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Forum Games and Roleplaying / Re: Darkness Redeemed: "The Many", (Mysterious plots and stuff)
« on: July 16, 2014, 02:47:14 pm »
"Hey guys, stuff! I found stuff in this book!
She decides to just read entries automatically while the rest of the party do things.
"I like you guys, I really do, which is why I haven't cast Mass Consecrate while you still have undead friends in my tomb, but might I suggest you take your book club topside, so I can clean this place up a bit?"
What will you do?
Spoiler: Quidives shouts as she reaches the interesting parts of this journal (click to show/hide)
Quote
Entry #4: I have managed to acquire some sundries from the town before my departure, along with finding a cave in a forest a few miles south of Musclecity, my only memento's being the photos of my loved ones, I pray it is enough to keep me sane in the face of this overwhelming power, if I am to be strong enough to save them I would need to slip into the garb of all the necromancers before me, to search for the means of restoring true life, which means I will need books, equipment, and a means of protecting myself. I remember hearing of a museum in Muscle city that had an artifact that generated shadows, if I can steal it, it might help to jump start my magical energies, but it will require planning, and unfortunately, it will require undead, I have killed and reanimated a number of digging beetles, tiny creatures with a powerful mandible, they will make good spies for me to map out the city and the museum's security.
Quote
Entry #5: My theft was a resounding success, the lamp of shadows is in my possession, I had also stolen some manuscripts that detail the Musclecity wizards testing of it's properties, it should be child's play to make use of it now. According to the papers, the lamp produces a smoky substance that is comprised mainly of pure shadow energy, and that it was discovered less than a year after the dark one's suicide, so it can only be assumed that it is one of "The many", it makes no difference to me however, as to what it's origins were, all that matters now is that i have a source of power, I should be able to drain the negative energies from the distilled darkness, Allowing me a much better rate of regeneration to my mana system. I doubt i will be able to do anything quite as notable as that theft for quite a while, the Archmages of that city are on high alert, though they have no idea as to who stole it, this hopefully means that the royal guard don't know where I am either.
She decides to just read entries automatically while the rest of the party do things.
"I like you guys, I really do, which is why I haven't cast Mass Consecrate while you still have undead friends in my tomb, but might I suggest you take your book club topside, so I can clean this place up a bit?"
What will you do?
Spoiler: Dungeon Map (click to show/hide)
Keys: 0


Spoiler: Stats (click to show/hide)
3740 Gold
2 turns before night
Kirek Shnapps

Level 4
Exp; 10%
Health; Perfect
Mana; Perfect
SD; Critical (2 turns daylight shielding)
Prince Richard Blubfysh

Level 2
Exp; 73%
Health; Perfect
Mana; Perfect
Favor; You feel adventurous, like you could find secret caves and stuff if you focused this feeling.
Quidives Arche

Level 2
Exp; 87%
Health; Perfect
Mana; Perfect
Studying; Rune magic potential uses.
(3 days left on transformation potion)
Evimeria

Level 2
Exp; 44%
Health; Perfect
Mana; Locked
Godly Status; Medium+22
2 turns before night
Kirek Shnapps

Level 4
Exp; 10%
Health; Perfect
Mana; Perfect
SD; Critical (2 turns daylight shielding)
Prince Richard Blubfysh

Level 2
Exp; 73%
Health; Perfect
Mana; Perfect
Favor; You feel adventurous, like you could find secret caves and stuff if you focused this feeling.
Quidives Arche

Level 2
Exp; 87%
Health; Perfect
Mana; Perfect
Studying; Rune magic potential uses.
(3 days left on transformation potion)
Evimeria

Level 2
Exp; 44%
Health; Perfect
Mana; Locked
Godly Status; Medium+22
Spoiler: Follower's stats (click to show/hide)
Necromantic chunk; a Chunk of negative energy, bound to Kirek by way of magic, Able to reverse the intended effect of spells of all kinds, Has a tendency to 'lock on' to enemies.
Baby Black Dragon; A Little dragon with tough skin, dragons are known for adapting physically to their environments, and taking on characteristics of what they commonly eat, it's scales appear to be black like obsidian, with small slivers of crystal clear in some places, a rare few of it's scales have become pure white, with streaks of obsidian. the stench of evil vegetables covers it in a haze. it is currently feeding, It is wearing a rather nice cowboy hat, with a flawless emerald set into the front. It's right front leg is broken.
Joe Explosions; A skeleton looking for references for his job of choice, an Evil minion, he has expanded his horizons to include Good minion as well.
Sherlock Bones; A true blue bleached corpse of a skeleton, he has been friends with Joe his whole death, oh the stories he could tell, skilled with blunt rusty swords.
Gelly hat:With no strengths and many weaknesses, this rather large gelly has made itself useful as a hat for Kirek, provides 1 additional turn of Daylight shielding.
Gelly in a bottle: A high level tiny slime imbued with the power to resist magic itself, it is adorable like many of it's kind.
Baby Black Dragon; A Little dragon with tough skin, dragons are known for adapting physically to their environments, and taking on characteristics of what they commonly eat, it's scales appear to be black like obsidian, with small slivers of crystal clear in some places, a rare few of it's scales have become pure white, with streaks of obsidian. the stench of evil vegetables covers it in a haze. it is currently feeding, It is wearing a rather nice cowboy hat, with a flawless emerald set into the front. It's right front leg is broken.
Joe Explosions; A skeleton looking for references for his job of choice, an Evil minion, he has expanded his horizons to include Good minion as well.
Sherlock Bones; A true blue bleached corpse of a skeleton, he has been friends with Joe his whole death, oh the stories he could tell, skilled with blunt rusty swords.
Gelly hat:With no strengths and many weaknesses, this rather large gelly has made itself useful as a hat for Kirek, provides 1 additional turn of Daylight shielding.
Gelly in a bottle: A high level tiny slime imbued with the power to resist magic itself, it is adorable like many of it's kind.
Spoiler: Kirek's Abilities (click to show/hide)
Shadow Claw: Allows for basic grapple, claw, and slash attacks, shadow density can be expended to extend it temporarily to reach far off targets, or to grapple to new area's.
Shaded Wings: allows for gust attacks, gliding, and unlimited flight if conditions are right. Shadow density can be expended to severely increase feather growth, and subsequent molting.
Shaded Wings: allows for gust attacks, gliding, and unlimited flight if conditions are right. Shadow density can be expended to severely increase feather growth, and subsequent molting.
Spoiler: Spells/Skills Kirek (click to show/hide)
Healing shadow(LV5); Equalizes your concentration of Shadow Density, Mitigating wounds, can also be used to stitch mortal wounds together in others using their shadows. (Mana Cost is trivial)
Enchanting(LV12); No artificer is quite complete without this, it will allow you to enhance Material Objects to your hearts desire, but is exhausting to your mana network, you can also perform a temporary version of it on yourself and objects for a much smaller effort (Permanent mana cost is Easy, Temporary mana cost is Incredibly Trivial.)
Subsets-
-Shadowmancy(LV3); Grants it's user the ability to control shadows and see though them, even to craft objects from solid darkness. Gives a higher chance of success compared to normal enchanting (Permenant mana cost is Heavy, Temporary cost is trivial)
Diplomancy(LV5); Gives your words more sway, Allowing for temporary suggestions to be made to most beings. also allows magical effects to be applied to your words, from fire to healing if such a spell is available.(mana cost is medium) (Spellword cost is heavy)
Enchanting(LV12); No artificer is quite complete without this, it will allow you to enhance Material Objects to your hearts desire, but is exhausting to your mana network, you can also perform a temporary version of it on yourself and objects for a much smaller effort (Permanent mana cost is Easy, Temporary mana cost is Incredibly Trivial.)
Subsets-
-Shadowmancy(LV3); Grants it's user the ability to control shadows and see though them, even to craft objects from solid darkness. Gives a higher chance of success compared to normal enchanting (Permenant mana cost is Heavy, Temporary cost is trivial)
Diplomancy(LV5); Gives your words more sway, Allowing for temporary suggestions to be made to most beings. also allows magical effects to be applied to your words, from fire to healing if such a spell is available.(mana cost is medium) (Spellword cost is heavy)
Spoiler: Spells/Skills Richard (click to show/hide)
Glorious Blast(LV3); Send forth a blast of holy energy, from the Gods themselves, Which ones send it depends on your Favor. (Mana cost is Variable, Specify strength)
Shine Shape(LV4); Create an object from light itself, as is your birthright, for a single turn. It will not give you what you want, but rather, what you need. (Mana cost is medium, state a usage rather than an object, eg. "Shine Shape a weapon that can reach that foe"
Shine Shape(LV4); Create an object from light itself, as is your birthright, for a single turn. It will not give you what you want, but rather, what you need. (Mana cost is medium, state a usage rather than an object, eg. "Shine Shape a weapon that can reach that foe"
Spoiler: Spells/Skills Quidive (click to show/hide)
Alchemical Prodigy(LV???);At it's current level it allows the user to readily identify and understand all bases of Alchemy, It also causes a daily Study subject to appear under the user's stat page
Mix and match(LV8) Allows the user to Jerry-rig a Mechanical or magical machine from parts provided, guaranteed to be of use or your money back!
Natural Lifetime(LV8) Allows the user to draw on experience given only by a life through the eye's of a cog in nature's grand machine, Allows for complete control over one's body and provides insight on mundane creatures immediately on encounter.
Mix and match(LV8) Allows the user to Jerry-rig a Mechanical or magical machine from parts provided, guaranteed to be of use or your money back!
Natural Lifetime(LV8) Allows the user to draw on experience given only by a life through the eye's of a cog in nature's grand machine, Allows for complete control over one's body and provides insight on mundane creatures immediately on encounter.
Spoiler: Skills Evimeria (click to show/hide)
Steal (LV4); Allows the user to attempt to steal something. (Currently at a 20% chance)
Temporal magic (LV4); Alters the flow of time, the more focus a person's mind has, the more effective the spell is. (Mana cost is moderate while conscious, sending solid objects back in time is currently beyond your mana limits.)
Dice affinity (LV2); All but the most powerful dice are merely an extension of you, allowing you to control them on a whim, at least, that used to be true (Allows control of physical dice outcomes when godly power is high, also allows moderate psychic powers regarding dice.
Temporal magic (LV4); Alters the flow of time, the more focus a person's mind has, the more effective the spell is. (Mana cost is moderate while conscious, sending solid objects back in time is currently beyond your mana limits.)
Dice affinity (LV2); All but the most powerful dice are merely an extension of you, allowing you to control them on a whim, at least, that used to be true (Allows control of physical dice outcomes when godly power is high, also allows moderate psychic powers regarding dice.
Spoiler: Skill Books (click to show/hide)
Muscle Wizard 101
Mighty Flex(LV25); Exercise your muscles to restore your mana, using special techniques passed down from the most ripped wizards of our time.
Subsets-
-Spell Storage(LV1); Store a magical spell in your mighty Muscles.
-Ki theory(LV1); Allows you to use your physical health to cast spells.
Bandit 101
(Bandit) Mannerisms(LV15); Naturally gives a +6 to bandity actions if a roll is under 5.
Subsets-
-Bandity stab(LV1); Stab the enemy in the face, or face-analogue, has a 2% chance to auto-steal.
Mighty Flex(LV25); Exercise your muscles to restore your mana, using special techniques passed down from the most ripped wizards of our time.
Subsets-
-Spell Storage(LV1); Store a magical spell in your mighty Muscles.
-Ki theory(LV1); Allows you to use your physical health to cast spells.
Bandit 101
(Bandit) Mannerisms(LV15); Naturally gives a +6 to bandity actions if a roll is under 5.
Subsets-
-Bandity stab(LV1); Stab the enemy in the face, or face-analogue, has a 2% chance to auto-steal.
Spoiler: Special Skills (click to show/hide)
Tandem Cutter(LV1); Kirek and quidives Work together to unleash a flurry of incredible attacks, learned in the way only years of practice can. (Mana cost is incredible, can be used without cost during auspicious moments.)
Spoiler: Inventory, 0 slots remaining (click to show/hide)
Dragon chew toy; a diamond sword covered in bite marks, 4/7 servings left.
Turban; a perfectly normal hat, nothing hidden under here no sirree, especially not a dragon.
Bob; a sword made by Richards father, for the purpose of guiding him to be a true hero, there is an orb of Angel Tears Inlaid in the blade, allowing every strike to be guided by one god or another. Its craftsmanship is fine, taking from the design of the pirate's cutlass, the honor-bound rapier, the slim design of the Katana, And the balanced and heavy weight of the Broadsword. it could function as any one of them, in theory. it's orb is glowing with a righteous light.
Useless punch card; A useless card with no use whatsoever, a sword is printed on it.
Gambler's set; A set of everything needed to win cash money from unlucky fools. The scent of a certain hope in luck emanates from it.
Roulette Pistol; Part of the Gambler's set, 14 Bullets remain.
Book of skills (Muscle wizardry VOL I); A book containing everything you need to Exercise your way to arch mage status!
Extendable rod; A metal pole capable of extending to three times it's normal size.
Utility belt; A leather belt containing a number of pockets attaches to it, adds 5 inventory slots.
Glass shield; a shield appearing to be made totally out of glass, an odd thing to make a shield out of to be certain.
Bottle of (Enchant-be-gone); a bottle filled with a nullifying agent, commonly used for practicing magicians to clean up mistakes and experiments. contains 2 servings.
Bandanna of holding; A Neckerchief filled with a large amount of alchemical reagents, and memories, you can smell the memories, Adds 6 inventory slots
Recipe for (Advanced Anthropomorphic potion); details the ingredients and processes necessary to produce a potion of some kind.
Mortar and Pistil; A set of traditional alchemical tools crafted from adamantite and adamantine. Originally arising from an argument as to which one is tougher, turns out, they are both indestructible.
Flask of (Advanced Anthropomorphic Potion); Quidives' legacy, this potion allows the common animal to gain human like intelligence and form for three days, the effects of it wearing off and being reused are unknown at this time. Contains 1/3 servings.
Tongue Cap: A heavy spiked ball looking like it came from a maul of some kind, it's spikes are hollow, looking like they should contain some kind of liquid, it also glows with some inherent magic (Converts mana from targets hit into Impure Alchahest)
Jug of (Impure Alchahest); a Splitting agent used in many aspects of both alchemy and alchahestry splits objects into two, each containing weaker aspects of the original object, It contains 8/10 servings
Burgundy satchel; A nice looking sack that you carry over your back, adds a whopping 10 extra slots, but takes a turn to root through it.
Wand of Pew pew; Fires magical lazers from the red end, Requires charging by way of magical charging dock (42%)
Holy Symbol; Causes your Shadow Density to boost when around things possessing a heart or soul.
Kirek's Knife; A very well made dagger, curved and with many grooves in it, you feel that even if it were not made with this in mind, it could hold mana and perform many useful rituals within those smooth seamed grooves, The back of the handle appears to open up to some kind of hollow tube within, it is currently empty.
Sweet ass bandanna; This is a very well made, very cool looking bandanna. Will not take up inventory slots if equipped. Grants one additional turn before sunlight begins to affect you. adds 5 levels to (Bandit) Mannerisms If equipped while using the skill.
Blue leather coat; This is a very well made coat, with four large pockets sewn on the inside. Increases Inventory capacity from 1 To 5. Grants one additional turn before the sun begins to affect you
Vial of (Healant); A chemical invented by the necromantic Meatchanics to repair their fleshy robots. Works on living flesh as well, making it a cheap alternative to healing potions. As for what a Meatchanic is? well that is another story for another time. Contains one serving
Book of Skills: (Bandit) Mannerisms LV 10; This book contains all the information necessary to act, think, and talk like a bandit, you won't retain a single thing from it, due to your piss memory, so you must have it in your inventory to use the Skill (Bandit) Mannerisms LV 10 (It is Being scrawled on in it's back pages).
Note from noble; Is that the smell of "evidence" in the air? I believe so. Triggers story sequence later on if obtained.
Crown of the Prince; He who wears this crown is seen by the gods, and receives blessings and curses from their attention.
Necromantic Chunk (LV1); Reverses spell effects in it's area of effect, Can be influenced when used specifically as a foci for a spell. (Orbiter enchantment, Has limited sentience, And highly limited awareness,)
Goddess Gown; A Semi-Magical garment that reflects it's wearers health, it is in pretty bad shape, Drained of it's natural properties. Adds 4 inventory slots.
Edgardo Bracer; A Relic from a long lost land, grants the user overflowing spirit at the cost of specialized spells, (Removes limit on special stat, But locks mana.)
Bundle of herbs; There are three types in this small bundle of herbs, red, green, and yellow. your knowledge of herbs tells you that only one of them can heal on it's own, the rest merely augment it
Ante-Ante; A golden gun with no bullets, without a trigger or a chamber, you would have to be some kind of Houdini to fire it now.
Steel Crackpot; A steel pot with fine engravings on it, very durable and heavy.
Sunstone; A crystalline rock made from highly advanced alchemical practices as a byproduct of making liquid light. highly explosive and flammable.
Bookcase: An incredibly heavy and unwieldy bookcase, it can carry quite a bit, but encumbers the user (Currently contains Burgundy satchel, History book X2, grimouire of poisoned magic, Complete collection of necromantic magic books, and Big book of earth magic.)
Book On Inner Realm history Pt1: contains the history Of Inner Realm, the one you currently reside in, this is part one of a five part series. It details the creation of The Inner Realm.
Book On Inner Realm history Pt4: contains the history Of Inner Realm, the one you currently reside in, this is part four of a five part series. it details the Necromantic purge and golden age.
Grimouire of poisoned magic: A tome detailing the effects and side effects of magic that involves poisoning the users own magic field. it also details common methods and causes of restricting or poisoning a mana system such as curses and artifacts
Complete collection of necromantic magic books: This five part series details everything a necromancer would need to know about making use of his gift, almost the enterty of these spells are Completely Unforgivably Illegal.
Big book of earth magic: This book Details spells commonly and uncommonly used to manipulate almost all mineral or ferrous matter.
Crystal ball: an orb of a glassy material, it is currently filled with smoke.
Obsidian totem: a pillar of volcanic rock, a divot is on the top, allowing for something round to fit onto it.
Paperwork: What vile monster would have such an abomination in their lair.
Mythos of Inner realm Pt1: A book detailing The mythology of inner realm, the difference between this and history is that wizards wrote this instead of filthy muggles. you have two copies.
Hourglass: A mundane hourglass filled with a silvery dust. you have 6 of these.
Scribing wand: When activated, this wand writes down everything it hears.
Turban; a perfectly normal hat, nothing hidden under here no sirree, especially not a dragon.
EQUIPPED EVIMERIA
Bob; a sword made by Richards father, for the purpose of guiding him to be a true hero, there is an orb of Angel Tears Inlaid in the blade, allowing every strike to be guided by one god or another. Its craftsmanship is fine, taking from the design of the pirate's cutlass, the honor-bound rapier, the slim design of the Katana, And the balanced and heavy weight of the Broadsword. it could function as any one of them, in theory. it's orb is glowing with a righteous light.
EQUIPPED RICHARD
Useless punch card; A useless card with no use whatsoever, a sword is printed on it.
Gambler's set; A set of everything needed to win cash money from unlucky fools. The scent of a certain hope in luck emanates from it.
Roulette Pistol; Part of the Gambler's set, 14 Bullets remain.
EQUIPPED FOLLOWERS
Book of skills (Muscle wizardry VOL I); A book containing everything you need to Exercise your way to arch mage status!
Extendable rod; A metal pole capable of extending to three times it's normal size.
EQUIPPED EVIMERIA
Utility belt; A leather belt containing a number of pockets attaches to it, adds 5 inventory slots.
EQUIPPED EVIMERIA
Glass shield; a shield appearing to be made totally out of glass, an odd thing to make a shield out of to be certain.
EQUIPPED FOLLOWERS
Bottle of (Enchant-be-gone); a bottle filled with a nullifying agent, commonly used for practicing magicians to clean up mistakes and experiments. contains 2 servings.
Bandanna of holding; A Neckerchief filled with a large amount of alchemical reagents, and memories, you can smell the memories, Adds 6 inventory slots
EQUIPPED QUIDIVES
Recipe for (Advanced Anthropomorphic potion); details the ingredients and processes necessary to produce a potion of some kind.
Mortar and Pistil; A set of traditional alchemical tools crafted from adamantite and adamantine. Originally arising from an argument as to which one is tougher, turns out, they are both indestructible.
EQUIPPED QUIDIVES
Flask of (Advanced Anthropomorphic Potion); Quidives' legacy, this potion allows the common animal to gain human like intelligence and form for three days, the effects of it wearing off and being reused are unknown at this time. Contains 1/3 servings.
Tongue Cap: A heavy spiked ball looking like it came from a maul of some kind, it's spikes are hollow, looking like they should contain some kind of liquid, it also glows with some inherent magic (Converts mana from targets hit into Impure Alchahest)
EQUIPPED QUIDIVES
Jug of (Impure Alchahest); a Splitting agent used in many aspects of both alchemy and alchahestry splits objects into two, each containing weaker aspects of the original object, It contains 8/10 servings
Burgundy satchel; A nice looking sack that you carry over your back, adds a whopping 10 extra slots, but takes a turn to root through it.
Wand of Pew pew; Fires magical lazers from the red end, Requires charging by way of magical charging dock (42%)
EQUIPPED FOLLOWERS
Holy Symbol; Causes your Shadow Density to boost when around things possessing a heart or soul.
EQUIPPED KIREK
Kirek's Knife; A very well made dagger, curved and with many grooves in it, you feel that even if it were not made with this in mind, it could hold mana and perform many useful rituals within those smooth seamed grooves, The back of the handle appears to open up to some kind of hollow tube within, it is currently empty.
EQUIPPED KIREK
Sweet ass bandanna; This is a very well made, very cool looking bandanna. Will not take up inventory slots if equipped. Grants one additional turn before sunlight begins to affect you. adds 5 levels to (Bandit) Mannerisms If equipped while using the skill.
EQUIPPED KIREK
Blue leather coat; This is a very well made coat, with four large pockets sewn on the inside. Increases Inventory capacity from 1 To 5. Grants one additional turn before the sun begins to affect you
EQUIPPED KIREK
Vial of (Healant); A chemical invented by the necromantic Meatchanics to repair their fleshy robots. Works on living flesh as well, making it a cheap alternative to healing potions. As for what a Meatchanic is? well that is another story for another time. Contains one serving
Book of Skills: (Bandit) Mannerisms LV 10; This book contains all the information necessary to act, think, and talk like a bandit, you won't retain a single thing from it, due to your piss memory, so you must have it in your inventory to use the Skill (Bandit) Mannerisms LV 10 (It is Being scrawled on in it's back pages).
Note from noble; Is that the smell of "evidence" in the air? I believe so. Triggers story sequence later on if obtained.
Crown of the Prince; He who wears this crown is seen by the gods, and receives blessings and curses from their attention.
EQUIPPED RICHARD
Necromantic Chunk (LV1); Reverses spell effects in it's area of effect, Can be influenced when used specifically as a foci for a spell. (Orbiter enchantment, Has limited sentience, And highly limited awareness,)
EQUIPPED KIREK
Goddess Gown; A Semi-Magical garment that reflects it's wearers health, it is in pretty bad shape, Drained of it's natural properties. Adds 4 inventory slots.
EQUIPPED EVIMERIA
Edgardo Bracer; A Relic from a long lost land, grants the user overflowing spirit at the cost of specialized spells, (Removes limit on special stat, But locks mana.)
EQUIPPED EVIMERIA
Bundle of herbs; There are three types in this small bundle of herbs, red, green, and yellow. your knowledge of herbs tells you that only one of them can heal on it's own, the rest merely augment it
Ante-Ante; A golden gun with no bullets, without a trigger or a chamber, you would have to be some kind of Houdini to fire it now.
Steel Crackpot; A steel pot with fine engravings on it, very durable and heavy.
Sunstone; A crystalline rock made from highly advanced alchemical practices as a byproduct of making liquid light. highly explosive and flammable.
Bookcase: An incredibly heavy and unwieldy bookcase, it can carry quite a bit, but encumbers the user (Currently contains Burgundy satchel, History book X2, grimouire of poisoned magic, Complete collection of necromantic magic books, and Big book of earth magic.)
EQUIPPED KIREK
Book On Inner Realm history Pt1: contains the history Of Inner Realm, the one you currently reside in, this is part one of a five part series. It details the creation of The Inner Realm.
Book On Inner Realm history Pt4: contains the history Of Inner Realm, the one you currently reside in, this is part four of a five part series. it details the Necromantic purge and golden age.
Grimouire of poisoned magic: A tome detailing the effects and side effects of magic that involves poisoning the users own magic field. it also details common methods and causes of restricting or poisoning a mana system such as curses and artifacts
Complete collection of necromantic magic books: This five part series details everything a necromancer would need to know about making use of his gift, almost the enterty of these spells are Completely Unforgivably Illegal.
Big book of earth magic: This book Details spells commonly and uncommonly used to manipulate almost all mineral or ferrous matter.
Crystal ball: an orb of a glassy material, it is currently filled with smoke.
Obsidian totem: a pillar of volcanic rock, a divot is on the top, allowing for something round to fit onto it.
Paperwork: What vile monster would have such an abomination in their lair.
Mythos of Inner realm Pt1: A book detailing The mythology of inner realm, the difference between this and history is that wizards wrote this instead of filthy muggles. you have two copies.
Hourglass: A mundane hourglass filled with a silvery dust. you have 6 of these.
Scribing wand: When activated, this wand writes down everything it hears.
Spoiler: Burgundy Satchel, 1 slots remaining (click to show/hide)
Haversack; Adds two extra inventory slots, but cannot hold equipment (Contains 1 charging dock, and 1 vial of transformation potion)
Charging Dock; Drains pure magic from the user to charge a Wand of pew pew, Drains half the users mana system on use.
Vial of (Advanced Monkey Potion); What happens when Druids meet alchemy? Advanced Transformation Potions of course. Transforms the user into a flesh and blood chimpanzee for 5 Turns, all wounds are restored on use. Contains one serving.
Bottle of Gelly: A bottle filled with adorable slime, Resistant to magic of all kinds.
Needles; A set of three sewing needles.
Spool of thread; A shimmering red thread, holding some strange inherent magic
Spool of ribbon; A simple spool of white ribbon.
Runic paper; Several sheets of paper, lined with gold leaf, designed to receive magic quickly and effectively.
Runic ink; A bottle of ink, mixed with gold dust and aluminum powder, designed to receive magic quickly and effectively.
Necromantic crystal: A crystal of pure all encompassing negativity.
Gold scraps: Shards of gold taken from a large chandelier, might be worth quite a bit in some circles.
Charging Dock; Drains pure magic from the user to charge a Wand of pew pew, Drains half the users mana system on use.
Vial of (Advanced Monkey Potion); What happens when Druids meet alchemy? Advanced Transformation Potions of course. Transforms the user into a flesh and blood chimpanzee for 5 Turns, all wounds are restored on use. Contains one serving.
Bottle of Gelly: A bottle filled with adorable slime, Resistant to magic of all kinds.
Needles; A set of three sewing needles.
Spool of thread; A shimmering red thread, holding some strange inherent magic
Spool of ribbon; A simple spool of white ribbon.
Runic paper; Several sheets of paper, lined with gold leaf, designed to receive magic quickly and effectively.
Runic ink; A bottle of ink, mixed with gold dust and aluminum powder, designed to receive magic quickly and effectively.
Necromantic crystal: A crystal of pure all encompassing negativity.
Gold scraps: Shards of gold taken from a large chandelier, might be worth quite a bit in some circles.



