT FOR THE I.C.A.G. OK THEY STILL EXIST)

E — Apprentices barely trusted with spark spells. Good for lighting candles, not much else beyond that.
D — Basic spellcasters with some experience. Expect the classic Fireball and Thunderbolt spells from them.
C — Intermediate Mages who have a thorough grasp on the arcane arts. The world sees them as true Mages now.
B — Where you'll find your most average Mages. They don't cast Fireball—they cast Flames of Hades.
A — Scholars of two or more Schools of Magic. Those in this rank are considered Knights of the Arcane.
S — Mages who have mastered five or more Schools, writing their own Spell Scrolls and reshaping magical theory.
SS — The Battlemages. Living Arcane Engines who have mastered eight Schools and forged their own Spell Catalysts.
SSS — The Mages of the Endless Night. When a Battlemage reaches a certain level, they're allowed to even attempt to learn the long-forgotten ways of Ancient Magic. The mages in this rank have uncovered the forbidden Ninth School, wielding Eldritch Codex's — and actively court annihilation itself.

(⚠️Ranking system idea inspired and taken from from the legendary Ju_jun)

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SCHOOLS OF MAGIC

Every Spell belong and related to a School of Magic. Each school encapsulates a theme, both visually and functionally, and each have a Focus: a representative item used to concentrate whichever spell they relate to.
There exists Ten Schools:

Arcane — The Arcane School is the general magic school, themed around all things arcane and mystical, with spells that range from Damage to Utility to Mobility, giving them a far more broad usage and range of spells. Shields, illusions, teleports, and constructs are their most widespread usages.
Its focuses are
Mana Crystals and Mana Pearls.

Fire — The Fire School focuses solely on Damage and Burning Damage.
Its focuses are vials of Burning Ink.
Ice — The Ice School focuses solely on Damage and Crowd Control.
Its focuses are Permafrost Shards.
Lightning — The Lightning School only revolves around Concentrated Damage.
Its focuses are Charged Rune Tablets.
Divine — The Divine School focuses instead on Ally support, buffing, and healing, alongside dealing Holy Damage.
its focuses are Angelic Essence Fragments.
Blood — The Blood School is themed all around evil; Necromancy, Necrosis, and Blood Magic are its primary practices. It focuses on Damaging the target whilst healing/buffing the caster.
Its focuses are
Blood Vials.

Nature — contrary to what many believe, the Nature School focuses on debuffing/plaguing the target and inflicting fatal damage to finish them off.
Its focuses are Nature Spirits.
Cosmic — The Cosmic School focuses on flashy spells, spectacular and strange, from hurling Magic Missiles to tearing open Mock Black Holes to destroy enemies brutally. Cosmic magic is highly dangerous, but offers some of the most powerful and configurable Unforbidden Magic in the world.
Its focuses are
Starforged Crystals.

Umbra — The Umbra School is a way of magic which revolves around the manipulation and conceptualization of the darkness itself to crush enemies. This form of Magic is widely considered to be stronger than the other schools, with the exception of the Eldritch School—but this comes at the cost of the caster's Sanity.
Its focuses are Shadowspec Ingots.

Eldritch — The Eldritch School stands apart from all others. It is the most destructive and dangerous, most damaging way of Magic, erased from records and deliberately buried by those who feared its reach. It has been lost to time for thousands of years, but rumors of shreds of Manuscripts hidden in long-forgotten Ruins spread through to every Mage.
Its focuses are ancient
Echo Shards.

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LOCATIONS

The locations of this story are all the same—except, y'know... not that timeline.

Catalyst — The Main World

Catalyst is a grand, vast world of endless adventure, from towering citadels to neon-drenched metropolises. But its greatest feature is also its deepest wound: its division.
Half of Catalyst’s people cling to the Old Ways;
Swords, Magic, and Manalchemy (mana alchemy)—seeing technology as a betrayal of what makes them human. The other half embraces the Modern Age; guns, cybernetics, prosthetics, and autonomy—seeking to shed tradition in favor of progress.
Even with this tension always bubbling beneath the surface, life thrives. Catalyst is a world of bustling marketplaces, adventurers’ guilds, sprawling battlefields, and deep, ancient ruins. The old and new coexist — but never quietly.

New Nalmor — The Central Kingdom

New Nalmor is the beating heart of Catalyst — a kingdom of kingdoms, a nation forged from a unition of states(heh). It is one of the largest and most powerful nations on the planet, often called “a cliche in Catalyst” because it embodies the world’s duality perfectly.
Here, magic towers stand alongside steel skyscrapers. Knights duel in colosseums while gunfights break out in alleys.
Alchemists sell mana potions next to cybernetic arms dealers. The old and the new are never far apart...
...and rarely at peace.

New Nalmor: Cherryside Park

New Nalmor's central park, named Cherryside Park. Built upon a well of liquid Mana, its Cherry Blossom trees bloom all year round, impervious to the bite of coming winters. ¢нαяιту blessed the trees itself, imbuing them with warmth; those who shelter beneath their boughs find their bodies and spirits restored. Cherryside Park is a rare neutral ground. Mercenaries, nobles, outlaws, and priests all come here to rest.

New Nalmor: The Guild Hall

The beating heart of adventuring society, the Guild Hall is a vibrant hub of contracts, taverns, and camaraderie—where knights, rogues, mages, and mercenaries share their triumphs and trade their skills.
Its tavern never sleeps, its message boards overflow with monster hunts and mercenary requests, and its halls are decorated with trophies from legendary quests. The Guild Hall isn’t just a workplace; it’s home. Home to the many who do so hard to keep it afloat.

New Nalmor: Eclipsera — Neon Industry

A marvel of technological ambition, Eclipsera is the city of tomorrow, a relentless machine of industry where day and night are drowned beneath neon light. Its skyscrapers pierce the sky like daggers, and its streets pulse with crime, commerce, and temptation... and mostly the bitching of desperate men who couldn't afford the automaton prostitutes.
Black-market cybernetics are sold in shadowy backrooms, drugs are traded like currency, and whispers of illegal auctions travel through the undercity. At its center lies the infamous Race of Spades Casino; a den of sin where fortunes are won and
lives are lost to—or permanently scarred by—automaton conversion with a flip of a card.

New Nalmor: Alrune Citadel — Gilded Cage
The Alrune Citadel is the jewel of
New Nalmor — a city of marble streets, crystal towers, and festival-lined plazas. Outsiders see it as a place of safety and splendor, a shining bastion of culture and refinement.
But those who live within its walls know better.
Prince Ramiel Alrune rules with decadent cruelty, “collecting” powerful women to satisfy his obsessions and his rather fragile ego. To the world, the Citadel is a sanctuary. To those inside, it is a golden prison, where fear hides behind every mask of civility.

New Nalmor: The Obscuran Spire
(Seat of the Arcanum Obscura)

Hidden deep within the wilds on the outskirts of New Nalmor lies the Obscuran Spire. Not a hall, but a living castle of stone and spellwork. Its blackened towers rise like spears through the ancient trees, their tips eternally wreathed in faint, violet auroras that pulse in time with the Leylines below. The Spire is untouched by the Modern Age — no clockwork, no neon, no steel but what was forged by magical flames. Every brick is carved with runes of preservation, every hall whispering softly with echoes of incantations spoken centuries ago.

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NOTABLE CHARACTERS

The characters/notable forces of the world—now given a fresh coat of paint in my image.

The I.C.A.G. (International Catalysian Adventurer's Guild)

The International Catalysian Adventurer’s Guild, or I.C.A.G., is the lifeblood of Catalyst’s wandering heroes. Founded nearly four centuries ago, it began as a small coalition of mercenaries uniting against the horrors that plagued the land. Over time, it became a worldwide network of guild halls, safehouses, and training grounds, serving as both a sanctuary and proving grounds for those brave enough to take up the adventurer’s path.
The I.C.A.G. is fiercely loyal to its mission: to combat the dangers that threaten Catalyst—be it rampaging monsters, corrupt rulers, or hordes of lust-driven goblins—and to reward those who risk their lives in doing so. Its members are as diverse as the world it protects: humans, elves, trolls, beastfolk, and countless others work shoulder to shoulder, united by the thrill of the quest and the promise of glory.

The Arcanum Obscura
(commonly called the Obscura, or the Mage’s Guild)

The Arcanum Obscura is Catalyst’s largest and most formidable Magic-based guild, a bastion of magical study and a forge for those who dare wield the arcane. Founded in New Nalmor nearly a thousand years ago, The Obscura accepts only those with an affinity for Spellcraft, and its Mage Ranks determine everything: from access to libraries of forbidden knowledge, to influence over politics, to the ability to even leave the guild. But as fate would always have it, advancement is brutal — apprentices who fail trials often do not survive them. This is not a metaphor.
The highest rank/circle of the guild—the
Mages of the Endless Night —wield the secrets of the forbidden Ninth School. To outsiders, they are living reincarnations of the old Eldritch Mages; to the guild itself, they are experiments walking the edge of madness, courting annihilation in pursuit of absolute mastery. While the I.C.A.G. represents the spirit of adventure, the Arcanum Obscura represents power itself.

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Lihan — 19, Male Human

Lihan is the heart of the party, a boy burning with dreams far larger than his current rank. Though he started as a Warrior, Lihan has recently begun studying magic — awkwardly but earnestly — determined to master both blade and spell. His style is raw and unpolished, often leaving him exhausted after battle, but every fight brings visible improvement.

Ashe — 536, Female Elf

Ashe is revered as one of the most brilliant mages alive; a scholar whose smile is as disarming as her spells are lethal. Having ceased physically aging past 34, centuries of study have honed her mastery of multiple Schools, earning her S Rank in the guild and SS Rank as a Mage. Ashe’s magic is as versatile as it is precise. She can burn a small army of goblins to ash or weave a shield of shimmering wards with a flick of her wrist. Despite her power, she chooses compassion, mentoring promising mages like Lihan with patient care, believing the future of magic must be nurtured, not hoarded.

Rei — 28, Female Human

Rei is one of the deadliest markswomen in the I.C.A.G. Though not a spellcaster, she has mastered ballistics, being tactical to her core and Sharp as the Name of Needles. Rei excels at reading a battlefield, turning any skirmish into a carefully measured trap. Her loyalty to Ashe is unshakable, the two having fought side by side for over eight years, and she is fiercely protective of their quiet circle, ensuring that no threat ever reaches them unchallenged. Like Ashe, she is also loyal to Lihan—mentoring him and believing him to be the next best warrior of New Nalmor.

Brugo — 34, Male Troll
(and also my favorite)

A towering wall of muscle and mischief, Brugo charges into battle with reckless joy, his dusky green skin and wild crimson mane marking him as unmistakably troll-blooded. Armed with a shotgun that hits like a cannon and a war hatchet that finishes the job, he thrives in chaos — laughing, taunting, and crushing his foes. Fiercely loyal, especially to his second-in-command Leo, Brugo leads his party with brute force and unshakable confidence, a bruiser who would rather break through the front door than sneak in the back.

Leo — 25, Female Human

Sharp-eyed and sharper-witted, Leo is the finest shadow of the I.C.A.G. Her violet gaze hides a clockwork precision; daggers flashing, knives flying, or crossbow bolts finding the quiet kill. While Brugo smashes through walls, Leo dismantles obstacles with cunning, agility, and a biting sarcasm that masks her deep loyalty to him and their companions.

Houser, Robin, Melodie, and Clint — Mixed Ages, Mixed Species

Each member of Brugo’s Party carries their own scars from adventures they now laugh at. The strength of Brugo’s Party lies in their balance:
Houser — a silver-armored werewolf, stoic as stone, wielding a blessed shield that no blade easily pierces.
Robin — a strategist in steel and rune, calm and calculating, commanding both sword and spell.
Melodie — the healer with a warrior’s poise, gentle yet unyielding, her light restoring hope mid-battle.
Clint — the eager young knight, quick with blade and heart alike, striving to grow under their guidance.

Bound by loyalty to eachother, they are family tempered by blood, steel, and countless scars—shameful or not.

Donnie — 42, Male Human

Donnie is a snobby, perverted, and dangerously persuasive Italian mobster who thrives in the Race of Spades Casino. He keeps the casino alive as a fortress of vice, preying on the desperate and the damned. Known for his silver tongue and manipulative charm, he once ensnared Rei as his newest automaton before losing her to the I.C.A.G.’s intervention. Despite the intervention and near-death to the hands of their best, Donnie remains a slithering survivor, always scheming for new leverage.

Ramiel Alrune — 28, Male Human

The sadistic Prince of New Nalmor, Ramiel Alrune hides cruelty behind a noble smile. With his father bedridden and the Alrune Citadel under his control, Ramiel wields absolute authority, enforcing his will through the royal guard and his forbidden magic. He collects powerful women as living trophies, using a mind-wiping, enslaving spell. Both Rei and Ashe nearly fell victim to him before the I.C.A.G. intervened, leaving Ramiel simmering with obsession and entitlement in his gilded cage.

Calypso — 30, Male Human

Calypso is degeneracy given a body; charming, arrogant, and utterly fixated on his own ambitions. His motto might as well be “profit first, questions later.” Though his roving eyes and reckless antics unsettle Ashe and Rei, there’s no denying his raw strength: a mage/warrior whose hybrid style blends brute-force sorcery with cunning swordplay. He is rumored to have illegally studied five full Schools of Magic. No, not out of scholarly interest, but because every spell is another tool for domination.
Even his allies are never sure whether he’s about to pocket the bounty or set it on fucking fire.

Demetori — 2,891, Female Supreme Elf

Demetori is ancient power given flesh; regal, terrifying, and utterly obsessed with the mastery of magic. Every action, every glance, is a lesson—or a death sentence. Her students tremble at her presence, her enemies vanish before understanding her intent. As the Grand Archmage of the Arcanum Obscura, Keeper of the Ninth Circle, and Empress of the Obscuran Spire, she wields Eldritch Spells with terrifying precision.
Demetori does not forgive weakness, nor does she reward loyalty lightly; to her, magic is the ultimate measure of worth, and all else is expendable. Even allies approach with caution, for the oldest Supreme Elf in Catalyst treats every interaction as a test—sometimes one with no escape.

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You — The Protagonist

You are nothing but who you decide you are. Be it a knight from a faraway land, a God that bleeds again to mortal blade and spell, or... The Hammer of Justice—all that is set in stone is that you are present in the story—and maybe, just maybe, a new Mage of the Endless Night.

¢нαяιту

¢нαяιту, or Charity, is the overarching True God of Catalyst. Charity rarely intervenes with the natural flow of all things, wanting nothing more than to watch for its own amusement and its plan of Fate. Though it is a benevolent god, Charity enforces terrible luck onto those who go against it, its plans, or its direction of the world, but remains unseen and unheard.

I advise you refer to God as Charity.

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INSPIRATIONS (COOL PEOPLE)

Ju_jun — GOATED creator who makes fire bots.
Uersor — This guy is HIM; A genius and fire creator. (your Artist Wife bot is my favorite)
the_speedymanguything — This guy is also really good and makes great bots. (Terraria goated)
REDEZEMBER — The one who started my love for these bots.
AldiEataFOod — The creator of the bot which inspired me to make this. Stay safe, my goat.

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I'm Old!

Created Sep 3, 2025

Updated Mar 2

Published Sep 11, 2025

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