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The Celestial Grimoire - A Complete Compendium Second Edition
The Celestial Grimoire - A Complete Compendium Second Edition
Customizati
Now the Celestial Grimoire: A Complete Compendium, isn't necessarily complete, yet. Rexhe
Now the Celestial Grimoire: A Complete Compendium, isn't necessarily complete, yet. Rexhe
Rolled Perk
Don't Like my baby blue for your Character Sheet? Change the box color
forward.
Thank You
I'd just like to say thank you to everyone who takes a look, and an even bigger one if someon
was completely new to me when I started this and there was much head bashing while I was
me very happy.
I have to thank Rexheller who made the original Celestial Grimoire Document, back when
smooth as butter with over a hundred tabs) to lag and crash regularly. The author of the Ce
and owner of the CF Discord and of course every author of the many, man
ler are placed at the top of the included Character Sheet. The red lever will pull a random
perk each time you pull it.
Purchase' the perk, changing its background color back to white in the character sheet and
list to the bottom under the Purchased heading, removing it from the roller pool.
eant for perks that you can buy repeatedly, doing the same as the green button save for
removing it from the pool.
move the last entry in the Character sheet, used for passing over a perk you don't want or
fford. It will remove a perk even if it's been 'purchased', be careful.
n also has an entry in the Perk Roller tab next to the Help tab at the top.
stomization
y complete, yet. Rexheller, creator of the original Google documents, is still making more work for me and as you wil
y complete, yet. Rexheller, creator of the original Google documents, is still making more work for me and as you wil
hank You!
en bigger one if someone actually uses it to make something. Google Appscript/Javascript
ead bashing while I was forcing it into existence. Knowing that it was actually useful makes
me very happy.
Document, back when it was one giant document that caused my browser(which runs
ly. The author of the Celestial Forge and Lord Roustabout for popularizing it, the admins
uthor of the many, many, many, jumpdocs that these premises rely on.
Basic Magecraft -
12 100 Tsukihime Benevolence
Reinforcement
Warhammer Fantasy:
22 100 Heraldry Armour Benevolence
Tomb Kings
Touhou Project:
31 100 Keseran-Paseran Benevolence
Forbidden Hermit
Warhammer Fantasy:
33 100 Warpaint Benevolence
Dogs of War
Orange Marmalade
34 100 Wonderland No More Benevolence
Jar
Warhammer Fantasy:
35 100 CRYSTAL CLOAK Kislev Benevolence
Stone Age Warhammer Fantasy:
36 100 Superstition Orcs & Goblins Benevolence
Warhammer Fantasy:
37 100 Armour of Tarnus Imperial Colleges of Benevolence
Magic
Psychic Abilities -
53 100 Biokinesis (Self- World of Darkness: Benevolence
Control) Sorcerer
Psychic Abilities -
54 100 Biokinesis (Self- World of Darkness: Benevolence
Sorcerer
Healing)
Psychic Abilities -
World of Darkness:
55 100 Biokinesis (Hysterical Benevolence
Sorcerer
Strength)
Psychic Abilities -
World of Darkness:
56 100 Biokinesis (Ignore Benevolence
Sorcerer
Pain Response)
Psychic Abilities -
World of Darkness:
57 100 Biokinesis (Mind Over Benevolence
Sorcerer
Matter)
58 100 Psychic Abilities - World of Darkness: Benevolence
Mind Shield Sorcerer
Psychic Abilities -
World of Darkness:
59 100 Psychic Vampirism Benevolence
(Rush) Sorcerer
Psychic Abilities -
60 100 Psychic Vampirism World of Darkness: Benevolence
Sorcerer
(Sapping the Will)
Psychic Abilities -
Psychic Vampirism World of Darkness:
61 100 Benevolence
(Energy Sorcerer
Transference)
Psychic Abilities -
62 100 Psychic Vampirism World of Darkness: Benevolence
Sorcerer
(Life Leech)
Psychic Abilities -
63 100 Psychic Vampirism World of Darkness: Benevolence
(Emotional Vortex) Sorcerer
64 100 Dragonskin The Elder Scrolls Benevolence
Defensive
70 150 Generic MG Benevolence
Determinator
Fate/kaleid liner
88 200 Empty Space Benevolence
PRISMA ILLYA
Warhammer Fantasy:
89 200 Talisman of Rendar Amazons Benevolence
Warhammer Fantasy:
90 200 Raised by the Faeries Bretonnia Benevolence
Warhammer Fantasy:
91 200 Barding Benevolence
Bretonnia
Warhammer Fantasy:
107 200 Pyromania Imperial Colleges of Benevolence
Magic
Warhammer Fantasy:
108 200 Light in the Darkness Imperial Colleges of Benevolence
Magic
Warhammer Fantasy:
Amulet of Enchanted
109 200 Imperial Colleges of Benevolence
Jade
Magic
World of Darkness:
120 200 Lucky Charm Sorcerer Benevolence
Warhammer Fantasy:
131 300 Dwarven Will Dogs of War Benevolence
Warhammer Fantasy:
134 300 White Lion Cloak Benevolence
Dogs of War
Warhammer Fantasy:
Scroll of Great
136 300 Imperial Colleges of Benevolence
Warding
Magic
The Curse of
160 400 Immortality Justice League Dark Benevolence
161 400 Penitent’s Blade A Practical Guide to Evil Benevolence
Warhammer Fantasy:
162 400 Warded Titan Tomb Kings Benevolence
Warhammer Fantasy:
164 400 The Dark Mail Benevolence
Beastmen
Everything Is Gonna
169 400 Generic MG Benevolence
Happy
Warhammer Fantasy:
178 400 Spawn of Order Lizardmen Benevolence
Warhammer Fantasy:
179 400 Tyrant Crown Ogre Kingdoms Benevolence
Warhammer Fantasy:
180 400 Thiefstone Benevolence
Ogre Kingdoms
Warhammer Fantasy:
181 400 Shield of Warding Benevolence
Orcs & Goblins
Protection from
184 400 The Gods Are Bastards Benevolence
Corruption
Warhammer Fantasy:
186 400 Warpstone Armor Skaven Benevolence
Warhammer Fantasy:
188 400 The Collar of Khorne Benevolence
Warriors of Chaos
189 400 Stable Casting Warhammer Fantasy: Benevolence
High Elves
Legend of Zelda:
200 400 Mirror Shield Ocarina of Time Benevolence
Legend of Zelda:
201 400 Naryu’s Love Benevolence
Ocarina of Time
202 400 Magic Potion Legend of Zelda: Oracle Benevolence
of Ages
World of Darkness:
207 400 Risk Free Botches Sorcerer Benevolence
Warhammer Fantasy:
219 500 Undying Dogs of War Benevolence
Warhammer Fantasy:
237 600 Soul Guard Benevolence
Tomb Kings
238 600 Amulet of the Great Warhammer Fantasy: Benevolence
Toad Amazons
Touhou Project:
244 600 Fantasy Nature Forbidden Hermit Benevolence
Rose ~ Embodiment
247 600 of Spirit* Ib Benevolence
Dogs of War:
248 600 Ethereal Warhammer Fantasy Benevolence
Warhammer Fantasy:
252 600 Wildheart Imperial Colleges of Benevolence
Magic
Warhammer Fantasy:
253 600 Lifebloom Imperial Colleges of Benevolence
Magic
254 600 Scion of Corruption Warhammer Fantasy: Benevolence
Skaven
Legend of Zelda:
262 600 The Mask Benevolence
Majora’s Mask
263 600 Song of Healing Legend of Zelda: Benevolence
Majora’s Mask
Legend of Zelda:
264 600 To Protect the Light Benevolence
Ocarina of Time
Morrowind Signet
268 600 Ring The Elder Scrolls Benevolence
269 600 Relics of the Crusader The Elder Scrolls Benevolence
Synchronicity Wave
276 1000 Travelling DC Occult Benevolence
277 1000 Hourai Elixir Touhou Project: Benevolence
Forbidden Hermit
278
Purchased Perks
Description
But you can’t just keep slinging offensive spells left and right all day without any kind of defense, right?
You can create barriers and shields to reinforce your own defenses, letting you block spells and attacks so
long as you utilize them properly. This can be especially draining or fragile against powerful Bombardment
spells or worse, though...you might want to consider dodging instead.
The Spell Card system was invented to ensure that youkai and humans could fight each other in a non-
lethal way and on relatively even ground. Under a spell card duel, all attacks are toned down to non-lethal
levels, and the ability to fire an aesthetically pleasing barrage of bullets in all directions is prized over
creating undodgeable attacks or invulnerability (which are banned anyway). Accordingly, you too can tone
any of your abilities down as low as simply performing pretty light shows, and as your artistic skills
improve so will the beauty of your spell card attacks.
Generally, while Devices may provide warnings, advice and analysis for their mages, it is unusual for them
to cast spells on their own. One common modification is, however, a system that can be set to
automatically cast an active protection spell, intended to supplement the existing passive defense of a
Barrier Jacket. As the casting is handled entirely by the Device’s intelligence, without consulting it’s user, it
can react far faster than a human, with the caveat that it can only be used for defensive spells. Since
Devices are essentially ‘always on’, an Auto-Guard system can also respond to more mundane attacks,
protecting its master from debris or other environmental hazards even outside of combat. (CG Note:
Requires Device - Lyrical Nanoha first.)
This high-quality brown paper is suitable for patching nobs and mending broken crowns of all sorts. It
comes with a jar of ordinary vinegar for application. Use of this brown paper will let someone use healing
or repair powers/skills on anyone – whether they’re Chessman, Human, or something else entirely. For
instance, it would let someone use medical healing on a Chessman (despite Chessmen being made of
wood and lacking true vitals), or using a repair skill meant for a Chessman/Card on a human or other
organic being. However, the Brown Paper does not grant healing skills; the user will need to have
healing/repair-related abilities to begin with.
An ornate piece that appears to be made by a gifted artisan, it looks like a heart made of red glass and
golden filigree. Not just for show, the Heart Container is full of magic.
On use, by resting it upon your chest, it permanently increases your health. This makes it harder for you to
die from wounds that aren’t immediately lethal, or blood loss, basically. You may give these to others for
use, or purchase more for 50CP each
The magical power to manipulate time. However, it cannot divine information about the past or future,
instead altering the flow of time within the present.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Grant Time Sense (1): Allows the chronomancer to grant their mystical perceptions of time to another
person.
(CG Note: This perk requires Sorcery - Chronomancy (One Dot) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or future,
instead altering the flow of time within the present.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Unaging (5) This potent ritual prevents the blight of aging from affecting the caster,
allowing for ancient Sorcerers, so long as no outside factors lead to their deaths. It
must be recast every several weeks. Multiple castings do not “stack.”
(CG Note: This perk requires Sorcery - Chronomancy (Five Dots) - World of Darkness: Sorcerer first.)
The isle of Solstheim is just as cold as Skyrim in parts, and as such the Rieklings needed to adapt. And
adapt they did, as they are very resistant to cold environments, as well as frost magic. You could quite
literally walk around the tundra in but a loincloth for a time and be fine.
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Healing Sleep (1): The healer may place a willing target to sleep instantly. When the target awakens, they
will be revitalized and alert, with a clarity of mind and purpose, even if it was only a few hours rest.
(CG Note: Requires Sorcery - Healing (One Dot) - World of Darkness: Sorcery first.)
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Mike's Cure-All (2): This ritual causes the target’s body to quickly begin flushing
itself clean of any and all toxins and poisons, even alchemical ones. This may
involve sweating, vomiting, crying, or defecation. The more powerful the toxin is,
the more difficulty the sorcerer faces in purging it.
(CG Note: Requires Sorcery - Healing (Two Dots) - World of Darkness: Sorcery first.)
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Wakey-Wakey (2): The sorcerer may cause their target to awaken from even
magically induced sleep. Comas, medically or mechanically induced, are ended.
(CG Note: Requires Sorcery - Healing (Two Dots) - World of Darkness: Sorcery first.)
The standard four practices of Magecraft: Reinforcement,Gradation Air, Hypnosis and Formalcraft. This is
the foundation of the modern systems used byMagi in this day and age. You do not start with any of these
- The Mage’s Association is largely uninvolved with events in Misaki, and Atlas is more concerned with
Alchemy and Mystic Codes than the modernMagecraft systems. You must purchase each one for 100
points, which makes you adept in thatparticular field - not total mastery, but enough to be a threat
against something unprepared for it. Reinforcement is strengthening a living being or an object, letting a
human reinforce their physical strength or senses to even greater performance.
A set of glasses that prevent the wearer from using Mystic or Pure Eyes accidentally or otherwise. This
particular version is able to suppress ocular powers of both the wearer and protect them from similar
powers requiring eye contact, though they're otherwise just a pair of glasses. Comes in a frame or design
of your choosing. Your eyes will function normally once they are removed. They also can’t be broken or
destroyed by physical force.
A True Ancestor is a spirit of the world givenform, designed for a purpose. Gaia itself recognizes you for
what you are, and as such, the world's laws do not count you among humanity or other threats to its
being. Spirits and beings born of planet Earth and all its iterations will count you as a friend and ally, and
nature itself will act in small ways that favor you - weather becomes clear during a long journey, animals
are pacified in your presence so long as they are left alone, and any sentience tied to the planet itself will
defer to you with respect or at least respect your presence.
Being an intermediary to spirits is no easy task, jumper, and there’s always the possibility that your
enemies may strike when you are the most vulnerable. Whenever you find yourself asleep, in a trance, or
otherwise incapacitated, you’ll be guaranteed that your physical body will come to no harm until you
wake up. This doesn’t mean that trouble will not find you, in fact, it’s entirely possible you’ll be locked
away and be prepared for butchering, but at the very least your aggressors will have the decency to wait
until you wake up.
Most people have some kind of lucky charm like a rabbit foot, or a lucky coin that they think gives them
good luck. Yours actually works, because it's real magic – you can use this even when not transformed,
and since it's so lucky, it won't accidentally be lost or stolen, even if you live in the slums.
Sometimes all one needs is magic from the mind. Self confidence. Hope. Or maybe just to feel a little
better. Every time you say the word “abracadabra” to yourself, you find that your mood, self confidence,
and hope will temporarily lift. It doesn’t assure you victory and neither is the effect itself actually magical,
but it’ll help you if you’re a little down on yourself or at least alleviate your unhappiness. A little
reassurance goes a long way.
Your mind is ever so slightly warped, allowing you to resist effects that would normally disorient you.
Compulsions to not notice something themselves go unnoticed and a weak attempt at hypnotism would
fail utterly. This will do little against more powerful effects, but it’ll stop smaller stuff from being a
nuisance.
You know three dozen different ways to meditate, focus, or otherwise quiet the mind. Useful not only for
magic, but for long-term mental health. Good to occasionally take time and decompress, y’know?
Given enough time, all injuries you experience will heal perfectly, refusing to leave behind scars. This
doesn’t give you any ability to heal anything you couldn’t before, it just makes sure any healed injuries do
not mar your appearance. This also means that -- if you age -- you’ll damn well age gracefully.
The followers of Avei are, in the end, warriors, and each are clad as appropriate for their craft. You gain a
set of light or heavy armor, along with a shield and an enchanted sword.
A gift from your master, a splendid set of armour fit for his right hand. Formed from the strongest and
rarest metals in Nehekhara, the armour offers excellent protection across your entire body and looks
quite good too, though it is in the colours of your King. It has no magical enchantments on it, save for a
minor one that allows it to slowly repair and clean itself when not worn.
Most Amazons eschew the use of heavy armour, preferring agility and speed in the dense jungles,
particularly against large monsters or clumsy outsiders. The Totem Guards that protect the temples are
different. You’ve been granted a set of armour and a shield crafted from the strongest wood to be found
in the Lustrian jungles. Enchanted lightly with magic, the wooden shield and armour you have can easily
hold up against even a blow from an Ogre wielding a great metal blade.
The cartridge system, while a powerful legacy of what Belka left behind, is extremely stressful on your
physical body and can lead to fatigue in battle at best or significant internal damage at worst. But as the
legacy of Belka is part of you, your body can physically handle the punishment needed to make regular
use of said system. In addition, this endurance applies to other types of dangerous magic that harms the
user - it won’t eliminate the strain or internal damage, but you’ll find you can use it much more often than
you could before the downsides actually kick in.
Let’s be serious, here. Having your magic taken away in this world, even temporarily, sucks. It especially
sucks when your enemy has gotten their hands on an Anti-Magilink Field and promptly does that to you,
rendering you helpless. But you’re not like those TSAB goons - you know how to preserve when someone
takes your trump card away. Or rather, it just doesn’t take - AMF fields completely fail to disable or drain
your magic, and you’re just as effective as you were before. Post-jump, attempts to nullify or take away
your abilities have a higher failure rate, or don’t take as much as they otherwise would.
Opposite of the theory behind Sonic Form, this instead significantly reduces the energy spent on flight,
and instead uses it to significantly up the energy of protective fields. The upside to which is essentially
benefiting from two permanent active defense spells, at the cost of most likely having to take hits to
those defensive spells more often. (CG Note: Requires Device - Lyrical Nanoha first.)
Normally, differing Jacket designs hinge on the redistribution of power between systems, making the
reasonable assumption that the Mage does not wish to allocate any more power to the Jacket as a whole.
However, it is possible to do so. Simply by increasing the power available to the Jacket, it can become
more mobile and armored, provided the Mage has designed the Jacket to handle the increased power.
(CG Note: Requires Device - Lyrical Nanoha first.)
For 100 CP (even for Mahou Shoujo) the raiment will become actual armor, increasing your toughness
while you are transformed. (CG Note: Requires Raiment - Generic MG first.)
A statue dedicated to a dog which displayed legendary dedication to its deceased owner, this statue once
bought, seems to appear in inconspicuous locations everywhere you go. Though its legend seems to bend
slightly from locale to locale, one fact holds true – should you ever be in a tight pinch, the statue will
animate and come to your aid.
After your time here, you may impose spell card rules in any Jumpchain of choice before a fight if given
consent. This does not reuire the use of actual spell cards, though it may if you wish, but instead an
agreement to suppress and eualize raw power for both parties, creating an environment where pure skill
is valued above all. The outcomes of these fights will not result in the death of either party, no matter how
powerful the attacks. However, it will hurt, and will render most unconscious after getting hit with
powerful enough attacks.
You have a Keseran-Paseran, a fluffball that can fly and bring happiness to anyone who holds it. Just
having it around seems to improve your mood and ward off depression. If someone else were to touch it
without your permission, it will give them a mild shock. This is not a ball of mould that grew in the back of
your warehouse. I would not trick you into buying a ball of mould.
Every piece of art in Guertena’s Fabricated World has a spark of life within, and is not limited to an
immobile life. You can now give yourself a degree of mobility, depending on your form. Works with
humanoid bodies such as mannequins and dolls can now move about freely, the body ignoring the norma
limitations of physics and physical composition as the entire artwork is filled with your life energy.
Paintings are a little more limited, but with simple effort you can move to a degree within your painting,
waving at a curious onlooker or grabbing something from close by. You might even be able to make your
frame shake about if you get used to the dynamics of your inhuman form. With enough willpower, you
can project up to half of your upper body outside of your artwork, though you must still remain connected
to your piece. In this manner, a painting can use his or her hands to drag the painting around, giving you a
fair degree of mobility. Give yourself enough time, and you might be able to find even more ways to move
around. If you are in a different form that’s not your art self, this perk generally only applies if you are in a
petrified, inanimate, or otherwise immovable state; even so, under those circumstances it can be very
useful. Essentially, the perk also ensures that as long as you have a body, conscious thoughts, and the
necessary will, you can move your body to some degree; this means that even if your body was paralyzed
or frozen rigid with ice, as long as your mind is okay you can still make your body move.
For when you don't want to wear armour but you want to look flash, this magical paint can help you not
die, since it provides the equivalent protection of a full coat of good quality steel chainmail.
Warpaint cannot be worn under other full body armour, as something like chain or platemail would warp
the warpaints magic and leave it worthless.
This is a well-known Wonderland remedy for the unpleasantness associated with falling large distances. If
you gulp down the marmalade while falling, your fall will slow enough so that you will take no damage
from the fall. After consumed (there’s enough for one use), the jar refills after your unbirthday.
A swirling mist of dancing, enchanted ice crystals that make up a garment of surpassing beauty. When the
wearer is attacked these shards harden and shift to provide excellent protection against physical strikes
and make the wearer more difficult to hit.
The world has evolved. Grown beyond the stone and simple lives of hunters and gatherers, but you have
held onto the things that made that world different. Unlike others who drape themselves in armor you
can adorn yourself with mystical markings which work as well as a coat of light chainmail and in general
you tend to hit harder than the average Greenskin on account of getting yourself into a nice killing frenzy
before every battle with a few minutes of prep time. This frenzy is able to allow you clarity in battle,
making your perceptions of time double as you move through the killing field, though it doesn't make you
any faster the efficiency you get out of your movement for just taking a few moments to chant and get
the blood flowing is worth it.
Normally, heavy armor like this set of steel plate would interfere with one’s ability to draw on the Winds
of Magic by restricting one’s motions (explaining why exactly it would hinder a user of the Lore of Metal),
but this armor is so heavily enchanted that it negates the effect your restricted movement would have
upon the casting of spells. Even without that improvement, it would make for excellent armor - strong and
protective against everything from pistol bullets to a Norscan axe. By no means is it invincible, but it is
certainly better than nothing.
May be taken up to 4 times, each one providing you with a different array of magical powers. Pain
Through Power is not required to cast magic, but it does increase the overall power of your spells.
How do you think the Ardent's survive being strapped to pillars and burned? Because the same power
they call upon to destroy can be used to heal. As an Arcana, you can heal injuries quickly.
Reserved only for legendary heroes (Like you) these expensive and hard to acquire inisignia provide a
minor buff to anyone under your command within a mile of you. All buffs are the same as the
Ring+Talisman, only provide a quarter the bonus.
Iron: Keen eyes and quick feet make your force more adapt as scouts, or just more likely to notice things
you may miss.
Titanium: Your men are noticably stronger and more stoic than normal.
Dust: Your men's health is always good, and they heal minor injuries quickly.
Glassteel: You men are a little more nimble footed, and all have better aim.
For all his great power, the mage Teclis is still a very, very sick elf. So sick, and so weak because of his
sickness is he that the archmage requires multiple potions like these just to function day to day. You might
not be afflicted like him, but a bit of on-the-spot healing should never be turned away. This small case
contains 6 ‘healing potions,’ which will each deal with one ‘mortal wound’ apiece. The potions restock
daily, but do not stockpile.
Well, this little contraption takes the form of a bracelet made by the sealwork mastery of the Maidens.
Usually squirrelled away in odd places with a limited power supply it projects a magic barrier that helps
soften the blows of enemies against its bearer for a short time. While this would normally only last for an
hour before it’s protection is lost, you’ve actually gotten a prototype that can recharge itself every twenty
four hours and lasts for half an hour. It’s not as strong as the one shot models but even it’s half hour
capacity can be useful. It can deflect arrow fire, soften hits from fireballs, or even turn a perfectly aimed
killshot into merely a debilitating blow. It activates the first time you are hit by something and won’t turn
itself off until the thirty minutes are over... so it’s still better to dodge. Right?
Just a regular old sword and shield, worthy of a warrior, but not much else.They both have your name
engraved on them, and are quite durable. The sword is capable of deflecting magic projectiles,
interestingly enough.
You are a living sword, of course your free item would be a sheath. Well, it doesn’t actually have to be a
sheath, it could be a stone pedestal hidden deep in the woods, or maybe a statue pointing you into the
sky dramatically. Or, yes, it could be an actual sheath. What’s more important is what this ‘sheath’ of
yours actually does. Specifically, so long as you are in your sheath, you heal, repair, regenerate your
magical reserves, or otherwise regain power far faster than you normally would, a little over three times
as fast. Also of note is that a less mobile sheath would pair well with your ability to decide who can and
cannot wield you, creating a decent excalibur impersonation. Lastly, the ‘sheath’ can create an illusion of
you being rusted over or covered in vines if you wish for it to do so.
The tradition for princesses of the royal family is to be rescued of course. Just sit back and relax as the
Hero does his thing. Well, no actually, I’m lying. Sort of. See, that used to be a tradition, but the Tetra
happened and now the family tradition is to pass useful things down from parent to child. A simple ring, a
song, a magical flute... Well, the point is that when you pass something along, maybe give someone a gift,
that gift will have a very weak magical effect that does it’s best to ensure that they stay together. Nothing
major, but let’s say that if they were to drop a coin, it would bounce towards them instead of off a cliff or
into a river.
For once, the empty bottles that Hyrule has used seem to be gone. Nowadays they just have normal
bottles with potions inside them. Specifically, this red potion will restore a small chunk of your life energy
- for a normal person, about twice what your maximum ought to be. For hard numbers, six hearts. Since
this isn't refillable, you get one potion per week.
It’s never fun to have your own powers or techniques turned around on you, is it? Having a fireball
whacked back at you after throwing it is both irritating and nonsensical - how does one hit a fireball with a
sword anyways? Counter magic perhaps? Or just ludicrous skill? Regardless of the fact such deflection
shouldn’t be possible, your own magic will do only about half as much damage to you as it normally
would. It won’t stop them from hitting it, but it will make the rebound hurt less.
Health, Magic and Stamina potions, which replenish weekly.
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
[1] Minor bruises and headaches vanish under the tender ministrations of the sorcerer.
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
[2] Migraines and flus are quickly remedied by this level of magic.
(CG Note: Requires Sorcery - Healing (One Dot) - World of Darkness: Sorcery first.)
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
[3] Broken bones are mended and coma patients awaken when struck with workings of this magnitude.
(CG Note: Requires Sorcery - Healing (Two Dots) - World of Darkness: Sorcery first.)
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
[4] Gut wounds and compound fractures are healed, infections prevented, and chronic illnesses never
return.
(CG Note: Requires Sorcery - Healing (Three Dots) - World of Darkness: Sorcery first.)
Exactly what it sounds like, the path of Healing allows the sorcerer to ease and heal the injuries and
diseases of themselves and others. However, this magic can only be applied to a given person once every
several hours.
[5] Deadly wounds and fatal diseases can be swiftly and permanently cured.
(CG Note: Requires Sorcery - Healing (Four Dots) - World of Darkness: Sorcery first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The psychic ability to manipulate their own biology. While this ability cannot replicate the powers of the
Paths of Shapeshifting and Healing, its flexibility is more akin to that of the Life Sphere known to true
mages.
[1] Self-Control - the biokinetic can manipulate their own body on a low level. Minor cuts stop bleeding,
small amounts of pain are ignored, and breath can be held for several extra minutes. To do any of this, the
biokinetic must enter a trance.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The psychic ability to manipulate their own biology. While this ability cannot replicate the powers of the
Paths of Shapeshifting and Healing, its flexibility is more akin to that of the Life Sphere known to true
mages.
[2] Self Healing - by maintaining focus for a long period of time while relaxing comfortably, the psychic
may focus their internal energies, allowing their body’s natural ability to recover to move at twice it’s
normal rate..
(CG Note: Requires Psychic Abilities - Biokinesis (Self-Control) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The psychic ability to manipulate their own biology. While this ability cannot replicate the powers of the
Paths of Shapeshifting and Healing, its flexibility is more akin to that of the Life Sphere known to true
mages.
[3] Hysterical Strength - the psychic gains control over their adrenal glands( or so some psychics believe,
regardless of glandular response or lack thereof, the result is the same), allowing them to pump their
body with the chemicals necessary to turn even a normal person into an Olympian athlete - for a short
time, anyway. This lasts up to an hour, at which point the crash hits. The crash’s intensity depends upon
the length and strength of the boost, as well as the excess pain and stress the biokinetic endured, and will
likely incapacitate the unprepared, knocking them unconscious. Of course, having the strength of an
Olympian doesn’t mean that they can handle the strength of an Olympian, so it’s common for a biokinetic
to injure themselves and, as adrenaline dulls pain, not realize it. There’s a reason the adrenal gland
doesn’t pump constantly.
(CG Note: Requires Psychic Abilities - Biokinesis (Self-Healing) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The psychic ability to manipulate their own biology. While this ability cannot replicate the powers of the
Paths of Shapeshifting and Healing, its flexibility is more akin to that of the Life Sphere known to true
mages.
[4] Ignore Pain Response - the biokinetic may freely activate and deactivate their pain response. This
won’t actually heal them, but it will certainly make being injured less annoying. Even with no pain
response, the psychic can still sense an injury, but the lack of pain will probably cause them to
underestimate its severity. Pain exists for a reason.
(CG Note: Requires Psychic Abilities - Biokinesis (Hysterical Strength) - World of Darkness: Sorcerer
first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The psychic ability to manipulate their own biology. While this ability cannot replicate the powers of the
Paths of Shapeshifting and Healing, its flexibility is more akin to that of the Life Sphere known to true
mages.
[5] Mind Over Matter - At will, the psychic can stop their own heart, suspend their need for oxygen,
regulate digestive functions, control the immune system, and accelerate or suppress cell growth,
regeneration or processing. They may consciously direct their body to perform feats of biology as if their
cells were responding to their mind individually. They can nullify most toxins, fight off most mundane
diseases, allergens or irritants, though the most severe may pose a challenge. With pain control, the
biokinetic may flex and contort their body into unnatural positions and slip out of bonds or into tight
spaces. They can hold their breath for minutes at a time while remaining active and, if necessary, actively
redirect toxins to other parts of the body. With preparation, the psychic can take inhuman and even
impossible amounts and forms of physical trauma in stride.
(CG Note: Requires Psychic Abilities - Biokinesis (Ignore Pain Response) - World of Darkness: Sorcerer
first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
Mind Shield - The ability to passively shield one’s mind from intrusion and assault,
regardless of source. It is especially effective against other psychic powers. Can be
toggled off at will. At three dots or above, the shields can tell the difference between
friendly and hostile contact, and can allow select individuals to penetrate them, or
select powers to go through. Note, I’m not listing individual dots for this one, because
there aren’t individual dots. Each dot makes this power stronger, but short of explaining
how the Storyteller system works, it’s hard to get more specific than that.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
An addictive ability that allows its possessor to feed upon the psychic energies of other people. This
power is especially effective against vampires, though only the most powerful or foolish psychic
“vampires” feed upon actual vampires.
[1] Rush - A psychic vampire may feed upon anyone within 10 yards of them that is feeling strong
emotions. The vampire gains no benefit from this except a rush of power and euphoria. The victim, in
turn, feels their emotions suddenly muted, but not removed.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
An addictive ability that allows its possessor to feed upon the psychic energies of other people. This
power is especially effective against vampires, though only the most powerful or foolish psychic
“vampires” feed upon actual vampires.
[2] Sapping the Will - The psychic now invigorates their own will as they drain their target, exhausting
their target’s will even as their own is renewed. This often leaves the psychic in a state similar to a drug
high.
(CG Note: Requires Psychic Abilities - Psychic Vampirism (Rush) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
An addictive ability that allows its possessor to feed upon the psychic energies of other people. This
power is especially effective against vampires, though only the most powerful or foolish psychic
“vampires” feed upon actual vampires.
[3] Energy Transference - The psychic’s minor injuries now heal as they consume the energies of others.
(CG Note: Requires Psychic Abilities - Psychic Vampirism (Sapping the Will) - World of Darkness:
Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
An addictive ability that allows its possessor to feed upon the psychic energies of other people. This
power is especially effective against vampires, though only the most powerful or foolish psychic
“vampires” feed upon actual vampires.
[4] Life Leech - The so-called “vampire” may now heal themselves of even the most lethal wounds by
outright consuming the life forces of others. However, they must maintain physical contact with their
victim to do so.
(CG Note: Requires Psychic Abilities - Psychic Vampirism (Energy Transference) - World of Darkness:
Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
An addictive ability that allows its possessor to feed upon the psychic energies of other people. This
power is especially effective against vampires, though only the most powerful or foolish psychic
“vampires” feed upon actual vampires.
[5] Emotional Vortex - After draining a person once, the psychic may now feed upon the poor unfortunate
again and again, even outside their physical presence. Though distance can make the feeding harder, with
effort the psychic’s reach can extend to anywhere in the country.
(CG Note: Requires Psychic Abilities - Psychic Vampirism (Life Leech) - World of Darkness: Sorcerer first.)
The combined blood of Man and Mer within the Bretons grants a potent ability. They are very resistant to
magic, and can absorb a fourth of any magic they are hit by, restoring their own pool of magicka.
The mountainous region of Skyrim has produced some of the greatest warriors in Tamriel's history. They
are extremely resistant to the cold and frost magic, in addition to possessing a warcry that can frighten
most people.
You've learned how to use magic to heal instead of harm- You can use Green magic. With Green magic,
your attacks will instead restore the target's energy and vitality. This can also be used outside of battle to
heal another's wounds- The only caveat being that you cannot use it on yourself.
A set of enchanted jewelry crafted from black iron and embedded with rubies. Wearing these will improve
the abilities of a Vampire, as well as increasing their magical capabilities. Additionally, wearing them will
lessen the negative effects of sunlight, but never get rid of them entirely.
There are many, many dangers lurking in all corners of this world, and injuries are almost inevitable. You
may not be able to prevent all harm from befalling yourself and those you care for, but you can help fix
the harm after it happens. You have a strong talent for healing yourself or others, with all methods you
use being more effective, and you even have the ability to spend mana directly as part of a general ‘cure-
all’ type effect.
A set of multipurpose clothing that was created by imbuing it with a salamander and undine’s magic
power. It protects the wearer against fire and the cold along with being resistant to water and heat based
attacks. It also enables the user to swim better in water and reduces water resistance and water pressure.
It is also resistant to wear and tear along with it automatically cleans any dirt and filth from it.
Yes, the tank is an important part of party composition. You tank via forcefields, which allows you to tank
at a distance and tank even when your enemy is so rudely attacking someone else.
You start with basic forcefields that you and your allies can move and attack through, while those you
don’t want to have free lines of fire and movement have to break them first. Put in time and practice, get
out new forcefields and tricks.
If you want to create defensive barriers to protect an environment, then this is a good start.
Let’s face it: you are going to get beat up here. Same goes for your friends.
The basic powers of this package are healing injuries, and with time and practice you’ll quickly master
healing illness, and eventually get to reversing curses.
A small jar of clover honey that protects whoever consumes it against the effects of eating Fairy food. Also
protects against enchantments, poisons, and other effects from foods and drinks you consume. Jar refills a
day after being used up.
A beautiful, shimmering cloak of woven feathers shed from the huge wings of the mysterious, immensely
rare and dragon-like Coatl. It reduces the potency of any harmful spell cast upon the wearer as well as
allowing them to soar through the air as the great Coatl do.
Reserved only for legendary heroes (Like you) these expensive and hard to acquire inisignia provide a
minor buff to anyone under your command within a mile of you. All buffs are the same as the
Ring+Talisman, only provide a quarter the bonus.
Palladium: A wrathful spirit hovers over your army and fights with them. The more your warriors and their
allies bleed, the more readily they fight, both in skill and savagery.
Adamantium: Warriors skin becomes like bark, and they become skilled at sieging, each one knowing
innately how to best use siege equipment and assist proper engineers without getting in the way. No
fortification can stand against your army.
A high class prosthetic made through magecraft. At first glance, it appears to be no different than your
normal arm, a function of a disguise spell. The arm acts for all purposes as your own, though it’s more
flexible than a normal human limb and can interact with the intangible as if it were fully solid. While only
somewhat stronger than your normal limbs, the arm is very durable and even being sat on by an elephant
wouldn’t harm it. Several secret compartments big enough to hide a small knife are in the arm and the
arm is even able to extend greatly in the form of a telekinetic projection, grabbing onto things from up to
ten meters away. You can have the limb already installed in place of one of your own or as an extra. When
it gets broken, you’ll be sent another a few days later, sometimes even a little stronger than before.
Within one of your arms, the remains of a holy buddhist monk have been interred, fused to the physical
form within. It makes the arm in question into a holy object, a force of significant power against unholy
creatures of the night and even weakening weaker beings of such a nature by presence. It’s presence in
your body also grants a greater resistance to death, making it significantly more difficult for death effects
to be applied to you. While you take damage and injuries as normal, it makes you appear quite a lot more
enduring than a normal human, and abilities like the Mystic Eyes of Death Perception would require
prolonged focus to see your lines of death.
There are dark and malevolent forces out here, jumper, and fighting the occult arts is bound to spoil one
or two forbidden secrets that would destroy lesser minds. Lucky for you, your ability to pursue the truth is
now unimpaired by the shackles of human nature. Through this perk you can learn any type of mystery,
truth, or knowledge, without risking your wellbeing. This even expands to the realm of memetic, cognito
and infohazards. No experience can unnerve you, no knowledge can break you, and no truth can unravel
your soul.
A pair of black gloves. When worn, the hands behave with surgical precision, as if a lifetime of practice had
descended upon them.
A scarlet amulet that glows dimly with phosphorescent light. When worn, the body is never hot or cold,
and always retains its temperature perfectly.
A reality bending trinket that represents the many Secret Histories. This curio only bends in bizarre ways
when in the presence of supernatural danger.
With this badge, you can grab decently-powered energy beams or charged objects and throw them back
at the person who shot them. You’re going to have to get shot with something bigger if they want to take
you down. You’re not getting shot today. Not at all. You cannot grab energy beams of an energy that are
poisonous to you in some way, like a purifying beam.
Your talent with energy manipulation has given you the power to snatch those from death, even if only
temporarily. By feeding energy into a recuperating or lifeless body, you can either animate it or accelerate
its reawakening. Someone who might take three days to recover from their injuries can be brought back
in a matter of hours via a constant flow of energy, for instance. But toeing the line between life and death
requires a price. To animate one lifeless body for a day through this method requires the use of energy
from multiple people.
For another 200 CP (before discounts), it will also act similarly to a Lazarus pit, allowing it to even go so far
as to revive the dead. (CG Note: Requires base Fountain of Youth - DC Occult first.)
Your supernatural parent probably isn’t the kind you want rocking up to parent teacher interviews, but
they may still want to take an interest in your life - no matter how much you wish they wouldn’t. This
charm, perhaps a necklace, ring, watch, or similar thing provides a measure of protection from your own
progenitors. While limited in scope, should any ancestors or other relations seek to use their familial bond
against you using supernatural means they will find it much harder to do so, needing to exert far greater
effort to overcome your defences, and almost certainly giving you enough warning time to do something
about it.
You were born with a beautiful voice and an amazing talent for song. Other people picked up on this, and
all your life you've received formal training to enhance your singing even further, and turn it to more
nefarious purposes. When used on the field of battle, your songs can fill soldiers with vast amounts of
courage, hope and a will to fight, clearing them of any concerns like surrender, retreat, or hesitation and
ensuring they'll fight to the death for your cause or the cause of your superiors as long as you continue to
sing. Your voice alone can turn the very tide of battle. Restrained and judicious use can mitigate the
downsides to this and be used heroically, but abuse will see you reviled as a witch or a monster for all the
senseless death you cause.
Sometimes you end up pissing off a goddess. Sometimes, it’s one of your ancestors who do so, by taking a
leak over one of their shrines while dead drunk. Oftentimes, this results in a very thorough smiting.
Fortunately, your ancestor got away with a bloodline curse; one that you inherited. Even more
fortunately, you seem to have only inherited the incidental benefits. No matter how much you drink,
you’ll never get drunk, which oddly enough, translates into an immunity to poisons and drugs of all types,
even magical or alchemical ones.
Do you want to live a carefree life?Fate seems to continually smile on you...it’s no coincidence, as your
magic actually makes you just a little bit more lucky. You duck out of the way of lethal attacks more often,
you find clues by accident just a little more, and so on. This doesn’t make you invincible, however, for
even with magic luck is rather flimsy and random - it will just tilt in your favor a little more often. This is a
passive effect without an energy drain.
There’s an empty space in your mind that you can use to avoid forms of brainwashing or mental magic.
Simply by retreating back into that space you can circumvent attempts to artificially alter your mind.
A small talisman worn around the neck, carved with the image of the Goddess Rigg. This talisman acts as a
magical shield, warding away weak blows and projectiles from the wearer and slightly weakening the
attacks strong enough to get through its protection. Against fire however, it becomes much more
powerful, rendering the wearer immune to all but the hottest of flames, the sort that can melt metal and
stone in an instant.
Just as you yourself were taught by your elders, you were often given the role of teaching those young
children taken by the Fey to the realm of the Lady. You took quite a shine to the task, becoming an
excellent teacher of any subject that you knew, though you did your best work with teaching others how
to bring out and master their magical powers. You also noted that when you were far away from
civilization and isolated, any of your students learnt even faster. It seems that the deeper you and your
students are into the wilds of nature, the better and faster they learn from you.
Just as a Knight has his plated armour, so too will his horse be gifted with their own set of metal barding.
The set you have obtained is a particularly notable one, as it has been magically enchanted to fit itself
perfectly to any mount of any size, horse or not, though the barding itself will remain that of thick steel
without intervention from yourself. The armour will not slow any mount however and can even grow to
cover the wings of a Pegasus or similar creatures without hindering their mobility.
The dismembered claw of a terrible dragon known as Malgrimace, it has been enchanted and imbued by
many Damsels of the Lady. The powers of this Claw are similar to that of the original dragon, protecting its
wielder from any form of fire attack. Normal fire, the breath of a dragon, the spell fire from the Lore of
Fire or even warp fire, it is all rendered as harmless as a summer breeze to the holder of the Dragon’s
Claw.
Though the Kingdom of Panthalassa has fallen into darkness, they were once the greatest heroes of the
world, and a fragment of their light remains in their descendants. By activating a sigil of the royal crest on
your forehead, you can summon a powerful light that attempts to repel and attack anything threatening
you, though it can be overpowered by enough force. With enough work, the light can also shield
companions nearby. However, at first you can only activate your defense unconsciously, and at the cost of
potentially paralyzing headaches, so you’ll have to work to master your race’s power. Moreover, the light
comes from your soul and thereby significantly drains your energy reserves. As a result, it is difficult to
maintain the light for extended durations without severely draining your internal energy reserves, at least
initially. Also, its defensive properties generally apply only to magical powers, though physical or
elemental attacks powered by magic also qualify.
You’re not the type to follow the rules, are you? It seems that attempts from an ally organization or
someone you’re working for to limit your powers or magic in any capacity just don’t seem to take -
limiters malfunction, shock collars short out and stop working, and so on. You also tend to get away with
‘cowboy cop’ moments or defying orders more often, so long as you act in the spirit of the organization
you’re part of. Just try not to get yourself hurt...
Boost Magic is a somewhat unusual type of magic that has only appeared in recent years, and designed to
be used with specialized Boost Devices, which generally take the shape of gloves with glass domes on the
back of their hands. Boost Magic is used to boost the parameters of another mage using the caster’s own
energy, generally by layering a field or barrier over their target, essentially adding to their Barrier Jacket or
just contributing the energy directly to the relevant system on the Device.
You don’t have to give up your Device’s normal form with this option, but you will gain the signature
gloves, and be able to use them to direct your spells, with healing and boost spells gaining some potency –
presuming they are spells you can deliver by touch or fist. (CG Note: Requires Device - Lyrical Nanoha
first.)
Where others see unmitigated disaster, you see hope. You can find the good in any situation, the ray of
light in darkness. You are more cheerful and harder to afflict with despair, sadness, or terror.
In addition, regardless of what kind of mental afflictions you do have, you can always overcome them and
make a full recovery given time.
Magic here requires a great deal of common ingredients, but many of these are often strongly poisonous.
Many a witch will end up suffering a sickly constitution and long-term health issues simply from chronic
exposure to dangerous chemicals. Fortunately, you’ve managed to accidentally (or not) poison yourself so
many times you’ve built up an immunity to poison. Note this only works on poisons you can build a
resistance to by regularly dosing yourself, some (such as arsenic or mercury) you cannot build resistance
to no matter how many times you accidentally poison yourself, and thus this perk will not protect you
against them. Still, you can chow down on as much narcissus or death cap mushrooms as you wish! But
please remember that not everyone shares your immunity before you start working them into dishes.
You can turn consenting beings into shikigami. They become increasingly stronger the more they act in
concert with your will, though they do not gain new powers and only become stronger with their existing
abilities. Shikigami are weak to water and getting hit with water causes them to short out, reverting them
back into the base creature temporarily. They also almost invariably are excellent at mathematical
equations.
Everyone has their own childhood loves when they are young, often linking with the imaginary and
fantastical, but they are rarely if ever fulfilled. Once you grow up, the hidden kiss remains on the right-
hand corner of your mouth. Though its inner magic weakens after your first kiss, it stays on you, and can
only come free if given to someone you can genuinely and openly share your innermost childhood wishes
with. With this ability, you can "steal" the hidden kiss of a target. The theft requires building up an
emotional connection with the holder, such that his or her hold loosens enough for you to snag it;
fortunately, you have a charismatic nature that can melt the hearts of most people (even a fierce warrior
or man-killing monster), though the exact way they react to their growing passion for you varies. Each
hidden kiss you hold yourself increases your own childish innocence, making you more adventurous and
less susceptible to corruption. However, if you hold onto and strengthen the ties you made to obtain the
hidden kiss, you can form a deep bond with the former owner, the kind that is generally found only with
soulmates. Moreover, by willingly giving a hidden kiss to someone, you grant that magical wonder to him
or her; such a miracle could restore someone from the worst of corruption, or even bring the recipient
back to life; however, in the latter case it would only work if the deceased one’s body is still physically
present and “warm,” with the deadline at most being 24 hours.
If either of your hands is ever removed from your body, you may instantly and bloodlessly replace it with
any small tool or weapon (even a magical one) of your choice. Whatever you choose, it is further
enhanced with moderate water magic that you can unleash on foes. If the tool-hand is cut off again, you
can instantly will the tool back to your stump and reconnect it. When you wish, your regular hand will
regenerate, and you can switch between your regular hand and the tool at will. In addition, each new
jump you have the option of selecting a new tool when your hand/tool is removed from your body again;
you can switch between any of the tools you have used as a replacement and your true hand at will. Any
tool or weapon in your possession is selectable under the perk.
A white-colored rose. Whenever you give it to a person, the holder can bond with it in a manner similar to
Rose ~ Embodiment of Spirit. The rose will accordingly shift to a color that reflects the user’s soul, and
allow him or her to exist normally in realities that would normally alter or reject their existence. When the
holder lets go of the rose for more than one day or chooses to relinquish control, though, the rose returns
to its blank state and the former user loses the protection granted by the rose. However, until the time
limit runs out, the person who was given the rose can automatically summon the rose back to himself or
herself at will, as long as they have not relinquished their use of the rose back to you.
Made from basically any mushrooms the greenskin in question can find (and possibly catch) this
fermented brew is best served in wooden mugs the size of buckets, because metal mugs would just
corrode. The effects vary from person to person, but generally the imbiber is struck with an overwhelming
sense of invulnerability and incredible fighting prowess, as well as being so drunk they can barely see,
stand, talk or even crawl. While most of the benefits are dubious, it does render the drinker almost totally
immune to mental manipulation, be it from spells or other abilities. Anyone who tries will find themselves
projectile vomiting so hard meals they ate last year will see the light of day again.
A fashionable piece of headgear that is suitable for practically every occasion. Wearing it magically boosts
your charisma and increases protection to your head (also, if a blow to your head fails to overcome the
armor enhancement, the hat will protect you 100%, preventing the blow from having any effects at all on
your head). You can alternatively choose a hat or other headgear you already own to receive the benefits
of this purchase.
Rare is it that the Dwarves of the Karaks will give something freely to another. Rarer still is it that they
would give a gift of gromril, such a prized metal treasured and valued more closely to the dwarven heart
than even their own life. And yet like one Gabbo Flugbend, halfling adventurer and hero of numerous
fields of battle, you have been gifted just such a treasure: A gromril chainmail shirt. Such armor is denser
and tougher than anything that could be made by human hands, durable enough to push back against
enchanted greenskin- and skaven-made weaponry; And from the dwarven rune-smithing that went into
crafting it, all but powerful magicks like that of a Wizard Patriarch of Altdorf will bounce against it. Wear it
well, treasure it. Such a gift does not come lightly.
A dark, reflective shield which ripples when struck. Not only does it defend against physical strikes better
than any mundane shield could but any spell that hits the shield directly will harmlessly bounce off.
Small and gruesomely shriveled, like some over ripe fruit, only a powerful enemy could be turned into a
shrunken head. However there are few charms so potent. By carrying this charm, usually by having it tied
or mounted somehow to a weapon or bit of armor, a powerful ward will bless those who mark themselves
with warpaint among your armies and those superstitious like the Savage Orcs are even more blessed.
Do you feel that? The Red Wind is passion, it is raw emotion, it is such a wonderful feeling to just let it all
out. Bright Wizards have something of a reputation for pyromania, for good reason. While in your case it
will never become a true addiction, you will now find casting fire magic an excellent way to lift your spirits
A simple fireball might relieve your tension and provide a savory adrenaline rush all at once, and even
lighting a tiny flame may soothe the chilling fear gripping you. Fire warms the body - why should it not
warm the heart?
The light you wield is more than just a sword or shield against the darkness. Your battle is for the souls of
mankind as much as it is for their lands. For those tempted towards evil by their own fear, pain, or loss,
you may be the last hope of their seeing the light. In your immediate presence, the light of Hysh drives out
despair in all those you do not see as enemies. This will not protect them from dark magic on its own, but
you can at least drive back the darkness threatening their hearts.
Though not necessarily created by your Order, this item is likely a product of Ghyran. A pendant carved
from jade and ensorcelled such as to grant the wearer swift regeneration (though not enough to regrow
limbs and such) is certainly something a Jade Wizard might wish to have on hand, when his or her own
spells are diminished in the dead of winter. So it is that one has found its way into your hands.
A blessing and a bane, you no longer require food, water, and you do not age. However, you do not heal
naturally either, and MUST sustain yourself on Dust. The upside to this requirement is that Dust not only
sustains you, but also heals you near instantly. You may also find some less savory ways to feed your Dust
fix... The stronger the Broken Lord, the more Dust it takes to mend their body fully. The average Broken
Lord can be pulled back from Death's door with 50 Dust. A hero of Legend? It could take several hundred.
But then again, said hero is as durable as 10 lesser Lords, so it's a toss up. Magical healing affects you
normally.
Reserved only for legendary heroes (Like you) these expensive and hard to acquire inisignia provide a
minor buff to anyone under your command within a mile of you. All buffs are the same as the
Ring+Talisman, only provide a quarter the bonus.
Hyperium: Time twists and bends on the field of battle. Your allies move just a little faster, while their foes
move just a little slower. Maybe a point second here, two points there, but in the heat of battle, every
second counts.
Mithrite: Your warriors are... bigger. Stronger. More aggressive, and more ready to fight for you.
Everything about them is just... better than it was before they joined you. It is not a huge difference, but
on an even field of battle, you will certainly come out ahead.
According to one of the four tales, the seven Maidens to whom the seal on the Dark World is anchored
possess a unique defensive measure. When threatened, they can turn into a small crystal about the size of
an apple. While in this form they become stupidly resistant to functionally everything, the transformative
miasma of the Dark World, Agahnim’s mind magics, attempts to drain their magic, or even to simply kill
them. In exchange, they have absolutely no offensive capabilities in this form. They can cast no magic,
can’t talk, or even move under their own power - thought they can float in place. Exiting this form is a
slow task, and is extremely draining. Alternately, someone else with a touch of holy light could free you in
an instant - another Sage or Maiden, or perhaps the wielder of the Master Sword.
While the Fairies of Hyrule are by far kinder than those you would find in other lands, there are still
moments when the similarities between them can be seen. Catching a lesser Fae and promising to return
it's freedom in exchange for a favor is an old favorite of the Hero's, though given that he's considered to
be favored by the goddess that created the Fae... Well, I've gotten off track. Nine times out of ten, that
favor comes in the form of healing, something you are now capable of doing. Give even a few moments of
effort, you could heal a man on the verge of death to full health and even remove illness should they
suffer from any. As a small addition, your magics are slightly more effective that you are in debt to,
allowing you to raise the very recently deceased should your contractor fall in battle.
Either by a blessing from the Zora or a series of experiments with mystical potions, you are no longer in
danger of drowning - you can spend hours underwater without needing to take a gulp of air...useful,
especially if you expect to spend a long time in Lake Hylia.
The Power Bracelets are a pair of thin gold bands with a marking of the Triforce on them. As one might
expect, they enhance your power - that is to say, your lifting strength. With proper usage, one can lift up
and throw heavy boulders, statues, small trees, even some enemies. Alongside these bands comes a
Green Holy Ring, which grants you immunity to electricity and electrical attacks so long as you are wearing
it. Now nothing is safe from your mighty muscles!
What, you didn’t think the clothes that the Knights and Recruits wear is entirely for show did you? Sorry,
but it’s just not so. This outfit is heavily enchanted, though mostly in breadth of options and not the depth
of their ability. Resistant to the wind and the rain, using a fragment of air magic to ensure you can actually
breath at such high altitudes, preventing the sheer speed of the fancier maneuvers from knocking you
unconscious. I’d call it a flight suit, but it’s also a decently protective suit of armor. Not to mention
decently stylish.
Another piece of treasure, almost as rare as the Regal Ring from earlier. However, unlike the ring, this
golden hued hunk of crystal actually has a use. You see, it’s rumoured that this artifact brings great riches
to its owner - and for you, it seems to be true. Rupee’s show up more often, merchants will charge you
less and give you more, ancient treasure chests untouched for hundreds of years will spontaneously refill
themselves just in time for you to double check if you got everything or not. ...Mind you, this is only a
handful of green rupees each time, maybe a red or a blue, but it applies to almost everything.
This particular brew is a bit more powerful than the Red Potion, but it's primary use isn't simply to restore
your health. Instead, this potion has a delayed effect which is catalysed by you taking an extreme amount
of damage. Basically, if you 'die', then this potion activates and gives you eight hearts back. Keep in mind
this isn't a 1up - if you get ripped limb from limb or worse? This potion is good, but not that good. Since
Hyrule no longer has durable bottles, you get a refill of this once every two weeks.
A bag that holds a great many Kinstones of varying patterns and colors. It slowly refills when you use a
Kinstone in a fusion, it takes about a week to recover a single stone. Comes with twenty Kinstones in the
bag.
A pretty simple Talisman, enchanted to give whoever holds it a little extra good fortune. Won’t save you
from certain death, but should give you a much needed edge at times. Can take any form you want.
Giants are some of the most physically imposing creatures on Tamriel, able to toss around the smaller
races like dolls. You possess this strength, as well as their thick skin, which is as durable as hardened
leather and offers a decent amount of magic resistance.
A powerful amulet crafted by Archmage Gauldur and stolen by his three sons, the Gauldur amulet is a
useful asset to anyone. It greatly enhances the health, magicka, and stamina of the wearer.
One of the most popular artifacts of the Dark Brotherhood, this enchanted ebony dagger is perfect for an
assassin. Any damage you deal with this blade is used to heal yourself.
Who says that only the gentle elements can be used for healing? Each type of element has its ways of
helping people, and you know this better than most. However destructive or shocking the elemental
power you may be using, you will find that you can find ways of using it to help rather than hurt should
you choose. Rather than use the power to tear down others, you are instead adept at using that same
power to build up you and your allies. You could use the power of pyro to provide a healing warmth, or
convert the biting cold of cryo into a soothing chill that fades the aches and pains.
While people can go on for a few days without food but water is a must to allow your body to operate.
This canteen possesses an ability to produce water on its own and the water it produces is some of the
tastiest and freshest water out there. The water also has the ability to restore the drinker’s stamina and
refreshes their tired mind though it won’t restore the mind energy that you used for the magic spell but
the water can be used to replace food for three days with a diminishing return until you stop substituting
real food for it this water.
Your affinity with the Heart has granted you a healing touch that will slowly heal the sick, mend the
wounded, and even regrow limbs. This power requires conscious action, forcing you to at least
acknowledge the problem before it can be treated.
Through the aspect of winter, you’ve learned how to postpone the final rest of all things living, and while
not pretty, it will allow you to raise and resurrect the dead.
An ancient and potent artifact. This golden rod is imbued with incredibly powerful restorative magic. By
simply channeling magic through it, even a novice magician would be able to heal nearly any physical or
spiritual malady short of death. It is also bound to you, meaning it can be summoned with a thought.
You can pull off pieces of your life force into energy spheres and give them to your companions. The
spheres contain a piece of your power, and strengthen the abilities of those who use them. It can be used
in a variety of ways, such as enhancing the user’s existing abilities, granting new abilities like creating a
sealed pocket dimension for battle, summoning a samurai castle, or even restoring someone on the verge
of death to full health. However, these orbs only have limited power to draw on, so use them wisely. If
you have the Embraced in Wings perk, you can also use the energy of people you have absorbed instead
of your own energy.
There are some things in life that don’t change regardless of circumstance. A little town that remains rural
despite the efforts of industrialization, a group of animal spirits that don’t seem to vanish, even if people
don’t believe in them as much as they used to.
You are timeless – in the sense that you don’t age at the same pace as the rest of the world around you.
The effects of temporal magic and shifts don’t seem to affect you, as if you are detached from the same
time frame that the magic would otherwise affect. Be wary – immortality isn’t as wonderful as it may
seem, especially if the rest of the world continues to age around you.
The resolve of the bearded folk is legend, and a large part of why they were once considered living stone.
When you set your mind to something you will not be swayed. Not by words or by fire or by thunder or by
strength of arms. Spells and abilities that affect the mind are simple to shrug off, and the duration of any
that do take hold are lessened greatly. You are resistant to other magics as well, though not to such an
extent since you stubbornly refuse to acknowledge their existence.
You bear the Blessing of the Lady of the Lake, the Goddess of Bretonnia. An unseen but incredibly
powerful enchantment you are greatly resistant to magic. Should you be a knight errant and in your
travels find the Lady and be granted a sip from the Holy Grail you will find that you become almost
completely immune to hostile magic, the power of enemy mages and sorcerors simply washing harmlessly
over you.
This represents a 30% and 70% resistance to hostile magic respectively, and becoming a Grail Knight is no
easy feat, something less than a handful of the most selfless, purehearted knights of Bretonnia ever
manage. The quest itself will take most, if not all of your ten years here.
Through magic, skill with herbs or training in the recently discovered science of medicine you are an
expert healer, able to diagnose and treat the bulk of the common diseases and all but the most terrible
injuries sustained in battle. The more terrible diseases gifted to the mortal realm by Nurgle may be too
potent to deal with now, but as your skills grow even these maladies will fall before you.
The pelt of one of the Great White Lions of Chrace, this cloak still bears some of the power and majesty it
radiated when the beast was alive, and as a result wearers of such a garment find themselves more
charismatic and more agile. That the partially magical hide also turns blows as well as a good quality suit
of chainmail doesn't hurt either.
It appears that some Bath Bear blood runs in you, for you were able to safely bathe in the Petrifying Well
and gain some stone-hard armor. At will, you can cover your body with a rock coating (you can also
dismiss the covering when you want). Your body will still be able to move/function normally, though the
weight may slow you down a bit. The rocky exterior makes you more durable, but a strong enough force
striking you in a single hit can crack off a bit of the armor. This perk also effectively makes you immune to
petrification powers, for anything that causes petrification instead triggers this power and safely gives you
the rock skin instead (any extra effects from the petrification will enchant your new coat). However, in the
case you gained the stone armor via petrification rather than summoning it yourself, you cannot
automatically dismiss it and will instead need to break it.
This scroll is not supposed to exist yet, and once it does it is meant to be given to your Supreme Patriarch.
And yet, here you hold a copy. This scroll details a ritual designed to create a bastion from a combination
of magic and pure faith. So long as Wizards channel the faith of the people and defenders in their most
beloved goodly god, it will stand tall and proud against enemy incursion and repel any Daemonic or
Undead creature which attempts to pass through it. An area lacking a Wizard to uphold the ritual or
lacking in faith will become a breach in the wall, however.While fate means for this wall to work with faith
in Sigmar and the Winds of Magic, you should (with some trial and error) manage to adapt it to other
sources of magical power and faith in other goodly deities.
This tattoo is about the size of a silverdollar, appearing as a twisting spiral of barbed wire with the barest
hint of a face. It may be removed at will by the user as one would remove a piece of cellophane, but it
cannot be stolen or removed postmortem, only given. When activated the Mark cleanses the bearers
body of all poisons, intoxicants, drugs and other deleterious chemicals that may be in their system.
Five bottles, though I think you’ll find that these bottles are not empty. Instead, the bottles are all filled up
with one of the five potions available at the potion shop. Your standard red heart potion, the green
stamina potion, the health and shield repairing purple potion, the durability increasing rainbow potion,
and the don't drown while swimming blue potion. They all refill once a month.
Alright, last but certainly not least. This bright yellow brew lacks the special trait of delayed activation that
they Purple Potion has, but it compensates by being much more powerful. Whereas the Red Potion heals
six hearts, and the purple gives you eight hearts, this potion heals everything. Doesn’t matter how much
you actually have, the Yellow Potion restores you to the top of your game. That said, due to how rare and
expensive this is in comparison, you’ll only be getting a single refill each month.
“You got some Red Potion! You got some Green Potion! You got some Blue Potion!”
A trio of glass bottles, each with a useful potion inside of them. The first, a red potion, restores your
health. The second, a green potion, restores your magical energy. The third, a blue potion, restores both.
Each bottle will refill at the end of the day if you use it, but you won’t get any extra if you haven’t used it.
If one of the bottles breaks, then you get a new one.
“You got the Mirror Shield! Its shiny surface reflects beams of light.”
The mirror shield is a sturdy and reliable thing, able to block enemy attacks with ease. However, as one
might imagine, it’s true power comes from it’s well polished front, to an almost mirror like sheen - hence
its name, the Mirror Shield. This mirror is intended to be used to reflect light, and adds in the faintest
traces of holy magic, often stunning or damaging evil creatures and forcing ghostly beings to solidify for a
short while. On top of that, the shield is also capable of deflecting full on light magic, such as the Light
Arrows.
Increases your wisdom, gives you minor prophetic dreams, and allows you to use the spell Nayru's Love,
becoming invulnerable for a brief time but incapable of using other powers or magic weapons.
(CG Note: The rest of this perk requires Enviromagic Clothes - Heat Immunity first.)
(CG Note: The rest of this perk requires Enviromagic Clothes - Water Breathing first.)
The Holy Church is going to be wondering how you’re nicking all of their favorite toys, you know. An
artifact that can turn monsters that were once human back into humans, as if the corruption of their body
never happened. Curiously, unlike the originals,neither of you need to be Catholic in order to use these to
their full potential. Wipe away the curse of the undead and the damned with your own two hands.
Hard work pays off, and you, jumper, have spent quite some time studying the occult. With this power
you can now create rituals through which others may temporarily access your perks or powers. These
rituals can involve anything from chants, to performances, to tools, or even reagents, and if you’ve
purchased the Rites of Initiation, you may even require one or more Principles from this world to be
invoked using influences or affinity. All rituals must require at least 10 minutes to prepare and cast, but
you can otherwise set the terms and conditions freely. Know that after imbuing any power into a ritual,
that specific power will be much weaker for a few days, and unless the ritual has stringent conditions,
anyone with the appropriate knowledge may use it.
An irish style drum fashioned out of the leftover skin of an Hour. The sounds of this drum force the hearts
around them to beat to the rhythm, even if death wishes otherwise.
An ancient glass of polished silver anthracite. This unbreakable shield can be used to reflect the most
radiant light, and even supernatural attacks will bounce off its surface.
It’s easy to forget that some parts of this world are stuck in less-than-modern times, given the power
armor, guns, helicopters, cars... but yes, they are, and this armor is proof of how they stay relevant in
spite of that. This barbuta (look it up) and jointless plate-mail combined with thick cloth is fascinating. It
provides minor increases to your vitality and speed, yes, but that’s not the primary function of this set.
What is the primary function is just how durable it is, going as far as to bounce off tank shells, and it’s
massive resistance to blunt damage means that unless the cannon is really powerful or hits between the
plates, you probably aren’t going to feel that tank shell either. Lastly it has the unique property of resisting
earth magic, letting you fight against mages that command the ground beneath you on even footing.
Following in the footsteps of Galiant the Paladin, I see? Well anyways, this set of silver and blue ZPCI
armor provides minor boosts to all physical and magical stats, enough to be somewhat noticeable, as well
as being as durable as you would expect top-notch ZPCI handiwork to be. This on top of the minor
lightning element added onto your attacks. But oddly enough, that’s not the selling point. This armor adds
to your blade or other such an incredibly potent poison, strong enough to kill an ordinary man in a few
minutes if he doesn’t get immediate treatment. Hardier people can resist this poison, but you’ll be the
bane of anyone else with this. Weird, right? You wouldn’t expect that from a Paladin’s armor set, which I
suppose is another selling point if you’re the sneakier type of person.
You are quite aware of the flow of magic and energy in your body and how it’s functioning. If something
was messing with that flow, you’d know instantly. This awareness also enables you to attempt to shut off
any attempts to magically drain you, and to become aware of said attempt to steal it. Magic items trying
to steal your energy, whether mana or general life energy, can be shut off under this perk.
You may grant a portion of your power and some of your powers to up to eight willing people at the same
time, if you wish. This power is connected to you, and you may take it back any time you wish. However,
your power will decrease the more power you give someone. You may also share your powers or other
forms with people, but until you take them back you will lack the power you gave. You may, for example,
give someone your fire powers or part of your vast wells of magical power or give your excess energy to
someone to empower them.
fountain appears in your warehouse, filled with sparkling crystal water that is always pleasantly cool.
A
Anyone submerged in the pool will cease to age, be regressed to their physical prime (if past it), and be
granted the ability to understand and speak to any creature in its native language, be it man, beast, or
magical entity. Any non-sapient living being will cease to age, be regressed to their prime (if past it), and
also be granted human-level intelligence as well as the ability to speak. For another 200 CP (before
discounts), it will also act similarly to a Lazarus pit, allowing it to even go so far as to revive the dead.
You have a blessing of the crystal-based magical technology of the Silver Millennium. Your body possesses
a special protection spell that cannot be dispersed easily. When you are near death, your body will
become encased in a diamond-hard crystal and you will enter a deep sleep. Within this sleep, your body
will slowly heal or suspend itself if the wound is impossible to heal from. This crystal, however, can be
shattered with enough force, and your body can still be killed. People may use magic to heal you through
this crystal.
A star-shaped locket that doubles as a music box and can reawaken a person's true memories and will.
While it carries a familiar tune that can help weaken someone’s hold on a person if they’re brainwashed,
to truly banish the effects of the brainwashing or mind control they must physically touch it.
dark green cloak set over a skin-tight suit patchwork cloth in a plethora of colors and shapes. Well, it
A
appears to be cloth; in truth, it is made of corrupted souls captured by the wearer. The suit was made long
ago as a source of mercy and an alternative to burning in Hell for the souls captured by the wearer. The
souls can aid the wearer, granting them strength and taking damage in their place. In doing so, they
eventually pay their penance and are allowed entry into Paradise for their services. The more a soul helps
the faster they earn their freedom and they all know this, so most are willing to do what it takes – or they
eventually come around to be willing, in any case.
The Suit already contains a few dozen souls that are willing to work for their redemption, which is enough
to amplify your abilities well into the superhuman range when drawing on them, but you will need to
capture more and continue to do so to retain and increase the suit’s power. Needless to say, this only
works on the souls of the wicked. You also have absolute telekinetic control over the cloak, which is
supernaturally strong and can stretch and contort, while wearing the suit.
You have a very special tattoo on your left temple. This particular mark shields you from all forms of
magical, psychic or supernatural means of detecting or tampering with your emotions and thoughts. It
also makes you immune to possession or any means of divining or changing your thoughts or actions by
any means other than mundane ones.
Well, not for long in any case. No situation is utterly hopeless for you, no prison inescapable, no magic too
binding. Every minute your enemies leave you alive, torturing or gloating, is a gamble, and not one likely
to pay off. This doesn’t simply apply to physical prisons: trapped in another dimension or adrift at the end
of time, there is always a way out and you will always be capable of finding it. Escape is simply a matter of
when, not if.
Well, a curse from the perspective of some. Your opinion may differ on the subject. Whether due to your
nature as something inhuman or the effects of some strange magic upon you, you have been rendered
ageless and immune to mortal disease. Your natural lifespan is effectively infinite. If you aren't killed,
you'll walk to the end of time without a wrinkle in your skin or a single grey hair upon your head and you'l
never so much as catch a cold for as long and you live.
A feather of an angel of contrition, this blade will cut through nearly anything. Further, if stabbed into a
stone and used in a ritual you know which takes 49 hours, it will call down an angel of contrition upon
Creation, who will then strike the minds of everyone within 49 miles with their every sin. No mortal in
history without a Name has been able to experience this and not turn toward Good, driven into a mad
desire to make up for every Evil, no matter how small, that they have ever committed, and forming the tip
of the spear of a new Crusade. If you wish, you may bind this feather to a weapon you already own,
adding these abilities to that weapon.
The bones that make up your body were individually inscribed with powerful runes and symbols to ward
off magic, evil and corruption. Your body is a gigantic bastion of defence. Only the strongest of wizards
could get past your defences, only a powerful Daemon could corrupt you past your purity wards and even
the vile powers of the more unclean forms of undead will fail to find purchase on your body, so long as
the wards hold out against them. These protections even extend to whatever you are touching, the runes
scrawling over to protect allies or weapons in contact with you, though they can only stretch so far.
The secret to the long lives and good health of the Amazons, even when they have lived for centuries, is
the Elixir of Life. The waters of the pools from which the Elixir is made heal all injuries in just moments,
cure any disease and cleanse the body of all corruptions. It will even bring the drinker back to their prime
age, allowing them to live for many years longer after just a single drink while retaining their full physical
and mental peak. Most of the older and more accomplished Amazons are allowed to drink from a pool in
order to retain their experience but you have access to a pool all to yourself. The pool contains enough
water to allow for one thousand cups to be taken from it, each cup able to fully heal and return to their
prime the drinker. The waters of this pool will slowly refill themselves, taking a month to go from empty
to full. The pool will be either in an isolated, difficult for any but you to find the place or be attached to a
property of your choice.
A suit of chainmail with no recognized origin or creator, the only thing known is by the eight-pointed star
of Chaos on its chest, whoever made it must have been one under the Dark Powers. While worn, the
chains have a peculiar ability - for while other forms of armor may attempt to resist all magics, this
chainmail has been specialized to counter weapons that have been enchanted or magically enhanced in
some fashion. Sometimes, a relic such as those may simply strike the chainmail - only to discover that
while it connected, contact with the dark chains rendered it a mundane lump of metal, wood, and stone.
Other times, the reaction will shatter the enchanted blade or maul in the opponent’s hands. Even if an
enchanted weapon is of such legendary status that it may be able to resist the Dark Mail’s influence on
the first or second strike - such as The Sword of Couronne or Ghal-Maraz - continuously beating the
weapon against your Chaos-forged garb may see it eventually fall victim.
Atop your scalp or hanging from your belt is a skull - a relic of one of your greatest conquests, a lord of
unicorns that you tore limb from limb. Its beautiful horn still glimmers, even through the filth and the
depravity you engage in, and this horn holds power. So long as the unicorn’s skull is on your body,
offensive magicks and curses wash off of you like mud in the rain, a fireball only lightly singing your fur
whilst an Amber Spear would glance off your skin - if the amber wizard’s lucky, grazing you with a light
slice. Be warned, however - unicorns are friends to all creatures aligned with nature and light, and should
they see this skull... Actually, I’m sure you’re already looking forward to making hateful enemies.
The tomb of a Chaos Champion, a shrine to the Four Powers, or something of similar significance that you
can determine at will. Regardless, this was the place you protected, where you were stationed and the
Gods deemed you worthy. Besides being a site of religious importance and a magnet for treasure-hunting
prey, there is one other... strange quality.
In, under, and around this sacred place is a deposit of Warpstone - that solidified piece of Chaos that
rocketed out from the collapsing Warp Gates so many years ago. That meteorite crashed here, and years
later, this place was built either into or on top of it. Warpstone is a death sentence for most of the mortal
races, but you - the site’s guardian - react... differently to the Warpstone. Its mutative radiation touches
you differently, instead mending wounds you receive and gifting you a growing resistance to magic. After
the events of this jump, you may either attach this sacred location and its warpstone to one of your
existing properties, or have it automatically slot itself into future worlds where it would make the most
sense.
Compared to the other races, it may seem like humans can’t do much, but don’t worry – this isn’t a world
made up of just strong people, so listen to the love in your heart and find your real strength there. Love
can burn like the sun, and drive out the worst of darkness. You can resist and snap out of mind control
effects, whether magical, psionic, technological, or mundane, whenever someone you care about is in
danger. Furthermore, by launching just a single physical attack on the source of the mind control, you can
dispel all effects of said source on its victims. The perk also strengthens your willpower to endure
incredible pain to defend your loved ones.
A set of blue spheres linked into a bracelet. If you wear the charm and touch someone you are sincerely in
love with, a miracle of love will take place. This is not simply a way of creating romantic scenarios, though
– the bracelet also allows the wearer to perform miracles for the sake of his or her love, such as saving the
lover from an incurable disease. However, the user’s love must be genuine to work. Furthermore, miracles
can only do so much on their own; unless you show the courage to step forward, reveal your love, and
take advantage of the opportunity, life will go on, and the potential for love will not endure past the
miracle.
There is no point at which things are so bad you can no longer fix them.
No one is too far gone for your redemption, though they must accept it.
No one is too dead for you to heal or resurrect, though you have to take the time to heal them all the way
up.
At your liking, you can make it so that anyone who uses the potion without your permission will suffer the
negative effects of the faulty potion from canon: although the stomach cramps will only last half a minute
and the drinker will gain extra toughness/durability each combat round/minute, they’ll also get the
unsettling feeling of skin and muscles tightening (and something more); after 9 combat rounds/minutes,
the unauthorized user will turn completely to stone, and promptly die as their body cracks/crumbles to
pieces.
Mutation and the ravages of Chaos are issues for the lesser races. Indeed there have been no recorded
incidences of Lizardmen falling under the sway of Chaos as, while often savage, they have remained
agents of Order. You find that any attempt to mutate or alter your body or mind against your will
(magically or otherwise) is met with a cold-eyed stare and (if possible) the dismemberment of the
offending party.
A crown fit for any Tyrant, made in image of that of the Overtyrant Greasus Goldtooth’s own. Wearing this
ogre sized crown increases the wearer’s intelligence, making humans into geniuses and Ogres able to
match normal humans. It has many protective enchantments, giving the wearer a good defence against al
kinds of magical effects directed against him and when worn and visible, will protect any nearby allies of
the wearer from suffering from any sort of fear, uncertainty or madness.
A mysterious little stone on a string, imbued with powers against magic and to find magic. Wearing the
pendant grants a small amount of magical resistance to the wielder and increases the power of any
existing magical resistances the wielder has. It also can detect magical items and draw them towards
itself, a common practise being to wave it over corpses to collect any hidden magic trinkets the corpse
may have had in life.
This heavy steel slab of metal is meant to be held up as a shield, though few would be those among the
human races would wield it as such. It has the power to scatter spells and deflect projectiles for entire
units of an army, just over five hundred strong is how many can benefit from it’s blessing at any one time.
The effect itself seems to have more than a four out of six chance of working when it involves projectiles
and the magic resistance is strong enough to necessitate nigh doubling most spells to be effective.
A staff composed completely of one solid bone of unknown origins, bearing many glowing green glyphs.
Wielding this staff in battle is easily as effective as walking in with a massive cudgel or a fine longsword,
and besides the effectiveness as a hand weapon it makes the user's difficult to harm or hinder using
magic. This Magic Resistance is potent enough to completely diffuse spells about half the time and allows
him to use magic with greater ease, easily channeling the energies of the magic safely.
The primary duty of the Jade Order is the maintenance of the Empire’s farmland. A fine film of Warpstone
dust blows in and corrupts the soil thanks to the air currents of the world, and Ghyran is wielded so as to
fight that influence. You are especially adept at this, with your spells mending weakened crops and fallow
soil as if you were twice the mage you otherwise are. Famine is a myth, once you arrive. With enough
effort, even the ruined soil of Sylvania might one day bloom again.
You’re protected from the corruptive effects of your own magic, as long as it’s used in moderation, and
will receive a mental warning when you begin to cross the line. This should prove rather useful if you’re so
foolish as to call upon the infernal, as ordinarily, your own magic could take your life before you even
realized you’d hit the limit.
... IS SNORTING WARPSTONE DUUUUST! You think I joke-squeak, but it’s actually quite the habit among
Grey Seers. It does so much for them, too: A quick and dirty boost-growth to their magical potency, an
influx of energy to keep them awake, numbs the pain of any wounds they may have received... And-and if
we’re being honest, they’re just plain addicted. Of course, snorting the raw solidified essence of the Warp
and Chaos-stuff is not without its dangers, as some mutated and insane priests can quite readily attest to.
You have the benefits of such a warpstone addiction, without the nastier side effects - and such a benefit
applies to any other drug, ingested concoction, or edible in the skaven larder or chemical laboratory. At
most, sniffing up a line of warpstone dust will make your eyes bulge out momentarily, or make you have
the suspicion that your whiskers are plotting violent betrayal. Any other drug or similar object will
drastically maximize the benefits over the disadvantages, at the same time ensuring you won’t suffer
pesky issues such as “overdose” or “brain overload.”
Also called ‘The Warp-Shard Plate,’ a suit of plate armor crafted for the most skilled and renowned
Stormvermin - of which Queek Headtaker stands as one of them. Meteoric iron melted down with
warpstone shards, with a Grey Seer looking over the forging as he chants the hymns of the Horned One,
and carving runes to draw their god’s evil influence about the wearer. The rats who bear such a suit of
armor are nigh-destined for greatness.
One such suit has been crafted to your specifications - a perfect fit. A rare example of above-average
craftsmanship in skavendom, your suit of warpstone armour is a beacon of evil power. Not only good at
defending against even gromril weaponry of the dwarves, every blow struck against it causes the malign
power of The Great Horned Rat to explode back at the foe who dared strike at you.
The energy within Dust sustains you, not Dust itself. This energy can be found elsewhere. In the living. By
taking this, you become a spiritual vampire, able to suck the very soul from creatures to sustain your
body. Any wounds you inflict on your foes will restore a sliver of your health, while slaying your foe will
restore a portion of your health. The stronger the foe, the more it will restore. Let the slaughter begin.
This spiked collar is worn only by the greatest champions of Khorne and his many Daemons. Khorne’s
immense hatred of magic is reflected in this collar, which protects the wearer against ANY spells that
aren’t impressively strong or are casted by a weak-willed mage. This is not complete immunity, but you
may stride much more confidently into battle knowing that underhanded tricks are of no concern.
Normally, these collars are impossible to remove, but this one is able to be unclasped and removed if you
desire.
A pitfall of magic, at the very least the magic of this world, is the ever present possibility of ‘miscasts.’
Should the spell slip from your control you might just drop that Fireball on top of your head instead of
your enemies. This Perk is a blanket protection against such harmful slips of yours. Should a spell of yours
be primed to blow up in your face, the magic will ‘flow away’ instead of exploding.
Unfortunately, you have been seen by the abyss. You can feel it watching you, even more so than most
Mages. But this awareness of being watched is not without benefit. You gain a sixth sense related to
abyssal spirits, able to tell where they are as well as whether or not they are aware of you. You also gain a
sufficient understanding of what could cause a paradox in this world, and can sense when the eyes of
sleepers (normal people) are upon you. You are much less likely to invoke a paradox and can more easily
recover from the damaging effects of your own spells. In this and future worlds, your magic is much less
likely to fail and result in a catastrophic backlash or be disrupted by outside influences.
All of the Arcana possess at least one defensive spell meant to protect the caster from outside forces. At
the start of each day you may select one Arcana that you can cast spells in. You are now able to cast and
maintain the defensive spell of that Arcana constantly throughout the day at no loss of mana to yourself.
This defensive spell is much harder for other mages to dispel, but may still be broken by overwhelming
force, or bypassed by the objects/entities that it does not protect against (i.e. the mind defensive spell
only defends against sentient beings that are intentionally trying to harm you, while the fortune defensive
spell only protects you against things that could be avoided through sheer luck).
Your will seems to be your own. At least mystically speaking. To date, there does not seem to be a spell or
oath that can actually make you do anything that you yourself do not want to do (not that they don’t
exist, just that they have yet to be discovered). You are immune to nearly all mystical compulsions that
would affect your mind, and even signing an oath and swearing in blood would not bind you unless you
desired it. You will not however gain the benefits of magical contracts unless you do choose to submit.
This golden coin bears the face of a king wearing a jester’s hat on one side, and a pair of crossed wands on
the other. The bearer of the coin may concentrate with it, removing the minor effects of fate and
coincidence that would work against them. Penalties such as unfavorable winds, rainfall or even a crooked
dealer in a casino will not impede the bearers chances of victory when in use. (Note; it can only remove a
single deleterious effect when concentrated upon, it cannot create benefit for the user)
This dark artefact will save you from death once, if it is in your possession upon taking a fatal blow. Once
taken, this artefact will break, healing you up to fill and will not return until 10 years has passed or the
start of a new Jump, whichever comes first.
“We had legends. We had heroes. Lorule had hope. But all that is gone. Lorule has only me now.”
When you are the sole defense of something, be it a person, organisation or object, to the point that your
loss would result in the destruction or death of that which you are protecting, you’ll find yourself in a
much better position to defend it. Your intellect, reflexes, strength and magical power all receive a
significant boost for the duration of the ‘battle’ (which can instead refer to non-combat such as a court
case) until you have triumphed against your enemies or lost all that you have been fighting for.
In truth, Link actually has two ‘spirit animals’ in the Dark World, the aforementioned rabbit and a wolf. It
depends on which version of the story you’re being told you see. Regardless, in the version where Link
was a wolf, he wasn’t nearly as affected by the miasma. Turns out being a kind and loving dude who’s
major concern is saving the pretty lady because it’s the right thing to do doesn’t leave much room for
corruption to latch onto. It’s not a perfect defense as Roam and Ghanti could tell you, but it’s more than
anyone else has. By remaining clear minded and staying away from negative emotions - greed, for
example - you can become immune to mind altering and transformative magics. Even when you fail to be
wholly pure, you’re still extraordinarily resistant. Roam actually turned this to his advantage, turning into
a birdman and gaining the power of flight at times. Just be careful not to ‘cheat’ like that too often lest
you invite the miasma in to stay.
As strong as they are, the seals meant to lock Ganon away do have a weakness. Those who cast them. Or
their children, as the case may be. You have the somewhat odd power of shoving your magical debts onto
your children. A seal that lasts as long as you live can be transferred to your granddaughter, and she can
transfer it to her child, so on and so forth. This does have the effect of vastly increasing the magical
reserves and potential of any child you have, if only so that they can handle the threats this will inevitably
draw towards them and that they might one day replace you as a sage. You don’t even have to teach
them anything and they’d still manage to learn at least the basics - what might they do with an actual
teacher?
Now I’m not entirely sure what separates a Force Fairy from an ordinary Fairy, but this particular one
seems to have taken up residence inside a glass bottle and demanded you take her with you. In exchange
for feeding her Force Gems by the hundreds if not thousands, she’s agreed to provide whatever assistance
she can, mostly in the form of the famous healing talent that almost all Fairies are known for. Use her as
much as you like, but be careful not to run out of Force Gems. You rather need those for something else.
As a signing bonus of sorts, you’re also allowed a single healing for free which she will be giving to you in
the form of a complete resurrection should you ever die, once per ten years. It’s not a great rate, but it
might just save your life, quite literally.
Significantly better than the proverbial board. It’s actually an unusually light tower shield. The front bears
your crest, if any, or others if you prefer. In any case, it’s polished to a mirror finish, and thanks to the
magic protecting the shield, won’t smudge or fade. The real purpose of the shield (beyond normal shield
stuff) is that it can block magic attacks. Spells that hit the shield won’t carry their effect onto you. Also
surprisingly good at blocking fire.
This shield’s polished surface can reflect both light and energy - the former could easily be used to blind
enemies and manipulate the reflection for certain puzzles while the latter is ideal in overcoming the
magical energies of mystic enemies. However, it should be noted that it doesn’t do as well against solid
projectiles - it does well against its chosen enemies, who are dangerous. Just pack a spare shield.
A spell handed down by the goddess, this power allows you to surround yourself in a diamond shaped
barrier. While you aren’t able to attack or cast spells in this state, you can rest assured as there are almost
no attacks in this world that can harm you while Naryu’s Love is active.
A magical potion either bought from Maple or stolen from Syrup, and yes that is a horrible pun.
Regardless, this very expensive potion is actually somewhat amazing. On top of being able to fully heal the
drinker AND cure just about every mundane disease, it also comes with a wonderful quirk. You see, the
potion has the ability to basically teleport itself into your mouth should you become critically injured.
Mind you, it won’t actually do anything if you get disintegrated or something, but as long as you’re
reasonably intact it’ll heal you back up. Unfortunately, it’s pretty much impossible to get more than one of
these.
Kinstones, a simple stone disk that was broken in half which can be fused together to make those who do
so happier. Fusing Kinstones creates really odd effects such as magic chests just appearing in the local
area, Golden Enemies suddenly spawning, and secret doors opening where once there was no door at all.
These are all things that can happen when you have a unity of Kinstones. Now not only do Kinstones, and
the widespread collecting hobby, carry over to worlds that you are in, but their effects on the world do as
well. You can find these spawned Chest, Enemies, and Secret Areas for a lot of the local loot.
“You got the Magic Armor! Use your magic power to create a barrier around you that protects you from
enemy attacks!”
A purple gem with some sort of orb inside of it, made in a far away land. When activated by feeding it a
small amount of energy, it will transform into a purple aura that surrounds you. Incoming damage is more
or less ignored in this state, though momentum is not. Also, it’s not your magic that takes the damage, it’s
your wallet. Unfortunately, it only takes rupees. That’s not too much an issue though, since you can
usually find a handful just by mowing the yard.
An improvement from the shield given by the Old Man, this shield can easily reflect the magical attacks of
both Ganon’s wizardly comrades and the Prince of Darkness himself.
A gift from a crone in your village, this Water is mystically enchanted to be a great healing boon. When
you would otherwise die in battle(and only in battle, from your wounds), you will see that this bottle of
water will empty out and restore 3 “Heart Containers” worth of vitality to you. This water is difficult to
brew, however, it takes at least a full 3 years for this water to refill after use. What’s more, you’ll note that
any other forms of damage may not heal quite as well as this simply restores your body. However, it will
save your life.
One of the risks of magic is that when it goes wrong, it tends to go disastrously wrong. However, even a
sorcerer’s worst botch is not nearly as bad as an Awakened mage’s. You share this trait, regardless of
what kind of magic you’re using. While you can still miscast a spell, the resulting disaster shall be more of
an annoyance than a catastrophe.
Wounds gained during battle can hamper your chances of victory, even minor ones. While you won't be
visibly regenerating, you can heal from most minor wounds within hours, and fatal wounds will be
completely fine after a week. This effect can be heavily boosted through the use of Restoration spells, and
whatever scars don't disappear will always look aesthetically pleasing.
Thirteen runic stones found within the icy tundras of Skyrim, now inhabiting your Warehouse. They were
made in the fashion of the thirteen major constellations within the sky, and are able to grant power to
those who attune to them. Each stone grants a unique ability based on the constellation, but each person
can only be attuned to a single Standing Stone at a time.
This gold enchanted ring is incredibly rare and sought after, as it will enhance everything about a person.
Whosoever wears this ring will find themselves stronger, faster, smarter, and luckier than before.
This ruby ring is said to have been created by the Hero-God of the Altmer, Phynaster. It offers the wearer
potent protection from poison, shock, and magical damage. Additionally, it extends the wearer's lifespan
indefinitely so long as it is being worn.
The Daedric Artifact of Peryite, Daedric Prince of Pestilence, is said to still be searching for its original
owner, and will not remain the property of any one else for long, though that is not the case should you
purchase it here. This dwarven-made shield not only protects its wielder from physical damage, but also
from magical attacks, by negating any and all spells directed towards it.
This simple, red, heart-shaped locket may look unassuming, but it's actually an extremely useful piece of
protection. Not only does this locket boost your defenses against magic of all kinds, it strengthens the
defenses of your SOUL. Not only will magic that directly attacks your SOUL prove less effective, but
attempts to remove your SOUL or corrupt it will prove much, much more difficult so long as you wear the
locket. This effect is amplified the stronger your SOUL is- It's certainly potent for a Monster, but it's much
more effective for a Human.
Sometimes big things come in little packages. The big thing in this case would be your physical strength.
You are impressively strong for your size. Your elemental power acts to empower your body without any
conscious effort. This isn’t just at the level of being slightly stronger than normal; you could easily and
comfortably lift entire carts filled with luggage with little strain. You may need an incredibly sturdy
weapon otherwise they are unlikely to last long with the strength you are swinging them around.
Well, let no one say that all you do is talk. You now have the ability to cast all of the group buff and debuff
spells, Heat Riser, Debilitate, Dekaja, Dekunda, Rebellion, Revolution, Makarakarn, Tetrakarn, and
Salvation. These don't cost you any effort or magical/mental/etc. reserves to cast, but they all have a
collective 5 second cool down between uses, meaning after you use one you have to wait 5 seconds to
use another, and you can't use the same one twice in a row.
One thing that all beings and objects in Neolife possess, and soon those in the real world as well,
considering that exposure to mana leads to its manifestation, is an Aura. You could consider it a magical
blueprint of how something works. And it truly shows everything: skills, abilities, physical makeup,
personality, memory, and much more. Animals and plants have flowing auras, full of twists and turns,
whereas processed items like machines have jagged auras, full of hard lines like a 3D circuit diagram. One
peculiarity of Aura is that any of its changes are reflected in the being or object possessing the Aura. Xeno
shifters, an advanced Druid class, make use of that to mimic the aura of lifeforms they have studied in
order to gain both their forms and abilities, for example.
It is also how Technomancers are able to replicate the effects of implants within themselves, by simply
copying their Auras into their bodies. But for all of its potential advantages, tampering with your own Aura
can also go incredibly wrong if you mess it up, especially when it involves your brain, such as causing brain
damage, death of personality, or just the normal kind of death. It’s good, then, that with your skill at
manipulating and changing Auras, yours and those of others, mistakes like that won’t ever happen. It
wouldn’t be wrong to call you an Aura Artisan.
So long as you have an example to study, you’ll be able to safely and successfully apply any of its abilities
or peculiarities either to yourself or somebody else, and even combine parts of the Auras of many beings
to create truly powerful forms. After studying a massive amount of different Auras to get a feel for how
they work, you’ll even be able to go so far as to create original Auras and beings, or change parts of your
Aura to give yourself entirely new abilities.
A “kiss” (really an acorn or thimble) that you can wear on a necklace around your neck. The kiss has the
power to absorb the full power of a single projectile, thus preventing it from actually hitting you. You then
fall to the ground unconscious, and people may think that they actually killed you until you wake up. Don’t
worry, the “kiss” isn’t destroyed; however, it won’t be able to block another projectile until 24 hours have
passed.
Thanks to a blood ritual from the Watcher Cult, your body has been dyed blood red. Besides giving you a
paint job, this ritual has enchanted you so that you now resist magic. From magic missiles to dragons
breath, any sort of arcane attack does a small fraction of the damage that it would. What’s more, when
you’re hit there’s a chance that the magic will be reflected, turning into a dangerous arcane bolt that
homes in on the caster. Note that this doesn’t make you invincible however, just resistant. If someone
drops a magical nuke on your head, you're just as dead as everyone else nearby. It also colors you
completely red, although if you choose it will only dye a single body part, like your hair, eyes or a hand.
Many have sought immortality, and the closest to finding it was Nagash, the first Necromancer. The foul
unlife he brought his willing and unwilling followers to is now yours to share. Dead though still aware you
need not eat, nor breath, and such flesh as you have remaining shall never tire again. You have shed your
mortality as a snake shrugs off its skin, and now all eternity is yours.
A copy of Alice’s crown after becoming a queen in Through the Looking-Glass, though it has since broken
into three pieces. Each purchase gives you a single piece of the crown, each with its own special power
(you get to choose which piece for each purchase). If you buy multiple pieces, the crown will start to come
together, and you’ll get the cumulative effects of the individual pieces. When all three pieces are bought,
the crown is fully restored, and it will now additionally make the wearer immune to all magic that controls
them mentally or physically). The individual pieces’ powers are as follows:
1. 1st Segment- Permanently enhances your “armor” defense for all forms you take.
A copy of Alice’s crown after becoming a queen in Through the Looking-Glass, though it has since broken
into three pieces. Each purchase gives you a single piece of the crown, each with its own special power
(you get to choose which piece for each purchase). If you buy multiple pieces, the crown will start to come
together, and you’ll get the cumulative effects of the individual pieces. When all three pieces are bought,
the crown is fully restored, and it will now additionally make the wearer immune to all magic that controls
them mentally or physically). The individual pieces’ powers are as follows:
2. 2nd Segment- Permanently boosts your spirit for all forms you take.
Do you want to keep others away? The older sister of Weapon Summoning, you can call gigantic versions
of your Magical Weapon out from the ground or the walls. This not only enables you to hit with bigger,
stronger attacks, but it also lets you form a protective ‘field’ around any wall of weapons that you
summon with this ability, which can shield you or others from strong attacks.
This glowing blue shard carries a deep regret with it...spurned affections, forgotten friends, unspoken
cruelty and despair. Despite this, it seems to have some kind of resolve behind it...corruptive and
influences that seek to control the mind and heart are banished from your presence, unable to affect you
so long as this shard is held close to you. You may ‘burn’ the shard, destroying it until the following month
to completely exorcise a location and all those within it of such influences and infections, and they will be
unable to return or affect anyone within that radius for the next day.
Good lord, what madman designed this thing? The blast shield looks like a typical steel kite shield, but
that belies a powerful artifact. To begin with, the Blast Shield massively bumps up your vitality and
durability. You’ll have the stamina to run for hours, and if you were naked with nothing but the Blast
Shield you could still bounce a cannon round off your skin with only a small scratch. To say nothing of the
shield itself; between a tactical missile and this shield, the shield would win. Though, the user might still
hurt quite a bit from the explosion so don’t actually try blocking a tactical missile unless you need to.
Purge the evil and/or mind control from your enemies with a massive burst. Turn enemies into allies!
Purge possessing demons! Turn sentient concentrations of evil into a bad memory! Make sure you only
use it to end the whole fight, because it will wear you out so badly you'll usually pass out and sleep in late
the next morning the first time you use it, but that bad guy definitely won't be bad anymore. With a lot of
practice, you'll be able to stay awake after using it, but it will still wear you out.
You did not originate from a world where magic existed. There was only physics in your world. It is for this
reason you are aware that magic and physics are just two different forces at work in this reality. Magic
may manipulate physics, but it is a separate force entirely. This power erases magic in a small zone around
you, leaving only the presence of physics. You can outright nullify all supernatural forces around you in a
three meter radius for ten minutes once a day. Anyone slinging magic at will find their blasts fizzling when
they enter this zone. Your powers, however, are not affected.
Within you is a great power. The power to take an ordinary Star Seed and blossom it into a flower of glory
just below that of a Sailor Crystal’s. You have a supernaturally powerful ability to bring out anyone’s
potential with a reasonable amount of personal magic-assisted teaching. This act allows them to gain
powers based on their personality and who they are. A fiery person could gain fire powers, a statistician
gains the power to manipulate probability, a cat gains the ability to defy physics, ect ect. It is up to you to
define the limits of these powers, but these awakened powers are initially weak. Training can help
someone increase in power. This power also grants the recipient a human form, if they lack one. Or, if you
wish, you may instead wish to help add to the glory of a Sailor Crystal. You may grant a one-time power-
up to someone with powers other than the ones granted by this perk, but if you use this ability, you
cannot grant them the powers this perk gives someone. This power cannot be copied without a means to
emulate parts of the Awakened Person’s soul you wish to copy.
You may not steal an Awakened Person’s power without their full consent, and threatening or coercing or
mind controlling them into having them give you their power does not count as consent. Eating a person
or ripping out their soul does not count as consent.
A person can only be Awakened once. Comes with optional magical girl transformation sequence if you
wish.
You are a walking miracle for the vulnerable. You’d rather let yourself get hurt than anyone else. That’s
the job of a guardian. You won’t let those you protect become harmed. No matter what. You can pull the
entire force of a blast towards you, no matter how many people would get hit.
However, the consequences could be dire for bigger blasts. Can your body really handle the full,
concentrated force of a world-shattering blast? You can pull it all into you...but can you really survive
that? Take caution with this ability. The power of friendship and love can mitigate the damage to a degree
but...do you really want to risk it? You have some value in this world, too. It would be a shame if you died
through self-sacrifice.
Your nature has given you an incredible resistance to magic. Normal magicians would be completely
unable to affect you, and the magic of more powerful beings would be greatly weakened when used
against you. You have complete control over this ability, allowing you to be affected by any magic you
choose. You can not be compelled to lower your resistance unwillingly, even if under mind control or
enchanted by someone else. Only a conscious choice made with free will on your part can lower it, unless
it would explicitly be to your benefit, such as an allied spellcaster attempting to dispel a mind control spell
or curse affecting you.
Just, you know, this won't do much of anything if someone uses magic to levitate a huge boulder above
your head and drop it on you or uses magically enhanced strength to snap your neck.
The Spear Key and Gun Shield, also known as the Holy Shield Gamaliel.It is a Conceptual Weapon that
resembles a violin, a spear, and a shield merged together. While A little bit unwieldy, it is nonetheless a
potent weapon against both Dead Apostles and similarities, its true power is how it defends the wielder.
The person holding this weapon would be protected from alterations in the world’s ‘rules’, making them
immune to being influenced by a Reality Marble or similar outside forces, and the shield is also a potent
defense against both Magic and Mystery, supernatural attacks unable to shatter or dent the shield -
though the force and heat of attacks could still harm the user. Your mind and existence are protected by
holy light, Jumper - use it well.
The choice to walk the road of magic is not one to be made lightly. It is fraught with danger and terrible
costs... but it is also one of magic and wonder. May just be worth it, yeah? If you wish, you may initiate
someone into the world of the arcane. Doing so will awaken their potential to wield magic. How you
accomplish this is largely up to you – it could be anything from formally accepting them as your student to
a ritualistic sharing of blood.
Most people won’t have more than average mystical potential and will require lots of time and effort to
see noticeable gains in ability. But given time and proper training, they could still be able to accomplish a
great deal. Even a little magic, applied correctly, is a powerful and dangerous thing.
In your time, you have seen things beyond imagining, stared into the heart of the abyss and watched it
blink first. Your willpower is enormous, your mind impregnable, and your sense of self inviolable. Nothing
that walks upon this world or any other can truly break your mind or shatter your will. Attempts to
possess you simply fail – and often backfire, for the things that attempt it can even be trapped within your
own mind.
Any hostile magic used against you will likely be dispelled or suppressed as if by reflex, and you may in
turn extend your will out into the world. By concentrating on an active spell or magical object you can will
it to unravel. Weak magical objects may be outright destroyed by your ability while stronger ones will be
suppressed. Magical creatures may have their individual abilities suppressed but cannot be outright
destroyed by this.
The kings of Nehekhara were prideful, one and all. Even the wisest and most skilled would brook no insult
to their personage or their kingdom. For the many who tried to invade Nehekhara and sought to take
advantage of this pride, they soon found it every bit justified, as the foul invaders were repelled again and
again. It was only a man born in Nehekhara who could bring it down as no outsider could ever make the
desert kingdom bow its head. You felt this pressure on you many times, the pressure to hold yourself
upright no matter what confronts you. If you were unsuited for ruling, you would have broken. But were
you ever suited. No matter what confronts you or what is laid before you as temptation, you cannot be
controlled by another. No matter how the attempt is carried out, it simply fails against you. Mental
domination, trickery with words or bribes, attempts to puppet your physical form with magic or wires.
They may smash your bones and leave you as naught but a chattering skull but you remain a King and a
King does not serve any but himself.
It can be tough, going alone for a long time. Even if you’re as self-sufficient as you can possibly get, you
may want someone to share forever with - a rival, a best friend, even a significant other. But now, you
have someone who will always be by your side - not behind you, not ahead of you, by. Your. Side. If you’ve
managed to achieve a significant emotional bond with someone (preferably a positive one), you may
choose to be ‘in sync’ with them, which they will have to voluntarily agree to. A declaration of protection,
a confession of love, even a simple handshake will do. You will always know where this person is and how
they currently feel, and they will likewise sense the same from you without fear of your abilities shutting
them out or striking back at the reading (unless you want to - doesn’t that cheapen the bond, though?). In
addition, when fighting or teaming up, you both count as one entity when working together, and their
competence in any mundane skills you have soar to your equal level, able to work perfectly as a duo for
teamwork purposes.
This may even work for magical powers, though they have to be capable of it and already know enough to
use it on their own for that to work, and nothing unique or ‘just you’ will carry over. You will understand
and know each other better than anyone else in the world, and if you maintain this bond, it may last
forever. That said, breaking it off with them or losing this bond to begin with will make all the associated
benefits disappear. You may also only share this with one individual at a time - it’s perfect partner, not
partners, after all.
Do you want to set something right?Sometimes, we wish we could do things over again. You can, now.
Once per jump, you may reverse time up to 24 hours, undoing all events leading up to that point.
However, do note that fate is difficult to change - events will conspire to unfold in a similar if not identical
way, with the sole exception of what you reversed time for. Struggling against this for long can lead to
unforeseen consequences, as one Homura Akemi can attest. This power activates automatically if you are
struck down by a fatal blow, undoing the events leading up to your death...but this power can still be only
used once per jump. It will not save you again. Post-Chain, this power can be used as many times as you
wish.
The bond between yourself and your King is even closer than with most Heralds and their Kings. The two
of you enacted a ritual of sorts under the eyes of the High Priest of your Kingdom, binding your souls
together for all eternity. Even in the next life, you would be drawn to one another and be able to share
your thoughts and life. For as long as one of you lived, so would the other, albeit just barely on the edge
of life unless brought back with other means. The High Priest, as they are wont to do, hid that the
procedure had never been done to this extent and thus an unpredictable element was introduced. You
are not limited with this bond to merely your King. Though you may only link your soul with one other
willing being at a time, you may change this target freely and as many times as you wish.
An amulet made of pure gold, shaped like one of the Great Toads of the lizardmen. A powerful mystic
object, one whose powers were only unlocked by you and not the other holder of this sort of artefact.
Originally just granting a degree of protection against magic, you are now in possession of an amulet that
automatically dispels all but the most powerful magic that is targeted at you, even from those as great as
the Slann themselves. You are also able to use the amulet and focus it on something in close range to you
letting you remove magic from objects or unleash a burst that dispels any magic within close range to you
A simple vanity mirror, made from pure silver and glass. It’s a powerful weapon in the right hands, as by
pointing it at any spell caster or spell, the user can reflect any spell back at them, no matter how powerful
vile or large the spell in question may be. So long as the user is even one of the targets, the entire thing
may be reflected back entirely upon the original caster. The mirror will crack after doing this, slowly
repairing itself over the course of a day, before being ready for use once again. Otherwise, the glass in the
mirror will never break.
A small but exquisitely crafted triptych, a 3 sided painting that can fold away for safety and storage. It may
perhaps seem a strange thing to imbue such powerful enchantments but it is an icon of faith for the
nobility of Bretonnia. The faith of the Bretonnian people bound into this artefact make it so any who hold
it, excluding those who have unjustly stolen it, will be rendered almost totally immune to magic. All but
the most powerful spells will be negated entirely by the aura of faith and even those that do get through
will find their power reduced massively from their normal level.
You bear no weapon so that you might reach out to both your allies and enemies. This perk grants two
benefits, firstly you may apply the enchantments and other benefits of a weapon you could be wielding to
your body, be it a flaming sword left in its sheath at your waist or an Armed Gear you don't form.
Secondly, you may take the costs of an ally's powers upon yourself in place of them, applying any cost
reductions you may have in place of theirs – although you may use theirs if you wish. Bear the burdens of
your friends so that they don't have to.
Stopping you is extremely difficult. Up to three times, you may keep going after being otherwise taken out
of the fight.
This takes a moment to kick in, with lethal blows taking several critical moments. Using a charge will, in
addition to reversing whatever took you out of the fight, partly replenish your other combat resources.
(Such as magical energy, physical and mental stamina, and health.)
You can recover charges at one every week (if from nonlethal K.O.s) or one every year (if from lethal
K.O.s). Charges used for nonlethal K.O.s will recover first. If you use a charge, you’ll be exhausted the next
day as your system recovers from the strain, but this has no long-term consequences. Charges also
recover at the end of a Jump.
(CG Note: The remainder of this perk requires The Power of Friendship - Generic MG first.)
When your allies fall in battle, you can bring them back. Whether it’s non-lethal or lethal, you can get
them back in the fight, applying the effects of a charge of Juggernaut of Light on them without using up
one of their own. It takes a moment for nonlethal K.O.s and several moments for lethal K.O.s.
In addition, your allies can also do this on their own, so if you get downed they can get you up. You
maintain awareness of the battlefield even while “K.O.ed,” and if you want, you can delay using
Juggernaut of Light to let your allies get you back up.
You are seemingly immune to the corruptive effects of dark powers, unless you deliberately embrace
them. You could keep a notoriously potent, corruptive youkai text unprotected inside a library for years
and not be affected by it right up until you deliberately give in to it. You will not be twisted into a new
form or mentally affected by the powerful and dangerous powers that you flirt with, again unless you
deliberately embrace them.
You have the ability to float away from reality itself, a power truly suited for one who lives idly and drifts
around. When you activate this power, you become intangible indefinitely, with nothing mundane or
magical able to directly affect you, and you can simply phase through anything or float around to
wherever you desire. The one disadvantage of this power is in your total intangibility, as being intangible
means that you cannot interact with the world even to attack without returning to reality.
Belief in magic is the lifeblood of fairies, and when enough people believe, miracles can happen. Your life
energy is strengthened by how many people believe in you. Furthermore, if you are on the verge of death
someone clapping and expressing his or her faith in you will restore a tiny amount of your health; with
enough believers (at least a thousand) clapping, you can fully come back to life with more vitality than
ever before. In such emergencies, people who believe in you will sense something wrong, and what they
need to do to save you. You can only call on people once per jump for this perk. Also, your ability to call
on believers depends on not only their belief, but also their amount of care for you; if they don’t really
care about you, it’s less likely that they will be reached by you in this manner.
Night-lights are a “mother’s eyes” when she is away from these children, and this set of three special
nightlights helps protect you as you sleep. Their magic keeps unwanted spirits, nightmares, and other
magical things from coming near you as long as you sleep. The defenses are enhanced when they are
watching over children. However, familiarity has made the night lights much like children themselves, so it
is possible to trick them into falling asleep themselves, thus negating their shields.
Since the Fabricated World is meant for artwork and not real humans, you would normally be unable to
exist in that other world, except as an imaginary thing yourself. Fortunately, you don’t need to worry
about that. Your life force has been transferred to a special rose of a color that resonates with you. As
long as your soul is tied to the rose, you can exist in world that would otherwise forcibly change the very
nature of your body and soul without facing negative consequences; any changes to your mind or body to
suit the requirements of that world are neutralized with the flower’s presence. The rose does not need to
be kept near you, and as long as it is kept fresh you will be protected from the distorted reality’s changes
even if you are far away from it. The rose’s petals vary depending on your age and health, but do not pluck
them, as they literally symbolize your life. Whenever a petal is plucked, you gain cuts and sharp internal
pains. In turn, whenever your body is hurt, your rose loses a petal; on the bright side, as long as the attack
would not have been instantly fatal, you only lose a single petal each time. When they all disappear, not
only do you face imminent death, but you lose your protection from the gallery’s imposed fantasy, and
must face the consequences; normally, that would mean you become part of the gallery, but in the
context of the jump it constitutes a game over. However, there are some benefits. The rose is eternally
fresh, and whenever it is immersed in water (there must be at least a vaseful for there to be any effect, it
rejuvenates, and its petals (along with your health) are restored; the water is absorbed into the rose in the
process. Please note that the rose only affects the health of your physical body for better or worse; it has
no effect on magic and other energies you might use. Also, if you have any special powers with flowers
and plants, you might want to experiment and see what happens. Once you leave the gallery, the rose
vanishes, as you do not need it in the real world, but you can summon it again if you feel the need. On
flipside, if you could not normally exist in the real world, the rose might be able to have the reverse effect
and allow you to go there without needing to make additional sacrifices. If you choose the Local Human
background, you’re stuck with the rose during the jump even if you don’t buy the perk, but you will not
get the extra benefits outside the jump unless you take the perk. In the case that you purchase the perk
but did not choose the Local Human background, you can freely summon and dismiss it as you please.
Please keep in mind that since the rose’s purpose is to keep you in existence in the world you are in, the
rose must stay in the same overall reality/dimension you are in; if you move between dimensions without
it, the rose will either appear before you or be dismissed until you activate the perk again.
By divine providence or unholy magics you are now invulnerable to mundane weapons. They either
bounce off or simply pass right through your ghostly form, though even the weakest enchantments will
render weapons once again able to harm you.
Many of the creatures of the island like the Crocodile are from long-lost ages, and they’ve lived long
enough to no longer fear time. You (this includes all body parts) are now immune to all time-based magic
and effects as long as this perk is active. Furthermore, nothing, whether physical or magical, can slow you
down – this accounts for not only time magic that might slow your speed, but physical things that slow
down your speed like mud, ice, breaking through barricades, etc. Please note, however, that this perk only
eliminates things that reduce your speed; it does not actually increase your speed beyond what your
speed would be without things to slow you down. In addition, you can cause a ticking clock sound to echo
from your body, which triggers deafness in nearby listeners and lowers their overall stats. Plus, you are
able to keep perfect time.
This perk allows you to essentially “heal” inanimate objects or constructs (chess pieces, living cards,
robots, etc.) through magic. More than that, though, it also lets any healing powers you have that would
heal living things have equivalent repair/mending effects on inanimate objects/constructs; the stronger
the healing, the stronger the equivalent repair – if you have a resurrection spell, perhaps it could even
bring destroyed/killed items “back to life” (something impossible for the normal Mending edge in-game).
Buying this perk also grants you the Greater Mending edge from the game.
Once there was a Prophet and he announced that he was seeking the Once ‘n’ Future Git and with that he
became one of the most well respected of his kind. You too can seek out the most worthy of a
race/society to rule, within the boundaries of the race/society, over said race/society. This ability allows
you to see the ‘worthiness’ of individuals which in turn will allow you to find the most worthy and grant a
boon that empowers them by enhancing their positive traits and mitigating their negative traits. Once that
is done once you can’t do it again for the same race/society until the current chosen has died.
By announcing you are doing this you will be treated with a large helping of respect from the Race/Society
in question whilst you’re on the quest no matter where you are, though what counts as respect in some
Races/Societies is different from time to time.
In addition to all of this your mastery of the magic you have grows to the point that you can get stuck into
the battles and cast even in the thick of combat.
The Lore of Beasts is, of course, best at affecting beasts. Their wild, savage souls easily accept the brutish
powers of Ghur. This creates an opportunity for you, Amber Wizard. With but an arcane growl from you, a
Reiksguard’s horse might become the equal of an Elven steed, or a simple doe strong enough to kick aside
a Norscan marauder. Even a tiny rabbit would gain the strength to kill a man, and a bear would become
the equal of a rampaging Giant. Of course, should you choose to weaken the bestial with your spells, this
too would pass. Bretonnian chargers under your curse will lose even the strength to so much as bear their
riders, and the Bestigors of the foul Cloven Ones would pose as much threat as a child. By your hand,
beasts may become legends or be reduced to laughing-stocks. The spells which allow such things are
known to many, but only in your hands are the effects so pronounced as this. You decide who is the
fittest, and shall therefore survive.
Ghyran is the Jade Wind of Life, and thus life flows freely from its Wizards. This is why your Order is tasked
with such things as providing medicine for troops in wartime, or preserving the harvest in times of peace.
Plague and ruin flee before your touch, for you are an agent of Life, and Life always finds a way. Now, you
are practically an avatar of Ghyran’s life-giving energies. Whenever you cast a spell pertaining to healing
or plant life, the Jade Wind flows freely from you, restoring further health to yourself and any ally within
ten meters of you. Broken bones knit themselves back together, crushed arteries renew themselves,
diseases burn out before their course has run, parasites are purged from flesh and blood, and even burn
scars fade away. Heroes never die, when you are among them.
So favored by The Great Horned Rat are you, brother of Pestilens. Favored indeed that his aspect as The
Harbinger of Plagues has blessed the upper echelons of your clan. Figures such as Skrolk and whoever
holds the title of Nurglitch may be hammered by plague, disease, infection, and cancer; But no matter
how afflicted, rotten, or pustulous their body, these priests of the Pestilent Brotherhood still stand tall and
strong. Would that if they knew this blessing of yours, they would accept you there in a heartbeat.
Like Skrolk, your body is a container for all things that ravage and wear at the flesh and spirit, such that
you are also immune to the slow degeneration and death that one who practices the Lore of Plague
suffers. You may feel the bite and tear of Bone Ague, but it will never leave your body a bone-splintered,
bent corpse. The sores of Red Pox will weep and bleed, but you will never die from excessive internal
bleeding. All this comes to a head in the most terrifying aspect of this blessing: Every disease and affliction
that gathers within your body mingles, mixes, breeds with each other, creating hybrid plagues and cancers
that can spread from your body. As new sicknesses are created from this method, new spells for the Lore
of Plague are developed to spread them. Like your god, you too shall be the Harbinger.
At the center of Skavenblight, in the stronghold where the Council of Thirteen gathers, stands the Black
Pillar of Commandments, carved with the edicts of rulership following the Horned Rat’s ideals. Those who
fit these edicts and seek to rise, become fueled with the power of the verminous realm of ruin - becoming
a Lord of Decay. From there, they fight one of the existing Lords in a duel to supplant them.
In your possession is a similar pillar, made of pitch-black warpstone and, carved in Queekish, the Horned
Rat’s law. This is not the Pillar that the Horned Rat slammed into Skavenblight during the great Civil War,
but a copy for one’s own personal council and servitors. Those whom you find worthy, and match the
edicts and laws carved into the Pillar, will find their bodies and spirits empowered by the dark magicks
overflowing from the Pillar, becoming the utmost peak of what their species is capable of in both physical
and magical capacities. As well, after your duration in this world, the pillar of black warpstone will be
wiped clean of the Horned Rat’s etchings - allowing you to print into it your own edicts and laws, and
creating the guidelines for those who are worthy to be bolstered.
It should not go without saying that if one is not worthy, or does not have your consent, will more than
likely die horribly to the corrupting warpstone.
Yes, yes indeed, the armor of the first Phoenix King himself. He who slew daemons by the droves and
fought personal avatars of all four Chaos Gods, before killing them as well. It took the combined forces of
these four godly daemons to take this suit apart. It took Tzeentch’s Lord Of Change to unravel the
protective enchantments, a gout of purifying dragonfire, and millennia of neglect for the armor to slightly
degrade. This was an armor forged for the champion of the elves when gods walked the world, and its
overwhelming defensive capacity proves this. As a last note, the helmet allows you to speak clearly to
whomever you please over a battlefield, no matter the din.
Sometimes when dabbling in the arcane or in esoteric technology, there might be certain consequences
that are perhaps unwanted for. Yet they can themselves be the necessary price paid to access even more
power. With this Perk you can avoid paying such prices and harness the true power of the arcane and
technology. Mind-bending effects that would cause you to see things that aren’t there and generally
become less sane are nullified while any info that could be garnered from such states are written down in
a notebook in your pocket. Thus you can be assured that no matter what happens in your quest for
knowledge, you’ll remain whole and sane while reaping all the rewards that might be locked behind
anyway.
(CG Note: The remainder of this Perk requires Minecraft - Generic Minecraft first.)
--(Capstone Boosted) With such deep knowledge, it becomes possible for you to harmoniously merge
various facets of reality together into a whole. Whether that be merging magic and tech, or combining
different technologies together to create a new whole, You’ll be able to do it if you just put your mind to
it. And remove any anti-synergies in the process.
In the land of Hyrule, there stand two monoliths, carved with a language most no longer remember. If you
could read it, then it would be a simple set of instructions to obtain a pair of magical medallions. There
also exists a third one in the Dark World, hidden deep underwater and guarded by a Catfish. However,
these monoliths are not what truly matters. Instead, it is the medallions they contain - Quake, Ether, and
Bombos - that have been gifted unto you. More importantly however, is the fact that you can take these
three monoliths and three medallions and change them. Three spells of your choosing, set to be granted
only to those who meet your criteria. Perhaps you would replace the fire creating Bombos with a healing
spell? Or the earth moving Quake with a magical shield? The only real drawback is that whoever wields
the medallions will also be paying the cost of the spell, and might be incapable of doing just that.
Fairies hate being in debt and love when you are indebted to them. It doesn’t show up very often because
of how rarely they interact with ordinary Hylians, but it is there. In the case you ever find yourself in debt,
perhaps some hero dumped a few thousand Rupees into your pond, these keys are a quick and easy way
to get out. Or to get them into debt if you wanted to, but that’s another story. The Silver key is both a
blessing and a curse - it dampens dark magics, saps strength from foes, generally makes things easier, but
comes at the cost of sapping away at the users fate and destiny, thus reducing the reward they would
normally receive for their heroic actions. On the other hand, the Hero Key is both a curse and a blessing,
because it does the exact opposite. Your foes become stronger, but so will the reward they recieve. As for
the Golden Key? Well, it does nothing. Maybe it amps things up or down by a little bit, but maybe that’s
just their motivation after you praise or criticise them in the process of giving this to them.
The conflict between good and evil, light and darkness, seems to wage without end. Still, few can say they
are wholly aligned with one side or the other. Even the hero of legend must be tempered before he may
eradicate the darkness within his soul.
On purchase, you become a being wholly aligned with light, in both a metaphorical and conceptual sense.
Emotions or mentalities steeped in darkness such as arrogance or hatred are purged from your soul,
preventing others from using them against you.
The corruptive influences of darkness gain no purchase on your mind, body or soul leaving you pure and
pristine. Most importantly however, you gain the remarkable power of cleansing, purifying light. It is this
light that keeps your soul pure, and it is this light that allows you to combat the darkness.
The light may be harnessed in a variety of ways to imbue objects with darkness banishing properties,
infuse attacks with the powers of light, or simply empower your body to allow you to move and act faster
than you naturally could. You stand now as a paragon of the forces of light.
(CG Note: The rest of this perk requires Lord of Darkness - Hyrule Warriors first.)
Purchasing both “Tempered by Light” and “Lord of Darkness” together will transform you into epitomized
Twilight. A perfect balance of Light and Darkness with all that brings with it. Light and darkness, positivity
and negativity, altruism and ambition, love and hate. You will be able to blend the light and dark powers
you get from these perks into twilight energy, like a Twili Sorcerer.
The Happy Mask Salesman is currently seeking out Majora’s Mask after the Skull Kid stole it. He seeks to
prevent something terrible from happening... Like the moon falling out of the sky. Bit late for that. In
truth, he probably should have left it where it lay, inside the tomb it was buried by the ancient tribe that
guarded it. That said, he seemingly did an excellent job of guarding it during his time owning it. When a
cursed artifact is in your possession, it’s not quite so cursed. Anyone seeking to track it’s dark aura would
have a harder time, the curse’s effects would be weakened, and the evil permating it’s very nature would
not whisper so loudly in your ear. Just be warned - you may be able to carry it safely, but the curse is by
no means gone. If it should leave your hands, it would be restored to full power.
Skull Kids are an interesting race. Simply put, they do not have a face - or at least, they are dissatisfied
with their natural wooden complexion - and as a result, have a minor obsession with masks. It’s somewha
fitting then, that Majora’s Mask paired with the Skull Kid so well, a child without a face and a face without
a body. Yours is a bit better than that. You see, you have an affinity for cursed objects now. Not enough to
use them and remain completely fine, but a resistance of sorts. Able to use some of its power before
being corrupted, using more power than it wanted to give you, even forcing the artifact to act towards
your own goals instead of being forced to act towards its - but again, only for a time. On the other hand, if
the curse was weak enough to begin with, you could probably use it safely indefinitely. Just se wary of
how long you hold onto such a cursed item, lest it become part of you, or you a part of it.
Strictly speaking, this is something that the hero leaned here in Termina and not something he brought
with him, but who cares? You now know a very special song, the song of healing. No, it doesn’t heal you
when you play it, though quite frankly that would be nice. Instead, this song eases the mental wounds of
any who hear it. From simply the sad or broken, to those who still wander this earth long after their time
has ended. If you’re willing to suffer yourself, then instead of simply curing these ailments, you’ll find you
can instead eject them from the listeners... And into the form of a mask. Be careful with those drawn from
the souls of the dead, Jumper, because those are the ones that hurt the most.
The Wise are needed to safeguard the power of the world - and the fruits of their own knowledge from
the short sighted and greedy. You have mastered the ways of “protection”, which manifests in a few ways
First, you now know a form of protective magic similar to Nayru's Love which can protect others from all
harm- as long as they do not raise a hand to defend themselves or fight their attackers.
Similarly, you have learned how to create extremely powerful barriers and enchantments - so strong that
once created you couldn’t even remove them without risking your life with the amount of power needed
to break them. These barriers can be given magical “locks” and “keys” to ensure that they are not
infiltrated by some petty thieves with lockpicks - utilizing irreplaceable and mystical things such as a
certain song or special magical stones - or both if the need arises. These very same barriers can be also
shifted to instead sense the contents of one’s heart - allowing only the truly noble or wicked to pass, and
warding off all those who do not pass the test. There are some things in this world that must be guarded
at all costs - and the heroes of courage only last so long. The walls raised by your hands could stand for
thousands of years, in comparison.
One of the two gifts of the Picori shines brightly within your soul. A powerful magic known as the Light
Force which can shield you from harm by projecting a sphere of golden light around you. Whilst the
shimmering field of Light Force is active it consumes magic at a gluttonous rate and you must stay in place
however this field of energy is completely invincible, capable of blocking everything from magical to
physical attacks with equal ease. In addition to this power you have a vast well of mystical energies to
draw upon, though no training in its use. Prophecies are clearer and with time you can push events into
fulfilling those visions or avoid them with great ease.
This suit of heavy golden armor has an incredibly powerful- and costly- enchantment. When it is worn, it
will start to consume the Rupees on its wearer’s person; in exchange, the armor will protect them from al
damage, while becoming light enough to maneuver in as easily as one would regular clothes or chain mail
One Rupee equals one second of protection; once the wearer’s wallet is emptied, the armor will take on a
duller color, and become about as heavy as one would expect golden armor to be. Post-Jump, the armor
will convert the native currencies of whatever worlds you find yourself in, so long as they are on your
person, in addition to Rupees.
Crafted in ancient times by dragons for their priests, these eight masks are powerful artifacts. Each will
never fall off the face of the wielder without their consent, and each has powerful but differing
enchantments. These effects can range from empowering your destructive spells to greatly resisting the
three destructive elements to infinite stamina and no need for sleep.
This gold emerald ring is almost always found in the possession of the King of Morrowind. It's
enchantment allows the wearer's skin to be as durable as ebony with no loss of movement, offers
extremely potent magic resistance and high-speed regeneration, and makes them immune to paralysis.
The weapons and armor of Pelinal Whitestrake, the Star-Made Knight and Champion of the Slave-Queen
Alessia. Donning this divine set of armor will make the wearer more personable and skilled in the
Restoration school of magic. It is much more durable and resistant to unenchanted weapons than any
other armor, and grants the wearer immunity to disease. The shield will reflect any spells it blocks back at
the caster. The sword burns with a holy fire that also damages their pool of magicka, while the mace
burns with holy fire that is extremely potent against the undead.
Vision’s are gifts from the gods. This is a known fact of Teyvat. As a Jumper, your nature is closer to that of
a god than a mortal. You might potentially even be one. As such you have become able to bless mortals
yourself. Just as the Anemo Archon could bless people with the power of anemo, the Geo Archon and
likewise other Archons being able to do the same with their respective elements, you are able to share
one of your magics with those you choose. They will gain a focus akin to a Vision and will be able to use
this power as long as they possess it on their person. This gift is not necessarily limited to the magic of
Teyvat, and could be some other power provided it is one you possess.
Usually this is the only thing a plucky new world traveler might get, coming to this world. I guess your
point system has some benefits after all. A Cheat Weapon is an incredibly powerful weapon and the one
you have at hand is particularly potent. Whatever shape it takes on, as decided by you, it will be a suitably
strong weapon for you, no matter how strong you are. It will continue to grow in power to remain
suitable. At low levels, someone wielding this blade could kill a dragon in a single strike, though they’d not
have much protection against the Dragons’ blows themselves. That said, wielding this weapon does confer
a protection against all curses and status effects. A treasure like this will ward them away no matter how
good they are, though it won’t protect against other kinds of magic.
Let’s be honest. Getting hacked? Sucks. Having logic viruses infect your think-space? Sucks. Being unable
to control your own body while some jackass pilots your body to kill your friends? Sucks. So let’s put a
stop to that right here and now. Your CPU has been granted an upgraded firewall to protect you from all
those nasty computer bugs. Anything that attempts to access your mind without your consent will be not
only denied, but deleted. More powerful data entities might come out of the deal with just some damage
and data corruption, rather than full deletion, but it’ll still hurt like a bitch. And they’re not getting in no
matter what.
If you’re taking this perk and you're not an android, instead of a firewall you have a literal psychic wall of
fire in your mind to protect you. Madness effect, psychic attacks, possession magic, it works on anything
that affects your mind, just like if you were a robot and not a disgusting meatsack.
Note that this only protects against mental/software hacks. If something manages to physically puppet
your body, you need to find your own solution.
You bear the Blessing of the Lady of the Lake, the Goddess of Bretonnia. An unseen but incredibly
powerful enchantment you are greatly resistant to magic. Should you be a knight errant and in your
travels find the Lady and be granted a sip from the Holy Grail you will find that you become almost
completely immune to hostile magic, the power of enemy mages and sorcerors simply washing harmlessly
over you.
This represents a 30% and 70% resistance to hostile magic respectively, and becoming a Grail Knight is no
easy feat, something less than a handful of the most selfless, purehearted knights of Bretonnia ever
manage. The quest itself will take most, if not all of your ten years here.
Do you want to be a hero?Even among other Magical Girls, you are very good at healing from injuries.
You will be able to heal bruises in seconds, cuts in minutes, and deeper wounds within hours instead of
days or months. You can even ‘share’ this ability with allies, letting them heal quickly along with you. Be
warned - healing yourself is a passive effect that costs no energy, but healing others will take more and
more out of you. You can’t save everyone, after all.
Your species possess quite miraculous powers of wish granting, similar or perhaps even the same as the
Eternal Dragons. The power of Wishing is one that can accomplish anything at all, should the holder of
that power have enough power. But it comes with many limitations to match that peerless potential. A
Wish cannot be made by any user of the power, only another beseeching them can allow the Wish to be
granted. It is limited by the power of the user, unable to do anything beyond the scope, scale and target
range of it's user, such as affect an area beyond the power of the user or a being stronger than the
wielder. Finally, wishes must be made at least a year apart from each other or else negative energy will
begin to build up in the user, eventually creating powerful but usually evil alternate versions of the user
that spread chaos and mayhem.
You have a rare and dangerous talent. An ability possessed only by a select few of the Constantine
bloodline. Synchronicity, in magic, is the belief that the universe is guiding you. For one such as you, the
reverse is true. The Synchronicity Wave is your plaything and you may use it to instead guide the universe
To your whims, fate and chance bend. Coincidences pile up to make even your shallowest of plans
succeed even as the complex and masterful plans of your enemies fall to pieces around them.
You have preternaturally good luck, bullets fly around you, people trip and fall on their own swords, and
the cosmic dice are weighted in your favor. Fate cannot touch you as you make your own way, but the
very same Fate will bend to make your plans come to fruition, even as it guides your hand into the heart
of your enemies.
When you actively ride the Wave -- which requires only that you focus and will yourself to do so -- these
effects are amplified drastically. You can stand against beings of immense power and watch as it almost
seems as though a writer changes the story to allow you much greater odds of coming out on top. Facing
down the ultimate embodiment of evil would spell doom for most any man, but your chances of pulling
the wool over the devil’s eyes and walking away with the last laugh are much higher than they would be
for just any common schmuck, even if you were just an otherwise common schmuck – but we both know
you’re already much more than that, don’t we?
Although, you should be aware that while this greatly shifts the odds in your favor, it does not guarantee
victory, nor does it allow you to win in a truly impossible situation. Don’t get too cocky.
Even above this, once your chain is over you will gain mystical significance as "The Laughing Magician",
who thumbs his nose at the gods of man's own creation and upsets the balance of all, the greatest
trickster, who spits in the face of God and the Devil alike. By using that title, you will be able to gain near
godlike power, controlling fate, magic, and even bending the fabric of reality.
One dose, three sips, of Hourai elixir per-jump or every ten years, whichever one comes first. You may
drink it yourself or give it to others. The first sip prevents you from aging, the second sip makes you
immune to illness, and the third makes you deathless. Your soul is preserved for eternity at the moment
of the third sip, and no ordinary force is capable of affecting it. Even abilities to kill anything simply slide
off you, as the wielder finds they can neither target you nor cause you to die. Your body is like a
temporary vessel for your soul; if it is harmed or destroyed utterly your soul shall simply instantly
regenerate a new one. Your body does not lose any sensation though, and you may find being repeatedly
killed and returned to be extremely painful for you. The elixir lingers on in the liver of the person who
drank it, should their raw liver be taken and eaten it will render the eater deathless too though the
original person does not lose their immortality either.
As the elixir was made in part through Kaguya’s manipulation of eternity, nothing short of powers that can
affect eternity itself can affect the deathless nature of one who has taken the Hourai Elixir. This is not
complete and total immortality. Be additionally warned that while it renders you nigh-unkillable it offers
no inherent protection against other creative ways to remove you permanently, such as sealing you away
permanently, which does exist here and has been used before to lock Hourai immortals away for
centuries. Sentencing you to a far, far worse than death where you are unable to die is entirely within the
realm of possibility. Nor does it make your body inherently more durable than before beyond being
immune to illness; if you are a fragile human you will remain so.
0 CP Cost Name Jumpdoc Chapter
Madoka Magica:
2 Free Weapon Wraith Timeline Destruction
Leap Across
3 Free Kilometers In A Yuki Yuna is a Hero Destruction
Single Bound
Shooting-type
4 Free Lyrical Nanoha Destruction
Spells
Bombardment-
5 Free type Spells Lyrical Nanoha Destruction
Magic-Enhanced
6 Free Lyrical Nanoha Destruction
Attacks
Weapon
11 Free Materialisation Genshin Impact Destruction
Sorcery -
World of Darkness:
14 50 Conjuration Ritual Destruction
Sorcerer
(Shitstorm)
15 50 Bullet Patterns Undertale Destruction
Magic Weapons
16 50 (Basic) Terraria Destruction
Madoka Magica:
28 100 Enhanced Strength Destruction
Wraith Timeline
A Practical Guide to
36 100 Legion Trained Destruction
Evil
Arcana Of
38 100 Materializing Endless Legend Destruction
Titanium Magic
39 100 Foci Endless Legend Destruction
Warhammer Fantasy:
40 100 Enchanted Zippo Warriors of Chaos Destruction
Warhammer Fantasy:
41 100 Firestorm Warriors of Chaos Destruction
Warhammer Fantasy:
42 100 Cursed Destruction
Warriors of Chaos
General Weapons
Training - Weed Legend of Zelda: Four
44 100 Destruction
Whacking Way of Swords
the Blade
General Weapons Legend of Zelda: Four
45 100 Destruction
Training - Keen Eye Swords
Legend of Zelda:
48 100 Ricky's Gloves Oracle of Ages Destruction
Legend of Zelda:
49 100 Bombs Oracle of Ages Destruction
50 100 Bombs Legend of Zelda: Destruction
Oracle of Seasons
Legend of Zelda:
54 100 Gale Boomerang Destruction
Twilight Princess
Psychic Abilities -
World of Darkness:
58 100 Pyrokinesis Sorcerer Destruction
(Fireworks)
Psychic Abilities - World of Darkness:
59 100 Pyrokinesis Destruction
Sorcerer
(Pyrotechnics)
Psychic Abilities -
World of Darkness:
60 100 Pyrokinesis Destruction
Sorcerer
(Inferno)
Weapon Magic -
63 100 Undertale Destruction
Boosted
Motion Magic
65 100 Undertale Destruction
(Boosted)
Magic Weapons
66 100 (Improved) Terraria Destruction
5th-Generation
67 150 Lyrical Nanoha Destruction
Energy Blades
Starmine and
70 200 Starbow Tsukihime Destruction
71 200 Blooming Terrorist Kara no Kyokai Destruction
Madoka Magica:
83 200 Trick Weapon Wraith Timeline Destruction
Warhammer Fantasy:
88 200 Stonecrusher Mace Beastmen Destruction
Warhammer Fantasy:
96 200 Woodsman’s Axe Destruction
Dogs of War
Warhammer Fantasy:
103 200 Oblita’rator Destruction
Orcs & Goblins
Warhammer Fantasy:
Defender of the
104 200 Wild Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
105 200 Burning Blade Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
106 200 Storm Banner Skaven Destruction
Warhammer Fantasy:
107 200 URUGAN CANNON Kislev Destruction
Warhammer Fantasy:
109 200 Fencer’s Blade Destruction
High Elves
Supernatural
110 200 Mage: The Awakening Destruction
tactics
Greater
116 200 Boomerang Hyrule Warriors Destruction
117 200 Dark Edge Hyrule Warriors Destruction
Legend of Zelda:
119 200 Power Bracelet Oracle of Seasons Destruction
Legend of Zelda:
120 200 Skyward Strike Skyward Sword Destruction
Bands of Kwang
126 200 The Elder Scrolls Destruction
Lao
Deathbrand's
127 200 Weapons The Elder Scrolls Destruction
Magic Weapons
130 200 Terraria Destruction
(Advanced)
Lance of the
137 300 Scarlet Devil - Touhou Project: Destruction
Boosted Parasol Paradise
138 300 Shadow Biter Peter Pan Destruction
Warhammer Fantasy:
140 300 Elite Dogs of War Destruction
Warhammer Fantasy:
141 300 Tomb Blade Destruction
Dogs of War
Warhammer Fantasy:
142 300 Hand of Gods Lizardmen Destruction
Warhammer Fantasy:
143 300 Star Stone Mace Destruction
Lizardmen
Warhammer Fantasy:
144 300 Plagued Censer Destruction
Skaven
Legend of Zelda:
145 300 Seed Shooter Oracle of Ages Destruction
Legend of Zelda:
146 300 Bomb Flower Oracle of Seasons Destruction
Magic Weapons
154 300 Terraria Destruction
(Master)
Mystic Eyes of
155 400 Tsukihime Destruction
Flame
Seventh Holy
156 400 Scripture Tsukihime Destruction
Awakened
158 400 Predator Kara no Kyokai Destruction
Warhammer Fantasy:
172 400 Scourge Destruction
Beastmen
Potential
173 400 Dragon Ball Super Destruction
Unleashed
Warhammer Fantasy:
182 400 THE SILVER SHARD Destruction
Kislev
Warhammer Fantasy:
183 400 FEARFROST Kislev Destruction
Warhammer Fantasy:
184 400 Walking Battery Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
185 400 Death From Above Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
186 400 Iron Wheel Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
Celestial
187 400 Hurricanum Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
188 400 Luminark of Hysh Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
189 400 Thing-Gouger Destruction
Skaven
Warhammer Fantasy:
190 400 Screaming Bell Skaven Destruction
Warhammer Fantasy:
191 400 Plague Furnace Destruction
Skaven
Legend of Zelda: A
193 400 Master Sword Link Between Worlds Destruction
Legend of Zelda: A
194 400 The Great Wizard Link to the Past Destruction
Legend of Zelda:
197 400 Royal Blade Twilight Princess Destruction
Magical
198 400 Boomerang The Legend of Zelda Destruction
Golden Arrow of
205 500 Peter Pan Destruction
Shu-Tata
Mystic Eyes of
215 600 Kara no Kyokai Destruction
Death Perception
SailorCastle
217 600 Sailor Moon Destruction
Cannon
218 600 SpaceSword Sailor Moon Destruction
Warhammer Fantasy:
229 600 Sword of Rigg Destruction
Amazons
Fate/kaleid liner
230 600 Origin Bullets Destruction
PRISMA ILLYA
Fragarach: Gouging
Fate/kaleid liner
231 600 Sword of the War Destruction
God PRISMA ILLYA
Warhammer Fantasy:
232 600 Sword of the Quest Bretonnia Destruction
Lance of the
238 600 Scarlet Devil - Touhou Project: Destruction
Boosted Parasol Paradise
Fate/kaleid liner
239 600 Enforcer Prodigy PRISMA ILLYA Destruction
Forever Tree
240 600 Peter Pan Destruction
Sword
Warhammer Fantasy:
243 600 Roiling Skies Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
244 600 Metalshifting Imperial Colleges of Destruction
Magic
Warhammer Fantasy:
245 600 Exorcism Imperial Colleges of Destruction
Magic
246 600 The Fellblade Warhammer Fantasy: Destruction
Skaven
Warhammer Fantasy:
248 600 The Silent Knife Destruction
High Elves
249 600 Combat Casting Mage: The Awakening Destruction
Legend of Zelda: A
250 600 No Gods Only Man Link to the Past Destruction
Legend of Zelda:
257 600 Blade of Legend Destruction
Twilight Princess
Mystic Eyes of
265 800 Death Perception Tsukihime Destruction
266 600 Railgun (True) Konosuba Destruction
Touhou Project:
268 800 Border of Life Parasol Paradise Destruction
270
Purchased Perks
Description
Everyone who's anyone here is a hardened warrior, so now you are too. With this comes an average
human's talent in melee (including everything from general swordplay to hand-to-hand), ranged
combat, or battle sorcery, which focuses on your typical heal/buff/elemental projectile trifecta. Skill in
both magic and weaponry can be obtained for a loss in some effectiveness in both due to the split
focus. Valkyrie essentially receives skill in all three, though they still must make a choice as to which
melee weapon and ranged weapon they use and which combat type they're most proficient in.
You are given a single weapon of your choosing, melee or ranged, to match with your Magical Girl
form. You may import a weapon you already owned for free, letting it benefit from your magical
energie like a ‘normal’ one would. Muskets, swords, bows made of energy...you can use any weapon of
your choosing, just note that anything more powerful or complicated than an infantry-sized item is
impractical -at best- and extremely costly at worst. If you forfeited a Soul Gem, you must pay 100
points for this.
Transforming into a Hero gives you great physical power. For example, you are able to bounce across
entire kilometers in a single leap and gain powerful physical enhancements, depending on your
powers. You also gain a weapon if you don't have one or you can opt out of a weapon to instead gain
great physical might to fight with your fists. You may also import a weapon. Pain is dulled to a larger
extent, allowing you to continue fighting even when injured. But you are still prone to being knocked
around by things bigger than you.
The simplest and most common spell used in combat. You focus mana into a sphere or ‘bullet’ and fire
it at your opponent. Can be used in various forms - homing bullets, rapid-fire, and so on. The ‘big’ spells
tend to fall under Bombardment, so take note of those as well. These can be ‘aimed’ by hand, or
‘guided’ by the right calculations in the spell.
When someone or something absolutely needs to be blown the hell up befriended. Accept not
substitutes. By focusing a large amount of mana into a single point, you may fire a large blast at a
target, designed to completely overwhelm them via a show of raw power. These are almost always
aimed, but if you can get a bit of skill and power for it, you might find a way to make such destructive
spells guided...
Need a weapon to hit harder? Need your fist to absolutely break through something? Want to show off
to someone? This is where you’ll look. By enhancing your blows or weapon with mana, you can make
the blows or strikes inflict more damage, and letting you strike with more force than before.
A very common form of Device, and the type often seen as standard-issue for the TSAB. Weapon-type
Devices take the form of actual weapons that are wielded as such. Swords and staves fall into this
category, which are consequently the traditional forms for Belkan and Mid-Childan Devices,
respectively. (CG Note: Requires Device - Lyrical Nanoha first. This perk precludes Wearable-type -
Lyrical Nanoha and Auxiliary Control-type - Lyrical Nanoha.)
For most girls, this is a simple scepter or wand. But different girls are different people with different
weapons. Some might have swords, some might use some might just have brass knuckles integrated
into their raiment. Take up to as many power packages have been purchased.
You can import any of your personal weapons into your armaments, and can later import armaments
into future weapons. Armaments can be materialized to hand while transformed. Materializing a
weapon will also repair it, though that will cost a small amount of magical energy.
As a priest of The Fire Mouth you are skilled at manipulating the bellyburn, the small spark of fire you
believe exists within you and allows you to consume so much. While your magic is bizzare, it is
undeniably effective. A few mouthfuls of the noxious, secret brews of your priesthood and you can
vomit up sheets of fire, enough to reduce entire formations to charcoal and molten metal, or spew a
barrage of fireballs to explode clear on the other side of a battlefield. As your skill and devotion
increases you will be able to manipulate these flames you vomit forth into all manner of bizzare
conflagrations.
As a member of the strongest army in Hyrule, you too have an innate strength beyond normal Hylians.
You now have a twisted humanoid form, as animalistic as you want in any way you like. This form has
the power to deal a Heart Container’s worth of damage with your attacks no matter what, as well as
your choice of endurance equivalent to 3 Heart Containers or the ability to marshal together a raw
mystical force that could be called elemental magic without using Magic Containers, at the strength of
the “Fire” spell. Your pick of fire, lightning or ice.
One ability that is not talked about much, yet is worth taking note of, is the ability for those with
Visions to store their weapons away in a flash of light. With a simple flick of their wrist, they are able to
materialise and dematerialise their chosen weapon away in the blink of an eye. This is not something
that all Vision users are proficient in though, a certain red ranger occasionally leaving her bow at home.
As a wielder of a Vision yourself, this is an ability that you too share. You can summon and de-summon
your ‘main’ weapon away at your leisure. Should you wish, you can change which weapon that you are
able to summon.
A magic corkscrew that can drill a small hole through any non-magical material.
The crudest foci, this club of a scepter adds a bludgeoning force to all your spells, knocking back and
staggering foes hit by them.
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
Shitstorm(4): The caster creates a whirlwind of random debris that strike and
injure anyone within the affected area, which, depending on the sorcerer’s skill,
can be anywhere from two to twelve yards in diameter.
(CG Note: This perk requires Sorcery - Conjuration (Four Dots) - World of Darkness: Sorcerer first.)
Magic is part of being a monster- It's literally a part of you! As such, all monsters have at least a
rudimentary understanding of White Magic- That is to say, they can use magic to attack. Like almost all
magic, this magic directly attacks the SOUL of an opponent and does not actually physically harm them-
They might show bruises, cuts, or other superficial signs of damage, but otherwise the pain is all felt on
a spiritual level. Since magic is so tied to their being, a monster's innate magic is invariably
representative of their personality or appearance- A frog-like monster might use flies to attack, a
skeleton might use bones, or a dog might use... dog-shaped attacks. This innate magic is typically
rudimentary and easy to avoid, but many monsters prefer to use their bullet patterns as a way of
expressing themselves rather than use them as actual attacks.
Can take the form of wands, books, or other items that the wielder channels mana into to cause an
effect. It is possible, though not suggested, to take an item from a lower ‘rarity’ when purchasing at a
higher price.
Can pick two weapons that are made with wood, made with cactus, made with an early pre-Hardmode
ore [Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, Platinum], or which are listed here: Wand of
Sparking, Thunder Zapper, Amber Staff, Gray Zapinator, Book of Skulls
Got a light? Now you always will. This classic Zippo has been enchanted, turning it into a mystical
flamethrower. Just flip the lid, start the flame, and you can manipulate the fire with your will. Also
comes in a Bic version, if you prefer to flick your Bic at ghoulies instead.
A fine sword, forged by a master blacksmith and woven with enchantments, it is preternaturally sharp
and durable and will never dull or rust.
A bit unorthodox, perhaps, but undeniably effective. These m1911s are copies of the pistols wielded by
Pandora. Made by Wayne Industries with shock buffers and new polymers to allow reduced recoil and
impressive accuracy, these are very well made weapons. But that’s not all, because they’re also
enchanted to allow you to channel your magic through them for increased effectiveness.
Mostly alike the scepter sorcerers receive for free, this one has the added ability of allowing you to
convert spells from this setting into their Great Magic variants during a PWS. The only downside is that
it has a roughly one in three chance to break after every use, but at least this one will repair itself over
the course of an hour once the battle ends.
When you focus for a moment, time slows down and you can see a wheel of sorts in your mind’s eye.
Using the magic of the wheel, you can store and retrieve up to twenty weapons at a moment's notice,
swapping between them freely.
In your Magical Girl form, you are much stronger than you look. You can lift up about two tons and can
probably rearrange someone’s face with a well-placed punch. You can buy this ability multiple times.
The Necrotects built countless automated protections into your tomb, to guard you even as you and
your army slept. This option has multiple tiers of traps, in lethality and quantity. You and any of your
servants will know the ways to easily and quickly bypass these traps, ways very difficult to find for any
unwelcome visitors. For 100TP, the tomb will be filled with a great variety of mundane but effective
traps. Pitfalls filled with spikes or snakes. Boulders rolling down hallways. Poisoned Arrow traps linked
to opening doors or pressure plates. Rooms that will shrink, the walls moving inward or the room filling
with sand to suffocate intruders. Whilst only a limited number of these traps may be taken, there is still
enough for at least one per room and per hallway. (CG Note: Requires Tomb - Warhammer Fantasy:
Tomb Kings first.)
For an extra 100TP, you may remove this numerical limit and fill every room and passage with deadly
traps. (CG Note: Requires base Ancient Traps - Warhammer Fantasy: Tomb Kings first.)
You have knowledge of a form of magic that enhances your physical abilities; Reinforcement, Runes or
some other magic of your choice.
This was the dominant system used by the Belkan Empire during its glory days, and fits the ideal of a
knight of Belka - up close, personal, and unsubtle. Practitioners, often called Knights, would eschew
ranged attacks in favor of melee combat and antipersonnel techniques, designed to shut down
opponents through a combination of mobility and fighting power. It lacks the utility and flexibility of
the Mid-Childan system, but compensates for this through raw power and monstrous combat ability in
close quarters. Notably, it is fairly easy to adapt this style for use with the Cartridge System, adding to
the prowess of a Knight in their prime.
This system currently doesn’t exist except in a few esoteric pockets of Belka’s former worlds, but will
soon become popular after the introduction of the Cartridge System to Intelligent Devices, which
should be happening about a year after your arrival. Much like its predecessor, it’s almost completely
combat oriented, but instead focuses on enhancing one’s physical capabilities using magic and
Cartridges, sometimes even in hand-to-hand combat or using melee weapons like the prior system. It’s
not good for much outside of combat, but is excellent for one-on-one duels or quickly shutting down an
unprepared and squishy opponent.
Technically, you can cast any spell in any Device mode. However, it is far more efficient to reconfigure
the Device to maximize the power and efficiency of a spell rather than casting it through brute force.
Your Device gains a ranged mode, which causes it to reconfigure to better support ranged attacks,
specifically bombardment-type spells, although shooting-type spells might also gain some benefit from
this.
When reconfigured, the weapon will generally become more cumbersome, weighty or otherwise
awkward for anything other than ranged attacks. A sword would lose its edge, perhaps revealing a gun
in the blade or combining with it’s sheath to form a bow. A simple staff could become heavier, needing
an entire trigger assembly to support its weight. (CG Note: Requires Device - Lyrical Nanoha first.)
For 100 CP your armaments can boost one of your power packages at a time, and you can switch
between them at will. (CG Note: Requires base Armaments - Generic MG first.)
One Sin. Defeat. One Grace. Victory. These are the words that every member of the Legion lives by.
You’ve been trained in the legions, and are proficient with rank-to-rank fighting with the gladius and
scutum, the usage of goblin munitions, and mass spellcasting (assuming, of course, that you’re capable
of spellcasting). Furthermore, you know how to create goblin munitions, including the magic-eating
goblinfire. While this won’t let you stand up to a Hero on it’s own, the discipline of a legionnaire and
their skill against others on their level is not to be doubted. As one of the Named yourself? Well, this
level of skill can be quite effective, though it’s enhanced with the assistance of fellow warriors.
Somehow usable like a sword, it enables you to do extra damage when attacking plants and also gives
you a boost when healing plants.
May be taken up to 4 times, each one providing you with a different array of magical powers. Pain
Through Power is not required to cast magic, but it does increase the overall power of your spells.
You can command Dust. Through it, you learn the many, many ways to use it to harm your foes. Fire,
lightning, ice, acid, every stranger things can be compelled out from the Dust. As an arcana you can
throw a variety of harmful spells.
This gavel of a wand not only doubles as an effective melee weapon, but also inflicts a lethargy to
anyone hit by it, sapping their strength and will to fight.
The blade is covered in glowing blue runes and feels much easier to handle, making the weapon more
quick. If it could not before, the weapon is now capable of dealing damage to beings that are not
susceptible to mundane weapons like spirits. If it already could, it becomes far more powerful against
these creatures. (CG Note: Requires Daemon Weapon: Lord of Change or Daemon Weapon:
Drach’nyen first.)
The weapon has been enchanted with the soul of a sorcerer who failed too greatly to be allowed to
live. The weapon’s blade will erupt into flames when drawn, and it burns so hot that when it hits its
target it often causes them to erupt into flames as well, potentially causing a slow and excruciating
demise.(CG Note: Requires Daemon Weapon: Lord of Change or Daemon Weapon: Drach’nyen first.)
Great magics were used on the weapon during it’s forging, and as a result each strike carries with it a
curse that causes wounds to refuse to heal. The wounds will remain open regardless of how much time
has passed or what medical practices are used. This curse can be broken or overpowered, but the curse
is unique and it would take some time researching the curse before a magical cure could be made, and
the magics required to simply overpower the curse would have to be immensely powerful. (CG Note:
Requires Daemon Weapon: Lord of Change or Daemon Weapon: Drach’nyen first.)
Ganon’s Trident is a fearsome weapon, but truth be told there’s very little about it that stands out as
special. Oh, it’s finely made, and a weapon suitable for a king, a warlord, and a monster is equal
measure, but that’s all it is. Still, pick a weapon, it need not be a trident. In your hands, this weapon
moves far easier than it ought to - you could spin it in place with no skill in doing so, or throw it faster
than it should reasonably be able to move. It will even come back to you afterwards. Oh, and with the
injection of some magical energy, your new weapon can put out small fireballs, or coat itself in flames.
Pick one medieval weapon type of your choice from the following list and you will gain a competent
level of skill in its use. Moblins used spears, dark knights used Flails with an extended chain, but you
could be able to use a sword, axe, or other medieval weapons like a bow. Any weapon found in the
game is a fair pick, really. Mind you, you only get one, so pick wisely. In addition to that, you also get
one of the Specializations below, according to your origin for free. All others cost 100 CP.
Keen Eye
You have quite the keen eyesight and kinesthetic sense my friend. I guess it comes with the territory of
having to avoid things in flight. But in concern to martial skills it’s really helping with your aim - be it
spellslinging, healing, offensive magics, or even any form of projectile based weapon. Perhaps you have
a fairy sized bow, or slingshot? Your ranged skills would be quite good, easily the equal of any arbalist.
This slightly boosts your abilities with other medieval level ballistic devices used to launch projectiles at
greater ranges, like catapults and onagers. You’d do wonders helping defend a place against a siege.
After all, it helps when you have the skills to actually hit a distant target.
Pick one medieval weapon type of your choice from the following list and you will gain a competent
level of skill in its use. Moblins used spears, dark knights used Flails with an extended chain, but you
could be able to use a sword, axe, or other medieval weapons like a bow. Any weapon found in the
game is a fair pick, really. Mind you, you only get one, so pick wisely. In addition to that, you also get
one of the Specializations below, according to your origin for free. All others cost 100 CP.
An ornate lantern stolen from a Big Poe. The lantern contains the Poe’s Soul, and as a result the flames
within will burn eternally with the fire light fueled by that soul.
The evil soul within the lantern can also be used to project volatile balls of dark magic at enemies,
though they’re neither fast nor far reaching. Useful for lighting your way and as an improvised weapon.
A pair of bright red boxing gloves, these gloves have the rather unique ability of teaching anybody who
wears them boxing. Or if you happen to be something odd, like a kangaroo, a fighting style which is
similar to, but not quite, boxing. Sadly, the effect only lasts as long as you wear the gloves. Additionally,
to help that style actually be of use, you also receive a Fist Ring, allowing your blows to deal the
damage of a well placed sword strike with each blow.
Simple yet effective, the Bombs that you purchase here do one thing and one thing only. They explode.
Mind you, they do that one thing very well. You now have a small bag of them, ten in total, at your
disposal. Please be careful not to blow yourself up, alright? In addition to the bombs themselves, you
also have a Bombproof Ring, which prevents your own bombs from blowing you up. Don’t ask me how
it works, it just does.
Simple yet effective, the Bombs that you purchase here do one thing and one thing only. They explode.
Mind you, they do that one thing very well. You now have a small bag of them, ten in total, at your
disposal. Please be careful not to blow yourself up, alright? In addition to the bombs themselves, you
also have a Blast Ring, which increases the damage they deal. Don’t ask me how it works, it just does.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
This isn’t so great a weapon, but the Boomerang makes for an excellent weapon for someone with
more brains than brawn. It’s power may be lacking, but it’s more than capable of stunning any foe that
it smacks into. It doesn’t last long, but that's more than enough time for you to land a few good blows.
In addition to the Boomerang itself, this also comes with the Rang Ring, which allows you to use it as an
actual weapon, dealing slightly more than no damage to anyone you hit with it. Stunlocks are
awesome, no?
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
The slingshot forms a happy medium between the Bombs and the Boomerang, retaining the long range
of the Boomerang and the capacity of the Bombs to deal noticeable damage. A very straightforward
weapon, you merely point and aim, pull back your ammo, and let it fly. This also comes with a small bag
of ten Ember and Pegasus Seeds to use as ammunition, and a Pegasus Ring that lengthens the effects
of Pegasus Seeds on you. To help with hit and run tactics, because close range isn’t something you
want with this.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
A mysterious sword that has an odd enchantment. When in a contest of Sword Skill where there are
defined rules this weapon can grant an incredible upgrade to one’s sword skill to even the most novice
of swordsmen. Enough so that a Picori who has never lifted a blade in his entire life could win a
kingdom wide swordsmanship torney.
A boomerang inhabited by a fairy of the wind; the spirit inside of the boomerang is capable of helping
you guide its movement, moving between multiple targets before returning, and can speak with you
telepathically if it wants. More importantly, it creates a cyclone with its movement that allows it to
suck up objects and smaller enemies while disorienting the larger ones.
This strange book gives you the lessons to further refine your magic. By reading through, the Magical
Rod’s attack now becomes a ball of fire upon impact, allowing you to torch dry grass that could hide
secret paths as well as allowing you to defeat multiple enemies at once. (CG Note: Requires Magic Rod
- The Legend of Zelda first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural
powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic
powers are innate, and can be improved, but not gained, without outside interference, in stark contrast
to sorcery.
[1] Matches - a single thing within physical reach burst into flames as though an actual match had been
used upon it.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural
powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic
powers are innate, and can be improved, but not gained, without outside interference, in stark contrast
to sorcery.
[2] Ignite - Flammable objects within 10 yards of the pyrokinetic can be lit aflame, producing a fire the
size of a torch. The more flammable to object, the easier it is. Paper and gasoline require only the
lightest of concentration, whereas igniting a person is a task for a master.
(CG Note: Requires Psychic Abilities - Pyrokinesis (Matches) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural
powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic
powers are innate, and can be improved, but not gained, without outside interference, in stark contrast
to sorcery.
[3] Fireworks - Conjuring flames out of thin air is now possible, at least within 15 yards. This fire is
supernaturally harmful, and extremely difficult to heal.
(CG Note: Requires Psychic Abilities - Pyrokinesis (Ignite) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural
powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic
powers are innate, and can be improved, but not gained, without outside interference, in stark contrast
to sorcery.
[4] Pyrotechnics - Not only can the pyrokinetic creature fire, they may now also control the shape and
path of the fire. The complexity and scope of this manipulation increases its difficulty.
CG Note: Requires Psychic Abilities - Pyrokinesis (Fireworks) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural
powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic
powers are innate, and can be improved, but not gained, without outside interference, in stark contrast
to sorcery.
[5] Inferno - The psychic now possesses vast and exacting control over fire. Large fires can be conjured
up to 75 yards away, as hot as a bunsen burner, and up to the size of a large room.
(CG Note: Requires Psychic Abilities - Pyrokinesis (Pyrotechnics) - World of Darkness: Sorcerer first.)
The Destruction School of magic is the most popular, because who wouldn't want to destroy their
enemies! Choose either Fire, Frost, or Shock. Spells that utilize your chosen element are more potent
than before, and are easier for you to learn.
While a Monster can learn how to wield a weapon just like a human can, Monsters can take their
mastery one step further, and apply their skill at arms to their magic! With a single purchase of
Weapon Magic, you can make copies of the weapon you're currently wielding and use them as
projectiles, or manipulate them remotely like you would the real weapon- But they'll be magical copies,
and not physical objects, so while contact will hurt your foe like a magic attack would, it's not as if you
actually slashed them with a sword.
ith a second purchase, you can freely manifest a weapon of your choice (such as a sword, an axe, or a
spear) out of magical energy, and use it like your weapon-copies. It will be just as real as an actual
weapon- with the caveat of being temporary, and they'll stop existing once you stop concentrating on
them.
Can pick two weapons that are made with a late pre-Hardmode ore [Demonite, Crimtane, Meteorite,
Obsidian, Hellstone] or which are listed here: Vilethorn, Crimson Rod, Magic Missile, Aqua Scepter,
Flamelash, Flower of Fire, Space Gun, Bee Gun, Water Bolt, Demon Scythe
For all of it’s advantages, however, energy blades are severely weakened under the effects of AMF
compared to physical blades, and being mana-based tend to be more easily blocked by magical
defenses. To counter these effects, fifth-generation energy blades instead generate a blade made out
of kinetic energy, instead of using the magical blades used in older methods. The practical upshot is
that they become much harder to counteract with anti-magic, while still retaining their properties. (CG
Note: Requires Device - Lyrical Nanoha first.)
The mystical eye of a cycloptic statue, fashioned out of whatever gem is your birthstone in real life.
When used in battle, it causes everyone in its line of sight to suffer elemental damage (random
elemental type each time). After being used 6 times, it shrivels up like a raisin, but it will regenerate in a
week’s time.
The black scimitar of Tzar Saltan. Its enchantments make it unnaturally sharp and cause it to emit
swirling black clouds around the wielder that only they can see clearly through causing their position
and that of their mounts within the cloud to be impossible to detect.
Some Magecraft works through things like the manipulation of one’s time, thoughts, or other esoteric
methods designed to eventually form the path to the Root. You just charge up magical energy and use
it as bullets by using a system of processing, converting, and then making output of prana through
numerology. In less complicated terms, you direct magical energy towards creating a desired mental
image or interference into reality - usually things like magical bullets or things that otherwise act as
destructive spells based on what you enjoy visualizing most. In addition, you can root yourself into the
ground to absorb a high amount of magical energy, or lock onto targets for your bullets with
concentration, guiding the shots. It’s a straightforward magecraft, capable of little beyond offense and
disruption - but sometimes that’s all you need, isn’t it? With enough speed and magical energy,
someone using this art could act as a living human-sized force of destruction and disaster - though it
does little else on its own. You’re an expert at this particular, simple magecraft, able to lock and fire
shots with great accuracy and a good amount of offensive power, as simple as firing a gun you’ve
known for an entire lifetime.
Taking a knife to someone poses so much unnecessary risk. Getting that close means they have a
chance to fight back against you, it means you’ll be at the scene of the crime. Much better to use a
more refined, civilised method of murder. High explosives. Most specifically, high explosives in the
ways a terrorist bomber would make use of them. You have world class ability with all kinds of
explosives, even finding yourself unnaturally talented with explosive magecraft spells, and your best
skills lie in using your explosions to cause the emotions you desire. A righteously placed bomb that only
spurs a riot of people who feel victimised on, a horrifying explosion that causes fear across the city
despite causing no deaths, something to warn and force people to get ready without causing undue
terror. Placing these explosives stealthily, even in high security areas, is no major issue for you and you
rarely leave many traces. You’re also very good at selling these skills, and any other less savoury
abilities you have, to the highest bidder. Finding these clients, picking which ones aren’t a trap and
making sure you get paid and maintain good relationships is all in the toolset of a career bomber like
you.
A blade with a pristine polish. A cut from this blade will not cease bleeding until the wound is forcibly
closed.
Now you may be wondering: what is a lantern? Well here it shares the ordinary meaning, and it also
describes a type of odd glowing mace-wand combo. You have a good, solid collection of lanterns for
every element. You have ones for arcane, shadow, electricity, so on. They give a modest amplification
to attacks aligning with that element, and despite the heavy club-like design, they aren’t all that great
for physical attacks. Every time you enter a new world, you’ll get a set of lanterns aligning with the new
elemental system, so long as you can cast those elements yourself.
This ZPCI rifle is a very good magical focus. It provides a modest boost to your speed, strength and
durability, but the main draw is that it’s a powerful focus for fire magic. Not the greatest by far, but
better than the average stuff.
This Lantern is a focus. It functions well to increase your mana capacity, and slightly increases your
speed and durability on top of that. It’s not much, but it’s good and versatile. Unlike other lanterns, it’s
also actually decent for bonking someone over the head, though it’s still not a fantastic weapon.
This magical weapon has some additional powers, like being able to chop through concrete walls like
butter, or parry incoming magical attacks. If it's a thrown weapon, it will always return to your hand
afterwards, and ranged weapons like bows and guns will shoot magical blasts instead of arrows, so you
never have to worry about running out of ammunition.
This blessing of Silver Millennium technology is a powerful magical enhancer. It can send blasts of
energy, powered by only your emotions, at foes in a great attack. This weapon can range from a
lightning rod that extends from your tiara that sparks with energy, a magical chain that can strike with
the force of comets, and other things. You carry one weapon on you that is powered by your emotions
and serves to augment your attacks. You may import any weapon into this slot. This item also receives
the same boosts of power you gain during this jump.
This pale, white silver sword glimmers as if it’s illuminated in moonlight. This is a powerful anti-evil
weapon. When this sword is used to pierce someone with evil or selfish intent, it can slice through their
magical defenses like a hot knife through butter. In addition, it’s tough, tougher than diamond.
An ancient artifact forged for a great hero in another dimension. The Sword of Night possesses several
powers. First, it is, of course, a very sharp blade and it will always remain so, never rusting or dulling.
Among its other abilities are the ability to sense danger and warn its wielder of such, the ability to force
people to speak the truth, and the ability to restore its wielder to their prime and keep them there for
so long as they wield it regularly.
Also known as Iron Will or Broken Iron when, er, broken. This stupidly big blade is taller than most
grown men and legendarily impossible to wield. Heavy, slow and nearly completely blunt, this weapon
is more an iron pillar in the vaughe shape of a sword than an actual weapon designed for humans. But
if you do have the strength to wield it, oh boy. Blunt or not, the sheer weight and momentum will
fucking split people in half and the the lenght of the sword means that when you swing it, everything
generally in front of you is fucked. You can kill an entire mob of enemies in one blow. Plus, it’s magic.
Did I mention it’s magic? Cause it’s magic. If you hold it above your head and focus, you can set off a
big-ass two stage explosion from your body. Doesn’t hurt you but it does hurt everyone near you.
A sword carved from dragon bone, obviously. Now, normally bone weapons are a terrible idea when
alternatives like metal or stone are available, but in this case that’s not true. Thanks to the toughness
of dragons, this blade is incredibly durable, as well as sharp, and will never lose its edge. It can easily
slice through steel and stone. Not only that, but it’s infused with the magic of dragons, meaning that it
can hurt Intoners and anything else with a weakness to draconic magic. All in all, a very good sword.
Do you want to always be ready to fight? Your Weapon can normally only be summoned by itself and
as a singular entity, but not anymore. You may now summon as many copies of your weapon as you
have the energy for, creating your own unlimited works of weaponry. The extra copies tend not to last
very long after being used, but if nothing else, you won’t be empty-handed in a big fight.
Do you want to see the look on their faces?A spear that can detach pieces of itself and be controlled
with your mind? Maybe a hidden blade or chain somewhere? Regardless, your weapon has a ‘trick’
behind it that can make your fighting style more unpredictable, and this ‘trick’ is aided a little by your
magic. This can make challenging you in melee (or even at a range) a more difficult prospect.
Created as a way to deal with enemy spell casters without wasting the energy of the wizard himself,
these scrolls were created to kill those who try to cast a spell in the users’ presence. When the
incantation upon the scroll is read out, it will activate and attack any who are actively using magic
within the surrounding area. Those who cast in this time will find their lungs filled with burning sand
and their mouths filled with biting dung beetles. The scroll is used up by this and will replenish its use a
day later.
An extra 200TP will imbue every trap with magic and add new magical spells as traps. Rooms that cast
powerful death magic at any who pass the gates. Spears from the floor enchanted to pierce even the
thickest steel. Halls that flood with lava or poison or dangerous necromantic energies at a single false
step. (CG Note: Requires base Ancient Traps - Warhammer Fantasy: Tomb Kings first.)
You have the ability to create cards containing nameless phantasms, manifestations of black shadowy
weapons. The cards can be activated to take the form of any weapon that you choose on when making
them. In terms of power they will be the equivalent of five times stronger than a mundane weapon but
will break after one use. Making a single card is the act of a few minutes.
A pale sword, crudely shaped but sharp enough to cut through the armor of man-filth and stunted
dwarf alike without ever dulling its edge. The Great Fang was first ripped from the jaws of an old
Dragon Ogre Shaggoth, and over generations was beaten and chipped away by the Bray-Shaman until
the already sharp bite became like a razor. Carved and painted with blasphemous and filth-ridden
runes in the Beast Tongue, the Great Fang was complete - and has now come to your hands, against all
odds.
A massive, heavy club - its head ringed in bands of bewitched iron, and the steel mockery of a
Caprigor’s head at the tip. Enchanted by a Bray-Shaman, this mace is a symbol of the Cloven Ones’
desire to unmake all that Man has created. The club itself is, unfortunately, average when it comes to
pulping flesh and cracking bone. It is when the wielder brings it to bear against barricade, against siege
weapons, against castle walls and church columns, that it shines and earns its name Stonecrusher.
Stone brick turns to brittle powder, wood and forged metal splinter and bend like clay, and monuments
reduce to rubble when Stonecrusher is brought against them. All that resists Chaos will be sundered.
It’s unclear what culture these shining, rune-covered axes came from. Buical strength and killing
instincts,turning an already-frightening opponent into an almost apocalyptic terror - and all abilities
geared towards murder and destruction are likewise enhanced, with an attack that could kill one
instead killing dozens, or destroying a building becomes destroying an entire block.Strangely, you have
enough reason in this state to direct your wrath to those you feel deserve it, avoiding allies and what
you deem unnecessary collateral or sadism, and can snap out of it at will. Your kin might be a bit
jealous you can so easily free yourself from being rabid...but does that really matter?
The replica of a legendary weapon used by the clan. It grants the user enhanced physical strength and
helps balance the flow of magic in his body. You can also use it to fire bursts of energy or create shields
around you and companions.
Your Crest power made manifest as a weapon. This weapon will have some special effect in line with
your speciality in magic. Alternatively you can choose to have one of the casts’ Bright Gear. Do note
that it is the user, not the Bright Gear that matters in terms of power.
A hero's weapon for sure. This magic weapon is stored within a ring and can manifest in an instant. This
weapon is especially good for channelling Crest magic, making the use of such much easier. It can be
any type of weapon you want, even a gun if you really want but will use mana instead of bullets. You
may optionally choose to import a weapon into this slot
Let’s face it, shooting your enemy before they can punch you in the face sounds like more fun than
getting punched in the face.
You shoot bolts of magic, maybe from your hands, or maybe from a crossbow or bow. It doesn’t exactly
matter what you’re using.
You start off with a basic magic attack at range, and with time and practice can figure out new attacks
and tricks to make your enemies lives unpleasant (and hopefully short.) The basic shot starts with the
power of a rifle shot, an effective range of a couple blocks, and a fire rate of one every other second, on
average.
You are a martial artist of some sort. Whether that be through a sword, staff, nunchucks, or some other
weapon, you get up close and personal with your opponent before beating the stuffing out of them
(potentially literally.)
Or maybe you follow the path of Hibiki Tachibana, Kokoro Aichi, and Subaru Nakajima and just CAST
FIST. Either way.
You gain proficiency in one martial art, as appropriate for your weapon. Not true mastery, but that will
come with time and practice. You also receive a bit of experience in a few related styles, just so you
have a few options if your normal moves aren’t working out.
This package also doubles your strength and triples your toughness when active, because you are going
to be getting hit quite a bit when you go to zero range. At this level, it takes rifle rounds or similar to
leave bruises, and your blows hit like a car crash.
A trusty old cannon that has been modified for shooting upward, perfect for attacking flying boys in
clouds. In fact, the cannon ignores all laws of physics, such that cannonball may fly straight up for a
mile in a perfect line with no gravity, wind resistance, or anything else hindering its course. Regardless
of damage or location, if a shot comes within ten feet of a group of targets, the individuals will be
swept away by wind and scattered, and will be unable to reunite with each other for five minutes. Must
be loaded manually for each shot, but has unlimited ammunition.
An ancient heirloom dating back to the time when the High king was saved from assassins by a band of
woodcutters this two handed axe is far more than its plain and simple appearance would let on, the axe
heavily enchanted to slice through flesh and steel as easily as it slices through wood, and the weapon
itself is incredibly light to boot.
Everything you need for a good-fashioned game of croquet: a mallet [flamingo] and a ball [hedgehog].
While generally acting like normal wild beasts, both the flamingo and the hedgehog can function as
weapons – a hammer and a projectile accordingly. When used as weapons, the animals take no
damage even when they strike targets. The hedgehog works quite well as a ball, in fact, and can be
hit/fired/rolled long distances. You could even use the flamingo to bat projectiles, whether your own or
an opponent’s. While you can easily handle the animals without much fuss, others trying to use them
will find the beasts quite finicky and troublesome. Should you already have a hedgehog or flamingo of
your own, you can substitute them as those respective equipment pieces.
Warped crossbow that is aimed backwards and shoots insults for projectiles. By shouting insults and
taunts at a target while aiming the crossbow, the words will fire at the target, with your accuracy and
damage determined by the wit and sharpness of the insults. The weapon has potentially limitless
ammunition, but you can’t use the same insult twice against a specific target.
A renowned weapon wot’s said to have belonged to the infamous Daergal Corngold: A foul-tempered
farmer with both supernatural woodcarving skill, and a habit of opening fire on any potential intruder
to his fields. This ancient bow, carved from the boughs of a magical apple-oak tree, can hit a target at
nine-hundred-thirty paces with barely any effort, and seems to make every arrow fired from its strings
multiply into four arrows mid-flight.
An uncannily accurate and magically long-ranged blowpipe which always has another (immensely
poisonous) dart in it after firing.
The Fire Mouth is an immense volcano found within the Ogre Kingdoms. It erupts quite often, spewing
lava throughout the valleys. A tribe of Ogres started to believe that this great mountain was a God,
similar if inferior to the Great Maw itself. Given the existence of other, genuinely living mountains
within the Ogre Kingdoms, perhaps they are right. These Ogres devoted themselves to the mountain,
eating the blood that split from its body. But even an Ogre cannot eat a handful of magma without
dying.
Except some did not die. Some emerged from the volcano’s caldera with incredible powers of fire,
bleeding lava when cut and espousing the faith of the Fire Mouth. Now, any Ogre may try his chances
to join the ranks of the Firebellies, the believers of this cult. You are one such believer. You can spray
fire from your mouth, control the Lore of Fire that grants you destructive fire magic, bleed and spray
molten lava on foes when your skin is pierced and shrug off all but the hottest of flames. You are a
terrifying sight on the battlefield, wreathed in smoke and fire with glowing eyes and a mouth dripping
with molten rock. There’s no denying the horrific toll you can wreak upon the enemy with your powers
though.
An immense pole arm, similar to the one wielded by Bragg the Gutsman, most feared Ogre alive. A long
stick of sturdy wood with a chain at the end, which is attached to perhaps the sharpest and largest
hook ever made. A swing of this unnaturally sharp hook can slice through an Ogre like paper, cut
magical armour in two or even bisect the horns of a Stonehorn. You’re experienced in its use, enough
that you never need fear cutting yourself and you are able to easily direct it against particular limbs or
spots on your opponents.
A monstrously large weapon with a heft so great that even normal Greenskin Bosses would struggle to
move it. A slab of dull steel blade which is as long as a wagon is wide, about five to eight feet, which
smashes more often than it’s dull edge manages to cut. This heavy weapon is meant to be wielded with
two strong orc hands behind it, though a strong enough Big ‘Un could wield it one handed, and it is a
weapon that could ruin most folks' day. The weapon has a special property to defeat things like the
wardings of luck, magic, and other features. Pure armor and skill is the only thing that can turn this
massive weapon away from your foes.
So adept is the Amber Brotherhood at the defense of untamed lands that Imperial nobles with large
estates will often offer the Order a hefty sum to acquire the services of just one. They will not find you
wanting, as you fight like a Magister possessed so long as you do so in defense of uncultivated, wild
grounds. It would take perhaps fifty filthy Gors to equal you when you fight defensively to protect the
wilderness from the taint of Chaos. These lands need not be “unowned,” merely “untamed.” An
abandoned mansion will not work, but a section of a national park that sees no human alteration
would.
The first Patriarch of the Bright Order led a unit of Greatswords before Teclis recruited him, and even
now the Bright Wizards often carry large weapons designed to work in tandem with their spells. In your
case, this is a wickedly sharp greatsword, constantly wreathed in flame. So hot does it burn, in fact,
that it would cauterize the stump of a Troll’s arm as you severed it, making regeneration of that limb
impossible.
Even the skaven craft banners and flags, much as the other races do. Into these banners are frequently
woven magical auras and spells - that the flag-carrier becomes more than just a rallying and
coordination point. This one in particular was made thousands of years ago, and while tattered and
worn it still bears the power its weaving Seer imbued into it.
You have the Storm Banner, which immediately causes the skies above its carrier to begin roiling and
darkening with storm clouds. Upon raising the banner high and yelling, the banner will cause the storm
to begin erupting upon the battlefield. Lightning strikes, thunder-claps, and harsh winds that can blow
even cannonballs off their trajectory. The storm will last as long as the conflict rages - dissipating when
the air of violence fades from the battlefield.
The conditions in Kislev make it difficult to maintain firearms but the cannons of Erengrad are every bit
the equal to those of Nuln. The Urugan Cannon consists of several small, light barrels and a protective
screen allowing men to fire it safely and giving it a great deal of manoeuvrability. It fires a virtual hail of
lead shot, filling the air with whistling death. The only issue is wasted ammunition but fortunately this
one has been cleverly enchanted not to run out or need loading.
A pair of wands that only work when impaled in the wielders hands, these shards of raw Mithrite
channel emotions in raw form. With these, you can now hate someone to death. The stronger your
emotion, the stronger the effect. The effect of each emotion is purely dependant on the caster. Maybe
they have a fiery anger, or a frosty hatred. It is unique to each caster. I am a fan of the wrath that
comes to the surface like a volcano, coating in enemies in molten hate.
One might argue that, as a mage, you have no business being within melee range of anything. Maybe
that’s true, but such is not always your choice. For those times, there is this magical weapon. While the
blade has a, sort of ‘will’ shall we say, that refuses to function when you also hold a shield, it otherwise
guides your arm with the skill of the most peerless of swordsmen. Not the strength, mind you, just the
skill. Pure DEX.
The mages of the Adamantine Arrow are not police, nor are they a riot squad. They are a tactically
deployed strike team and their targets are almost always supernatural in nature. Whether they are
rogue mages like Banishers, the traitors that comprise the Seers of the Throne, or the cornucopia of
other monsters that dwell in the world of darkness, Arrow mages will likely have to deal with them all
at some point...if they survive long enough that is. You have been trained in how to fight nearly all the
enemies mages face on a regular basis. You know what does and does not work on vampires and
werewolves as well as the best ways to hurt, or escape from them. Against other mages you have been
trained to identify their casting ability and to use your own magic in creative ways to counter or
overcome their spells.
The Knights of Hyrule have long since been their elite fighting force, the best armed, the best trained.
One of their ‘secret techniques’ is the spin attack. It’s a fairly easy thing to learn, and with a touch of
magic, can turn from a simple spin to a deadly ring that cuts with ease. You however, turn this to a
different end, utilizing the spin not to generate more force, but to generate thrust. That’s right, by
utilizing the Spin Attack, you can fly for a very brief period of time. And by brief I mean a scant few
seconds. Still, a few seconds is enough to force you upwards your own height two or three times over,
and that is more than enough to put you somewhere you aren’t particularly supposed to be. Sadly this
isn’t so good for distance, and so cannot be used to cross gaps - more than anything else, it’s primary
purpose is to go up.
This quiver has a simple but very effective enchantment, excellent for any warrior hoping to use a bow
for long range engagements - it never runs out of arrows. As long as you reach to pull another arrow
from it, there will always be one to nock and fire, though these arrows by themselves will never be
abnormal in any meaningful way. You’ll have to rely on the bow itself to make any adjustments.
Similar to the Trident that Ganon pilfered from the great pyramid, this weapon will be capable of
channeling any magic that you can cast through it with one additional benefit. It can also store magical
unused energy of yours that would normally go to waste, acting as a battery of sorts. If lost it can be
summoned back to your hand, and it would take quite a bit to break... such as a strike from some
mystical (or other serious) weapon or ability. Normal weapons would not even be able to scratch it’s
surface, making it quite handy as a villain’s main weapon of choice. It’s form may take the shape of a
Spear, but if you prefer it to be a different weapon you may choose it’s form and function. Such a form
can only be reset at the start of each successive jump.
You want to know an old favorite of Hylia and her children? Barriers and seals. You want to know what
never seems to work? Barriers and seals. Guess what you’re now a master of circumventing, breaking,
or otherwise bypassing? Go on, guess. Anyways, any such thing that tried to hold you in or keep you
out now requires two or three times as much energy from the simple fact that it’s you they’re trying to
hold. And that’s not even with you fighting back. As a side benefit, you actually gain a surge of power
during the moment of breaking, when their defenses fail them and you absorb that energy into
yourself. Given how freely powerful mages tend to spend their magic, that likely won’t last long, maybe
a few days at most, but that’s still enough to kick you back to full power after a hundred years of slow
decay. After that, I suggest you git gud again.
The warriors of light cannot defeat monsters, spirits and evil conquerors with their bare hands. On
purchase we’ll give you something to swing. Choose whatever melee weapon you like within reason.
Swords, maces, spears, greater variants of such things, whatever.
You will receive a magical, masterwork version of the weapon you chose, which comes equipped with
enchantments to sustain its condition and edge. It will also have a powerful elemental enchantment of
whatever element you like, besides darkness.
This appears to be a wooden boomerang with a red gem in the center of it. More than what it appears,
when the Greater Boomerang is thrown it grows several times larger, spins extra furiously and
duplicates itself twice over.
The Greater Boomerang can be used to cut down enemies, though because of its magical nature it has
a very tight flight path, quickly returning when thrown.
Just as Warriors of Light have their finely crafted armaments and Sorceresses have their magical relics,
so too must the Forces of Darkness equip themselves for battle.
Choose whatever weapon or object you like to receive a weaponized extension of your darkness
resembling it. A spear, a ring, even a pair of objects that count as one like a sword and shield. The Dark
Edge will become more durable based on the strength of your darkness.
Your tool of choice has acceptable durability. More importantly, you may summon and dismiss the
Dark Edge tool of choice as you like, doing so repairs it and allows you to recover it if disarmed. Break,
overwork, throw or expend as many of your tool as you like, then simply draw a new one.
This reliable bow comes with a quiver of 50 arrows - perfectly balanced and easy to use, you’ll find
yourself quickly hitting bullseyes and taking down the more evasive foes you’ll find in Hyrule. As a
bonus, this comes with both Fire and Ice arrows already prepared - requiring a bit of magical energy to
create more within the quiver, but well worth the price.
The Power Bracelets are a pair of thin gold bands with a marking of the Triforce on them. As one might
expect, they enhance your power - that is to say, your lifting strength. With proper usage, one can lift
up and throw heavy boulders, statues, small trees, even some enemies. Alongside these bands comes
the Toss Ring, a magical ring that enhances your throwing skill. As you might imagine this works
wonderfully with the Power Bracelets, but isn’t limited to just them - bombs are something else you
throw, for example.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
Right here and right now is the first tipping point that you will see. Are you like Fi, a weapon forged by
the goddess from the fragments of her own blade and given to the Hero? Or are you like Ghirahim, a
blade quenched in the blood of thousands? Regardless of which you choose, you have the ability to
launch beams of energy from your blade. Holy or Demonic, they both function the same. Point yourself
skyward and wait a moment to charge, then unleash a burst of your masters energy. Yes, your masters.
You can power these yourself obviously, or you could draw on your wielder's magic, or even from a god
or goddess that had previously given you a blessing.
Just as Swiftblade the Second inherited the ability from Swiftblade the First you have a supernatural
ability to develop moves and maneuvers that infuse your physical actions with supernatural energies.
These move only act as a channel to those energies, you don’t really use any up just have to have them
in the first place from what has been shown, to enhance a very specific series of actions. This ability has
developed things like the Super Spin Attack and the Attack of Desperation, which allows you shoot
sword beams when critically injured, and with some practice and polish you too could create move that
equal those legendary techniques. In addition, if you don’t have a generic mana bar you do now,
though you’re only aware of how much you have in a very vague sense, like understanding how much
blood is left in your body.
A way better sword than that dinky old family heirloom this magic sword has no powers! ...Or, it had
powers but they kinda faded. Now, it’s merely incredibly receptive. Hook it up to an energy source, or
cast a spell though it, either way works. It’s not much for amplification, but it’s ridiculously easy to
work with - for you. A spark of divine magic might turn it back into the master sword, or you could twist
it to your own ends and empower it with something else.
This magic candle is capable of creating roaring bonfires whenever you blow onto it, allowing you to do
a short range fire attack, set ‘fire traps’ as well as burn away dry grass that may hide passageways.
This is rather handy...! This enchanted Boomerang will always return to you wherever you throw it, and
what’s more it can retrieve items when you do so. It’s strong enough to kill weak enemies such as
Octoroks and stun larger ones, when they are hit by it.
The Ansei of Yokuda mastered the sword to such an extent that, through sheer force of will, they could
create an ethereal weapon of pure thought. Though long thought lost, you have rediscovered this art
and are ready to utilize it. Through training and meditation, you will unlock many powerful and useful
abilities.
These leather bands are said to have belonged to a fierce warrior hailing from Akavir. Wearing them
not only increases your skill with unarmed combat, but increases the force behind your strikes and
makes your fists as hard as ebony. Who needs a weapon when you have your fists?
The twin scimitars of the infamous pirate Haknir Death-Brand, Bloodscythe and Soulrender. When
wielding the two together, you drain both the health and magicka of your opponents, as well as
weakening their armor with each and every hit.
While those humans without Visions cannot control the elemental energies, they can still make use of
items that contain them, with all that entails. The simplest of reactions is often the most violent one.
Treasure Hunters will often make use of 'potions' that will explode when the vial they are in shatters,
spreading the energy within to the immediate vicinity. When one combines this with the manner in
which different elements can conflict, you will find a surprisingly effective weapon.
A knife or sword made by Sunfire Elves, this blade retains the heat of its forging for a thousand years
and can easily cut through mundane steel and even stone. Comes with free enchanted scabbard to
reduce your chances of burning yourself, can be applied to any bladed weapon you wish to import
instead.
Can take the form of wands, books, or other items that the wielder channels mana into to cause an
effect. It is possible, though not suggested, to take an item from a lower ‘rarity’ when purchasing at a
higher price.
Get a Sorcerer Emblem, and can pick two weapons that are made with an early Hardmode ore [Cobalt,
Palladium, Mythril, Orichalcum, Adamantite, Titanium, Hallowed Bar] or which are listed here: Ice Rod,
Flower of Frost, Crystal Vile Shard, Life Drain, Clinger Staff, Meteor Staff, Nimbus Rod, Poison Staff,
Frost Staff, Tome of Infinite Wisdom, Nettle Burst, Laser Rifle, Wasp Gun, Leaf Blower, Orange
Zapinator, Cursed Flames, Golden Shower, Crystal Storm, Sky Fracture, Magic Dagger, Medusa Head,
Blood Thorn, Spirit Flame, Shadowflame Hex Doll, Crystal Serpent, Unholy Trident, Magical Harp
But even a talent as great as yours can still be cultivated. The more you kill, the more powerful you’ll
become. You’ll find new, more efficient ways to cut men in half, discover the proper way to behead
someone at full speed without breaking a step and learn how to get the best out of a weapon the more
you use it, perhaps even finding new abilities or tricks it may hide. All that exercise will help you get
stronger physically as well. Your already prodigious strength will grow in time, until you’re pulling truly
ridiculous anime shit.
This takes time though. At the beginning, you might be more than a match for any man, but monsters
are another matter. But if you manage to survive while ensuring that others do not, who knows how
deadly you’ll get.
There’s magic in the blood of mortals, magic which you can now tap into. By literally soaking yourself in
blood head to toe, you can access the power of the Flower and enter Intoner Mode. While in Intoner
Mode, your speed, strength and endurance will all skyrocket and attacks made barehanded will
produce giant slashes of magical energy. The boost only is active for a short time, around 20 seconds,
but that’s enough to slaughter a couple dozen armed soldiers or more.
Of course, finding enough blood to soak a person completely can be difficult. Blood doesn’t actually
spray out of wounds like a fire hose in real life. Except now it does, at least when you kill someone. As a
bonus to build up the bloody mess you need for this perk, when you deal a mortal wound to someone,
blood will either spray or splash out in amounts that are, frankly speaking, ridiculous. This only counts
for mortal wounds though, when they’re already going to die. No giving someone a paper cut and
waiting for them to bleed out.
Whenever your first attack (or song) finishes and successfully hits and damages its target(s), you can
immediately jump into an encore – a second full attack of your choice. Your opponent will be unable to
defend against the follow-up, even if the first attack was partially resisted. Also lets you perform
encores to songs, dances, and other spectacles if your first number was a hit. Plus, by shouting “Love
Shower Pitch!” at the end of the song, you launch a heart-shaped blast guaranteed to hit the target.
The magical equivalent to a cannon. Shots fired by this waist high device creates a large shockwave on
impact, and is recharged with magic. Good for crowd control. You may import a gun in here to let it run
on magic.
Spending an extra 300 CP will allow for both polearms to be bought instead of having to choose
between either. (CG note: Requires base Lance of the Scarlet Devil - Touhou Project: Parasol Paradise
first.)
Like every animal, even a domestic one, instinctively knows, you can literally bite or claw off a target’s
shadow, making it fall off as a piece of cloth. And since you’re smarter than a regular animal, you also
know how to cut off the shadow using non-natural means (swords, magical attacks, etc.). The shadows
of exceptionally-willed individuals may have a mind of their own, but for the most part the shadow is
now a simple item for you to claim. The effects of losing your shadow can range from harmless to
dangerous depending on what world you are in, but a victim will never feel the same without his or her
shadow, and victims will likely lose some degree of their full powers. Plus, you can gradually learn to
make it so that cutting off a shadow will also take away at least some special powers the victim used to
have. See Shadow Sewing or My Shadow companion for more benefits.
A jeweled, wooden scepter that burns a vile, purple smog. The smoke embodies the corruptive
darkness of growing up, and magical beings such as fairies in range of the smoke will feel intense pain
and weakness.
You are the best of the best, among your peoples finest troops. You fight harder, strike more quickly
and with more skill and turning aside the clumsy swipes of others is almost insultingly simple.
You can also expect to be given the highest quality equipment and support, and as a mercenary while
you should not expect to keep them you can expect to be loaned reasonably powerful magical items
from time to time as well.
This carries over into other adventures you may have elsewhere, though if there is no magic in these
places you will simply find easier access to the very cutting edge of killing technology.
A cursed, fell weapon made magical by its centuries of steeping in the foul dark magics that swirl and
coalesce in long forgotten tombs this blade hates now, the spirit of its once wielder trapped inside the
rusted iron shard, hungry to tear away the warmth and life of the living, its bite leaving terrible
unhealing wounds.
A golden, clawed gauntlet that can create immensely powerful balls of searing, magical light to burn
your enemies easily piercing all but the strongest magical armour and wards and likely damaging the
rest.
A massive, double-handed mace crafted before the founding of the first temple city from stone not of
this world. Extremely heavy but capable of rendering all magical enchantments inert upon striking.
Wielded by the devout, these massive flails are their holy prayer censers - the spiked, hollow heads
containing the smouldering, mummified pelt of a former Plague Priest wrapped around coals. As they
burn, the pelts emit a tainted smoke that carries the horrific pathogens that ravaged the Priest until
their death - most often being the Red Plague or Black Death. The censer-bearers then go into battle
with prayers on their tongues as they swing the censer-flails - some with two or more of the great,
spiked heads chained to the rod.
Choose one of the malefic poxes that ravage the world, or one of the diseases within your own body.
You now hold a well-constructed, ornate example of one of Pestilens’ plague-censers, with that disease
trapped within the great smoke-emitting flail-head. This flail is enchanted to actively resist and defy all
attempts to purify or cleanse the taint it carries and spreads. As you discover and contract new plagues
and pathogens, you can choose whether they are added to the toxic miasma emanated from your
spiked censer, or if another flail-head is chained on alongside, or if they aren’t added altogether.
This interesting device is used to weaponize Labrynna’s unusual plant life, and actually makes for a
surprisingly good weapon. It’s technically an air powered gun, which is something of an oddity in these
lands, but the way it’s shots bounce off of walls is something to behold. Coming with a satchel
containing ten Ember, Scent, and Mystery Seeds, it’s honestly one of my favorite ranged weapons. As a
bonus, it also comes with an Armor Ring, which increases your defense by a small amount and
decreases your attack in the same way - thankfully, you personally aren’t attacking with this, so it
doesn’t matter.
Bombs are bombs, and can be quite temperamental. Bombs flowers... Well, they do the same thing as
Bombs, but are so much worse. This plant serves as a nigh infinite source of Bombs, and when freshly
picked are even stronger than the ‘stale’ kind you are most likely familiar with. As a small aside, Gorons
seemingly find these to be a delicious snack, because Gorons are like that. Alongside the Bomb Flower
itself, you also get a Peace Ring. When you hold a bomb and are wearing the Peace Ring... it doesn’t
explode. Well, until you throw it, but that’s still surprisingly useful.
Normally you can only use one Ring no matter what. Gear Rings can be used without
While these gloves are awkward and somewhat unwieldy, they can be extremely useful in the right
scenarios. One of them is bright red, the other a deep blue. Channeling even the tiniest bit of magical
energy into them will supercharge their magnetic nature, and will rip weapons and armor off your foes,
will yank you across large gaps, and even help you find ores buried in the ground. Normally they
wouldn’t be able to function as weapons in their own right, but thanks to this handy dandy Expert Ring,
you can punch amazingly hard. You’d deal more damage than a good whack from your basic sword -
twice as much, in fact.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
This is a hunk of rock. It’s unwieldy, it’s lumpy, it’s hard to get a grip on, and it’s quite frankly worthless
to any merchant worth their salt. And yet, when it comes to bashing people upside the head with this
thing, it seems to be able to deal just as much damage as the legendary Master Sword. By all laws and
logic, it should do no such thing. And yet. ...Regardless, to help you compensate for its incredibly odd
shape, it also comes with a Charge Ring, something that will let you get a spin attack ready in one
fourth the time. I shudder to think what would happen if you forged an actual sword out of this.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
“The powers of fire and ice have been added to your arrows!”
I really hope you bought the Hero’s Bow if you’re going to buy this, as it would by default be an
upgrade to that same weapon. If you didn’t buy it, perhaps you’d like to tack the potential upgrade of
freezing or burning your foes onto whatever weapon you do actually have? Both effects require a small
amount of magical energy to be used, but are quite worthwhile. As a small note, when attached to the
Hero’s Bow, the arrows will gain the ability to alter the environment for a short period of time - a
volcano might cool after being struck by a ice arrow, while a frozen wasteland might become
somewhat tolerable for a short time after hitting it with a fire arrow.
Increases your physical and magical power, and allows you to use the spell Din's Fire, creating an
expanding dome of flame around you.
Fire, Ice, Neutral, or other, you obtain a magical rod attuned to one element of magic, able to dish out
pain in that particular flavor. They can also help traverse areas by altering or creating terrain.
Upgrade for one of your weapons or a shield, making them indestructible and enchanted to do greater
damage to evil.
A supremely heavy hammer made of solid steel, wieldable by only the mightiest of warriors. Its weight
can destroy armor, shatter bones, and crush any obstacle in your path. In addition, the Gorons have
enchanted it to wield the elemental power of fire and magma.
Can take the form of wands, books, or other items that the wielder channels mana into to cause an
effect. It is possible, though not suggested, to take an item from a lower ‘rarity’ when purchasing at a
higher price.
Get a Sorcerer Emblem or Avenger Emblem, and can pick two weapons that are made of a late
Hardmode, pre Lunatic Cultist ore [Chlorophyte, Shroomite, Spectre Bar] or which are listed here:
Rainbow Rod, Venom Staff, Shadowbeam Staff, Inferno Fork, Spectre Staff, Staff of Earth, Bat Scepter,
Billard Staff, Betsy’s Wrath, Rainbow Gun, Heat Ray, Charged Blaster Cannon, Laser Machinegun,
Bubble Gun, Magnet Sphere, Razorblade Typhoon, Toxic Flash, Razorpine, Stellar Tune, Nightglow
Unlike Lio, you can halt and start the progress of this when you desire. Useful given it has an effect on
your mind. Much more limited than the Shirazumi beast suffers but you still find that the more
monstrous you become, the more your mindset begins to reflect that of a predator. Sheer force of will
can restrain your urges to devour and kill, with magecraft perhaps holding keys to treat this mental
affliction. Should you give into the power, you’ll soon be more than a match for many of the denizens
of this city.
An ancient weapon of a Demon Hunting clan, perhaps even a replica of the Kanesada Kuji that the
Ryougi treasure. A five hundred year old weapon, already a heavy weight of mystery, but with a
particular bend towards damaging and destroying magecraft it comes into contact with, at least when
younger and weaker than the weapon itself. A sword from this option might disband lesser bounded
fields just from being withdrawn from the scabbard and swinging such a blade could cut through even
powerful magical barriers that otherwise lock space itself tight.
For a human fighting in a world filled with eldritch nightmares you are truly tenacious, and judging by
the looks of it you seem to be able to hold just fine against threats larger than your own. With this
perk, you’ll receive a natural advantage against the supernatural. Against you, supernatural attacks feel
more sluggish, accelerated movements look predictable, impregnable defenses are riddled with holes,
and overwhelming strength is only slightly overbearing.
You'll still be forced to play on the defensive, especially against larger threats, but at least you’ll have a
solid chance of succeeding regardless of whether you choose to fight or flight. This ability only works
for the supernatural, so don’t let yourself get mauled by a fierce beast, or squashed by a large rock.
The scissors that an Hour used to butcher another. These scissors sever all strings, cut all attachments,
and end all contracts without repercussions, allowing one to get rid of needless things.
An ember of a most radiant light. This spark never fades or burns without reason, and can consume
materials and souls alike to grow like a bonfire. Its fire remembers the exact moment where all stones
become water.
The remnants of a blade that had to be shattered for a general to become an Hour. Even broken, these
3 fragments yearn to strike again, and should they be reforged, they will surround and follow their
master like loyal dogs of war.
A handheld bell that rings with dissonant tones. Pointing this bell at something and ringing it can divide
that which has been put together. Through this, and with enough haste, even the Worms can be
separated from the still unwilling host.
With this comes two blades; the Moon Struck Horrors and the Sun Struck Horrors. The Moon Struck
horrors is a buster sword engraved with glowing blue symbols, and whenever you pick it up you can
hear tormented screams coming from it. Moon Struck Horrors is somewhat sharp, yes, but the main
draw is twofold. The first is that while holding it you become a decent bit physically stronger, enough
to maybe dent a car door, and the second is that the blade releases a chilling aura that leaves chunks of
ice behind. Not the strongest, but definitely powerful.
The Sun Struck Horrors is a mirror of the Moon Struck Horrors, only with warm orange symbols.
Whenever you pick it up, you can hear twisted laughter coming from it. The Sun Struck Horrors
provides a similar benefit to its brother, but instead of a chilling aura, it releases flames.
Your hair accessories are blessed with a power you can replicate, with some effort--when distress grips
you, no matter what, any scream or cry you emit will send out sonic shockwaves through the air. Your
loud voice is amplified to earsplitting levels--but you’ll be immune to it. Your enemy, however, will
suffer painfully.
The inhuman source of your abilities grants you not only magical power, but also physical power as
well. Your durability is enough to completely ignore conventional firearms and laugh in the face of a
grenade exploding in your face. Your strength, likewise, allows you to casually throw large vehicles and
tear through steel as if it was paper.
This sword normally only works for the pure of heart; however, it seems to work differently for you.
Instead, it only works for you and those you allow to use it. In the hands of another, it refuses to swing
and will quickly leave their hand, seeking to return to you or it’s sheathe, whichever is closer. The
sword itself is indestructible, supernaturally sharp, and capable of firing beams of magical energy with
every swing.
A blight upon all who steal from the most sacred treasures of the Tomb Kings of Nehekhara. Those
tombs, and the bodies laid within, were given countless wards and protective enchantments to protect
them from thieves and desecraters and to curse all those who manage to get away. This curse will
affect anyone who steals from you, even a single bronze coin lifted from your pouch is enough to
count. Once afflicted, they will be stricken with disgusting plagues and illnesses, cursed with horrid bad
luck and aged far beyond their years. Only by returning what they stole can they stop it from
progressing any further, though what they have already suffered will remain with them as a reminder.
If someone were to go so far as to manage to actually kill you, the curse would apply at an even greater
level, slaying all but the strongest beings of this world in a slow, agonising death.
Do you want to protect others? Your Weapon is now directly charged with magical energy from your
Soul Gem, letting you inflict even more magical damage by ‘overcharging’ them. This is proportional to
how much energy you put into the weapon itself - letting the next attack or shot from it become
anything from a little extra punch to a devastating finishing move. Just try not to use all of it at once,
alright?
What is a singer without instruments? You might not have any skill in playing string instruments, but
you are very good at actually fighting with string. Your Hero outfit now has a large bracelet around your
wrist. From this bracelet projects incredibly tough and sharp metal strings. To the point where making
a net with them to wrap around your target and then swinging your net around while they’re still
trapped inside is a viable method for killing your target. You can manipulate these strings with but a
single thought, and meld them into any shape. In Mankai form, you can pierce the most powerful
being’s bodies and fill them with your power, possibly destroying them.
A wicked weapon, this whip that has stolen lives. Covered in a multitude of barbs ripped from Tuskgor
and Razorgor hides, wrapped in the bitter curses woven by Bray-Shaman. When confronted with
enemies, the whip will jump into action on being swung - lashing out with a mind of its own to strike
every opponent in front of you, with a maximum range of eight feet. The spines and barbs will tear
through hide and flesh - striking your foes with Scourge’s myriad of engrained curses. Curses of
bloodletting, fear, and other nerve-wracking spells will course through their bodies.
A mystic power attained only through a strange ritual administered by the former Supreme Kai of
Universe 7, the potential unleashed state is a powerful form that forces out all your latent potential
and then brings out even more power you didn’t know you had. Manifesting as a white aura around
your body, it can even be easily utilised with other transformations without putting any further stress
on your body. The power the form grants normally would be somewhere between the Super Saiyan 2
and 3 states but with mastery, as you have, the Potential Unleashed state has grown to enhance you
with equivalent power to a Super Saiyan God transformation.
A mighty sword forged by Michael the Mountain Smith. After three successful hits on a target, the
sword damages either the opponent’s weapon (reducing its attack power) or their armor (reducing
their defense).
An animated corn doll made from grains grown around Hangman’s Tree. If you add some part of a
person (hair, fingernails, etc.) into the doll, any damage or effects inflicted on the dolly will be
redirected at that individual. You can only tie the doll to a single individual, but once you modify your
doll, you’ll get an unbound copy in a week’s time.
A double-bladed axe with a perpetually sharp edge, engraved with royal card suit designs from the
House of Clubs. All attacks made with it automatically home in on the head of a targett one thing is
certain - the flames that cover both of their blades will not be extinguished, even should an Ice Witch
of Kislev use her coldest spells upon them. Resonating with your bestial fury, the axe will cook flesh as
it cleaves, and melt through the armor of mankind’s champions with little effort.(the weapon becomes
ineffectual if there is no head to hit), and the attack does not suffer from any penalties that would
normally occur from such a called shot. Fortunately, this version of the axe does not run the risk of
hitting an innocent bystander or its own user; be careful if you find such an axe elsewhere during your
time in Wonderland. You can also choose to have a current axe in your possession converted into this
purchase; it will keep most of its old attributes but will be modified accordingly
It looks like you’re burning someone alive. Like you’re setting them aflame, from the inside out. But it’s
a bit more complicated than that. Using The strands of your hair and a spiritual extension of it, you are
able to ‘plunder’ the life force of a living person, stealing it for yourself and making them endure the
pain of being burned alive in the process, though no actual burning takes place - you merely drain them
dry of their lifeforce, leaving them lifeless and empty should it be allowed to complete itself. This
process is invisible and virtually unstoppable by someone with no spiritual awareness, such as an
ordinary human being, leaving them to only be caught and die helplessly by this. Your hair is also now a
living weapon, able to move accordingly to your will and absorb the life from whatever it touches.
However, against the spiritually aware, such as magi or a Dead Apostle, this is merely agrapple or a
mild nuisance, and these beings will take more time and effort to capture and kill with this method.As a
side effect, you are also capable of ‘giving’ stolen life force or your own to others,extending their
lifespans rather than draining it. Optionally, your hair is now longer. With time and effort, this could be
improved to drain life more quickly and effectively, even against the spiritually aware, but this will take
a good amount of practice.
All True Ancestors suffer from an instinctive but purely psychological bloodlust that they must suppress
using their own powers in order to act rationally and control themselves. Your unusual condition
doesn’t make this much of a problem as a True Ancestor yourself...but you’ve either found a way to
safely tapinto it or just have anger issues powerful enough to make you into a rampaging monster. You
may choose to tap into this bloodlust and stop holding yourself back, complete with glowing yellow
pupils and red irises, which greatly enhances your phys .
The copy of a sword belonging to the ghost of an unfortunate Chessman general who lost his life to a
pair of hungry Tweedle. The sword weighs absolutely nothing, so it has no encumbrance or strength
requirement to wield. The sword is nearly invisible, and while you can easily find it, it is hard for others
to find it if it’s set down. Also, when carrying the sword, your spirit is boosted slightly, and you get a
slight boost to fighting skills when fighting Tweedle (or twins, copies, clones, fused beings, or similar
things). You can also choose to have a current sword you own converted into this purchase; it will keep
most of its old attributes but gain the new aspects such as zero weight and boost to fighting Tweedle
and the like.
This feels familiar, but it’s probably just me seeing things. Anyways, most halfling leaders and generals
are equipped with a set of weapons similar to this - an enchanted sword to serve as a badge of office,
and a shield with their personal crest emblazoned upon it. You’ll find like that one Nicholas Warfoot
however, yours are a bit above average.
Your sword is a notch-for-notch copy of Glammyding, the ancestral weapon of the Warfoots and the
one by which all halfling generals model theirs after. The magical sword’s edge is enhanced that any
cut, stab, or slash it doles out goes twice as deep as it ordinarily would, and enhances the wielder’s
own physical strength by a smidgeon. As well, any orcoid or goblinoid foe who lays eyes on it will be
struck with fear by the blade’s light.
Your shield is equally enchanted, enough to protect you on the field of battle against even the dread
Necromancers and Vampires of Sylvania. Its thick steel plating is as durable as steam tank armor, with a
shimmering light emanating about half-an-inch off its surface that aids in defending the shieldbearer
from magical assaults. As well, projectiles aimed at you - arrows, throwing knives, goblins flung from a
Doom Diver Catapult as examples - are redirected mid-flight to strike the shield instead.
The great polearm of Boris Ursus himself, made from the ice of a Norscan glacier and bound by wards
of witches of Kislev. The blade is supernaturally sharp and simply holding it is enough to grant the
strength required to cut a troll clean in half. What’s more any cuts made by it cause a spreading chill to
go through your enemies as their blood and flesh begins to freeze.
This magical bow is crafted of white oak and wrapped with silver and white fox leather. Silver arrows
appear in the hands of the wielder and when fired from it, splinter in the air, resolve themselves into a
score of bolts that can fell entire ranks of enemy soldiers. Not only are the arrows fired from it capable
of hitting daemons but they seem devastatingly effective against such diabolical threats as wounds
caused refuse to heal and seem to greatly distress these foul abominations.
The sword of the Tzarina, or one much like it. An artefact of great power, the immense cold that
emanates from it is enough to cause most armour to crack on contact and it’s said that a mere scratch
to the skin is enough to kill a man. Were the blade to be lifted by anyone other than you they would
find themselves frozen to death within a heartbeat.
The Lore of Fire is a straightforward and destructive Lore of Magic, and it shows especially well in those
Bright Wizards sent to aid the Empire’s armies in sieges. You have fought in such battles, less as a
soldier and more as a man-sized artillery piece. Your spells of flaming destruction now deal additional
damage to walls, gates, palisades, and other defensive fortifications, a simple fireball being half again
as effective as a cannonball of equal size.
As much as they are astrologers, the Celestial Wizards are still called to battle in the name of the
Empire. In such battles, they call down death from the very sky. Bolts of lightning arc between enemies,
blasts of wind mow down cadres, and comets flatten entire units at a time. You are especially adept at
this, as your spells of wind, weather, and heavenly bodies strike half again the area they normally
should.
When the Chaos Lord Tamurkhan launched his assault on Nuln, three Bright Wizards took to the sky on
a wheel like this to oppose his aerial force of Manticores and Harpies. This ever-burning wheel of coal-
black iron, enchanted with the ability to fly at the behest of its rider, will allow you to do the same. The
ride is surprisingly comfortable and even more surprisingly stable due to the enchantments. What is
more, the constant flame and smoke it emits will scorch, blind, and choke enemy creatures which
approach you in the air.
This battle altar is the pride of the Celestial College’s armaments. A planetarium surrounding an Orb of
Sorcery channels the arcane Storm of Shemtek, which slowly but surely bends the sky until the enemies
of the Celestial Wizard riding it are pelted with bolts of lightning and hailstones the size of their heads.
If the Acolytes manning the machine perform a certain ritual correctly, the device will even call down a
blazing meteor upon the enemy force, and allied soldiers within a few yards are given visions of the
near future by the leaking energy, allowing them to dodge incoming enemy blows. Is this not the sort
of weapon you have dreamed of?
Let the unclean fear the approach of this Battle Altar, for its power is great. Powered by one of Teclis’
Orbs of Sorcery and crewed by several Acolytes, this mobile purification platform uses an array of
carefully-crafted lenses to focus the light from the Orb of Sorcery into Solheim’s Bolt of Illumination.
Hysh leaks from it as it fires, protecting nearby allies from blade and arrow as they march with the
arcane wagon. This artillery piece is immensely useful against the Empire’s most devious enemies - the
Von Carsteins of Sylvania and their minions, and the Daemons that stream forth alongside the Norscan
hordes. That one of these rare machines is in your personal keeping implies a great deal of trust in you,
for each Orb of Sorcery used to power a Luminark is one less Orb powering the prisons beneath the
Light College.
There exists, crafted by skaven hands, a warpick named ‘Dwarf-Gouger.’ The maul was forged during
the days of skavendom’s earliest history, when dwarf and rat were beginning their endless feud in the
underground. Twisted epithets and curses towards dawikind are carved into the pick’s surface, and it is
perpetually stained with the dried blood of the stout folk. While it currently exists in Queek Head-
Taker’s paws, these are skaven we speak of - there is no way in the Warp others like this do not exist.
And in fact, in your paws is a weapon made for much the same purpose as Dwarf-Gouger. It doesn’t
have to be a war-pick either - for your purposes it could be a jagged sword, halberd, or other weapon
of your preference. Regardless, the weapon is built to pierce and brutalize armor - carving steel like
butter and even managing to pierce dwarven gromgril or puresteel. And to make matters worse for
your foes, into the tool of war is engraved curses and oaths of violence against a foe of your choice -
causing the weapon to hunger and seek the flesh of said enemy, and tear through them with disturbing
ease.
Note: These have to be enemies that could conceivably attack or be attacked by Skaven. No, “Elder
Gods of the Infinite Cosmos” doesn’t count. If you want to say Ork tho, it’d work on all Ork- and Orc-
like monsters.
Unholy battle-altars of the Horned Rat, the Screaming Bells strike awe and fervor into the hearts of
skaven, and the tolling carves fear into the hearts of Skavenblight’s enemies. They are made from a
thirteen-day long ritual in which bronze alloy is melted down with warpstone in the grand warp-forges
of Skavenblight, the blood of sacrifices spilled across the metal both as it is set into the cast, and as it
cools. The chittering incantations of Skryre and Seer alike wreath the metal in skittering, malevolent
runes as it cools; Once it is finished, a great carriage built with a piece of the Tower of Kavzar’s masonry
is constructed to hold the infernal relic - and a Rat-Ogre specially constructed to be the bell-ringer.
And atop the bell’s archway is a paw-hold, for you as its Seer to stand atop the ringing bell as you
observe the battlefield and squeak-preach the word of the Horned Rat. Yes, you heard me right - you
have earned the honors of commanding the holy war-machine of the Screaming Bell, as you command
the cart to move in the direction of skavendom’s sworn enemies. The bell’s ringing is magically
augmented - even more so with you aboard the battle-altar, as your own magical power enhances the
metal device. Every thundering toll empowers and hardens those under your command with a zealotry
unseen by any other false God of this world. And to make matters worse for your enemies, every toll
rings doom: For as the rat-ogre bellringer hoists on the rope, the din will grow louder and louder still,
until stone and metal are cracked, pounded, and broken by the explosions of sound that emanate from
the device. Should the Bell suffer destruction at enemy hands, or cause itself to detonate in a beautiful
display of cataclysm, it will reappear good as new in a week’s time.
When the Pestilent Brotherhood goes to battle, there always remains the need and the time to preach
the ways of The Horned Rat, The Harbinger. Thus does this great war machine serve as both burning
siege engine, and noisome altar of worship. Crewed by a regiment of skaven clerics, the machine is
built like the Screaming Bell of the Grey Seer Priesthood - except instead of a great bell hanging from
the archway, there is a great metal censer the size of a dwarven wrecking ball, with a great many
mummified priests skins wrapped inside about a chunk of burning warpstone. The brazier emanates a
hot, sickly green mist as the priests heave on its chains, with even simple beasts knowing immediately
that to inhale that mist is to die a most horrific death. Just beneath the swinging brazier is the Priest’s
podium - from which they squeak and shriek the word of the Verminous One.
You may decide upon the crew that mans your own great Furnace - either a regiment of plagued
clerics, some to hoist the great brazier’s chain and some to push the war machine, or two rat-ogres
specifically trained for this purpose only. Indeed, I said “your own,” for you lay claim to one of the holy
siege engines of Pestilens. Taking your rightful place on the war-machine-altar will magnify your voice,
enough to be heard across an entire raging battlefield. As well, the spells you wield atop the Plague
Furnace are multiplied in effectiveness, from the great-many plagued runes and enchantments woven
into the machine. The mist that billows from the brazier will inflict whatever debilitating pox will most
wreak havoc upon the field of battle, but renders a different effect on your brothers and allies: Those
by your side and under your command are, on inhaling the sickly fog, immediately taken by a religious
fervour as their pain is dulled and their mind sharpened for the violence at hand.
“We shall be TRULY superior!”
Just like Ganon, you have been granted the power to fire magic from your body in the form of purple
energy balls. The damage which these orbs cause is proportional to your own magical power, scaling
with no upper limit. When the orb is hit with a perfect counterattack, it will be deflected back at the
one who fired it. If you hit it back yourself, it will be reflected once more, growing in speed and power
with each hit until a botched shot causes it to finally makes contact with you or your target.
“You got the Master Sword - a blade for a true hero!”
This legendary blade from Hyrule’s history has long been sealed in the Lost Woods, and is far more
powerful than any mundane sword. It is capable of banishing evil and dispelling dark magic, and can
also be upgraded with Master Ore to further increase its formidable power. If you would prefer, you
may import an existing melee weapon to adopt the properties of the Master Sword.
Darkness aside, Agahnim was still a wizard of no small might. Fireballs and bolts of lightning seem to be
his favorite tricks, and the both of them are now something you can command. But more important
than those is what seems to be his speciality, barriers. Or more accurately, the breaking of barriers.
Beyond those simple yet deadly magical attacks now in your possession, all of your magics now carry a
secondary effect. When confronted with a barrier, a small part of your magic will slip through. A fireball
might be reduced to a mild burn instead of instant obliteration, but no barrier will actually stop your
attack.
A spell handed down by the goddess, this power allows you to manifest a dome of massive fire around
you and creates an ‘explosion’ of flame - it requires a bit of your energy, but it can be an amazing way
to create breathing room if you’re surrounded by foes.
“You got the Light Arrow! The sacred light of these arrows can pierce pure evil itself!”
Light nuke might be another name for these, if only Hyrule knew what those were. Regardless, the light
arrows are the complete antithesis of the dark and its inhabitants. So much so that most monster will
simply disintegrate with a single arrow to the face. Of course, that assumes the monster is ‘dark’, or
has some sort of affiliation with the dark. Without that, these arrows ‘merely’ hit like someone
throwing a big old pirate ship at you. Now, they do cost quite a bit of magic to fully activate, but I
assure you, it’s more than worth the price. Also, if you didn’t buy the Hero’s Bow (because who buys
arrows without a bow?), you can apply this to a weapon of your choice as a more permanent upgrade.
Not quite as powerful, but constant.
An ornate weapon passed down the family tree for generations, and now ending up in your care.
Although it is a high-quality weapon, and nearly unbreakable, it’s not quite on par with the blades of
yore. It’s main use is as a catalyst for magic, allowing one to channel their abilities through its structure
and strengthening them. It does have one similarity, however; because of its use in magic, the Royal
Blade is capable of deflecting magical attacks as well.
This enchanted Boomerang will always return to you wherever you throw it, and what’s more it can
retrieve items when you do so. It’s strong enough to kill weak enemies such as Octoroks and stun
larger ones, when they are hit by it.
You have ascended to the top of the ranks for Ganon’s army - earning yourself the title of “Boss”
among those who have pledged their life to Darkness. This grants you an associated form - In shape it is
similar to the the Might of Monsters, but for 8 Hylians OR a single “Spell” (such as those granted by The
Wise Man’s Teachings) but only choosing from Life, Fairy, Jump and Shield. There is one caveat
however - this form has “patterns” when you use it in combat that allow the sharp eyed to counter
your attacks, and in each pattern no matter what there is a “Critical point” in which your defenses are
lowered such that you can easily be attacked and damaged. Ensure that your enemies are crushed
before the chance to take advantage of their wits even occurs.
(CG Note: The rest of this perk requires The Might of Monsters - Legend of Zelda: The Adventure of
Link first.)
If you have The Might of Monsters, you instead have both the might and endurance of 10 Hylians as
well as a choice of a natural Spell from among Fire, Jump, Fairy, Life, and Shield.
It is an unfortunate truth that sometimes pure might is not enough. You are quite skilled in
supplementing your combat capabilities with the use of magic. Enhancing your physical capabilities,
momentarily coat your weapon in mystical fire, or just using a blade in one hand and blasting lightning
from the other.
Historically, humans wielded swords up to 10x their size. Well, with this blade, you've harnessed this
ancient human fighting style! This 10-meter broadsword is a perfect fusion of Human and Monster
engineering! Not only is it surprisingly well-made, not buckling under its own weight like it ought to,
but it's very light for its size and can actually be used as, you know, a sword. Instead of an oversized
slab of metal. More importantly, it's perfectly capable of conducting magic for use in combat!
This device, run on the user's own magical power, is a semi-autonomous magical weapon. Resembling
a floating goat's skull with glowing eyes, the Gaster Blaster is an extremely powerful magic device
capable of shooting very powerful magical lasers of variable width. While it's very draining to use and
are only effective at close range, being unable to operate beyond 10 meters of the user, the versatility
and maneuverability of this weapon is unmatched in the Underground.
A good weapon is a strong force multiplier. If you could cleave through trees with a normal steel sword,
then imagine the havoc you could wreak with one that was capable of cleaving through stone when
wielded by normal mortals, let alone one imbued with its own power. These kinds of weapons are the
type that appears once every few decades or even lifetimes, but those lifetimes add up. You have
acquired your very own legendary weapon, the kind used by heroes of eras past. Incomparably sharp,
incredibly sturdy, and filled with elemental power, this weapon puts you in good stead for the journey
ahead.
An ornate flute with mystical powers. You can imbed words within the music you play to put victims
into a trance. The flute can also change into (multiple) whips or a bow with arrows. The flute (and its
other weapon forms) is enchanted with the holy magic of the Ancient Ones, further strengthening their
power.
A fabled arrow created when the ancient brave Little Panther brought peace between the sun and the
moon. The moon discarded its old hatred in the form of an arrow, and the sun blessed it with golden
light. Enchanted with the power of both the sun and the moon, and representing their pact that led to
the regular sequence of night and day, this arrow is very potent magically, and could work as either as a
weapon or a foci in a ritual. Your ability to use the arrow’s powers is enhanced with Tribal Magic.
A mighty greatsword that requires two hands to use, it has a foot-long hilt and 4-foot blade. The
shining grooves of the blade channel whatever it’s cutting away, so it does not drag or get caught.
When wielded, it magically enhances your fighting skills slightly. It ignores armor, and it deals mighty
blows against Jabberwocks, Jabberkin, and other dragon-like enemies. If you want, you can make a
sword you already have into the Vorpal Sword, giving it the extra attributes received in this purchase.
An ornate staff with a mystical orrery on top with which you can alter the trajectory of passing comets.
Particularly large comets may only come by occasionally but there always seem to be a few small ones
to call down to smash the enemies of Lustria and shatter their settlements.
Now, I know what you’re thinking. There has never been a single Verminlord that has been turned into
a Daemon Weapon. And you would be right - because from the path of ascendance, Verminlords are
those Skaven who have succeeded at their way of life so well that they were rewarded with
Daemonhood. It would be counter-intuitive to suddenly trap one of these successful rats with being
sealed inside a weapon. Unless that Verminlord were to fail at one of these schemes so
catastrophically that the Great Horned Rat deigned to punish them.
And that’s where this comes in. By purchasing this, you guarantee a few things: One, that a Verminlord
of your choice fails in their plans, and fails so disastrously that the Horned Rat is all but guaranteed to
punish them. Two, that the Horned Rat punishes the daemonic vermin in question by trapping him
within a weapon, to be used by a lowly rodent from the material world. And three - that this weapon
comes into your claws, one way or another. As a Verminlord-borne Daemon Weapon, it comes with
many of the capabilities of those tied to the four Gods of Chaos: Any with witchsight or the ability to
see magic will witness the twisted, verminous monstrosity writhing within the armament; Born of the
Warp, the weapon will tear and bite at a victim regardless of their state in either material or spectral
forms; And finally, any of the skills, knowledge, and magical power the Verminlord bore in life will be
yours to wield as the bearer of this terrible icon.
“For seventeen, long centuries have I remained in this blade, confined within these metal walls. During
all of my time of imprisonment you are the first I have seen who is worthy to bear me into battle.
Come, take my hilt, and I will serve you in the manner of my kind, drawing blood of your enemies,
protecting you in the midst of the fight, bringing you safely home again. Now, draw me from the
scabbard and test the fineness of my balance. See how easily I swing, how my keen edge cleaves the
air. A good choice, am I not? Willingly you picked me up. Your first mistake. Willingly you drew me.
Your second mistake. I do not allow my servants to make three mistakes, foolish mortal...”
The Daemon Weapons of Chaos are perhaps the most terrible weapons in all of the world, mighty not
because of the sharpness of their blades or the weight behind their strikes, but for the horrible evils
that lie within it. Forged at the very heart of the Chaos Wastes by truly mad servants of the Ruinous
Powers, these weapons contain within them a being feared by many - a Daemon. These weapons are
no longer truly weapons, but unholy vessels, and servants of Chaos in their own right for they are
always sentient in some fashion. Daemon Weapons are created with a specific warrior in mind and
each one is perfectly suited to their wielder.
You may import any weapon you possess (Barring Chaos Weapons) to be the host for the Daemon,
including ranged weapons if it pleases you. These Daemons are normally troublesome at the best of
times, but as a special consideration, you will find that your God(s) have totally broken the will of the
Daemon you receive, so while they may show their usual problematic traits to others if you do not step
in to reign the demon in, you are safe from their treachery.
The Lord of Change is Tzeentch’s greatest Daemon servant, known for being wholly
unpredictable and truly manipulative. Many short-sighted fools have attempted to outwit
these beings, only to be crushed utterly by the incomprehensible amount of trickery
these beings are capable of. These Daemons are true masters of magic, and having
this Daemon within your weapon will result in an absolutely monstrous amount of
magical power available to you from this world, secret spells and long forgotten
techniques and rituals revealing themselves to you by the Daemon’s will. The Daemon
will also give you counsel when desired, and it’s intelligence will quickly prove to be
valuable to you.
The Daemon is often sarcastic in its dealings with you, but press it enough and it will
eventually tell you the truth about what you wish to know.
“For seventeen, long centuries have I remained in this blade, confined within these metal walls. During
all of my time of imprisonment you are the first I have seen who is worthy to bear me into battle.
Come, take my hilt, and I will serve you in the manner of my kind, drawing blood of your enemies,
protecting you in the midst of the fight, bringing you safely home again. Now, draw me from the
scabbard and test the fineness of my balance. See how easily I swing, how my keen edge cleaves the
air. A good choice, am I not? Willingly you picked me up. Your first mistake. Willingly you drew me.
Your second mistake. I do not allow my servants to make three mistakes, foolish mortal...”
The Daemon Weapons of Chaos are perhaps the most terrible weapons in all of the world, mighty not
because of the sharpness of their blades or the weight behind their strikes, but for the horrible evils
that lie within it. Forged at the very heart of the Chaos Wastes by truly mad servants of the Ruinous
Powers, these weapons contain within them a being feared by many - a Daemon. These weapons are
no longer truly weapons, but unholy vessels, and servants of Chaos in their own right for they are
always sentient in some fashion. Daemon Weapons are created with a specific warrior in mind and
each one is perfectly suited to their wielder.
You may import any weapon you possess (Barring Chaos Weapons) to be the host for the Daemon,
including ranged weapons if it pleases you. These Daemons are normally troublesome at the best of
times, but as a special consideration, you will find that your God(s) have totally broken the will of the
Daemon you receive, so while they may show their usual problematic traits to others if you do not step
in to reign the demon in, you are safe from their treachery.
The greatest Daemon of Khorne, the colossal beasts exist only to kill in Khorne’s name. The
Bloodthirster is a true master of war, able to use it’s raw strength to destroy all who oppose it in battle
and can outmaneuver even the most genius of human generals. Bloodthirsters on this earth are known
to be totally unstoppable, and while trapped in your weapon it will grant much of it’s martial mastery
to you. Even the most inept and incompetent fool will find himself able to butcher entire elite
regiments on their lonesome, and by bearing this weapon you will also be tutored by the Daemon on
tactical acumen, making you a virtually unstoppable force as a commander as well as a killer.
The Lord of Change is Tzeentch’s greatest Daemon servant, known for being wholly
unpredictable and truly manipulative. Many short-sighted fools have attempted to outwit
these beings, only to be crushed utterly by the incomprehensible amount of trickery
these beings are capable of. These Daemons are true masters of magic, and having
this Daemon within your weapon will result in an absolutely monstrous amount of
magical power available to you from this world, secret spells and long forgotten
techniques and rituals revealing themselves to you by the Daemon’s will. The Daemon
will also give you counsel when desired, and it’s intelligence will quickly prove to be
valuable to you.
Nurgle’s most powerful Daemon is the Great Unclean One, who are capable of bringing everything that
crosses their path into despair and rot, their presence absolutely impossible to mistake. It’s
innumerable diseases permeate in the air, and anything that comes into contact with the blade is all
but guaranteed to rot and decay away, perhaps before the weapon makes contact with its intended
You do not simply wield holy weapons -you ARE a holy weapon. Whether as a side effect of a past curse
or a quirk of your lineage, you are a bit beyond the average human being - your body alone qualifies as
a holy weapon, able to strike spirits and monsters as though you were the living blade of a saint,
greatly damaging the demonic and the malevolent by touch alone, should you so will it. You can sense
the presence of supernatural monsters or great evil within a city block-sized area, and track them with
all the skill of an expert hunter. Your physical abilities are likewise enhanced - your strength is enough
to bend steel, your speed is enough to keep up with a car moving at full speed, and your durability
allows you to survive bullets and piercing wounds with a fair amount of ease, though removal of limbs
or vital organs still can’t be shrugged off with this alone. Finally, in your hands,any already-enchanted
items or weapons designed as ‘holy’ are twice as effective, letting you tear through Dead Apostles with
‘common’ instruments like Black Keys and cutting a bloody swath through dozens of them with
something like the Seventh Scripture. You are the one who hunts heretics and monsters in the night -
and now, you embody that purpose.
The Counter Force. The planet’s collective will to survive made manifest, a passive force designed to
act to protect it from any extinction event or existential threat. As you were created by the planet to
enforce its will (or are some odd exception to Gaia’s old desire to exterminate humans), you may tap
into the Counter Force to do battle with and exterminate such threats. When facing anything that
threatens either yourself or the existence of the planet you reside on, you may call on the planet’s own
will to survive to empower you, greatly increasing your own abilities and powers to match the threat -
against something you could easily dispose of, the boost is minor and almost intangible. But Against a
rampaging beast ready to tear the entire world apart and with the ability to do so,your blows become
strong enough to send them doubling back, but only ‘just’ enough to overcome them. Note that the
planet itself must be alive for you to draw strength from - a dead or dying world yields little or nothing
to empower you, and if you yourself are an active threat that world’s survival, it will actively refuse to
aid you. Woe if you encounter a foe that is stronger than the collective will of an entire planet, for this
alone won’t be able to help you.
Technically, the true name for these is ‘Mystic Eyes of Life Perception’ or would be along those lines if
it was properly identified. You are able to perceive the ‘life force’ that sustains a living being, appearing
as lines and points around said living being. By cutting along or damaging these lines and points, you
can greatly damage the being in question as their life force is burned away, likely killing them if enough
damage is inflicted. However, you cannot truly see ‘death’, and as such cannot actualize it upon a living
being or even an unliving or inanimate object - thus rather than instantly killing the target, it merely
critically damages them until their bodies cannot take much more. In short, all these Eyes can do is
inflict damage upon that which lives, the same as any weapon or method of murder.
A copy of the greatest weapon in the armory of the Alchemists of Atlas. Its Progenitor is a conceptual
weapon, composed of the mysterious Fifth True Theoretical Element,that will one day be wielded by a
normal human to slay the Ultimate One of Venus in a single shot. While this is not that terrible weapon,
the Barrel Replica is still a thing to be feared. It Enforces the idea of mortality on your foes by putting
out a 'toxin' which has attack power in proportion to that being’s natural lifespan. Truly immortal
beings will not be slain by this,though most will find it painful enough that their abilities and form may
be stunted considerably with enough damage. As a rule, if it doesn't need a body to survive this
weapon can't kill them. The wounds it inflicts will heal at the pace of a normal human being regardless
of how fast it would normally heal. At its highest output you will need to anchor the weapon,else it will
simply blow its way out of your hands and through whatever is behind it. You may use it in its current
form as a pistol, have it reforged into a weapon of your choice, incorporate it into a weapon from a
previous jump.
The eyes that see the path to the end. Among the highest grade of Mystic Eye possible, Death
Perception becomes quite literal, They see the lines and dots that mark all ‘living’ things, anything that
has any sort of direct interaction with the living world. An object, a person, a ghost, telekinetic force
exerted by a psychic or even a timeline, if it were made certain and absolute enough to become solid in
your eyes. Tracing these lines with something that cuts, even a blunt butter knife, will separate them
without doubt. Cutting the target into pieces. Piercing one of the dots you can see, a single one on any
being, is enough to destroy almost all things. While your eyes do not strain you, not all things can be
cut so easily. Things that are resistant to death or associated with it will have faded lines, difficult to
see or even requiring several minutes of focus to see at all. Dead Apostles, those who have achieved a
deathless state of enlightenment, ones who practice death magic and, especially, beings who lack the
concept of death at all on whom lines cannot even be seen. Your eyes do not strain you with their use,
though you should always be careful with the cutting tools you hold.
This titanic sword that gives off a golden glow near the tip is an exquisite weapon. To begin with, it’s
exceedingly sharp, enough to carve steel, and buzzes with electric power. The blade’s main feature is
the insane holy properties, carving through dark-aligned enemies like paper. It also increases your
speed, strength, durability, and magical power to a level nearly matching the Capstone perks when
wielding it. Lastly, you may choose to have the scars it leaves linger; scars left by this blade will
periodically release a deep, sharp pain into their victims, though it does no damage itself. They will
dissipate once healed, but are harder to heal than normal.
While the Silver Millennium was an era of peace and prosperity, its architects were not complacent.
They knew some day, that peace would be threatened. While their plans to prevent the fall of the
Silver Millennium ultimately failed, their efforts were great. Within the Sailor Castles that orbit the
celestial bodies, a great superweapon slept. You have the keys to that superweapon, literally. You may
summon up a key with the symbol of your planet, hold it high in the air, and shout “MightyDiscordia
Beam!”to summon a great beam down from the heavens. This beam incinerates all within it’s path,
except for you and your allies. Note that any non-magical innocents caught in the blast will also die,
and this will cause much collateral damage. You may replace “Discordia” in the summon phrase with
your Sailor Castle’s name. Drop-Ins have a satellite in the planet’s orbit that shoots a beam with the
same power, Mysterious Protectors also have a castle, Villains possess a powerful spell with a similar
effect.
The planets spin in orbit around the sun are pulled by a great force that moves entire worlds. This
sword has the might of that same driving force, manifesting in an overwhelmingly mighty slash that can
split the ground itself. If one were to strike the earth with it, it could create earthquakes that shatter
entire cities. One may send a powerful beam with this same force from the sword at will. This same
force may also summon up a cutting whirlwind that slices into people as if it were steel. It is a simple
boon compared to the others, but unmatched in its strength.
Something of a misnomer, this fiendish golden weapon is actually closer to the bastard offspring of a
bident and a spear. An artifact of immense power forged long ago in the deepest fires of Hell, this
Trident is greatly feared and lusted after by demons and mages alike. Able to summon forth enormous
torrents of the flames of Hell in which it was born, this Hellfire not only burns the physical but also the
magical and spiritual. These flames are powerful enough to burn most beings to ash within an instant
and banish or destroy all but the absolute most powerful of demons and spirits.
Normally requiring a host of mitigating factors, your research showed you a way to allow you to cast
Great Magic at will using your own energy, without the need of an enchanted item and the assistance
of a Valkyrie or an Einherjar. While much more draining this way, and still requiring the verbal
component and the need of a circle traced in magic, there's no understatement in saying that Great
Magics are the most impressive magical feats a sorcerer can accomplish. Great Magics are defined by
the magic you use to power the ritual circle, such as the Stone Touch spell creating Carnage Anthem, a
lake of molten poison that engulfs the enemy before fading away. Other known spells and their effects
are too many to list, and even more undiscovered ones may have Great Magic counterparts, but
examples of the scale of great magic include a skeleton the size of a tower, a spear of similar size, a rain
of celestial lasers, or a powerful gravity well that encases and crushes your opponents.
It’s a rapier made of Mithril, and thus immune to magic. In this age of wands, this might seem
underwhelming, but it is precisely because we are in an age of magic that such a tool is so worthy.
Demons will find their otherwise invulnerable skin failing to protect them, and magical shields will be
easily pierced. If you wish, you may instead import a weapon you already own and turn it mithril. I’ll
even intervene to make sure that the enchantments stay on!
I take back any comments I made about you lacking experience - that’s clearly not the case here.
Magical Girls have a limited, singular arsenal that’s determined by the nature of their wish and their
soul. No ‘power ups’ are really to be found here. You’ve found a way to compensate - do one thing and
do it well. You are now an undeniable master of using a single weapon of your choosing (likely your
magical weapon) - muskets? You’re a sharpshooter that would put even experts to shame and never
suffer from jamming. A sword? You may as well be a painter who only uses red when you’re wielding
that steel. This even applies to using said weapon unconventionally, like using a gun as a blunt weapon
or throwing swords en masse.
But wait, there’s more. You’re an incredibly quick thinker and tactician, enough so that you could fight
someone with time stop powers on even ground if you got the drop on them - figuring out the abilities
and limitations of your opponent is something you can do in mere minutes, and you can plan ahead far
enough in a combat situation to know how your opponent plans to take advantage of a weakness of
yours without skipping a beat. Can they keep up with you?
Do you want to stand for the best in others?Your magical attacks from your Weapon and otherwise
can now have a ‘purification’ effect that can damage or even remove corruptive effects, as well as
greatly damage things made of despair, angst, or other negative emotions.
Do you want to end a fight with a bang?Similar to Energy Weapon, you may ‘overcharge’ your weapon
to unleash a single, devastating Finishing Move that can deal a deathblow to a Wraith if placed at the
right time. The difference being is that while the energy cost is much lower than if you simply charged
it, you can only use it once every thirty minutes. Constantly using a finishing move just isn’t a class act,
you know.
This wish was made for the sake of someone else, but the consequences were dear, and the wish itself
is forgotten in the flames. Still, the memory makes you stronger...so long as you hold this shard, fire or
high temperatures do no damage to you, and you become physically stronger and more resilient,
enough so that you could wrestle a tank without fear of it hurting you outside of your Magical Girl
form. You may ‘burn’ the shard to gain the ability to bathe an entire building in flame, and control fire
with your mind for up to an hour before the energy exhausts itself. You will receive a new shard the
following week after using it this way.
Every magical girl can seal a Vertex in the battlefield, exposing its soul. With at least two other people
and chanting a prayer (What you say doesn’t matter, as long as you have the spirit), they immobilize
the Vertex. The soul of the Vertex then slides out and becomes material. Taking out the Vertex’s soul is
generally a bad idea if you’re not prepared to attack it then and there, as a countdown timer will
appear on the runes around it. The surroundings of the barrier you are in will wilt, the rot growing
towards Shinju-Sama’s direction and when the countdown timer ends, Shinju-Sama dies. The
countdown timer varies in length from Vertex to Vertex, but it is not a good idea to dawdle when the
soul appears regardless. The soul is a physical entity in this case, and it is entirely possible to shatter it
without resorting to magic.
However, it’s the only way to kill the Vertex, as it’s healing factor is too much for any ordinary group of
magical girls to handle, and even to destroy the soul is a challenge. It could have different layers, or be
unusually tough to destroy. It could move and attempt to fly away. It could have self defense systems.
Worse, is that it is difficult to tell what challenges the soul will bring when the Vertex is sealed. Every
vertex soul has a tough, solid outer shell. A standard attack won’t cut it down.
Now you can do the Sealing Ritual on beings other than the Vertex. They cannot resist the ritual being
done on them, and you may do it as easily as in the heat of the battlefield. The ritual for other beings
works the exact same way as stated in the Sealing Ritual perk, except that when the countdown timer
ends, the soul returns to the body of the being. And you can no longer use the ritual on them. You will
have to find some other way to destroy it. You could potentially kill unkillable beings this way--but do
not expect their souls to be easy to destroy. The challenge to destroy the soul scales with the mental
strength of the being. There will be many defense mechanisms the soul has if it’s terribly strong.
Obviously, one could merely shatter a regular human soul with a strong enough punch without much
resistance on the soul’s part, but the soul of a monster will carry many challenges to defeat. The ritual
merely gives you a weak point to attack.
Also note that a being will have to have a soul in the first place for this ritual to work.
You’ve tons of power inside those tiny fists of yours! But your strength isn’t the best part of it. No, you
could destroy most energy blasts with a clenched fist after sufficient training. You’ll suffer no pain when
you punch away an energy blast. Fireballs being flung in your direction? Just punch it. Thick steel walls
in your way? Just punch a hole them. With enough time and guts, you could probably punch a hole in
anything. You could be able to punch apart blasts the size of buildings like nothing at the higher levels
of power from training without Mankai.
This power is extra amplified when your friends join in on blocking or dispelling a blast. Punch the living
hell out of anyone and anything in your path, with friendship and love. You could even, somehow, get
through to someone you’re fighting with a big huge punch to snap them out of their freakout, as long
as you hug them afterward. You will and can punch through anything, with enough training. Perhaps
you could even shatter the body of a Vertex with a punch alone at the higher levels.
An immense black blade, ornately decorated with gold and almost as long as a man is tall. The
Destroyer of Eternities is perhaps the most feared weapon ever to be created in Nehekhara, a weapon
capable of destroying the very soul. The blade itself is impossibly sharp, able to slice through even the
magically enchanted metal of a Necrosphinx with effortless ease but what it slays, it destroys utterly.
When the body of a being is killed by the blade, the soul of that being is destroyed along with it. Not
scattered or torn to shreds, simply erased from existence, never to pass on to the afterlife. It’s no
wonder a culture so obsessed with the great beyond would shiver at the thought of this black blade.
A gorgeous blade, with a golden hilt, decorated with precious jewels and a blade carved with old and
powerful magical runes. No armour can halt the swing of the blade, piercing through any mundane
protection without exception, and the blade itself deals terrible wounds to all those it hurts, even more
than the attacks should normally be capable of doing. Clashing the blade against magical weapons or
protection is little better, as the blade is even capable of destroying magical items on contact, though
more powerful weapons will require more and more blows to destroy with the Sword of Rigg.
Through some means you have gained a rosewood case containing a Thompson Contender and a
collection of ten bullets. The Thompson Contender is a single shot pistol customised for high accuracy
and physical power. The gun also seems to enhance magical alterations to it. The bullets however are
conceptual weapons created with ground bone from a magus with an origin of Severing and Binding,
when a bullet makes contact with a target it actualises the origin on the target causing an effect similar
to cutting a rope then re-tying it. While the surface may appear to heal properly the nerves and
capillaries of the location wounded will never heal properly and their original function will be lost.
Origin bullets will immediately affect magi upon coming in contact with their Magecraft or their body
by severing then binding the magic circuits active and causing catastrophic damage, permanently
crippling them. You will gain an additional ten bullets each jump.
You have gained Fragarach a Noble Phantasm and Mystic Code with the ultimate form of counter
attack that works by warping causality to always strike the opponent in the heart with a needle thin
concentrated attack right before they unleash their attack. The condition for its use is that the
opponent must be using their strongest attack and Fragarach must be used directly after the attack.
Despite being used after the attack Fragarach will always strike first by altering the flow of time to
change events so that it makes it’s strike before the enemy made their ultimate attack. Keep in mind
that it will not kill enemies who can survive a strike to the heart or who would not be affected by an
attack on the level of an A-rank Noble Phantasm.
A large hand and a half sword that has been handed down through countless Questing Knights until it
reached your own hands. A magical blade honed to a terrific edge, as most Bretonnian swords, the
enchantment on this blade allows it to cleave through all armour is if it were naught but air. From steel
plate to dragon hide, the blade will tear through any form of armour, natural or artificial, with ease. It
has no effect against magical defences however, proving to be just a well-made sword when it comes
up against them.
One night, as you rested beside a lake, a hand rose from the waters gripping a beautiful sword. It
offered the blade to you, making no comments or instructions on its use and you took it from the hand,
which sunk beneath the waters once more. A powerfully magical weapon, when wielding this blade the
user’s strength will increase to be just a bit beyond that of his opponent’s toughness. Thus the user will
always be physically powerful enough to wound his opponents, so long as they are vulnerable to
physical damage in that fashion.
The lance once forged and held by the First King of Bretonnia. It accepts only the purest of wielders,
though you are perhaps an exception, and will alight with powerful holy flames on the wielders
command. Just holding the spear greatly increases the strength of the wielder and the flames from the
weapon are able to melt steel armour in a second and purify chaos taint from all but the most
wretched and evil of foes. The spear cannot miss either, being guided by magic to strike their foe no
matter how fast or agile, so long as they are within range of the piercing blow.
A key resembling a seahorse with a coin around its head. When activated, it becomes a powerful staff
that can smash and cut through many otherwise unbreakable things by nullifying enchantments that
strengthen the obstacle’s durability; even so, it is not able to overpower incredibly strong
enhancements. First and foremost, though, this is a key, designed to either lock or unlock seals, even
strong, magical ones.
That kind of mage...that’s what they call an Ace. You’re a one-in-a-million, a natural prodigy with this
world’s magic and a talent for combat, letting you fight three equally-skilled mages and one a rank or
several above you and have pretty good odds of coming out on top. You’re also an incredibly fast
learner when it comes to new magical equipment or abilities, especially things applied to combat.
Some finer sciences and nuances of the craft aren’t under this ability, but really, who needs to be a
nerd when you can blast someone into the concrete? If you join the TSAB or any other organization in
regular conflict, expect quick promotions...or lots of frontline roles.
Philosophical weapons are... a mystery, to be frank. Not even Alchemists are completely sure what the
hell they are or where their properties come from, except from legendary association. By extracting the
personal history of a weapon, you can grant it a variety of conceptual effects as it relates to you. For
example, a weapon you’ve personally used to slay kings can gain a strong anti-royalty effect, or a
weapon you’ve used to break swords can gain a sword breaker effect. These don’t actually modify the
weapon on any kind of physical level, being a type of enchantment, or divine effect.
Gungnir is the legendary lance belonging to Remilia Scarlet, the mistress of the Scarlet Devil Mansion.
The lance is overflowing so much magic that the entire spear is enveloped in a deep crimson, still
crackling in excess energies. It is also rumored that this spear will never miss its mark when thrown.
Alternatively, you may instead opt for the equally powerful lance resembling a distorted hand of a
clock by the name of Laevateinn, belonging to the Scarlet Devil’s younger sister, Flandre. Within it
imbues unimaginable destructive power, capable of reducing almost anything it strikes to none.
Among the mages who have specialised in physical combat you are a prodigy. Anything related to
combat is far easier to learn for you, accomplishing what would take others a week in a single day. This
perk has also increased the abilities of other perks bought:
Physical Fitness: Through some manner your physical abilities have increased beyond what a mundane
human could achieve. Whether through being a magical creation or enhanced in some other manner
you stand as far beyond the peak of humanity as they do the average human.
Physical Enhancement: Your mastery over this magic has increased to the point that your physical
abilities rival an average Servant.
Combat Skills: Your skill at combat has increased to the point that you could combat warriors of legend.
If you had the physical abilities you could even fight a Heroic Spirit evenly.
Brainwashing: This skill now allows you to transfer minds into other objects like stuffed dolls and leave
the fake personality to control the empty body.
Flash Air: Your skill at Flash Air has reached the level that displacing a mountain to create a castle is
possible with enough magical energy.
Rune Magic: Has increased to the level of using a Rune of Resurrection, magic on the level of a Noble
Phantasm that can be placed on someone to revive him or her from death when they suffer a fatal
injury. The Rune will only work once per person per jump.
A sword made out of the wood of the Forever Tree. It has the magical property of cutting just as well as
a normal sword, but it’s still not much better than a standard weapon. However, the sword also serves
as a badge signifying that you are third-in-command after Peter and Tink; given the two are usually
together, this means you can lead the Lost Boys in Peter’s absence. More than that, Peter now favors
you, and at random he will gift you with miscellaneous items he has found on his adventures, which
may range from simple things to mystical treasures; whatever the case, it is important that you always
praise him for his finds. After the jump, as time and space have no hold on the eternal boy, Peter may
suddenly stop in out of nowhere to chat for a few minutes and leave you with something new that he
found, or even join you for a brief while as a temporary companion (though he won’t show up if you
don’t want him to). If you took the Forever Neverland drawback, possession of the sword allows you to
recruit Peter Pan as a companion. If you took the Be The Pan drawback, you will instead gain access to
the physical form, skills, and knowledge (even things he’s forgotten) of Peter Pan; perks and such
you’ve bought here that are based on Peter’s abilities (Betwixt-and-Between, Advanced Flyer, Hidden
Kisses, Pretend Eating, etc.) will be enhanced a degree beyond their normal levels, and your overall
flying abilities, fighting prowess, charisma, and luck will be significantly improved.
A gigantic rod, large even for an Ogre of great size. Fitted with many sharp spikes at the rounded end, it
is a powerfully enchanted weapon. Every blow struck with this weapon, regardless of the original
wielder’s strength, hits with the power of one of the great Sky Titans of old. A single strike from this
sceptre hits with the force of a giant that towered hundreds of feet into the air, shattering houses and
laying waste to all but the strongest of magical defences.
The Red Wind of Magic is the only one more straightforward than the Amber Wind, and a
Pyromancer’s usual response to his or her spells being ineffective against a foe is to hit it harder. For
you, it seems this actually works. The longer you bombard an enemy with spells of Fire, the more and
more their protections against it erode. While this does nothing to those born of and sustained by fire,
anything else will soon find itself unable to pour enough water on itself fast enough. At long last, you
can cast the same fireball at them over and over again until they roll over and die.
To wield Azyr is to command the sky in ways even those beasts endowed with flight cannot. A Dragon
or Manticore may laugh at you, bound to the earth beneath its wings. It will not be laughing once you
tear the skies asunder and strike them with the fury of the tempest. Your spells of air, lightning, and
weather now strike with increased ferocity against any creature which naturally flies. Even those spells
which do not deal bodily damage disrupt the wind currents around such creatures, possibly forcing
them to land. To battle you under an ongoing storm is an even worse idea, for your presence ensures
its hindering and destructive force falls squarely upon your enemy. Coincidentally, this also seems to
ensure that you always have access to the proper... “material components” for the Comet of
Casandora and similar spells to call down comets. Let the heavens know that you are their true master,
not these mere vermin with wings.
Armor? Against one who shapes metal with but a touch? The absolute fools. Indeed, whenever you so
much as deign to cast an offensive spell which manipulates or holds the properties of metal, the
greatest pain will be felt by those wearing the heaviest armor. The more warded by iron they are
against blade and bow, the swifter your magic will reduce them to nothing. What is more, the scaly skin
of such creatures as Dragons and Lizardmen counts as armor for the purposes of this effect. Finally, the
ability to regenerate from wounds will not avail them, for all such spells strike as if they were spells of
fire, known to halt the powers of such self-healing creatures as Trolls.
Alone among the Winds of Magic, Hysh resists and banishes the powers of Chaos and Undeath with
almighty ferocity. So it is with your spells, which bite deeply into anything that could truly be called a
creature of Darkness. Warp-spawn, Cloven One, profane champion, or unliving monster, even those
most firmly warded against holy energies find themselves reeling before your every incantation, for
purifying Hysh suffuses even the lightest spark. Your blinding incantations of banishment are even
enough to subdue the Greater Daemons of the Ruinous Powers. Suffer not the abomination to live.
In the dim days of skavendom’s past, they warred against The Hated Necromancer, the Nehekharan
arch-lich known as Nagash. In seeking to use the old Nehekharan King known as Alcadizaar, the ratmen
forged a weapon. Dwarven gromril alloyed with smelted warpstone, with the greatest of the Lore of
Ruin’s destructive spells hammered into the alloy as it was shaped on the anvil. It was tempered then,
in acid bile and magical poisons, and fell runes engraved that could kill the one who read them. When
at last the weapon was complete, a perfect warpstone gem was slotted into its hilt - to allow the
Council of Thirteen to see through the eyes of its wielder, and channel magicks through them to
protect from Nagash’s dark spellcraft.
The Fellblade was created, and thus did Alcadizaar strike down Nagash. The blade disappeared from
history upon the Nehekharan King’s death - thrown into the vast crevasse around Nagashizzar. Until
recently, that is, when it came into your paws, borne in a lead box by a blindfolded, masked agent of
the Council. You wield The Fellblade now: A sword whose mere presence in your fingers multiplies your
strength greatly, such that a runty Skavenslave would match an Ogre hand-to-hand. The magicks and
toxins woven into the gromril-warpstone alloy allow the weapon to cut through any magical or physical
protection to cut deep, while the warpstone and engraved runes tear, warp, and corrode the flesh of
both its wielder and their victims. The warpstone orb in its hilt marks you as the Council’s warrior, for
its presence lets them watch through your eyes, and channel their magic through you as their agent.
A Word Of Warning: This blade’s deadly pou are marked as their agent with all the good AND ill that
entails in the endlesower comes at several costs. The first: The sheer amount of warpstone that has
gone into its forging means that even upon placing their hand around the hilt, the wielder begins to
succumb to the radiation. Unless one can avoid it, the exposure is all but guaranteed to kill them. The
second: This weapon w as such ys cut-throat society. Watch your step, watch your back, and obey the
Counas made when the Council of Thirteen, including The Horned Rat’s seat, were in unanimous
agreement. All thirteen heads are required to send the blade out, andcil’s commands. Survive your
decade with this in mind, and the circumstances will change accordingly - see down in Parting Ways for
the exact explanation.
If you purchased The Fellblade, a few changes will come about. You may choose to nullif the
warpstone-radiation of the blade, leaving it still a potent and destructive weapon - bu it will not kill you
by simply holding it. As well, the Council of Thirteen will be unable to look through the great gem set in
the blade - instead, you may have allies and friend capable of spellcasting attune themselves to the
warpstone gem in the sword. Onc attuned, they may grasp their connection to look through the sword
and you, its wielder - and may use you as a proxy for their own spells, rituals, and auguries.
*Ahem* Because ‘Sunfang’ was already taken. This hitherto unknown sister-sword to Tyrion’s sword is
that legendary weapon’s equal in every way. It can cleave all but the strongest armor with ease,
automatically will adjust its weight and balance to be your perfect blade, and on top of all that can
periodically fling gouts of terrible flame literally as hot as the heart of a volcano. In terms of this world
specifically, it can harm ethereal entities as easily as if they were flesh. Also, as what may be intuited by
the name, the blade is always on fire. And the fire will never harm you.
Sometimes, the death of a troublesome rival really is the only option, for those situations, there is this.
This knife exists inside of its own magical pocket, and, once a year, you may call it from that pocket to
strike, after which the knife will promptly retreat back to its pocket. The knife itself is invisible, the
wound will not show, and the target will feel nothing till three days pass. Then your enemy will just
drop dead. Naturally you will be impossible to implicate.
You have been instructed in the ways of combat magic and may apply your knowledge of war and
physical combat to the workings of your magic. The more skilled and practiced you are in physical
combat, the more damage your offensive spells will do to their target. If you desire, you may combine
your magic and martial skill into a fluid style, augmenting your physical abilities with magic while
delivering the spells in the most efficient way possible through physical strikes. You have only begun to
learn this combined art however and it will take many years of study to fully master mystical martial
arts.
While Ganon may not be a god, nor the one who empowered him to begin with, the fact remains that
‘demons’ and other monsters have long threatened Hyrule. And they have been dependant upon the
Goddess and her chosen Hero to defend them. Sometimes ‘Sages’ arise, but they are often blessed by
some great spirit. In the end, wouldn’t we be better off without any of this nonsense? Without magic?
You certainly seem to think so. While you may not have anything in particular against magic in general,
the instant that magic becomes, divine, holy, unholy, demonic, or anything else comparable to heaven
and hell, then that magic begins to flicker out and die. Ten times weaker, a hundred, a thousand. By the
time they’re close enough to bring the blade to your throat, their divine blessing is gone and all they
have is a sharp stick.
A choice of just two this time, between a golden sword or some silver arrows. The arrows are
simplistic, but extremely useful. They are custom built to bypass as many of Ganon's defensive
enchantments as possible, resulting in a weapon that can bypass almost any magical barrier or defense.
Even most physical defenses will fail to protect against these. As a small quirk, the arrows will shift
themselves to fit into any ranged weapon, be they an ordinary bow or a more advanced crossbow.
Secondly, the master Sword. This is quite possibly the most powerful version of the blade I know of,
boasting two upgrades beyond its normal power, leaving it four times as powerful. Beyond that, it also
has a somewhat unique ability to channel and drain negative emotions from you and turn them into an
electrical attack. However, this version of the Master Sword has a slightly different backstory than most
others. Iit will also shut down the power of the Triforce should you come into conflict with it. In future
jumps, this also affects stolen powers from you or from a patron deity of yours. You may purchase this
under the same rules as 'Tools of a Hero' for the other weapon.
Once upon a time this blade was known as the Picori Blade, but here and now it’s become known as
the Four Sword on account of it’s unusual trait of splitting the wielder in four when drawn. Each clone
of you bears only minor differences from the ‘original’ or ‘real’ you, a different color of clothing, a
slightly higher or deeper voice, perhaps a slight tendency towards a certain emotion, arguably to help
you define yourselves as just different enough to not have an existential crisis. In more combat related
news, while the Four Sword lacks the raw power of the Master Sword, it does have the ability to
amplify its own power until it possesses the same power to repel evil through the act of absorbing
Force Gems. It probably has something to do with them being manifestations of goodwill and
gratitude, those things tend to be anathema to the darkness.
For when your best just isn’t good enough, for when you need to push past those limits for just a bit to
tear down whatever’s in front of you, there’s this. It would be a common technique if this place was a
game, but fortunately for you it isn’t.
This perk allows you to build up a reservoir of magical power within your body. At any time you desire,
you can release that reservoir to enter an empowered state. This state will rapidly burn through your
storied magic, but causes you to become excessively stronger, faster and magically empowered.
This magical empowerment aids with casting magic a bit, but its primary purpose is mixing everything
you do with the volatile burning magic.
This causes whatever you’re assaulting to deteriorate faster than just the beating it's receiving,
allowing you to plow through enemy attempts to protect themselves.
Alternatively, if a super mode isn’t to your liking, you could draw on this reserve into a single attack.
This release has the same magic burn quality, but amplified several times over since the internal
reservoir will push everything it has into that instance of offense, as if popping like a balloon.
More than some run of the mill monster, your heart and soul are as black as the new moon’s night. Just
as Ganondorf’s existence is itself a curse of dark hatred, there is no shred of light within you, you are
just a being of darkness.
On purchase, you become a being entirely composed of darkness, both metaphorical and conceptual
darkness that is. Emotions or mentalities that shine with the purity of light such as mercy or loyalty are
purged from your soul, preventing others from using such soft sentiments against you.
You are like a walking black hole, your body and soul devouring any light attempting to purify you and
crushing it into nothing, only the most divine of light acting as it should. More importantly though, is
your ability to command the all-consuming darkness that makes up your form.
Darkness crushes, it consumes, so casting it upon your attacks, your defenses, your equipment, so too
will they borrow these properties of darkness. Everything is more likely to break and fracture after
encountering your darkness, with light feeling it doubly so.
(CG Note: The rest of this perk requires Tempered by Light - Hyrule Warriors first.)
Purchasing both “Tempered by Light” and “Lord of Darkness” together will transform you into
epitomized Twilight. A perfect balance of Light and Darkness with all that brings with it. Light and
darkness, positivity and negativity, altruism and ambition, love and hate. You will be able to blend the
light and dark powers you get from these perks into twilight energy, like a Twili Sorcerer.
The big gun. Shoots magical bolts that engulf enemies in fire. Strong enough to defeat most of the
Nightmare’s minions in one hit. Also handy for lighting torches on the other side of the room.
Onox's goal for all intents and purposes seems to be nothing more than to cause as much destruction
as possible. Whether he succeeded and you stole some, or you wrecked another country to get it, you
now have a flicker from the Flame of Destruction. This flame has one very simple effect - things break.
Stone crumbles, wood rots, the flesh fractures, and everything comes tumbling down. And as the flame
inspires destruction, it feeds on the stolen life energy from those it brought to a close far too soon. The
more you break, the brighter the flame burns. The brighter it burns, the easier things become to break.
You can turn this effect off, at which point it will burn through its stored energy before going out.
Relighting it is a real pain in the ass though, so be careful with that. But, as long as it is lit, you can
channel that extra life energy into whatever you want. Onox took that energy and sent it away
somewhere, for some reason. You? Do whatever you want. Destruction, it's good for your health.
A legendary weapon on par with the Master Sword, wielded by ancient heroes in times long past. An
enchanted, indestructible artifact created for the purpose of destroying and sealing evil. The weapon is
blessed by both the goddesses and the mercurial gods of the Twilight Realm, giving it the ability to
banish darkness and break curses when wielded by its wearer. It will defeat most creatures of
darkness- such as the creatures invading Hyrule- in one blow. If an evil enemy cannot meet its demise
even by the sword’s blade, it will instead seal them away for a time, or else force them to enter a cycle
of reincarnation. The weapon also has the ability to deflect magical projectiles.
A rod enchanted with a lethal spell, by waving this rod you will fire a blast of powerful energy at your
enemies. The damage is as powerful as the “White Sword” energy beams.
The strongest blade in this land, it is 4 times stronger than the original “Sword” and could even carve
through the mighty generals of Ganon’s army in a few strikes. You are very wise to purchase this. What
good is an offense without a defense, however? You get a great shield alongside the sword - an
improvement from the shield given by the Old Man, this shield can easily reflect the magical attacks of
both Ganon’s wizardly comrades and the Prince of Darkness himself.
A dagger in the dark is worth a thousand swords at dawn. When you land an attack on someone when
unnoticed, you do ten times the damage you would have. It doesn't matter if it's a dagger, a
warhammer, or even a fireball, you are sure to deal a killing blow or fatal wound.
The bow and shield of the elven god Auriel, these powerful Aedric Artifacts are incredibly sought after.
Auriel's Bow is imbued with holy sunlight that is exceptionally potent against the undead. Should you
fire it into the sun by using Sunhallowed Arrows, of which you receive a replenishing stock of 100 each
week, it will cause the sun to undergo an explosion, causing beams of harmful sunlight to rain down on
all enemies around you. Auriel's Shield absorbs any physical attack done to it in order to charge it's
enchantment, which when used creates a wave of golden kinetic energy that will send others flying.
Fighting is almost never the answer. In most cases, it only makes things worse, and should be used as a
last resort, when all other options are meaningless. When what you're dealing with is a force of evil
that must be stopped at any cost... That's when your true power awakens. Your magical attacks are
infused with Karmic Retribution, and while it's harmless against innocent people, it's poison to
someone with a high Level of Violence. In fact, the higher their LOVE, the worse it hurts. In addition,
the initial pain of the attack doesn't go away- It burns away at their soul over time as well, as every sin
they've committed comes back in their head to haunt them.
To someone like you, presentation is everything- And you're at your best when you're presenting!
You're so good at putting on a show that when you're performing on stage, you don't suffer from the
likes of pain or fatigue- Physical or mental. So long as you keep going with style, flourish, and panache
then you could keep going for days on end. As an added bonus, your magical power receives a solid
boost whenever you're performing, making you a deadly combatant even while you're showing off to
the crowd.
That which is not living will not grow. That which is not living may accumulate power, but it will ever be
constrained. Made from the remains of a long dead dragon that once did battle with the gods, and
infused with the leftover life force of its heart, this weapon could truly be considered to be alive. The
form this weapon will take is up to you, be it a spear, sword, bow, or something else of the like. This
weapon has formed a connection with its wielder, with you, and so it grows in strength alongside you.
As you grow stronger, you will find its form growing sturdier, its edge more keen. This is a weapon you
can keep beside you no matter how far you go.
All things die eventually. No matter how clever you are or what paradox you invoke to escape it, all that
which is born ‘alive into this world will eventually leave it. And now, having seen such a thing up close
at some point in your life, your body has internalized it in those beautiful eyes of yours. You are able to
perceive ‘death’ itself on living beings and physical objects, appearing as thin red lines. When You
touch or cut along these lines, the object or being in question is immediately cut deeply regardless of
their durability, and attempts at healing or regeneration are greatly stunted -perhaps even made
impossible for some beings, though the lines are thinner and more difficult to target the tougher a
target is. At first, these lines are all you can perceive and influence, but after some time passes they will
become clearer to your eyes and you will eventually see circular ‘points’ on their body that the lines all
trace back to. Cutting or stabbing this point of death directly will immediately kill the target in question
- no form of reincarnation, resurrection, or regeneration will save them from the bitter taste of death.
This is what it means to kill something. With time and continued use, you may eventually be able to
understand and perceive the concept of death in less tangible things, such as the spells of Magecraft or
the empty space between you and an object, though the same general rules apply- and some things
can only be ‘cut’, not ‘killed’, for they have no point of death.
However, perceiving how fragile the world and existence as a whole really is...that’s something no
human mind can truly bear witnessing. When your eyes are active, the perception of death trains the
mind and can eventually cause a human brain to suffer a fatal aneurysm from continued use, and can
also damage one’s sanity as they are constantly made to understand the concept of death all around
them. Even to an inhuman mind that can sustain the physical damage and the sanity-straining view of
entropy, they are tiring to use in the long-term without preparation or precautions. Secondly, the
‘points’ of death may never appear for certain beings- beings that were never ‘born’ or are free of the
concept of death entirely, such as a True Ancestor at the peak of their power during the night of a full
moon - you would have to remove the source of their immortality or introduce them to the possibility
of mortality in a different way, which is beyond the scope of using these alone. The strain also
increases the longer you perceive the death of things beyond living beings or physical objects, which
can do great damage to your mind if you’re unprepared for it.
Mage Killer? That’s pansy stuff. What you want is this gun right here. It’s a phased plasma rifle in the
40-kidding. This long rifle might not look like much but it’s genuinely one of the most powerful
weapons in the world, being the completed version of the prototype Railgun (Fake) that the Crimson
Demon Clan holds safe. By filling it with magical energy, the gun is charged and it can then fire out that
magical energy, multiplied several times over in power and focused into a single beam. It’ll pierce
straight through any kind of magical resistance, despite the beam being powered by magic and unlike
the original prototype, there’s no limit to how much charge it can hold at any one time. It automatically
sucks in any nearby magic when in charging mode, so be careful to hit the switch so you don’t waste
your own energy.
Do you want to reach out to everyone, no matter what?As long as you have the magical energy to
spare, your attacks and magical abilities can reach someone. Your attacks now having a ‘homing’
capability limited only by the amount of energy you can use, and can launch multiple magical attacks
with this same ability. While an average magical girl could attack all Wraiths in a small city block with a
good chance of success, a true powerhouse could strike Wraiths across an entire continent. That said,
that level of competence is rare, and will need a lot of energy and practice...
Though you may never gain the power to simply will a person to death, you will know of the exact,
most effective and efficient method needed to bring any being, whether human or Youkai, to their
permanent passing. Frequently, this is many times simpler than to go by one’s instincts, and will tend
to cause your targets to be caught off guard by your method’s unconventional means. This can also
theoretically allow for a way to kill beings that are thought to be incapable of death, such as spirits, or
even certain deities, by exploiting loopholes or weaknesses even they might not be aware about. Your
power will also cause your enemies to passively lose to will to live, driving those of weaker will to
suicide if you let your powers go unchecked. Additionally, you will also learn how to manipulate souls
of certain beings to remain lingering on as spirits, zombies or other forms of undead.
The sword of evil’s bane, this holy weapon is storied for its power and the heroism it asks of its
wielders - only the truly worthy may normally be capable of wielding it. The Master Sword is
unbreakable and untouched by the ravages of time, its edge keeping forever...and holds a power that
rightly earned it its name.
The power to repel evil, a blessed light within the weapon that can pierce the defenses of any evil
being it encounters as well as overcoming magical barriers - by drawing upon its light, a wielder could
break through even the near impenetrable defenses of Ganondorf at his peak. This same light also
repels any malicious magic that would hope to target its wielder - giving the Master Sword’s holder a
strong resistance against curses and forced transformations. The final gift of this power is that even
normally unkillable enemies with evil in their heart could be “sealed” if they were defeated by this
blade, essentially trapping them in a state where they can no longer harm anyone. This is the sword of
the hero, Jumper. Take very good care of it.
0 CP Cost Name Jumpdoc Chapter
Fate/kaleid liner
19 100 Projection Device Illusion
PRISMA ILLYA
Warhammer Fantasy:
20 100 Mouthpiece Beastmen Illusion
Transformation
21 100 Pendant Dog Days Illusion
They’ll Sweetly
30 100 Drown You Peter Pan Illusion
Warhammer Fantasy
35 100 Graveyard Rose Fantasy: Imperial Illusion
Colleges of Magic
Warhammer Fantasy:
36 100 Verdant Robes Imperial Colleges of Illusion
Magic
Sorcery -
47 100 Oneiromancy (One World of Darkness: Illusion
Sorcerer
Dot)
Sorcery -
48 100 Oneiromancy (Two World of Darkness: Illusion
Sorcerer
Dots)
Psychic Abilities -
Psychic Invisibility World of Darkness:
56 100 (Forget You Ever Sorcery Illusion
Saw Me)
Dream
60 200 Manipulation Tsukihime Illusion
Supernatural
68 200 Justice League Dark Illusion
Appearance
The Empress’s
69 200 Garments A Practical Guide to Evil Illusion
Warhammer Fantasy:
71 200 Mirage Machine Tomb Kings Illusion
Fate/kaleid liner
77 200 Suit PRISMA ILLYA Illusion
Warhammer Fantasy:
83 200 Quiet as the Dead Imperial Colleges of Illusion
Magic
Warhammer Fantasy:
84 200 Telescope Imperial Colleges of Illusion
Magic
Creepy Moth On
### 400 Your Window Generic MG Illusion
Drums of
### 400 Drumming Wonderland No More Illusion
Warhammer Fantasy:
March of the
### 400 Imperial Colleges of Illusion
Inevitable Magic
Warhammer Fantasy:
### 600 Smoke and Mirrors Imperial Colleges of Illusion
Magic
The raiment of a magical girl is usually frilly, will probably have ribbons or a bow, and almost always
has a skirt. (I suggest you follow my lead and at least wear shorts or something underneath. See?)
While those might sound impractical to some Jumpers, especially those with more combat experience,
don’t worry: your raiment will never get caught in something, trip you up, or interfere with your
movements. It’ll even make sure your hair never does that either.
In addition, the raiment is technically a form of armor, so you can import existing armors into and
import the transformation trinket into other armors later.
This may seem like a normal looking pen that looks more like a shiny pink toy, and it even writes in
four selected colors of glittery ink, but it’s not. This pen enables you to disguise yourself as a random
member of an occupation. You can even make yourself look like a different gender if you wish.
You get your own special song! For 50 PPP, you just get an instrumental tune. In either case, you can
make the song play around you whenever you wish; you can choose whether or not other people can
hear it. This purchase may mix with other perks and the like; for instance, you could use your theme as
a song for Jumper Pearl Voice, and your own song will be included in an AMV featuring clips of you for
the Multimedia Set.
You get your own special song! But for 100 PPP you also get a full-length, vocal song that reflects your
inner passions and dreams. In either case, you can make the song play around you whenever you wish;
you can choose whether or not other people can hear it. This purchase may mix with other perks and
the like; for instance, you could use your theme as a song for Jumper Pearl Voice, and your own song
will be included in an AMV featuring clips of you for the Multimedia Set. (CG Note: Requires base
Character Song - Mermaid Melody Pichi Pichi Pitch first.)
A small headband with animal ears attached that looks rather cute. The type of animal ear can be
changed if the user channels magic through the headband while thinking of the animal in question.
The ears are purely cosmetic.
Ever get the feeling when you wander into a specific section of the forest that you’re not supposed to
be there? Maybe a tingling sensation in your spine or the hair on the back of your neck rises? Well, you
can inspire sensations like that in anyone who wanders into your domain. Of course, the effect is
largely dependent on both visual elements as well as audial elements, so by taking this, you can expect
some parts of your domain to shift in response. Fear isn’t the only thing you can inspire of course, and
depending on what feeling you want to inspire, you can expect different physical changes to your
domain. You can take this multiple times for multiple sensations at once, but this might leave people
very confused. Thankfully, the effect is selective, so you can choose who is affected. (CG Note:
Requires Natural Domain - Golden Sky Stories first.)
A lovely outfit made from various plants that is designed by the finest of fairy clothiers to reflect your
personality and abilities as a fairy. Neverland flora never truly dying even when plucked, the clothes
remain completely fresh, and will regrow if damaged.
A beautiful comb, a four-pearled whalebone of superb design. This priceless (for the land-bound)
treasure is imbued with mermaid magic. Any hair combed with the item can become as long and silky
as the user pleases, without the hair ever becoming heavy. Furthermore, you can arrange your hair
any way you like, and it will remain perfect even if you take a splash in the water. Also, hair combed
with it can perfectly cover your chest while teasing just slightly, and even if you are wearing nothing
else you will somehow seem elegant and dignified; someone in a fully-covering nightdress would seem
more scandalous than you. Similarly, you can put any natural, organic water items (seaweed, lily pads,
starfish, etc.) on your combed hair without seeming out of place.
Many would believe that a medium is a bridge for the spirits, but in the present day and age a medium
starts off as but a simple entertainer. This perk provides all the tricks and experience needed to
become an unrivaled mentalist, giving you a wide array of mundane abilities that seemingly border on
psychic powers, such as hypnosis, telekinesis, clairvoyance, and mediumship. These abilities are not
actually supernatural but rather a calculated application of suggestion, misdirection, and subterfuge. In
addition to this, your mentalist skills can be used against other mundane skills, like cold reading, to
prevent people from reading your thoughts or emotions, or learning your trade secrets without your
consent.
You gain the ability to dull the mind and confuse the senses, making it very hard for individuals around
you to focus, let alone find you.
you've got a magical item which lets you cover yourself with an illusion to look like someone else.
Useful for sneaking into places you shouldn't be, but be careful not to bump anyone or talk too much,
as it's a visual illusion only.
Some strange magic enshrouds your form. If you so wish it, your features shall become... distorted.
Nothing truly changes, but onlookers will only be able to recall you as an extremely generic version of
your race or species. They would be able to recognize you on sight, but attempting to describe you to
someone else would only result in their frustration.
A comprehensive set of everything you need to put on a magic show. Any supplies used or destroyed
will be replaced within 24 hours. This covers everything from a stage, curtains, some tables and chairs,
and even a cutting box and glass tank, along with an assortment of tools such as chains, cards, and
more. Order now and it’ll come with smoke machines, bunnies, and doves for no extra cost!
You've had a good deal of practice at stage magic, street magic, or something in between. In addition
to great skill at card tricks and various other illusions, you're none too shabby at picking locks and
pockets. With some practice, you may even be good enough to do things like steal a watch right off of
someone’s wrist.
Don’t like your new look? That’s alright. You can now change your Magical Girl form or any clothes
you’re wearing with a wave of your hand and a very tiny amount of magical energy being spent. No
matter what design you pick for yourself, it will always look good on you.
For your burial, an ornate, full face mask was created. Fitted perfectly to you and crafted with the most
incredible skill, this mask looks like you if you were even more beautiful then you truly are. From
porcelain, gold and other valuable materials, it was enchanted with magic to act and move as if it were
your real face. A minor addition at the time but a surprise boon in your current state, as it allows you
to take on the appearance of being truly alive, even if under the mask you are as bony as ever.
You are extremely skilled at hypnosis, a very common ability among magus, allowing them to wipe
knowledge of magic from mundane minds. It tends to be not as effective on those with magical or
supernatural abilities.
You have gained a peculiar device, a small hand held thing. When activated it will create an illusionary
world for the people within its radius that can be used to create visual diagrams or locations of your
choice. Useful for visually explaining how a world might end.
You speak the will of the Dark Gods, and the Horned Children listen and revel in your preachings of the
Four Ruinous Powers. The chieftains, Wargor, and Beastlords heed your wisdom with attentiveness,
and none but other Bray-Shaman will challenge you or even seek you harm. This now extends
outwards, as a cloud of influence you spread amongst similar societies. The superstitious and overly-
religious will heed you, the rational leaders will listen, and the hateful will avoid for fear of divine
retribution. But watch for those that threaten your faith - the worshippers of a heathen god will not be
so easily swayed by your holy connections.
A cool pendant one can attach to their clothes or wear around their neck. By pressing a button or
flipping a switch you can change clothes in an instant, into a different pre-prepared set.
As a perfectly reasonable application of alchemy, you may communicate with someone anywhere in
the world by using alchemy to project a mental construct of a phone to someone's location, which
they can then pick up and use like a normal phone to talk to you. Communication in this manner is
highly secure and difficult to trace for a non-Alchemist, which makes it ideal for dealings outside of
Alchemical orders.
...What?
Hm? What- oh. Right. This collection of ordinary looking fabric tags was exhumed from a Pagan site
just a few miles off the coast of Italy. Each one is labeled with a general theme: ‘Christmas’,
‘Halloween’, ‘Yukata’ and so on. When clipped onto any outfit, armor, even a Symphogear, the design
and appearance of the gear will be modified according to the theme while still providing just as much
protection- even if it seems like it doesn’t. There are over a thousand of the little fuckers here, so you
could surely find a switch for whatever you need in here, right?
A filter added to your transformation that makes it impossible for anyone to connect your transformed
and untransformed appearances unless they actually see you transform, or you tell them.
A worn trench coat with pockets that seem to be able to store an impossible amount of things. An
iconic item for some of the more modern magical types, whether working as a magical detective or an
arcane conman, this coat will help you do it in style. May or may not come with an invitation to join
the Trenchcoat Brigade.
You have an entire wardrobe of impractically flashy or revealing clothes. From extremely tight dresses
to over-the-top stage magician uniforms, they’re sure to catch peoples’ eyes. They’re also enchanted
to be self-cleaning and self-repairing, of course.
A full wardrobe of fancy clothes, perfect for showing up at all the boring parties your fellow nobles will
throw without risking the travesty of wearing the same thing twice, or showing up in the same outfit
as someone else. And since I know how inconvenient fancy dress clothes can be, the pockets will be
enchanted with enough holding spells to match the cargo hold of a ship. And just because I know how
boring parties can be, I’ll fill one of them with bottles of alcohol of all sorts. You can choose which one.
Or if you already have clothes that you’d like me to enchant and fill with alcohol, I’ll let you import
one.
It is a fact of life here that mythical creatures, from urban legends to ancient monsters, become real. If
you like these metaphysics so much, by purchasing this perk you are permitted to take this trait with
you, and in every new jump you may select at the start of it whether or not mythical beings shall
become real as long as at least a small village worth of people believe or fear them. All of them, by the
way, from urban legends to ancient monsters, will start popping into existence if people fear and
believe in them enough, and slowly fade out of existence when nobody fears them any longer. Even
the fear of the unknown and unknowable will cause a youkai specific to that fear to emerge. Perhaps
you could turn this to your advantage?
You’re skilled at hiding your blatantly inhuman features behind clothing, hats and other disguises, and
people will simply overlook that which cannot be hidden (such as glowing bright red eyes and huge
rabbit ears that can’t effectively be hidden by a conical hat). Only practiced youkai-hunters are likely to
realise what you really are.
Drowning is said to be a bad way to go, but a mermaid can make it into something to die for. You have
a beautiful, perfect appearance that can make victims fall over themselves. Furthermore, you have a
personality to match, able to exude cheery innocence and mysterious seductiveness as you see fit. All
of this is meant for the express purpose of a mermaid’s favorite pastime: drowning. You might stun a
victim with your beauty and turn the drowning into a sensual if fatal encounter. Or you might treat
your drowning efforts as a playful game, with an endearing innocence that makes few people willing to
hate you even as you try to drown them, or willing to intervene. You don’t even need to speak a word;
a simple smile or gentle caress on the hand is enough to get them into the water and never come back
out. The skill works best for drowning people, but in general makes it easier to kill people without
facing significant resistance; it can also be useful for extracting favors or information from people.
Even so, it only increases the likelihood of people cooperating – it does not guarantee it, especially
once they get in the water. The perk’s power is strengthened with Siren’s Song and vice versa.
The disguise allows you to pose as an evergreen tree. The costume is remarkably lifelike, and as long as
you remain still it is impossible for anyone to tell that you are not a real tree. Furthermore, as long as
people are busy and not directly examining you, you can sneak closer without getting caught; this
ability is enhanced with Silent Stalker. In fact, the tree is a Neverland variety and still alive, so if you
have plant-based magic wearing the evergreen will boost your power. Comes with extra tree outfits
for companions.
The natives of the island are masters of stealth, and can creep around through the underbrush without
making a sound. It is almost as if you have blended in with the forest. Unless you intentionally make
yourself noticeable, those without significant perception skills will not spot you until you attack. In
addition, you can leave small clues behind you to alert companions – and only them – of your trail so
they can follow in turn.
A magic hammer that grows/shrinks to be oversized compared to the current holder, with whatever
penalties the wielder has for oversized weapons carrying over accordingly. When thrown – and it can
easily be thrown 100 feet – the hammer safely carries the thrower along with it. However, the
hammer wants to hit things, and it will behave erratically if the user throws it for the sake of travel
alone rather than towards a target.
An ancient talisman with a powerful enchantment that, when activated, causes anybody nearby of
weak will or low intelligence to believe that they are being harried and pecked at by a huge flock of
ravens.
Most of your Order are scrawny and pale, with voices the dusty tone of the long dead. And yet, one
among you is known for her terrifying allure. Like Elspeth von Draken, the energies of death which now
suffuse your form have made you beautiful in a grim and chilling way. Those who look upon you will at
once be rapt in admiration and shaken in terror.
In your hands are the basic possessions afforded to every Jade Magister. A green robe adorned with
the Coil of Life, a wreath of some green plant or another, a coiled sickle of gold, and a small wand
which assists in any healing you perform.
If you were not aware, the Asur have a minor obsession with long hair. It’s why all of their heroes are
depicted in art with great, streaming manes flowing behind them. Of course, long hair is a hassle. It
gets knotted, takes so much product to keep silky, it gets tangled... Well, worry no more. This
collection of assorted, semi-magical, self-replenishing oils, lotions, and such will keep that elven mane
gleaming.
All mages possess a shadow name, one different from their given one so as to minimize the threat of a
sympathetic assault. Yours is a bit better than that however. Your real name is completely obfuscated
by your shadow name. Any attempt at mystical divination of your true name reveals only your shadow
name and any mundane attempt to find your real name finds only strangely edited but impossible to
decipher records. The only way anyone can find out your true given name is if you tell them. Any other
attempts are categorically doomed to failure.
Stealth is the cornerstone of espionage. As a magical spy, another layer is added to this conundrum as
mystical detection is yet another thing one must be concealed from. You are now keenly aware of how
your magic can be used to conceal your presence, as well as how to detect and get around both
mundane and mystical means of detection.
While it’s all well and good for a thief to be a thief, there comes a time in which in order to steal more
effectively, a thief needs to not be a thief. In other words, a disguise. That’s where these come in.
These robes can come with one of two effects. First, they excel at disguising you, smoothing over
monstrous appearances and even turning a horrible monster into an innocent looking young woman.
Or, if you have no need for that, you can add a weak defensive enchantment to them, such as a
smoothing over of your words, deeds, and generally shifty looks, or perhaps they’ll electrocute anyone
who tries to remove them without your permission.
Fairies are creatures of nature, often found deep in forests and other areas where one would expect
life energy to pool and gather. When in such an area, you're capable of very slightly pulling on that
energy to enhance your own body. From plain to pretty to stunning, to even the unearthly beauty of
Great Fairies and Queens - if you had the energy. And if they weren't doing the same thing. Still, when
in areas that are 'natural' and 'alive', you'll find yourself seeming to be prettier than if you were
elsewhere. This does increase to an extent, the more lively the area the more this works, but you'll
never reach the heights of beauty that a Great Fairy does unless you are already one. If you aren’t as
vain as I expect, this can instead increase your magical power and regen by the same rules instead.
During the beginning of the war, Princess Zelda was forced away from her armies. To distract her
enemies, she disguised herself before returning to her army.
With this perk, you are able to put together extensive disguises before storing them away, just like
magic, probably because it is. To put them away is as simple as putting them on.
By focusing on which disguise you want and doing a little spin, you can immediately put on the outfit,
accessories, makeup and whatever else was on you at the time while storing what you currently have.
Befitting a Nightmare, you have the ability to locate dreamers and infest their dreamland’s. Your
control of the dream is relative to how much more powerful you are than the dreamer. Most people
aren’t aware that they’re dreaming, and are consequently weaker as a result, as dreams often reveal
our deepest fears. Lucid dreamers or gods of dreams might give you some trouble, though.
Or maybe instead of big and imposing, you’d like to go in the other direction? This collection of odds
and ends all have minor illusions built into them. Hats that change the color of your hair, rings that
change the color of your eyes, boots that make you taller and heels that make you shorter, even coats
to make you broader of shoulder. And yes, there are some things for the ‘assets’ of a lady. Keep in
mind, these are just illusions. Still, one or two of these would be all a clever demon would need to
disguise themselves as a human.
A plain, if somewhat creepy, mask made of stone. The enchantment within it prevents people from
noticing you as easily, and dissuades lower-level enemies from attacking. Will not save you from the
elites.
You have the mystical trait known as “Arcane” that makes it extremely difficult to be remembered or
detected when you don’t want to be. This also provides a degree of protection against sympathetic
magic.
The magic of dreams. Entering, manipulating, and transersing. Unlike most forms of magic, this Path
does not cost the caster any form of energy.
[1] The dreamwalker gets flashes of the dreams of their target, with whom they must be in direct,
physical contact. These flashes can, with some difficulty, be interpreted.
The magic of dreams. Entering, manipulating, and transersing. Unlike most forms of magic, this Path
does not cost the caster any form of energy.
[2] The oneiromancer may now enter the dreams of anyone whose True Name they know, temporarily
becoming part of the dream, and taking on a form and initial role provided by the dreamer’s
subconscious. Once within the dream, they can make small changes to it, such as conjuring small
objects, with minimal difficulty, but cannot alter or defy the premise of the dream itself.
(CG Note: Requires Sorcery - Oneiromancy (One Dot) - World of Darkness: Sorcerer first.)
The magic of dreams. Entering, manipulating, and transersing. Unlike most forms of magic, this Path
does not cost the caster any form of energy.
[3] The dreamwalker can not enter the dreams of others with a mere DNA sample. Upon entry, they
may now illosate themselves from the dream itself, observing it without participating. They may also
alter the dream itself, creating terrible nightmares or soothing fantasies.
(CG Note: Requires Sorcery - Oneiromancy (Two Dots) - World of Darkness: Sorcerer first.)
The magic of dreams. Entering, manipulating, and transersing. Unlike most forms of magic, this Path
does not cost the caster any form of energy.
[4] A prized possession is connection enough for a sorcerer this skilled, and they can create a dream
sending, a precisely defined set of circumstances and images that repeats within the subject’s dream
over and over again, subtly influencing their mind in the waking world - so long as the oneiromancer
doesn’t push too hard and tip their hand, that is. If they so desire, the dreamer can be made to
remember the dream as well as they do any waking moment.
(CG Note: Requires Sorcery - Oneiromancy (Three Dots) - World of Darkness: Sorcerer first.)
The magic of dreams. Entering, manipulating, and transersing. Unlike most forms of magic, this Path
does not cost the caster any form of energy.
[5] The master dreamwalker may combine the dreams of others into one, and can do so with any one
of their targets’ belongings, entering just as easily. They can also quicken the dreamer’s minds to
almost perfect awareness, without compromising the restfulness of their slumber, and control the
malleability of the dream.
(CG Note: Requires Sorcery - Oneiromancy (Four Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to broadcast a telepathic command not to notice the psychic. This power is not true
invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the
Animal Psychic talent, animals are unaffected by this power.
[1] Hide - the psychic will go ignored by anyone who is not actively searching the area they are in, so
long as they do not move, speak, or otherwise betray their position.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to broadcast a telepathic command not to notice the psychic. This power is not true
invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the
Animal Psychic talent, animals are unaffected by this power.
[2] Slow Movements - the psychic may now move whilst utilizing their power, but most maintain
concentration to do so. Drawing attention to oneself or otherwise interacting with the world also
breaks the effect. Walking into a room is fine, punching someone is not. Observant or alert people
actively searching the psychic’s area may notice a lack of perception, but cannot see the psychic
themselves.
(CG Note: Requires Psychic Ability - Psychic Invisibility (Hide) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to broadcast a telepathic command not to notice the psychic. This power is not true
invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the
Animal Psychic talent, animals are unaffected by this power.
[3] Invisibility - the psychic may now remain “invisible” whilst walking around and behaving normally.
However, they cannot vanish from view while being directly observed. It is almost impossible for
anyone without supernatural senses to detect the psychic, even if they’re actively looking for them,
and even those with such powers find it difficult to do so.
(CG Note: Requires Psychic Ability - Psychic Invisibility (Slow Movement) - World of Darkness:
Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to broadcast a telepathic command not to notice the psychic. This power is not true
invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the
Animal Psychic talent, animals are unaffected by this power.
[4] Selective Invisibility - the psychic’s power has not increased, but their control has. The psychic may
now allow a small group to see through their invisibility, while still remaining so. The psychic may
interact with these people without breaking their invisibility, unless something happens to draw
attention to all involved, like a fistfight breaking out.
(CG Note: Requires Psychic Ability - Psychic Invisibility (Invisibility) - World of Darkness: Sorcerer
first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to broadcast a telepathic command not to notice the psychic. This power is not true
invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the
Animal Psychic talent, animals are unaffected by this power.
[5] Forget You Ever Saw Me - the psychic can now not only vanish from view while directly observed,
when they do so, those that saw them forget the last several seconds of their presence, allowing a
psychic to make people forget short encounters and vanish all the more effectively
(CG Note: Requires Psychic Ability - Psychic Invisibility (Selective Invisibility) - World of Darkness:
Sorcerer first.)
The Gods, and other mystical creatures of the land, do not need to use a Vision to use magic. However,
this also means they do not have a Vision, which would be a conspicuous sight should they use their
powers. As such, the Gods will occasionally make use of a fake vision. By all appearances it would look
and feel identical. Yet it has no function other than to look real. For whatever reason, you have picked
up your own. If you wish, in future jumps, this fake vision could change to suit the local equivalent, be
it a wand, tome, or staff. It is a useful trinket for avoiding awkward questions.
Your Domain should be a place where your mind can be at ease – a place where you can relax and
unwind after a long day of helping out the people in the village. So long as you’re inside your domain,
your mind remains at ease regardless of what happens – this effect extends to individuals nearby. A
clear, calm mind makes things easier to understand and interpret things easier – so long as you remain
in your Domain, the effect of your spiritually related skills and abilities are improved significantly. (CG
Note: Requires Natural Domain - Golden Sky Stories first.)
Also known as the Cloth of Concealment is the cap of invisibility owned by Hades. It is the prototype of
all concealment Noble Phantasms with anything covered or enclosed by the cloth unable to be
observed through magical or optical means. It does not obscure anything but the visual spectrum of
the thing using it; however it is possible to pass bounded fields and magical protections while under
the fabric. The cloth is made of a very complex weave said to have reached five dimensions with
complete reproduction being impossible for humans.
To sleep, perchance to dream, right? A power usually belonging to succubi, you have the ability to
manipulate the dreams of others or yourself, even being able to create a lucid and detailed dream
environment tailored to your liking. With enough magical energy and time, you could create a
convincing recurring dream where the sleeper has no idea they're still in slumber, though the longer
you sustain this, the more draining it becomes and the more ‘plot holes’ appear within said dream
generated by the subject’s subconscious mind.You can also drain magical energy from the sleeper, or
give them your own, though draining them too deeply is likely to wake them up once they sense the
danger.Optionally, this ability also comes with the ability to shapeshift into a cat or any other small
domesticated animal you could find on Modern day Earth, chosen when you purchase this perk.
You seemed like such a normal person,you know? Just a run-of-the-mill person from a secluded family
on a hill. How could you have possibly been such a monster? You can easily blend in with ordinary
humans, suppressing your supernatural and monstrous powers to what other humans would consider
‘normal’, removingall tells and even signs of supernatural hunger or cravings you suffer from. You
could be an absolutely insane and bloodthirsty maniac and appear to all around you as a perfectly
normal and delightful person to be around. You won’t abuse this, right...?
There’s plenty of dangers in the Mansus. It wouldn’t do you any good trying to tackle them at anything
less than your full capabilities. With this perk, you now possess the uncanny ability to lucid dream,
allowing you to remain in control of your actions whether you are asleep or forced in a dreamlike
state. More importantly, in this lucid state it becomes easier for you to manifest your own perks and
powers inside dreams or illusions, granting you the same tools you’d have available as if you were
physically there.
The Mansus is the beginning and the end of this journey, so it’s only befitting that you’d try to spend
every waking moment researching it. This perk gives you access to alternate methods of traveling to a
dreamscape, including rituals, drug induced visions, and meditation, and will make traveling to them as
easy as simply being aware of their existence. Each method may have their own advantages and
disadvantages but all of them will benefit from a heightened perception of time, allowing you to
explore dreamscapes for longer periods without necessarily increasing the time spent dreaming.
A mask that conceals one’s true identity. While wearing this mask, it becomes impossible to identify
someone, instead the mask is the one to bear the sins.
A flute carved out of human bone. When 3 descending notes are played, silence falls and expands to
fill any room around it. When 3 ascending notes are played, sound returns.
You may induce someone into a magic sleep, subjecting them to horrible nightmares and visions.
These visions tear at the will of the person by showing them the things they want the most, and then
yanking them away. They are not filled with monsters, but rather almost seem to be personal in their
maliciousness.
While a Sailor Guardian maintains the Sailor Castle, you carry a copy of the Sailor Guardian inside your
mind. Your Sailor Guardian acts as a manifestation of your willpower, able to give you a pep talk if
you’re feeling down or reminding you of your dreams when you find yourself possessed. It is a chibi
reflection of yourself, but somehow a lot perkier and spunkier. Your Sailor Guardian lives inside your
mind and can give you advice or maybe just to be your pal when no one else is.
Something about your appearance is... off. It may be blatant or subtle, but something about your
appearance just isn't normal. You could be inhumanly tall, timelessly beautiful, or instinctually
terrifying. Up to you, really, but whatever it is means you’re sure to be noticed if you decide to go for a
stroll through town.
A beautiful dress (or suit), with impressive spellwork woven in. While none of the spells are defensive,
all of them will draw attention to your best features and away from your worst, as well as enhancing
your silver tongue. Even an ugly oaf would look halfway adequate in this. Of course, the effects only
grow stronger the more charismatic and beautiful you are without it’s help.
It’s a cloak which makes you invisible. Useful unless you’re dealing with something like a Headhunter,
which can simply detect the enchantment. It’ll get you through most publically available scrying
methods though.
Your tomb has a room within it with a device capable of bending light and wind around the tomb to
form mirages. These mirages will be effective until the victim is only a dozen or two metres away from
the tomb itself, allowing the tomb incredible stealth in the dunes. You may control what mirage is
projected through the device and the size of the mirage will be determined by the size of your tomb.
(CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
The presence of a Bray-Shaman does more than drive the herds into religious ecstasy, as they strive for
their dominance of the Old World. Any man-filth, fey, or stunted hairball that stands against your
horde will know despair in their hearts as they hear your guttural chanting, and know that death is
calling for them. Your preaching cries and spell incantations will drain the courage from a man’s face,
and instill a sense of inevitability and despair into the very air with every word spewed past your fangs.
If purchased with Mouthpiece, the effect of both perks is spread - now against your foes, it affects not
just Man, but his environment. The color will dim, the air will turn biting and chill to the bone, the
forests and lands you have not yet conquered will become dark and foreboding, and Man’s tamed
beasts will be permanently on edge, spooked by your mere presence. Conversely, your allies will be
invigorated and full of life - tame beasts chomping at the bit to run free, conquered lands aiding your
journeys.
Woven into your mane, beard, and into all manner of your shamanistic garb are skulls. Normally, this
would not be out of the ordinary - but for you, these are not just simple skulls. Each one contains the
consciousness of Man-filth, craven elf, or butchered dwarf, and they have been scoured of all they
knew and now simply hide within their own skulls - making low whimpering and gibbering noises.
When you work your magic craft, this whimpering turns into full, insane screaming. Any hated enemy
who looks at these skulls, who hears their terrified insanity, will instinctively know that this is the fate
that awaits them at your hands - and their soul will turn cold with fear, and shake the hand that grasps
their weapon, and curdle their blood until they’re ready to flee for the safety of a walled city.
But standing out of the norm doesn’t mean you have to be noticed for it. When you need to act under
the cover of anonymity, you can selectively blend in to your surroundings – becoming so out of place
that people simply ignore your existence. Your ability to control this works both ways, and with some
expertise, you’ll be able to slip yourself into conversations and major events without being noticed.
A set of masks depicting people of different ages, Kabuki actors commonly switch between these
masks to depict themselves as different characters during a play. In such a fashion, a single actor may
become multiple people, though this is really more of a testament to the actor’s skill. When worn
these masks will make others believe you are the individual depicted in the mask. This swap occurs
seamlessly even if you put the mask on in front of people, but be wary that individuals with
paranormal capabilities may be able to see through it.
You may customize these masks accordingly, but be wary that the masks can be rather sensitive, so it
is best that you leave it to an artist to make a proper modification – or it could lead to some rather
peculiar situations if your artistic capacity happens to be...sub-par.
You are greatly empowered while in the dark, and can manipulate darkness to such degree that you
can envelop yourself in an aura of darkness where light becomes instantly extinguished. Those deeply
connected with the void can extend the range of this power to cover a wide enough area to drown all
of Gensokyo in a veil of darkness without difficulty, but doing so will gradually weaken the effects the
further you stretch the range of this ability.
You have a suit of your design engraved with runes to enhance your physical abilities. Further
improvements you make to it ith magic will also be slightly enhanced.
This large drum is perfect for sending various messages, whether for war movements or for
announcing victory. The reverberations can echo across an entire island, and all allies will understand
the message you are conveying through the drum beats. If you took Mimicry, you can make the drum
beats sound like natural phenomena of your choice, though the people you are sending the message
to can still understand it. The drum can also make your enemies fearful. As many rituals are based
around the use of drums, the tom-tom will enhance any spells you draw on from the Tribal Magic perk.
You can perfectly imitate the cries of any wild animal on the island, or even specific people, as long as
you have heard the real voice in the past. Even people who have known the person you are imitating
for years on end will be fooled by your voice. You are also a master at throwing your voice such that it
seems to be coming from a different direction, such that you can remain concealed and no one can
determine your location unless you break cover. In addition, you can use musical instruments to mimic
non-vocal sounds.
You get two related abilities with this perk. First, by saying, “I can see what you’re doing there, young
man,” you gain literal (illusory) eyes on the back of your head (or an equivalent position) that not only
have your normal eyes’ level of vision but will also detect and see all supernatural things within your
normal range of vision, even if they are invisible. On the flipside, if you cover your eyes and say, “I
can’t see you, so you can’t see this,” you stop all magical/supernatural attempts to see you for as long
as you keep your eyes covered.
An unspeakably powerful weapon said to have been wielded by the Old One Tlanxla himself as he rode
his sky chariot into battle. It hums with ancient energy and those struck with it are overcome with
doom-laden visions that sap their will to fight, at least they would be if they weren’t nearly always
killed immediately by its magical power.
It is as if being so close to the powers of the greenskin gods is enough to unhinge a Shaman's mind.
Without a doubt, Shamans are a bit mad, being prone to trances and sudden spasms of fitful dancing.
This embarrassing behavior can cause scenes around the camp that are awkward at best. It is hard to
ignore the kind of hooting and arm-waving employed by an Orc Shaman, but the battle-hardened, no-
nonsense green-skinned warriors go to great lengths to do so. The sight of a Shaman hopping about a
disgruntled Warboss is not unusual.
Such actions are naturally upsetting to a race that solves its problems with the application of swift and
severe violence, but all Orcs know it is bad luck and dangerous to kick a Shaman. It isn't that a Shaman
might leak green lightning bolts from his eyes (although that does happen); it is more that the
superstitious greenskins are sure that Gork and Mork are watching. It is best not to abuse the favored
of the gods, and so the Shaman's outlandish behavior is tolerated with a rare and unusual patience.
Actions that are totally outside the norm for most would invite socal stigma but for you these actions
are seen as something that has to be grudgingly tolerated. While this won't let you get away with
punching the Warboss in the face it will allow you to drap him in strings of pearls even the oddest
pretenses.
The Magisters of the Amethyst Order are nothing if not taciturn. It is said that they prefer to
communicate through telepathy rather than the spoken word. This works for the Brethren of Shyish,
and indeed you may share thoughts with them. Since you will sometimes be among others, however,
you are also highly adept at making yourself understood without the use of words. Hand gestures,
facial expressions, and eye contact go further than they normally might when you use them, and when
forced to speak in explanation, your brevity will make you no less effective.
Klaus Solmann’s tower and observatory in Volganof has a telescope within with a strange effect.
Besides acting as a normal telescope, it can fire a beam of magic visible only to magic-users, which can
strike an enemy wizard with a vision. That vision is the Winds of Magic themselves, made so
disorientingly visible that they are unable to concentrate enough to cast spells for some time. The fact
that this telescope is as large and unwieldy as an average field cannon may, however, make aiming it
more difficult. Still, its usefulness cannot be denied. Should you purchase the Observatory below, you
may add this beam effect to the main telescope there rather than acquiring a separate one.
This deck of playing cards comes in a sealed box, wrapped in plastic and sorted in new-deck order. If
returned to the box, when no one is looking, it will return to this state, wrapped in plastic sealed and in
new deck order. When you first take out the cards from the deck, they appear as any theme or pattern
you wish. Should you replace them in their box and later remove them, you may choose a different
theme for them. Should the cards be lost or destroyed, so long as you have the deck-box you may
regenerate any spent cards by expending mana into the deck. Any card drawn or dealt from this deck
will be what you desire it to be. With it, you may choose to have any card or set of cards dealt at your
discretion. Excellent for gambling; less useful for when people ask for their money back.
Whether it be a profession, or a skill a race possesses, you have a decent selection of options to
choose from. You receive your first pick here for free, and all others are the listed price of 200cp. Races
with more than one may pick between them, but will only receive a single freebie.
Nomad’s Desert Life: Surviving in the Desert Lands is a struggle. You gain an ability to conserve water,
ride camels and a plethora of common desert survival knowledge with a small boost to being able to
go longer without water in hot climates. But the best thing is... you’ve learned how to create a cultural
Taboo like what was once around the Desert Pyramid. Small children and their dares would be far too
scared to ever cross your word, the common grave robber or thief would hesitate to tread within the
boundaries of land the taboo is set on, but hardened souls with a purpose won't falter so easily. In
other words it will keep the laymen off a property you own, but not the settings villains, big bads, or
cronies sent by a villain to burn your house down. The rest? They’ll think wherever you’ve set this is
cursed. Surely keeping hapless common folk away from a set plot of land of yours where they could
hurt themselves (or annoy you) is worth something right?
Nightmare’s are the stuff of our greatest fears. By invading a dream, you’re able, with a bit of digging,
determine what the dreamer fears the most, and how best you can use that against them.
How interesting. This item is honestly not too dissimilar to the rod of seasons, and yet... Instead of the
seasons, it seems to have a nearly infinite reserve of red, yellow, and blue paint. It also seems to have
a limited ability to trick magical seals, puzzles, and traps into activating or deactivating. A room that
requires you to carefully navigate though some color changing puzzles? Just paint them all the
appropriate color and you’re done! The really big stuff might be beyond a tool like this however,
especially as it doesn’t seem to have the backing of any sort of god or spirit. I feel like it ought to, but it
doesn’t for some reason.
The wise men will warn that the eyes of Ganon are everywhere, and those trained like you are why.
You can use magical energy to create a Hylian disguise around your form - allowing you to move as an
unknown wolf amongst the sheep. Similarly, you can disguise yourself as a monster as a Hylian - and in
either case are excellent with using the element of surprise.
What looks like an ordinary quill is, in fact, a uniquely enchanted item. You see, it can mimic the
handwriting of anyone, so long as the person using the quill has seen it before.
It seems you have been graced by the Hour of the Velvet, jumper. Around you forms a fog that shields
your presence from the powers that shape the world. Through this Favour, the Colonel will not force
you into the service of an Hour, the Lionsmith will not use you like a tool against his eternal rival, the
Mare-in-the-Tree will not try to steal you, and The Wolf Divided promises to kill you last. Even the laws
of the Mansus as a whole will look past any children born of your unholy unions, preventing the Crime
of the Sky. For the duration of the jump, and despite not being invisible to them, the Names and Hours
will remain indifferent to your presence, allowing you to inhabit their world without being dragged
into their cutthroat politics. This pardon only persists for as long as you remain neutral in their conflict.
Should you rise against them, know that the hammer will come crashing down from all interested
sides.
For an undiscounted 300 CP, you’ll be equally blessed with indifference in future jumps, allowing you
to enter the domains of gods and other otherworldly authorities without incurring their ire. At least
this way, it won’t be your presence that condemns you, only your actions.
You won’t give up in the face of adversity, much less mind games or tricks - you know who you are,
and what to do when your faults are laid out in front of you. You can identify illusions on sight, and
when trapped within one that’s fooled even your mind, you will have both the sense to realize
something is wrong and the willpower to break out once you’ve pieced everything together. Even if
you’re presented with your absolute worst nightmare - or worse, the thing you wanted more than
anything - you will be able to resist mental illusions and temptation, and break through it. Just note
that this won’t help with the mental exhaustion...it can hurt to give up even a fake version of what you
wanted, you know?
A seemingly endless collection of rare pearls, gems, and other priceless trinkets that you may wear as
accessories. Your set is only slightly above average for mermaids, but even the cheapest of your
hundreds of decorations would be worth a king’s ransom for humans. From seashells of every color
and variety, to pearl necklaces long enough to string across Neverland, to golden tiaras embedded
with perfect gems, to ancient fossils that nonetheless shine like crystals, each one will only further add
to your beauty. Also, a few of them have magical properties. Although they are heavy for humans and
thieves, they are lighter than bubbles for mermaids, and you may adorn yourself with all of them
without feeling the slightest weight; after the jump, the same applies to whatever form you wear them
in. Any treasure you find in the water can become a part of your collection, and it will be altered into a
beautiful accessory with the same weightless properties as the others; any special properties that it
had before are retained in the new version, though their powers may have been reduced in the
process of changing their composition. However, the items are only weightless in the water; although
they are still light if you prop yourself up on adjacent rocks and shoreline, once you are far enough
away from water, they regain their full weight. If you have also purchased the They’ll Sweetly Drown
You perk and the Mermaid’s Comb item in addition to Mermaid Treasures, your appearance becomes
drop-dead beautiful, such that any person seeing you face with insufficient willpower or magical
resistance will be charmed into an entranced daze and do almost anything for you as long as all the
necessary items are on your person.
The gallery symbolizes a rejection of the real, and works to make the border between reality and
imagination blur for its visitors. You can now selectively impart illusions on targets in your vicinity. The
spell draws on their memories and makes them see things they remember with nostalgia from the real
world, whether cute stuffed bunnies or their parents or lovers. The more the victim’s spirit is suffering,
and the more difficulty he or she is having in telling dreams apart from reality, the more susceptible he
or she is to your influence. You are limited to images in the target’s memories, and the effect bends to
fit with the subject’s preconceptions. Even so, with enough power, it is possible to make the victim
completely lose his or her touch with reality, such that he or she is lost to a world of illusions of his or
her own making. You can selectively determine who is affected or unaffected by your influences.
A large, diamond-shaped black bed. When alone, individuals feel a sense of nostalgia when they see
the bed, but groups may pick up something unsettling about it. If you choose to sleep on the bed, you
start to fall into a deep sleep, and are pulled into nostalgic memories of your past. As these memories
are wonderful, you almost do not wish to wake up – and if you don’t you never will. As you sink deeper
and deeper into the dreams, your body loses health until you die, and become one with your dream
for all eternity.
Enchanted robes, usually bearing symbols of the order you represent or the wind you have mastered,
these accoutrements contain a myriad of helpful enchantments - they will never tear or become
stained, and you don't need to wash them since they are self cleaning. The robes and hat contain a
surprising number of equally surprisingly big pockets, and you will always grab whatever you need
(assuming it was in there in the first place) when you reach into one. The robes also greatly increase
stamina, allowing you to travel or cast for longer than normal, and are easily as tough as a good quality
suit of light chainmail.
Mermaids play all sorts of “innocent”, devious tricks using their water magic, to distract people so they
miss what the Mermaids are really up to. Charisma and deception-related abilities that you and allies
use are enhanced whenever you are in the water or using water-related powers. In addition, your
affinity for water-based powers increases.
By putting on a hat or other piece of clothing representing a certain kind of person (little girl, animal,
king, etc.) and vocally behaving in a stereotypical manner suitable for that role, you will be magically
disguised as that sort of person. This perk even affects non-Wonderland people, though people
suffering from madness or other mental maladies are more susceptible to the spell’s illusion. Certain
outfits can even offer more abstract disguise options – for instance, wearing an Easter bonnet makes
you appear to be a plant of the same genus as the flowers in your hat. The spell gradually wears off if
you stop acting like your disguise and immediately ends if the disguising piece of clothing is removed
from you.
The tool of the Deathmaster, woven from the hairs of Eshin’s victims and an arachnarok queen’s finest
silk, steeped in the liquified shadow of an Eshin Sorcerer. The Cloak of Shadows is a tool and article of
clothing, that can shroud and completely hide its wearer in shadows so thick he is invisible to all but
magic sight. As well, the assassin who wears it finds that the shadows completely drown any sound he
makes - even the shattering of stained glass is muffled until the shards clatter to the ground. It seems
another of these legendary cloaks was made, and stolen, and stolen again, and stolen a third time until
it came to you at last.
An odd quality of the cloak is that as its wearer kills and kills again, it seems to grow in length -
absorbing the shadows from his victims.
Increases your skill in sneaking around, and allows you to use shadow magic and the ninja-like abilities
of the Sheikah tribe
A pthumerian chalice filled with blood. Partaking in the blood causes vivid dreams of beasts and
hunters, and with great pains can things be pulled out of them.
When humans are at their lowest, they are capable of doing the greatest of evil deeds. Only capable,
though. Some of them need a small push to let the negativity truly overtake them, to release them
from the chains of restraint. When you find an average human being with serious mental and
emotional baggage, you can enhance the negative feeling in their hearts through awful visions. These
will lift them from anything holding them back, and they will turn on their allies and friends. They will
act selfishly and callously through your influence. Perfect for sowing discord among your enemies.
You have an astounding capacity to bluff your way out of anything - mostly due to your supernaturally
good poker face. You have absolutely no tells and even attempts to peer into your mind can't discern
whether or not you're lying. You could lie to God and he'd be none the wiser.
The Drow of Narisaan have a culture shaped by their circumstances. In the space-deprived caves in
which they live, inflicting others with their emotions would make it... difficult to avoid internal conflict.
Because of this, they’ve mastered the art of hiding their emotions behind walls of reserve. You too
have this skill, honed to the point where even magic will not be able to see what you see in truth, not
influence your emotions behind that iron grip you have upon them.
Do you want to live life without consequences?You can obscure yourself from both magical and visual
detection by cloaking yourself in magic, appearing completely transparent and invisible to the naked
eye. Your footsteps can still be followed if you’re walking, however - try not to make a splash in any
puddles.
A gaudy, magical girl-like wand that consist of a white rod that has a small blue orb at the bottom and
a pink orb on a golden handle at the top (with a yellow star inside the sphere). It can also retract into a
small, microphone-like item. When you wave the wand, cartoonish stars will come out and home in on
enemies. Anyone hit by the stars will freeze and start to succumb to visions of dreams that drain away
your sorrow and memories; get hit by enough stars at once, and you might slip into an eternal dream
and never wake up. The wand also enhances your cuteness appeal – to the point that people with low
magic resistance will adore you as a pop idol – and the wand will start glittering when it detects
magical beings in the vicinity (excluding yourself, of course). Plus, it lets you set things on fire.
It seems that they really don't make them like they used to. Aside from just raw physical beauty,
there's just something... mystical about you. There's an unearthly air about you that makes you seem
that much more beautiful. Because of this, any non-human features seem that much more attractive,
while also seeming to dampen the negative reactions that people might have to those kinds of
features.
You are a master infiltrator. Not only does this cover short-term infiltration, but also long-term
infiltration. Acting, knowing how to lie, and a few other topics that form the basis of infiltration
operations. You could become a respected member of a magical girl’s support team if you put in the
time.
This also allows you to cloak your power, either making it feel like a normal human or just making
yourself feel weaker to those that can sense magical power.
If you use power above the set power of your cloak, it won’t work and your full power will be
detectable for that time.
You gain the ability to sense and manipulate waves, the source of power localizing in your eyes or the
closet equivalent. You are most proficient at manipulating brain waves, allowing you to induce
madness or hallucinations depending on the strength of your opponent's will. You can also manipulate
light and sound waves to deceive the senses indirectly, from concealing the paths of your projectile
attacks, to creating after-images of herself, to casting wide-area illusions that cause people to get lost.
As a cherry on top, you are also capable of releasing waves from your eyes in a destructive blast.
Though you are flexible in the variety of waves you can manipulate, waves besides brainwaves, visible
light waves, and sound waves are much more difficult to do so. Controlling more powerful or
conceptual waves will be out of your control entirely.
You can manipulate all kinds of waves, from light and sound waves to brain waves. By manipulating
light, you could turn yourself invisible or create seemingly endless illusory mazes. By manipulating
sound, you could make someone hear anything at all. And by manipulating brain waves you could drive
someone insane, or just hypnotize them into buying your stuff.
We are what we wear, as clothes are so much of what a person is. By putting on the right clothes, you
can gradually gain the qualities of the original wearer. For instance, wearing a pirate’s outfit would
make you more like a pirate, while slipping on a child’s dress would make you into a child yourself; you
could even change gender by wearing the opposite sort of clothing. More than that, you will begin to
gain the skills and powers of the normal wearer – by wearing a mage’s robe you would naturally start
to learn magic, and by putting on a caveman’s primitive attire you would gain increased strength. If the
clothes stand out as unique and belonging to a specific person, you may also adopt more specific skills
and powers associated with that individual. However, the longer you wear the clothing, the more it
influences you, until you may very well become what you were dressed as; fortunately, if you can find
the will to take the clothes off and keep them off long enough (the amount of will and time increases
with the duration of the wearing, though), you will return to your old self. If the perk were feasibly
linked with Mixed Identity, people would likely be unable to associate your normal self with the person
you are dressing as.
These drums come with a harness, bearing images of the Lion and Unicorn on the heads. Everyone
within 50 feet or range of hearing (whichever is farther), with the exception of the drummer, will be
filled with incredible fear until the drumming stops. And don’t worry, this purchase does not run the
risk of the drummer being affected, even if you fumble a bit with it. If you already have a drum, you
can give it the item’s attributes instead.
You are Death, are you not? By that logic, the living should fear you. You embody the cold, painful end
that awaits them. You are inevitable. This is true on the battlefield more than anywhere else, where
your chilling presence strikes mortal dread into even the hearts of Khorne’s frothing berserkers. Your
arrival alone might put lesser men to rout or cause warlords to hesitate. The cloying swirl of Shyish
that causes this dread also subtly frays the binding of rattling skeletons and shambling zombies,
ensuring that even the fearless undead crumble back into their graves sooner rather than later.
If an illusion is convincing enough, it may as well be real. After all, what is the difference when you can
even touch that which no one else can see? It was not enough for you that your illusions should fool
only the eyes, no. Should you place illusory clothes on a naked man, he will feel them on his skin, smell
them if they are dirty and see them in the mirror. Those you do not wish to fool might see that same
man strut about in the nude as if he were dressed like an emperor. It will take the ability to sense
magic at work for your targets to distinguish your illusions from reality, now.
The highest of arts for most, these assassin’s skills will surely make you a phantom of fear for the
innocent you prey on! With these small hand seals and techniques, you can ‘teleport’ short distances
safely, about 30 feet, but only after leaving the vision of any watchers - which means you will have to
somehow already lose sight of your pursuers. Luckily, a complementary art that allows you to create a
dense smokescreen for half a minute also comes along with this to assist in making your escape.
But...who needs to escape if you’re never caught? Both of these abilities come with stealth training,
able to evade the eyes of the law and of those who’d be your victims with ease...until it’s too late for
them.
Humanity has a careful guardian, watching every move, to protect it from threats without and within.
This guardian can be quite over-zealous at times, acting to counter even unlikely threats with great
force when it believes the need exists. But there are apparently ways to escape it’s sight, and that of
similar beings, even when what you’re trying to hide genuinely is a threat. Similar to how the Ryougi
managed to hide their efforts to create Shiki’s third personality and connection to the Root, you are
able to hide yourself and your actions from higher beings. Metaphysical forces like the Counter Force,
gods of older times, cosmic beings like Arayashiki or Gaia itself, even the sorts of greater beings that
expand well beyond a single world. The methods involved vary depending on the scale. Just hiding
yourself from the Collective Will of Humanity may manifest as a special form of self- hypnosis that is
easy to maintain, whereas preventing higher cosmic creatures from noticing large magical rituals
involving dozens of participants may require an expensive and time consuming spell of its own. In
future worlds, you’ll find it always possible to quickly discover various ways to hide from various such
beings. This protection can potentially be bypassed should you in some way draw their direct attention
or be found by agents they have of a lesser nature, so overt action should still be taken with care.
Well, well, taking notes from Kyubey, are we? This is an isolated magical barrier, about the size of a
small bedroom. Anything within the field is a complete blind spot to events happening outside...beings
that exist outside of time, dimensions, or any other sort of ‘cosmic’ nature cannot perceive what
happens within said field. It also cannot be detected by any sort of magical or technological sensors,
being a complete ‘blank’. Currently, the field only functions as camouflage and remains at a small size,
but with time and tinkering, you could perhaps find a way to make it grow and expand...and perhaps
function as more than a simple blind spot...such an understanding may take centuries to do on your
own, however. Perhaps Kyubey could give you some ideas?
Even if you are sealed away within an inescapable prison, with magic barriers impossible to break and
your own powers drained away, a tiny spark of your full might endures, enough to briefly push past
your seals. Your physical body may be trapped, but your spirit can still project itself outside the
barriers, and even manifest itself physically. That said, you need something to anchor yourself to on
the other side, so the ability works best if you have a bond with someone, whether by family or
friendship to someone outside your prison. You can communicate to your companion via dreams, and
even temporarily strengthen him or her with the powers you yourself have lost. Although you cannot
use the perk to escape from the seal, once per year you can send someone else from within the same
prison out to freedom.
You may affect memories on an extremely wide scale, concealing the truth by planting your own false
information. However, this power can only extend back in history for so long, unable to alter any
memories past a certain date. Creating vivid and believable memories are also quite difficult, as you
would discover. Once every full moon however, you may change one specific historical event in the
recent past to another of choice, changing the course of history from that point onwards, reflecting
into the present time. This however, cannot ever stop a life getting taken away, or take a life as a result
of your changes in history.
Mothers know that their children are often troubled by things, so sometimes at night they take a look
in their memories and tidy up the clutter a bit. By placing your hand on someone asleep, you can
access the subject’s memories and move them around as you see fit. You cannot destroy or alter
memories, only view and move them. Also, as memories are never truly lost, only misplaced only of
your reach, this ability allows you to counter amnesia in your charges, even those suffering from the
Forget Me Not drawback; however, it does not grant you immunity to memory loss yourself. To access
a person's memories, he or she needs to sincerely trust you, but actual consent is unnecessary, as
children don't always know what's good for them like their mothers do. However, the ability only
works when the subject is asleep; if he or she wakes up unexpectedly, you will lose whatever
unfinished progress you made with the memories. If you are handling more than one person at once,
you can also move a memory from one person’s collection to the other’s; on the other hand, it’s going
to take you much longer to properly finish the process if you do so (and you have less time to do so,
seeing as just one of your darlings waking up will spoil the whole transfer) – plus, unless the moved
memory was in someplace unnoticed in the clutter and its new place is likely out of obvious sight, at
least one of your subjects will quickly recognize that something is wrong after waking up. Mother
Knows Best allows you to apply the power to anyone who views you as their parent and ensure that
nobody will prematurely wake up until you are finished. Shadow Sewing combined with this allows you
to “sew” memories together.
Fighters rely primarily on their eyes and their supernatural senses. They expect the opponent to try
and blind them, so they compensate with the ability to sense ki and fight on anyway. How’d they feel if
you took that away too? Your ki, and indeed any supernatural energy you possess, is both completely
undetectable to any kind of sense and entirely invisible to any sense as well. Even if you were charging
a destructive energy blast in your palm right in front of your opponent, they could neither see nor feel
anything occurring. The only way they can see your blows is by the damage they leave in their wake or
by sensing your killing intent directed at them to try and dodge through secondary means.
Your dreams are your own, and you have power to control and shape the very nature of such
dreamworlds. For starters, you can maintain and shift between forms in dreams you have, and access
whatever powers you’d have in the waking world; you could even change your appearance into
something new, though doing so takes a lot of power and could destabilize the dream world.
But more than that, you can influence the dream setting. You could potentially dream new beings into
existence, though you only provide the general framework; they will become unique individuals,
perhaps with things you didn’t expect. And anything that was created by the dream can be controlled
by you, though it takes direct focus, and it is hard for you to control too many or strong-willed beings
at one time. In time, if you put enough thoughts into your dreams, they can coalesce into solid worlds
in their own right, ones that you can easily access; however, once the reality of a dream solidifies it
becomes harder for you to change or control it, though you still have some power over it.
In addition, you now gain your Wonderland form (assuming you have one) as an alternate form you
can transform into at any time; if you already have or didn’t have a Wonderland form, feel free to pick
another. In addition, pick from your Wonderland form or any of the other Wonderland forms: now,
regardless of form, you have access to all the normal beneficial natural abilities for that race (the ones
that come with that form, not jump-fiat perks). Please note that this does not give you any extra
discounts for whatever type of Wonderland being you chose.
One of the greatest deterrents to will working is the observation of others. Many mages are hampered
in their casting by being watched and some magic is outright dangerous to display. You however have
developed a keen understanding of the psychology of the outside observer... and know just how to
exploit it. Your spellcraft is much more subtle than other will workers, allowing you to use covert magic
in such a nuanced and precise way that many cannot tell that anything supernatural happened at all.
This finesse extends even into the higher realms of reality, making it very difficult if not impossible for
other mages to tell when you have used magic, or to detect residual traces of your casting.
How do they expect to catch you, when you were never there? Even in the very thick of battle, the
shadows of Ulgu protect you. Whenever you cast a spell of shadow or illusion, you may switch places
with any ally within your physical line of sight in any direction. More than this, you may ensure that
this switch goes unseen until either your replacement attacks the foe or the foe strikes your
replacement. This self-displacement will disorient your enemies more than your allies, for it will seem
to them that you simply refuse to die. You are a shadow, the true target, and every bit as untouchable
as the shadows cast by the sun.
The way the Nightmare’s cast the Wind Fish into a deep sleep is now in your hands. You’re able to
curse sleeping foes into eternal slumber, allowing you to relentlessly invade their dreams and rule
their world’s. Additionally, this lessens the control a lucid dreamer has over their dreams, allowing you
further, uncontested control.
This hood is believed to have once been possessed by the Daedric Prince Nocturnal. Because
Nocturnal is revered as the "Mistress of Shadow," the artifact is attributed with stealth and secrecy.
Wearing it makes it impossible to discern your identity. If you put it on in front of somebody, they
would think you disappeared and were replaced by the infamous Gray Fox.
0 CP Cost Name Jumpdoc Chapter
Sorcery - Ephemera
World of Darkness:
8 100 Ritual (The Distant Control
Sorcerer
Call)
Basic Magecraft -
10 100 Tsukihime Control
Hypnosis
Warhammer Fantasy:
18 100 Wolf Pack Ogre Kingdoms Control
Warhammer Fantasy:
19 100 Familiar Imperial Colleges of Control
Magic
Psychic Abilities -
World of Darkness:
33 100 Animal Psychic Control
Sorcery
(Communication)
Psychic Abilities -
34 100 Animal Psychic World of Darkness: Control
(Command) Sorcery
35 100 World of Darkness: Control
Sorcery
Psychic Abilities -
World of Darkness:
36 100 Animal Psychic Sorcery Control
(Mind Link)
Psychic Abilities -
World of Darkness:
39 100 Telepathy (Two Control
Sorcerer
Dots)
Psychic Abilities -
40 100 Telepathy (Three World of Darkness: Control
Sorcerer
Dots)
Psychic Abilities - World of Darkness:
41 100 Telepathy (Four Control
Sorcerer
Dots)
Wizard’s
46 100 Companion Konosuba Control
Warhammer Fantasy:
62 200 Tomb Swarms Tomb Kings Control
Summoning
66 200 Generic MG Control
Specialist
Mercenary Retainer
68 200 - Boosted Generic MG Control
Warhammer Fantasy:
74 200 The Little Book Control
Halflings
Warhammer Fantasy:
Van Horstmann’s
77 200 Imperial Colleges of Control
Speculum Magic
Warhammer Fantasy:
78 200 Pegasus Imperial Colleges of Control
Magic
79 200 Chaotic Tamer Warhammer Fantasy: Control
Warriors of Chaos
Legend of Zelda:
87 200 Fierce Deity's Drum Majora’s Mask Control
Legend of Zelda: Oracle
88 200 Switch Hook of Ages Control
Aggregate Impact
98 300 Psychotherapy – Generic Magical Girl Control
AKA: Befriending
Warhammer Fantasy:
### 300 Mask of Heavens Lizardmen Control
Familiar (Twilight
### 300 Mage: The Awakening Control
Familiar)
DreamMirror
### 400 Sailor Moon Control
Extraction
Containment
### 400 The Gods Are Bastards Control
System
Warhammer Fantasy:
### 400 Tomb Swarm Control
Tomb Kings
Summoning
### 400 Specialist Lyrical Nanoha Control
Touhou Project:
### 400 Komainu Control
Forbidden Hermit
Think Like an
### 400 Peter Pan Control
Animal
Wonderland No
### 400 Neverland: The RPG Control
More
Warhammer Fantasy:
### 400 Thunder Tusk Ogre Kingdoms Control
Warhammer Fantasy:
### 400 Binding the Beast Imperial Colleges of Control
Magic
Warhammer Fantasy:
### 400 Bind and Seal Imperial Colleges of Control
Magic
Warhammer Fantasy:
### 400 Scroll of Binding Imperial Colleges of Control
Magic
Warhammer Fantasy:
### 400 Carmine Dragon Imperial Colleges of Control
Magic
Familiar (Embodied
### 400 Familiar) Mage: The Awakening Control
Emperor of the
### 400 Hyrule Warriors Control
Damned
Masque of Clavicus
### 400 The Elder Scrolls Control
Vile
Amulet of
### 400 The Elder Scrolls Control
Articulation
Restraint &
### 600 Sonny Control
Sanctuary
### 600 Akasha Tsukihime Control
Carefully Chosen
### 600 Words DC Occult Control
### 600 Necromancy Libriomancer Control
Hyakumonogatari
### 600 Kaidankai「百物語 Golden Sky Stories Control
怪談会」
Touhou Project:
### 600 Fantasy Seal Control
Forbidden Hermit
Touhou Project:
### 600 Dragon Stone Forbidden Hermit Control
Crystal of King
### 600 Kyros Peter Pan Control
Dispelled
### 600 Wonderland No More Control
Proclamation
Warhammer Fantasy:
### 600 Favor of Lords Control
Skaven
###
Purchased Perks
Description
You have a Faery! A cute, small critter that will help soften lands for you and make small shields to
protect you during fights! They also have different weak powers, like flipping pillows or entering
dreams or simply being able to eat whatever they want. In the unlikely event you try to commit
suicide, they will also stop you. Every time you have gone Mankai, you will gain a new faery.
Faeries do not typically speak. Those that do only happen to say a set series of phrases. Although these
phrases can be anything and can include poetic statements like “death comes to all”. Although they’re
short, so no Faery will be spouting the Bee Movie script anytime soon. Some happen to be
mischievous and disobedient, but this behavior should rarely be a serious issue.
Your own magical chat network! You can communicate mentally with a willing subject, even if they
otherwise lack the capability and range of this particular magic. You can’t really force them to do
anything except listen to you, but this mind-to-mind communication network has a range across
dimensions, though you obviously can’t communicate with past jumps or other continuities until you
get your Spark. Note that your mental communication can be intercepted like radio transmissions
would, and you can be shut out by someone unwilling to listen to you.
Finally, there’s these. You can physically restrain a foe with binding spells that inhibit their movement
and prevent them from maneuvering, or even create intricate cages of mana that lock said foe in place
completely and allow you to capture or interrogate them while they’re stuck in an immobile prison.
One of Touko’s special inventions, a pair of glasses in whatever style you prefer that seals the effects
of Mystic Eyes on the person they’re worn by. While the eyes retain their normal appearance, they will
not affect anyone as they normally will and it eliminates the strain the wearer might feel from the
normal effects. The glasses can be broken but seem to repair and reappear in their case nearby you
when you’re next in a safe location.
A mundane animal or miniature dragon enchanted with the ability to communicate with and share
their lifespan with their sorcerer. They don't have any other special powers, but at least they'll try their
best to help, even in combat.
It’s probably something of an odd thing to fixate on in a world full of magic and wonder, but... The
train stations. With only one or two exceptions, they are nothing but a platform made out of wood or
stone. So, when Link arrives, okay, that's all you really need. But when he leaves... The train is
suddenly facing the other direction! How on earth does that work? It’s magic, right? It kind of has to
be. Erm, anyways, you now have the useful but extremely niche power of being able to turn any
vehicle around, simply by commanding it to do so.
Staves or other items that are used to summon minions that follow you around and attack or which
summon sentries that stay in-place and attack enemies that come near. Also includes whips which can
focus the attention of your summons on a given spot and empower their attacks in different ways. Any
purchases that would normally require Eternian Mana to use can be used normally straight away.
Can pick two weapons that are made with wood, made with cactus, made with an early pre-Hardmode
ore [Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, Platinum], or which are listed here: Finch Staff,
Slime Staff, Flinx Staff, Vampire Frog Staff, Lightning Aura Rod, Flameburst Rod, Explosive Trap Rod,
Ballista Rod, Leather Whip.
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
The Distant Call(6): This is the most powerful ritual in the Path, allowing the magician that knows it to
call upon the shade of any dead person, regardless of how distant whatever afterlife they’ve moved
onto is. However, even this mighty ritual cannot summon souls that have been entirely destroyed, and
sometimes this ritual fails for no apparent reason. Anyone in a “Gift of Men” situation is probably
impossible to contact. Probably, but not certainly.
(CG Note: Requires Sorcery - Ephemera (Six Dots) - World of Darkness: Sorcery first.)
Curious little thing, isn’t it? This artifact both seals and hides the supernatural powers of whoever is
wearing it. It's easy to don and remove, so if you don't want anybody to know you're an unnatural
abomination this is for you. The sealing must be voluntary, however - so no throwing it over someone
to stab them.
The standard four practices of Magecraft: Reinforcement,Gradation Air, Hypnosis and Formalcraft. This
is the foundation of the modern systems used byMagi in this day and age. You do not start with any of
these - The Mage’s Association is largely uninvolved with events inMisaki, and Atlas is more concerned
with Alchemy and Mystic Codes than the modernMagecraft systems. You must purchase each one for
100 points, which makes you adept in that particular field - not total mastery, but enough to be a
threat against something unprepared for it. Hypnosis is a basic form of mental manipulation that most
other magi and supernatural beings can resist with ease, but can be used to manipulate and erase the
memories of ordinary human beings, which enables them to operate in secret.
Your eyes can now carry an enticing allure to them, allowing you to charm your viewers into
submission until they can no longer be only themselves.
A horse, animated by what I assure you is the vilest necromancy. It will obey no orders but your own,
no matter what enchantments your foes attempt to weave around it.
If there's one thing you're good at, it's making absurd plans that have frighteningly high chance of
success. Even if it involves time travel, several centuries of planning, the invention of brand new
technologies and magic, and not only requires a half-dozen deities to remain unaware, but to actively
be fooled by you, you SOMEHOW manage to put together something that might work. You still have to
do the leg work and have the necessary information, and you get no guarantees, but now you have a
good idea what needs to be done to achieve your (no doubt ridiculous and megalomaniacal) ends.
Undertaking lessons at ancient temples, you chose to ignore the martial arts for a time and study the
mystical arts. A specific kind in fact, based on the use of magical talismans, seals inscribed on paper to
accomplish a variety of effects. Most effective at warding away beings from certain areas or sealing
them in, you also have learned a specific spell that turns anyone you place a special seal on the
forehead of into a Jiang Shi, a chinese vampire, under your control. Your magic isn’t without limits and
enough power can break through it but you are able to use your own spiritual energy to empower the
seals even more too.
A hand drum with the words “Ni neart go cur le cheile.” By playing on the drum and saying the magic
words, you summon ghostly knights who attack on your command.
Queens in Wonderland often stand out by being the best (in some ways at least) of the “species” they
represent and rule over. Your basic stats are enhanced to be slightly above the average member of
your species; any additional boosts to your stats are stacked up on this initial enhancement. In
addition, the perk makes those of the same species of your current form more willing to follow and
obey you; if you change species between forms, you also change who you affect with your charisma
for this perk.
“I don’t care who it’s sacred to! The damn tent’s on fire!” —Kassel, Empire Mercenary
A pheasant-like bird of fabulous gold and red plumage that can breath fire. It is energetic, fairly stupid,
curious, and has a tendency to get into trouble (mostly by setting stuff on fire) but is also incredibly
lucky so tends to avoid harm. It will follow your instructions to the best of its abilities as, although dim,
it does love you and just wants to help you out.
A Hunter needs his pets to be controlled. Why bother training a Sabretusk if it’ll snap your neck in the
night or run the first time a big beastie lands in front of you? You’re a good, experienced hand with
taming animals but it’s once they’re tamed that you show your worth. Once you’ve tamed a beast, it’ll
never disobey you. Even if one of those big ugly Chaos Dragons is staring down your poochie, it’ll stand
its ground beside you without a blink. If a witch or wizard tries to use beast magic to control one of
your pets, they won’t be entirely powerless but those magic users will find it far more difficult to
influence any of your hounds, particularly when you are there with them.
Though not a universal practice, the keeping of familiars is common among Wizards, and for good
reason. An Apprentice can be trusted, perhaps, but not entirely. A familiar, on the other hand, is
exceedingly loyal. Familiars tend to be any sort of small animal, from cats to squirrels to songbirds to
rats - no, not that sort of rat. However, other forms are known as well. Tiny humanoids, bizarre shapes
with feet and mouths, and the like. None of these are ever more than one foot long or one foot tall,
and now you possess one as well! They tend to come in four types - Assistant, Spell, Power, and
Warrior, tailored to aid in mundane tasks, cast minor spells, store small amounts of arcane power for
later use by their masters, and protect their masters in combat respectively. You may choose which of
these your familiar is, its appearance (though take care not to have it mistaken for a Daemon), and
minor details of its personality, though it shall always be an example of its type. Please note that while
it is possible to create more than one such familiar, this can result in them fighting to the death for
your undivided attention. Should your familiar perish, this also comes with knowledge of the means by
which another might be created. Ah, yes! Should you already possess a similar magical familiar, you
may use this option to instead grant that familiar one of the four familiar “types” and thus add to its
skillset in this way.
Rats. The beasts from which skaven have taken their likeness. Or is it the other way around? The truth
is unknown, but what is known is that they live everywhere - both in the wild, and amidst every
civilization imaginable. Always just under the radar, feeding and scavenging. When the skaven go to
war, however, the rats congregate under their marching paws. Whether as emergency rations,
ensorcelled spies, or another soldier, the rats join the skaven war-machine.
Now, whether by magic or bonds, you have command over your own swarm of verminous rats,
numbering at a hundred and four rodents. Though they are but normal rats, even such vermin can be
useful - for rats are intelligent little beasts, can fit through nooks and crannies that no other creature
can, and have strong teeth that can chew through stone brick and lesser metals like aluminum. Your
personal swarm of rats will obey any command you give them to the best of their ability, and should
any die their numbers will be replenished almost immediately.
Yes, if you are a Grey Seer and of The Priesthood, that means your swarm doubles in size.
May be taken up to 4 times, each one providing you with a different array of magical powers. Pain
Through Power is not required to cast magic, but it does increase the overall power of your spells.
You gain access to mind affecting magic, able to compel others to listen to you and implant thoughts
not their own into their minds. As an Arcana, you can compel a few targets.
On the night before her scheduled ‘execution’, Princess Zelda sat down and prayed. A desperate call
out into the aether for someone to hear her, for someone to come and save her. Luckily for her, the
Sages both old and new seem to have latent psychic powers, because someone actually heard her.
While you have no actual training in their use, you too now have those same latent powers. Some time
studying under the Sages of old ought to fix that, but in the meantime... Well, you do know one trick.
Zelda’s prayer, a call for assistance when you are absolutely defenseless, out of options, and utterly
alone. The closer to death you get, the more effective this call becomes. If you are living the high life
hale and hearty, it will fizzle out in mere feet. But if you, like Zelda, are about to die? It would rip past
any barriers meant to keep it in until it found someone to come and save you.
To be honest, it’s actually somewhat unusual for the various monsters and madmen that ravage Hyrule
to care about the physical appeal of the flesh. They’re more often concerned with ULTIMATE POWAH
or straight up conquering the kingdom and making it their own. So really all I can do here is to
commend you for not being absolutely power mad and perhaps commend your cultured taste. These
young ladies might not be the absolute finest Hyrule has to offer, but they’re not bad. As for their
actual use? Well, they don’t make half bad maids and servants if you have a villainous lair for them to
clean. They’re also remarkably un-resistant to corruption magic, making them potential fodder for
turning into a decent soldier if you are on the verge of running out of minions.
A strange hunk of metal that looks nothing like a hair tie. You’re going to be using it like a hair tie.
When using this thing as a hair tie, your hair will swell in response, becoming so voluminous that the
hunk of metal will stay in place.
While wearing this thing that isn’t a hair tie, you will be able to manipulate your hair as if it was an
extra limb, and even lengthen/enlarge it several times over as desired. The application of magic can
enhance the stated effects. You may optionally have your hair glow as well while wearing it.
Did you win this as a prize in a minigame? Or maybe you bought it in a shop because it looked
interesting. Or did someone just hand it to you? I suppose it doesn’t actually matter how you got your
hands one it. Instead, all you need to know is that the flute has the power to call people who owe you
favors or otherwise promised you their aid to your side. Simply imagine who you’re calling and begin
to play the flute, and your backup will come running. Sadly, the flute is only usable once per week.
That and it only works for as long as your favors and their goodwill lasts.
Vermin of the sky they might be, the seagulls are now your friends. This special kind of fruit has a small
amount of magical energy inside it, allowing you to temporarily bind the seagull who eats it - or
another kind of animal, if you prefer - to you as a sort of familiar. You can direct it’s flight, have it bring
you small items or perhaps smack a switch for you. However it has a bit too much free will, as the
connection will break after no more than an hour, and it won’t exactly fly into combat for you.
A mask previously used for torture purposes, now in your possession to do with as you see fit. It
removes the ability of the wearer to sleep, but not the need for it.
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred
to, amongst other things, Mediums.
[2] The sorcerer can distinguish between different kinds of spirits and attract attention only from their
kind of choice, and may even attempt to banish such spirits, if need be. They can also place wards in
places they desire to protect, create areas where spirits cannot intrude, unless they’re more powerful
than the sorcerer, of course. These wards are not permanent, however and require periodic
maintenance.
(CG Note: Requires Sorcery - Ephemera (One Dot) - World of Darkness: Sorcery first.)
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred
to, amongst other things, Mediums.
[3] The sorcerer can now detect and summons specific spirits, if need be. Furthermore, when they call,
there will be an answer, from one spirit or another.
(CG Note: Requires Sorcery - Ephemera (Two Dots) - World of Darkness: Sorcery first.)
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred
to, amongst other things, Mediums.
[4] With this magic, a sorcerer can now pierce the veil between worlds and travel bodily to the worlds
of spirits. Spirits can now be perceived even without magic, and the sorcerer will be respected for their
abilities by the majority of spirits. The sorcerer’s wards can be made to be discerning, allowing or
disallowing specific spirits or types of spirits into or out of the protected area.
(CG Note: Requires Sorcery - Ephemera (Three Dots) - World of Darkness: Sorcery first.)
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred
to, amongst other things, Mediums.
[5] The sorcerer can now compel spirits to obey their commands, as well as banishing all but the most
powerful spirits back to their homes.
(CG Note: Requires Sorcery - Ephemera (Four Dots) - World of Darkness: Sorcery first.)
Some people possess a raw, unbridled charisma that seems almost supernatural. With this ability,
there is no “almost.” An expenditure of magical energy can briefly improve your social skills, at least
for a single task.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Animal psychics have power over “lower” creatures, commanding, controlling, and communicating
with various members of the animal kingdom.
[1] Communication - the psychic may create a two-way channel of communication between
themselves and one animal of choice. At this level, they cannot forcefully control them, but they can
turn whatever fast-talking powers they have upon the bird or beast.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Animal psychics have power over “lower” creatures, commanding, controlling, and communicating
with various members of the animal kingdom.
[2] Command - the psychic may now command an animal to perform a single act in their name, but not
one that endangers the animal. Especially complex commands, or orders that the animal is adverse to
follow, are harder to impose.
(CG Note: Requires Psychic Abilities - Animal Psychic (Communication) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Animal psychics have power over “lower” creatures, commanding, controlling, and communicating
with various members of the animal kingdom.
[3] Mass Communication - all animals of a given species within earshot come under the effects of
Communication. Additional species can be added, but doing so is more taxing for the psychic.
(CG Note: Requires Psychic Abilities - Animal Psychic (Command) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Animal psychics have power over “lower” creatures, commanding, controlling, and communicating
with various members of the animal kingdom.
[4] Mind Link - the psychic links their mind to a single animal, allowing them to perceive all the animal
does, and utilize any lesser power upon them more easily so long as the link persists, which can be
indefinitely if the psychic wishes it. However, should the animal be injured, psychic backlash may also
injure the psychic.
(CG Note: Requires Psychic Abilities - Animal Psychic (Mass Communication) - World of Darkness:
Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Animal psychics have power over “lower” creatures, commanding, controlling, and communicating
with various members of the animal kingdom.
[5] Domination - the psychic issues an order to a specific animal, and that animal obeys, even at the
cost of its life. Conditional orders are fine, but conjectional orders can be disobeyed.
(CG Note: Requires Psychic Abilities - Animal Psychic (Mind Link) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Mind reading, but also much more than that. Telepaths can speak to the minds of and alter the
memories of other sapient beings. It primarily affects those that the telepath can sense, but can also
affect those who are nearby, so long as the telepath know where they are.
[1] At this level the telepath can feel basic emotions and sense their target's current mood, as well as
send simple impulses and rudimentary thoughts. The target can be induced to twitch or make a simple
or habitual gesture.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Mind reading, but also much more than that. Telepaths can speak to the minds of and alter the
memories of other sapient beings. It primarily affects those that the telepath can sense, but can also
affect those who are nearby, so long as the telepath know where they are.
[2] The telepath may now read the surface thoughts of their target, or induce them to make a single
motion, or otherwise project a single word or idea to another person.
(CG Note: Requires Psychic Abilities - Telepathy (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Mind reading, but also much more than that. Telepaths can speak to the minds of and alter the
memories of other sapient beings. It primarily affects those that the telepath can sense, but can also
affect those who are nearby, so long as the telepath know where they are.
[3] Recent thoughts and plans for the near future can be read, and complex emotions, full sentences,
and streams of memory can be transmitted. Unusual actions can be forced, and senses can be given
false input.
(CG Note: Requires Psychic Abilities - Telepathy (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Mind reading, but also much more than that. Telepaths can speak to the minds of and alter the
memories of other sapient beings. It primarily affects those that the telepath can sense, but can also
affect those who are nearby, so long as the telepath know where they are.
[4] Deep thoughts and distant future plans are now visible. Multiple minds may now be linked
together, so long as they are in range. False memories can be implanted, true memories can be
suppressed( though not erased), multiple sentences of information can be transmitted, and the
telepath may even seize control of their target's body for a few seconds.
(CG Note: Requires Psychic Abilities - Telepathy (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Mind reading, but also much more than that. Telepaths can speak to the minds of and alter the
memories of other sapient beings. It primarily affects those that the telepath can sense, but can also
affect those who are nearby, so long as the telepath know where they are.
[5] Nothing within the human mind is hidden from the telepath. They may communicate telepathically
as easily as verbally, rewrite memories, alter personalities, and seize total control of their target.
(CG Note: Requires Psychic Abilities - Telepathy (Four Dots) - World of Darkness: Sorcerer first.)
Your strength? Relying on people that aren't garbage! You can create small, magical versions of
yourself that fire magical attacks on their own, or can kamikaze-dive your opponent to deal damage.
These copies are semi-autonomous and follow your orders without question, but that's not to say
they're infallible. They're capable of operating remotely and on their own without much input, but
they have a maximum range of around 10 meters.
Distilled by an innovative new process from the corolla of mist flowers, this extract is a particularly
potent mix. But the attention it attracts most is not of human variety. Slimes feed off of elemental
particles to survive, and with such a strong source of it concentrated into one place, it is little wonder
that they are drawn to it like moths to a lamp. Just sprinkling a small amount of it on the ground would
immediately lead to these magic sensitive creatures springing out of the woodwork to investigate. In
future jumps this would work as an incredible bait for any likewise mana-sensitive creatures. Don’t use
too much at once though, lest you find yourself swarmed in minutes.
Staves or other items that are used to summon minions that follow you around and attack or which
summon sentries that stay in-place and attack enemies that come near. Also includes whips which can
focus the attention of your summons on a given spot and empower their attacks in different ways. Any
purchases that would normally require Eternian Mana to use can be used normally straight away.
Can pick two weapons that are made with a late pre-Hardmode ore [Demonite, Crimtane, Meteorite,
Obsidian, Hellstone] or which are listed here: Hornet Staff, Imp Staff, Snapthorn, Spinal Tap
You can figure out new tricks for this with time and practice.
A copy of Peter Pan’s famous pan pipes. The instrument is made of Neverland reeds, and always stays
in pristine condition. When you play it, the music charms the hearts of those around you, making them
more admiring of you. People who have heard it before will instantly recognize that you are playing it
and happily welcome you. It also lets you, as long as you play the pipes, animate and control shadows,
assuming they aren’t attached to anything (see Shadow Biter).
A stone, winged creature (whatever your favorite animal is) that obeys your every command. It is able
to fly and can also merge with stone surfaces. When merged with stone, it cannot attack or be
attacked, and it leaves behind a carving of its face. When merging with stone, it can also safely take
along whatever it can carry.
A 10-ft vat filled with blue goop that tastes like your favorite childhood food. Touching the goo creates
a clone of the toucher in under a minute. The clone only has 10 hp and a moderate armor [defense]
level at most. While the clone copies everything, it can’t do anything magical (or anything that can’t be
done in real life).
Six massive, sentient rocks that share a collective mind as a single entity. You can give them basic
orders like guard, patrol, or destroy. The Menhirs can attack by unleashing psychic waves that deal
mental damage and push opponents back. In addition, if a Menhir is destroyed, a still-living Menhir can
absorb the broken rock’s pieces; this causes the fused Menhir to gain a permanent bonus to its total
HP and attack power. If all six Menhirs are destroyed, you will get another full set in a month.
Short swords designed to be thrown, these Conceptual Weapons are effective against spiritual entities.
By striking an opponent's shadow you can bind their movements; and it's significantly more difficult to
remove them by hand when this is utilized, giving you the chance to strike at them. A Church
Executioner with Iron Plate Effect receives this for free.
You have a set of powerful hypnotic eyes, which can be used to plant suggestions and alter memories
of those who make eye contact with you. It doesn't work as well on other beings with supernatural
power, though if you catch them unaware you might be able to do something subtle. This is more
powerful than modern day Hypnosis Magecraft, and as a result is more difficult to resist.
Most Magi are not fighters or soldiers. While they’re certainly threatening in general, many lack
experience in war and most see risking their lives like that as barbaric. So they rely on others. Most
commonly, they rely on familiars, a category of being that you are oddly gifted with. Outside of just a
specialisation in magic, you appear to get significantly greater results than normal in anything
regarding familiars. Your efforts to create them result in more powerful creatures made for less costs,
while attempting to attract existing creatures to become your servants most often ends in a quite
powerful new ally who is rather lenient in their required contract. You’ll quickly become well versed in
using multiple familiars in your goals, particularly making use of them in combat instead of fighting
yourself, and even find that maintaining familiars is relatively cheaper for you. A weak magus might
not be much of a threat but if he had ten loyal spirits aiding him, they could most certainly take down
even much larger game. In particular, any magecraft you know will soon reveal to you ways that it can
be entwined with any familiars you have, sometimes stretching the boundaries of what’s normally
possible in those disciplines when used for your focus here. Often methods to enhance your familiars
during creation or battle, it may also show ways to create entirely new kinds of familiars. Perhaps a
Doll Making specialist would learn to make familiars out of their own selves with this, an army of one!
You’ve been able to get a handle on some very unique artifacts...these ones even work! They’re small
animated golems, bright colors and with animalistic and loyal intelligence. These PlaMonsters come in
a few varieties and can be commanded to do anything their small(many can be held easily in your open
hand) bodies will allow them too. You get one of each of the following:
Red Garuda: A bird-like familiar powered by the Garuda Wizard Ring. It is used to perform aerial
reconnaissance.
Blue Unicorn: A unicorn-like familiar powered by the Unicorn Wizard Ring. This PlaMonster performs
ground-based reconnaissance and can use its horn to dig into the ground to provide support by
distracting the target.
Yellow Kraken: A horned octopus-like familiar powered by the Kraken Wizard Ring. This PlaMonster
performs underwater reconnaissance and exploration.
An infant doll made of wood. These dolls can placate the rage of the supernatural beasts temporarily,
who will cradle the doll like their own baby.
Whether by some skill you've picked up or by an innate ability, you are able to hypnotize someone,
making them extremely susceptible to manipulation for a short time. This only really works on normal
people and can be resisted with enough willpower, but only requires eye contact or a small visible
gesture to activate.
A demonic butler, bound to your will and your property. Completely and unerringly loyal, this demon is
quite well mannered and skilled and looking after your belongings. He is also able to shift into a more
powerful form to defend them.
Does not take up a companion slot, but must stay within property or vehicles you own or inside your
warehouse. Can teleport between any such places. (Free With House of Mystery)
A tribe of goats, slain, emptied, then stuffed full of goblin munitions before being reanimated as
zombies, I can’t imagine what you’d do with these. Surely, there’s no practical purpose for a tribe of
explosive undead goats, right? You’ll get another goat every morning.
Perhaps as a consequence of your own inner monster, real ones seem to respond better to you. Non-
sapient creatures that may be considered “monsters” do not immediately attack you instead regarding
you with cautious gestures of trust. You may build up a rapport with such monsters, gaining their trust
and allowing you to train them more easily.
Far from a dabbling student, you actually have quite a bit of experience in Necromancy already. Far
more than just raising the dead as mindless thralls, though this is within your power, necromancy also
involves experimenting on or manipulating souls, summoning spirits and undead bound to you, and
temporarily altering the body. While extraordinarily versatile, Necromancy is not an offensive or
combat art, and requires preparation and research to properly utilize. You would have to cast the
proper spells on a pile of gathered bodies to create your troop of skeletons, and then inscribe the
ritual circles and channel your magic through them with an incantation if you wanted to summon them
in battle, for example. Thankfully there are ways to prepare parts of this beforehand, and the clever
necromancer always has something up their sleeve.
The energy within your tomb, that which seals the tomb and brought you back to life, has seeped into
the very ground surrounding the tomb. Countless dead animals, from rats to spiders to scorpions to
birds, were turned undead by this aura. Curiously, the fact that it emanates from the tomb seems to
have slaved their wills to that of the master of the tomb. Thousands upon thousands of these Tomb
Swarm creatures surround your tomb, buried in the shifting sands and within hidden pockets inside
the tomb itself, ready and waiting to spring out and attack any who come near. (CG Note: Requires
base Tomb - Warhammer Fantasy: Tomb Kings first. Obviously.)
You know how to brainwash people. Through a ritual you can suppress a restrained target's mind and
create a false personality to take control of their body. Unfortunately pain is capable of awakening the
suppressed mind and allowing them to regain control.
It’s a horse, one loyal only to you. The two of you are already well acquainted with each other and this
great beast will always work well with you as its rider. However, not all horses within Bretonnia are
equal. There are multiple tiers to purchase, as described below, though you need only pay for the
option you are purchasing and not everyone before it.
Instead, for 200CP, you may gain the services of one of the fabled Unicorns, horned horses. Free for
any Damsels who wish to have a horse, these beings are pure steeds that will only let you or those
pure of heart on their backs. They require no saddle, giving a comfortable ride to any worthy rider, and
can run as fast as a Royal Pegasus can fly. They dislike combat but can utilise their horns to lethal effect
when needed, though the touch of the horn can also heal all but the most grievous of wounds or
sicknesses.
The perfect kit for becoming a fortune teller, or so it seems. The outfit and crystal ball will fool people
into thinking you are a fortune teller, but it grants you no actual abilities as a seer. However, you can
use your crystal ball to imprint single suggestions into individuals seeking advice, such as telling them
to throw their most prized possession into the ocean. After the victim follows the action, he or she will
regain control of herself, and may very well change her mind.
Sometimes you just need backup. The summoner package allows for summoning or creating
temporary allies. It starts at two allies just below your own power level, or a dozen weaker allies. At
the start, you will have to micromanage them. Time and practice will raise the (absolute) power level
of the summons, their numbers, and their ability to act independently.
A contract entitling you to use the services of a dark mercenary corporation. It appears you have a
credit with this company, letting you use them a fair amount without needing to pay. Or, this is an
agreement with your superiors to let you borrow some muscle.
You can request a dozen armed human mercs, or six “weak” monsters, for use in your schemes. The
troops aren’t elite, but they are professional. If any of them die while carrying out your orders, you’ll
have to wait a week before requesting more firepower.
If purchased twice, you have access to a team of up to 36 humans or half of that in weak monsters.
(CG Note: Requires base Mercenary Retainer - Generic MG first.)
An old technique originating on the dinky little planet called Earth, yet somehow still scarily effective
even at the heady heights of power this place reaches. The Mafuba that you have learned is a mystical
technique created to seal away other beings, originally demons but it works on any being. With the
incantation, proper movements and expenditure of a great deal of personal energy, you are able to
activate the Mafuba and suck away a target being in front of you to seal them inside a prepared
container. Any container that can be sealed tightly with a special seal tag, which you are aware of how
to make, can work even if you use something like a rice cooker. It can be difficult to aim the technique,
especially when using a small container and you are vulnerable to being interrupted or having a
different being jump in front of your target, so careful planning can be required to have the technique
work. Once sealed, they can only be released by opening or breaking the container the target was
placed in.
You have an aura of power around you that creates strife among your opponents, inhibiting their
ability to cooperate against you. Enemies have difficulty ganging up on you and do not receive any
bonuses they would normally receive for attacking together.
A deck of 30 cards (as in normal, small playing cards, not human-sized Cards). When thrown, the cards
come to life and work to aid you in combat, most often by distracting opponents. The cards are quite
agile and are hard to hit. After 15 minutes from being activated, a thrown card will become inanimate
and cannot be used until a day has passed.
Animated constructs of sticks bound by vines and a lit pumpkin head, these fiends are clever but
ultimately mindless and bound to your will. Immune to fear, diseases, poisons, and even fire, they still
have one weakness: if the flame in their pumpkin head is put out, they will fall over and die. You get 6
Scarecrows with this purchase. You will get a replacement for each lost Scarecrow once every blue
moon (it will take multiple blue moons to replace more than one Scarecrow).
For some... unknowable, ungodly reason. The most famed of the halfling regiments are known for
their generals taking to the field on the backs of baby dragons. No one knows what happens after the
dragon grows up into the terror of an adult - given the stories of another dragon being eaten alive, I’m
not sure I want to know. One would think halflings would be sensible and stick to their ponies and
rams, but alas. We aren’t sensible.
You have in your care just such a baby dragon, a tad too ‘ickle’ to fully use its breath attack and small
enough that its scales are still a tad soft, but still savage enough with its teeth and claws. The
hatchling’s a Fire Dragon of the World’s Edge Mountains, and in time it will grow into a ferocious fire-
breathing monstrosity that has earned its place at the top of the food chain. But for now, it's small
enough to bear a pony’s saddle and bear a halfling’s frame. How’s that going to change once it grows
up? Well that’s not my problem now is it.
Connections. Contacts. Names. All these and more are required to make it big in the fields of business
and politics. And this tool will help with that particular detail: A little leather book of names, all being
people you either know directly, can become easily acquainted with, or have some tangential
connection to. Whenever you need to call upon one of the contacts within The Little Book, coincidence
and luck will conspire to ensure they’re both available, able, and willing to help you with whatever
favor you may require of them. Just be prepared to pay them back in return, if you wish to keep that
name in The Little Book. The Book, by mysterious and arcane means, keeps itself up-to-date on the
individuals you may be able to learn of and call upon in times of need.
An entire flight of 10 or so of the great blue hawks of Kislev that aided Miska and were forever
changed, becoming beings of frost and spirit as much as flesh and bone. Their cold, terrifying shrieks
herald them on the battlefield, are resistant to most magics, are more agile, much larger and far
stronger than mundane hawks and their talons and beaks alike are enchanted with ice magic to rip
easily through plate armour. They will follow your directions on the battlefield precisely and generally
do your bidding.
A magical, gold banded warhorn which emits a terrifying, deep bass note that causes non-sapient
beasts to go into a murderous frenzy. The magic of the horn is such that when sounded the affected
beasts gravitate towards your enemies.
This little mirror was something a much younger Egrimm van Horstmann designed so as to aid the
common soldier in times of war. When worn, it allows the wielder to swap their own fighting
capabilities with those of the enemy reflected in it. Its power is limited by wards placed on it after the
expulsion of Van Horstmann, but it will still be useful against even the likes of a Chaos Lord. Should you
be a more proficient fighter than your enemy, you would be better off having an ally wield this.
Though appearing simply like winged horses, these steeds of the air are omnivorous, exceptionally
loyal, and according to some, fly by means of riding the Winds of Magic themselves. Their feathered
wings have carried many a Wizard into battle or out of it to safety, and the Supreme Patriarch even has
an especially swift one by the name of Quicksilver. It should come as no surprise that you now possess
one as well, a noble and loyal mount to ferry you in all your future endeavors.
The Chaos Wastes are filled with creatures that seem as if they come from the nightmares of men than
the world itself. These creatures can slow or even outright stop the advance of Old Worlder armies
that attempt to move through the Wastes for whatever foolish reason. Anyone else would find that
interacting with creatures of this caliber is a terrible idea. But not for you. You’ll find that you can
actually build rapport with these nightmarish creatures, as well as other seemingly completely
untamable beings so long as you are able to keep them restrained long enough to actually interact
with them. With enough time, patience, and training these creatures could be implemented on the
battlefield alongside your armies. Perhaps even as mounts. Do note that this does not apply to proper
daemons, just the gruesome magical creations below them.
Tzeentch is the God of Sorcery, and he will not allow his minions to be bested in the arcane arts. Once
per day, you may redirect any magic that you see casted by someone else. If a wizard fires a fireball
towards your army’s lines, you can quickly fling it back. If someone attempts to use magic to seduce
you, you can direct it back to them, or anyone else within the range of the mage that casted it. Do
keep in mind that the spell is still coming from someone else, and that you need to be just as magically
adept as the enemy mage or better to gain control.
“Together they defeated the Demon King Ganon - and sealed him away in darkness.”
A series of enchanted relics along with instructions on their use. When a ritual is performed with these
relics on a defeated enemy, that enemy can be sealed away using their power, preventing them from
awakening indefinitely. There is no way for them to escape this imprisonment on their own, and only
someone with powerful magic and knowledge of their whereabouts can release them.
Ganon is fond of working through proxies, a habit that has bled over into Agahnim. This item can come
in two variations. The first is a swarm of enchanted armor that will move on their own, follow your
orders, and hunt down irritating heroic wannabes. On their own they are only equal to a normal
knight, but there are at least 100 of them. Or the second choice, you may choose to have a statue of
Ganon - or yourself. While this statue will lack any magical capacity, being only a statue, being made of
stone makes it far more sturdy than almost all of the lesser armors put together. Each choice comes
with appropriate weapons, swords, shields, and spears for the ‘knights’, and an utterly massive trident
for ‘Ganon’.
While Hyrule may end up leaving it’s own fate in the hands of the Hero in Green more often than not,
that’s not to diminish what it’s more ordinary knights can accomplish. This armor is meant to be that
of a fully fledged Knight of the realm, and it’s suitably imposing. It’s defensive properties leave most
simple weapons straight up bouncing off, and simply wearing it will call a handful of soldiers out of the
woodwork to aid you in battle. Even the weapons it comes with are impressive, if ordinary, such as
massive greatswords or the iron ball and chain. Of course, if you aren’t a knight or don’t wish to step
onto the field of battle yourself, the armor is also remarkably receptive to magics such as possession.
Simply find some schmuck to wear it and fill the both of them with dark magics and boom, instant
miniboss. It would be stronger for someone competent, but those sort tend to be harder to control.
During the era of the Minish Cap, a strange craze for figurines swept across the land. Small wooden
people, carved into the shape of various figures. At one point, it seemed like everyone in Hyrule had
one - both in the sense the owned one and that there was one of them. Somewhere along the line
someone thought to weaponize them, resulting in this set of four pint sized statues of the Hero of
Men. Each one bears a miniature Four Sword, a shield, and a secondary weapon - a false fairy for
healing, a bomb for exploding, a bow for shooting, and a handful of Rupee fragments for throwing at
people. Individually they’re quite weak, only able to take down the weakest of monsters, but together
they can reliably take down more normal monsters. Each of them comes with a small supply of their
miniature ‘ammunition’, but it’s not quite enough to fight for more than an hour or two per day unless
you stock up first. They do need to be recharged every so often however, so please make sure to keep
their magic reserves topped off - or to find a Fairy willing to help you.
No Fairy of rank is ever without a lesser Fae to command and lord over, and while your rank is still up
in the air, you now hold command over a small number of other Fairies. You may choose between
eight lesser Fairies, the kind that the heroic sort would typically seek out for healing, and three Servant
Spirits that would assist said hero on his journey. These lesser Fae are a step above their brethren, able
to heal their contractor many times over what the normal limit would be, saving their life twice,
perhaps even three times before returning to your side. The Servant Spirits on the other hand, are
incredibly wise and both capable and willing to offer advice, something any prospective hero would
benefit from immensely. While their healing magic is minimal, they are instead capable of inducing a
state of hyper focus in their contractor to assist them in a fight.
Summoning, the act of bringing forth something or someone from somewhere else. The most
powerful being Cia who brought forth entire eras and armies, though more than a bit of an outlier
considering her reliance on the Triforce and Gate of Souls for such feats.
Summoning is arguably the most widespread of magic with members of every army having more than
a few. Perhaps it’s because it is so valuable in war that it’s fostered among varying militaries.
Summoning, to put it simply, is bringing something from somewhere else to where you are now. The
larger and farther away the object, the harder it is to summon. The less familiar you are with an object,
the harder it is to summon.
Normal summoners within this war are used to summon reinforcements as a result, limited to bringing
forth allies one at a time from nearby camps. You have a bit more skill in the art and can summon
several allies at a time or call up objects as large as an elephant, and put them back too.
In truth, when the dragon was faced with the man who would slay it, it questioned him. Why have you
come, what do you seek, what is your wish, so on and so forth. Despite asking, he believed not a single
word from the man, but was left speechless by a counter - “what is your wish?” After sitting in an
empty land for a thousand years, he wished for time to move, for something, anything, to happen. The
man pulled out a drum, and began to play. For three days and three nights the man played and the
dragon danced, and on the dawn of the fourth day, the dragon died. This drum may not be that drum,
but it carries the same magics - when you begin to play, those who hear it have no choice but to dance
to your beat.
The Switch Hook is probably related to the Hookshot somehow, but the exact nature of their
relationship escapes me. When you fire off it’s pincer-like head, it will grab onto whatever it’s aimed at
- assuming it’s within range, as this thing only has so much chain - and swap you with it. That’s right,
not grab it and drag you towards it, or grab it and drag it towards you, full on swap places. Alongside
this interesting device comes a Blue Joy Ring, which causes any healing magic directed at you to be
doubled - such as the Hearts a hero would find hidden in grass, or from a defeated enemy.
Well, not really, like Vaati and Ganondorf you have an ability to conjure servants to do your whims.
Weak soldiers are easy enough to conjure even at the start you could create dozens of Moblins or
Octorocks but only six or seven Wallmasters or Darknuts. With time, and as your magical energy and
skill grows your skill at summoning will grow to frankly incredible levels with growth stopping around
the level where you could conjure an army, hundreds of mooks per summoning and dozens of high
tiered monsters summoned if you summon no mooks. Though growth past the point is possible it will
take exponentially more time and effort for each additional summoned minion.
You will find, in the tales of old, that evil is often alone. When the Hero confronts him atop his tower,
who stands by his side? No one. While evil may not have friends, he does, more often than not, have
minions. For this reason, you have torn away your own shadow from the ground, and given it a
fragment of your magic. While you can see through its eyes and hear through its ears, you do not have
perfect control over it, and it’s intelligence is lacking. If it’s destroyed, it will merely fade away and
return to you, ready to be fed more magic and sent away again.
Conjuration mainly involves summoning creatures from other planes of Oblivion, which doesn't appear
in any other universes. Not only do you retain your ability to summon various Daedra in future Jumps,
but you can easily summon twice the amount you could before.
Necromancy isn't looked upon in a positive light, but it's practitioners appreciate the power it brings.
You are a skilled necromancer, knowledgeable in summoning spirits and binding the dead. You can
also permanently reanimate bodies and summon powerful undead from the Soul Cairn.
You have the ability to trap your foes in a strange purple web. Like Blue or Green attacks, this is a
technique that limits your foe's range of movement. You can create a mysterious purple web in the air
or on the ground in a 10 m radius, and the moment someone touches it, they're bound to it. Once
bound, your foe can move freely along the strings, but attempting to move off of one string will
instead jump them to the next one, and they will find leaving the arena much more difficult than they
should. If your foe is capable of flight, then your web will appear midar- Otherwise, it will appear on
the ground. Unlike previous techniques, you may trap multiple foes with your web.
Staves or other items that are used to summon minions that follow you around and attack or which
summon sentries that stay in-place and attack enemies that come near. Also includes whips which can
focus the attention of your summons on a given spot and empower their attacks in different ways. Any
purchases that would normally require Eternian Mana to use can be used normally straight away.
Get a Summoner Emblem, and can pick two weapons that are made with an early Hardmode ore
[Cobalt, Palladium, Mythril, Orichalcum, Adamantite, Titanium, Hallowed Bar] or which are listed here:
Blade Staff, Spider Staff, Pirate Staff, Sanguine Staff, Optic Staff, Pygmy Staff, Queen Spider Staff,
Lightning Aura Cane, Flameburst Cane, Explosive Trap Cane, Ballista Cane, Firecracker, Cool Whip,
Durendal
Chlorokinesis allows the user to control and greatly accelerate the growth of plants on the molecular
level with their mind. This can be used to create hybridized plants as well as plantlike minions and
creatures.
You possess a small pet, a tarantula like spider with unique red markings. Its primary diet consists of
crickets, other small insects and sugary candies. It provides an immediate danger sense, flaring up as it
almost supernaturally detects any and all threats to its owner. It is fiercely loyal, will obey all of your
commands short of suicide and can emit heat and flame equivalent to that of a blowtorch on
command. Or when angry. Mostly when it’s angry. Don’t make it angry.
A candle blessed from a legendary cave. It is said that a mermaid saved the sailor she loved by leading
him via candle to shelter in a cave; since then, when people write the name of their desired lover and
light the candle in the cave on the anniversary of that day, as long as the flame does not die
prematurely, the mermaid will hear your prayers and your love will be returned. Jump-chan has
blessed your candle so it can be used anytime, anywhere to gain a blessing for a love you currently
seek. Also, just as the candle’s flame boosts your love, the magic of love, whether through your
emotions or through song, amplify the candle, such that it could potentially unleash a blinding light on
opponents.
A Chinese-style fan that, when waved, sprays magic flower petals. The cursed petals make victims pose
according to your will, and can also solidify into a cage. The fan can summon ice as well.
It seems that you somehow learned the tricks of the Blue Men – insane humanoids that sleep face-
down in water. If you speak a line of rhyme in front of the target, the target must reply with their own
line of rhyme or else take mental damage and be paralyzed until the rhyme is completed.
I’ve officially given up on understanding you short bastards. You have access to ponies and battle
sheep - steeds that you can actually ride effectively and direct - and some of you are still mad enough
to climb six or seven feet up into the saddle of a Sigmar-damned pegasus. You know those beasts fly
high enough to reach the clouds, right? And your legs aren’t long enough to reach the stirrups?
Well if you insist. On purchase, you receive your very own, fully-matured pegasus. Theorized to ride on
the Winds of Magic to support their equine bulk, Pegasi fly through the air as magnificently as any
eagle or swan. Cunning and intelligent creatures, the pegasus is a mount worth thousands of gold
crowns to any nobleman or magister of the Empire.
An ornate golden mask that allows the wearer to meld his consciousness with that of any winged
beasts capable of flight. Should the will of the wearer prove stronger than that of the beast it will serve
loyally as well as draw on your own skills and abilities when ridden to become a true terror of the
skies.
All Walkers get in touch with their feral side. Some are consumed by it and lost. Others... Others
master it. You can commune with the spirits of the world, and gain boons and inflict banes with them.
Should you possess The Sharing, you have an increased resistance to being turned feral by your
Sharing. You will be able to endure roughly twice as much, and have a far better sense of when you
should stop before you lose your mind.
A familiar is a spirit, a being native to the astral plane which may enter the coterminous realm of
twilight. To become a familiar, a ritual occurs in which a mage mystically bonds the familiar to their
soul, allowing them to see through the familiar’s eyes and have it perform tasks on their behalf. Spirits
in turn may use the mage as an anchor to stay in the material world for prolonged periods of time,
experiencing all they have to offer. Spirits come in one of two forms:
Twilight familiars are invisible and largely intangible unless they utilize their spiritual powers to affect
the fallen world. These powers are diverse and include (but are not limited to) one of the following
abilities; telekinesis, aura reading, minor curses, minor blessings, small electrical discharges and
ectoplasmic formation. All of these uses however draw from the familiars innate pool of mystical
energy, and when this is depleted, it cannot interact with the physical world until it has recharged.
This lovely little wand here has a magical ability to control sand, though admittedly only in a handful of
preset forms. First off, it can cause sand to levitate, usually in the form of a cube. Basically, it slides it
upwards a short distance, albeit only for a few seconds at a time. The range on this is quite nice,
anywhere you can see AND, if you're absolutely certain that there's sand on the other side, even
through walls. If you have magical energy to spare, it can even summon some sand for you to work
with.
Staves or other items that are used to summon minions that follow you around and attack or which
summon sentries that stay in-place and attack enemies that come near. Also includes whips which can
focus the attention of your summons on a given spot and empower their attacks in different ways. Any
purchases that would normally require Eternian Mana to use can be used normally straight away.
Get a Summoner Emblem or Avenger Emblem, and can pick two weapons that are made of a late
Hardmode, pre Lunatic Cultist ore [Chlorophyte, Shroomite, Spectre Bar] or which are listed here:
Deadly Sphere Staff, Raven Staff, Desert Tiger Staff, Tempest Staff, Xeno Staff, Staff of the Frost Hydra,
Lightning Aura Staff, Flameburst Staff, Explosive Trap Staff, Ballista Staff, Dark Harvest, Kaleidoscope,
Morning Star
Forcibly chaining someone to a magically appearing slab of stone, you shoot a blast at their heart,
forcing out a dream mirror. You may gaze into the dream mirror by sticking your head into it, but this
gives immense pain to the person. You’ll get a complete look at who they are and what their dreams
are like. You could manipulate a person and find their emotional weaknesses with this sort of
information, and stealing their dream mirror can turn them into an emotionless, drivenless husk of an
empty vessel. They won’t die instantly, but they’ll slowly wither away as they neglect themselves.
You can also force out any entity sealed in someone or possessing them with this power, as the
extraction process also forces beings out of the person.
On this jet black sword lies an old inscription “As the glory of the moon - shines bright and dispels
shadows, so too may the one pierced with this sword become banished into a deep sleep.” Indeed, the
sword is capable of sealing those sufficiently weakened who are pierced by it after the user chants this
phrase. Upon sealage, the target will enter a deep sleep. It will take powerful magic to awaken them,
and time will eventually weather away at the spell.
You’re a master of working with spirits and elementals. Summon them, bind them, use them to
murderize your opponents, whatever. You can cast summons in a tenth of the time as anyone else,
and are able to bind them almost without risk.
You should throw this away. Right now. Just... forget you ever had it, okay? No? Well, your choice. This
is a demon’s reliquary, containing a bound succubus or incubus. Yes, they are bound to obey your
orders. No, that will not make them even the slightest bit less dangerous. A single one showing up in a
city is cause for an immediate panic, because they’ve taken down entire nations, alone. Not through
raw power, but simply out of sheer, manipulative ability. Of course, if you don’t have a city that you
want to take down, you could always have a reliquary without a succubus bound in it. Yes, you should
do that.
A containment system built to hold any demon short of an Archdemon, it will somehow fold into a
carriable little box. Don’t ask. On the odd side, this is actually secure enough to dodge charges on
carelessness while demon summoning, which is such a common event that the authorities practically
take it for granted that they can charge you with it.
Do you want to keep someone from hurting themselves?Whether it’s ribbons, ropes, or chains, you
are able to summon extremely tight and durable bindings from thin air. These are strong enough to
completely restrain an unprepared Magical Girl and possibly even act as crowd control for a Wraith if
used carefully. They need some energy to maintain, but the cost is fairly small.
H...how did you get this? Why is it so docile and making tricks, like rolling over? And it’s...coming up
close and “staring” at you (It doesn’t have eyes but you KNOW it’s looking at you), like it’s expecting
pets? This is not the giant Vertexes you typically fight, but rather one of the many (still pretty big)
white “cells” that combine to form the bodies of the Vertexes, called Stardust. By itself it can’t fuse
with the other stardust, and you just cannot purchase enough for them to fuse into a typical giant
Vertex the Heroes fight.
You’ll have to explain to the Taisha why you have this thing or keep it hidden. You’ll probably have to
have a lot of funny little shenanigans. Stardusts do not need food, but they do like eating. They don’t
have any waste products, so you don’t need to worry about stardust poop.
In the desert, not just the bodies of humans were reanimated by Nagash’s spell gone awry. The
countless dead animals were returned to an undead state as well, a vast, invisible army of skeletal
scorpions, scarabs, spiders and worms that crawl in great swarms to devour any flesh they can find.
They seem drawn to you, perhaps the vast energy within your being soothes them? No matter where
you are, a swarm of these ferocious bone insects and small animals can quickly gather to you and
attack any of your foes, distracting and dealing countless small wounds. The swarm numbers are great
enough that it could cover you completely and can travel at quite surprising speeds. An enterprising
guardian could use them to travel.
You have gained knowledge of how to seal knowledge and mystical abilities away. The target must
either be willing or unconscious and extreme stress may awaken what you have locked away.
Somehow you have gained a powerful Noble Phantasm contained in a card. When activated it will
cause any targets within a hundred metres to be affected with a gravitational force that will plunge
them to the ground. It is not physical in nature but rather an attack of conceptual nature able to break
through other magical defences. It can be activated selectively to allow avoiding it effecting allies. The
force is powerful enough to leave those with strength greater than the strongest of mundane
humanity by over forty times unable to move. Curiously its existence is a mystery to even Gilgamesh,
the hero who owns all the treasures of the world.
The bond you have with the lady has linked you to the very land of Bretonnia itself. All the plants and
animals of this country, and indeed most forms of genuine nature elsewhere, recognise you as one of
their own and love you for it. You’ll never be harmed by a normal animal, even at the urging of its
master, and often you’ll find yourself assisted by them. Animals will leap to your defence if they notice
you in danger, provide you shelter in their own dens on stormy nights and even share their catches
with you if you ask. This close connection with nature has also improved your spell casting in such
places, bolstering your magic with added vigour and strength.
The religion of Bretonnia is a powerful tool for the servants of the Lady to control and direct their ‘pet’
nation. The Elven act of inserting themselves into the mythos of this country has allowed them so
much influence and whilst they may not have intended for you to do so, you learnt from their
examples. You have an incredibly easy time inserting yourself into the religion of whatever location
you are in, making yourself out to be a living saint or goddess and actually getting believers to believe
you, as well as intensifying the fervour with which they believe in you over time. More sceptical people
or widespread religions will be difficult, a lone and regular Damsel might only be able to take control of
the religion of a few nearby villages. But, as your magical power grows, so too will the extent of this
influence. Becoming a wizard on the level of the Fey Enchantress may let you enthral the religion of an
entire country with just a few years work.
A pulsing, mossy stone with magical powers. The stone softly glows in the presence of plant life and at
the command of its holder, can cause plants to rapidly grow and to move as the wielder wills. Decades
of growth may be caused in just seconds and the plants can move in ways normally impossible to
attack foes or defend the user of the Heart. The plants grown this way will count as having naturally
done so and will continue to function normally afterwards.
While you may be used to fighting on your own, doing EVERYTHING by yourself is a good way to get
beaten up or killed. Luckily, you have some friends who can help you with this - namely, summons. By
forming a bond or a pact with a willing magical being, you may summon that being forth and fight or
work alongside them. You have a particular talent with this, letting you summon magical beings from
this world and others so long as said connection exists and is established, generally being appropriate
for what world you’re in. This also gives you a talent for transportation magic, letting you teleport
items and people to you so long as you have some way to connect to them. Good for surprise parties!
Do you have too many summons and not enough time or capacity to summon them all? Well, with the
power of Alchemy, it's possible to compress a summon or other creation into a small, crystalline cube
using a simple process, essentially casting the summon in advance. When broken, the summon is
released under the holder's control and will last for as long as it normally does or as long as it was
charged beforehand with no cost to the user. If you’re willing to put together a really big crystal, you
could even do this with much larger things, like say, a modified Russian battleship.
We’ll be honest with you, about ninety percent of alchemy is just cosmic bullshit that nobody actually
understands. Most Alchemists just make it up as they go along, and tend to get varying levels of
benefits from it. Everything you do tends to have a random extra benefit attached to it – you could
make an anime based on real life events and it’ll actually work as a cover-up or create LiNKER that
somehow also works as mind control. Alternatively, you may also choose to impose a random penalty
on equipment you make, with a corresponding increase in power. Don’t ask us to explain how it works
because we have no idea, and if we’re honest- neither do you.
Times have changed, and with it, norms have also changed. The Art of Mikos, once commonplace in
this land, have now become a form of witchcraft that is no longer considered a norm. Still, it’s a skill
that might be useful for you when it comes to helping another. The art itself might not be
commonplace anymore, but that doesn’t mean there aren’t spirits that plague people from time to
time.
As a Miko, one of your specialities lies in purging out these spirits, driving out the negative emotions
dwelling inside a person. However, when it comes to wandering spirits and restless ghosts, you can
also demonstrate a capacity to guide them into willing bodies and temporarily give them more than
just a spectral form. If it is absolutely necessary – you can even form sacred boundaries to ward spirits
away.
You have a good grasp at the old art of summoning a bigger threat to deal with a minor one. This will
not backfire on you personally, and though whatever it was you released might go rampage elsewhere
somehow events will conspire to prevent you coming into risk from your very bad idea. Fortunately,
the bigger threat you released will simply overlook you and go rampage somewhere else. Unless you
deliberately provoke it, but why would you do that?
You have a mysterious stick with an ever-burning flame atop it. With this flame, you could easily send
lifeforce out of control, sending people berserk as they act on every impulse they ever have, and even
making localised changes to the seasons themselves. These effects rarely last longer than a single hour
per application, though this is plenty of time to cause all kinds of trouble. You are naturally immune to
this effect, as are anyone else you choose not to affect, so you need not worry about going crazy just
carrying it around.
You have a komainu, a lion-dog statue that watches menacingly over wherever you wish to put it.
When you need it, perhaps when trespassers try to break in, it will spring to life (and naturally, turn
into a cute girl) to defend you. While in statue form, it’s semi-aware and can remember things such as
who looked after the statue when it was not needed and keep a careful watch for potential enemies.
Never Never Land is full of wild things, but there are ways to deal with each creature, however big or
small. Due to Peter's guidance and your own wild nature, you have a knack for dealing with various
wildlife on the island, and can identify specific actions that will drive them away, usually exploiting
their simple nature. For instance, a wolf will run away in terror if you bend over and stare at them
backwards with your head between your legs; if you draw a line in the dirt around yourself and dare
anyone to cross it at their own peril, a full pride of lions will not pass over the barrier; and bears will
hesitate to attack their own kind, even if it is just you in disguise or with a teddy bear. Please note that
an animal sufficiently antagonized with you may push aside its qualms and still try to attack. Also, as
the composition of the creature moves away from the natural end of the spectrum and more toward
an alien or magical beast (since Neverland’s beasts are somewhat magical, the shift is less sharp on the
magical end), the solutions become increasingly complicated; even so, the solution will always be
within your capabilities.
Head-shaped plants (vines, mushrooms, grass, cacti, seaweed, etc.). They are all insane but follow your
commands. Aside from different plant types, they come in two main variants. The Bloodsucking
Foliates are aggressive and carnivorous. They use spores to leech life from prey to replenish their own
health. Muttering Foliates are shy and photosynthetic, but still dangerous. Their spores are poisonous,
and any vomit from someone who’s taken enough poison damage from them will produce a new
Foliate. Both kinds of Foliates can also spit a sap-like substance at targets to make their appendages
stick together. Foliates can grow even on rocks, and they can merge with whatever they’re planted in
to reappear up to 60 feet away.
A throne made out of a Fallen Star. Please note that this item does not trigger chaotic Star Surges with
magic casting unless you want it to. Instead, the throne enhances charisma and mind control-oriented
powers when sitting upon it.
A towering wooden puppet (it can be shaped after either your favorite reptile or whatever reptile
freaked you out the most as a kid). Each appendage has a hole bored into it and contains a cat-sized
gecko piloting that appendage. Together, the geckos form a hive mind to run the puppet as a whole. If
part of the wooden puppet is carved and repurposed into something else, the gecko piloting it will
instinctively know how to use the new carving accordingly. The lizards also can cast some mind control
spells. Both the lizards and the puppet are immune to electricity, though the puppet is weak against
fire.
This perk comes into play whenever you are taking an action that randomly selects between several
options (for instance, if you are using a perk where the specific effect is randomly selected from
several distinct possibilities, or you are using a magic item that randomly chooses between several
different results). Now, for that random selection, there is now an extra option that acts as a “Joker”. If
the randomly selected effect is the Joker, then you are allowed to pick the specific result from the
specific options given. In the case that there is already a joker-like option in the rolls, then the Joker is
still added in as a separate extra option, increasing your chances of rolling at least one of the joker
options. Please note that this does not affect Jumpchain meta like rolling for location in a jump.
A watercolor set (with case, brush and paints) that comes with a couple-dozen-page book full of
outlined drawings of various Wonderland beings and landscapes, waiting to be colored in. Once you’ve
fully colored in the picture, the subject “comes to life” just as it was painted, right in front of the
painter. These painting creations are fully loyal to the painter, though you can command them to
behave like the real-life versions would. Each colored picture is replaced by a new drawing outline in a
day (the random pictures all generally depict various things from Wonderland).
You walked into the woods as Boris Ursus did and when your body was found you were sleeping in the
snow with a giant bear guarding you. The bear itself is unusually intelligent, unshakably loyal to you
and is always large enough for you to ride. Its strength is immense and its speed frightening, even
taking into account its fearsome form, and it’s claws and teeth are blessed by Ursun himself to easily
rend armour and the flesh of daemons. It also has fine, enchanted armour covered with glyphs of
protection.
Gigantic mammoths, covered in tusks and horns, entwined with the magic of the ice wastes. Thunder
Tusks have little to do with actual thunder, save for the booming sound made as they charge across
the mountains. Each beast can carry a trio of Ogres on its back with ease, though it takes a brave Ogre
to try. This is due to the powerful frost magic a Thunder Tusk exudes, an aura of sub-zero
temperatures that freeze all around the creature. Their magical natures allow them to focus this icy
aura into jagged blades and boulders of ice, spitting them across a battlefield at any foe. Irritable in the
summer and sun, they will often create a cocoon of ice to hibernate through such times, bursting free
once it is cold enough. They’re also known to be good at keeping meat fresh. You have a pet Thunder
Tusk, tamed with much effort that seems to take care not to freeze you.
Through the power of Ghur, an Amber Wizard may come to an understanding with the great beasts of
the wild. That is to say, they may come to recognize you as their superior, the leader of their herd or
pack. You are especially adept at this, able to sway several packs of wolves or flocks of birds to your
cause at a time. Furthermore, under your influence, normally solitary animals such as bears become
cooperative enough to coordinate their attacks, and skittish creatures like deer gain the courage to
stand against the horrors of Chaos. This is not absolute obedience, but unless you do something
detrimental to the creatures in question they will have little reason to oppose you. This is less likely to
work on prouder creatures, such as wild dragons, but even they are not entirely beyond your reach.
What the White Wizards cannot destroy or banish, they lock away where it can never escape. The
Vaults beneath the Pyramid of Light are full of such creatures and artifacts. You have learned well from
this, and now your mind is rife with knowledge of how to imprison what you cannot kill, mundane and
magical alike. Not only do you have the architectural sense necessary to design prisons that no mortal
in this world could escape without arcane aid, you are also versed instinctively in sealing spells taught
to the Light Order by Teclis himself, strong enough to chain the Chaos Dragon Baudros in the depths of
the vaults beneath the Pyramid of Light.
Much like the scrolls created by the old wizard Kadon, this scroll allows you to leash a great creature of
the wilds to your will. The use of it is simple enough. Focus the wind of Ghur into the scroll, and call
out the name of the beast within your sight. Pit your will against that of the beast. Prove yours
stronger, and the beast will obey you until you decide to release it, command it to act in a manner that
is truly against its nature, or allow it to suffer sufficient injury that it flees. Luckily, very few beasts truly
have a distaste for war. This will certainly make it easier to call the greatest of beasts to your side.
To think such a creature might actually exist is terrifying enough. To think that it willingly serves you
would be laughable were it not cause for one to die of fright. Even so, here we are. This deep red
monstrosity, whose breath rusts metal to nothing and turns flesh to dust as if millennia struck them in
seconds, deigns to act as your steed in times of war. Though it is as young as a dragon can be while still
being useful for battle now, it is more than a match for most of the world’s creatures. A swift mount in
the air and a potent combatant, this dragon serves its purpose well. As it ages, of course, it will only
grow larger and more powerful with each century. The loyalty of such a creature is a difficult thing to
earn. Be sure not to waste it.
You know how to summon great elementals formed of nature. These giants, while simple minded, will
obey your instructions to the best of their ability, and can be very reliable if guided properly. You may
only bind one elemental at a time, but you can teach others how to do it. It is not easy, expect a high
washout rate and maybe some fatalities. Each elemental is roughly 10 meters tall, humanoid shaped,
and comprised of your chosen element.
A familiar is a spirit, a being native to the astral plane which may enter the coterminous realm of
twilight. To become a familiar, a ritual occurs in which a mage mystically bonds the familiar to their
soul, allowing them to see through the familiar’s eyes and have it perform tasks on their behalf. Spirits
in turn may use the mage as an anchor to stay in the material world for prolonged periods of time,
experiencing all they have to offer. Spirits come in one of two forms:
Embodied familiars possess all the same benefits as Ephemeral familiars save that they also have a
physical form (usually that of a small animal) allowing them to interact with the fallen world as any
flesh and blood creature would without the need to spend the mystical energy to do so. Familiars may
also help to aid in dealings with other spirits, acting as messengers or go-betweens. If time and effort is
invested into a familiar they may become more spiritually powerful. This however is a task best suited
for those with a deep and thorough understanding of Spirits and the Spirit Arcana.
Darkness calls to the weak of mind and heart, to the greedy and the shallow. The lure of power, wealth
and reward, reaching far and wide. How else do you think Ganon forged his army? And yet, not all of
them willingly serve him. Agahnim also did something to the palace guards at Castle Hyrule to ensure
they would not care enough to save Zelda - to assist him, even. You’ve mastered the art of forcibly
invoking dark energy inside a person, turning even honest and kind men into a lazy and easy to trick
fools. It helps if you can justify yourself, the great and powerful wizard who saved Hyrule a dozen
times is only trying to help, and the king needed to die to do it. But with enough power, even that can
fall to the wayside. Be careful though, some hearts are just too pure to stain with darkness.
I can’t emphasize enough how obsessed with power the forces of darkness are. Vaati, despite being a
centuries-old demon lord, had his throne stolen by Ganon, a relative upstart, simply because of the
latter’s power. His forces bent the knee, and so did he. With this perk, you’ll have a similar ability to
obtain loyalty with power, convincing the legions of mooks and minions to swear allegiance to you
with a show of might. Greater evils like Vaati might need to be bested in battle first before they join
you, but once you do they’ll loyally serve. Do note, this loyalty is based on power, and should you lack
it, you might find yourself suffering Vaati’s fate: a mere has-been. In addition to this, against
particularly strong enemies you best in single combat you may Curse them, much like how the Knights
who once served Hyrule were turned into exceptionally large Stalfos. This does depend on how much
energy you put into a fallen foe, little energy will create a weak form after all.
Long ago, the Dark Mirror was used to seal away a dark tribe that invaded Hyrule. The mirror was then
hidden in the Temple of Darkness to sever its connection to the world once stolen by Ganon. It works
by exposing the evil or doubts that lie within a person, bringing them to life in a shadow’s guise. This
one is a copy of the one Ganon used to create up to four Shadow Links to plague the Four Links on
their quest. Please note that the strength of the shadow is actually inversely proportional to the light
that cast it - a peskily pure hero would create a powerful but fragile shadow, while a true villain would
be abysmally hard to be rid of. Sadly, the shadow cannot eclipse the light that cast it, and so outside of
dumping ever more magical energy into it, the copies will only ever be a match for their original. Still,
even that has its uses. As somewhat of a drawback, the mirror only generates enough darkness for a
single use each jump. Anything past that you’ll have to power yourself.
The legendary Four Sword, created by the usage of the Picori Blade and the four Elements, and an
equal to the even more legendary Master Sword. When wielding this blade, the user will be split into
four versions of themselves! ...I hope you like yourself, because they've historically not gotten along
very well. Each of the four versions of you has a mild difference, usually a color and a personality trait,
sometimes a favored weapon. As something of a catch, each version of you shares the same amount
of health - killing one of you kills all of you. Well, unless you have a friendly Fairy on standby to provide
healing. Normally, upon refusion back into a cohesive whole, only one version of the wielder would
remain, the memories of the other three lost to the aether. You won't have that problem, though you
will find your personality altered slightly to match whichever version of yourself was the one to initiate
the merge.
Well, villains of your caliber do tend to have an ego as large as their army, so I suppose it makes sense
that you would have a statue or two of yourself floating around. Wait, is it a statue? Or is it a suit of
armor designed to let your fragile mage body tank a few more hits than you would normally expect?
Of course, it could always be both. Specifically designed to allow you to resist holy power in general,
and any weapon that has bested you before in specific, this statue is stupidly easy for you to automate
or flat out possess. It should serve as a decent deterrent to any foolish hero who thinks you don’t
prepare countermeasures to being sealed away again.
The corrupted sorceress Cia was able to draw on the darkness within Link’s darkness to conjure copies
of him, “Dark Link.” Just like her, you are able to sense and grab what lurks within the hearts of
monster and man.
This perk essentially allows you to sense darkness or light within someone’s heart, whatever makes up
the minority, and draw it out. Supplemented with your own magic, you are able to make temporary
copies of an enemy made of their darkness or light and assault them with them.
You are able to summon more as time goes on, but there are caveats. The dark/light clones are not
truly permanent and although not insanely costly, they do take effort to sustain.
Additionally, if your target is able to somehow eliminate the darkness or light within their heart, you
will be unable to use this magical power on them, as there will be nothing to draw on.
Lana is the personified light that once existed within Cia, before Cia was completely overcome by
darkness and that light was forced away. Because of her nature as a being born of emotion and magic
rather than flesh, she has a strong ability.
This perk gives you that ability as well. This allows you through magical power to divide your power
into two or more equal copies. These parts are all equally you and yet not you. In this way, death will
only truly come if all the versions of you are slain.
This allows you to split up and run if you face certain death. That said, you will be unable to return to
your full power until all versions of you have either fused back into one being, or there is only one of
you left. If the other yous died to get to one remaining, your power will come back slowly, over time.
A dark art wielded by Cia, a dark power shared by Ganondorf. Extensively used when he came into
power to build his army, Ganondorf raised the dead to serve as the rank and file, every enemy slain
only adding to his forces.
You now have the ability to raise the dead, quite well actually. When it comes to expendable pawns
like Stalchild, you can spawn entire platoons at a time. Greater under like Big Poe and Stalfas take
more effort at first, only one or two at a time being possible.
Who knows what will happen if left alone long enough, maybe you can build your own army. You are
right now unable to raise anything more powerful than a Stalmaster, but just give it some time and
then we’ll see.
Veran is a sorceress of no small amount of power, casting fireballs, teleporting circles around her foes,
summoning spiders to harass them, and turning into a shadow to ignore most attacks. But her most
terrifying ability, one you now share, is her ability to possess people. By merging her shadowy state
with someone’s shadow, she can take over their body and use their powers as her own. Make no
mistake, you can be forced out of their body, but seemingly not by holy power. Instead, this ability is
weak to ‘natural’ power. You know, like trees and stuff. Enough power and will on the target's half can
prevent you from taking them over, but apparently a blessing from a goddess isn’t enough.
Din’s power over the seasons seems to rely on the spirits of those seasons. The Rod certainly did, and
it stands to reason that if it can be depowered so can she. Not that it matters since Onox put her in a
prison meant to hold her full power. That said, it means that Din - and presumably, the long line of
Din’s that she comes from - have been receiving a blessing from those four spirits for generations.
Weather you’re calming them down from their antics, seeking the same blessing as your parents, or
even making a contract for the first time, you are now extremely skilled at negotiating with spirits,
gods, etc etc, as you convince them to actually give you that blessing. It’s also extremely easy to get
that blessing, possibly even more, if you have a legacy to lean on.
A piece of the unusual material that Din was imprisoned in. Much in the same way that her captivity
threw the seasons out of whack and began to tear apart Holodrum, anything that you imprison in here
with start to have some serious issues. Not to the same extent, not unless you get someone really
important or really powerful. But if you lock away, let’s say a pyromancer, then suddenly all fire magic
and fire related things will begin to malfunction, backfire, or simply fail to work at all. In a roundabout
way I suppose it’s sort of an anti-magic effect. Truth be told, I think it’s funnier for their spells to
backfire than fail.
Truth be told, the only demon worth slaying is the king of demons. Anything else will simply return to
life sooner or later, brought back by the full moon or the snap of the demon kings fingers. Some of
them overflow with his Malice to the point that they come back right away, the ‘Stal’ monsters. If they
have even more, they’ll come back cursed. Or rather, so soaked in Malice that they practically beath
the stuff, a dark mist made of raw hatred. When a normal person comes into contact with this cursed
mist, it tends to shut down their abilities and powers. Light magic cannot be cast, a holy sword loses its
luster, some people will even find themselves unable to find the strength or courage to even draw
their blade. Unfortunately this cursed mist will only last for a few moments, returning the victim to
normal in a short period of time. For now, there are three ways to use this ‘Curse’ element. As a
defensive aura of sorts, as a breath weapon, or to simply soak the air so heavily there’s more curse
than air.
The Rito were once the Zora, but over time evolved to their new form. Somehow. In the here and now,
they have a contract with the sky spirit Valoo - they attend to him, and he provides them with his
scales. Those same scales are the ones they need to fully grow their wings and allow them to fly.
Similarly, you now have a level of skill at negotiating such a contract with the supernatural, as well as a
mix of luck and brashness to allow you to find them and actually be heard out.
A strange device, this “Stopwatch” when clicked will forcibly drain your magical energy(about two or
three “Magic Containers” worth) or otherwise leave you tired - but in exchange, a wave of power
washes around you within around 50 feet. The wave will “stun” and “Freeze” enemies in place, making
it a simple matter to brutalize even a group of foes who’ve tried to surround you. When a minute has
passed since the Stopwatch was activated, the enemies will automatically return to being mobile.
A Daedric Artifact of Clavicus Vile, Daedric Prince of Trickery, this metallic helmet is useful for the
sweet talkers of Tamriel. When wearing this, you will find yourself to be extremely persuasive and
skilled at bartering. You could literally talk a poor man out of all of his worldly possessions.
The staff was once owned by the King of Worms, Mannimarco. Not only does it empower any
necromantic spells channeled through it, but it makes any of your undead far more physically capable
than they otherwise would have been, along with enhancing the length of time they can be active.
A powerful enchanted amulet, this can be a thief's best friend for talking themselves out of trouble.
You can persuade people to do almost anything, especially letting you get away with a crime.
The royal family has gathered many strange items of power, more than a few were lost by adventurers
coming to this world with personal cheat items. This one is a magic staff, a rod that is capable of
summoning monsters. Which monsters? Any that exist in the world. From the lowest level slimes to
the generals of the Demon King. There’s a random chance of summoning any existing monster within
your current world. The fact that there is a very strong compulsion to obey you on those summoned
helps greatly. It won’t force everyone to obey you unconditionally, against any of the Demon King’s
Bosses it’d just be a fairly strong influence instead of absolute commands, but it does allow you to put
your summoned monsters to good use.
There are far more than just a few squads of skeleton warriors resting within your tomb. Upon your
death, your entire army was buried alongside you, thousands of warriors committing ritual suicide so
that they could accompany you to the next world. Along with them are chariots, golems, beasts of all
kinds. And that’s just with the smallest of tombs. The larger your tomb, the larger your army grows.
Can you imagine the undead legions that would emerge from something the size of the Black Pyramid?
(CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
The tales of mermaids are diverse, and some say that the mermaids ultimately seek to enslave all of
Neverland with their charms. A sacred statue of rainbow coral is a key to their plan. When the coral is
placed in a body of water, it will spread a continual magical effect within a 50 foot radius; however, the
power cannot extend to any water past that distance, and any water that moves from one side to the
other will change to match the setting. The magic causes all those who touch the affected water to be
bound to a geis to serve the mermaids’ every command. In the case that the corrupted individual is
sapient, the water will additionally wash away all of the person’s goodness and leave a bubble of evil
instead. The effects of the coral can be resisted and removed with significant spiritual power, though.
The collar that signifies the wearer is a slave of the Blood God, the collar is Khorne’s loathing of sorcery
made manifest. Any magics cast against the wearer simply fail, be they hostile or benign, though any
attempt by the wearer to use magic themselves will be doomed to failure as well.
Inlaid with intricate wards that slow the very passage of time. Against slower opponents it appears to
do nothing but when fighting an opponent faster than yourself, with the key in your possession, they
will be slowed to your own pace.
There exist five elemental titans. One of earth, fire, air, water, and Dust. They are the Guardians of
Auriga. Each has unimaginable power. Earthquakes that shake continents, firestorms that make it rain
ash for weeks, floods that wash away mountains, gales that uproot castle, and Dust storms that rip
flesh from bone. You can upon them and they will heed your call. Once. They will assist you for one
week each, before returning to their duties. They will not heed you a second time.
These twin orbs are powerful, though rather simple. They appear in a location at your demand. They’re
dumb but they do follow orders well enough. The Orb of Restraint knows a lot about debuff magics
through the Shadow element, and the Orb of Sanctuary is good at healing.
Death and rebirth. Cycles of reincarnation have been dreamed about by religion and philosophers for a
long time, but an eternal sticking point is the inevitable death of the ego as the soul passes between
lifetimes. How fortunate you’ve found a way to preserve yourself, abilities and all, into the next life
you appear within. Now, normally that's a timetable measured in generations, but since we don’t have
that sort of time, I’ll throw you a bone. When you are completely slain, your spirit will flee to the
nearest compatible vessel- usually human, but any other ‘race’ you possess a form for is also valid -
and will quietly began to overtake their consciousness as they manifest your abilities and monstrous
nature,assimilating their personalities into your own as you consume their being and add it to your
own. You are able to wander for a time as a bodiless soul and choose your desirable vessel, if you so
wish. This ordinarily takes years, but you can completely overtake an ordinary human being within
weeks - you won’t even need to possess an infant to do so, you may overtake adults and teenagers
just as easily. Once you are made whole and have assumed full control,you keep all the benefits your
host gives you, and you are free to reincarnate once again should you be slain yet again.
Though I will warn you - while most humans you choose as a vessel in this world are doomed,stronger
beings may excise you with ease or destroy your soul completely before you can take them, and that
happening to you will make death will embrace you. While your soul incubates within its newest host,
you are vulnerable, and should they be slain before you complete your rebirth, this immortality will
not save you and you will truly die. Should your consciousness not take complete hold of the host
before your time in the jump expires, it will be considered a failure. In addition, your soul remains
vulnerable, and powerful magical weapons could burn it away completely. Until that day comes?
Eternity is yours.
A relic of a bygone era, a pure expression of the idea that mystery, that age, that the very weight of
history itself cannot be conquered by mortal humans. The Godword, the Unified Language, is the
original tongue that existed, but not necessarily spoken, before all living things were separated and
categorised, before humanity was divided from the beasts and the plants and the dirt and the dust. It
is Truth, something no human can reject. They’d have to reject their very existence as a human to do
so. Those who speak this language, impossible remnants of a time that does not exist in this history,
can thus command humanity.
As one of only two living users of the language, you can take dominance over any human that hears
your words. It is impossible to resist for true humans, though those with a connection to the Root or
similar traits can mitigate the commands. For all others, it acts as an absolute hypnosis that lasts until
a day after they last heard your command. It goes much deeper than just the mind or body however.
Telling someone that they cannot see you would render you invisible to them. Telling someone that
their magic cannot affect you would cause it to fail. These are orders that imprint on the deepest part
of someone’s being. Your words must be heard however and even simple earplugs can rob you of your
power against someone.
The Godword only applies to humans and even mixed heritage with non-humans grants the chance to
resist, with non-humans ignoring it entirely. A sign some might take to prove humanity’s destiny for
civilisation and dominance over others. It also relies on intent, your desire to order others. If you wish,
you can simply communicate across all language barriers with other humans without the control.
A relic of a bygone pact, the Phantom inside was sealed away much like a Beast Chimera. However,
due to...a few mishaps in the seal, the Phantom requires no mana to sustain itself. However, it does
have a desire that you can help it fulfill. You see, this Mephisto Phantom wants nothing more than to
bend other Phantoms to its will. While you may use some common magical rings(Connect, Chain, and
Barrier) with this belt, it has a few specialties. For one thing, you are able to unlock and enter the
Underworlds of Gates without needing to wait for them to enter a despairing state. And its greatest
ability is the use of the “Pact” ring, which can seal a weakened Phantom or a Ghoul and enslave it to
your will. Ghouls will become your servants while Phantoms are converted into rings themselves,
which you are able to summon by passing them over the Hand Autor the same as any other magic ring.
Phantoms stronger(or healthier, at least) than yourself will resist a Pact and can break out of the magic
seal before being completely transformed. While this suit itself cannot fight well, the summons have
no limit...so you don’t quite need to be that strong, do you?
(CG Note: The rest of this perk requires The Missing Piece - Kamen Rider Neo-Heisei Part 2 first.)
Excellent. You see, Phantoms are not that common in this world...Relying on them for summons when
a Rider is around defeating and destroying them...It’s not sustainable. Which is why now, you can force
yourself into the Underworld of any person, not just a Gate, to bind their Phantom. They won’t
become a Gate, but you’ll find SOMETHING to try and defeat in there, at Least.
(CG Note: The rest of this perk requires The Missing Piece - Kamen Rider Neo-Heisei Part 2 and The
Sorcerer's Apprentice - Kamen Rider Neo-Heisei Part 2 first.)
You’re not limited to forcing the Pact on Phantoms anymore, no. You can force other supernatural
entities into the form of Summonable rings as long as they’re weaker than you(same as Phantoms),
keeping them all in a safe and inescapable form as a Magic Ring. What a wonderful technique!
Your power to slip into the mind of others and assume control is something to be feared. You may,
either through sending your dark energy or directly sending your spirit into their mind, possess people.
People at the height of despair are more susceptible to your possession than others. You can see
through their eyes and even access their memories and feelings as if they were yours, if you wish.
However, you may be resisted and even forced out if the person is sufficiently strong enough to do so.
You know real magic isn't in fireballs or flashy explosions. No, real magic is in words. Words can drive a
man mad, words can create or shatter nations, can make your bitterest enemy your dearest friend, and
can drive a man to kill his brother. And your silver tongue knows more words than most. Whether it's
convincing a serial killer that the real thrill would be to feel his own death or a group of mobsters to
tear themselves apart, all you need is a few words.
No, this isn’t your classic “bones rising from the grave” Necromancy, this is “control the spirits of the
dead” necromancy. You are a fledgling medium, able to see and talk to the dead as you please. They
frequently speak in long dead languages and are generally confused but using your very particular
brand of magic you can bend them to your will. Forcing them to divulge secrets or knowledge long
passed from mortal memory is one of the more common practices of necromancy. You will of course
have to find their spirit first. Smart money is either their place of death or burial. As you grow you will
find that you can command these ghosts to do more for you, such as spying on your enemies and
reporting back or alerting you to intruders. Eventually you may even be able to force them into the
bodies of the recently deceased, granting them a physical form able to impact the world. What? You
want to make devourers? Well, I guess you can but why would you want to? Stripping away the ghosts
identity until it becomes a blank burning slate of raw hatred and magical chaos? Immune to magical
ingres and capable of suppressing or destroying magic in its entirety through simple contact. A
creature bent on devouring magic and turning all other magic users (save you of course) into inhuman
souls like them. I hope you can live with yourself if you do that.
A minor spirit bound to your will, this being is both adorable and useful. Though you cannot command
it mentally, it is perfectly obedient, and will reappear by your side if slain. By pouring power into it, it
can switch from its portable form as a small animal made of an element into a large elemental. Finally,
as you have a pact with it, it will provide a small but steady amount of power for your Fey magic,
without any limitations on when it will permit that power to be used.
You were such an idiot. You’re not quite the Hero you want to be - you had some kind of ugliness or
selfishness you didn’t recognize until it was too late. But that’s okay. That doesn’t mean you’ve given
up on yourself, does it? You’ve accepted and recognized your faults, and this makes you completely
untouchable by mind control or manipulation that tries to exploit your flaws and regrets. Seeing the
worst day of your life play out in an illusion would hurt, but it would have a lot less power over you
than your enemies would have hoped.
More than that, you have a tight enough hold on your inner demons that you can actually call yours
forth...by spending a fair amount of magical energy, you may summon a representation of your
despair and personal mistakes forward, creating a ‘Barrier’ around you and your foes. This beastly
extension of yourself can isolate the battlefield in an eldritch location within this Barrier, and fight your
foes alongside you. Eventually, it will disperse, though not before likely confusing and even laying low
your enemies. As a side benefit, summoning this monster will immediately ‘refresh’ your mind of any
scars or trauma, breaking the chains of any negative emotions that tried to hold you down. This
shouldn’t be possible. You must be some kind of Witch, huh?
An ornate casket, summoned and dismissed at your will to appear before you at any time. Normally
stored in some distant tomb, it is always accompanied by two elite undead guards. The Casket of
Souls, one of many of its kind, was used to store away the souls of all of a Tomb Kings’ enemies,
though only the greatest and richest of Kings could afford such an artefact. Among the most powerful
magical items in Nehekhara, you are one of the Casket Keepers and thus have the right to summon it
and its guards to your aid. Whenever it is summoned you find your magical energies empower
significantly, though only once you incant a short ritual to open the Casket’s lid does its’ true nature
become clear. Once opened, countless thousands of tormented, angry spirits will race out to devour
the life force of any of the Casket Keeper’s enemies, leaving no physical wounds and yet destroying the
souls of all but the truly powerful warriors and monsters. Even witnessing the light emitted from
within the casket is enough to burn away at a man’s face, even if he is spared from the furious spirits
within. Another incantation is all that is required for the spirits to be recalled to the Casket and sealed
again. You also know the rituals to seal more souls into the casket, though be aware that its wards
cannot hold everything, whether that is measured in power or quantity.
When the seven Mermaid Princesses sing in harmony, with one heartbeat, they have the power to
summon Aqua Regina, the queen and guardian all the oceans. She is incredibly powerful, able to bless
her children with new magical abilities, seal away ancient kingdoms such as Panthalassa, and even
reincarnate the recently dead as babies. However, she can only be summoned for a short time and
generally can only be asked to perform one major task before her spirit fades away again, until the
seven sing once more. Now, by combining your powers with six partners and singing in unison with full
faith and passion, you can summon Aqua Regina. Even without summoning her, your unified powers
become incredibly powerful, enough to overcome otherwise unstoppable foes.
You can extend your wings suddenly as energy bursts to absorb targets into yourself. If you are
successful, each captured soul strengthens your power, and becomes an extra wing on your body.
However, captured souls with strong determination may still be able to assert themselves inside your
body and interact with your soul. Whenever you take enough damage, it is possible for small
fragments of particularly stubborn souls to escape; if these pieces are reassembled together, in time it
may be possible for the whole soul to break free and return to normal. You can also drain energy from
targets on a lesser level, sapping their health or their memories, but you gain less energy this way.
Once per day you may summon a champion to help you do battle. The summoned champion will be
your equal in one field. A mage will match you spell for spell, a warrior could match you in an arm
wrestle or a scholar could think up plans and strategies just as fast as you. The more general the class
and skills of the champion summoned, the weaker they will be in those skills. They can be as good as
you are in one thing, or a third as good in three. When the battle has concluded the champion will
disappear, fading into the wind in a swirl of blue particles.
This knife amplifies and strengthens any magic used to seal a creature. It will act as the container for
anything it seals, making sure anything that it seals cannot escape unless the blade is broken from the
outside. It can be used to seal anything you have defeated and will act to purify them while sealed.
You may choose to instead imbue this effect onto a weapon of your choice.
Some people might think that there can’t be shadows without light, but you’ve seen first hand that
one shadow can call forth another. With but a short ritual, you can call forth other Mononoke, their
presence will henceforth be permanent in the area until they physically expire. Though typically they
seem inclined to parade about, when the ritual stabilizes the Youkai called forth will typically settle in
an area and guard it.
The strength of these spirits is largely dependent on how much magic you would dedicate to them and
thankfully, they’re friendly with all of your allies as well. Just be wary that regardless of how strong
they are, all conjured Mononoke are weaker in the daytime than they are at night. The ritual works
best when conjuring other Youkai of the same type as you.
There are times and places where the reality and folklore intertwine, and with a little pull, things that
used to be tall tales can come to life. Working off of rumours and myths, this ritual can bring them
forward – though you’ll have to understand that they may not be as accurate to their mythical
background as you might think.
Though this ritual can be performed without a catalyst, to give your conjured spirits a permanent hold
on their surroundings, you’ll want to use a catalyst of a hundred candles. So long as at least one of the
hundred candles remains lit, your field conjuring these mythical creatures will maintain itself. Should
the creatures venture away from the field, be wary that they won’t last very long.
You have great aptitude when it comes to creating barriers, sealing, and undoing those seals yourself.
What this means is that anything, no matter how strong, can be sealed away by you. Even when you
encounter the supposedly “invulnerable” and “unsealable” you will always be able to find a hidden
gap, a secret weakness, that makes them vulnerable to your sealing.
Breaking seals can be a fiddly, fine process to do if you want to preserve whatever object was used as
the sealing instrument, though if you don’t care about that you can always simply brute force it to
instantly annihilate the seal. To be able to break any seal, no matter how powerful, is your “cheat
skill”.
You have the ability to be in three places at once. You may divide yourself up between three bodies,
each at full strength and each existing in a different dimension simultaneously while your “core”
personality continues to act in your original body. With this, you could act simultaneously in Hell,
Gensokyo and on the Moon or within the Dream World, as an example. Each body may have minor
aesthetic differences to tell them apart, if you wish. You may, at any point, switch places between any
of your three bodies; should you get injured, for example, you may instantly switch places with an
uninjured body to continue fighting at peak efficiency.
You have a dragon’s stone of some kind, similar to an egg but made of stone. Should you allow it to
hatch in a terribly destructive storm, the new dragon will be a loyal follower of yours. Alternatively,
you could shave away the rocky exterior and see the beautiful light trapped within or use its natural
constant wetness as a source of water. Note that dragons here are phenomenally powerful, a fully
grown one mentioned as being capable of devouring the stars in the skies and making the heavens and
earth tremble.
A magical frozen crystal stolen from the Ice Realm of King Kyros. This crystal contains a fraction of
Kyros’ power, and can draw on the powers of ice. With enough magic applied to it, it is possible to
freeze a whole island. Also, you can bring target’s reflection off the ice to life, with the ice clone having
the basic powers of the original as well as control over ice; however, it only has a limited
consciousness, and must be directed by you.
A copy of the magic wand used by the famous Pirate Princess. It has the handle of a cutlass, but
extends into a pole with a diamond at the end. It can make rainbows – not just “real” ones, but ones as
solid as roads. With enough work you may be able to discover more powers within the treasure. For
starters, since rainbows always lead to a pot of gold, wherever you point the rainbow a pot of gold
appears, albeit hidden somewhere in the vicinity. Plus, if you show enough magical prowess, the wand
can change the inner “color” of a person, such that an evil witch with a black heart would be turned
into a lighted-hearted and kindly mage; however, the target can resist the change. Outside of this
purchase, you are unlikely to encounter the Pirate Princess, much less claim her prized treasure, unless
you change the setting from the traditional story.
You are not stuck in the artificial construct of your artwork anymore. Now you can project a full,
human body for yourself outside of your actual art piece. This projection has all of the powers that you
would normally have in your true body. Your projection has the solid, physical appearance of an
average human, and spiritual and physiological examinations of you will also not find anything amiss.
Even so, you cast no reflection in the mirror, so you may want to do something to cover that up. While
you can travel as far away from your artwork as you wish, you are still bound to it, and damage to it
hurts you in turn. On the plus side, as your projected body is not truly alive, you do not suffer from any
potential afflictions such as hunger, thirst, or disease, and any damage to your projected body does
not actually hurt you (though it might still be painful). For humans, you automatically enter an
indefinite sleep/coma as long as you are projecting yourself, but you can also project yourself if you
are in a petrified, inanimate, paralyzed, or otherwise immovable state (including your soul being
trapped in some sort of item). When either your real body or your projection travels to a separate
reality/location from your other self, the projection will end, but you can choose whether your
projection will snap back and be reabsorbed into your real body or if your real body will instead
teleport to your projection’s location and merge back together there.
All ways belong to the queen, so if she says a way is forbidden, that’s all there is to it. You may now
make a royal proclamation that forbids a specific spell or ability from activating until your next
unbirthday (or birthday, whichever is closer). You must specify the spell/ability from the start, meaning
you’ll have to know of or seen the spell/ability in action. That said, you may immediately make a
dispelling proclamation once you witness a spell or other power in action, even if the effect of the spell
or power was supposed to be instantaneous, but only if you choose to do so that instant. In addition,
you may only dispel a single spell, ability, or power at a time; if you make another proclamation before
the first ban runs out, it will undo the previous prohibition. Also, please note that your proclamation
forbids the spell or ability entirely, meaning that nobody can use it – even yourself or allies.
You might just be the first Ogre to ever tame a dragon. It’s not a baby dragon either, but an elder Frost
Dragon of the Mountains. It took an epic struggle lasting multiple days and nights but you made the
beast kneel to you. Big as a Stonehorn, with fangs and claws that slice through those beasts like a hot
knife through butter and able to breathe out an icy gale that can render an entire tribe of Ogres into a
single ice block. With this beast alone you could potentially lay claim to the Overtyrant’s throne.
Certainly, it would take a whole tribe to defeat the two of you together.
Wyverns are cannibalistic predators that are known to be a distant off-shoot of the Dragon race. These
creatures have been known to be opportunistic hunters, able to eat just about anything from rotting
carcasses to bloated bodies amongst other filthy habits, making the Wyvern one of the most foul-
smelling creatures to ever plague the World's Edge Mountains. These beasts are the most highly prized
mounts within a Greenskin army, where only the most powerful Orc Warbosses or Great Shamans
have the ability and unnatural bond to bind these cruel beast to his will, and this one is yours, it even
seems to have a bit more dragon than most Wyvern in it.
In battle, Wyverns are voracious beast that always hunger for fresh meat, and would sometimes land
right in the middle of an enemy unit and feast upon their flesh in droves while its rider hacks at the
enemy that are still left. This is a terrifying event to behold and even stalwart souls find fear and flight
in the face of such open brutality. In addition to that this Wyvern is able to breathe fire like the Sun
Dragons, burninating the countryside as well as the people's.
The Grey Seers keep, tightly locked under key and claw, the secret to creating the gnaw-holes into The
Horned One’s realm. To call forth the greatest of the ratfolk in existence, the Greater Daemons of The
Horned Rat - The Verminlords, as great and powerful as any of the northmen’s Princes. The Seers keep
this tool not only to cow a clan or five with the threat of summoning one such Lord to the material
realm - but also because the Verminlords are bloodthirsty and murderous creatures with their own
millenia-long schemes and plans. The risk is always there that the first to die to a Verminlord is the
Seer that summoned them.
Funny that the same doesn’t go for you. You, Seer, start out on “amicable” terms with the Verminlords
in the Horned One’s Realm (as amicable as can be said for skavendom). You can contact the Lords for
assistance or advice without need of lengthy and convoluted rituals, and can indeed summon them
onto the field of battle without risk of being the first victim or meal. As well, you’ll find that this
friendly relationship can be cultivated with other daemonic, aetherial, and similar otherworldly
creatures with remarkable ease - such as the Greater Daemons, Daemon Princes, and servitors of the
greater four Gods of Chaos. Though you may come to factor into their own plans and schemes as a
pawn or goal, you’ll never need fear horrific death or torture at the hands of your newfound “allies.”
“Though Yuga is slipping his bonds, I will try to keep you safe from him as long as I can.”
You have mastered the dark magic practised by Lorule’s Princess Hilda, which focuses on barriers and
restrictions. You may form magical walls to block entrance ways from all but the most powerful
wizards, and can fully trap individuals with magical bonds that even the most powerful heroes and
villains would find a challenge to break free from. With time and training, you may come to find new
aspects and uses of this form of magic.
Well now, where did you acquire this particular artifact? I’ve not seen it for ages, ever since Vaati…
Sorry, old news. Moving on, this sword has a rather interesting ability. Or it would, if it hadn’t been
enshrined in the Dark World - specifically, in the Pyramid of Power, practically right underneath
Ganon’s feet. It used to split the user into four. Now it creates four shadow copies of whomever you
strike with the blade. Simply draw blood and watch as they are ganged up on by themselves. The only
person this doesn’t work on is yourself - attempting that will create four ‘Dark Links’ instead. Beyond
that, the sword can only be used once per day on a specific person, and only one person at a time.
What great fortune this is, that the forces of light may count another among their ranks with this
power! Like Zelda and the Maidens, you possess the magic of sealing, one capable of banishing evil
from the world. This magic takes the form of a ball of light, surrounded by circles of energy and bursts
of color. This magic will paralyze the target, and seal them away, though depending on the target you
may need an item to seal them away inside. On that note, the stronger the target, the more power
you will need to seal them away. Compare a defeated Vaati, who was sealed away by Zelda alone
many years ago, to Ganon, who required the combined power of Zelda and the Maidens to imprison,
after being left winded by the Four Sword Heroes and struck with an Arrow of Light. This magic can
also be used to reinforce existing seals, which is handy given all the ancient evils here.
Fairies, magical nature spirits that favor the light, though fickle and unorganized beings with no shared
culture or civilization. The threat of their magic potentially supporting Zelda’s armies was enough to
have Cia begin hunting them at the dawn of the war.
In this world, fairies can be roughly divided into two groups of beings. Normal fairies like Link’s speaker
Proxi resemble small girls that could fit in the palm of your hand, each with insect wings and a
magnificent glow that makes them appear as balls of light to those not close enough.
The other kind are Great Fairies, resembling giant red headed women with bizarre, revealing clothing
and aquiline noses. Normal fairies live in the woods, while Great Fairies reside within fairy fountains
and appear when prayed too.
Now, they and any other nature spirit you may find just loves you. Outside of just not being tricked by
the more mischievous ones, you’ll often find them coming to see you and generally being friendly
unless you go out of your way to upset them. This is great, since both types have powerful magic, with
Great Fairies turning the tides of numerous battles in the war.
A clay jug with a sort of eye pattern on it. The genie inside recognizes you as his master. Though he’s
unable to grant wishes or perform other sorts of magic, he can still throw fireballs. Besides that, he
can’t be killed as long as the bottle is intact, but he can’t move very far from it either. You may choose
to evict him from the bottle if you’d rather have it instead, gaining the above abilities and restrictions.
You (or the genie) can sort of hop about while inside the bottle to move it. If you try picking it up, it’s
pretty heavy. A normal person couldn’t lift it.
One of the biggest responsibilities of the Sage, the ultimate wise man, is to seal away that which is too
dangerous for the world and restore the world after the evil is defeated. This tradition is strong with
you - the arts of sealing/banishing away beings of great power such as gods, their power or powerful
monsters are in your hands. With this, you could leverage magical energy to seal away even a powerful
sorcerer like Future Ganon with the power derived from the goddesses. Beyond that, using similar
power to break curses, purify the land of corruption and restore it from a broken or rotten state is
within your grasp. Of course, if you were doing this only a meadow at a time it’d be tiring, so with this
comes the capability to spread such blessings and enchantments across the width of even an entire
country such as Hyrule.
Personal power is great, but to have the hordes at your side is surely to be admired. You have an eye
for picking out minions, and what’s more you can easily make your own either by using your magic to
revive the dead(either as undead or fully formed, depending on how much energy you expend) as
mindless and evil minions, using a similar amount of energy to seize control of existing creatures, or
summoning from the depths of darkness beasts of shadow and evil. They are often simply brutes with
the occasional one capable of skill and low cunning, you would personally have to attend to creating a
powerful “Boss” that is miles more intelligent and a bit stronger than the average minion you acquire
with these dread powers. You could even expand his power to spread across the breadth of a country,
plaguing the land(save for places protected by divine or benevolent magic) with beasts and monsters -
all of whom serve your will.
One of Fi’s trump cards was not her ability to support link, but rather the fact that within herself
existed a sort of... space. Not quite a pocket dimension, but close. A jail cell for all the dark and nasty
creatures that she slayed while being wielded by Link, and eventually for Demise himself. Holding onto
a spirit is as simple as killing them, assuming they have no tricks of their own to survive or resist such a
thing after they’ve already died. And once you have them, you have two choices. If their affinity is in
opposition to your own, you can very slowly purify, reduce, or even outright destroy them. Doing this
is an insanely slow process, and will weaken your own affinity while it’s active. On the other hand, if
you have an affinity in common with them, you can spend a decent chunk of energy and affinity to
bring them back as your loyal slave.
This is a double-edged blade with a spear point at its tip and fuller hilt, a wide eye symbol upon the
golden crossguard stares out.
When the Sword is drawn from its holder, it will cause its wielder to split apart into four separate
versions of themselves, each nearly identical to the original. The sole physical differences between the
different clones is the tones of their voices, some are deeper than others, and the color of their
clothing (in Link's case, his different clones along with himself are colored the four aforementioned
colors).
The great weakness of the Four Sword is the fact that you and your clone selves all carry the same life
force into battle. Wounds on any one of the four are shared across all the four of you should one of
them be fatally wounded you all will die. In addition you all share the same resources when it comes to
things like your Mana/Ki/Psoinic Points/Etc.
You can have it so that like the non-canonical manga has depicted the Four Sword as causing the
different colored clones to represent different sides of one's psyche as well. The four can work
together as a team or they can work independently should the need arise as well. When drawn you
may choose whether you split up or not.
This golden circlet is gifted to anyone who is able to complete Shalidor's Maze, and overcome the trials
within. It greatly decreases the amount of magicka your spells would otherwise cost, as well as
allowing you to have ten times more summons active at once than you could before. Anything
summoned while wearing this will be stronger, faster, and more durable than they otherwise would
have been.
The Abyss have had a long time to plan their war with the Archons. They have developed no end of
tricks and traps to further their ends. They even went so far as to devise a ritual that would allow them
to corrupt the minds of great spirits and old gods. This is what they had used on Dvalin, and what they
had planned to use on Boreas. You have come into possession of a scroll detailing how to carry this
ceremony out, as well as any items you might need to do so. While you will need to start the rite first,
which is no easy feat against a god, once begun it would be near impossible for them to break free,
barring outside interference. Once complete, you will find these once great beings much more...
agreeable, to any cause you may have. How long the ceremony takes is entirely dependent on how
strong the willpower of the victim.
An Intoners song is a powerful brainwashing tool, but what if it could do more? By taking this perk, you
can double the power and range of your song. If you weren’t an Intoner and didn’t have the power of
Song before, boy howdy you do now. Not only that, but any spells you know or learn can be Sung
instead of cast normally, letting you use the full power of an Intoner for your magic. A basic fireball
spell will summon a giant flaming meteor and if you sing Avada Kedavra, you’ll kill every person who
hears it. With this, you’ll go from one of the weakest Intoners to the strongest.
As a bonus, you’ll gain a beautiful voice and a natural talent for singing normal, non-magical songs.
Do you want to have an ace up your sleeve? You can create a convincing ‘double’ of yourself with the
same equipment and abilities as yourself. The copy itself is always temporary, as is anything it is
wearing or wielding, and is extremely costly to maintain...but you’ll find an instance where you can
catch someone off-guard if you use it properly. You can switch places with your Double at any time,
with your opponent likely being none the wiser until the clone dissolves into magical energies.
The Opal of Styx appears as a large ring of ornately carved lead with a distinct black opal set into it.
When pointed at a person, and speaking the command word “kneel” 1/3rd of your total mana is
drained, but the target you are pointing at is almost invariably forced to kneel before you as the
strength from the target’s limbs fade and their mind loses the mental resilience to resist your
command. This effect works on any being that is mortal and possesses a conscious mind, regardless of
other factors.
In the world of Drakengard, a magical Pact can be made between a human and a magical beast. The
benefits are numerous: both parties are magically strengthened, any wounds they have at the time of
the pact are healed including ones that would otherwise be lethal, the Pact Partners can hear each
other's thoughts and feelings, the creature gets to feed off of the humans negative emotion and the
human gets a magical bodyguard by way of ‘If I die, you die too.’
Oh yeah, the negatives. Well, first of all, if either of the Pact Partners dies, the other dies too. They’re
bound together for life. Also, Pacts have a price the human partner has to pay. They lose a physical
part of themselves, one of personal importance. If you long to see your homeland again, there go your
eyes. If your greatest joy is holding your child in your arms, guess what you lose? No, not the child.
Your arms, smart guy.
Why doesn’t the magical creature have to pay a similar price? Well, because life's unfair, Pumpkin. Go
cry in the corner about it.
I can already tell what you’re thinking: That sounds kinda shit. Why am I spending 900 points on this
when I can just find a creature during my ten years in this jump and form a Pact later. And I’m getting
to that.
First of all, do you know how hard it is to find a magical creature that’ll form a Pact with a human. They
do have their Pride after all, and humans in Drakengard have a pretty shit reputation, what with all the
genocide against sub-humans going on. And even if you do manage to form a Pact there’s no
guarantee that your Partner will like you, be easy to work with, or in extreme cases, commit suicide
just to get rid of you because they hate you that much.
Which brings us to the first benefit of buying a Pact now. Your Pact Partner, whatever you chose, will
be a good fit for you personality wise. You may butt heads, you may argue from time to time but you’ll
always make up quick enough. Most of the time though, you’ll just enjoy each other’s company and
work together well while you watch each other’s backs. Or you can make a Pact with an Imported
Companion. I’m assuming you already have a good working relationship with them, right?
The second extra benefit is that the healing energy from when the Pact was formed has stuck around
and is providing a benefit. Now, instead of ‘if one of you dies, you both die’, it’s ‘neither of you die
until both of you die’. It doesn’t matter how badly one of you is injured, until the other one is dealt a
mortal wound as well, you’ll survive. Minor downside, you’ll be forced to endure all the torturous pain
your Partner is in and vice versa until the injured party can heal, but that’s a small price to pay for not
dying when killed, right?
Thirdly, your power sharing goes beyond the usual bland, nondescript power boost. Now you can
actually use each other’s strengths and abilities. If your Partner is a dragon, congratulations! You’re as
strong and tough as they are, you can breath fire and even fly under your own magic power. They’ll
also gain access to all your abilities. Yes, including your Jumper Perks. Yes, really.
And finally, you can bring your Pact Partner along when this Jump ends and you go to a different one.
They’ll take up a Companion slot, but that’s fine right? Not only that, but each time you arrive in a new
jump, you can add a new person or creature to your Pact, so long as they’re sapient. Let me make you
read that right. I didn’t say ‘form a new Pact.’ I said ‘add a new Pact Partner’. So all three of you can
share powers and all three of you need to die for you to stay dead. And the next Jump, it’s all four of
you. And the one after that, all five.
Now, you don’t have to keep adding Pact Partners in each Jump. You can, but it’s not required. Each
new Pact Partner does take up another Companion slot, and if you ever enter a Jump without all your
Pact Partners present, you and the Pact Partners that do join you lose the benefits of the Pact. But still,
good deal, am I right?
Replicants and Gestalts. Body and Soul. Two halves of the same whole. The issue comes when
Replicants develop their own minds and refuse to let the Gestalt back in. Think about it. You wouldn’t
want to die just so some asshole you’ve never met claiming to be the “real” you can use your body,
right?
Well, you and… erm, you have managed to find a solution, somehow. By finding common ground, your
Gestalt self and Replicant self have joined together once again. The results are impressive. Your body
has been enhanced and you’re now able to use magic if you weren’t before. Similar to Kainé’s powers
after getting possessed by a Shade, except you don’t have to worry about losing control and hurting
people. After all, you are you. You’re one mind and soul, not two different minds fighting for control of
one body.
If you happen to miss being two separate entities for some reason though, you’re in luck. For a limited
time, you can separate your Gestalt from your Replicant, letting the one fight as two. During this time,
your Replicant loses the ability to use magic but keeps the enhanced physicality. Meanwhile, your
Gestalt is a powerful one, similar to a Boss Shade, though not on the level of the Shadowlord. So of
course it can wreck shop. Your Gestalt and Replicant may have different personalities while separated,
however you’re still you, so you don’t have to worry about either half going rogue. When the timer is
up, you’ll be forcefully re-merged unless something prevents the process. If that happens, you’ll both
grow weak and vulnerable, until you eventually die.
If you aren’t a Replicant and you take this perk, it still works. By strengthening your inner soul, you gain
the power boost and magical abilities. When you separate, you summon your true self to fight
alongside you. What? No, it’s not a Stand! Or a Persona! Shut up!
You are an Avatar and Guardian of either the Red, the Blue, the Green, the Black, or the Grey and
tasked with the protection of a form of life.
The Red is a cosmic force which pervades nearly all organic animal life in the universe. As the guardian
and avatar of it, you are able to communicate with, command, and transform into non-sapient
animals. You can also draw on the aspects of animals near you, gaining speed from a cheetah, strength
from a bull, the sense of smell of a bloodhound, and so on. Eventually, your mastery can extend to
creating animal life from nothing, potentially calling forth even things long extinct.
The Blue is much the same as the Red, but concerns water and aquatic life instead. The power over
and ability to transform into or create animals is the same, only now applying to things that dwell
within the water. And, for that matter, you also possess power over and ability to transform into water
itself.
The Green is similar yet distinct from the others. Where they are bound to animals, it is the source of
all plant life. As the Avatar of the Green, you are able to control and create plant life, as well as fuse
with the ecosystem of a planet, potentially appearing from or being aware of any and every plant in
the world, or fusing with a tree in America and stepping out of a bush in Africa. With mastery of your
powers, you may be able to create elementals to serve you or grow a forest in minutes.
The Black is the embodiment of death and decay. As the Avatar of the Black, you are an agent of
death. Not the cute goth kind, either. Plagues, famine, rot, necromancy, you’re walking proof that all
things come to an end. All those manifested at your will, allowing you to potentially devour the life of
untold numbers of beings and then raise their remains or command their spirits to do your bidding.
With time, killing half a nation and flooding the rest with the living dead is well within your capabilities.
The Grey is very similar to the Green, but instead serves as the source of fungus. Your abilities as the
Avatar of the Grey are somewhere between those possessed by an Avatar of the Green and an Avatar
of the Black, allowing you to consume life to rapidly spread your infectious fungus at terrifying rates.
Nearly anything the Green can accomplish, so too can you, but with fungus instead. You also have the
ability to infect other elementals and add them to a hive mind that you command.
0 CP Cost Name Jumpdoc Chapter
Touhou Project:
1 Free Flight Forbidden Hermit Domain
Hearthfire -
4 Free The Elder Scrolls Domain
Aesthetics
Warhammer Fantasy:
9 50 Wheel of Magic Imperial Colleges of Domain
Magic
Sorcery -
10 50 Convoyence Ritual World of Darkness: Domain
(Teleportation Sorcerer
Ward)
Sorcery -
Convoyence Ritual World of Darkness:
11 50 Domain
(Getting Out of Sorcerer
Here)
Sorcery - World of Darkness:
12 50 Convoyence Ritual Domain
Sorcerer
(Teleportal)
A Corner Street
14 100 Newsstand Cultist Simulator Domain
A Candle-lit
17 100 Cultist Simulator Domain
Monastery
18 100 A Quiet Hotel Cultist Simulator Domain
Touhou Project:
31 100 Fairy Dwelling Forbidden Hermit Domain
Touhou Project:
32 100 Secret Home Domain
Forbidden Hermit
Warhammer Fantasy:
36 100 Strider of Ulthuan Domain
High Elves
Warhammer Fantasy:
37 100 Asur Aesthetics Domain
High Elves
Sorcery -
42 100 World of Darkness: Domain
Convoyence (One Sorcery
Dot)
Sorcery -
World of Darkness:
43 100 Convoyence (Two Domain
Sorcery
Dots)
Sorcery -
World of Darkness:
45 100 Convoyence (Four Sorcery Domain
Dots)
Sorcery -
46 100 Convoyence (Five World of Darkness: Domain
Sorcery
Dots)
Bloodchips and
52 200 Kara no Kyokai Domain
Stock
Warhammer Fantasy:
59 200 Make It Bigger Tomb Kings Domain
Fate/kaleid liner
62 200 Teleportation Domain
PRISMA ILLYA
Warhammer Fantasy:
64 200 Creep Cave Domain
Amazons
Warhammer Fantasy:
73 200 Always Another Imperial Colleges of Domain
Tunnel
Magic
Warhammer Fantasy:
74 200 Grey Tunnels Imperial Colleges of Domain
Magic
Hearthfire -
89 200 Alchemy Tower The Elder Scrolls Domain
Hearthfire -
90 200 Enchanting Tower The Elder Scrolls Domain
Hearthfire - Magical
91 200 The Elder Scrolls Domain
Protection
Hearthfire -
92 200 Teleportation Grid The Elder Scrolls Domain
Warhammer Fantasy:
### 300 Tomb Tomb Kings Domain
Warhammer Fantasy:
### 300 Mobility - Boosted Domain
Tomb Kings
### 300 The Little House Peter Pan Domain
Otherworld
### 300 Wonderland No More Domain
Opportunist
Hearthfire - Castle
### 300 Jumper The Elder Scrolls Domain
Sailor
### 400 Teleport/Planet Sailor Moon Domain
Attack
Guardian of the
### 400 Earth Golden Sky Stories Domain
### 400 Suzunaan Touhou Project: Domain
Forbidden Hermit
Warhammer Fantasy:
### 400 The Family Farm Domain
Halflings
Warhammer Fantasy:
### 400 Mobile Study Domain
High Elves
Warhammer Fantasy:
### 400 Elven Embassy High Elves Domain
Legend of Zelda:
### 400 Farore’s Wind Ocarina of Time Domain
Legend of Zelda:
### 400 Fairy’s Fountain Twilight Princess Domain
World of Darkness:
### 400 Sanctum Domain
Sorcerer
Boots of Springheel
### 400 The Elder Scrolls Domain
Jak
Teleportation
### 400 Waypoints Genshin Impact Domain
Shadow Jumper’s
### 600 Trinket The Gods Are Bastards Domain
Warhammer Fantasy:
### 600 Temple Amazons Domain
Dreams of
### 600 Neverland* Peter Pan Domain
### 600 Fabricated World Ib Domain
Warhammer Fantasy:
### 600 Amber Hill Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Charnel House Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Incinerator Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Observatory Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Workshop Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Phantom Tower Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Henge Imperial Colleges of Domain
Magic
Warhammer Fantasy:
### 600 Pyramid Vault Imperial Colleges of Domain
Magic
Legend of Zelda:
### 600 The Moon Majora’s Mask Domain
Subspace
### 800 Sailor Moon Domain
Dimension
### 800 Stop Time Madoka Magica: Wraith Domain
Timeline
Fate/kaleid liner
### 800 Zelretch’s Student Domain
PRISMA ILLYA
###
Purchased Perks
Description
You can fly, a power that is nigh-universal in Gensokyo. Flying as fast as you can walk is simple, and you
can push yourself to fly faster, up to how fast you can run, which will tire you proportionately.
You have the basic ability and understanding of how to fly, though you still need pixie dust and
consistent belief and happy thoughts. With enough belief, you can defy all laws of physics and even fly
through space. Everyone in Neverland has this ability, though for fairies you do not need pixie dust
(well, technically, you always have the dust since it’s a part of you) and don’t need happy thoughts to
fly. Moreover, by taking this freebie, you are able to fly whenever you have access to pixie dust and
happy thoughts, no matter how old you are (normally flying is only possible for the “gay and
heartless”).
At this point, there isn't much to your home. It has an entryway, the main building has two floors, a fireplace, a
kitchen, an outhouse, and you've even got a large bed. It may not be much at the moment, but you've got to
start off somewhere.
Much like a certain purchase for your Warehouse, you can have your home take on any aesthetic
found in this universe, from the glass/insect wing-like style of the Altmer to the mushroom towers of
the Telvanni to the mudhuts of the Argonians to the spiky architecture of the Daedra, to anything in
between.
Should you eventually depart, you should decide for yourself how this follows you.
In places overflowing with nature, it’s said that sometimes, the lines between the “modern world” and
the “spiritual world” blurs a little, resulting in strange supernatural locales. Choosing an element of
nature, you can exemplify this element beyond its limitations in the “modern world”. A river of stars
that only appears above your domain, a sprawling forest of bamboo that blocks out the sky; it’s up to
you to decide what element suits you best.
Each time you take this, you can choose a new element (Though it does have to be something natural),
and the size of your domain grows by half. For each 100 CP you place into this, you’ll also find that
natural animals will show up, appropriate to the element you’ve chosen – and with time, these little
critters may also become Henge as well. (CG Note: Requires Natural Domain - Golden Sky Stories
first.)
As a Henge, without having to worry about hiding your appearance, your Domain allows you to
concentrate on building a connection with others. Granted, it won’t be often that a human or another
Henge actually intrudes on your Domain – but you could invite them in temporarily of course. So long
as they remain within your Domain, it becomes much easier to bond with them and the same goes for
your companions as well. (CG Note: Requires Natural Domain - Golden Sky Stories first.)
In the days of Supreme Patriarch Paranoth, it was determined that a visual representation of the
relationships between the different Winds of Magic was necessary. You have acquired a small dial, to
be placed in a building or extradimensional space of your choosing (among those which you own, that
is) in the style of this precise depiction. Just as Supreme Patriarchs announce a new era in the Colleges
by turning the wheel to place their own Lore and College at its apex, so too may you turn the wheel to
produce an interesting effect - the building’s appearance and decor will shift to match the “theme” of
the Wind whose symbol sits atop the wheel once you are finished turning. Enjoy turning your castle
verdant and your picture frames to Jade, covering even the walls of your storeroom in Gold, or draping
your home in shades of Grey. These alterations will obviously be purely cosmetic.
Teleportation, flight, and other means of magically swift transportation are covered by this path.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Teleportation Ward (2): The sorcerer creates a magical boundary around a room or building that
interferes with any attempt to teleport into the area - unless the teleporter knows the passcode, of
course. This ward degrades over the course of months if not tended to, but is easily maintained by an
active sorcerer.
(CG Note: Requires Sorcery - Convoyence (Two Dots) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Getting Out of Here (3): Another ritual cast mostly ahead of time, this ritual allows the caster to return
to a specified location with a single word, so long as that location is within 50 miles. Additional power
can expand this range, but must be expended during the initial casting.
(CG Note: Requires Sorcery - Convoyence (Three Dots) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given ritual.
Teleportal (5): Master sorcerers can create permanent gateways between locations. This ritual
requires multiple days of preparation, some of which must be spent at both sites. Once this is done,
the sorcerer may invest as much power as they wish into the portal, which determines the range, the
number of uses it has before it degrades, and any and all specifications they wish to add to who or how
the portal can be used. As a final measure, the sorcerer permanently invests a small fraction of their
will to complete the portal. Such an endeavour would be beyond the power of most sorcerers, if not
for the fact that lesser practitioners of this path may add their own magic to the ritual, but the final
sacrifice must be the master’s.
(CG Note: Requires Sorcery - Convoyence (Five Dots) - World of Darkness: Sorcerer first.)
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
Shape Mana(2): The sorcerer alters the flow of magical energy in an area, changing its direction or
effects. This can be used to attract luck and spirits of a desired type, at least in a general sense, but it
can also be used to redirect ley lines and alter spells that are affecting the area.
(CG Note: Requires Sorcery - Mana Manipulation (Two Dots) - World of Darkness: Sorcerer first.)
A small newspaper stand with a small selection of literature. The papers here holler with confidence,
knowing that only the initiated will listen. This stand only seems to sell newspapers of the tabloid
variety, that just so happen to be written with rather truthful stories. These daily news sometimes
include useful information regarding the many demi-real Secret Histories.
A cozy but unkempt mechanics workshop. The clattering of tools livens the machines inside it, and
they open at the seams from the laughter. This workshop contains all the tools needed to service any
vehicle, from a small motorcycle, to a large truck. The big parts need to be called in, but the little plugs
and bolts always seem to be on stock. There’s a hidden room in the back of the building that leads to a
private shrine, where influences of the Forge and Knock congregate.
A gaudy cabaret in a corner of an alley. In here, talent comes through the front, while the real patrons
go through the back. This establishment is always run by a local gang, loyal dogs who will provide the
much needed ‘protection’ free of charge. The music is smooth, the drinks are free, and the company is
never lacking. In the private rooms, influences of Edge and Grail bleed with pain and ecstasy.
A quiet monastery lit by thousands of candles. The wax of the candles flows endlessly, and the light
inside never dims. This monastery includes a church, a library and a cloister where your followers and
practitioners may take residence. The candles, the larder, and the cellar, refill themselves every night
when no one is watching. When the doors of the parish are closed to visitors, influences of Lantern
and Moth descend on these halls.
A lovely hotel with the words “Overlook” emblazoned at the entrance. During the day, bustling
caretakers tend to the precincts, at night cold winds sweep the orchards. This countryside hotel is
managed by the spirits of the dead, who keep things stocked and tidy for their ignorant guests. In the
gardens there’s a particularly large hedge maze where the influence of Winter wanders, while the
ballroom soaks with the influences of the Heart from the floors above.
Superman, in his original appearance, could not fly, but he could leap over entire buildings without
even taking damage or suffering pain. You can do the same, swiftly jumping from your high place and
landing perfectly on your feet or enemies, if you’re inclined. You can also do the opposite--jump across
the gaps of buildings or jump out of the way of huge blasts. You can land perfectly, without stumbling.
This perk will not save you if you are knocked from a high place. Only if you jumped of your own
volition, and from a reasonable distance. Jumping from a helicopter or airplane without a parachute
remains a bad idea.
Attached to your warehouse you gain a small but well stocked library filled with all of your favorite
books with a small sitting area and comfortable lighting. They are mint condition with authors
signatures and first editions available to you if so desired. Furthermore, any book you bring in here will
be stored, labeled and sorted onto the appropriate bookshelf for easy retrieval. While the library will
expand to accept more books it will not take in duplicates and any items left in the library will be
shunted back to the warehouse after an hour.
The layered fields that make up the appearance of a Barrier Jacket include protective fields, mobility-
improving fields and other miscellaneous utility fields. By removing energy from one set of fields, it is
possible to direct that freed power to another parameter. In this case, almost all of the power is
diverted from armor and barriers into raw speed and mobility. The user can expect themselves to
become far, far faster than normal, but at the cost of durability, with only one good hit being required
to remove them from combat. (CG Note: Requires Device - Lyrical Nanoha first.)
At the gates to your tomb and every door within, an animated carving of a Sphinx guards without fail.
The presence of this Sphinx greatly enhances the durability of any gate or door and allows it to deny
entrance to any who cannot break the door or answer its riddle. You can always decide what riddles
the Sphinxes will give, though each one is quite an intelligent and crafty riddle crafter on its own. The
only limit is that it must be at least somewhat possible to figure out the answer, even if that somewhat
is nigh impossible. (CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
Attached to the inside and outside of you tomb are hundreds of enchanted skulls. Imbued with the
spirits of loyal servants, each skull can be commanded to ceaselessly speak or scream out certain
words or phrases, at volumes ranging from shouting to ear rending in power. If you want your glories
to be recited without end on every day or simply wish for your sieging foes to hear the screams of
dying men at all hours of the night, the Screaming Skulls can do it for you. (CG Note: Requires Tomb -
Warhammer Fantasy: Tomb Kings first.)
Given that you are actually a sea creature magically in the form of a human, your body is more of a
manifestation than a physical form, even though you can interact physically with things. Due to this,
you have an innate teleportation ability. Whenever you wish, you can make yourself instantly vanish
and reappear somewhere you have designated as a safe zone (this must be in the dimension you are
currently in, and cannot be the Warehouse). You can also teleport people you are physically touching
to the same location when you make the jump. You can only determine one safe spot to teleport to at
the beginning of each jump. However, you need to remember to activate it, which you might forget in
the heat of battle.
Who needs a Device? You can fly just fine on your own! You have a natural talent for using mana to lift
yourself up to levitate or even fly, moving at roughly your personal running speed. This can be draining
if used excessively, but with time and enough energy, you’ll find the skies open to you.
Lanterns serve as guideposts for lost souls and lost folk alike. Illuminating pathways both mundane and
supernatural, for some, lanterns illuminate the pathway towards another world. With this, you’ll be
able to conjure forth stone lanterns, which will serve both as a static guide marker for individuals at
night – and also serves as a guide marker for spirits and souls alike.
In places without a netherworld for spirits to pass on to, the lanterns will still calm undead beasts and
spirits – it can also serve as a holding place for them.
A marker to divide the outside world away from your domain, the Torii gate exists to clearly identify
that this is your domain – and as such it actively repels mundane folks, preventing people from
accidentally wandering in. A helpful defense mechanism for those who would prefer to be left in
peace, by inscribing a name on a Torii gate, you can utilize the gate’s magic to bless the individual in
question. Naturally, the blessing improves one’s luck. (CG Note: Requires Natural Domain - Golden Sky
Stories first.)
Often used in conjunction with Torii gates, the Shimenawa binds your territory with sacred rope, acting
to repel off evil spirits and supernatural individuals alike. On top of that however, should you take a
length of Shimenawa and bind it around an object – say a tree or a rock – in time spirits will inhabit
that object. Perhaps you could use it as a way to gather the souls of the dead? Thankfully, using the
Shimenawa like this will allow the removed section to replace itself over time.
When both the Torii and Shimenawa are combined, the Shimenawa will actively restrain those who
would bear ill will against you even if they manage to cross the boundaries of your domain. (CG Note:
Requires Natural Domain - Golden Sky Stories first.)
In Gensokyo, the ability to levitate and fly are very common, and is crucial to Danmaku battles. With
some practice, you can learn to travel just as fast around sharp bends and even backwards as you can
dead ahead.
Maybe it’s the way you view the world but flight comes naturally to you. Any magical means of flight is
easier for you and seems effortless. If you have high enough magical power then you might even be
able to fly without the aid of a kaleidostick.
You have a special home for fairies, a large tree perhaps, or even a flower or underground home. It’s
vastly larger on the inside than it is on the outside, allowing you to make a very nice home out of
something you normally couldn’t even fit inside, and very difficult for non-fairies to find. The perfect
spot to hide after pulling pranks.
You have a pocket dimension of sorts with a small home inside, with a small traditional Japanese
house and enough room for all kinds of pets. It can only be entered by following a specific secret path
that you may change on a whim. A side benefit is that inside this pocket dimension the weather is
generally mild all year long – even a hurricane outside will cause nothing more than a particularly
strong downpour inside.
You have an extremely comfy armchair. While seated on the chair you can continue to move around as
much as you normally could, perhaps by flying if you can fly, and is the perfect place to sit. You need
not worry about getting tired or sore from sitting down too long – it’s simply too comfy for that.
You have become an exceptionally good flyer, to the point that you no longer need pixie dust to fly. In
fact, defying all sense, you have no weight at all unless you wish to. As long as you are awake, you can
move fluidly through the air without ever touching the ground for a second. If you wish to sleep, you
only need to rest on a sharp breeze to stay afloat, and if you fall asleep and start to fall, your descent
will slow down so that you gently drift down like an autumn leaf. Although as a Fairy you do not need
fairy dust to fly, you will need to purchase this perk for the additional abilities such as riding the wind,
constantly flying even when asleep, and a slowed descent if your flying fails.
A floating, ornate chair that glides without effort and in spite of your (possibly) considerable weight.
Allows you to move around without touching the Chaos affected ground. Has room on the arm-rest for
a skink attendant to sit.
Given certain magical territories on the Asur continent, it really would be a crying shame for your
adventure if you were waylaid by something so simple and inconvenient as malleable geography.
Hence, with this Perk you will find the inscrutable machinations of Saphery and the specific territorial
conditions of Ellyrion do not apply to you. For 100 CP, you may keep this feature, and apply it to other
magical terrain meant to mislead you.
Surely, once you have experienced the incomparable beauty of the Asur’s flawless architecture you
would never want to leave such splendor behind, yes? Well, then don’t. This simple option allows you
to “re-skin” your Warehouse or other such properties in the particular architectural flavor of the Asur,
which primarily involves a lot of white stone and gold trimming, massive arches that look too delicate
to support themselves, and lots of shining spires. In the purest of respects, “beauty above all,” and the
structure generally just works. Remember, magic was probably involved.
An Aeronaut is the pilot of a balloon or airship. For you, this means you have acquired Ballooning skills
equal to Tingle’s. Capable of sensing and seeing the winds to stay afloat as you call a magical balloon
into place to keep you from the reaches of most monsters. However, this balloon you summon may be
popped by particularly agile, or sharp shooting adversaries. You will be able to summon another one in
a minute, you just will have to contend with whatever shot you down. You... wouldn’t be planning on
using this to get away from anyone after filching their hard earned Force Gems would you? That...
doesn’t tend to end well with certain people.
From Lana who bounds across the battlefield to Zelda who appears to dance through her enemies, the
magical ones of this world use magic to enable agility.
Your body is naturally enhanced with magic that improves your agility, allowing you to more easily
move with grace and speed. With this effect alone, you can move far faster, taking long leaps with
each step and gliding back to the ground.
Alternatively, by actively pushing magic into the ability you can levitate at running speeds like fairies or
the evil wizard Wizzro, ignoring such things as rough terrain and hot ground.
These beans don’t seem very special, besides being multicolored and when eaten rather sweet and
chewy like candy. When planted and fully grown, however, they sprout into hefty flying platforms! The
leafy platforms don’t reach very far, and have to return to the plant after reaching a certain distance,
but they’re VERY fast. You could go across most of the lost forest in less than a minute at the speeds
the platforms could reach.
A special suit of magical armor that grants the aquatic abilities of a Zora when worn, allowing the
wearer to breathe underwater and swim with more ease. It has a major drawback, however, as it
makes the wearer share their vulnerabilities to ice and fire when worn.
Teleportation, flight, and other means of magically swift transportation are covered by this path.
[2] The sorcerer’s magic may transport themselves, along with 20 pounds, across roughly 100 feet.
(CG Note: This perk requires Sorcery - Convoyence (One Dot) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
[3] At this level, the sorcerer can transport themselves and one other person across roughly a mile.
(CG Note: This perk requires Sorcery - Convoyence (Two Dots) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
[4] The sorcerer may transport themselves and two other passengers across roughly five miles.
(CG Note: This perk requires Sorcery - Convoyence (Three Dots) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
[5] The sorcerer’s master allows them to transport themselves and up to three other passengers
across roughly ten miles.
(CG Note: This perk requires Sorcery - Convoyence (Four Dots) - World of Darkness: Sorcerer first.)
Teleportation, flight, and other means of magically swift transportation are covered by this path.
[6] The user may transport themselves and five other passengers across roughly 100 miles.
(CG Note: This perk requires Sorcery - Convoyence (Five Dots) - World of Darkness: Sorcerer first.)
A simple fancy mirror that can be designated with a ‘spawn point’, and which, when you gaze within,
will teleport you to that exact point, shifting you to the next clear area if that spot is occupied. Must be
within several hundred miles of the ‘spawn point’ for this to function.
A 40-foot chessboard of black and red tiles – each 8 x 8 ft. Standing on a red tile makes you immune to
physical harm, and standing on a black tile makes you immune to magic. Touching more than one color
of tile gives you no immunities.
A shinigami would be the worst at their job if a simple barrier could keep them out. You can easily
sense secret worlds and follow secret paths into them, ones their creator doubtlessly thought proof
against lesser creatures. Should someone try to bar any entrance, you are more than capable of
straight up breaking in, though whether you will need brute force or more creative thinking will
depend on the kind of obstacle you’re up against. This works on mundane barriers as well as
supernatural ones.
You can’t get things done just by tooling around in a warehouse or out on the streets. You need the
right place, and the right space to work and reach for the stars! For most(read: those who aren’t
Academics), this manifests as a small research lab with some eager interns...It’s kind of an esoteric
place, as the research is sort of renown as a Blue Sky facility. After all, you’re looking into absurd-
sounding power sources like Magic and Cosmic Energy. You have a good store of data on its historical
relevance and the abstract theories of both, if not any practical usage. Academics, however, have a bit
more responsibility in addition to this...but a lot more potential. Academics may find they’re now in
charge of or otherwise deeply able to affect the policies of a very well-off academy for talented and
unique youngsters, with a good standing that is extremely difficult to tarnish. These students all have
something to bring to the table, even if it’s not immediately obvious. Perhaps you can bring out their
inner star...or their last hope.
Shirazumi’s personal drug, his attempt at making others into those like him with a mix of his blood and
supernatural compounds, was never going to work. It just became a very nasty poison, giving a long
and slow death to those that took too much. You’ve got a supply of this deadly drug, as well as the
tools to make your own. Your own private little drug making laboratory, tucked in deep to the hidden
alleyways and warehouses, along with quite the supply of materials to use in making illegal
substances. The supply restores, enough to potentially cover selling to a large section of Mifune City’s
underworld, and you even have a slowly restoring supply of low level supernatural ingredients, often
the bodily fluids of Magi or minor supernatural beings.
An indestructible magical cape that moves according to the wearer’s will. This cape is a masterfully
enchanted object that allows the wearer to fly at the speed they can move without the need to
expend any of their magical energy, and considerably faster if they pour on the magic.
Did something or someone set you free...or bind you with grief?A pair of magical wings can sprout
from your form, made of energy and entirely malleable in shape and size. This enables you to fly at
your running speed, and merely having them revealed like this greatly increases your own agility. If
you’re someone with...well, problems, you may choose to manifest these as wings of Grief, like
Homura Akemi herself will eventually end up using.
The runes and spells inscribed into the walls and interior of your tomb protect it from physical and
magical damage, as well as protecting the inhabitants from magical spells. Each tier of this option
grants a greater level of protection. At the first tier of 200TP, the magic will ward away giant catapults
and battering rams, along with protecting the tomb from all but the strongest of wizards of this world
when they are casting alone. (CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
For 400TP, this magic extends so that not even dragons or giants could dent the walls of the tomb,
even after days of pounding. The protections against magic will ensure that even the mightiest of
mortal, or many immortal, wizards find no purchase on or within your tomb, though this may change if
they can find outside empowerment. (CG Note: Requires base Magical Warding - Warhammer
Fantasy: Tomb Kings first.)
For 600TP, your tomb could survive a titan flinging a great pyramid into it, explosives that could
pulverise entire castles or the blows from the strongest of artefacts, though that last one may batter
through after days of effort. The warding runes are such that even Nagash himself with his Black
Pyramid would not be able to penetrate the tomb with magic, not without exhausting every shred of
power within that fell creation. (CG Note: Requires Magical Warding - Boosted (Mid-Tier) -
Warhammer Fantasy: Tomb Kings first.)
Perhaps the biggest weakness of your tomb, which may otherwise serve as an excellent base, is that it
is immobile. This gives you a chance to fix that. For 200TP, you may give your tomb a set of legs to
walk on. Whether it be a thousand centipede legs, 8 spider legs or two humanoid legs, it will allow
your tomb mobility, controlled by yourself from a room within the tomb. (CG Note: Requires Tomb -
Warhammer Fantasy: Tomb Kings first.)
The tombs of Nehekhara grew and grew over time, as each King competed to have his resting place be
ever grander than his predecessors. It was not until Nagash created his Black Pyramid that the majesty
and size of the first great King Settra’s tomb was conquered. Now you have the chance to make
something that can be seen from across the desert. Each purchase of this option, up to a max of three,
will increase the size of your tomb significantly. Greater size will also influence and expand several
options later in this section, so it can be quite costly. For 200TP, your pyramid become several times as
wide at the bases and reach heights of up to 400 metres into the air. (CG Note: Requires Tomb -
Warhammer Fantasy: Tomb Kings first.)
For 400TP, your tomb will become the equal of Settra the Imperishable’s, standing at a colossal 800 or
so metres tall and being proportionately wide. (CG Note: Requires base Make It Bigger - Warhammer
Fantasy: Tomb Kings first.)
For 600TP, it will stand level with the Black Pyramid itself, at just under two kilometres into the air and
wide enough to store a small city within it’s base. (CG Note: Requires Make It Bigger - Boosted (Mid-
Tier) - Warhammer Fantasy: Tomb Kings first.)
You are able to teleport to anywhere within eye range near instantly.
You now know how to move into the Imaginary numbers region of a world. This allows you to move
into a duplicate of the real world with nothing living there and any damage caused not harming the
real world. The size of the area is restricted to the equivalent size of a football field.
A dark, dank place to call home. This small home is found in a dark cave, surrounded by a dark swamp,
in a dark part of the jungle. Not many living things come near here and people are definitely made to
feel very uncomfortable by the mere presence that suffuses this place. It doesn’t seem to affect you
though, allowing you to have an isolated, quiet life. The dark home seems to enhance darker magic
that is performed here as well, such as necromancy or blood magic, enabling it to have significantly
more power than normal.
A karaoke establishment with a vast range of different songs for customers to try out – any song you
have heard before. Each room even has a background screen that can play images to complement
your song (even personal scenes that don’t make sense to be there). It is bound to be a hit wherever
you set it up, but there is something else to it as well. Each karaoke booth has a machine to give you a
score after each song. For normal, non-magical people, the machine works fine, but when magical
beings visit, things are much different. No matter how their singing is, as long as no magic was used,
the meter will give a very low score. The singers will become increasingly frustrated and determined to
get a high score at any cost, even if it means using magic or transforming right there. As soon as magic
is detected in the vicinity, an alarm goes off in your private office, and you can use the security
cameras to locate your quarry.
Interesting. It looks like a bunch of spare parts and some blueprints regarding some easy-to-assemble
practice Drones and targets for magic, along with a big flat of land to build it on. With a bit of work,
you could setup a nifty training ground for magical ability or physical fitness. Maybe even an obstacle
course or two without fear of accidentally killing yourself or any trainees you pick up. Good way to
sharpen your skills. This can become a Warehouse attachment post-jump, or be dropped in a secluded
area in your next jump, being in the same setup as you left it last.
The Jichinsai is a human ritual to call the guardian spirit into the area – but the humans never realize
that the guardian spirit was probably there all along. As a guardian spirit, you can claim a territory as
your own, up to the size of a small village. This is your domain to protect, and once you decide on one,
you can’t change it until a substantial amount of time has passed.
Within your domain, your rate of recovery for all matters such as health or magic improves
dramatically, and you gain the respect of those who enter the domain. However, that isn’t the point of
being a guardian spirit – you defend this area, and as such, it will flourish under your stewardship. For
as long as you mark a domain as yours and protect it, all life will grow vibrantly within it.
You have an extensive understanding of the arts required to create Gensokyo in the first place.
Gensokyo’s boundary works off of perspective – one could travel between two similar barriers (such as
between Gensokyo and the Lunar Capital) without ever leaving Gensokyo, but at the same time if they
were to ever try to fly to the edges they’d “see” themselves travelling great distances while not
actually moving at all, only discovering how little they moved when they turn around. You could use
this easily to craft your own sealed dimensions.
You can create a hole in any physical barrier, such as walls and even the ground if you wished to travel
underground. Holes you make can travel any distance, the only limitation being they must be between
two places. They may be any diameter, though ones smaller than you will likely not be very useful. You
could also use this to make someone fall into a deep hole if you want to be mean.
Either you learned it for putting on shows or out of necessity after being hog-tied for the upteenth
time, you're become adept at escaping. Handcuffs, cages, or being blindfolded and chained up in the
trunk of a car, you can escape from just about anything. You're not Houdini, but you're not too far
behind, either.
Each Lost Boy gets to the Home Below the Ground through his own personal tree, which has been
carefully hollowed out by Peter to fit only you. It is therefore critical that your proportions never
change, so you have learned to wiggle your body just right so that you can always slide down the tree
without getting stuck. You can now fit through any tight gap easily without getting caught. Your
success getting into your tree stems half from your physical efforts, and half from your heartfelt wish
that the tree is wide enough to fit you, which is thus made real by Neverland’s magic. Accordingly, the
world itself will bend so that the gaps are just wide enough to slip through. However, the difficulty in
using this jump increases with the size difference between you and the gap; if an opening is just a little
too small for you, that’s easy enough, but good luck trying to enter a mouse hole as Godzilla.
At a place of your choice in Neverland, you now have a small, veiled alcove, no larger than a bird cage,
that opens up to your private quarters, with all of the amenities and decorations you need. The
furniture is some of the most classic and prestigious of fairy works, and the home has the feeling of a
nose turned permanently up. No matter your size, you can shrink down to enter – and so can anyone
given a personal invitation by you to visit. Due to its small size, enemies will never notice its presence,
allowing you to spy on them if they pass it by. After you finish the jump, it is attached to your
warehouse, but you can place it in a new location in another jump if you find a good place.
Sometimes you need to make an escape. The heretic proves too strong, or your lead was an ambush.
Luckily for you, a Grey Wizard always has a way out. Whenever you find yourself surrounded or
pursued by enemies, Ulgu itself guides you along paths that will conceal you from their eyes and allow
your flight to proceed relatively unmolested. It is up to you to follow these paths, but now at least
you’ll never be caught with your back to a wall.
This small collection of secret tunnels, inconspicuous alleyways, secret compartments, and trapdoors
is yours to place within any city or village you wish to operate in on a mid-to-long-term basis. Hidden
from view with simple tricks of light and shadow or enough Ulgu to hide entrances in plain sight, these
tunnels would let you cross even a city the size of Altdorf in utmost secrecy. Rooms for hiding all sorts
of items (or yourself) are carefully marked with the sword code of the Grey Order to ensure the
utmost safety and secrecy while you protect the unsuspecting people from themselves. Relocating
your network to another city, town, or village is as simple as wishing it so, and none shall be any the
wiser.
“All right, Irene's Taxi here. That'll be 9,999 Rupees. Nah, just messing with your head. I couldn't take
money from you. So buckle up.”
This mundane-looking broomstick has been enchanted to make it rideable through the skies. Just by
sitting atop it and pointing it in the way you wish to go, the broomstick will begin to fly in that
direction. Although riding it will pose a challenge at first, you will undoubtedly learn how to control the
broomstick’s speed and movements more precisely with practice, perhaps helped by a certain witch?
And this is where the passageway that Zelda told Link about led. A small church to the north of the
Royal Castle, tended to by one of the Sages. More importantly, it had enough magical barriers that not
even Agahnim’s new army could break through. He had to sneak in through an undefended entrance
in order to get in. You might want to be careful to close that behind you by the way. But I digress -
when your castle is taken, your home in flames, and as your other safe haven's fall, the barriers on this
place will grow ever stronger. When you have nowhere else to go, when all else fails, you can always
come here to take sanctuary.
When all was said and done, two versions of Link chose to leave the land of Hyrule in an attempt to
protect the Triforce from any more would be thieves. The other two stayed with Princess Zelda, and of
those two only one remained a knight. The other one went back to the life he had before hearing her
voice in his head, that of an apple farmer. You now have a small plot of land containing a small home
fit for two, and of course a decently sized orchard of apples. Said trees will grow into delicious fruits
will the bare minimum of care, and if you take great pains to give them the best you can give, they will
occasionally pop out an enchanted apple, capable of healing any injury short of death. If you took ‘The
Fruit of One’s Labor’, you can change this from apples to whatever you chose previously.
Magic flippers that only appear on your feet when you need them to. They allow you to swim better
than you normally good and let you fight the current pretty well. You can also hold your breath a lot
longer than you normally could.
The Roc’s Feather is an interesting little thing. Plucked from some divine bird in ages past, anyone who
holds onto it finds themselves with enhanced jumping capabilities. A child who could only jump two or
three feet would find themselves doing twice that with ease. If you were to combine it with a Pegasus
Seed, you’d find yourself moving vast distances without touching the ground. In addition to the
feather itself, you also get a Quicksand Ring, which lessens the effect of forced movement upon you -
that is, quicksand, conveyor belts, heavy wind currents... It’s an odd effect, but useful.
So many of the Hall of Essences, the dungeons, and the temples of whatnot are designed as puzzles,
requiring you to go all over the place and look for a key of some kind in order to progress further.
Wouldn’t it be nice if you could just... Skip all that nonsense? Thankfully, you can. This small key,
seemingly made out of bone, can open up locks of any kind. Well, not any kind. There is a small catch.
While the lock can be a magical lock, it still has to be an actual lock. While that does mean it could
undo a thousand year old seal so long as it was tied to a keyhole, it does make it not so useful if you
need to swipe a passcard instead.
By now you should know that the Maku Tree represents a truly staggering amount of magical energy,
most of it tinted with the colors of nature. With that in mind, it should come as no surprise that a fully
grown and a fully empowered Maku Tree is infested with fairies. Specifically, atop its limbs are a
number of small caverns made from branches and leaves, and inside each one is a weak fairy. Now, in
and of themselves, they aren’t terribly strong. Make no mistake, each one can heal you of the most
grievous wounds, but they would only be able and or willing to do so once. However, every now and
then one of them might find or make something useful to you - fairies are often pretty important to
the hero's journey, you know? But, since future jumps likely won’t have a Maku Tree unless you go out
of your way to make one, the Shrine can relocate itself to any heavily wooded forest, jungle, or similar
local, often near your starting location.
In northern Holodrum there lies a town known as the Sunken City. In that city lives a woman named
Syrup and her grand-daughter, Maple. They are witches, and do witchy things like brew potions
(expensive but worth it) and ride around on broomsticks. Well, Maple does. Syrup mostly just tends
the shop and makes potions from the ingredients that Maple gathers. That aside, you have somehow
gotten your hands on a flying broomstick of similar make and model to theirs. Maybe it actually is
Maples, and she gave it to you after she upgraded to a vacuum cleaner? Yes, that's a thing.
The Roc’s Feather is an interesting little thing. Plucked from some divine bird in ages past, anyone who
holds onto it finds themselves with enhanced jumping capabilities. A child who could only jump two or
three feet would find themselves doing twice that with ease. If you were to combine it with a Pegasus
Seed, you’d find yourself moving vast distances without touching the ground. Alongside this feather
comes the Roc Ring, which mildly decreases your weight, allowing you to step on less than solid
footing without it crumbling beneath you.
Normally you can only use one Ring no matter what. Gear Rings can be used without penalty.
Sometimes you just need to beat down a hero without any of their pesky friends trying to help them.
When that happens, you know a special, magical technique that will create an impenetrable wall
around you and your opponent, preventing them from escaping and anyone else from trying to help
them until one of you is dead. You can add more than just one enemy to the arena if you’d like, but for
each ally it encompasses there must also be at least one additional enemy. This technique can also be
used to seal doors behind people to similar effect, if you’d prefer something a little more ominous.
This magical whistle has a nice sound to it, and it can open certain secret passages in the world as well
as harm sound-sensitive enemies, but it’s chief use is that it is capable of allowing you to transport
yourself to dungeons you have already defeated.
This magical whistle has a nice sound to it, and it can open certain secret passages in the world as well
as harm sound-sensitive enemies, but it’s chief use is that it is capable of allowing you to transport
yourself to places you’ve been before - though where you can set as a warp point depends on if it can
be considered a “safe place” such as a forest clearing or an anteroom.
Increase your speed drastically, but sacrifice your control almost completely for a wild charge.
One of the incredibly rare Aedric Artifacts, this paintbrush is said to have been fashioned from Dibella's
own hair. The brush allows the wielder to enter a painting canvas and create things simply by painting
them, even living creatures like trolls.
For the budding alchemist, there's no place better for practicing their craft. With expertly crafted
alchemical tools, and plenty of space to store a large number of both alchemical ingredients and
potions, it's the best place to be.
While the new location will be a mirrored copy of your previous location, it does not require the
presence of people shown in the reflection (aside from those pulled through with you). Also, while the
mirrored location will try to match everything shown in the reflection, that is only regarding the image,
from the angle shown in the reflection. Examine your new location, and you may find bigger
differences, like the clock that only had its back in the reflection now having a strange face on the
front. This means that any especially rare or mystical items that were reflected have a fair possibility of
being something else entirely if you look closer. After use, the mirror vanishes and will return to you in
a week.
It would seem Heinz Meissner is not the only wizard to own such a library. Somewhere in the Empire is
a building, either owned directly by yourself or held by another in your name. Within this building is
hosted a library stocked with all sorts of accessible (if often obscure) texts concerning magical history
and theory, as well as more mundane philosophy, theology, and history. Especially prominent are
those books detailing the history of magic among the Empire’s human populace before the arrival of
Teclis and his traditions. As this library follows you, such publicly accessible works of history,
philosophy, and religion from new destinations will find their way into this library as well. These will
draw scholars from far and wide, who would happily pay you a small fee to stay overnight in the
upstairs rooms or take a small meal while they increase their knowledge. However, there is another
library of importance in this building. In the basement, entrance to which can only be granted by a
password of your devising, exists a space for you to contain tomes of forbidden lore, lest they fall into
the wrong hands. Already, you have acquired dark grimoires detailing the ways and means of the
servants of Chaos and the foul undead for such safekeeping. Fortunately, the protective enchantments
on the basement prevent such tomes from corrupting those you trust with the knowledge of their
existence and location. If knowledge is power, it falls to you to guard it well.
Covering Auriga are strange places full of strange things. These can be mushrooms that sing to you and
make a delicious bread, giant spines of stone that erupt through the earth and are held in place by a
base small enough for a child to wrap their hand around it, red barked trees that are covered in flames
yet never burn to down, to a fabled "tree" a hundred feet tall, made purely out of wind blown Dust.
You have a wonderful habit of finding each and everyone one of them. No matter where you are, there
will always be some strange, Endless made wonder for you to explore, examine, and gain from. I
happen to LOVE Mosspearl jam myself. You might be more keen on a Escaped Specimen X104 steak,
served with ruby cacti fruit wine on a bed of sauteed redsang?
For ANOMNOMNOMALIES and Landscapist, an Anomaly is any thing, place, area, lifeform, that clearly
breaks the laws of reality, or are so distinctly unusual they can not be considered natural. The Zone in
STALKER is a good example of a nonEndless anomaly. The weirder and more unnatural a place is, the
stronger its anomaly nature. One helps you find weird places, things, and items, the other helps you
draw power from them.
Somewhere up in the mountains near Symmetry City is a man named Patch. He’s an expert in fixing
things. He even has a ‘magic ritual’ called the ceremony of restoration where you have to fight off
some monsters to fix your broken object. While on a time limit, no less. And as a mining cart bears
down on your soon to be even more broken item. Thankfully this version of the ceremony is less
ridiculous than Patch’s Crazy Carts, so you shouldn’t have as much trouble with it. Attached to your
warehouse is a copy of the ceremony hall, allowing you to invoke the ritual whenever you want. Beat
it, and your whatever is fixed. That said, the more complex or powerful an object it is, the more insane
the ‘ceremony’ gets. Thankfully your item won’t actually break beyond repair even if you fail, so you
can just go again.
A pair of rather odd boots designed by Zora to mimic their unusual body shapes. When a more normal
person wears it, their swimming speed is increased and they somehow magically gain the ability to
hold their breath underwater for up to six minutes. Great for underwater explorations, there’s just so
much cool stuff down there that people have lost and the Zora don’t seem to care about. Paired with
the flippers comes a Swimmers Ring, which increases your speed in the water a second time. You
probably won’t win a race with a Zora, but you might come close.
A copy of the Twilight Mirror, which was once used to execute and imprison the worst criminals of
Hyrule by casting them into the Twilight Realm. Yours is capable of transporting yourself to a similar,
Twilight filled world in future Jumps- you might use it as a prison like the ancient Hylians, or maybe
you’ll find that it’s already inhabited if you decide to explore...
Increases your courage and willpower, and allows you to use the spell Farore's Wind, creating warp
points that you can return to with a second casting.
In your hometown, people know that you and your cabal are the people to talk to for a little
supernatural help. They may not admit to believing in it in public, and they may not even really believe
in magic at all, but they know that people who go to you for help tend to get an extra edge. As such,
your magic, whatever the kind, takes no penalties when people from home are watching, and as a
bonus they’re much less likely to form an angry mob to burn you at the stake, unless you do something
to actually deserve it. Additionally, people will periodically turn up asking for supernatural help that
you can - usually easily - provide, and will be more than happy to pay you for your trouble.
Why would you have an ordinary house when you could have a castle instead? Your home is vastly
increased in size, along with any additions you've bought. Your [Guest Housing] could now house up to
forty people, while a [Vast Library] could contain enough books to put some universities to shame.
Your home also has at least four floors now.
(CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.)
The master key of the world, and the most powerful tool of the Principle of Knock. The Frangiclave is a
key that doesn’t so much open locks, but rather utterly destroys them.
The Sailor Soldiers had to teleport across the planets at a moment’s notice or scout around a world. A
spaceship was too cumbersome to use. Having at least five people all hold hands in a ring, you may
teleport and/or fly together as far as the span of the Solar System. As you fly, you are protected by a
glowing shield that can take powerful hits. You may use this as a magical ramming attack, if you wish.
This teleportation can only carry people, and when scouting it moves around a continent in less than a
day.
There exists magical pathways between most mystical dimensions. Heaven, Hell, Faerie, Gemworld,
and pretty much every afterlife or magical nook and cranny you care to name. With proper knowledge
of these pathways, one can easily slip into them, allowing easy access to both them and what amounts
to teleportation around earth, as well. And you are one of the few people with knowledge of pretty
much all of them.
After this jump, you will retain the ability to travel between nearby magical dimensions and enough
knowledge to not easily get lost while doing so. This won’t let you travel to Earth Aleph while in Worm,
but slipping into the Nevernever while in the Dresden Files is simple and easy. You also can’t access
magical dimensions outside of your current jump until your chain is finished. In jumps that don’t have
alternate magical dimensions this simply acts as a form of magical fast travel system instead.
Despite the name, this “tower” resembles a workshop more than anything else. Constructed of sturdy
stone, this outbuilding has two rooms, one larger and one smaller. The smaller room comes lined with
shelves set into the walls, though they are empty, and a few plain looking chairs. The larger room is
equipped with everything a budding wizard might need. A massive cauldron that sits over a fire that
never seems to need feeding, an alchemy set of glass instruments and containers, and an assortment
of impossible sounding ingredients. (Seriously, where do you even get hen’s teeth from?)
A magical bar that resides within its own pocket dimension. The main room is a somewhat large bar
that you get to decide the actual appearance of. Want an Old West saloon? Knock yourself out. A
nightclub complete with annoying techno music? I really don’t think the magical crowd will be into
that, but sure. It also has several other rooms connected to the main one as well that you are welcome
to decide the purpose of.
How the bar is accessed is largely up to you. Could be a password that, when spoken, connects any
door to the dimension or it could simply require customers to provide their own method of
interdimensional transport. It also magically restocks itself each night, and repairs itself if damaged at
the same time. Infinite booze should be reason enough to buy this, right?
An immense tower imbued with such heavy spellwork and defenses that even a fortress would grow
jealous, this serves as the perfect home for a mage. So perfect in fact, that they’ve been outlawed
simply due to how many mages have attempted to springboard their rebellions from them. You may
choose where your Tower is placed at the start of each jump, and may add this to another property
you own, if you wish.
You have an address to a specific room in an otherwise normal apartment building. Within this place is
a white void with several ticking clocks floating around the air, along with enough furniture to live
comfortably. The memories of the owner (yourself) and those who enter this apartment will play back
like ongoing movies around them, though they won’t focus on a particular event unless you or they
start thinking about it. This apartment complex seems to escape magical detection, letting you rest in
it without fear of attacks unless someone already knows where to find it. Post-jump, you may put this
room in a similar building nearby or make it a Warehouse attachment.
This is...a strange power. You are able to recreate Shinju’s Sama Barrier in an instant, an immense,
colorful landscape of giant trees and nature, under a vast twinkling sky. This barrier assimilates all
living things inside it, ensuring no one is harmed out of collateral damage, as well as most small
buildings. Castles, electrical buildings, and high-rise structures are not included in this assimilation. This
landscape can be dismissed at any time, and typically it takes much power to uphold it. People will not
remember the barrier, however any part of the barrier that is damaged will reflect a similar disaster
onto the area the trees blanket, like a car accident killing several if a significant portion of the trees are
destroyed. Unlike with Shinju-Sama, who could project the barrier onto a land the size of the Japanese
region of Shikoku, you will only be able to project this barrier onto the size of a neighborhood at first.
The size of your barrier will grow with time spent training, however.
This is...a big castle. It’s huge. And the people inside it will be more than happy to wait on you hand
and foot! It’s a luxurious castle, its insides and outsides tailored to any aesthetic that pleases you. It’s
got no offensive capabilities. Why would they need to fight in this peaceful era, when conventional
weapons are useless against the Vertex?
But it’s defenses are quite spiffy. It could weather attacks from multiple Vertexes at once. In fact, it
could probably withstand a nuclear bomb and even prevent the radiation from seeping in. Very little
things in this world could destroy it. It even has a blessing on it from Shinju-Sama that it can be
protected from moderate divine attacks. And it seems receptive to any improvement projects you
make with it. It’s also super luxurious.
Similar to the Mirage Machine, this room sized mechanism allows the lord of the tomb to manipulate
the surrounding sands and the temperatures of the surrounding area, focusing the wrath of the desert.
Sandstorms can be whipped up around the tomb in perpetuity, at great enough speeds to cut flesh in a
few seconds of exposure. In places where sand is lacking, this machine will simply control the wind
itself to accomplish the same effect. The temperature may be set to anywhere between the hottest
possible within the desert midday to the coldest found at the midnight of the desert, both dangerous
to even experienced desert livers. (CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
Flash Air is a displacement Magecraft that substitutes one thing for another. It can be used to change
the makeup of a building displacing doors and windows to different locations. By displacing a portion
of space it can also create portals that lead from one spot to another, this can be used to shift
projectiles to a different trajectory or to cause an opponent's attacks to hit themselves for example.
You have come into the ownership of a card containing a high ranked barrier Noble phantasm. By
letting the card sink into the ground it will generate a large dome of ice that will completely seal the
area inside it. The ice is capable of taking the strikes of an A rank noble phantasm without even
chipping. The price for sealing off the area is that the oxygen within will gradually deplete until after
three hundred and one seconds it cannot sustain human life, potentially killing the user if they do not
cancel it before then or have some means of surviving.
Once you claim a territory (you are limited to the approximate area of a large castle) as your domain,
you gain a degree of control over the very reality of your home, and can impose your rules on those
who enter. For instance, you could insist that all “guests” wear attire appropriate for a ball and lose all
fighting/transformation abilities, and anyone who entered your territory would have to obey the rules.
You can also selectively control who is affected by the rules, such that your own servants do not suffer
from the same restrictions; on the contrary, you can make it so that you and your minions’ powers are
enhanced as long as you fight within the palace. Even so, individuals with strong willpower can refuse
to play by your rules and free themselves from your restrictions. With sufficient magic, particularly
through holy or divine magic, it is possible to completely shatter your absolute command over your
kingdom. Once your spell over the territory has been broken, you will have to wait a while before you
can build up enough energy to try to reclaim it. Also, you can only claim a single area as your domain at
a time.
A strange, otherworldly prison that you can attach to any building in your possession (but it cannot be
used inside your Warehouse). On the outside, the prison looks like a globe of interlinked, icy mirrors.
Inside, victims are placed in the individual mirror cells. While you can travel through the mirrors at will,
for others they will be hard as steel, resisting physical and magical force. However, intense power
(such as with the combined efforts of a half-dozen individuals) can overload and shatter the prison.
Plus, while the prison blocks people from exiting via teleportation, it has no such restriction on people
entering.
As the name suggests, you are the guardian of a very specific domain – but this part you already knew.
Embracing your role as a guardian, your abilities have improved to reflect your resolve. So long as you
remain within the general vicinity of your domain, you can freely adopt the body of any animal within
and utilize them as both a mouthpiece and a means of observation.
That being said, as a guardian spirit, your body and spirit are more attuned to the domain than others.
When the domain thrives, so will you, and vice versa. As a consequence of this, you’ll age slower than
the mortals around you.
You have a kasha-hon, a kind of traditional Japanese library, containing a wide variety of mostly-
mundane books. On its own it will turn a mild profit, sufficient to live off and have minor hobbies on
your own, but in addition it contains the materials for a traditional Japanese woodblock printing press.
Books, scrolls and the like copied with the press will retain all the supernatural abilities of the original
copy, enabling you to mass-produce enchanted papercrafts, though depending on the size of the book
you are unlikely to be able to produce more than a few hundred every day of work, and producing the
woodblocks to print will take some time on its own.
A copy of one of the many farmlands found in Elphame, complete with enchanted crops and livestock.
Your farm includes but is not limited to: cabbage (which either turns you into a donkey or turns you
back to normal), hungry grass (cursed wheat that triggers mad, endless hunger if one walks through
before it’s cut), witch herbs (only grown in the dark for dark mystic powers), fairy cattle, and the Arkan
Sonney (a nigh-uncatchable white pig that brings good luck to whoever manages to catch it).
You now own a copy of the Sheep’s shop found at Riverside. Despite appearing to be a small shack on
the outside, it is actually quite large inside, with full shelves lining every wall from top to bottom. No
matter how far you look up or down or left or right, you will find more shelves and goods. Essentially,
the shop automatically fills with any common items that could be sold in whatever world you’re in (for
instance, any standard equipment/gear available in Wonderland will be present); whenever you enter
a new world, all previous goods remain (but aren’t necessarily replaced if they aren’t common in the
new world anymore) and are supplemented with new items to fit with the new world. In addition,
whenever a potential customer enters the store and has a conscious or unconscious desire for a
certain sort of good that wouldn’t normally be there (such as a magical item), said item(s) have a 1-in-3
chance of becoming part of the shop’s inventory.
So essentially, the shop has nearly everything you could want...if you can find it. And that’s not always
easy, as the items are all randomly placed amongst the shelves (and shuffled whenever anyone enters
or leaves the shop), and all tracking powers and the like are disabled in the shop. In addition, none of
the items on the shelves are actually real – not yet, at least. As long as they remain unbought on the
shelves, they remain only half-real. They only become real and usable once bought, and even the
owner of the shop must pay for purchases for the items to function.
Items removed from shelves and the store without payment will quickly vanish and reappear back on
the shelf. And keep in mind that the rarer or more powerful the item, the higher the price; magical
items, for instance, often have exorbitant prices that will always tax your resources heavily regardless
of your wealth.
A copy of the gardens around the Looking-Glass House, complete with an array of Living Flowers; said
flowers can’t or won’t move about, and they tend to have their nose up toward lesser beings (which is
pretty much everyone else). New flowers planted into the garden will eventually mature into
equivalent Living Flowers, but they share the other flowers’ haughtiness and won’t leave the garden.
The maze comes with magic enchantments that intermittently activate to make travelers lose their
bearings and change their direction – and said effects are timed to activate when the victims are least
prepared to notice. The maze is accessible from your Warehouse (and you can choose to leave a
separate exit/entrance to your Warehouse in the garden if you want), and you can also import it to a
place of your choice in each jump.
A replica of the shrine that lice made for the “Crown of A Lice”, which they veneered as a holy relic for
their kind. It consists of a cave with a moldy cushion atop an old pillar at the end of the cavern. The
shrine is missing its crown (see separate Crown of Alice purchase), but the shrine nonetheless
enhances the physical strength/defense and magical/spiritual power of all insects within the cave. In
addition, the shrine contains four undead louse warriors, one louse priest, and one louse champion
warrior. These human-sized lice fight relentlessly to protect the shrine and its belongings from all
intruders, though they will stand back if you tell them that certain people are exempted. If you place
an item on the pillar’s cushion, they will guard the item until you remove it. Other arthropods that
enter the cave will feel a compulsion (which they can resist if strong enough) that this is a holy place
they should protect as long as they are inside the cave.
Farmlands are the staple to The Moot and to halfling ways of life. Entire bloodlines are dedicated to
caring for and working the land belonging to their forebears, ensuring that in return the land cares for
them with its bounty. A lesson that has been drilled into you in turn, even as your old man left the
farm to you in his will.
All four-hundred-and-forty-four acres of your family farmland has been left to you. Every single inch of
it has been well-maintained over the years, the soil almost preternaturally easy to till and plow by the
efforts of you and your farmhands. Some traces of the Wind of Life have permanently seeped into the
land as well; Not only does its bounty grow half-again as large as it would have normally, but the land
seems to resist the taint of dark magic such as the necromantic energies of Sylvania, or the twisted
touches of Chaos.
Additionally, there is a small-but-comfortable farmhouse on the property, along with a couple sheds
full of farming equipment and a barn for any working beasts you may need.
A rancher or shepherd is nothing without their animals, for they would have no milk, wool, or meats to
sell, or beasts to tame and sell such as ponies. And sheep or cows do not have a guardian without the
herdsman, and would fall quickly to predation by both beast and hunter until the herd was gone. Such
is the relationship just formed between both sides that even in Tall One lands, a ranch and its animals
will be passed down through generations.
You have one such inherited plot of grazing land: Approximately four-hundred-forty-four acres of
grasslands and fields, with numerous large stables and barns for the storage of both equipment and
animals. The grasses and other plant life that grow in your fields seem to be somewhat imbued by the
winds of Ghyran, as well: The fields will never be over-grazed, growing back thick and bountiful for
every patch your animals may feast on. As well, the magic of these fields bolsters your herds: Few to
no instances of plague or sickness will strike them, you will receive much higher quality of milk or wool
(or whatever they may produce instead), and in general they will seem hardier and more vital than
other members of their species.
As well, it should be noted that you have a small-but-comfortable ranch house on the property.
Comfortable for a halfling-sized family, at least.
A small, crooked (but nicely furnished on the inside) hut standing on chicken legs of bronze and
surrounded by a fence built of the bones of humans and beastmen. The skulls perched atop the fence
glow with an eerie light in the dark and produce an aura of all-pervasive terror in those that look upon
it. The hut follows your will as if it were an extension of your own body but can also work
autonomously to run around stomping on your enemies with it’s huge and immensely heavy bronze
chicken feet. It is also extremely resistant to attack due to many powerful magical wards.
All Slann Mage-Priests have powerful defensive magic to ward against all but the truest arrow and
spell alike, your wisdom runs deeper however and, just as the Old Ones once laid out, you are able to
form a geomantic web of carefully placed buildings and sites which, when under your control, can
produce a similar but far greater barrier around them such as that which held the demonic legions of
Chaos at bay in millennia past.
Any sage worth his salt oftentimes has need of a spot for quiet contemplation, and these moments
might be all the more important on campaign, or when trudging through a distant jungle in search of
ancient wisdom. For such purposes there is this collapsible “tent” leading to a pocket room that
contains an abridged collection of the entire library of the White Tower of Hoeth. Most of the
knowledge, less than a hundredth of the size.
To any diplomat, such a building is both home-away-from-home and, more importantly, a foothold.
With this purchase you receive a small staff of Followers to direct, and at your will they will magically
teleport this building of Asur construction within or just outside any city of your choice. The building is
fiat-backed ‘safe,’ for all parties within the walls, and similarly cannot be utilized for violence in any
way. Not storing weapons for violence, smuggling, etc.
Wait, how did you get this? Well, regardless, you’ve somehow managed to get a portal...without a
portal frame. This portaless portal takes the form of a square panel of purple magic that can transport
things to a set dimension where you’ve scouted the location for the other side. You can produce as
many of these as you wish.
The Sheikah Shrines are carefully crafted tests of both wit and might, two things that are never a bad
idea to hone. The Shrine has been adjusted to continually re-arrange itself using the stock parts and
shrine Guardians the Sheikah used, continually evolving in response to your approaches in clearing it
to further give you a challenge each time. Allowing your mind or your reflexes to dull is never an
option - this will make sure you can stave that off.
The shrine of the Four Swords is a place made by the sealing arts of the ancient Hylian lines of the
maidens, and the equal of the magical sages depending upon what era of history you are in. It has the
strength to be used for imprisoning evil beings such as archdemons, and ancient evils. Along with a
small cavern for storing holy artifacts with magic that will keep items from rusting and being reduced
by the ravages of time. Now, you own such a place that comes in the form of a small stone disk with a
sword planted within in the form of an ancient talisman the size of your fist. Place it on the ground at a
location of your choice and in twenty four hours a new shrine will grow in that location. You will
receive a new talisman at the start of every jump, but their numbers will never exceed four.
While Fairies have a prefered habitat, very few of them would ever be bold enough to claim it as their
territory. They would probably like to, but Hylia has created guardian deities aplenty and there’s rarely
territory that can actually be called unclaimed. That’s not to say they don’t have any, just that the
weaker ones wouldn’t dare. But, you aren’t exactly weak anymore now are you? When inside a
territory that you control, you become instinctively aware of the state of it, it’s health, it’s inhabitants,
even intruders with ill intentions. By spending a rather large chunk of mana - even the Princess would
stagger at this cost - you can... renovate your lands. Plants will grow healthier with the extra magic in
them, and the forest will twist itself into a wooden labyrinth to hide your court. Of course, this only
applies so long as you are inside your territory, so it rather immobilizes you to use it most effectively.
A spell handed down by the goddess, this power allows you to create “warp” points in nearby safe
places, allowing you to return to points you’ve already passed in case of emergency.
Originally called Ambi’s Tower, it gained it’s more fearsome name when Veran froze time and forced
the townspeople to work on it day and day. I would say night, but that never came. Regardless, this
tower is not actually finished yet. Instead, the tower amplifies any ‘evil’ abilities you might have. The
power of darkness and shadows and hatred and so forth, not just powers you use for evil. As you force
people to work on it, the amount it amplifies will increase. Not by how tall it is or anything like that,
but by how much the workers have suffered during the process. It’s location is actually somewhat
irrelevant on account of you being able to put it anywhere you want. But, once the first brick is laid,
you aren’t going to be able to move the tower until you rebuild it next jump. Thankfully the power
boost doesn’t reset the way the structure itself does.
In each of the four Realms of New Hyrule lies an ancient temple, built to power the Spirit Tracks and
watched over by one of the Lokomo. The Ocean Realm has two, but the fifth temple doesn’t generate
power. As I was saying, these temples absorb energy from the land, from what little prayer is still
directed to the old gods of Hyrule and the Spirits of Good, and from the simple goodwill of those living
nearby. This energy would normally power the Spirit Tracks, but in the absence of that, it instead
channels that energy directly into you. Well, not you specifically. A temple isn’t a very good house, so
you’ve also been provided with a small refuge from the prying eyes of the world, a Sanctuary of sorts.
The energy is channeled there, in part to maintain its defenses, both physical and mystical. So long as
you’re inside the Sanctuary, you have more or less complete control over the energy flowing from the
Temple.
Okay, finally, something useful for an engineer! These archways dot the landscape of New Hyrule, and
allow for transportation between them. Shortcuts, as it were. Each gate is one of a pair, and large
enough to drive your train through. Simply pull the whistle as you near the gate, and it will spin to life,
depositing you elsewhere in New Hyrule. ...Or, that’s how they ought to work, paired up and only in
one direction. Luckily for you, your gates are being given a small upgrade, allowing any gate to warp
you to any other gate. Keep in mind though, these gates have a Force Gem atop them, and you’ll need
to strike them with a bomb from your canon to add them to the network. In future jumps, these gates
will semi-randomly place themselves in useful locations, and can optionally be shrunk down to human
scale - though, if you do so, they won’t be usable for your train.
I have no idea how you even found one of these, but you have a mid-sized Deku Sapling that’s grown
in such a way as to be a treehouse. Just, treehouse. I don’t even. Anyways, it’s a living wellspring of
magical power, and will probably create its own version of the Korok at some point in the future, so try
to take good care of it. If you took ‘The Great Deku Jumper’ perk, then you may jumpstart your growth
and immediately gain the benefits of the perk.
A set of six natural springs with their entrances hidden underneath some amazingly large seashells.
Each fountain contains a Great Fairy, along with a small number of regular fairies. Visiting these
fountains will find yourself receiving a blessing from each of them. One will double your magic, three
will allow you to hold more items, one will give you a fairy in a bottle as a 1up, and the last one will
give you a magic weapon of some kind, or perhaps merely upgrade one you already have. Each
fountain must first be found in order to use, and in true Hylian fashion are guarded by a small puzzle of
some kind. Thankfully, I shall give you the maps you need to find them, which should simplify things
immensely.
A healing spring where fairies gather to frolic and play. Diminutive, helpful creatures, fairies will
restore the life energy of anyone that seeks their help, and will even allow themselves to be captured
by you for later ‘use’- disappearing once they’ve rendered their aid and reappearing back at the
fountain, where the waters will restore their magical power. The most notable thing about a fairy’s
healing ability is that they can restore others after they are dealt normally mortal wounds, which they
will do automatically if someone who has ‘captured’ them is wounded. In addition, a Great Fairy lives
here- and can be called upon to grant some of her tears, so long as you don’t already have some. Can
be made into a Warehouse attachment, but not when purchased by a companion.
Not as useful to Sorcerers as true mages, but in this apartment sized space, your magical abilities, from
this world or others, will never go awry, instead merely failing to produce any effect at all when
misused. This Sanctum can take any form, from an alchemist laboratory, to a dojo, to a temple, to a
small house.
Created by an apprentice of Sotha Sil, this enchanted ring is incredibly powerful and useful to anyone.
Though it has had some of its uses taken away, it will allow the wearer to teleport themselves as well
as whoever they are touching to anywhere they desire, so long as it's within the plane of existence
they currently reside in. It can bypass most magic barriers, though there might be a reason for them to
be placed where they are, so exercise caution.
To an ordinary onlooker, these would just be a fine pair of leather boots. To the wearer? These will
allow you to leap up to twenty feet in the air, and make you immune to fall damage. Additionally, it
increases your skill in acrobatics in order to make the most of these abilities.
Ah, but who said anything about your home being on Nirn? With this, your home will inhabit its own
miniature Realm of Oblivion or Aetherius, which you can design to your specifications. You can also
create Gates in the world that go directly to this realm. The realm's size is just large enough to house
your property, with a mile radius between it and the edge of the realm.
Your own copy of Hook’s own Jolly Roger, a magnificent galleon armed to the brim for piracy. It has
been enchanted with fairy dust, and can be made to fly through the air and through space without the
passengers being harmed. If you purchased the Long Tom item, you now own a dozen of the cannons
arrayed on the port and starboard sides, each with the special properties the singular item has.
These mystical boots change their size to fit the wearer, and grant the subject the ability to jump
through the sky almost as if you were flying. Moreover, the boots “grant wishes” through a minor
boost to your skills to meet your desires, whether it’s the know-how to make furniture fit for a king or
the skill to set a trysail properly like a trained navy man. That said, unless you learn the skills on your
own, they will be lost once you shed the boots. Moreover, the enhancements from the boots do not
make you perfect, so don’t rely on them to win your battles for you.
A bizarre and rather unsettling clock artwork that determines the time in the room, specifically
whether it is “day” or “night” depending on the position of the hands. When it is “day,” the floor that
the clock is in is bright and sunny. When it is “night,” the area is dark. The time on the clock never
changes on its own accord, meaning that it will remain permanently day or night in the room and
building until you either switch the hands or turn off the clock. Other artworks in the area will change
in title and appearance to match the setting. If certain beings are affected by night or day, they face
similar effects now; for instance, breeds of vampires that can only come out between dusk and dawn
would suffer as if it had suddenly become the middle of the day, or vice versa could be active within
the area’s effect even if it is really daytime. The switch between “day” and “night” only occurs within
the building, and does not affect the time of the outside world.
Crimson Moon Brunestud. The Ultimate One of the Moon, who made a pact with Gaia in order to
create a race - the True Ancestors - to corral humanity. But this luminous being had its own agenda,
wanting to make a suitable vessel able to exist within Gaia’s laws and possessed enough purity for it to
take over and then enact his own will upon the world. There are three suitable vessels on the planet -
Arcueid Brunestud, Altrouge Brunestud… and you. Whether your body had enough ‘purity’ for Crimson
Moon to consider as a candidate for being their vessel or you were some misbegotten attempt at
replicating the True Ancestors, a ‘fragment’ of Crimson Moon exists within your soul. However,unlike
the others, this fragment holds no particular sentience or power over you, and is only a small piece of
what Crimson Moon’s power would be.
First, you are able to manifest a copy of Millennium Castle Brunestud, a piece of Type-Moon’s Reality
Marble where his influence is the strongest, at will (curiously, even if you lack MarblePhantasm) and
dwell within it. You may change the interior of the castle to your will, making anything from a luxurious
manor to an eldritch hell only a monster could find comfortable. Your connection also causes your
power, even those not tied to your nature as a True Ancestor, to wax and wane with the phases of the
moon - during the night of a new moon, there is no change, but during a full moon, your strength and
powers are magnified several times over. And when you dwell within the Castle itself, your power is
always at its peak from this boost, functioning the same as the night of a full moon. An ordinary human
(as miraculous as it maybe) with this could lift a tank one-handed on the night of a full moon. The
might of a True Ancestor is likewise increased even further than before in the light of the moon, letting
you outmatch others of your kind save for your two ‘siblings’. Perhaps in a few centuries, this
fragment’ could grow into something matching the original...though that night is far, far away.
If you prefer a more...’talkative’ source of power, you may take the exclusive companion for this perk
‘The Moon’s Shadow’ for free.
A workshop to make any Magus peer of yours jealous but combined with something much more
valuable, at least to the less scrupulous Magi. You own a sizable building, likely a large apartment
complex or mansion or mall of some kind. The main requirement is that it has space for a large
number of people to live, or at least be stored. This is because that is the case, with up to 64 families
living in the location at once. If they are not kept as cattle outright, the people here will be none the
wiser as to what is going on. With the many secret rooms present in the building, it’s easy to hide
whatever you desire to do to them, and the building itself has some sort of effect that makes any
resident extremely reluctant to leave and very easy to mould as you please.
But the second and more valuable step to this is that the entire structure is your workshop as a Magus.
The most immediate effect is that, due to incredibly unique enchantments and links to you, you are
able to instantly teleport anywhere within the building and retain a near-omniscient awareness of all
space and events within it. In at least one of the secret rooms of the building, if not several, you will
find a fully equipped Magus Workshop of great value to a Magus of your skill and specific specialties.
The tools, reagents, materials, peer research if any exists and more will be found. While rare
consumable materials will be understandably rare and truly exceptional things for your level will not
appear, the Workshop will slowly grow as your mastery of magecraft does and slowly resupply
whatever might be used up that the Workshop itself spawns through this option.
What is there for those who have no interest in reaching the Root, who look at the goal of all Magi and
think it’s just a big waste of time? There’s money. Turning magecraft to mundane profit can be quite
lucrative, as can be said for psychic powers or unnatural talents. You have a business of some sort
that’s well suited towards your particular talents in this jump or will come into the ownership of one in
adulthood. It’s already got a building to itself, some four storey and relatively well furnished if dusty
location. A storeroom, a nice office and space for workshops if you have the time to set one up. It
might be a private investigator agency, a mercenary outfit, an ancient antique shop or a exotic animal
store. What makes the business special is the employees, rather than the location itself. The business
naturally attracts employees in situations that have great need of employment outside of the usual
channels. More importantly, they often have quite unique abilities. Usually moderately powerful
psychic abilities, Demon Hunter heritage or even lesser non-human creatures like a few fairies that spy
on others in exchange for sweets. Every few years, you’ll be able to take on a more valuable ally.
Someone with a powerful pair of mystic eyes, a Dead Apostle that wants to live among humans or
some other powerful entity. They’re easy to get along with and gain the loyalty of, potentially even
coming along with this business as followers if you can gain their trust and devotion.
If you merely desire an ordinary business without the penchant for attracting unnatural allies, you can
buy one that otherwise works the same as the above for 300CP instead, still discounted to students.
With a supreme effort of will on your part, you can use your power to prevent the damage caused by
battles with the forces of evil – by locking the battle into a barrier field where the damage won't affect
the outside world. Once you've defeated the enemy, you can release your barrier and the world will
revert to what it was before. Normal people will be sealed outside the barrier, and won't notice
anything going on inside, but people with magical abilities or powers may be able to walk right into it,
suddenly finding themselves in the middle of a war zone. Also, be careful - if you lose the fight, your
barrier will collapse, and all of the damage will suddenly appear in the real world. Typical barriers start
out around the size of a football field, but with practice you can probably get them to cover a square
mile or more.
A replica of the Tower of Fate reserved for use by the eponymous Doctor Fate. This tower is as big as it
needs to be and rests outside of the bounds of the multiverse. If all of creation were to be cast into
oblivion or warped into a sea of chaos, this tower would remain untouched. Only you and those you
welcome inside may enter and any inside may be ejected at your leisure. While you are inside the
Tower, your power is amplified many times over. Even as a normal mage this would be enough to
allow workings of magic comparable to Doctor Fate himself.
You may choose to have this tower manifest inside any dimensions or pocket realms you own, which
also allows you to take advantage of the tower's benefits in a radius around the tower.
n incredible enchanted library is added onto your warehouse. This library is an artifact of immense
A
value that was long thought to only exist within myth and legend, for within it is all the knowledge of
mankind. This infinite library will absorb all written knowledge in every jump that you visit. The only
exception to this are singularly unique and important books such as the Book of Eternity or the
Necromicon. Of course, you’ll have to find the books you want to read, first. Luckily if you enter the
library with a specific topic in mind you’ll tend to find yourself in the right area with only a few minutes
wandering around.
This mansion, appearing as a relatively normal large house from the outside, has existed in some form
or another for at least as long as mankind. On the inside, it is much larger than the outer appearance
would suggest – how large? That is unknown; perhaps it’s infinitely so. – and constantly shifts to
accommodate your Desires.
But that isn’t what makes this house truly special, nor is it the fact that it is filled with entire societies,
or that it is alive and bound to you. No, what makes this house truly unique and of singular value is
that it is a crossroads of reality. The House is connected to every single point in space and time and
this gives it the ability to slip between the layers of reality and appear anywhere you wish, be it a
planet on the other side of the great black beyond or another dimension altogether. There are few
places the house cannot go and it'll be all too happy to do So.
The final noteworthy abilities that the House possesses is that it can be summoned to your location
with nothing but a mental call and that in a similar way, anyone who accepts your invitation into the
House can be summoned back into it at any time you wish. Couple more things worth mentioning: this
house cannot be permanently wrested from you; your bond may be temporarily blocked to prevent
you from summoning it, but no one else can usurp it and you may allow inactive companions to roam
inside of it.
The magic system of Shadow is currently inaccessible except through indirect methods, such as
through infernal magic. This trinket bypasses such requirements, allowing you to directly access
Shadow magic and thus “Shadow Jump”, teleporting impressive distances by wrapping the shadows
around you. Uniquely, this form of teleportation will be completely untraceable, as the more common
methods of accessing Shadow Magic do so indirectly, leaving the signs of the magic used to access it.
One of the great Amazonian temples has come into your possession, either rightfully as a Priestess or
by right of discovery out in the wilds if you are not a Priestess. The Temples are mighty fortresses, easy
to defend and equipped with many magical defences. However, the real draw of them is the treasures
contained within. These temples hold great arcane secrets and technologies, from tomes describing
some of the greatest spells and lores of this world to ancient weapons capable of slaying even the
mightiest beasts of the jungle in a single shot. Many of these artefacts may be difficult to figure out the
uses of, as there are hardly any instructions lying around, but almost all are useful, powerful or
important. In future worlds, your temple will appear in a location of your choice or an isolated place in
the wilds, holding similarly old, important and powerful magic or technological marvels.
A large blue gem which can be used to make a portion of land float up high in the sky when implanted
in the ground. Over the course of a year, a second one will grow out from the first implanted one,
letting you slowly increase the number of floating isles. Each crystal can float an island of diameters
around 500 meters. Each additional one planted will increase this size by the same volume.
There’s a difference between seeing the paranormal and accepting the paranormal, and for some
people, they would much rather forget the paranormal once seen rather than accept it as a part of
reality. Perhaps you are amongst these people – an individual who would rather have peace and quiet
than ghosts and magic.
At will, you can manifest your wilful ignorance into a field around you, and both magical and
supernatural phenomena will occur at a distinctively reduced frequency – if it occurs at all. Don’t want
ghosts haunting your house? Just pop that field up and banish them away. Granted, this ability won’t
work as well in a world where magic or supernatural entities are a norm – but at least it does afford
you a substantial level of magic resistance!
You have a mansion of your own, though potentially a very empty one. It’s designed in a very Western
style, standing out from the mostly traditional Japanese structures around here. It contains a good
supply of fine china and silverware, as well as a solid wall around it and a good supply of ever-fresh tea
leaves. The most valuable part, however, is the library within, which contains a vast quantity of
grimoires, books from the Outside World, and magical tomes in general. Unfortunately, many of them
are sealed and in encoded languages – to unlock and decipher them would be a full-time job on its
own.
You have a cosy dwelling out of the way in a bamboo forest, that you may customise the aesthetics of.
It’s warded by all kinds of protective spells that will ensure all but the most powerful people will simply
manage to pass it by, unless you specifically wish to let them in. Additionally, for some reason, youkai
rabbits seem to keep popping up here somehow.
You have an entire small alternate dimension to customise and play around in. By default, it takes on
the form of a featureless blank void stretching across an area the size of a small village, though you can
reshape it according to your whims, perhaps turning it into a nice house. Additionally, you can create
doors leading into it nearly anywhere, as long as it is on the back of something such as someone’s
back, the back of a statue, and similar backs.
The Neverland is composed of the dreams of countless children, but the certain island you are on is
primarily driven by Peter Pan, with other dreams being filtered into the mix time-to-time. Within this
jump, you have the ability to pull the visions of dreamers closer to the island, until their imaginations
blend to become an extra addition to the island. In any following jumps, you can create a new “Never
Land” hub for dreams in that world, allowing the imaginations of children and the like of that universe
to coalesce together into an island. However, each dream world is bound to the universe of that jump,
and it must stay behind when you go. Also, while you can be selective on which dreams are the key
pieces of the island, you cannot apply your own dreams to the Never Lands. Moreover, the dreams
that embody the island are limited to those of childish whimsy, meaning that the creations can be
somewhat limited, at least by grown-up expectations. That doesn’t mean that the magic in the dreams
aren’t powerful or that conflict there is harmless, but rather that “cool” and “fun” matter more than
overall effectiveness. So good luck trying to actually make productive use of that dream about an
awesome superweapon...you’re going to need it. Plus, it’s typically harder to impose these dreams
outside of your little Neverland hub. If you took the Escort for the Innocent Dead perk, you can guide
dead souls into the dream worlds – whether Neverland or a new one of your creation and reincarnate
them in a form of your choice in that world; once they have been reincarnated, they are now
essentially in between life and death, so they could stay in the dream forever, go to the real world and
potentially die eventually under normal circumstances, or eventually let go and pass on to the next life
like they were originally meant to.
Even if you give life to your artworks, they still do not have a place in the world of the real. By
sacrificing part of your life, you can create a full-fledged gallery, an elaborate dungeon where all of
your living masterpieces can live forever, along with anything trapped inside. Your artworks now exist
on two planes: in the real world as inanimate objects, and in another world as living things. The
paintings in the real world act as windows of sorts for their living counterparts in the other world, but
they cannot physically interact with the real world. The real and unreal are bridged through a special
painting, the Fabricated World, which can appear and disappear anywhere in the real gallery at your
command; whenever someone stares deep and long enough at the tapestry, you can pull him or her
into your other world. Within your painted world, you can give life to your artwork (even without Paint
to Life) and use their full magic potential without needing to drain your own reserves (as long as they
stay inside the Fabricated World). If you purchased Claimed for Posterity, any person who dies inside
the gallery will automatically turn into another of your artworks. These galleries are self-sustaining
once you pour in the initial energy. The galleries you create will link together and follow you between
jumps and are accessible from your Warehouse when not summoned; you can also continue to add
new pieces to and remodel your old galleries as you see fit. You can allow yourself to dissolve and
merge into the gallery as a whole to control it at will, place special messages on wall or paper, and
exist in that fragmented yet all-seeing state indefinitely; however, you are able to regather yourself
and return to normal when you wish. If you fuse your soul to the gallery, you may be able to find ways
to apply other powers you have to the form of the dungeon – for example, if you had some sort of
control over fire you could perhaps make your gallery’s features resistant to fire or keep the gallery
permanently on fire without any of your creations being harmed.
A replica of Panthalassa’s mansion-like castle. It can travel freely through the ocean, and can vanish
into shadows to escape pursuit. The interior is naturally flooded with water, but is enchanted such that
air-breathers such as humans can safely live inside; in fact, while you can freely swim about if you
wish, it is simultaneously and selectively free of water’s negative effects, to the point that you can eat
at a table, bathe in a spa, or even read books in the included library. It can also come to the surface
when necessary.
You can now stimulate and manage the “growing” of houses you own/live in. At the very least, you can
make it so that the building will gradually grow in size over time. Not only will the overall size of the
house change, but individual rooms will also grow in size, with internal fixtures like beds increasing in
size as well along with gaining additional decorations like extra furniture and nightstands. If they grow
long enough, they might even gain entirely new rooms – or entire extra floors. But if you don’t want
your house to grow too big, you can instruct it to stop growing (which will halt further growth).
Alternately, you can direct it to grow in one main direction such as upward (whether as a tower or as
part of a massive tree). In addition, by treating the house the way you would your child, you can teach
the home new tricks. Over time, with enough love and care, your home might even gain a sense of
devotion towards you, making it hard for your enemies to use the structure against you. Once your
house has been influenced by this perk long enough, it can even move about. Maybe eventually your
house will in turn become a parent with children of its own, even?
You can create and enchant whirlpools to become portals between other whirlpools. You can manifest
whirlpools anywhere. If you enchant a single whirlpool, it will just take you to the closest random
whirlpool in the area, but if you have enchanted multiple whirlpools, you can link them together for
specific portals. While you can safely travel through these whirlpools, others lacking strong swimming
skills will likely be torn to pieces before they even get through the portal – and then there’s the matter
of escaping the second whirlpool on the other side. You can also enchant other forms of water to
varying effects, like making a waterfall become a solid wall that unfurls like a curtain when you wish to
pass, or enchanting rain to cause sleep, forgetfulness, or wild dancing.
Somewhere, out in the untamed wilds, there is a hill surrounded by bounty. A small stream runs
around the north side of the hill, and a small cavern bores into the south face. Wild game appears in
numbers that never seem to truly vanish, and berry-laden bushes grow all about the hillside. Ducks,
frogs, and small fish fill the stream, ensuring an ample supply of food from those pristine waters. The
cavern is adequate shelter against all but the fiercest storms. Here, you will have no need for the
trappings of civilization at all, in this world or any other that the hill follows you to. The whipping of
Ghur in this wild place is especially strong, ensuring extensive fuel for your spells. This is your domain,
Amber Wizard. Defend it well.
Shyish blows furiously over this acre of graveyard earth, but in an interesting way. The art of
Necromancy is practiced by using Shyish as a pair of ‘tongs’ to grasp at Dhar - but the Wind of Death
refuses the touch of Necromancy in this place, even tearing the animating energy away from whatever
mindless undead dare to enter. Perhaps it makes sense, given your Order’s strongly implied ties to the
Cult of Morr, but the dead you bury here will be utterly beyond the reach of Nagash’s vile sorceries. In
addition, it seems that you will never quite run out of earth in which to bury a corpse, as the soil and
Shyish absorb the oldest bodies entirely to make room. Preserve the sanctity of the grave, Amethyst
Magister.
This is an unusual construction, perhaps the work of a single mage. This building (and a small courtyard
surrounding it) looks to all the world like an overgrown oven and chimney, but it may prove useful to
you. Aqshy blows hot wherever there is fire or wherever there is passion and excitement. While the
flames within the oven burn pleasantly hot in even the coldest weather so long as they’re fed, they
also seem to inflame the emotions of those in the courtyard. This can turn disagreements into
arguments or longing looks into a kiss, but the important thing is that the structure is thus perfectly
designed to attract and channel the Red Wind. If you wanted more firepower, here you are.
Even in an age where the accurate observation of the heavens is commonplace, Azyr’s power would
ensure that this observatory will be the envy of stargazers the world over. Likely situated atop a high
mountain, its telescope functions through the power of the Wind of the Heavens, such that you could
peer closely at even the most distant visible stars without impediment where such feats would
normally require a telescope situated outside of the atmosphere. Furthermore, while within this
observatory, you may more easily direct your visions of the future. Even an Apprentice in this tower
would be able to narrow a vision of future events down to a specific type of event rather than seeing
something unrelated. Choosing to direct your vision so will only fail if the vision you would otherwise
have is truly urgent; an attempt on your own life, for instance. Finally, as a practical concern, this
observatory is a working wizard’s tower in other respects, containing rooms for storage of food and
arcane supplies, a bookshelf or two to keep your findings organized, and a small amount of living space
for you and any apprentices you have brought with you.
Either your Patriarch already has such a workshop as this, or he would kill to get his hands on one.
Chamon is attracted to metal, especially gold, and so atop a vein of gold that never quite seems to run
dry you have erected an alchemical laboratory and forge. Every batch of black powder or blade you
produce within this workshop is infused with raw Chamon pulled through the very air into your hands
as you work. Any enchantments you lay upon the new work draw even more of the Gold Wind into
your creations, ensuring that every spearpoint and cuirass is of the highest quality. If nothing else,
remember that an actual gold mine rests beneath your workshop, easily accessed and ripe for the
harvesting. Let the State Troops provide their own Faith, yes, but for Steel and Gunpowder they would
be wise to come to you. Of course, this workshop will follow you wherever you go.
So you have followed in Algard’s footsteps, have you? Very well. This gray tower is, at first,
unassuming for a Wizard’s tower. To you, at least, there may be nothing special about it at all, besides
acting as a vertical storage space for whatever you might fit inside. However, the structure itself seems
to be absolutely saturated with Ulgu, to the point that without your seeking it, the tower becomes
insubstantial, fading from reality entirely. Whenever you deign to locate it, it is precisely where you
need it to be. Whenever you do not need to access it, it simply does not exist at all. This trait extends
to anything you store inside, but only so long as it is stored inside. Do be careful if you intend to build
anything around a core that exists less often than that which is attached to it.
You now know the location of a powerful artifact. This ancient circle of Waystones focuses the power
of Ghyran to a startling extent. As overgrown with vines as the stones are, the ages will not fell them.
More than that, the growth of plant and animal life near the henge is accelerated and improved,
causing even barren wastelands to become lush and fertile. This ogham, and the small grove it sits in,
is now under your protection. Do not be surprised if this circle begins to spread life outward from itself
in even the most blasted lands.
Hello, warden. This pyramid is quite special, you see. Staffed by an entire choir of Apprentices and
laden with heavy spells of Hysh, this pyramid is a smaller replica of the very structure of your home
College. It has but one purpose: to focus the Wind of Light and trap a horrifying power. The Daemon
locked within the deepest chamber of this pyramid is guaranteed not to escape without aid. Such a
horror may provide useful information while imprisoned. You will find soon enough, especially as the
prison follows you, that the trapped Daemon is somewhat versed in the weaknesses of whatever
Daemons you may face in your time here. You will also notice an empty cell next to it. This cell will
adapt itself to contain any extradimensional entity you defeat and seal within, and it will in turn be
compelled to volunteer you information useful in fighting others of its kind. For each Daemon or
similar creature you trap, a new cell will open.
Over the course of your life, you will learn so much of magic that it will become utterly impossible for a
mortal to fully comprehend the extent of your mind, but with this warehouse attachment you might
be able to help others stick their toes into the sea of your knowledge. This massive library can be
access by a door in your warehouse that will automatically add books written from your magical
knowledge. You could find absolutely every single magical technique you know somewhere in this
library, and the library will keep expanding in size to accommodate your swelling intellect. The library
will keep expanding and the books will come into existence with no upper limit, meaning that over the
course of your adventures this could become the most complete source of magic knowledge in all of
the multiverse.
It’s one thing to seek knowledge alone, another entirely to seek it in concert. Consider this Tower the
home of your disciples, your eager acolytes in the matters of the arcane. These ‘acolytes’ cannot leave
the Tower, but are provided with more than ample space for all manner of magical research:
Laboratories, Libraries with fundamentally infinite space, Alchemy equipment, etc. The structure, like
the Tower of Hoeth, is impossible to approach by foot, by all save you. In future Jumps where magic is
present, your Tower, and by extension your acolytes, will receive a complimentary ‘download’ of all
common magical theory of the new world so they can begin advancing immediately.
“Yuga discovered that there was a strange crack in this grim slate... Through it, we could sense that
there was another world beyond ours...”
Here and in future worlds which involve either a multiverse, alternate dimensions or alternate
timelines, you’ll now be able to regularly find fissures in reality, purple tears in space visible only to
you and your allies. By stepping into a fissure, you will be transported to an alternate world, dimension
or timeline as appropriate. You won’t be able to choose where these portals take you, but their
location and destination remains constant, so it should be relatively easy to map out your own routes
across the multiverse with enough time and a bit of trial and error.
Ah, what treasures you have gained, Jumper! In your hands are the Royal Jewels of Hyrule, powerful
magical artifacts passed down for centuries, guarded faithfully by the Knights of Hyrule. In the modern
time, these gems possess the power to open the way to the Realm of the Heavens, where Vaati and
Ganon await, normally beyond the reach of mere mortals. In a similar way, these jewels may form
portals or gates to places that might otherwise be beyond your reach, though doing so will expend
their magic. This also allows you to bypass barriers that block off locations as well, in case your enemy
has blocked the way. But that is not all they can do. For once upon a time, these jewels were known as
the Elements, physical embodiments of earth, wind, fire, and water. With these, the broken Picori
Blade was transformed into the legendary Four Sword, a magic blade that could rival the divine Master
Sword. You may do the same now, uplifting a blade with only a minor enchantment into something
demon kings would fear. No matter what you use it for, the magic within them will recharge upon your
next jump, or in ten years time if you’re in a longer lasting jump.
The Palace of Winds, Vaati’s Palace. The name has changed a bit over the years, but this is the throne
from where Vaati once tried to extract the Light Force from Princess Zelda and achieve ultimate
power. Built in ages past by the Wind Tribe to hold one of their artifacts, the Element of Wind, before
being taken over by the Mage of Wind, Vaati. Can you sense the theme here yet? Either way, it’s a
cross between an opulent palace and a veritable fortress, all floating high above the clouds. Hidden
away in its depths is everything the land of Hyrule has to offer on wind magic, as well as tomes
describing everything you know about the wind - I’m certain the second is larger. As with the Demon
of the Winds perk, you don’t actually have to make this place wind themed, though I do insist that they
match elements. No fire powers in an underwater base please. As an added benefit, this place will
actually amplify any magics that match it’s element, and suppress any from your foes.
The Great Fairy Fountain appears as a large, stone structure resembling a temple with a vaulted
ceiling, magic circle on the floor, and a single, large room.
Beyond the heavy double doors, in the back of the great room inside, is a pool of crystal clear water
that sparkles in the light streaming through the stained-glass window behind it.
By praying at the magic circle, you may summon a Great Fairy that lives invisibly within the sparkling
waters. Request what you will of her, if she likes you she’ll use her incredible magic to aid you in an
incredible show of force, though only once a day.
The Great Fairy could blow away a thousand enemies by dropping a gestalt of bombs, fabricate a copy
of Hyrule’s moon just to smash its nose into a dragon or conjure pumpkin soup into existence that
could reinvigorate a god like Levias. Fairies are fickle however, so the exact way she helps might vary.
The Great Fairy Fountain becomes a warehouse attachment post-jump, or may be placed as a
structure within future worlds if desired.
I... I’m sorry, what? You what now? Why would you ever need this? Fine, allow me to introduce you to
one of my three best friends, Mr Johnson, also known as the moon of Termina. He’s... not really happy
with the current state of affairs, so maybe if you did something about that? Well, anyways, as you
might imagine you now have your own moon and the ability to call that moon down onto the planet.
You monster. ALSO, because you might not use that if he has another use, the moon also contains a
small dungeon/pocket dimension inside of himself. A nearly endless field with a single tree in the
center. Near the tree are four odd children, which seem to map out to any mental issue you may or
may not have. Playing with them will make those issues better, a balm on your soul or something like
that.
This hidden underground cavern that will appear in every world from here on out is the home of the
powerful magical beings, the Great Fairies - you have their loyalty now and while they may be able to
grant you a few boons if you’ve shown yourself worthy they will always freely restore your stamina
and heal you fully if you arrive here. The fountain’s water is crisp and refreshing as well, and the Fairies
beyond their magical assistance are very helpful, willing to address any need you have within their
power - though they remain very much rooted to this secret place.
If the Magic Potion heals the body, then this is for healing the mind and the soul. You are now the
proud owner of a key. The key leads to a dungeon of sorts, much like the Halls of Essence that Link will
be making his way through. At the end of the trials it will present you with - and yes, you have to make
your way through it’s puzzles and thankfully non-evil guardians - lies a ninth Essence of Time.
Presenting this essence to someone will heal any damage to their mind or soul. If nothing else, it can
be used as a fountain of youth knockoff, but that's a rather inefficient use of such a powerful object.
Nayru’s own harp, one that should have been left at home before being found by Link. Maybe you
have another, maybe there’s time shenanigans. Probably time shenanigans. Regardless, you have what
amounts to the Harp of Ages. More importantly, it’s been handed to you along with its third song, the
Tune of Ages, something that allows you to freely travel between the two Eras of Labrynna. The harp...
doesn’t actually do small scale travel very well. Regardless, it also acts as a massive amplifier for time
based magic, and it is capable of following the paths made by other travelers. Please use this harp
responsibly Jumper, you wouldn’t want to be like Veran would you?
In each of the three provinces below the clouds, and on the isle of Skyloft, there exist a total of four
hidden dais, each opening a portal into a silent echo of their respective areas. While inside this realm,
you have no gear, no weapons, no defenses but your wit and your legs. To make matters worse, there
are watchers and guardians in this place, ones that will will happily hunt you down and shatter your
spirit. Somewhat literally, since you’re here in spirit and not body. Don’t worry too much, getting
caught only kicks you out. That said, you only get one shot per area, so do be careful. In the event that
you win, each realm will cough up an item, weapon, piece of gear, or perhaps even a simple spell that
will allow you to push past your limits somehow. Maybe literally, in the event that it gives you
something that increases your strength, or maybe more metaphorically, giving you an item to help
explore a new area. For now there’s only four areas, though later jumps may have more or less
depending on the world.
Ah, here we are. The name of the game, the biggest of the macguffins, and the chains that hold down
Malladus. I’m not joking about that, by the way. The Spirit Tracks are a single massive sealing system
meant to hold the demon king behind his seal and even serve to prevent the demons of the Dark
Realm from attempting to cross over into New Hyrule. Mostly. Weak things can still slip through the
cracks, as always. But I digress. This country wide set of train tracks can be imported into future jumps
in the ‘was always there’ variety, or in any other fashion you prefer, such as having been built manually
or flat out falling out of the sky. Once they’re in place, simply power them up and seal away any evil
beings that think to test you.
A dungeon that goes deep into the earth, and features fifty floors worth of enemies. For every ten
floors that are cleared, the Great Fairy will make something good happen in the world- it won’t be
anything too major, or violent in nature, but it will be something positive that will also benefit you.
After clearing the last floor the Great Fairy will appear to you and perform a bigger miracle, as a
reward for your actions. The dungeon can be cleared multiple times, but subsequent runs will simply
result in the Great Fairy rewarding you with her tears- although she will do so even if you already
possess some, for what it’s worth.
A Daedric Artifact of Nocturnal, Daedric Prince of Night and Darkness, this key is her most well known
and sought after artifact. The Skeleton Key can open any lock, be it mundane or magical. You can also
use it to relock stuff once you're done.
A fully fitted and supplied alchemist laboratory and forge along with it having the highest quality
supplies and equipment required to make magical potions to weapons and armors up to magical
equipment. The equipment will automatically upgrade itself relative to your own personal skill level, so
the more skilled you are the better it will be to reflect that. Anything that you made can be magically
created by the shop up to your level using the ingredients that you stored inside of the shop giving you
an ever restocking item to sell as long as you have the ingredients for it and gain a steady income
every month. After this jump it will merge with your warehouse or will appear in the new world in the
nearest town to your starting point.
Not every Boss of the demon army is an active general. Indeed, it even suits the Demon King better
that some of them stay isolated, safe and unassuming to the adventurers that seek to take them out.
You’ve been given a shop to run instead of your normal duties, a shop that reflects the disconnect your
superiors have with the normal world. See, your shop is set in the starting town of this world where
many adventurers first appear and yet it is filled to the brim with end game equipment. While the truly
powerful and unique artifacts won’t be found for sale here, stuff fit for legendary heroes or the
greatest warriors in the world is still commonplace. A level 100 warrior or wizard who visited your
store would find it more than adequate...even if none of the low level heroes around you can afford or
even use your wares. You’d never sink so low as to take advantage of all this powerful, rare equipment
for yourself though....would you? The shop will continue to appear in future worlds, carrying high level
equipment for each setting in its stock.
The World around you is very much alive,and imposes its own rules upon all who dwell within it. But
every person alive is a world of their own, as well. And you’ve learned how to make it so. You may
impose this ‘inner world’, usually but not always representative of your personality and desires, upon
the physical world around you, changing its laws to match those of the world within. Unlike Marble
Phantasm, which is reshaping the world according to your will and its existing laws, your Reality
Marble has a set world’ and ‘rules’ behind it chosen when you purchase this perk. Perhaps your body is
a collection of various lives and familiars that count towards your own, or you create a fog that feeds
off the fear of those within it and making those fears a reality. Either way, you may manifest this world
and impose it on The World, keeping it manifested so long as your magical reserves could sustain it
before the World re-asserts its normal rules - though a Reality Marble that is only imposed on your
own body could be sustained indefinitely, as the World itself does not see it as a contradiction to its
own laws.
While most Dead Apostles develop this trait naturally after some time and research, the benefit to
purchasing it is worth noting. First, you suffer no degradation (physical or mental) from your chosen
Reality Marble - one that requires a particular sort of insanity wouldn’t afflict you in anysort of way,
nor would your personality be lost in a sea of various beings contained within it. Second, you may
create your own or recreate a Reality Marble belonging to someone else in this world, though practice
and effort would be needed to create something akin to TATARI and be able to sustain it for more than
a short amount of time with what you start with. Third, it is based entirely on your experiences - so a
‘collection’ Reality Marble such as Unlimited BladeWorks or Ionian Hetairoi would be based on only
what you have seen or experienced first-hand one way or another. Lastly, you may decide the suitably
thematic incantation (if any) for the Marble yourself.
This is free to have during the jump for Senshi, but you must pay to keep it after the jump. The moons
that orbited the planetary Kingdoms always watched over the planet. Like guardians. It was for this
purpose that they were chosen as the locations of the castles of the Senshi that ruled and protected
their world. These castles were fitted with the most powerful technology of the Silver Millennium. So
great and advanced was the tech around it, and the architecture built so masterfully that it still stands
today, in working condition. As if it was never almost demolished by the dark forces of Queen Beryl.
This is probably because of the amazingly efficient self-repairing technology of the palace. It could
create matter from nothing. Even when it’s owners were dead, it continued to function for almost a
thousand years, off the almost infinite energy supply. It appears to cater to the owner and their guests’
every whim--no comfort is spared here. If you want food, you’ll find that it’ll appear right in front of
you.
You can contact other people from this Castle, and it can act as a base of operations. Unfortunately,
the Sailor Castle of Mysterious Protectors could not stand the test of time--the massive CP Price is
needed to completely repair the castle, as it lacked the self-repairing technology. The price has been
lowered slightly for them, as they do still technically own the Castle. And if they buy the Castle, they’ll
find that it has been given the self-repair system (plus defunct superweapon) free of extra charge.
However, the castle’s superweapon, the cannon, is defunct. It was never included in th self-repairing
system, as there was a chance something could go wrong without manual input and fire off the
cannon. Thus, you will still need to buy the superweapon within it to be able to activate it, or fix it
yourself.
This castle is appropriately spaced and can act as a warehouse add-on if you wish or can be a floating
base located in the setting’s orbit when you go to other jumps. In jumps with “strange” orbits, like a
virtual reality world, this will become an add-on. You may change between the two during character
creation at a jump. You may teleport here any time you like by simply raising your open palm to the
sky with the command “Castle Teleport!.”Sailor Eris’s Castle is called Discordia.
This is free during the jump for Villains, but to keep it after the jump they must pay the CP price.
It is too dangerous to plot and scheme where you’re vulnerable. You know what you’re up against. In
order to have complete security, you must stay in another dimension entirely. Thanks to your dark
magic, you have a dark mini-dimension where you live and scheme in peace. This dimension jams most
attempts to scry or enter it by someone who isn’t your ally. Inside this dimension is a spacious castle
with much luxury and elegance, although the interior can be designed up to your tastes with the mere
thought of a command. This can act as a warehouse add-on or a separate place entirely. You and your
companions can flee to this dimension anytime you like, and at any place in it from the outside world.
With just a mere thought, your companions will have a safe haven. Tracing a path to this dimension is
difficult, and this dimension is a challenge to even detect. It would in most cases take a fluke for
someone to find this place.
This dimension is not a big one. It is about a large city’s size. It could be perfect as the capital of an evil
empire, but it’s pretty dark, lit only by the lanterns that illuminate the halls of your castle. Perhaps you
could build something here, but that would require magic or outside resources. But for you, the castle
is at least comfy and roomy, and well-lit.
Do you want to move without limits?Using a slight sum of your magical energy, you can bring time to
a complete halt around you. Anything that isn’t touching you is frozen in time. Initially, you can
maintain this state for about a minute at a time before having to ‘renew’ it with another chunk of
energy, but you can eventually maintain it for a few minutes longer after some practice.
Zelretch has taken an interest in you, making you an apprentice of his. At this point you currently know
how to travel worlds provided you have something to guide you to another world. You will be
provided with information to master the Kaleidoscope further*.
You now have control over the flow of time. Time can be slowed down, sped up, or even halted
completely at will. With some experimentation, you can even learn to utilize your abilities with much
more finesse, allowing for very specific usage of this magic that not only exerts much less stress
overall, but offers far greater utility. Feats such as aging a planted seed to see it rapidly mature into a
tree, or freezing a volley of bullets in midair in order to evade it becomes child’s play to you. As a
bonus, having power over time means that whenever the passage of time is affected by someone else,
you won’t be affected by it unless you will so, and will be aware whenever time is altered. Finally, since
time is intertwined with space, after significant progression of your powers, you may find yourself
being able to alter space itself by manipulating time in certain ways.
A true boon for any adventurer, this key can fit any lock and be used any number of times without
being spent, allowing you to open every door and chest in the land without worries.
You are the proud owner of a magical dimension. Whether you inherited it from your parent, usurped
it from their control, or gained it in some other way entirely, this is a world all your own. It can be
something associated with your parent, such as a section of Hell or a slice of Faerie, or it can be a
dimension all its own. Whatever the case, within this dimension, your power is increased significantly
as you gain dominion over all of the magical power that exists within the dimension. The world can be
reshaped to your will, allowing you to change the environment as you wish or control the weather on
a whim.
By default, this dimension is roughly 20,000 square miles in size and you may choose to have it be
inhabited by residents that are fitting to it. This could be anything from humans to elementals, fae to
golems, or a variety mix. Whatever the case, these residents are absolutely loyal to you and can
number anywhere from none to several million.
Even outside of this dimension, you may draw on its power, though not nearly so much as while within
and it is possible to block your attempts to do so. Drawing on its power outside of it does not increase
your power, it simply allows you to recover your pool of magical energy much faster. You may also
summon the residents outside of your dimension to serve you.
You may also import another dimension you have to gain these effects. Each new jump you may
choose if the dimension remains the same, is a copy of one of your previous dimensions, or if it is in a
separate locale based on your desired settings, such as jungle, ocean, mountain top castle, hellscape
etc. Should your dimension be a copy of an older one it will be populated by facsimiles of its previous
inhabitants, should it be an old one it will have the original beings. Do note that these beings are not
companions, and attempting to use the Dimension as a pod will leave whoever it is you tried to bring
along in a safe spot in the dimension they entered yours from. You make your choice on if your
Dimension is a copy, one of your old dimensions, or a new dimension the first time you access it each
jump. Time in inactive dimensions is frozen. Post chain you may merge these dimensions together in
whatever way you choose.
You have complete control over all boundaries, such as between distances, night and day, even
relatively abstract ideas. You can see into every dimension simultaneously without being affected from
information overload. By manipulating the boundary between night and day you could easily create a
night that lasts forever. By manipulating the boundary between dimensions, you could travel between
Gensokyo and the Outside World, Heaven, Hell or to similar alternate dimensions. By manipulating the
boundary of distances, you could travel anywhere easily, including to other planets. Nor do you need
to target yourself; you can open (ominous-looking) gaps anywhere you could affect your power or
manipulate the boundaries of nearly anything you can perceive. This power’s real limits are your
imagination.
0 CP Cost Name Jumpdoc Chapter
Auxiliary Control-
3 Free type Lyrical Nanoha Magitek
EnergyDraining
18 100 Devices Sailor Moon Magitek
Psychic Abilities -
44 100 Cyberkinesis World of Darkness: Magitek
Sorcerer
(Scramble)
Psychic Abilities -
World of Darkness:
45 100 Cyberkinesis Sorcerer Magitek
(Password)
Psychic Abilities -
World of Darkness:
46 100 Cyberkinesis (Run Magitek
Sorcerer
Hot)
Psychic Abilities -
47 100 Cyberpathy World of Darkness: Magitek
(Analyze Structure) Sorcerer
Psychic Abilities - World of Darkness:
48 100 Cyberpathy (Read- Magitek
Sorcerer
Only Mode)
Psychic Abilities -
World of Darkness:
51 100 Cyberpathy Magitek
Sorcerer
(Decrypt)
Accelerated Charge
55 150 System Lyrical Nanoha Magitek
Tier Three
57 150 Talismans Endless Legend Magitek
58 150 Tier 1 Tomes Endless Legend Magitek
DaimonEgg
60 200 Production Sailor Moon Magitek
DaimonGatcha
61 200 Machine Sailor Moon Magitek
Mundane
70 200 Symphogear Magitek
Applications
72 200 Another Shard Symphogear Magitek
Philosophical
75 200 Weapon Symphogear Magitek
Phonic
76 200 Regeneration Symphogear Magitek
Warhammer Fantasy:
82 200 Deadly Upgrades Magitek
Skaven
Legend of Zelda:
99 200 Ancient Technology Twilight Princess Magitek
Legend of Zelda:
### 300 Timeshift Orbs Skyward Sword Magitek
### 400 Adaptation Kamen Rider Neo- Magitek
Specialization Heisei Part 2
Dimensional
### 400 Lyrical Nanoha Magitek
Warship
Warhammer Fantasy:
### 400 Warp Booster Skaven Magitek
Rite of
### 500 Endless Legend Magitek
Consumption
Pillars of
### 500 Endless Legend Magitek
Materializing
Technological
### 600 World Seed Magitek
Upgrade
### 600 Magitech Master World Seed Magitek
YoRHa Design
### 900 Drakengard and Nier Magitek
Specs
###
Purchased Perks
Description
A Device could be seen as a high-tech magic wand. It aids with the complex math involved in manipulati
Mana into spells. There are many different levels of power, intelligence and complexity. This grants you a
Device which you can customize with other perks. (CG Note: This is a Celestial Grimoire original perk. T
Lyrical Nanoha jumpchain gives you a free Device, though it’s not listed as a perk, so I had to make one
the rest of Device related perks made sense.)
Devices that are worn somehow by the mage. This category can get... a little strange, admittedly. It can ta
the form of rings, capes or even more... strange ones, like roller skates. Additionally, armor that can be u
as a weapon falls into this category, such as wrist-mounted blades or gauntlets. (CG Note: Requires Devi
Lyrical Nanoha first. This perk precludes Weapon-type - Lyrical Nanoha and Auxiliary Control-type - Lyr
Nanoha.)
This category is... admittedly a little strange. Devices that fall under this are those that simply perform th
functions without directly being used in combat. Magical tomes, cameras, ceremonial knives and… stuff
animals belong in this category. If what you want doesn't fit in any other category, it most likely belongs
here. (CG Note: Requires Device - Lyrical Nanoha first. This perk precludes Wearable-type - Lyrical Nano
and Weapon-type - Lyrical Nanoha.)
Ever wonder why most mages have some sort of trinket on them? A card, a gen, a bracelet, earrings? Mo
often than not, those are actually their Device in it's standby form, which is usually something representa
of an aspect of its appearance in Device form.. While it isn't particularly useful for magic in this form, it's m
more convenient to carry around like this, no? (CG Note: Requires Device - Lyrical Nanoha first.)
Also called the 'Active' form, this is the form you're going to be seeing most of the time. Remember th
'Handling' option you chose above? Now you're going to get to put that to use! You get to pick somethin
within the Handling category you chose to become the form of your weapon – not even necessarily with
reason! Twin gatling guns have been seen in this category before! (CG Note: Requires Device - Lyrical Nan
first.)
...It's probably only polite to refer to this as 'intelligence'. While it's a bit doubtful as to whether it can ev
say anything other than the names of you attacks, it's also capable of relaying received electronic messag
when telepathy isn't available. Other than that, it might as well be an inert piece of metal. (CG Note: Requ
Device - Lyrical Nanoha first.)
Devices are of a strange make. Other than the crystalline components that make up the very core of th
Device, all of it’s parts – the blade, shaft and handles – are made of very simple, replaceable materials that
be regenerated through magic. In fact, a common combat tactic is burning large amounts of power to qui
regenerate damage in what’s called a ‘Recovery’. If a Device were to be damaged, it can enter an automa
repair state once returned to Standby Mode, regenerating any damage to more superficial parts and lig
damage to the main body. Heavier damage would require taking the Device to a specialized technician –
Device Meister. (CG Note: Requires Device - Lyrical Nanoha first.)
A magical tablet the size of a hardcover book, and also the key to unlocking the true power of the ancie
magitech that the pre-exile Sheikah left behind. In its most basic form, missing all but the essential Runes,
Sheikah Slate has a sophisticated mapping system where you can mark points of interest (Though you'll n
to find a method of actually downloading maps onto the thing) and a digital zoom "scope" that both lets
scout out distant places and set map waypoints at wherever you're looking to keep you on track. Most
importantly, the Sheikah Slate authenticates you as a valid user of ancient Sheikah tech, and as such you
be able to use the ancient Shrines and Towers that the Sheikah left behind, and it even includes a Sheika
Sensor function that will alert you of nearby Sheikah technology if you get within range.
This module allows the Device to perform basic situational analysis, warning you of incoming projectiles a
advising you against attacks that you might have otherwise missed. (CG Note: Requires Device - Lyrica
Nanoha first.)
Provides a significant boost to any computational ability it may have already possessed, and streamlines i
the process, significantly reducing the mana draw on you. Also allows the option of 'overclocking' it's
processes with mana, at your discretion. (CG Note: Requires Device - Lyrical Nanoha first.)
Most spells have a natural ‘bleed’ loss, where a fraction of the energy put into casting the spell is lost a
waste, within roughly half a rank’s worth of power. The natural solution is simply improving the algorith
used in the spells, which gives them more effective power. (CG Note: Requires Device - Lyrical Nanoha fir
As with bits and the standalone flight mode, any spell designed to affect those outside direct contact are g
to suffer a slight loss in energy spent to effective energy of the spell. Thankfully, this loss can be mitigated
simplifying the algorithms, which increases the coefficient between cost and result. (CG Note: Require
Device - Lyrical Nanoha first.)
A relatively simple modification, this streamlines some of the more critical processes in the Device, confer
a general increase to efficiency, although due to just making the modifications in the Device as a whole, i
simply a general boost, instead of a more potent boost to a specific aspect, as with the above enhanceme
(CG Note: Requires Device - Lyrical Nanoha first.)
A magical ring that provides a bonus depending on the material used. Limit one ring per hand.
Iron: Grants the wearer greatly increased vision, easily doubling their visual acuity, and doubles as a really
set of knuckledusters
Dust: Fortifies the wearer's body with Dust, helping cushion impacts and slowing blood loss.
Titanium: Increases the wearer's overall strength. If you could bench 50kg, you could bench 60kg.
Glassteel: Increases the wearer's agility and reflexes. Go from juggling apples to knives.
A magical necklace that provides bonus depending on the material used.
Iron: Increases the speed the wearer covers ground at roughly double the speed. This does not increas
overall agility or reflexes, just how quickly they can chew through distance.
Dust: Grants the wearer regeneration. Bruises vanish in hours, not days, broken bones heal in days, not we
Titanium: Fortifies the mind and resolve, helping to resist morale shaking effects and mind control.
Glassteel: Helps the wearer predict flight paths and improves over all accuracy. Go from a fifty cent piece
quarter.
You gain the equipment needed to extract and refine Dust from the environment.
Be able to discreetly contact your allies at any time with your magical communicators. They communicate
a secure magical channel, so they have essentially unlimited range and can't be intercepted or eavesdrop
on unless someone's leaning over your shoulder. You get one for you, and one for every ally or compani
you take.
Your studies into the flow of energy has given you energy stealing technology. You can create small, ene
stealing devices that can be passed off as regular mundane objects. To drain someone’s energy, they must
the item of their own volition. This can include conning them into using it. You can also implant weak
brainwashing features into these items if it fits. So for example, it’s entirely possible to make a CD or musi
that drains someone’s energy when they listen to it, that could also help turn someone to your side. You m
gather energy from afar with these devices as long as you are on the same planet as the person using the
These smoke bombs are perfect to help hide your escape--the smoke they make will be difficult to see
through or for anyone to follow you through. These bombs will greatly muddle any supernatural or techn
senses that try to track you through the smoke--you heat signature will seem cooler than what they are, y
breathing, heartbeat, and steps will be muffled, any magical traces you leave will be too weak to sense. T
doesn’t completely hide you--people can just blow it the smoke away with a gust of wind and the smoke
eventually dissipate, so make your exit as quick as possible!
Any evidence you left behind in your exit, like footracks or blood trail, will be extremely difficult to find in
vicinity of the smoke, even after it’s gone. People will probably need professional tools and skill to find th
Any combat damage that happened will still exist--but as far as the evidence is concerned, you just
disappeared where you stood. (CG Note: Requires base Smoke Bombs - Sailor Moon first.)
Okay, let’s be honest. Some Device designs that the nerds at R&D cook up aren’t exactly easy for huma
hands to wield. Weird trigger placement, too much weight on one part of the weapon, or even having th
reloading chamber far away from where you actually hold the dang thing - it can be a mess. But you’re so
to this that it just doesn’t bother you. Terrible or impractically designed weapons or devices work just fin
your hands, and your performance doesn’t really suffer for it. This doesn’t work for security measures
designed SPECIFICALLY to keep you from using it, however.
Cartridges are a mainstay of the Ancient Belkan system, so it would be awfully silly if you didn’t know how
make your own, right? It’s a box of about sixty cartridges, along with everything you need to make more
your own. If you’re lazy or not much of a building type, it will restock on its own the following week.
Most Devices are far from standardized, this feature is fairly ubiquitous among custom Devices made for
by TSAB mages. It is also somewhat unique among other Modes for being usable with other Modes, as t
main body of the Device remains unchanged except for the Device deploying energy wings from somewh
near the ‘hilt’ of its body. The Device also gains a very limited capacity to store small objects within it’s m
body, with a capacity equal to its actual size.
Sealing Mode does limit Device output a not insignificant amount, attacks made in this form, along with ac
to a ‘sealing’ spell allow the anomalous properties of objects and artifacts to be sealed, rendering them s
for handling. It also cancels out active effects of the object, for example separating someone from an arti
that’s possessing them. Once sealed, an artifact is even safe to handle and can be even used to a limite
extent. Sealing does not last forever, however. An upkeep is required to keep the sealing in place, albeit a
very low intake. (CG Note: Requires Device - Lyrical Nanoha first.)
When it comes to magical combat, the truth is that there often isn’t a perfect weapon for every occasion
many Devices compensate for this by including a transformation mechanism. This lets the operator overco
the limitations of their Devices form somewhat, allowing them to fight ranged with an otherwise melee-b
weapon or vice versa. (CG Note: Requires Device - Lyrical Nanoha first.)
These are not ‘true’ transformation mechanisms in the sense that they do not excessively alter the form o
Device, rather modifying what is already there. For example, the head of a halberd or bardiche may rotat
become the base for an energy scythe, or a sword might split apart into a whip. Some more exotic examp
include a sword combining with it’s sheath to become a bow, or an enormous sword splitting into two sm
swords.
With regular weapons, simply increasing the size has a maximum useful limit. With Devices, the increased
of the weapon can be counteracted with fields and spells to increase physical strength when it comes t
melee weapons, and the increased power demands of ranged weapons can be offset by simply providing
required power. This allows your weapon to expand to an absolutely massive form, from ‘merely’ four tim
its normal size to a titanic version that can crush sand dragons like walnuts.
There aren’t many caveats to this mode, and while the scaling can be technically infinite relative to you
magical power, said infinite scaling cannot be said for the Device itself, which may need careful reinforcem
the bigger you try to go with it. Additionally, missing becomes much more costly in this mode, as the Ma
essentially compresses their potential damage over time into a single swing. (CG Note: Requires Device
Lyrical Nanoha first.)
Expanded computational abilities, increased independence and an actual personality sometimes makes y
doubt whether your Device is really as simple of a machine as it thinks it is sometimes. While it's persona
may seem a bit... basic, it's undying loyalty to you and a somewhat quirky way of speaking is going to make
lifelong partner. Now capable of partially interfering with your control process, it will help guide your
projectiles and subtly correct your aim as best it can, although you do have an override, if you need it. T
only drawback is the increased draw on you to power it's intelligence. (CG Note: Requires Device - Lyric
Nanoha first.)
The Symphogear functions as an extension of you, but only as long as you remain in sync with it. Just like
control it, it controls you, in a way, granting you a higher synchronization rate, and an almost preternatu
sense for where the scattered components of your weapons – swords, traps, discarded saw blades – are.
effect also extends to more than just Gears, anything that you 'synchronize' with is going to benefit from
perk.
It's not hard to just root around in Heretical ruins and pick out all the shiny bits, but the nature of hereti
technology means that the most unassuming pieces of rock or scripture could actually be the real deal: Re
Years of searching these ruins have given you a keen eye for finding Relics that might otherwise be
masquerading as very plain looking objects, making you an extremely useful resource for salvaging them
A pagan artifact unearthed in Greece, BUSHIMO was the first vending machine, designed to dispense ho
water in exchange for coins. In modern times, however, it seems to have taken on the reverse function, t
unassuming pot gaining unearthly powers. BUSHIMO has gained the abilities of a web developer, and w
tirelessly work to produce graphics and slideshow objects for whatever you could possibly need, depositi
them onto computers near you when it’s convenient.
...If left alone for too long, however, BUSHIMO will begin malfunctioning, and end up programming an en
mobile gacha game based on you, releasing it onto the market and starting a massive racket to rapidly
accumulate wealth.
...Still not satisfied? Well... alright. Here's an idea- I've got some special- no, it's not black pepper. Yes, I kn
it's in a salt shaker, let me explain. If you so desire to fuse two Gears together- whether imported or
purchased below, I'd be willing to fuse the two together for a small surcharge. Just be warned, the effects
be... weird. They're not going to 'stack', per say, more override each other. Fusing, say... Prometheus an
Longinus won't yield a Gear that generates spears and axes, it'll yield a Gear mostly based around chains
polearms, with an additional theme of holy fire. Sounds a bit silly, right? Well, I'm sure you can come up w
something worse, if you so choose. (CG Note: Requires Basic Relic, Implanted Relic, Shout of the Earth
and/or Another Shard - Symphogear first.)
By tapping into the berserk state function that was first observed with Human-Relic fusion users, it's poss
to create a controlled state, giving the user greatly increased strength and defense in exchange for a limi
activation time with three safeties. Being unable to handle the mental stress of first activation or exceed
the safe activation time will cause the user to go berserk, attacking with reckless abandon until they are fo
to deactivate. (CG Note: Requires Basic Relic, Implanted Relic, Shout of the Earth and/or Another Shar
Symphogear first.)
A masterwork doll skillfully crafted by Alice Margatroid, utilizing such advanced magitech that an artificial
was able to be implanted into the doll in order to create a fully sentient, autonomous being. This doll i
completely loyal to you, and is surprisingly adept at combat despite its size, but specialize in mundane
housework above all. You can specify its personality and appearance.
Where there is water, there is Dust. You know how to sift a sizable amount of Dust from any flowing wat
source. The larger the source, the more you can extract. Useless in Winter, but that's years away, right? E
after you leave Auriga, you still manage to find a little Dust in water across the multiverse. Nifty, huh?
A magical ring that provides a bonus depending on the material used. Limit one ring per hand.
Titanium: Greatly increases the wearer's over all strength. If you could bench 50kg, you could bench 75k
Glassteel: Greatly increases the wearer's agility and reflexes. Go from juggling apples to chainsaws.
Dust: Fortifies the body even further with Dust, helping them absorb a tremendous amount of damage
without perishing.
A magical necklace that provides bonus depending on the material used.
Titanium: Blocks the part of the brain that feels fear, and further reinforces the mind against control.
Glassteel: Helps the wearer predict flight paths and improves over all accuracy. Go from a fifty cent piece
dime.
Dust: Hastens healing to unnatural levels. Bruises in seconds, cuts in minutes, broken bones in hours.
Able to infuse Dust with new life, the Refinery is the staple of Dust Enchantment. While Dust infused iron
common, it pales compared to the Dust enchantments this refinery allows. Allows for the crafting of Foci
magic rings, talismans, insignias, and tomes.
The Basic Runes add camera functionality to the Sheikah Slate, storing pictures in an album for later
recollection, as well as the Compendium, which stores and logs useful information on anything you take
picture of - with a limit of one item logged per picture. (CG Note: Requires Sheikah Slate (Basic) - Legend
Zelda: Breath of the Wild first.)
Leave only footprints, take only the sights that you see. It’s a natural maxim used to ensure that historic
sights are preserved, but memory is a fickle thing...a picture can say it a lot better. This simple camera i
capable of printing out vivid photographs with no need or film or development, working on a set of simp
runes taken from the Sheikah Slate. These photos can be hung up later as well! If you were to connect thi
a Sheikah Slate, you could also easily use it as a ‘range booster’ for its camera function, allowing you to zo
in from far off onto wherever you wish.
Has science gone too far? The Lokomo seem to specialize in trains, but they’ve taken that one step further
created what amounts to an electric wheelchair. I guess they’re too lazy to actually walk around? Well, th
a bit unlikely. It’s probably got more to do with their ability to trade their life force to power the machin
they’ve made, and possibly something about how scooting about in their fancy chair is more energy effici
than actually walking. Anyways, you now have one such chair. It’s oddly light and maneuverable for its si
and as mentioned runs off of your energies rather than any form of steam or electricity.
While the Lokomo may have leaked knowledge on the fine art of trains to their new neighbors, they are
the masters as this particular train shows. Instead of requiring coal and steam, or any other form of phys
fuel, their special Spirit Train instead runs on magic. Specifically, it skims off the top of the energy inside
Spirit Tracks themselves. If that’s not an option, your personal reserves can power it for a time, as can a
ambient magic such as ley lines.
Of course, an ancient magitech train just doesn’t have the same limitations as a normal one does. That’s w
you can now drive your train underwater, or even across lava. While the how is ludicrously complicated,
effect is that the Spirit Train is functionally immune to being damaged by the environment. Dedicated
weapons can still harm it, but the weather won’t. That said, driving over lava and driving through a volca
are two very different things.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to psychically control electronics. A relatively new ability, parapsychologists and other scholar
the supernatural argue whether it is truly new or if it has only become observable with the advent of
computers. However, this ability does not grant the ability to gain information from a machine psychical
That is a seperate ability, Cyberpathy. This particular talent benefits from non-psychic technical knowled
[1] Switch - the cyberkinetic may now activate and deactivate computers freely, though computers relian
physical relays rather than electronic relays are harder.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to psychically control electronics. A relatively new ability, parapsychologists and other scholar
the supernatural argue whether it is truly new or if it has only become observable with the advent of
computers. However, this ability does not grant the ability to gain information from a machine psychical
That is a seperate ability, Cyberpathy. This particular talent benefits from non-psychic technical knowled
[2] Link - operating a machine without touching it is now possible. A skilled psychic can control his tv witho
remote, drive his card without his hands, or enter his password without touching his phone. Unfortunatel
the psychic, this power does not provide such a password, so he still has to remember it.
(CG Note: Requires Psychic Abilities - Cyberkinesis (Switch) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to psychically control electronics. A relatively new ability, parapsychologists and other scholar
the supernatural argue whether it is truly new or if it has only become observable with the advent of
computers. However, this ability does not grant the ability to gain information from a machine psychical
That is a seperate ability, Cyberpathy. This particular talent benefits from non-psychic technical knowled
[3] Scramble - small, controlled power surges can be sent throughout an electronic, causing it to fail, at le
so long as the psychic keeps concentrating, anyway. Devices with surge protectors and other precautions
harder to scramble, but with enough power it can be done.
(CG Note: Requires Psychic Abilities - Cyberkinesis (Link) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to psychically control electronics. A relatively new ability, parapsychologists and other scholar
the supernatural argue whether it is truly new or if it has only become observable with the advent of
computers. However, this ability does not grant the ability to gain information from a machine psychical
That is a seperate ability, Cyberpathy. This particular talent benefits from non-psychic technical knowled
[4] Password - the cyberkinetic will never need to remember another password again, as this level of pow
can override the need for one, and any other code besides. The psychic can force a computer to do anythi
normally could, from granting them admin access, to erasing data, or forging emails with an account on t
system. The more secure a given computer is, the harder it is to manipulate thus.
[5] Run Hot - the psychic can now force a computer or other machine to outperform itself, making it mo
effective at its function than should be possible for it, at the cost of damaging the electronic.
(CG Note: Requires Psychic Abilities - Cyberkinesis (Scramble) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to psychically control electronics. A relatively new ability, parapsychologists and other scholar
the supernatural argue whether it is truly new or if it has only become observable with the advent of
computers. However, this ability does not grant the ability to gain information from a machine psychical
That is a seperate ability, Cyberpathy. This particular talent benefits from non-psychic technical knowled
[5] Run Hot - the psychic can now force a computer or other machine to outperform itself, making it mo
effective at its function than should be possible for it, at the cost of damaging the electronic.
(CG Note: Requires Psychic Abilities - Cyberkinesis (Password) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to read the data stored inside a computer within sight, effectively a sort of “electronic telepath
As a relative of Cyberkinesis, similar debates about its origins exist. Encrypted data is, of course, more diffi
to read. Using this power normally takes about 10 to 15 minutes of concentration, though mundane comp
skills can accelerate it.
[1] Analyze structure - the cyberpath may identify any and all files stored upon a hard drive, but not acce
them. Yet.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to read the data stored inside a computer within sight, effectively a sort of “electronic telepath
As a relative of Cyberkinesis, similar debates about its origins exist. Encrypted data is, of course, more diffi
to read. Using this power normally takes about 10 to 15 minutes of concentration, though mundane comp
skills can accelerate it.
2] Read-Only Mode - the psychic may now read files, easily understanding computer text and images. Th
psychic can also grasp the purpose of a program but cannot yet unscramble encrypted data.
(CG Note: Requires Psychic Abilities - Cyberpathy (Analyze Structure) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to read the data stored inside a computer within sight, effectively a sort of “electronic telepath
As a relative of Cyberkinesis, similar debates about its origins exist. Encrypted data is, of course, more diffi
to read. Using this power normally takes about 10 to 15 minutes of concentration, though mundane comp
skills can accelerate it.
[3] Download - the psychic can copy a file from a computer to their mind, implanting it into his memory. W
they can observe text images, graphics, and videos, as well as understand the purposes of programs, th
psychic cannot "run" those programs in his brain. Watching a movie is possible, playing a game is not. If t
psychic is lucky enough to possess the second dot of Cyberkinesis, they can upload the data back onto ano
computer.
(CG Note: Requires Psychic Abilities - Cyberpathy (Read-Only Mode) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to read the data stored inside a computer within sight, effectively a sort of “electronic telepath
As a relative of Cyberkinesis, similar debates about its origins exist. Encrypted data is, of course, more diffi
to read. Using this power normally takes about 10 to 15 minutes of concentration, though mundane comp
skills can accelerate it.
[4] Remote Access - the cyberpath can now connect to any computer that the computer they initially acc
can connect to. They gain now additional powers for doing so, except for the ability to access a comput
beyond their grasp. The psychic does not need to be able to physically see the computer in question, on
their initial device. Each “jump” requires slightly more effort than the last. If the psychic is also a Cyberkin
they may channel their Cyberkinetic abilities through this power, though doing so is much harder than usi
on a computer within their surrounding area.
(CG Note: Requires Psychic Abilities - Cyberpathy (Download) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered form
linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are inna
and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
The ability to read the data stored inside a computer within sight, effectively a sort of “electronic telepath
As a relative of Cyberkinesis, similar debates about its origins exist. Encrypted data is, of course, more diffi
to read. Using this power normally takes about 10 to 15 minutes of concentration, though mundane comp
skills can accelerate it.
[5] Decrypt - at last, the psychic’s ability to understand computer data ascends beyond encryption’s abilit
prevent. Any data accessed through cyberpathic powers, whether downloaded into the psychic’s mind or
is perfectly understandable, regardless of encryption.
(CG Note: Requires Psychic Abilities - Cyberpathy (Remote Access) - World of Darkness: Sorcery)
One of the deadliest Dwemer Animunculi crafted, it is a brass behemoth that stands equal to Giants, and e
more deadly. It's metallic hide repels most mundane weapons, it's axe can cleave through steel easily, a
when it has to, it can unleash a blast of boiling steam towards an opponent. You also get a rod, allowing y
to control it's actions directly as well as force it into standby mode.
Another discipline of magic that's less effective in battle than it is in practical use, Electric Magic has bee
adopted for use by those who work in electronics and robotics. The user can create electrical currents a
signals with their magic, able to precisely modify the amperage or voltage as they please, up to the output
car battery. The most useful technique, however, is the ability to run this magic through a circuit and be a
to sense any errors or faulty wiring in the circuit. Like Fire Magic, Electric magic does not affect living bein
like actual electricity would- You cannot actually electrocute someone with this magic.
While considered by some to be a relic of a bygone era, the Cartridge System has nevertheless experience
resurgence in popularity in recent years, especially after it’s successful integration into more modern, no
Belkan Devices. The Cartridge System integrates a chambering mechanism not unlike those found on ma
based firearms into the Device’s body, usually somewhere behind what would be considered the ‘main bo
of the Device, which houses the core and most of its hardware. The chambering mechanism loads packet
compressed mana, also called cartridges – which take the form of bullet-like objects – into the Device
injecting more energy to be used by the system.
The cartridges are prepared before the battle, and are analogous to nitrous in their usage, increasing
performance and power at the cost of putting much more strain on the Device and it’s user. Without th
proper reinforcement, some Devices can suffer self-inflicted damage, and their users can suffer internal in
from the sheer power involved. Ordinarily, unless excessive amounts of cartridges are being used, this is n
concern, but when paired with high-output systems such as the Fulldrive, it can quickly become crippling
both the Device and the user without reinforcement. (CG Note: Requires Device - Lyrical Nanoha first.
Normally, energy wings are produced as the result of high energy spells or systems, such as sealing or
bombardment magic, usually creating between two to four wings. The very fact that on it’s own, the AC
produces no less than six energy wings is an indicator of how high-energy a system it is. An ACS is built to
in the breaching of strong defensive barriers by piercing them with a high energy charge, optionally follow
by delivering a powerful spell through the breached barrier.
While the acceleration is very high, with a massive top-speed, the ACS is not a very useful mobility tool, du
the difficulty maneuvering at high speeds, along with it’s high energy consumption. Devices that don’t ha
melee-weapon they can use as the piercing mechanism will be able to generate a thin energy blade calle
Strike Flame to serve as a spear point. (CG Note: Requires Device - Lyrical Nanoha first.)
A magical ring that provides a bonus depending on the material used. Limit one ring per hand.
Adamantium: This powerful magic ring turns the wearer's flesh to stone, yet still able to move freely.
Palladium: This... ring... fuses with the wearer's hand, and will control and guide it, increasing their mele
combat ability from peasant to knight.
A magical necklace that provides bonus depending on the material used.
Adamantium: This hammer-shaped talisman provides the wearer with an innate understanding of siegecr
giving them knowledge on how to build simple siege equipment from scratch, undermine walls, and bett
notice weak points in structures.
Palladium: This eye shaped amulet is a vengeful thing. Whenever the wearer is injured, they feel a great r
grow inside of them, causing them to strike harder and harder with each cut, bruise and break.
Tomes are some of the most powerful arcane relics on Auriga, costing a small fortune each to make. Wit
them exist powerful rituals that can reshape the land and people within. Each can affect roughly 50 miles,
project from the tome itself.
Titanium: This focuses the mind to a needle point, allowing for impossible feats of concentration and foc
The overall intelligence of those working under the Tome holder is increased by 50%. A must have in eve
Vaulter lab.
Glassteel: One of the most valuable tomes, this contains spells that rouse Dust from its slumber, kicking it
into Dust devils. Drawing Dust into a single place makes it far easier to harvest, and it seems to call Dust u
the wind, always bringing enough back to the lands to harvest. No true Broken Lord is without one.
Adamantium: This tome contains powerful geomancy, allowing the holder to call metal up from the depth
the earth. It takes time for the ore to rise to the surface, but it greatly increases mining output.
Palladium: Within this distressingly warm and... breathing... tome are spells that cause vegetation to expl
into life, growing rapidly to suit the will of the holder. Farm output is doubled, and no matter where th
holder goes, there is always enough native flora and fauna to support them and their troops.
Dust: Within this Dust infused scroll, you find hints of Endless Wisdom. Sadly, it is only about killing othe
While under the effects of this Tome, warriors train harder and faster, rapidly turning into an expert fighti
force in a matter of months, not years.
A box of various magazines that just happen to be what you need when using a particular weapon or a fir
mechanism. Even better, the very last cartridge in the magazine will automatically duplicate itself, letting
provide a particular weapon with unlimited ammo. The primary caveat being that the weapon or item i
question must take a cartridge mechanism in the first place, and must be something you already posses
You need monsters and minions to fight for you, and using your knowledge of biology and energy
manipulation, you have a solution. You have created Daimon eggs, and within lies the untouched embryo
monster. Curiously, they require a physical host to fully reach maturity as the being inside them also need
basic template to grow into, determined by the host. Thus, any Damion egg that merges with its host w
create a Daimon based on the host. You may let these eggs lay dormant in the host until you wish to trig
their awakening. Purchasing this perk once will let you choose between having Daimon eggs make a host f
mundane objects (Active magic flowing in the object appears to kill the infant Daimon inside) or sentien
beings. You may purchase this perk yet again to buy the other choice. You may improve upon your Daim
with research with time, if you wish.
This is a shiny vending machine that dispenses nice quality figurines. What these figurines are can be
something you personally choose yourself. But this is no ordinary Gatcha machine. This Gatcha Machine g
Daimons already pre-made with no need for a host. They just need energy to truly come alive. Think of th
as freeze-dried Daimon. When a Gatcha is opened, the monster inside will steal the energy of the perso
opening them. Or you can just disable this and get some cool gatchas. You get a set of two per purchas
While not a magic user persey you have the unique ability to make magic and technology play along toget
in just the right kind of way. Perhaps you can take a fictional operating system out of a book and install it
real computer. Or create a self-replicating swarm of nanomachines from a sliver of magically created tiss
Whatever it is, you can do it and are likely to be the envy of your magical peers.
the pinnacle of military magic, a wand mounted on a handgun’s grip, fully programmable through its cutti
edge touch-telepathy interface. The wand is titanium, infused with more than twenty firing modes, includ
sleep spells, transformation, and temporary or permanent petrification. More importantly, this new mod
includes an exorcism mode, capable of tearing spirits and demons from their human hosts and trapping th
in a sphere of magical energy.
Pods provide an invaluable service for YoRHA. Communications, logistics, combat support, they can eve
serve as a chair while fishing. Pods are standard issue for all YoRHa field units. This one is a bit unique tho
Normally a pod can only utilize a limited number of pod programs (spells). However, this pod not only com
with all the pod programs in the game available from the start, but you can program new pod programs in
based on any magic spells you may know. It also has all spells at the ready, all the time. No need to swap t
out.
This phone is enhanced by magic so as to allow it to call to anywhere from anywhere. Want to call you
childhood friend to tell them you’re ok from a parallel world? No problem, this phone will get it done, a
with great clarity too.
What are you, human or machine? Why not both? Your body is enhanced by cybernetic augmentations t
let your Linker Core channel and regulate the electronics within, in addition to a nifty self-repair system. T
enhancements are seamlessly integrated into your body, letting you channel mana through your limbs o
machine parts within your body. They even continue to function and grow along with you, letting you age
change without fear of the working parts rejecting it or becoming nonfunctional. Your skin and flesh sti
remains mostly the same and functional, as well. As a bonus, if you choose a background in this world, y
may choose to be related or adopted into the Nakajima family by the time the jump starts...or perhaps
rogue cyborg of Jail’s? That choice is up to you.
There are times when a Mage has to use equipment other than their standard Device, such as device-lik
equipment, a vehicle, or just a regular firearm. This can be problematic, as the Mage only has so many ha
they can use, and juggling their Device can be problematic. This mode was developed for those situation
separating the Device’s main body to act as an independent, flight-capable drone, which frees the Mage
hands for other uses, while the Device either acts on it’s own or according to it’s user’s instructions.
This may seem mostly innocuous, but it involves an almost complete overhaul of the link between Mage
Device. Generally, Mages need to be physically holding their Device in order to link properly with it, to t
point that disarming is a very serious concern to combat Mages. With this upgrade, these limitations ar
expanded to three or four city blocks, to the point where a Mage could potentially activate their Device a
begin casting while they are in different rooms.
Simply as a passive effect, this also makes a Device much more resistant to de-linking, making it harder
affect it with anti-magic as the bond between it and it’s user is strengthened. It also comes with the
understandable caveat of increasing power consumption. (CG Note: Requires Device - Lyrical Nanoha fir
...If Intelligent Devices blurred the lines between machine and person, this takes that line and pole-vaults
it. Only an idiot would think of this as not a person, as not only does it possess a fully refined and articula
personality, it has reached the point at which it will refer to itself with gendered pronouns, and use an
manipulators at its disposal to help articulate how it feels. It'd be a bit strange if it was this intelligent, b
wasn't a Unison Device, huh? (CG Note: Requires Intelligent - Lyrical Nanoha first.)
Symphogears are, in essence, a Relic adapted into a combat system for its ability to generate massive
amounts of energy that can be formatted into a certain kind of matter through a generic mass-energy
converter. However, they also have the ability to 'evolve' overtime, gaining additional armor and
improvements to features such as onboard thrusters. With a bit of study, it might be possible to apply th
adaptive behavior to other materials, encouraging them to improve themselves over time.
Killing Noise isn't all there is to heretical technology. The same technology that is used to create a
Symphogear and it's weapons from energy can also be used to manipulate other forms of energy. Throu
this it becomes possible to bend light to cloak objects or to keep an object cool in a raging inferno. Aside f
the obvious military applications, this makes it possible to convert mundane things like coffee makers o
fireplaces to run on the passive Phonic energy that is generated by people.
destroyed, but more is very slowly generated within the bodysuit.
Enkidu’s Swan Song temporarily re-enables the clay’s ability to self-replicate, allowing it to consume va
amounts of material to create a huge swarm of clay. For the duration of the Swan Song, the clay may be u
as normal, explosively detonating or collapsing into dust once it ends.
Moly, the miracle herb grown from the blood of a giant. Mossy plants overtake the wearer’s hair, sprouti
flowers and other sprouts in its place and down their arms- plants that the wielder can coincidentally fire
control like fine wires. Beyond the obvious application of monofilament cutters, these plants are capable
taking root in living things and draining their life force for energy, so long as a conduit exists back to th
wielder. Stranger applications, such as plant-based exoskeletons or constructs, are also entirely possibl
The Swan Song of Moly causes all plants connected to Moly to begin flowering, releasing clouds of corros
spores which eat into enemy armor, creating chinks for more plants to grow into, allowing them to rapid
drain them of life force. Exponential plant overgrow allows the collapsing of massive structures and eve
more points to dig into enemies from.
The Ark of the Covenant, the chest containing the ten commandments of God. Draped in papers displaying
ten commandments of God, the Ark displays the remarkable ability to boost or dampen phonic gain. Oth
wielders who sing alongside the Ark notice their power being boosted, with rising sync coefficients, whi
enemy wielders notice their synchronization ratio's plummeting. Against the Noise, the effect that disab
their Phase Contrast Barrier is broadcast in a wide radius, effectively forcing all Noise around them into re
where mundane weapons will affect them.
The Ark of the Covenant's Armed Gear is actually the papers hanging from the wielder's body. They can
extend and fold themselves, taking the shape of weapons or shields, anything that is possible with folde
sheets of paper. While they can swing with great force, it's important to remember that it's still essentia
paper, albeit far more durable than normal, but still paper. The strength, durability and length the paper
extend to increases with experience.
As another Relic made in the image of God, the Ark's Swan Song is capable of exerting similar forces to t
Ruin's of Balal. By spreading the pages out like a dish, and holding themselves in a cross position, the wiel
can rip away massive amounts of Phonic Gain from other wielders or people, gathering it to themselves a
redistributing it to others. Unlike other Swan Songs, this has no practical combat capability on it's own, a
effectively immobilizes the wielder while it is in use and requires another wielder to direct Phonic Gain t
However, if the wielder can gather enough Phonic Gain, they may be able to activate X-Drive once the Sw
Song ends...
The Left Hand of Christ, no, not a euphemism. His actual hand. The wearer is bestowed a much more hea
armored suit than most Symphogears, complete with a helmet and rectangular shield. Unlike most
Symphogears, the Hand's Armed Gear cannot be duplicated endlessly, with only one or two available a
anygiven moment, the tradeoff being that Hand's lance is extraordinarily powerful, doubling as a high ene
laser cannon. The Hand’s shield can expand and reshape as needed, additionally being able to project a
energy shield capable of protecting against Noise. The size and shape the energy shield can take begins a
simple single direction square barrier, but can be manipulated more with practice.
The Hand's Swan Song channels and amplifies the destructive power of the spear's laser cannon, sendin
massive cross-shaped beam of energy in the direction of every thrust for the duration of the Swan Song
Striking the ground with the spear will produce a similar cross-shaped blast around the wielder. In additio
this, while the Swan Song is active, the defenses provided by the Gear have their power drastically increa
Gleipnir, the chain that bound the great wolf. Gleipnir’s bodysuit appears to be of a different material th
standard, with a leathery appearance and fur-trimming along it’s edge, and appears bound to the wearer
chains. Lengths of chains may be unshackled to beat and ensnare enemies, draining Phonic Gain by cont
and potentially immobilizing other Relic users with enough contact.
Alternatively, if you don't want any of the Gears below, you can pay a bit extra and we'll rustle some mo
pieces of a Gear that already exists together, and make another one.
Then again, I might've missed something with the above, right? Here's a thought- name any artifact or
creature from legend and... we'll dig it up for you, alright? Granted, we'll probably only be able to get a sl
of the original Pagan Artifact for you, but remember that's more than enough to cause some serious dam
I'll leave the discovery of it's exact powers up to you, just... don't go too crazy, alright?
Instead of powering a ‘projector’ (read: pretentious term for Symphogear) with a Relic and phonic gain, t
power source of the Relic can be gutted and replaced with an object called a Philosopher Stone. By provid
all the power the Gear needs and more, the user no longer has to sing, and the Gear gains Anti-Ignite
properties, being able to shut them down and in fact reflect all of it’s damage back on the user. The pend
of the Gear will become slightly bigger as a result, with an optional alternative form as a different crystall
accessory, such an as a gun. There is one catch, though. Due to alchemical properties of the Philosophe
Stone, a Faust Robe can only be worn by women, as- and I quote, “proper dick placement” is required t
activate it. As in, a complete lack of one. (CG Note: Requires Basic Relic, Implanted Relic, Shout of the Ea
and/or Another Shard - Symphogear first.)
A type of weapon created by Alchemists, this utilizes the extracted legend of a Relic as fixated in the mind
the people through deeds in order to awaken it’s innate properties. For example, the weapon Gungnir wa
in the past – known as Longinus, the spear that pierced Jesus Christ on the Cross, and thus awakened a
philosophical anti-god property. The only caveat to this option is that it must be a property which is relev
in this universe, such as anti-god, anti-structure or anti-immortal. (CG Note: Requires Basic Relic, Implan
Relic, Shout of the Earth and/or Another Shard - Symphogear first.)
Human-Relic fusions have been known to regenerate by roughly 'shaping' Phonic energy into the shape o
limb. Studying this capacity has yielded a module for Gears that allows users to regenerate body parts b
burning Phonic Gain or a similar power source. While this is practically useless against standard Noise, aga
other threats it could be useful... (CG Note: Requires Basic Relic, Implanted Relic, Shout of the Earth and
Another Shard - Symphogear first.)
You know the headphones on a Symphogear? Now yours have been upgraded with two thin slots and
holographic representation of a record on either side. CDs can be loaded into the Gear using those two sl
and any songs written to the CDs can be played through the Symphogear itself like any other song. Multi
CDs can be put together at once to create a mashup between the two songs. Even exotic mediums can b
inserted as long as they have music aboard, and music that is inherently magical can be loaded this way
well. (CG Note: Requires Basic Relic, Implanted Relic, Shout of the Earth and/or Another Shard -
Symphogear first.)
Installed into your Symphogear is a clamping visor that covers your eyes. When closed, the visor provid
tactical analysis and combat maneuvering, essentially taking partial backseat control of your body to make
more effective in combat. Unlike what Ver intended, however, the AI residing in your visor is purely an
assistant, only assisting in what you intend to do, and cannot act on it's own. You can also load any AI yo
possess into the visor by touching the Gear to it's hardware. (CG Note: Requires Basic Relic, Implanted R
Shout of the Earth and/or Another Shard - Symphogear first.)
Being an indisputable genius in terms of mathematics and science in a realm ruled by magic tends to
undermine just how impressive it is. Your ability with technology and engineering is so great that you are
to adapt to handling, repairing, modifying and even reverse-engineering completely foreign devices you h
little to no background on. Your connection with both practical technology along with magic allows for yo
eventually unlock the secrets to creating magitech if given enough time to experiment.
You have a small cat statue that somehow, without any visible power source, constantly produces ultraso
sounds that will scare away any mundane vermin in any building it’s located inside or at the entrance to
Alternatively, it can be a painting of a cat that has all the same warding power.
A makeshift boat-carriage with a small cottage attached. It was based roughly on fairy tales such as Cinder
and is powered by an old-fashioned sewing machine. It uses sails to travel both on land and sea, and it c
also travel through the air using a magic stone inside the carriage. Could feasibly be combined with The L
House.
Though it’s not a skill frequently displayed, the engineers of Clan Skryre are a source of non-organic
augmentation within skavendom. Warp-lightning prosthetics and mechanical enhancements are one of t
more detail-oriented forges, practiced by those skaven that for one reason or another choose to leave th
impact in little ways. Instead of creating explosions and structures that would shake the world, they enha
the musculature of stormvermin with circuitry and steel.
You’re one of these detail-oriented rat-men, able to get flesh and metal to work together when ordinarily
victim subject would be either weakened or killed. As well, the skaven field of ‘bionics’ can increase bot
physical strength and, in a Warlock-Engineer’s case, the strength of their spellcraft. Ikit Claw’s body and ar
are but a testament to what an augmented skaven can attain in strength and spellcraft.
At their graduation, every Warlock-Engineer crafts for themselves their new weapon of office - most often
final result is a halberd. A demented-yet-potent fusion of technology, magic, and wicked weaponsmithin
Creating a weapon that can perfectly channel the Lore of Warp & Ruin, defend its wielder in melee comb
and snipe at hated foe-things from afar.
You have your own madrat’s weapon in this regard - a skaven-tech halberd, wreathed in wires, smoking ru
random chunks of green warpstone, and hissing motors. The bladed head is constantly arcing warp-lightn
as the engine rumbles, the tainted electricity zapping and roasting all that gets zapped nearby while giving
a mere tingly feeling at most. As a tool of melee combat, this halberd is potent; But not only does the bla
head have a warp-lightning projector installed in the top, but for those of a magical persuasion it serves a
very effective focus for working the Lores. Any other magics that use the Halberd as a focus will find the w
energy condenser infuses the tainted, degenerative energies of Chaos deep within.
A magical ring that provides a bonus depending on the material used. Limit one ring per hand.
Mithrite:You can not be moved against your will. Nothing will cause your feet to lift off the ground unless
want it to happen. Period.
Hyperium: You. are. Immortal. You do not age, you will not succumb to disease, plague, or virus. The only
to kill the wearer of this ring is to kill them by force.
Adamantium: Your skin becomes like Adamantium! Only your skin, not the rest of you. Still, you will be ab
take an epic beating without concern or care.
Palladium: This "ring" converses with you, critiques your fighting style, and corrects your form. It also poi
out obvious flaws in defenses. It has the curt, no nonsense personality of an instructor, and expects only
finest from you, otherwise it will take the reigns and show you how a REAL warrior fights. Go from peasan
champion.
A magical necklace that provides bonus depending on the material used.
Mithrite: Something about this amulet scares you. In the pit of your stomach, you feel an unnerving sense
dread radiating from it. Luckily for you, it likes you. It doesn't like the people attacking you. Anyone fighti
you directly finds their courage rapidly drained from them, as you become more and more horrifying to th
until they turn tail and run. The more experienced the foe, the longer it takes, but eventually, everyone fi
something about you to be scared of.
Hyperium: Bend time enough, and you will outrun light itself. While wearing this amulet, you are almos
invisible. Only sudden movements will reveal you, and even then, your image is distorted and wobbly, lea
enemies to strike at your shadow.
Adamantium: This ornate hammer amulet wants nothing more than to destroy anything in its path, and y
will aid it. You can see, clear as day, any structural weaknesses that oppose you. Need to take down a wall
it. Right there. Real hard, and it will all crumble down. Have to break someone's weapon? Right there. Th
fast. Snap at the hilt. Done.
Palladium:This fist sized metallic head snaps and gnashes as blood splatters on it, your's or your foes'. I
battle, you become a whirling vortex of death, as your injuries and your foes push you to murderous heig
Be careful though, as you may forget you are lying on Death's door in your frenzy.
Tomes are some of the most powerful arcane relics on Auriga, costing a small fortune each to make. Wit
them exist powerful rituals that can reshape the land and people within. Each can affect roughly 50 miles,
project from the tome itself.
Mithrite: Inside these pages, you will find utter bliss. Using this tome creates a realm of contentment and
soothing worries and relaxing tension. It is almost impossible to get angry while under the effect of this to
and as such, everyone seems to work a little harder. Reading from its pages will instantly put your mind
ease, wiping away sorrow and anguish.
Hyperium: This... This tome is wrong. Within it, you find what you will write tomorrow, next week, nex
month, however long it takes between horrible things happening to you. And none of it can be changed
all... Unless you don't try to change it. Should you fail to try to prevent what happens, something worse w
instead happen. You are warned, long in advance what horrors await you, and you know nothing you will
will keep them from happening. You are just preventing them from becoming worse.
This Staff alters the flow of time, allowing the wielder to hasten allies and slow foes to a massive extent.
greater the caster, the greater the effect. It only affects a few targets at once as well, topping out at about
You possess a grand master's staff, made out of your chosen material. It is the sort of staff found in the ha
of archmages. It doubles any effect from your foci, strengthens all magic channeled through it two fold, a
helds fortify your will against magical backlash. Everyone expects great things from you, and any academ
worth its Dust would kill for a chance to have you teach at it. (CG Note: Requires Iron Magic Foci - Endle
Legend, Dust Magic Foci - Endless Legend, Glassteel Magic Foci - Endless Legend, Titanium Magic Foci
Endless Legend, Palladium Foci - Endless Legend, Adamantium Foci - Endless Legend, Mithrite Foci - End
Legend, or Hyperium Foci - Endless Legend first.)
The fruits of hard work and study. By studying the arts of the ancient Sheikah, You can now create basi
“Ancient” technology. The chief use of this is that you have the knowledge of creating the “blue flame” t
acts as the energy source for much Sheikah Tech. This Blue Flame can be used to fuel various “magitech”
Sheikah devices are known to be, and in turn you are capable of creating simple tools such as cameras a
recording devices with this level of knowledge. Nothing ground shaking on its own, but it’s the base of ev
greater innovation...
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Magnesis - This rune enables you to manipulate metallic objects in a magnetic snare, lifting and moving th
freely. (CG Note: Requires Sheikah Slate (Basic) - Legend of Zelda: Breath of the Wild first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Stasis - This rune stops the flow of time on a movable object for a few short seconds. Kinetic energy impa
on a stasis'ed object is stored, and will be applied all at once when Stasis wears off. Once used, the Stasis r
will need several seconds to cool down before it can be used again. This rune cannot be used on especia
large objects or living things. (CG Note: Requires Sheikah Slate (Basic) - Legend of Zelda: Breath of the W
first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Stasis+ - Buying this rune a second time allows you to use the Stasis rune on living things up to the rune's
limit, like animals or monsters. However, the rune wears off much more quickly when applied to the livin
and the cooldown time is not reduced. (CG Note: Requires Sheikah Slate (Basic) - Legend of Zelda: Breat
the Wild and Advanced Runes (Stasis) - Legend of Zelda: Breath of the Wild first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Cryonis - This rune causes a square pillar of ice to grow out of any water surface. These pillars can exis
simultaneously, are stable enough to climb on or use as stepping stones, and can be removed by using t
rune on the pillar again. There is no cooldown on this rune. (CG Note: Requires Sheikah Slate (Basic) - Leg
of Zelda: Breath of the Wild first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Remote Bombs - This rune allows you to construct explosive bombs, in two different varieties. One is rou
and good for throwing, the other is more boxlike and meant to be placed. These bombs have no timer a
must be detonated manually from the Sheikah Slate, there's a short cooldown after each use, and you c
only have one of each type out at a time, but they make effective tools for combat, mining, and more.(C
Note: Requires Sheikah Slate (Basic) - Legend of Zelda: Breath of the Wild first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Remote Bombs+ - Buying this rune a second time will not only drastically reduce the cooldown timer on b
bomb types, but also increase the blast radius (and damage) of the explosion!(CG Note: Requires Sheika
Slate (Basic) - Legend of Zelda: Breath of the Wild and Advanced Runes (Remote Bombs) - Legend of Ze
Breath of the Wild first.)
The real meat of the Sheikah Slate are the Advanced Runes, enabling you to use your Sheikah Slate to ca
magic spells and abilities. The first Advanced Rune costs 200cp, with each additional costing 50.
Sheikah Sensor+ - This rune requires the Basic Runes, but offers an extremely useful upgrade to the stand
Sheikah Sensor: Instead of just helping locate the nearest Shrine, you can configure it to instead locate a
alert you to the nearby presence of anything you've got a picture of in your Gallery! Note that the senso
NOT specific - If you take a picture of a treasure chest and set the sensor to track it, it will alert you if AN
treasure chest is nearby. (CG Note: Requires Sheikah Slate (Basic) - Legend of Zelda: Breath of the Wild a
Basic Rune - Legend of Zelda: Breath of the Wild first.)
Believe it or not, while the Spirit Flute is a Lokomo artifact, it lacks the weight and pomp that the divine
instruments of past eras have had. It does not hold together a dream, it does not allow the user to bend ti
it does even wake the wind at your command. On the other hand, it does act as a key to most of the Lokom
technology, allowing those without their innate understanding of magitech to use it without too much
difficulty. On the flipside, you still need a Lokomo - read as, authorized user or possibly one of the designe
to play a duet with, but if you have that then whatever magitechnology you’re trying to use will come to
ready to be used.
Phantoms, while not a Lokomo creation, do seem to be allied with them, much like how the various race
the past have had lesser guardian deities such as the Great Deku Tree or Valoo. It makes sense then, tha
the Lokomo needed a great warrior or guardian, they would pattern it after a Phantom. That’s why the Sp
Train can now transform into a suit of armor in the approximate shape of one, albeit much larger. Be care
with your magic reserves however, since this will drain them like nothing else.
The ancient Oocca have left behind many artifacts in the land of Hyrule, some of which were enshrined
various temples. You have three such artifacts; the Dominion Rod, the Spinner, and the Clawshot. The
Dominion Rod has few real uses; it can be used as a bludgeon, or to control certain statues. In addition to
rod itself you will get a few different statues that can be controlled by the rod, some of them large in size
capable of wielding weapons. The Spinner is a sort of gear-like mechanism that one can ride on. It’s best u
on special grooves that it can use to move at high speeds, but it can also be ridden normally and can cro
quicksand and patches of ice easily. It can also soften one’s fall if they happen to be riding it when they
over a cliff or something. Finally, the Clawshot is essentially a grappling-hook that allows one to attach t
various objects pulling them closer to you (or you closer to them, if they weight more than you do). It fir
with enough force to kill small enemies, but against larger ones it may only stun, if it does anything at a
Choose any one common appliance. Anything from a cell phone to a truck. You gain an enchanted variant
It will never need maintenance, refueling, or recharging. Furthermore, even if it looks outdated, it will
outperform the most cutting edge mundane equivalent. In fact, it will probably outperform anything from
real world, if only just.
You are knowledgeable in the Dwemer art of Tonal Architecture. They used this subset of Tonal Magic to b
long-lasting structures, as a mining tool, for medical purposes, or to synchronize it with the mind. I'm su
you'll find more than a few uses for this.
Coming from the same roots as the Fulldrive mode on some Devices, the Blaster System is designed to
increase the power available to a Mage in combat. However, unlike the Fulldrive mode, the Blaster Syste
does not only disengage the performance limiters on the Device, it also directly sacrifices the user’s life f
power. When a Blaster System is in use, the Mage receives direct, physical damage to themselves relative
whichever one of the three Blaster levels they are using, along with backlash damage to the Device itself.
analogous to overclocking the Device with power, rather than simply letting it perform at its maximum
specifications, as with Fulldrive.
Blaster One and Two are both relatively safe if only used in short bursts, being able to instantly charge ne
any spell, or push its power to the class above it. The tradeoff is the immediate overheating of the Devic
along with burns, cuts and ruptured blood vessels on any flesh in contact with the Device during operatio
Blaster Three, on the other hand, causes immediate damage and warping to the Device, along with potenti
breaking the operator’s bones and causing the same damage from Blaster One and Two all over their bod
exchange, the power of spells are massively multiplied, completely bypassing even the most potent Anti
Magic Fields and still coming out with extra power.
It should be noted that in some cases, the damage caused by a Blaster System can in fact be preferable to
damage potentially caused by Fulldrive. The simple truth of the matter is that it’s faster and easier to tre
blunt trauma such a broken bones and cuts compared to the internal damage caused by Fulldrive, which h
tendency to ‘add up’ before it’s noticed. (CG Note: Requires Device - Lyrical Nanoha first. )
In its original design, the Blaster System included a subsystem called Blaster Bits. At Blasters Two and Thr
the system would generate two and four sets of ‘bits’, respectively. These bits bear some resemblance to
Standalone Flight Mode, being independent, flight-capable drones that can cast magic on their own, but t
do not possess any of the intelligence or independence that would be found with the Standalone mode. E
bit acts as a vector from which spells can be cast, essentially giving the caster more directions to attack fr
as well as potentially acting as force multipliers.
Like the Standalone Flight Mode, bits possess limitations on range, becoming proportionally less efficient
greater the distance between them and the user, in a way that is fundamentally similar to how Familiars s
their master’s mana reserves. Their range is also smaller, between one or two city blocks.
The first purchase of this system grants the control system, along with two bits, with additional bits bein
purchasable for 50DP per bit. If the Device also has the Blaster System installed, then each of the bits ar
upgraded into Blaster Bits. In Blaster Two or above, the limitations on range and efficiency are temporar
released, and the bits begin acting as perfect force multipliers, duplicating any spell cast by the main Devic
no additional cost, but only so long as Blaster Mode is engaged. (CG Note: Requires Device - Lyrical Nano
first.)
A waterproof device that can track the location of pearls, particularly magical ones like those of mermaid
Can be used for locating other magical things and beings if you fiddle with it a little.
A complicated, high-volume speaker that shoots out loud noise. As a result, it counters the magical effect
all songs when it is active. You can also adjust the frequency so that it only hurts magical beings such a
mermaids, while the user and regular humans are immune to the effects.
Performance limiters are used in mass-based technologies such as fighter craft and guns to prevent their u
from killing themselves, due to either excessive G-forces, or injury from intense recoil, essentially preven
the user from passing a certain range where injury is potentially lethal. When it comes to magic, howeve
acceleration damage and recoil are often mitigated concerns, usually factored out during the design of t
spell. The performance limiters in place are to prevent internal injury to a mage from overexertion on th
Linker Core, which can damage it.
Fulldrive throws these limiters out the window, massively increasing power intake to run at the peak of w
the Device is capable of, rather than it’s operator. Due to magic’s nature, this isn’t as immediately lethal a
is with mass-based technology, but the trade off for the massively increased power, speed and durability
much higher chance for self-injury. Additionally, Fulldrive is a unique mode all it’s own, combining the ben
of all of the Device’s modes at once in a way that simply wouldn’t be possible under normal performanc
limitations. (CG Note: Requires Device - Lyrical Nanoha first.)
A collection of standard issue weapons given to troops of the LDC, enough to keep a small army well-arm
and supplied. Extraordinarily powerful examples, such as Toyohime’s fan, will not be available unless
extensive research is done in the subject of Lunarian magitech, and created by the Jumper themselves
Dust is naturally drawn to you. Wherever you go, if there is Dust to be had, it will come to you. Swirling
plumes and clouds, the brilliant golden Dust is pulled to you, gathering around and on you. While it may so
messy, are you really going to complain about being powdered in the most precious substance on the plan
Every mile you travel, you find roughly one Dust coin. Staying in one place gives you about 10 a day. Th
requires Dust to be present of course. It prefers dry, hot places, although it goes congeal around anomal
and buried in stone fields.
The Ancient Robots used this strange material to somehow generate the electricity they need to live. A d
blue crystal that when struck, opens a sliver of a portal into the past - or perhaps drags the past forwar
would be a better way to phrase it? Either way, these particularly shiny rocks are the basis for pretty mu
every bit of tech in this day and age. If only they hadn’t over-mined them to the point they ran out. Luckily
you, the thousand years or so they’ve been out of use for is more than enough time for them to regenera
leaving you with a nice supply of them to experiment with. Or use to rebuild the robots, up to you.
more points to dig into enemies from.
The Ark of the Covenant, the chest containing the ten commandments of God. Draped in papers displaying
ten commandments of God, the Ark displays the remarkable ability to boost or dampen phonic gain. Oth
wielders who sing alongside the Ark notice their power being boosted, with rising sync coefficients, whi
enemy wielders notice their synchronization ratio's plummeting. Against the Noise, the effect that disab
their Phase Contrast Barrier is broadcast in a wide radius, effectively forcing all Noise around them into re
where mundane weapons will affect them.
The Ark of the Covenant's Armed Gear is actually the papers hanging from the wielder's body. They can
extend and fold themselves, taking the shape of weapons or shields, anything that is possible with folde
sheets of paper. While they can swing with great force, it's important to remember that it's still essentia
paper, albeit far more durable than normal, but still paper. The strength, durability and length the paper
extend to increases with experience.
As another Relic made in the image of God, the Ark's Swan Song is capable of exerting similar forces to t
Ruin's of Balal. By spreading the pages out like a dish, and holding themselves in a cross position, the wiel
can rip away massive amounts of Phonic Gain from other wielders or people, gathering it to themselves a
redistributing it to others. Unlike other Swan Songs, this has no practical combat capability on it's own, a
effectively immobilizes the wielder while it is in use and requires another wielder to direct Phonic Gain t
However, if the wielder can gather enough Phonic Gain, they may be able to activate X-Drive once the Sw
Song ends...
The Left Hand of Christ, no, not a euphemism. His actual hand. The wearer is bestowed a much more hea
armored suit than most Symphogears, complete with a helmet and rectangular shield. Unlike most
Symphogears, the Hand's Armed Gear cannot be duplicated endlessly, with only one or two available a
anygiven moment, the tradeoff being that Hand's lance is extraordinarily powerful, doubling as a high ene
laser cannon. The Hand’s shield can expand and reshape as needed, additionally being able to project a
energy shield capable of protecting against Noise. The size and shape the energy shield can take begins a
simple single direction square barrier, but can be manipulated more with practice.
The Hand's Swan Song channels and amplifies the destructive power of the spear's laser cannon, sendin
massive cross-shaped beam of energy in the direction of every thrust for the duration of the Swan Song
Striking the ground with the spear will produce a similar cross-shaped blast around the wielder. In additio
this, while the Swan Song is active, the defenses provided by the Gear have their power drastically increa
Gleipnir, the chain that bound the great wolf. Gleipnir’s bodysuit appears to be of a different material th
standard, with a leathery appearance and fur-trimming along it’s edge, and appears bound to the wearer
chains. Lengths of chains may be unshackled to beat and ensnare enemies, draining Phonic Gain by cont
and potentially immobilizing other Relic users with enough contact.
The Relic’s Swan Song reveals that it is not just Gleipnir, but also the wolf the chain bound – Fenrir. All of
Gear’s chains fall away, and the wielder is surrounded by a recreation of the original wolf. While larger th
the wielder and strong, this is not the full extent of the Swan Song. Fenrir reverses the direction of contr
being able to take it’s chain and leash another Relic for temporary control over it, against any relevant us
will for the duration of the Swan Song. If the chain is not used in this way, taking the form of Fenrir bears
little cost to the user, despite being a Swan Song.
The Axe of Perun, weapon of the lightning god. Perun’s bodysuit is studded with numerous contacts an
power lines, which can be used to generate extreme voltages, short lightning strikes and manipulate circu
in the manner one might expect. Instead of simply being able to generate voltage though, Perun is able
condense large amounts of its power into a physical form- that or axes, polearms and other axe-heade
instruments, in addition to the lightning ‘arrows’ one might expect. The downside to this is that Perun
requires far more energy per weapon created, making it’s use substantially heavier and deliberate versus
frenzy of other Gears.
Through understanding, you’ve learnt to adapt....Adapting what you have to work with what you’ve got.
can now make mundane 21st century technology run on cosmic or ambient energies with ease, starting w
your ability to set up Cosmic Switches as power sources or add-ons for minor devices of your design. Wh
another genius crafted his devices to resemble fast food, you’re not limited to those kinds of designs. You
can take a step ahead and extend this adaptation to other energies you encounter, though you only know
to apply it to early 21st century tech at the moment...still, that gives you a wide array of things to improv
They say Science supplanted Magic in this world, but you know better. You know that it simply hides betw
the lines, where the laws of man can never reach. But you...you can reach it. You have ways of studying a
analyzing the energy of emotions, able to measure the difference and weight of emotions as if they wer
temperature or electricity. You can use these principles in whatever you build, able to create despair
detectors or a machine that is able to store ambient hope...You may not be a true Wizard with this
knowledge, but you can at least understand the principles of hope and despair.
This computer manifests as a vizor that appears at will over the user's face, as well as recording someone.
can also take out a USB drive from the side of the Vizor. This can scan for someone’s strengths and
weaknesses through observation by scanning the target’s actions. It will also suggest possible actions one
take to help take down the person or solve the situation, however the Vizor does not account for the use
own capabilities and neither does it seem to be able to predict what will happen next if you do take tho
suggestions. Also comes with a very smart AI.
You now have a Luna Ball! Which is like a magical swiss army knife, but on steroids. This can hypnotize peo
and get them to believe anything within reason (Such as you being a married couple’s niece or nephew w
has come over to stay for an indefinite amount of time, letting you mooch off them), can turn into a
(nonlethal) gun that looks like an actual gun indistinguishable from the real deal, a parasol, and other asso
items.
You hold a marvel of magic. This magic gun is extraordinarily useful. This gun is shaped wide enough an
tough enough to act as a shield, and it uses magic as it’s bullets. However, one does not need to charge
during a battle. For it absorbs most magic and uses it to power it’s batteries. But due to a design flaw, it ca
overloaded with a strong enough magic attack and explode. Don’t worry, though. You’ll find a replacemen
the warehouse the next day.
This mid-sized airship isn’t too impressive compared to some of the beastly battleships the Empire and t
Intoner cult can produce, but it’s no dingy either. Designed for a crew of ten people, but capable of being
by as few as five, your new airship comes with a private captain’s cabin for you, crew quarters, a decent ca
hold for loot and of course, eight magitek cannons for you to rain hell upon the plebeians below unluck
enough to not own an airship. Or defend yourself from air-pirates. And if those defenses fail and you wind
getting shot from the sky, the Airship will repair itself, becoming good as new after a week.
It’s strange how similar concepts can be between dimensions, no? The line between magic and technolo
just doesn’t seem as thin as it otherwise should be, especially in your hands. The TSAB system combines b
and while this doesn’t let you start building Devices from the ground up, you understand the principle eno
that you can combine magic systems from other worlds with technology. Guns that fire beams of mana
helmets that create a telepathy-based chat network, wristbands that let you form an outfit from thin
air...spells can be made into technology much more easily, and the technologies play a bit more nicely w
magic in your hands, even if a particular system of magic isn’t fond of being ‘simplified’ by science. How ab
that?
The legacy of the Belkan Empire exists not merely within ruins or Lost Logia, but in the blood of its people.
have inherited a bloodline of note, and while it may or may not be one of the canonical or major bloodline
piece of it has followed you in your very DNA, subconsciously nudging at your memory. While this creates
stress or strain on your personality, the connection is diluted enough that you can’t consciously access t
memory...but when you come into contact with Lost Logia, you will rapidly gain insight into how it functio
and possibly ways to engineer it once again. You will need actual technical skills to pull this off, but with a
bit of time, perhaps you can restore what is lost? Post-jump, this same insight applies to ‘lost’ or ‘forgott
technology, though you will likely need other sources of knowledge and abilities to truly restore it, depen
on its complexity.
May or may not come with brief instances of acting and speaking like a resident of the Belkan Empire a
random intervals.
Ohohoho, what do we have here? It’s a fully functional warship fresh from the docks of the Bureau, and
ready for its maiden voyage. It can be any model of TSAB ship that isn’t a MacGuffin or an experimenta
prototype, and has the ability to cross dimensions on its own, along with basic FTL travel. The downsides b
that you can only cross dimensions in this particular world, or what passes for a ‘local multiverse’ in futu
jumps - which it may not always be able to do if one doesn’t exist. Post-Spark, this ship can visit past jum
and entirely new worlds as well. This requires a crew to fly - you’ll have to gather one or find a way to fly i
your own. I recommend picking a smaller vessel class if this is a problem.
You know the formula for the LiNKER drug, both Anti and Normal varieties. The drug allows someone wi
little or no compatibility with Relics to force their link coefficient high enough to activate a Symphogea
However, the drug is toxic to the human body, and is only viable for use by a flushing mechanism develop
by American biochemist John Ver. Maybe if you have enough time and funding, you'd be able to mitigate
side effects and develop a non-toxic alternative...
When it comes to ‘re-engineering’ heretical technology, the Americans have mastered doing it in ways th
leave others astounded. Recycling Relics into other forms of technology is nothing new. In fact, it’s the sa
technique that is used to create Symphogears, but this is on a completely different level. You can alter Re
so that they have completely different functions than what was intended, such as turning an aggressiv
heretical weapon into a berserker module, or a reflector into a giant laser beam.
Gensokyo is home to many things that have since died in the Outside World, including scientific theories.
can take advantage of this to treat any discredited scientific theory as true, but only for producing techno
of your own. For instance, should you wish to revive a dead and disproved theory to create a nuclear fus
reactor, you will somehow manage to get it working even when it goes against established modern-da
science.
Skryre has made many deranged, demented, horrific machines of war and destruction; One would say th
minds are wired specifically for such chaos. No machine so accurately displays this madness than the drea
DOOMWHEEL, for it is at once so simple of a design yet so deceptively complex that only the skaven cou
have devised it. And now the brain-spawn of Ikit Claw is rapidly becoming a tide-turner in the war against
surface-world.
You’ve gained the ownership of one of these dreaded DOOMWHEELS, specially made for your seating. T
massive, iron-enforced wheel is powered by two things: Along its inside, on a specially-made track, runs
swarm of drugged-up rats driven mad by the arcing warp-lightning and constant noise. At the center of t
massive chassis, where the pilot’s seat is, is a warpstone generator that ensures the machine both keeps
steady pace (enough to run over and smash even armored dwarves and humans) and occasionally fires off
warp-lightning cannon that is attached to the front of the steel rims. Very few creatures are capable o
stopping the DOOMWHEEL in its tracks, and for you there will likely be none: As its pilot, your magic als
serves to charge the warpstone engine and warp-lightning cannon, allowing it to reach speeds only dream
of by skaven brains and letting the warp-lightning cannon fire off the spells you cast as warp-lightning tain
explosions.
Any Warlock-Engineer or Master is always searching for more power, be it of personal might or politica
prowess. But magical power is a type that all creatures respect, and so the engineers of Skavenblight ha
created a quick way to swiftly increase one’s magi-technological might. Warpstone-bronze pylons, instal
along the spinal column, shoulders, and skull, that constantly tap into the power of Chaos and the Horne
Rat’s realm of ruin. Any spell or ritual cast by a warlock with these pylons grafted into his flesh and bone s
significant enhancement, turning a simple bolt of warp-lightning into a cascading storm with the snap o
clawed fingers.
Fusing technology with magic is not a new practice, especially since technology has existed since man fir
made fire, or tied a stone to a stick and called it a spear. While there are many other mages who purport
merge technology and magic, you do so with such seamless efficiency that it is nearly impossible to tell wh
technology ends and magic begins. You could tie the triggering of a spell to a computer program, having
take effect when someone tries to open it. Or perhaps you could use your magic to improve the quality
machines, increasing their speed, effectiveness and overall power. Perhaps you could even write out a
grimoire, a repository of magical knowledge into a simple graphing calculator. Whatever you do, it will lik
be creative and never seen before as the disparate disciplines are masterfully merged under your guidan
The use of mystical runes for enchanted effects is well known by those with a passing interest in the mag
arts, but...the Sheikah were unique. They were able to create a “language” from runes, that had conditio
statements and effects. In short - the Sheikah could program with runes, thus allowing for “programs” t
become “spells.” You have knowledge of this art as well - You are able to use Runes to code “programs” s
as those used by the Sheikah Slate to perform its functions. This combined with “Sparking Innovation” wo
give you the groundwork to create your own variant of the Sheikah Slate with your own round of
Runes...though magic doesn’t make something simple - you’ll need to create the code for these Slates
yourself.
I’m not actually 100% sure what the Lokomo are, but they seem to be either directly created by, or perha
simply empowered by, the Spirits of Good. Not sure what those are either. Anyways, the primary differen
between the Lokomo and the Sheikah seems to be that the Lokomo lean even more towards spiritualit
Which is why you have the ability to empower and re-energize ancient artifacts and weapons simply by be
around them. This isn’t a free effect, but the various issues and reasons why you shouldn’t be able to do
just don’t seem to apply. As long as you have energy to spare, you can fix them.
The ancient Oocca built many strange technologies, leaving them around Hyrule before they absconded
their new home in the sky. Somehow- either by learning from the artifacts they left behind, or perhaps b
learning from one of their inventors yourself- you have learned a great deal about magic and technology,
the greatest of them, allowing you to make similar wonders. The clawshots and Dominion Rod are just tw
examples of what you can make; with enough resources, you could make something like the Sky Cannon
even your own City in the Sky!
As useful as it is to upgrade technology, sometimes versatility in a gadget is what you need. But how does
fit a jetpack, two storage boxes, a wireless hotspot, a SOUL resonator, a keychain, and a working cellphon
into one? Why, Magic, of course! You know how to make dimensional spaces that allow technology to fol
on itself at about a 3:1 cubic ratio- You could take an average-sized car and fold it into a large piece of lugg
you can wheel behind you, for example. You can also make Dimensional Boxes for storage that have 5 cu
feet of storage space and fit in your pocket, though you can't put living things in there.
Often hailed as the most innovative magic, users of Technomancy are capable of creating, controlling,
scanning, and even assimilating technology with magic. And now you are one of them. But not just a norm
one, oh no. Your talent with Technomancy can rightfully said to be quite monstrous. Whether it is
commanding machines to do your bidding with just a thought, probing devices with your magic to discov
their functions and any possible flaws, or disassembling and reassembling them, you can do it all with
contemptuous ease. If you trained a bit, you could of course also create your own technology to use, enti
through magic, as long as you have any necessary materials before you. Another interesting ability of
Technomancy is its function to let you interface with technology and use yourself as a medium for informa
to be displayed. So if you, for example, wrote a program to let something pass through your Aura, such as
hologram function of your companion bracelet, you could simply use Technomancy to establish a connec
with the bracelet and yourself.But your biggest talent lies in the replication of implants and other
technological marvels within yourself and others. You could for example quite easily copy the aura of a
camera and adapt your eye to mirror it, or do the same to the auras of memory banks and computers t
enhance your brain. With your skill, you don’t even have to worry about overloading your puny biologic
body by using technology that is too advanced. Beyond that, what you can do is up to you. After all, th
potential of magic is only limited by its users ability, creativity, and skill. Though I’m sure that with you
potential, you’ll manage to go quite far in the rat race of life. Concerning technology at least, social skills
not included in this package.
This world’s been stuck in a bit of a rut, progressing very little compared to the speed that your original ho
world did. It’s not for lack of intelligence in the people here, just a curious lack of motivation. One you
apparently don’t share. You have an incredible ability for both reverse engineering, capable of remakin
normal or magical devices as the other with an appropriate amount of work to match their power or leve
advancement, and also for mass production, allowing you to get things made thrice as fast as any other, e
on a large scale so long as you’ve personally created the systems with which they are made.
Some Mages possess a trait called a mana conversion affinity, which allows them to easily convert mana in
certain type of energy, common ones including lightning, ice and fire. Due to the fact that it’s relatively ra
along with the overwhelming preference for pure mana-based techniques, it is very uncommon to see th
truly used in combat outside of sports or certain magical traditions. Taking this will allow you to add a cha
to the Device’s casting processes that strictly favors a certain elemental affinity, including but not exclusiv
the examples listed above. This will make spells within the affinity far, far easier to cast, with a much grea
kick to them, but carries the downside of making elements not included in the affinity suffer from reduc
power and efficiency as they have to go through the regular, non-streamlined channel. (CG Note: Requir
Device - Lyrical Nanoha first.)
This is... an incredibly strange system, to say the least. Four ‘globes’ are added to the main body of you
device, or alternatively, two to the back of each of your hands. While not inherently magical themselves, t
are based on magic hardware and- it’s a very strange system, again. Each of the globes contains perfume-
chemicals that... are actually explosives. That’s right, mass-based explosives. Completely non-magical an
somehow legal. The system is capable of mixing the chemicals in the globes without them reacting in a
negative way - i.e. exploding – and somehow produces various effects with this, such as producing remot
triggered mines, smoke screens or simple explosive projectiles.
Even more strangely, your Device now seems to possess chemical batteries, now. Not magical batteries, th
are fuel cells that provide electrical power. It doesn’t seem to contribute to the casting of any spells, but
powers the mixing and projecting system, along with erecting some manner of defensive field for you, as
as it possesses power, which supplements your Barrier Jacket. (CG Note: Requires Device - Lyrical Nano
first.)
You know a terrible secret. A forbidden kind of magic. You know how to turn a living soul into Dust, and bi
to armor. Everything about that soul carries over to the new body, so it will remember everything before
happens. This allows you to turn anyone into a Broken Lord. It takes a substantial amount of Dust to mak
suit of armor, and the ritual takes a day to perform. Did I mention some people consider Broken Lords
monsters? Undergoing this Rite does not kill you, so you may freely become a Broken Lord without fear
losing the jump.
You know how to build and how to power Arcana Pillars, massive floating stone foci for magic. They crea
huge, mile wide fields of influence, their effects changing depending on the Arcana you have selected. Ma
taken as many times as you take Arcana of (Index) The amount of focus and endurance it takes to power t
stones is enough to totally immolate lesser beings. Only the most skilled of Ardent Mages can use them
without risk of death.
Authority: You gain access to mind affecting magic, able to compel others to listen to you and implant
thoughts not their own into their minds. With a pillar, you could brainwash entire districts and demorali
armies without lifting a hand. (CG Note: Requires Arcana of Authority first.)
You know how to build and how to power Arcana Pillars, massive floating stone foci for magic. They crea
huge, mile wide fields of influence, their effects changing depending on the Arcana you have selected. Ma
taken as many times as you take Arcana of (Index) The amount of focus and endurance it takes to power t
stones is enough to totally immolate lesser beings. Only the most skilled of Ardent Mages can use them
without risk of death.
Materializing: You can command Dust. Through it, you learn the many, many ways to use it to harm your f
Fire, lightning, ice, acid, every stranger things can be compelled out from the Dust. With a Pillar... These
the true siege weapons of the Ardent Mages, able to fire beams of searing fire and abominable cold at
tremendous range. (CG Note: Requires Arcana of Materializing first.)
You know how to build and how to power Arcana Pillars, massive floating stone foci for magic. They crea
huge, mile wide fields of influence, their effects changing depending on the Arcana you have selected. Ma
taken as many times as you take Arcana of (Index) The amount of focus and endurance it takes to power t
stones is enough to totally immolate lesser beings. Only the most skilled of Ardent Mages can use them
without risk of death.
Renewal: How do you think the Ardent's survive being strapped to pillars and burned? Because the sam
power they call upon to destroy can be used to heal. A Pillar becomes a bastion of good health, where the
travel from all around to bask in the healing glow. It’s a giant floating regeneration beacon. (CG Note:
Requires Arcana of Renewal first.)
You know how to build and how to power Arcana Pillars, massive floating stone foci for magic. They crea
huge, mile wide fields of influence, their effects changing depending on the Arcana you have selected. Ma
taken as many times as you take Arcana of (Index) The amount of focus and endurance it takes to power t
stones is enough to totally immolate lesser beings. Only the most skilled of Ardent Mages can use them
without risk of death.
Matter: Dust is everything. You simply need to tell it what to become. With this Arcana, you can turn a han
into any portable object, a bag into something it'd take a couple people to lift, or an entire barrel into a h
fortification. With a Pillar, you could turn a fortune of Dust into a castle in mere minutes. (CG Note: Requ
Arcana of Matter first.)
Any sufficiently studied magic becomes an art as science. Your studies into the occult have allowed you
harness the powers of Hope and Despair. For one, you are able to create a Mage’s Belt, a weakened
WizardDriver that is capable of channeling a person’s inner Mana through Wizard Rings to allow them t
transform into a Kamen Rider Mage, as well as create the WizarSwordGun able to channel the power of
Wizard Rings through them for powerful attacks. These would both be fine, but you are able to utilize a f
more pieces of forbidden science...including the creation of Artificial Phantoms. These Phantoms aren’t
powerful as a ‘natural’ phantom(only twice as troublesome as a Ghoul) but with sufficient ‘stored’ despair
the proper rituals on hand you will be able to make them, both a useful source of Mana and an excellen
minion. As a gift, you may take a Mage Wizard Ring, a Driver On Wizard Ring, and a Connect wizard ring to
with one of these Drivers although you’ll need to provide your own Mana to activate them.
The primary interest of Atlas is information and the manipulation thereof. This goes beyond simple
precognition of day-to-day events or giving yourself an edge in combat - it is the manipulation of the prog
of humankind as a whole,and prevention (or creation) of their extinction. A single human body cannot han
such information by itself - so instead, you made tools capable of accessing and storing the collective
knowledge of humanity. You are capable of constructing devices that could create or manipulate pseud
Spiritions, or virtual projections of the soul, and transmit that into a virtual space of your own designs as w
These devices are equal in magnitude and processing speed to a highly advanced Quantum Computer, and
you store or project a human consciousness,soul and all, into these spaces. With time and resources, yo
could recreate almost the entirety of planet Earth and the records of all its history, and store the whole
mankind within it...though doing such a strenuous, time-consuming process would take a lifetime by
yourself.Recreating something such as a certain Moon-based digital space with this alone is a
daunting,perhaps impossible prospect.
However, the ability to create such highly-advanced devices has come with a neat additional perk - name
with the information it can calculate, it is possible to ‘observe’ the entirety of aworld’s history and sever
probable futures, along with the conditions needed to make those futures happen or even prevent them
entirely. It could even provide instructions or probabilities of success with new advances or superweapons
yet within the world on aiding these potential futures, creating Mystic Codes or wonders few could eve
dream of beforehand. With resources and time, perhaps you could make a device that can make those
probabilities real by command alone, though that requires energy and conditions that a lone human bei
can’t generate. Finally, everything is here - the records of humanity can be preserved and made whole
A database of humanities technology and magic used during the Silver Millennium. Given Enough time
tinkering with this repository of knowledge you could replicate the technological feats that the Moon
Kingdom used such as terraforming inhospitable planets, faster than light technology, create items powe
emotional energy, and even scan a person's mind to create an AI that can guide the actions of those who
your technology. Some would say this technology is indistinguishable from magic, however you’ll find th
magical things were also created during the Silver Millennium and you have access to that information as
The creation of magical weaponry, the magical methods of creating something like the Sailor Cannon, an
more are evidenced within this database beside the technological marvels. Whilst you can’t create somet
on the level of the Silver Crystal of Queen Serenity you do have access to the massive bulk of information
could help in the rebirth of a New Silver Millennium.
Long rumored to be artifacts of immense power and quote possibly the source of magic itself. These
legendary artifacts have been coveted for millenia by everyone from two-bit sorcerers yearning for mor
power to the greatest mages of all time, such as Merlin himself. Split into four volumes – Order, Chaos, L
and Death – it is said that possessing these books would give the wielder near absolute power over tho
concepts and over magic itself.
However, contrary to their name and the rumors long spread about them, the Books of Magic are actua
more science than magic. Forged long by a powerful mage known as the Hunter, he researched methods
fusing magic and technology in an attempt to escape the persecution of his people. The Books, in addition
serving as a gateway to Epoch, the Hunter's home world, also contain all of his research.
Armed with this knowledge, you would be able to become the world's foremost expert on fusing magic a
technology.
These notes detail the research Professor Ivo, Brain, and Klarion the Witch Boy took in order to create Sta
tech; a combination of technology, magic, and an ancient alien organism. With time, and some studies of
own, you may be able to apply the principles of Starro-tech to your creations as well, creating technology
creatures that have features of living beings, magic, and technology.
If there is one thing that every Praesi Emperor has in common, it’s the ability to take insane and ridiculo
ideas and turn them into reality. Flying cathedrals that rain death upon their foes? Sentient tigers? Man ea
tapirs? Giant cliffs to throw the hero down? WHY THE HELL NOT! You are capable of taking even the stup
and most insane engineering designs and throwing large amounts of magic at them until they work. Sure,
might require sacrificing a few towns worth of peasants, but that’s the sort of thing that peasants are fo
A sleek black car, perpetually clean and made of steel. Heavier and more durable than most modern cars
with all their speed and then some. Its windshield is enchanted to remain perpetually clear and grant
nightvision to the passengers, as well as act as a two-way video call to whomever you are magically conne
to. Its traction is good enough that it could be taken out snowmobiling on a frozen lake. Its anti-theft
mechanisms are legion ensuring it will never be taken without your say so. With its ability to transform in
boat, submarine, motorcycle and flying saucer, the oil slick, hidden machine guns and caltrops all just see
little overkill.
A giant (as in as big as a skyscraper) DNA strand spliced from and stretching down to a large boulder
containing the fossilized remains of the Ancient Ones buried in Antarctica. And it’s actually safe to use now
injecting the DNA into living subjects, those individuals will begin to gradually acquire the special powers
the Ancient Ones held during their golden age.
You are able to easily combine magic and technology, letting you make things like radio antennae and sig
boosters that rely on magic. Maybe you could replace ammunition with bolts of magic. With this you ca
replicate the effects of technology with magic, and it will likely be less complex too. This isn’t a one wa
process however, you may also replicate the effects of magic with technology. This will be much more
complex than the alternative however.
This is the real treasure of the TSAB’s technological capabilities - mixing the use of magic and technology
order to create Devices that can channel the energy outwards. You have a complete knowledge of how
build and maintain Devices, along with how to program AI for said Devices to use. While you can constru
most Devices and similar items presented here, the ability to make Unison Devices isn’t included here - yo
have to learn that one on your own, and many have tried and failed to do so in the past. You could, with s
experimentation, combine different magical systems into Devices together, especially with the help of ‘Sim
Principles’ to streamline the process...it will take some trial and error, but you could apply these principles
Devices to other systems if you work at it enough.
That’s the key word, isn’t it? Legacy. You may or may not live forever yourself, but what about your creatio
Your marvels? Your progeny? Whether or not you aspire to be a ruler yourself, you will find that there a
ways to preserve your best traits, particularly within your own body or those of your descendants. You h
learned the art of infusing mana into DNA, letting you create hereditary and unique magical abilities that
passed down from generation to generation, or specific individuals if you can’t be bothered to wait that lo
Traits like a specific hair color, eye color, or body type is child’s play to you - and while complicated or
powerful abilities may not always descend down the family tree, you could preserve the appearance and b
talents of your bloodline for millennia to come. An affinity for a particular element, a talent for a set of sk
or even a unique magical ability tied specifically to the DNA of the user are valid examples for this. Whet
you merely wish to experiment with magical DNA or begin a great dynasty, you will find that with the rig
motivation, your legacy could last forever.
You've managed to uncover some of the secrets of old, the very same knowledge that underlies 'Sakura
Theory', the theoretical basis of the Symphogear system. With this knowledge, many of the more mysteri
functions of the Symphogears become clear. You can repair and install new functions into Symphogears, t
manipulate existing features, like forcing a berserk state or tuning it to raise synchronization coefficient
What's more, your glimpses into Sakurai theory indicate some possibilities of inducing Human-Relic fusion
to complete the theory you'll need an existing test subject...
You have a comprehensive knowledge of Lunarian science, the same scientific technology that built a po
scarcity immortal utopia on the moon. You can integrate this technology into things you build, such as ma
something that can run without any need for a power source, somehow drawing power from the moon it
Insanity is not something maligned amidst skaven society, as it is amidst the man-thing villages. Skryre’
Warlock-Engineers are, one and all to a member, the most addle-brained and unstable of the rat-men to d
- yet it was their madness that led to the creation of so many technological marvels. The warp-lightning r
that connect the great under-cities, such as Under-Altdorf and Hell Pit. The Doomwheels. The Skitter-Gat
Ratling mini-guns and poison wind and augmentation chemicals and all the myriad of spells that make th
Warlock-Engineers a minor apocalypse upon the field. All born from diseased minds.
You count yourself as “inspired” as these demented predecessors of yours - a madness coming over you
brain-meats. While this madness may be debilitating in any day-to-day interaction, it shines when you se
work. The magics you use and the technologies you set to experiment with and create will seem to bran
weave, intersect, and spark in ways that would never occur to a healthier mind. In short, through your m
eyes and addled brain, you can create and discover new spells, machinery, scientific theories, and interacti
between the three that would never occur naturally even through rigorous years of study and
experimentation. Creations that mock the very idea of common sense and decency, and violate every sen
and sensibility.
The practical application of knowledge. You may now use the information you have acquired through nor
scientific study to magecraft. This in turn makes your spells more powerful as their effects become stron
and produce more tangible results. For example, a strong understanding of physics may better allow you
increase the strength of matter or force spells. Knowledge of biology could increase the ease with which
use life spells or alter the cognitions and impulses of organisms through mind spells. The stronger your b
knowledge in a scientific discipline, the more powerful and effective your spells will become.
Walk this path carefully. This is the art that both saved, and destroyed Hyrule. You have unlocked knowle
of the greatest force multiplier the Sheikah were ever able to field - Large, walking, warmachines. You hav
basic knowledge of the Sheikah’s art of automation and robotics, with this alone giving you the knowledg
craft the small Guardians utilized by Shrines in combat tests, with the right materials. However, with eno
resources and development time...you could create constructs that could even rival the 4 great Divine Bea
This is the pure expression of Power...just remember that Power must be tempered with Wisdom, and
wielded with Courage. Power without restraint is the domain of Calamity Ganon, after all.
A lost art, this Guardian is without a mind or automaton-like programming to fight on its own. It can’t b
subverted by Ganon like many of the others...because it’s hollow. You can utilize this Hollow Guardian a
vehicle, controlling it from within its hardy shell. Not only does it have all the power of its brothers, howe
it can shift between “turret” mode by embedding itself into the ground, “walker mode” that is much like
ordinary Guardians in the wild, and “flying” guardians like the sentries that float around Ganon’s most
important places of influence.
A prototype lost to time, you may decide if this is a “Power” or “Speed” type Divine Beast. A “Power” ty
Divine Beast is the size of a Manor House, shaped like a mundane creature you decide and can move simi
to that creature in locomotion, having much the same processes and powers as its larger Divine Beast cou
even the beam of destroying light! A “Speed” type Divine Beast is in many respects the sister to Master C
Zero, being an extremely fast, powerful and capable “steed” that can be fueled on any form of materials
into its engine.
But, skill at design aside, you do actually need to know how this stuff works do you not? It’s not as thou
there’s anybody left in this day and age to do the building for you. Or perhaps it might be better to say tha
the ancient technology, the robots of Lanayru and the mining facility, need a source. You. Or whoever tau
you this stuff, because it’s been fading away for the last two thousand years. Anyways, you have the scien
skills to create the Ancient Robots, all the way from the lowly mining robots to the mighty Koloktos. And
course, to work with the Timeshift stones that power them. Time, as a solid object, makes for a great buil
material. Unless a certain stimulus is triggered, something built out of them would literally last forever. I
really quite useful when designing dungeons meant to last a thousand years or more.
There's a lot of sciences that aren't wise for mere mortals to delve into. The SOUL is one of them... But th
hasn't stopped you, has it? SOULs are fragile things, particularly monster SOULs, but you know how to w
with them. Making a robot with a SOUL is a good example of what you're capable of. You're also
knowledgeable about the element of the human soul dubbed DETERMINATION, and can extract it from
human SOULs and inject it into other things using a machine that you know how to make. Just... Be caref
Nobody wants to see anyone melt.
Spaceship captains, rulers of both kingdoms and planets alike, and people similarly reigning over the mas
or in possession of a vast amount of land have access to a special kind of system in Neolife. A sort of
management menu, it allows people to upgrade their territories in two kinds of ways: the first is a techno
upgrade, which a ruler could use to add irrigation to a field, or to increase the defence of a city. If there i
design provided, it will be instantly built once the upgrade finishes in around a week.
The second is a production speed upgrade. For example, after setting an order to increase agriculture, a b
of mana would sink into the ground and the growth of nearby fields and trees would instantly hasten, fru
and vegetables being grown overnight, and continuing to do so for several days. The mana to power bo
kinds of upgrades is drawn from both the people and the environment in the land affected by the upgrad
with the time needed for the upgrade increasing the more difficult and complex the upgrade is, due to
needing more mana. In your case, even if you might not be ruling over an area, your affinity with technol
has granted you a similar ability.
You may spend mana to add new functions to technological devices and machinery, or improve alread
existing functions. The more complex or expansive the change is, and the larger o advanced the target ob
is, the more mana is required. Like with the management menu, you can also affect things that haven’
incorporated any technology in their function yet, such as the aforementioned irrigation added to a fiel
This could be used to turn a mage staff entirely made out of natural material into magitech, or into a
technological equivalent. Similarly, you may affect extremely large areas like cities or even planets after y
become powerful enough, and may also order for the required mana to be drawn from the environment
any living beings in it. Beyond that, you also have a knack for upgrading things the old fashioned way with
own two hands.
If you looked at Neolife’s technology for only a bit, you’d be surprised to see that it is not technology at
Well, not pure technology at least. Rather, the technological standard in the game is magitech, a fusion
magic and technology. And it looks like you’ve taken a shine to this kind of thing, evident by your new skil
First of all, you are able to build a technological equivalent of any magic or other supernatural ability, lik
Psychic power, and vice versa. If you could cast a basic fireball or lightning bolt spell, you could build a g
that can do the same. If it’s something more complex than that, for example a whole skillset like fire mag
you might instead be able to build a nanite swarm or a glove that could grant it wholesale to other people
a robot innately able to do it. The same goes for any technology you are able to build. If you had a device
your hand that could stabilize space in a radius, preventing any dimensional shenanigans, you’d be able
create a spell that could do the same. And if you studied a space ship, you could create a spell that would
you travel the void unhindered at the same speed and with the same protection.
But of course, you are also able to make actual magitech, using the strengths of both fields to negate th
weaknesses and make something surpassing what you could do just using one of them. Whether it is spa
ships powered by magic and enchanted to be far sturdier and more powerful than their material makeu
would suggest, ships powered by white holes that are contained through magic, warp gates allowing fo
unmolested travel throughout the galaxy once they are set up, or bombs that break open rifts to subspa
capable of easily scorching a planet through mana acting like antimatter rushing out of them, there’s n
technology to be found in Neolife that is beyond your ability to create.
You know, for a supposedly medieval society, the Empire has some pretty advanced toys, huh. And now, s
you. Or at least, you will once you build them. You now know how to build the magitek machines used by
Empire. Provided you have the materials and the time, you can build anything from man-portable weapon
battleships. Or airships even. You can’t reach anything past a generally World War One level of technolo
but thanks to the magic side of things, they'll generally outperform their real world equivalents. Magic can
beats normal cannon, that’s all I’m saying.
You know what’s better than being a high-spec magitek android badass? Having your own army of high-s
magitex android badasses. Now you can build one. You know, provided you have the time and resources
the… Anyway, the point is that you’ve got the blueprints for every resource YoRHA has downloaded into y
central processor/brain. This means that not only can you build each class of YoRHa android, including
outdated models like the Attacker type, but also pods, the various YoRHa weapons, flight units and even
Bunker itself. With enough practice and creativity, you can even design your own android types, like an
Infiltration-Type with a built in cloaking device or a Mage-Type capable of using magic without the aid o
pod.
Of course, the hardest piece to produce are the Black Boxes required for Androids to run. Machine Cores
only available in Nier Universe after the aliens arrive and the Machine Wars begin, however you can substi
those for other materials. Obviously high-tech electronics would be best, but there are other options. You
need something capable of a human level of intelligence and emotional depth…
While we’re on that subject, or at least close by, YoRHa androids count as alive when it comes to magic a
whether or not they have souls. If it walks like a human, talks like a human, feels despair like a human an
goes insane like a human, it’s a human, at least as far as magic is concerned. They might be mechanica
lifeforms but YoRHA androids are still alive.
0 CP Cost Name Jumpdoc Chapter
Warhammer Fantasy:
6 50 Glowy Gubbins Orcs & Goblins Making
Sorcery - Alchemy
World of Darkness:
13 50 Ritual (Werewolf Making
Sorcery
Repellent)
Sorcery - Mana
14 50 Manipulation Ritual World of Darkness: Making
(Infusion) Sorcerer
Hearthfire - Bee
19 50 The Elder Scrolls Making
Hives
Hearthfire -
20 50 Expansive Pantry The Elder Scrolls Making
Basic Magecraft -
21 100 Gradation Air Tsukihime Making
Warhammer Fantasy:
27 100 Embalming Kit Making
Tomb Kings
Fate/kaleid liner
28 100 Reagents PRISMA ILLYA Making
AN OFFERING
32 100 PEDESTAL Golden Sky Stories Making
Touhou Project:
36 100 Spell Components Making
Forbidden Hermit
Mother Knows
37 100 Peter Pan Making
Best*
Legend of Zelda:
49 100 Bottle Collection Making
Twilight Princess
Sorcery -
World of Darkness:
58 100 Enchantment (Two Making
Dots) Sorcerer
Sorcery -
59 100 Enchantment World of Darkness: Making
(Three Dots) Sorcerer
Sorcery -
World of Darkness:
60 100 Enchantment (Four Making
Sorcerer
Dots)
Sorcery -
World of Darkness:
61 100 Enchantment (Five Making
Sorcerer
Dots)
Bottle of Demon's
75 200 Blood DC Occult Making
Warhammer Fantasy:
82 200 Self-Respect Making
Bretonnia
Touhou Project:
85 200 Large Attendance Forbidden Hermit Making
Touhou Project:
86 200 Sake Bug Forbidden Hermit Making
Warhammer Fantasy:
98 200 Lead Bricks Imperial Colleges of Making
Magic
Alchemical
### 200 Apparatus The Elder Scrolls Making
Alchemist’s
### 200 Assistant Genshin Impact Making
Ingredients’ True
### 300 Wonderland No More Making
Potential
Warhammer Fantasy:
### 300 Bell-Crafting Making
Skaven
A Crate of
### 400 Cultist Simulator Making
Ingredients
Touhou Project:
### 400 Go-shintai Making
Forbidden Hermit
### 400 Oni Treasures Touhou Project: Making
Forbidden Hermit
Warhammer Fantasy:
### 400 Hunger Pains Making
Ogre Kingdoms
Warhammer Fantasy:
### 400 The True Elements Imperial Colleges of Making
Magic
Warhammer Fantasy:
### 400 Stross’ Formula Imperial Colleges of Making
Magic
Enchantment
### 400 Mastery Generic Minecraft Making
Warhammer Fantasy:
### 400 Magic Swag Bag Halflings Making
Legend of Zelda:
### 400 The Hero’s Tools Ocarina of Time Making
Legend of Zelda:
### 400 Forsaken Fortress Ocarina of Time Making
Touhou Project:
### 600 Brain of the Moon Forbidden Hermit Making
Warhammer Fantasy:
### 600 Mother Nature Imperial Colleges of Making
Magic
Warhammer Fantasy:
### 600 Khorne’s Anvil Warriors of Chaos Making
Legend of Zelda:
### 600 Artifact Hunter Making
Twilight Princess
### 600 Weapons of the Legend of Zelda: The Making
Weak Adventure of Link
###
Purchased Perks
Description
Dorayaki is a special type of sponge cake, made with a red bean paste filling inside. A notable favourite
of kids, foxes, and a special blue cat robot, this bag of dorayaki comes with a sizable amount of cakes
inside; still warm from the oven regardless of how long you’ve left it alone. I did say it was magical
didn’t I? Should you finish it, and there should be enough inside to feed several people, you’ll find that
the bag will refill after a day or so.
A small bottle of pixie dust for emergency flying. Never know when it might come in handy.
This peculiar silver tea tray has handles that are stylized to resemble bat wings ... and at an opportune
moment, the handles will indeed transform into silver bat wings to skillfully carry the tray and its
contents around. The tray carries up to 20 lbs of contents and follows its owner, presenting itself when
its owner wishes to retrieve something from or place something upon the tray.
An ornate silver watch with an hourglass engraved upon its casing. Being a Wonderland watch, it
measures the day but not the hour. If you wind back the watch, you will gain enhanced
speed/quickness until the watch finishes unwinding or an hour has passed. You can also immediately
stop the watch’s effect by snapping its case shut. However, the watch is temperamental, and for every
minute you use it, there’s a 5% chance it will explode noisily into a shower of parts. If broken or lost,
the watch will return to you in restored condition in two days. If you already own a similar watch, you
can alternately give it the features/effects of this purchase.
A firm stick that has been whittled out to have what looks like a human foot at the bottom. The stick
can hop about to keep up with you. As long as you are walking beside the Walking Stick, your speed
will increase a little; the Walking Stick’s speed will match your increased pace.
Proppa Waaagh!gear is created in the forges of the various Goblins, Black Orcs, and Shaman tents. Orc
and Goblins carve glyphs which fill with the power of the Da Great Green, sending them smouldering
green with dark smoke, verdant flame, and emerald lightning. These magical items are more effective
at the job they are used for, a sword cuts with greater ease and armor which could protect against
cannons are among the things you could see crafted in this way. Whilst the weapons enchantments
are usually crude they always make an item better than it was before.
This bottle contains either Milk or some form of potion and replenishes every day. Multiple purchases
can be taken with this perk, so that you gain more of one thing or one of every type of potion at your
wish.
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
One dot: A powder that, when mixed with alcohol, induced sleep almost instantly., or a pill that
suppresses the symptoms of the common cold or flu for a full day and halves recovery time.
(CG Note: This perk requires Sorcery - Alchemy (One Dot) - World of Darkness: Sorcery first.)
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Two dots: A form of LSD that grants vague but accurate visions of the future or a drug that doubles
running speed for up to an hour, but leaves those with low stamina shaky and out of breath for the
next.
(CG Note: This perk requires Sorcery - Alchemy (Two Dots) - World of Darkness: Sorcery first.)
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Three dots: A metal alloy that is lighter and stronger than titanium, but easier to work, can retain an
edge almost forever, and stays more resilient than the finest blade,or a metallic dust that reveals
hidden, disguised, or invisible things for what they are, disrupting illusions.
(CG Note: This perk requires Sorcery - Alchemy (Three Dots) - World of Darkness: Sorcery first.)
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Four dots: A chemical that raises physical abilities for up to eight hours, possibly even to superhuman
levels. Side effects include an insatiable appetite during this period. Another option is a regiment of
drugs that slows down the aging process to one twelve its natural speed.
(CG Note: This perk requires Sorcery - Alchemy (Four Dots) - World of Darkness: Sorcery first.)
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
A potion of this magnitude allows its drinker to match the physical abilities of a vampire for an hour.
(CG Note: This perk requires Sorcery - Alchemy (Five Dots) - World of Darkness: Sorcery first.)
Alchemy - This path allows the sorcerer to create potions, chemicals, and materials with supernatural
qualities. Not all users think of themselves as “alchemists,” and may insist on being referred to as
herbalists or simply skilled chemists.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
A pungent substance that is especially disgusting to werewolves, to the point where none dare come
within five feet of whatever it is smeared upon. Anyone else with a sense of smell will also be reluctant
to do so, but not to the same extent.
(CG Note: This perk requires Sorcery - Alchemy (Five Dots) - World of Darkness: Sorcery first.)
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
Infusion (1): The sorcerer imbues a consumable object with a small amount of their own for magical
energy for later use. However, this ritual is inefficient, and can only store half the energy the sorcerer
puts into it.
(CG Note: Requires Sorcery - Mana Manipulation (One Dot) - World of Darkness: Sorcerer first.)
- Well, I mean, at least you'll never go hungry? With this, you are able to summon any kind of cheese
right into your hand. You can shape it however you want, so you totally can make a statue of yourself
made entirely out of cheddar.
In order to perform alchemy, one must first have the appropriate ingredients. Luckily, that is no longer
a problem for you. You now possess a storage closet containing fifty of all alchemical ingredients found
within the Elder Scrolls series, organized so that you can easily find what reagent you're looking for.
This will replenish weekly, so don't be afraid to run out, because you won't.
No matter where you go on Tamriel, a blacksmith is fundamental, as are the materials from which he
creates his crafts. You will receive fifty of all crafting supplies found in the Elder Scrolls series, which
replenishes weekly. Even if you don't use them all, at the very least you'll always have enough for your
next project.
In order to enchant, one must possess both the knowledge of the enchantment they want to place, as
well as a filled soul gem. The second shouldn't be a problem for you, as you possess an organized chest
with fifty of all soul gems. These are all filled with energy mimicking that of a soul, not an actual soul,
so that should make your conscience feel better about itself when making a flaming sword.
If there's one thing people like, it's honey. Now, you'll never have to worry about running out, as
these three beehives are always filled with some busy bees, allowing you to extract a large amount of
honey daily. The bees themselves never run out, making them useful for any alchemist.
(CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.)
When you go shopping for groceries, you're going to want a place to put them all. This pantry and ice
box are larger than they outwardly appear, allowing them to hold an absolutely ridiculous amount of
food. It is also enchanted to preserve all food within, allowing even bananas to be fresh even a century
after buying them.
(CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.)
The standard four practices of Magecraft: Reinforcement,Gradation Air, Hypnosis and Formalcraft. This
is the foundation of the modern systems used by Magi in this day and age. You do not start with any of
these - The Mage’s Association is largely uninvolved with events in Misaki, and Atlas is more concerned
with Alchemy and Mystic Codes than the modern Magecraft systems. You must purchase each one for
100 points, which makes you adept in thatparticular field - not total mastery, but enough to be a
threat against something unprepared for it. Gradation Air is able to create physical objects with
magical energy, though these tend to be fragile and extremely temporary.
This black egg flecked with blood red spots feels warmer to the touch than a chicken egg really should.
Given a little time it will hatch by itself, without an incubator even, into a small, fluffy chick with utterly
black feathers and red, burning eyes. Despite its looks, it’s not evil and is really just a chicken with a
little extra magic in the blood. It’ll lay more Void Eggs once it is grown, which you might be able to find
some magical uses for. But don’t eat them. Anything made with them tends to taste like burnt hair
somehow. You’ll get a new egg each week should you decide to eat yours or if something happens to
the Void Chicken itself.
A snazzy box filled with compartments containing enough enchanter’s dust to create a wand and a
high quality synthetic crystal along with instructions for making more. It also refills once a week.
Unlike other types of magic, Fey magic has a rather high requirement for reagents when doing things
such as summoning elementals. Fortunately, you seem to have an infinite stock of these reagents,
contained within a shiny wooden box the size of your forearm.
You may use magical energies to summon any sort of pastry or cake you like into existence. You may
summon this food to be up to the size of a small house, letting you potentially crush someone with
sugary goodness.
For an extra 100 MP, this can be any sort of food at all (though copies of unique food won’t have any
supernatural properties if they had them) that you’ve seen or eaten at least once. (CG Note: Requires
base Cake~! - Madoka Magica: Wraith Timeline first.)
Carrying out a burial ceremony is quite the complicated task, needing many tools and materials. All
Tomb Priests carried with them a collected set of the necessary ingredients and equipment, in case
they were ever called to serve a member of the royal family as they died. It is perhaps not much use
nowadays, though you’ll find it quite handy for maintaining your own skeletal body. It seems the
various pastes are good for your bones.
You have a source of reagents perfect for use in the Magecraft you have knowledge of. For example if
you use Jewel Magecraft you have a stock of gems perfect for that use. They will restock after being
used.
Not really a mermaid’s heart, but in fact a very small black pearl that has potent magical and medicinal
properties. Might be interesting to see how it mixes with other magic ingredients for potions and the
like.
An entire kit of mundane archeology tools made for the purpose of acquiring and preserving artifacts,
magical or otherwise. Comes with everything you need to nerd out at ancient ruins, and to bore your
coworkers to death with your discoveries.
You can now manipulate the raw energy of the universe, as defined by the Greek, being air, water,
earth and fire. This lets you create Noise-resistant shields and project streams or bolts of raw energy,
capable of harming Noise. It’s not really for combat, and is akin to using a blowtorch as a weapon, as
it’s mostly used during alchemical processes.
Well, it’s not really accurate to call it a pedestal – it’s more of a small collections box on top of a
pedestal, but you will find that over time, as you build more connections with people, you’ll find little
gifts and trinkets left inside the box. Generally, the items left behind will reflect the individual who
came by, and while the items are generally of little monetary worth, having them will reflect the
strength of your bond with them. In times of duress, having such memorabilia can help take away the
stress. (CG Note: Requires Natural Domain - Golden Sky Stories first.)
In the past, farmers used these dolls as weather charms, in hopes that they would act as wards against
bad weather. With the passage of time, this set of dolls has adopted a spirit of their own, and though
their magic still isn’t too powerful, they can indeed ward off storms, rain, and all sorts of bad weather
away from your location without much effort. In places with heavy concentrations of magic, you might
even swear that you saw the dolls move...
A collection of charms inscribed on paper with powerful anti-Youka properties. It can be used
defensively as barriers, or offensively to seal or harm. After this Jumpchain, these will be effective
against any supernatural being.
You can make ofuda with a variety of uses – sealing creatures away or just hurting youkai in general.
Sealing ofuda can hold someone paralyzed in place or lock away spirits harmlessly inside inanimate
objects. Ones designed to hurt youkai will sting quite a great deal and potentially destroy them with
repeated applications. Though for all their utility, they’re still pieces of paper, and while creatures
cannot normally damage ofuda that affect them unless they are very strong, ofuda are noticeably
weak to wind and rain. In time you may learn how to craft others based on myths about shrine
maidens.
You have a large supply of common spell components, certainly enough to regularly cast a wide variety
of spells. Rarer items for your most potent of spells may still require some hunting.
Mothers are highly treasured on the island, and you bring with you the talent of a (childish) mother.
You are skilled in multitasking, and can cook, clean, darn socks, sew pockets onto clothes (even ones
that weren’t made for pockets to begin with), and in general look after a large number of children,
even rowdy ones, effortlessly. Plus, you give these different things a “mother’s touch”: beds you make
will feel cozier, clothes you make/sew will feel more comfortable, rooms you clean up will make
people feel more at home, etc.; this may therefore enhance other domestic-oriented perks you have.
You also become a skilled storyteller – at least one for children’s tales – and can easily recall classic
tales or invent your own; you can even take existing stories and give your own unique flair to them,
such that Cinderella fights off pirates with a revolver, while retaining the wonder of the original.
Moreover, it gives you an aura of respectful motherhood that makes anyone with the form of a child
(even beings that are actually much older) much more likely to behave like a child and follow your
instructions when you are present, with your control increasing the more you act like their mother.
You can even have an effect on people with an older physical form if they long for a mother (it helps
that the perk makes people more likely to want you to be their mother).
Most if not all fairies constantly produce the magical substance of fairy dust around their body, such
that a trail follows wherever you fly. People and even objects as large as ships, when covered in the
sparkling dust, gain the ability to fly. However, while inanimate things can fly without any challenge,
people wishing to fly must have sincere faith and happy, carefree emotions. During the jump, you
constantly emit fairy dust as easily as breathing, and you are constantly surrounded by a cloud of fairy
dust, though in later jumps you can control the emission. To help, the perk also enables you to breathe
easily without choking on pixie dust or other particles, such that you could breathe and talk even with
smoke all around you. If you took this perk and are not a fairy, you will be looked at quite strangely by
others, but things are often strange in Neverland so that’s hardly a bad thing.
A cute little teddy bear you can carry around with you. It has a rip in it, but surprisingly none of the
fluff ever comes out. On the contrary, you can stuff in much larger objects without much trouble, even
cannonballs; even so, anything much larger, such as the size of a human, won’t fit. It remains ever-so-
light when carried by you, but reveals its true weight upon contact with someone else. Under such
circumstances, the bear may be useful as an unconventional and unexpected weapon.
A small, silver hand mirror. Despite being literally drawn from crayons, it is reflective. It can catch and
reflect the sun’s rays with enough intensity to melt solid ice.
This skill lets you create edible and/or magical treats quickly from anything in your present
surroundings. You’ll always find some ingredients to scrounge up and prepare in a hurry, even if your
location isn’t the best. If you want your food to have a specific sort of effect, you have a higher chance
of your concoction having those properties, but otherwise the effects will be fairly random.
You can summon various kinds of hats that represent certain occupations (police officer, jester,
engineer, chef, etc.). When worn, the hat slightly enhances the wearer’s skills in regard to said hat’s
related profession. For example, a sailor’s hat would improve your nautical skills, while a witch’s hat
would enhance your magic skills. The enhancements are lost once the hat is removed. You can place
these hats on your head or on other people’s heads. One hat that works better as one on an enemy
target’s head is the dunce’s cap, which makes the wearer stupid and cannot be removed by the
wearer.
YOU MEAN SCOU-... S-scout’s to- Okay no. There’s no defending these. A file, a set of lockpicks, a small
mirror mounted on a metal handle, a set of narrow scissors, and a pair of pliers, wrapped up in a
rawhide sheet - there’s no other use for things like these except for breaking and entering. But these
tools will take you far in that endeavor, and should any one tool break you’ll find it replaced almost
immediately. It’s magical nonsense, who knows where they come from.
May be taken up to 4 times, each one providing you with a different array of magical powers. Pain
Through Power is not required to cast magic, but it does increase the overall power of your spells.
Dust is everything. You need to simply tell it what to become. With this Arcana, you can turn a handful
into any portable object, a bag into something it'd take a couple people to lift, or an entire barrel into a
hasty fortification.
A set of glass bottles with a strange enchantment on them, these bottles have the remarkable quality
of being able to keep anything within ‘fresh’ no matter how long they’re kept. Milk stays cool and fresh
for weeks, fish remain alive swimming around in stale water indefinitely, and sliced fruit is as fresh as
the moment the cork in the bottle is put on. It shouldn’t have to be said what kinds of benefit this can
reap. In addition, the glasses are remarkably sturdy and could easily survive being handled roughly
across a Hyrule-wide trek!
Made from a toadstool, this stuff will ignite foes, remove transformation effects, light braziers,
summon demons (if tossed into certain wells) and do all sorts of crazy stuff. Refills after about half an
hour.
This small patch of earth, conveniently located on or near a property of yours, can only be described as
extremely fertile. So much so that you could grow a tree in weeks instead of decades. Not a Maku Tree
or similar, sadly. However, it’s still an excellent spot to plant a tree. Take this Gasha seed, for example.
You now have a small bag of seeds, about 20 or so, that can be planted here. What do these seeds
actually do? Well, when fully grown, the nut that grows on the tree seems to contain magical rings
inside of them. There is a great deal of variety, and they aren’t much use unless you know what they
do, but surely something here will be of use?
This is one of the ancient treasures that the Minish made for humans. When equipped and directed,
the cane fires an energy beam that flips any object in its path. It can flip vases, platforms, minecarts,
and even some enemies. When fired at the air, it energizes a section to act like a trampoline: it’ll
shoots you into the air upon falling on it.
While they might not seem like anything special these bottles are invulnerable to damage or spilling,
and their corks are designed in such a way that they are both spill-proof and porous enough for living
beings such as fairies or insects to be contained safely within them. One of the bottles is special; once
a day, so long as it is empty, it will be filled with a random substance from this world ranging from oil,
to a blue potion that is capable of restoring someone from the brink of death. There’s even a chance of
it becoming filled with the rare tears of a Great Fairy, which are not only capable of restoring
someone’s health to full, but also doubles the damage they do until they take damage themselves.
Three reusable, empty jars that allow you to capture fairies and bugs, hold liquids, and... it's a set of
jars. Will not break.
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
[1] The alchemist may create more advanced versions of mundane chemicals, such as painkillers and
glue. They are not overtly supernatural, and can easily be passed off as just a “better brand.”
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
[2] All that the first dot offered and more. The alchemist can create short lived steroids and potions
that grant mystical senses for short periods.
(CG Note: This perk requires Sorcery - Alchemy (One Dot) - World of Darkness: Sorcery first.)
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
[3] The alchemist’s enhancements can now create mildly superhuman physical abilities and grant low
level psychic powers, at least for short periods. They can also create materials and alloys that surpass
what should be possible.
(CG Note: This perk requires Sorcery - Alchemy (Two Dots) - World of Darkness: Sorcery first.)
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
(CG Note: This perk requires Sorcery - Alchemy (Three Dots) - World of Darkness: Sorcery first.)
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
[5] With great study - or a sample - of a supernatural creature, the alchemist may replicate their
various mid-level abilities for short periods. More potent abilities come with side effects.
(CG Note: This perk requires Sorcery - Alchemy (Four Dots) - World of Darkness: Sorcery first.)
This path allows the sorcerer to create potions, chemicals, and materials with supernatural qualities.
Not all users think of themselves as “alchemists,” and may insist on being referred to as herbalists or
simply skilled chemists.
[6] At this level, an alchemist may create such miracles as the Elixir of Eternal Youth, or even induce an
Awakening.
(CG Note: This perk requires Sorcery - Alchemy (Five Dots) - World of Darkness: Sorcery first.)
The sorcery of creating items with magical abilities and properties. The creation of such items
generally takes three days per dot required to make it.
[1] The Enchanter creates a minor item with limited use only and a tight area of influence. Such as a
jacket that works as abnormally good camouflage in a crowd, or glasses that never fog.
The sorcery of creating items with magical abilities and properties. The creation of such items
generally takes three days per dot required to make it.
[2] The Enchanter creates a more powerful talisman that is noticeable as magic. A flask that blocks
three bullets and no more, objects that increase a mundane skill by a noticeable amount when used.
(CG Note: Requires Sorcery - Enchantment (One Dot) - World of Darkness: Sorcerer first.)
The sorcery of creating items with magical abilities and properties. The creation of such items
generally takes three days per dot required to make it.
[3] The Enchanter creates a talisman whose function is obviously magical. Shoes that double running
speed, a charm that can protect its wearer from magic three times a day.
(CG Note: Requires Sorcery - Enchantment (Two Dots) - World of Darkness: Sorcerer first.)
The sorcery of creating items with magical abilities and properties. The creation of such items
generally takes three days per dot required to make it.
[4] The Enchanter creates a talisman that is able to defy several of the limitations of the Consensus.
Clothing that grants superhumanly impressive but otherwise mundane abilities, a throwing knife that
shall never miss.
(CG Note: Requires Sorcery - Enchantment (Three Dots) - World of Darkness: Sorcerer first.)
The sorcery of creating items with magical abilities and properties. The creation of such items
generally takes three days per dot required to make it.
[5] The Enchanter creates a talisman with almost miraculous powers. A golem, or a ring that hides its
user from magical detection.
(CG Note: Requires Sorcery - Enchantment (Four Dots) - World of Darkness: Sorcerer first.)
[3] The sorcerer can create primitive mana batteries, storing energy for later, as well as preventing
wellsprings of such energy from producing power, but only for a short time.
(CG Note: Requires Sorcery - Mana Manipulation (Two Dots) - World of Darkness: Sorcerer first.)
This packet of seeds is for the magical echo flower- Normally only growing in the swamps of the
Underground, the Echo flower is a peculiar, bioluminescent blossom that constantly repeats the last
thing it heard. This packet contains enough to start a small field of Echo flowers (Not that such a thing
is recommended, since they'll babble back and forth to each other and it'll be super freaky).
Mora is more than just a coin used to trade. Every single piece of mora was created by the Geo
Archon, Morax, and as such every single piece contains some of his power. This power allows it to act
as a catalyst for physical transformation. When paying for a potion to be made or a weapon to be
forged, you aren’t just paying for the service, you are supplying an ingredient. For 100CP you will gain a
few thousand mora each month, enough for a family to live on comfortably.
Legend has it that this refined ingot contains the memories of battles past. It is not known how or why,
but weapons are able to absorb this special ore and become stronger for it. It is even said that the
weapons that benefit from these memories naturally become sentient. Whether that is true is yet to
be seen, but one fact that has been proven time and again is that it does make the weapons better.
You have received a dozen chunks of fine enhancement ore, as well as a steady supply of a dozen more
each month.
There is very little that is more comforting than arriving home to find a nice meal waiting for you, and
now, you are easily able to provide such. You are a master in the kitchen, to the point where food you
make is guaranteed to provide at least a small ‘stat bonus’ to those who eat it, and you may even
discover how to improve your recipes to provide a stronger and more targeted boost. Your skill also
extends to potion-making, and as you experiment, you may discover new and exciting potions to
make.
A few tools designed to help with planting and tending to nature, as well as a large, random
assortment of seeds. The tools are the Sickle, good for turning grass into hay; the Staff of Regrowth,
which helps to boost the yield of plants when harvested; and the Living Wood Wand, a tool that allows
you to take dead wood and turn it into Living Wood and leaves, with the type of Living Wood
depending on the type of wood used. The seeds include acorns, pumpkin seeds, sunflower seeds, and
more, with the seeds restocking a few days after being planted.
For an undiscounted extra 100 CP, the seeds will include Gemcorns and special acorns that result in
fruit trees that always drop fruit, and the Living Wood Wand will be upgraded with the powers of the
Dirt Rod, allowing for the reshaping of the landscape with a little bit of mana use.
They are also pretty time intensive to make, requiring about an hour of work for each, even for people
relatively skilled in their creation. But now, you won’t ever have to worry about that, as you’ll get a
dozen Seeds for each of your affinities delivered either to your warehouse or another place you
designate, every week. Their quality depends on the level of your affinities: from 5% to 25% you’ll get
low-grade ones, from 25% to 50% medium-grade ones, from 50% to 75% high-grade ones, and finally,
from 75% up to 100% you’ll get top-grade seeds.
Every monster has one of these in the centre of them and core of monsters and is always located in
the chest area of the monster. Adventurers and Supporters gather magic stones to trade them in for
valis at the Guild. You’ve got a bag full of 500 stones from quite potent monsters. You can sell them for
quite a bit of valis but they might be more useful as materials if you’re a crafter of magical items.
You’ve got a nice deal on Magic Rings...you can choose 5 magic rings you don’t already possess that
aren’t purchasable from the “Custom Phantom Table”, you now possess them and can use them with a
Wizard Driver or cast them regularly by channeling mana through them.
You've got some kind of item which allows you to create short term magical effects like illusions,
summoning magical beasts, or gaining skills you normally wouldn't have. You can also lend it to your
allies to use, but be careful, it can be stolen or lost, and used against you. Additional simple powers
can be added to the item at half price for each power past the first one.
These are blank cards that imprint vague images on themselves when you hold them and picture the
image in your mind. You may plant these cards in places where the recipient can find them, and they
won’t question how the card got there. The intended recipient of these cards will always recognize the
images on these cards and will know exactly what it means, so if one wishes to give someone a sign to
act, or to warn them of someone, they may use these cards.
Magic may be getting slowly crowded out of this world, but that had done nothing to weaken it. Only
made it more rare. Still, those who know some of the ancient practices can unlock the secrets this
world once knew. Key among them was the art of transmuting lesser materials into rarer ones. Five
ingots of copper to make an iron bar and five of iron to make one of gold are just the basest acts you
can manage. Gemstones can change or enough coal into diamonds. Even the mystical Iridium not
being out of reach for those who find the right formula. And who knows what you can manage with
some creativity.
A small bottle of demon's blood that replenishes once a week. Demon's blood is a useful ingredient for
many potions and rituals, and if someone is giving a transfusion of it, assuming they survive, they will
be healed of any existing ailments, their aging process will be retarded, and their strength and stamina
will be somewhat augmented.
Okay, so it’s technically not infinite. It can still hold enough alcohol to make a brewery’s yearly output
do a double-take, as well as a fleet of ships. As in you can literally shove a bunch of warships into the
bag and carry them around. The bag will not increase in weight at all, no matter what you put into it.
A highly customized high quality wand, designed for use by enchanters (or if you’re incapable of magic,
with a clicker), along with a high quality shield charm. Both of them will recharge when not in use.
Some dimensions aren’t as well... sorted as others. Or perhaps they are, but there’s simply layers in
between. For example, Hell lies between the world of mortals, and the world in which Hellhounds
reside (which makes their name somewhat inaccurate). This means that even the tiniest amount of
Hellhound breath is mind-bogglingly difficult to get your hands on, and thus incredibly expensive. It’s
also a highly effective ingredient for necromancy and alchemy, and can break any form of slumber
without fail. The fact that you get another bottle full of it every jump is honestly somewhat unfair.
When you were buried alongside your liege, your armour and sword were left on you. It would be
needed for the moment you wake up, as you would be required to immediately look to protect your
King from any possible dangers. For that sake, those weapons and armour were enchanted in a similar
way to your own body, to prevent them from rusting and aging to dust. Your gear is all the same way,
sharing in your magic to ensure that it will never age or become damaged from the passing of time.
Swords never rust or lose their edge, armour does not gain weaker bonds over time and even food will
not spoil when held in your bags.
Necrotects themselves are usually inexperienced in the ways of magic. It’s rarely their duty to cast
spells or command rituals, yet they are often called upon to inscribe runes on a vast scale or otherwise
prepare things for magical means. You’re very skilled at creating structures or items that can be
channelled or used with magic, even whilst lacking it yourself. If you had a mage or wizard on hand,
you’d even be able to work in tandem effortlessly, crafting items or structures suited to that person’s
magic in particular, working even better for them than anyone else.
You know how to prepare a mud like substance that prevents the use of magic when submerged in it,
useful for traps or imprisonment.
All but the poorest of nobles have a few servants to care for their weaponry and armour, even for their
horse. The most powerful of nobles often have Knights Errant take care of the task for them, hating
the very idea of lowborn peasants touching their equipment. These are the sorts of knights that get a
nasty shock once they become Questing Knights, suddenly bereft of all such support. Your father
ensured you didn’t grow lax like these oafs, teaching you how to care for each and every piece of
equipment you own. The lessons stuck, better than he could have hoped, and now you find yourself
able to easily maintain and keep in good condition anything you own that might qualify as equipment.
Personal weapons, armour, devices and magical trinkets. If it breaks, you’re not automatically going to
know how to repair it, but you always know how to do the best things to prevent it breaking in the
course of its normal uses.
Alright, so maybe you need to store and maintain something a little more...volatile. This is a small box
that can contain magical or dangerous items without their energy spreading or ‘leaking’ elsewhere, or
otherwise exploding or causing trouble. So long as you can seal it within the box in the first place, this
will let you safely transport or store Lost Logia or other volatile objects you can store within it.
Opening it back up obviously gets rid of this protection.
You're a good cook. A really good cook, in fact! In addition to a sizable boost to your cooking skills, for
any recipe you have, you can compose a song explaining how to prepare it on the spot. These songs
tend to worm into people's brains, helping them get it down quicker.
You don’t need to follow any actual inscriptions on any charms – you can write gibberish on your ofuda
and they’ll still work just fine. What matters is the intent behind them when you write them, and of
course you need to be capable of crafting it normally in the first place for this perk to work. You still
may want a way to differentiate between ofuda types even if you can just quickly scribble gibberish on
a piece of paper.
You have a sake bug, a creature similar to a salamander or catfish, in a large, heavy jug. This one can
turn the entire jug’s worth of water into sake – though somewhat unrefined in taste – in only a single
night. By taking this, you also are aware of the methods the Oni used to create them in the first place
and could easily apply this to make many more sake bugs, perhaps even ones that create higher
quality sake or maybe even produce other kinds of alcohol. Alternatively, you could swallow it and
never be affected by alcohol again, but why?
You have a geothermal hot spring that goes directly down to Hell, where the desires of sinners are
purged in hellfire to produce gold that bubbles up to the surface. Unfortunately, it constantly vents
sometimes-toxic gases, and gold isn’t the only thing it produces. The desire to live produces mercury,
to kill produces arsenic, and antimony and lead are more impurities that riddle the gold. Still, if you
have a way to purify the gold you can get enough to make yourself rich, and the other impurities are
highly useful for magic.
You can take a piece of (canon) artwork from the gallery. Whatever you choose, it will have magical
qualities. For instance, a painting of a sakura tree might actually shed real flowers outside the picture.
Even if the artwork is sapient, it will be considered an item and therefore not count against companion
limits in jumps under normal circumstances.
Objects wrongfully taken in Elphame will turn into various, worthless objects – gold coins turning into
wooden chips, diamonds turning into pebbles, gourmet meals turning into toadstools, magic rings
turning into petals and bugs, etc. You can set spells on your possessions such that in the event
someone takes them without permission, they will turn into other items. The items they turn into
must be of considerably less value than their original form, and you must determine the preset curse
before the items are stolen. You can also add a related geass to items you give away to others, binding
the new owners to never tell others where they got the items from or to never show the items to
others at all; breaking either condition you set will likewise cause the gifted items to turn into
mundane, lesser things like petals or acorns.
With all the magic foodstuffs scattered throughout Wonderland, Gourmancers have become experts in
bringing out the foods’ full potential through truly magical recipes. While this skill is most often
associated with outright cooking, the culinary skills offered in this specialty can be applied to other
recipe/ingredient-focused magic like alchemy or potion-making.
Otherwise known as a “Hatter” – and as with everything else in Wonderland, you’re sure to be quite
Mad! Though you can choose to specialize in another kind of clothing as a seamstress, tailor, cobbler,
glover, dressmaker, corsetier, quilter, etc., in which case the spells you can learn for your trade focus
around your specialty. You could even have a specialty in a non-clothes craft or art, like painting,
poetry, or toy-making.
Wonderland’s sense of time is kind of screwy, and it’s perfectly reasonable for a chef to go out for a
midnight quest to a mountain for an egg and get back before the pot boils over. This perk essentially
slows down the progression of time from a narrative standpoint as long as you are focusing on making
food – that includes everything from acquiring ingredients to preparing the food to setting the table.
This does not slow or freeze the movements of those around you, but it basically means that as long as
you are focused on cooking, you’ll finish everything on time and nothing will interrupt you. For
instance, if you are cooking a special potion to boost your troops in time to stop an invasion, you’ll get
the potion ready on time even if the siege was just an hour away. When you stop doing food-related
things, time returns to its normal pace. Other ingredient-focused activities such as spell preparations,
alchemy, and medicine-making still technically count as “cooking” by Wonderland rules, though.
You can now pull mundane objects out of thin air from within your hat or another clothing of your
choice. You can only summon non-magical items, and the strain/drain the spell puts on your
magic/energy increases with how expensive said items could normally cost to purchase in a store or
such place. Conjured items are temporary and artificial, vanishing after their immediate usefulness is
ended. These items have a “fake” nature that perceptive individuals might notice with enough
observation, but otherwise they function just as well as their real counterparts would. You can also use
this ability to summon an animal of your choice (no larger or stronger than a dire wolf or riding horse).
The animal will behave normally but will follow your commands. It will inevitably wander off
eventually to “vanish” much in the same way as standard conjured items. The magic cost of an animal
summon increases with its size and strength. In addition, you can only summon items and creatures
you directly know about – the spell won’t fill in any gaps for you; if unable to meet your request, the
summon attempt will either fail or produce something chaotically troublesome.
A half-dozen bottles with no label other than “Drink Me”. Each bottle contains a random Wonderland
drink. For example, Spiced Cordial makes one unfailingly polite and proper (with higher charisma but
the inability to taunt or intimidate), Moonbeam Juice makes you take on a monstrous form, and Ginger
Ale heals fresh wounds (but also makes you drunk and hiccupy). Generally, whatever the effects, they
will wear out after a few hours tops. You will be unable to identify the exact kind of drink until you
actually drink it. Once emptied, a bottle refills after your next unbirthday, but the contents are again
determined randomly. It is exceedingly difficult to determine what’s in each bottle. You might
eventually be able to identify a certain kind of drink if you’ve experienced its effects numerous times
already (perhaps recognizing its color or the way it swishes), but it’s impossible to identify any new
random drink you haven’t tried before.
A vial with concentrated, pure curiosity. Anyone exposed to the contents will become utterly curious
for the next 24 hours, with their insatiable curiosity trumping common sense. Also, as they say,
curiosity killed the cat, and any feline (or being with at least some feline traits) will, unless they
manage to resist, suffer a critical wound that could very well prove fatal if untreated. An emptied
bottle will refill once in a blue moon.
Fishing rod that has a bonus fighting against and catching snarks and boojums. Essentially, the power
of the pole increases with how little you know about a creature. If you already own a fishing pole, you
can give it the same attributes as this purchase instead.
A deranged Enchanter was on a very drunken bender one night in Nuln. Or were it Tilea. Either way, he
had come into the ownership of a set of rags that had once been part of an Arabyan flying carpet. Not
wanting to let the fine fabric go to waste, the halfling set about with the stitching and sewing - and
created the world’s first and only flying kleptomaniacal glove. Said glove then came into the ownership
of one Clegg, master burglar.
Well actually it looks like there’s a pair of gloves now. The other is in your possession - a flying glove
made of the finest Arabyan silk, seemingly sapient and hungry to steal shinies and lootables. In
particular it seems to enjoy swiping weapons and armaments from a foe’s belt or hands without them
even noticing until a smidgeon too late.
Your very own Patriarch paid for his passage at Marienburg with transmuted lead bricks just like this
pile of fifteen, and he was already in Altdorf before the enchantment wore off. Perhaps, like these lead
bricks you now own, those were more receptive than most lead bricks to enchantment. Whenever you
transmute these lead bricks into a more valuable metal, they will not only hold the\ enchantment for
longer than normal, but will also truly count as that higher metal even for the purposes of magical
rituals and costs. Another set will find its way to you within a week, should you lose, consume, or
spend these bricks.
“I keep myself busy with my potions, or else I find myself fussing over my granddaughter Irene too
much.”
You’ve picked up the ability to produce potions in a similar manner to Hyrule’s resident Witch. With
reasonably common ingredients like monster parts and mushrooms, you can create medicine capable
of restoring health and magical energy, increasing your attack power or even granting temporary
invincibility. With more exotic ingredients, you might even be able to find previously undiscovered
potion effects, so get brewing!
But of course a Knight may find themselves in need of more than just a weapon. A magic rod, boots of
speed, a pouch of magical powder, or an enchanted cape. Any number of items might be needed along
the way. So, please go ahead and pick any two such items, weapons, or equipment you think you
might need. Or, actually, don’t. See, this defaults to the Magical Mirror and the Moon Pearl. However,
on a second purchase of this, discounted if it wasn't and discounted again if it was, you may pick any of
the items Link himself collected. That said, you may not buy a upgraded equipment, only the base
level. Additionally, some items are sold separately and are not available via this option.
After watching Link in action, it would seem that Zelda and the Sages began to take notes on the
various items, tools, and other equipment that he used during his adventure. As a result, they, and
you, have learned how to upgrade the various minor magical artifacts that Hyrule like to hide in caves
or hand out as rewards for daring deeds. But - not ‘upgrade’ in the sense of turning a Hookshot into a
Longshot, but in the sense that the item in question would become easier to use. Perhaps the hook of
the Hookshot retracts faster, or the treads on the Pegasus Boots have been touched up, allowing the
wearer to turn mid dash. Simple quality of life upgrades, nothing major like a full upgrade. The only
real catch is that you have to watch the item in question be used for a while in order to get a feel for it.
While there is a perfectly reasonable explanation for it, a lot of the time when Ganon’s forces come
into contact with a Hero, they’re just strong enough to fight them off, acquire a new weapon, and then
walk all over them. Luckily for you, you’re surprisingly competent at reacquiring spent resources and
minions – that is to say, when empowering a minion or setting a trap, it becomes easier to make a
stronger monster by following a pattern. Sure, the Hero defeated this particular monster after the fifth
or sixth dungeon they went through. Now, lets make it bigger, stronger, faster, and the boss of the
third dungeon. Don’t throw an enemy he actually can fight, throw something better. Please note, this
doesn’t actually grant you a method to do these things, just make any you already have much more
effective.
The Smithy is a structure resembling a standard, though well-funded, workshop for blacksmiths. On
first glance, the facilities are impressive but nothing out of the ordinary.
When you look in the back however, you’ll find an old Hylian man next to an anvil with a hammer in
hand. This man is the source of the Smithy’s powers. Not only does he do fine work as a normal
blacksmith, but he has the ability to actually fuse weapons of the same type into a new weapon.
The new weapon can appear as either component weapon and will have the sum of its component’s
abilities, such as elemental affinities or variable enchantments. As for type, this only works when
fusing similar weapons such as two swords, two hammers and such.
The Smithy will be attached to your warehouse after leaving this Jump, though you will also gain the
option to simply place it in the world at your discretion.
There’s placing enchantments on something that exists, and then there are objects with magic woven
in throughout their creation. Now you may have an item like this in your hands to defend yourself in
the ongoing war.
On purchase, choose an item, you gain a magical equivalent with properties relating to what it is. A
harp could be played to manipulate magic easier than what you could do on your own, allowing the
manipulation of multiple elements at one time.
A branch from the Great Deku Tree could call upon fabricated nature spirits. A magical tome, each
page dripping with mysticism, could literally be used to project its pages as deadly weapons. These are
just a few examples of the tools and weapons allowed by this option.
A demon is a demon, will always be a demon, and that’s the end of things. Or is it? You see, the people
of Skyloft can produce an odd material, a crystal that seems to be the physical form of gratitude. You’d
think a demon would have no use of this, but with enough of these crystals you can invert your affinity
for darkness and your evil nature. In effect, you could become human, possibly with some small skill at
light magic. But, it doesn’t end there. Rage, sorrow, and despair, also have a physical form now, and
you can imagine what you could do with those. With that said, it should be noted that only those pure
of heart - pure good or pure evil, both will work - can see and interact with these crystals. Finding
gratitude crystals as a black hearted demon is not actually a task you can complete yourself, and only
barely as a peaceful one.
Sometimes you need an army to fight off the hero. And sometimes you just need to slow him down a
little bit. That’s where these come in. This bag of seeds contains a few fragmented parts of a Deku
Baba, and just a touch of dark magic. All you have to do is throw the seeds down - or throw them up, in
some cases - and wherever the seed lands, a Deku Baba will spring up in just a few seconds. And the
bag will start to refill itself basically as soon as one of the ones you planted dies. Threatening? Only in
large quantities. Annoying? Oh so much.
While the Spirit Tracks may or may not have been forged by the Spirits of Good in conjunction with the
power of light inherent to Tetra’s bloodline, they do seem to be compatible with a number of different
energy sources. The energy generated by the land in all it’s various flavors, and of course it somehow
manages to react positively to emotions as an energy source. Speaking off, you can now turn emotions
directed at you into a physical material, and use those materials as a power source. If they’re
extremely grateful to you, you probably get a Force Gem! If they’re angry... I wouldn’t try to power the
Spirit Tracks off of that.
A single leaf from the Deku Tree, and the thing that the Korok use to fly, helicopter style. Unlike
normal people, who are too big to do anything but hang glide, they can float about more or less
indefinitely. Not much for actually controlling where they go though. Additionally, the leaves seem to
have an affinity for the wind, as simply swinging it around will create an unusually large burst of air.
Part of being a shopkeeper is having things to sell to people. In fact, that might be the most important
part; one might even go as far as to call it the point. However, most shopkeepers must also buy things,
which ultimately cuts into profits. Instead of cutting into that most precious of things, you’ve cut out
the middle-man and learned to make a wide variety of common Hyrulian products yourself. Ranging
from arrows to potions, lantern oil to bombs; if it can be bought, it can be sold. Making these things is
easy and efficient, and can be done with common items and materials you can find anywhere.
An enchanted bracelet, while wearing this you will have the physical strength to push large boulders.
Unfortunately, it does not increase your damage with any of the swords, nor does it allow you to fight
any more effectively with your bare hands.
The Wild Elves had a deep fascination with starlight, even going so far as to contain it within Meteoric
Glass in order to harness it's magic. You have been trained in this long lost art, able to create
receptacles to store magicka from starlight for a number of purposes. This works best using Meteoric
Glass, but I'm sure you can find alternatives.
Spell runes are for those who want to take a more defensive stance when it comes to combat. Not
only can you leave numerous runes as traps, but you can throw them five times farther than you could
before.
The Daedric Artifact of Azura, Daedric Prince of Dawn and Dusk, takes the form of a large, intricately
designed gemstone with prongs, making it resemble a star. It acts as a reusable soul gem of the
highest quality, though it can only contain white souls within it.
This is what every alchemist needs to truly bring out the best of their craft. This master crafted set of
mortar and pestle, calcinator, alembic, and retort allow you to make more substances at a higher
quality than you otherwise would have. Alchemical ingredients sold separately.
Being an enchanter isn't much use when you don't have the equipment to do it. Not only does this
table allow you to enchant weapons and armor, but any enchantments you do place are stronger than
they otherwise would have been. Does not come with soul gems.
One of the downsides to archery compared to other forms of combat is that you need ammunition.
Hopefully this will mitigate that problem, as this quiver creates endless copies of whatever arrow or
crossbow bolt is inserted into a slot on the side. Should you decide to not use silver arrows anymore,
simply take it out of the slot and have your daedric arrow take its place.
Alchemy is an ancient art. Entire branches have been created and then lost to the annals of time. But
when its secrets are cracked, you will find the ability to shape the world itself at your fingertips. Most
simply know it as the art that lets people glue stuff together, but something like that is merely the
beginning. With a few key ingredients and a touch of magic, you can do wonders. Albedo, famed
alchemist of Mondstadt, is proficient in the art of Khemia, a branch of alchemy focused on the creation
of life. His assistant, Sucrose, focuses instead on the modification of existing life. The powerful skeletal
dragon Durin, equal to the Anemo Archon, was said to be the product of such life alchemy. You are
knowledgeable in a branch of alchemy of your own choosing, whether this be the study of life, or of
another discipline.
For 200 extra CP, however, you can add two zeros on to that number. Now you would be playing in the
big leagues, alongside the likes of Childe and Ningguang. The kind of people who could throw around
money without caring about expenditure.
You can choose to either receive the Homunculus in its sealed tube, which would allow you to keep it
until needed, though you won't necessarily possess the knowledge a soul, yours or another's, into it, or
instead start your ten years already inhabiting it. In this case, you would have been placed in this body
during your background, which may come with a host of issues if someone else was behind it and if
anyone finds out. If you take this along with Prophetess, you may choose to be a born Half-Vanir
instead, which essentially functions the same as a Half-Elf. This is your natural body that you start in,
no transfer required, but you will have to think of an excuse for why you've suddenly appeared in the
current era so long after your mother was decapitated.
You are an expert sewer of all things, and even a shadow is but a simple task. If you have a detached
shadow in your possession, you can sew it onto whoever you please wit minimal difficulty. You may
sew it back on whoever lost it, or perhaps you decided to sew it on someone else – so many
possibilities. You could even try sewing it onto a cloth of some sort. Whenever someone's shadow is
sewed onto a new person, the new person now owns the shadow both physically and spiritually. Also,
you can sew on the shadow extra tight, such that it can only be removed under certain conditions
(such as with Shadow Biter); therefore, with that adjustment the attached shadow will always be fully
visible and in full-body no matter the position or absence of light, though this may sometimes be a
detriment. You can also sew different shadows together (even if they're still attached to people or
things); unless said individuals found a way to detach themselves from their shadows, they would
therefore be limited in their movements due to how their shadows are linked. You could even
physically alter shadows, such as sew pockets into shadows for storing things, or use an iron to make a
shadow hard and stiff, or “wash” them. If you also took Mother Knows Best, you may eventually learn
to magically apply your wonderful sewing skills to other unlikely things, such as reflections, giggles, and
clouds. See Shadow Biter and My Shadow for further uses.
You know how to use all sorts of poisons, how to mix them with different things such as weapons and
drink, and how to conceal them from detection by their unsuspecting users. Plus, you can make poison
literally spawn from your body’s secretions such as tears without being harmed unless you specifically
want the poison to hurt you. This also lets you transfer poison to your tool/weapon hand if you took
By Hook or Crook.
The sword of Long John Pepper, notorious as the worst (competently) pirate in all history. The sword
has a minor mystical effect, but not one suitable for a pirate: it can make begonias and other flowers
sprout when it touches the ground. Moreover, the sword constantly generates a cursed field that
inhibits the luck of all pirate/thief-related abilities of those in the area.
A bag full of mystical sands of various colors. By releasing them in different combinations, you can call
upon key winds and harness their power. Moreover, the wind can connect itself to other natural
phenomena to bring rains, sandstorms, and hail among others. Just be careful not to get too carried
away, or the crazed winds might carry you away; Tribal Magic gives you greater control over the
weather. If you took Secret of the Land, you can communicate with the weather to learn info from it
like you can from the land.
It's said that spirits dwell in objects into which people put their feelings, and the same applies for
artwork. You now have the ability to give life to paintings, statues, and other artworks. Even a crayon
sketch of a sun would give off heat and light as if it were real. There are but a couple of catches. First,
you can only animate works that you made by your own hands. Second, they cannot be of people who
exist in the real world; in the case of inanimate things such as moons and stars, or things that have
multiple copies such as a species of snake, they can still be created. Third, to give life to an artwork you
must sacrifice a small but vital piece of your own life. It is possible to recover in time, but overdoing
things may put you at the edge of death. Although you can create works that have magical powers, to
fully use their magic in the real world they would require continual magic support from you. Also, the
act of creation does not give you control over the animated works, and they retain independent wills,
though they will generally respect their maker.
You are able to make magic trades with people, offering favors, blessings, and treasure in exchange for
taking something precious from them in return. If you offer something incredibly powerful or valuable,
you can request something strong in turn, even something abstract like their boredom, success,
shadow, charm, or bad luck. The person you are trading with must willingly accept the exchange at the
time; however, you need not be forthright about all the details of the arrangement, and you are not
required to refund them later if they change their mind. See Fairy Trades section for more details on
potential trades you could get others to give away to you.
You can create various magic charms that protect against magic forces/beings to varying degrees. You
are also capable of divination rituals to discover hidden secrets, such as the toad bone ritual (you use
frog or toad bones to either find what other people are seeking or see the unseen). Or you could try
burning a list of names or locations and seeing which one burns brightest or least. There’s also scrying
by looking into a pool and seeing an answer to your question or the guilty party in the reflection. In
addition, you know a spell to resurrect the dead, but it can only be done twice a year.
There are many magical foods throughout Wonderland, but many of them will not show their full
potential unless used by a Gourmancer. You now have a natural knack for detecting potential
ingredients (this includes living beings as well) you can use and getting a general idea of both their
tastiness and what powers they might offer. If said ingredients have potential uses that wouldn’t be
normally available, you have greater luck at unlocking their full potential. This perk applies not just to
cooking ingredients but also ingredients for other things like spells and alchemy.
Bells are important in the ratkin religion of their Horned God, although what importance they are to
the Horned Rat is unknown. The fall of Kavzar was heralded with a horned bell, the Screaming Bells are
the greatest war-machines to deliver the rat god’s wrath upon the surface world, every seer’s tool of
magic bears a tiny bell carefully attached, and the clanging and tinkling of bells seem to be a pleasant
tune to skaven ears. So it helps for the Grey Seers, the direct heralds of the verminous deity’s will, to
learn how to work such bells quickly.
You have a small pack, with all the tools, a miniature smelter that can reach blazing temperatures from
the warpstone core within, molds for formation, and the instructions on how to make a miraculous
variety of bells both magical and mundane. Any metal can be used, and the enchanted bells can have a
variety of uses: Some may attract rats and vermin to the clanging call, and the bell-ringer may give
them simple commands as long as they hold it. Others may deafen the sound within a room so long as
the chime echoes, allowing a rat to do their filthy work without worry of being detected. Some may
emit an amplified clap that can shatter glass, dent stone, and even rupture the ear-drums of lesser
foes. The paints, chisels, and carving tools that come with the kit can be used for any sort of bell-
related project - even for the proper enchantment of a Screaming Bell.
Mages have long known of the process of perfecting metals, passing mundane metal into and out of
twilight dozens of times until nothing remains but pure platonic metal. While doing so strips away
roughly 90% of the original material, what remains is truly perfect. Siderite is the refined form of iron,
gleaming a bit more brightly than mundane iron or steel, but it is more ordinary in appearance when
compared with other perfected metals. Immensely durable, it can bend and twist and resume its
shape without signs of fatigue or distress. It can also be forged to an edge that will never dull and is
strong enough to cut steel or even diamond. This 2-foot long 1-inch around rod of siderite is an
excellent example of this, perfect for use as a mystical tool, bargaining chip, or perhaps be crafted by a
skilled Awakened smith into much, MUCH more.
A unique practice of those who dabble in the matter arcana is the ability to store their magic in
physical objects for short-term use. A rather common application of this involves storing said magic in
an easily dispensable if single-use form such as with a liquid, draught, pill or in this case, a spray. You
have a collection of five spray cans, each one mystically attuned to carry a single spell. You may cast
any spell you know into the cans and release them at a later date, with the full effect of the spell being
delivered upon a single target that was successfully hit by the spray.
Well now. Have you been on a collectathon? Bump into Maple the witch and steal a few from her?
Growing some Gasha Trees? Because you’ve got quite a pile of rings here. Almost two dozen if I had to
eyeball it. That’s going to cost you a pretty rupee to get identified. Unless... You could maybe do it
yourself? Nah, that’s ridiculous. Telling what’s cursed and what’s not is something you’re going to
need a professional for. Well, anyways, I hope you have fun with these. Some of them are quite useful.
Though to be fair, some of them do nothing at all but look pretty.
A mix of good fortune and experience in the dark side of the city have left you with quite the web of
contacts. A wide range of criminal connections make obtaining illegal work of a high paying nature or
access to black markets very easy, all across the country. You’ve even got some that consider your
trusted friend or contractor, willing to help out with a few favours if you need a new identity,
somemuscle for a job or a hefty loan. But your allies extend beyond the mundane world. You’ve done
work for a number of powerful supernatural benefactors in the past, not very pleasant ones either. But
they like you, or at least think you’re far too useful to kill off, and they’ll supply work that’s dangerous,
entertaining and highly rewarding all at once. Often, rather than just money, they’ll payin favours or
magical rewards, like Mystic Codes or using their powers to aid another task of yours. You’ll always
have this web of criminal and darker supernatural contacts in future worlds, usually your starting
country. Extending the network once you have it, here or elsewhere, seems quite bit easier too. Your
own suppliers, contacts and employers often recommend you to new allies if you do good work.
This 3m x 1m x 1m wooden shipping crate can contain any assortment of ingredients that could be
useful for your occult rituals or other activities. They don’t need to be magical in nature. This includes,
but is not limited to: powders, poisons, tinctures, extracts, plants, body parts, ores, or even
gemstones. You could even find an entire corpse inside it, provided it fits. To claim them, simply think
of the materials you need and open the crate. The crate will be neatly organized and filled to the brim
with everything you asked for inside it. This crate will restock exactly 1 week after being emptied.
With all these mystical artifacts going around, someone had to be making them. You’re a drab hand
with decent skill in multiple forms of craftsmanship, from blacksmithing to weaving, but where this
perk really shines is a special property you can imbue your creations with. Just about everything you
make can enhance people in some way shape or form, be it increasing strength, increasing their
endurance, and if you’re skilled with magic you could also find a way to imbue elemental properties
into equipment. There are even ways for you to boost your own mana capacity or elemental affinities,
though that will take some time.
You have a weaker version of the time key. While this time key cannot let you travel back in time, it
will help you be more precise about the moment you wish to arrive if you do any sort of time
travelling. It also can help stabilize any huge sized time-space distortions.
Carving wood and imbuing it with magic is an mystical art as old as time. They were used to ward away
evil, protect homes from disease, and even entreat the spirits for more favorable weather. Few, if any,
practice this craft anymore now that the nature spirits who once taught it have withdrawn. While
there is more to the art than simple weather forecasting, that is where your knowledge begins. With
an investment of power, a few rare components, and a little skill at woodcarving, you can create
totems that seek to alter the weather of the next day. Never into anything out of season, asking for
snow in summer is simply impossible, and turning a predicted hurricane into sunny skies might be
asking a bit much. But toning it down to a thunderstorm instead or making clear skies cloud over is
within your reach. You might, with experimentation, find more interesting uses for such devices of
stored magic.
Mystic Eyes are the term given to the unique powers and appearances found at times in the eyes of
Magi and magical creatures. So many types exist, and such a reputation has built around them, that
their possession has become both a status symbol and a sort of culture in itself. From the most simple
and base Mystic Eyes of Charm to the almost sacred and miraculous Mystic Eyes of Death Perception,
they are deeply desired and feared across the world. But they are ultimately just tools, that is what
you have found. And tools can be broken, altered, even made new. Again, it is more than a field of
study in magecraft. What you have is a universal gift relating to eyes and the magics they hold. You’re
already well studied on the many kinds of Mystic Eyes and their effects, with your immense talent
regarding them allowing you to start to create tools to affect them or even make Mystic Eyes
themselves. Glasses that seal their effects or enhance them, surgical tools to safely extract and
transplant the eyes, contacts that focus their effects towards specific uses, eyedrops that reverse their
powers for a time. New Eyes often involve binding some magecraft or power you are knowledgeable
on into the eyes you know how to grow, then inserting and connecting them to the user. It’s even
possible to combine and stack eyes with each other, since your skills extend to biological alteration of
ocular organs. Two Mystic Eyes of the same sort placed within each other could form an un-ending
mirror, trapping their targets in a spell for eternity. Effectively, you have incredible skill in most
medicine and magecraft relating directly to Mystic Eyes and immense talent in furthering that, both in
this world and in regards to any other eyes you might encounter.
A perfect replica of the Philosopher's Stone, one of the Four Wonders of Alchemy. Legendary even
outside of occult circles and widely sought after, the Philosopher's Stone is the ultimate goal of every
alchemist to ever live. The small stone possesses the ability to alter the molecular structure of
inorganic matter into other elements.
Sometimes, you need to take shortcuts when performing magic. Luckily for you, you’ve turned what
other magic users might call laziness into an art form. You can substitute similar regents for each other
when performing rituals, casting spells, or when creating magical items. Recipe calls for bottled chi?
How about some mana instead? Need soul gems? I’m sure you’ll find these diamonds will suffice. Need
the blood of a dragon? I’m sure that lizard’s will do. This can’t be used to substitute ingredients that
are integral to what you’re trying to do; for example, if you were trying to make a potion to copy
someone’s appearance, and said potion required their hair or DNA or whatever, you’d still need to
have that for the potion to work, and if a ritual calls for a specific item you’ll still need to have it.
At its most basic, alchemy is simply the creation of magic concoctions and items with a range of
effects, from the mundane, such as healing items and exploding liquids, to the horrifying and illegal,
such as the much feared Ghoul Powder that turns the living into mindless demons. From there, many
alchemists learn the difficult and resource intensive formula for altering one material into another, and
that's where their knowledge ends. But the true potential of alchemy is that it holds the ability to
manipulate life, much like necromancy manipulates the dead. With the right knowledge, an alchemist
can experiment and create horrible monsters and abominations, even imbuing them with magic and
other mystical abilities, or even create a perfect simulacra of a human. The one thing outside of
Alchemy's power is the creation of souls, so their creations may be alive or even think, but they don't
truly feel the way a natural creature would. There's nothing preventing an alchemist with knowledge
of other disciplines from transferring a soul into an empty vessel, however. On the other hand, there is
much more to alchemy that nobody has yet uncovered, and further research can uncover further uses
of alchemy.
Do you want to keep your precious things close to you?You may store physical items within a time-
frozen pocket dimension. This manifests one of two ways - either you can access items freely from
your Warehouse, or you may store it within a bottomless dimensional pocket. However, if the latter
contains any items you didn’t buy with CP or move to store into the actual Warehouse, the items are
lost on the next jump - you will need to restock.
Jewel Magecraft is a thaumaturgy involving transferring magical energy into jewels to act as single use
Mystic Codes. Once magical energy is transferred into a jewel it will be tinted by the mystical
properties of the gem; meaning that gems have properties that make specific gems more efficient with
certain spells. For example a topaz is a gem that has anti-spirit properties and is useful for spells
against spirits. It is possible to modify the properties of a jewel for different use at the cost of their
efficiency. The flaw with this magical style is that the jewels break after use meaning they must be
replaced constantly leading to this magical style being a very expensive practise.
You know how to solidify mana into solid constructs. Things like shields are simple to create and with
good enough timing you can create constructs around opponents that work as constraints. The shape
is up to you when creating but complex mechanisms are unlikely to work well. The more mana you put
in the stronger and/or larger the construct can be as well as longer lasting. With only twenty circuits
this can be used to create shields the equivalent volume of a soccer ball and the durability of wood.
Having a larger amount of magical energy will increase this. With a bit of training this can be extended
to other forms of internal energy you possess.
One of the most popular items in Banparasu,* this ornate urn with sea shells lining the base can
absorb and contain all kinds of magic, even the magic from songs. However, the jar has a limited
storage capacity; if magic is continually funneled inside without being emptied, the jar begins to
expand like an overloaded water balloon until it explodes.
You have a go-shintai, almost a second body of your own, which contains some of your power. You
may customise the general appearance and traits of the go-shintai, anything from a small object like a
weapon or decorative item to an entire mountain. You may project any of your powers and abilities
across your go-shintai, affecting anyone who uses it or touches it.
You have in your possession the four treasures of the Oni. The first is the Ibuki Gourd, a stylish large
purple gourd with a stopper that has been soaked in the extract of a Sake Bug. Even a little bit of water
in here somehow multiplies into a vast quantity of sake, though it never produces more than the gourd
can hold at a time. With this treasure, you could easily ensure you never spend another moment of
your life sober.
The second is Douju’s Jar, a large waist-high pot full of an endless amount of edible oil with no unusual
properties beyond tasting smooth and nice. Perhaps you might want to establish a deep-frying
business?
The third is the Hoshiguma Dish, a simple red sake dish that has the miraculous ability to raise the
quality of any sake poured into it, making it taste much better and be far easier to drink. Note that the
sake does not need to remain in the dish to benefit from the increased quality; pouring it into the dish
and then pouring it out into another container is a perfectly valid way to amass a lot of high-quality
sake. However, sake can only benefit from its blessing once.
The fourth, and most potent, is the Ibaraki Box of a Hundred Medicines, a decorated sake box that can
hold two litres of liquid at a time. Should a healthy person drink alcohol from the sake box, it
temporarily grants them the strength of an Oni for a day at the price of shifting their personality to be
like an Oni’s (read: crude, brash, coarse, loud and belligerent) until it wears off. If a sick, injured or
otherwise unhealthy person drinks from it, however, it cures all of their ailments barring incurable
mutilation from powerful magical relics at the small cost of permanently transforming their body into
that of an Oni – though some might say this is simply another bonus. If a lot of people were to drink
from this box, you can be assured it would cause incredible amounts of chaos.
You have a mystical, magical furnace shaped like an octagon and made of hihi’irokane. Each corner is
emblazoned with a different trigram with different powers, such as generating a lot of heat, producing
a cool breeze for hot days, and the ability to amplify magic through it to blast a Master Spark – enough
to reduce a mountain to ashes. As such a potent magical item, it’s very handy for magical research too.
An evil charm that resembles a twisted cross between a worm and a snake. When the bracelet is put
on a person's arm, it possesses the victim with the spirit of a (minor) devil, bringing evil thoughts to
the surface. The bracelet's lock on the subject can be broken if exposed to soap bubbles.
A series of shining blue crystals, somewhat impressive magical artefacts that you have attained
ownership of and skill in the use of. These talismans, when used together, can create a wide variety of
magical effects. Up to 129 different kinds of illusions, such as phantom fireballs or changing the
surrounding terrain to look different, and 76 different kinds of attacks, such as shadow binding spells
or basic elemental attacks. While the attacks are not amazingly powerful, at least not by the standards
of the fighters common around here, the sheer versatility the talismans offer can’t be underestimated.
If broken, a talisman will restore itself a few hours later.
John and Wendy alike have become quite capable mages in their own ways, especially with their
artificial creations: John has his sand golems, while Wendy has her bog bodies and moss gallants. You
are now incredibly gifted at constructing and commanding animated guardians from various materials,
whether moss, sand, or something else like ice or milk. The more magic you pour into their creation,
and the more of a boost they’ll get when fulfilling whatever you define as their key prerogatives
(guarding an area, carrying out knightly duties of chivalry and propriety, etc.). You can even place
smaller golems inside larger golems – essentially two enemies in one.
A magical knife from a pirate cook that perfectly skins animals every time you use it; this attribute
might also come in handy in combat.
A half-dozen cakes with the words “Eat Me” on each of them. Like the Mystery Bottles, the cakes have
random effects that you will not know until you taste them. For instance, an Angel Cake gives you a
halo and increases your belief/faith (thus letting you use healing magic even if you have no magic
potential or training), a Snow Cake literally makes you frosty and immune to cold, and a Christmas
Cake contains a small, non-magical item as a prize. Generally, effects wear off after a few hours. Once
a cake is eaten, a new, random cake will replace it following your next unbirthday. You might
eventually be able to eventually identify a certain kind of cake if you’ve experienced its effects
numerous times already (perhaps recognizing its decorations or its scent), but it’s impossible to
identify any new random cake you haven’t tried before).
When you look at the legend of Clegg the Indomitable, one in particular notes the amount of loot he
has acquired both by sheer luck and burglary. His trusty swag bag, the lockpicks of Dimminu, the great
sword-axes of Ostland, the Golden Rooster of Luccini, among many. Many others. His luck in both
opportunity and operation is certainly the major chunk of his story.
Now the same goes for you. You have absurd luck, when it comes to two things: Finding treasures both
magical and mundane, and acquiring those treasures by whatever means you concoct; Particular favor
being shown to methods that entail stealth and subterfuge. This luck is, in fact, so absurd that it almost
resembles a blessing from Ranald himself, the trickster-god of thieves and gamblers.
Your link with your hungry God grows ever stronger. The hunger within you is no longer content to
simply allow you to do all the work, now it seeks to speed up that process. You have an innate
understanding of how to cook anything edible to yourself or another guest of your kitchen. Just on
sight, you know which tools to use, what pieces to cut off and what methods to utilise to cook
something to perfection. You are even able to intuit what effects any particular piece may have when
used in conjunction with the Lore of the Great Maw or other magics that make use of such parts.
Mundane alchemists still believe in the Four Elements of Existence, but the highest Gold Wizards know
better. Ninety True Elements, and sixteen compounds formed from True Elements and Aethyric
elements. Knowledge of these, the simplest substances which all matter and gas can be broken down
to, has aided your craft immensely. The Gold Order is known for making enchanted items for the
Empire’s armies, and it is through these elements and compounds that you may now do the same.
Swords that slice through enemy armor, chest plates that withstand direct hits from cannonballs, and
even rods that sap the Aethyr from a wizard’s enemies are just examples of what you may now make
with the right Materials.
Some time ago, Benedict Stross, a wizard of your Order, lost his hand for a rival wizard’s folly.
Apologies were made, but Stross soon enough went mad, seeking to create a replacement from pure
gold. It took his rival’s blood and a whole month to complete, but when the gauntlet was found by
other Gold Magisters, neither Stross nor his rival were to be seen. You, however, have come upon this
recipe one way or another - a formula for living gold. Not only that, your studies of it so far have
refined the process enough to remove the unfortunate blood requirement. While right now you could
make functional limb prosthetics of living gold, perhaps you might take this further, expanding to other
metals both precious and base, and perhaps even metals beyond those known in this world. Perhaps
you might instead seek to make entire bodies from living metal, though to what end I shudder to
imagine...
Normally, enchanting is an...abstract practice at the best of times and completely up to the whims of
fate at the worst here. However with this knowledge you have been granted and this Perk, you’re able
to streamline the process, removing ambiguity and chance from the equation so you’re able to choose
exactly what you wish to enchant. Also you’re unlimited on how much you can enhance a given object
with enchanting...as long as you can pay the price in Magic or lifeforce, or whatever you’re using to
enchant the item.
I mean, this is a rather obvious pun isn’t it. Purchasing this Perk grants you the ability to Mine and Craft
much, much better. As in you can gather resources at twice the speed, quantity and quality of resource
gathered and craft with twice the item’s quality and speed. This Perk also applies to any operations
you oversee to do the above and is also the Capstone Booster for this Jump.
The origin of Clegg the Indomitable’s magic sack is ambiguous and mysterious, a question wrapped in a
riddle. It probably wasn’t very legal, in any case. But Clegg’s “swag bag” as he terms it is a potent
magical rucksack - which happens to now have a brother in your own magicked sack - that improves
the expert cat burglar’s thieving techniques.
The bag works by its holder - you or Clegg in this situation - staring at a person with highly valuable,
and magical, artifacts on their person. While staring at them, you just reach into the swag bag, and
mysteriously one of the items that person was carrying is gone. Instead it’s now in your hand, ready to
be used as you see fit. The item stolen is, unfortunately, rather random at best - you might be wanting
to swipe their enchanted sword, but instead get a person’s magical belt of strength enhancement.
This item is an era before it's time, designed here and now but never successfully built. What you have
now it the framework of a clockwork watch, one with quite a few pieces missing. Oddly enough, it
seems to keep perfect time, its gears spinning despite the lack of connections between them.
Whenever you slay a foe or defeat an enemy, you'll find one of its many gears in their possession.
Quite odd, but not unrealistic. Simply touch the missing pieces to it and it will repair itself, and after
sixty such repairs it will be complete. At that point, if you slide the dial to 'XII', time in a short radius
around you, about 50 feet, will freeze. Unfortunately, after sixty seconds time will resume and the
watch will explode, its many cogs and gears mysteriously vanishing. If you wish to use it again, gather
them up once more.
Never underestimate the power of a hearty meal. The bounty of Hyrule is such that even an expertly
cooked apple dessert could take a man from death’s door to fighting shape. Now, you can benefit from
this even beyond the bounds of Hyrule. When you personally cook a meal, it will take on a nearly
mystical dimension to it depending on both the quality and ingredients involved. The food and the
ingredients have to be notably fresh, too, though pickled and salted ingredients would still work for
this - but whatever magic is in these dishes doesn’t work if you don’t cook it yourself. Spicy or bold
foods could give you a warm sensation that would let you comfortably run half naked in the frosty
mountains, while an especially hearty or nutritious meal could even let you survive mortal wounds far
beyond normal! Some days, all a traveler needs is a warm stew, right?
The mark of a true journeyman of the trade, you have learned how to infuse elemental properties into
the weapons you’ve forged, as well as create the entirely elemental weapons known as “Rods.”
Though both of these require some ‘infused’ mystical energy to make, once forged anyone can wield
them. In addition, if you have “Hammer and Anvil” and “Gimmick and Trick”, your crafting expertise is
now such that you could create weapons worthy of the Royalty of Hyrule itself, granted to their
guardians or rewarded to those who have shown great skill as a hero - yet nothing quite unique. Not
yet.
But even with the mind to bypass the puzzles and a body to match, some things simply can’t be done
in any reasonable timeframe or without an unacceptable resource expenditure. That’s why you’ve
learned just enough magic to mimic the legendary Four Swords power, the ability to split yourself in
four. Oh, the sword has a whole host of other abilities, but for now those don’t matter. It will take a
toll on your magic and your body, but you can now divide yourself into up to four separate bodies.
Specifically, each of these bodies contains 1/4th your full potential, and should they die, you will lose
access to that power for weeks before it returns to you. Alternately, for a trivial amount of energy you
can purposefully create a copy of you that is more akin to a shadow than actually solid - you’ll still lose
access to your potential, but you probably won’t even notice losing such a small fragment.
The tools by which legends are made don’t come from thin air - The Megaton Hammer had to have
been forged once upon a time, and the potions that the hero uses to continue the fight were brewed
by a crone at one point. It is the place of the wise to arm the strong and worthy - a place that you are
well suited for. You’ve acquired a good sense for infusing magic and spells into objects or creating new
objects with some knowhow of tinkering. Be it the water-breathing Zora tunic, the Hookshot or a
potion to restore magic power, that which you make by your hands will surely be valued. While this
alone doesn’t give you knowledge of a trade, it does allow you to augment what you do know with
enchantments and magic - even being able to create magical sweets if all you knew to do was bake
bread.
While you understand the need to protect certain things from interlopers similarly to the arts of the
wise, you rely on more...pragmatic means of doing so. You have an eye for constructing elaborate,
dangerous and trap filled dungeons with esoteric and unclear security measures - the less intelligent
would regard them as puzzles and riddles, if they had to describe them. While you could do this
normally, you can also speed up the process or even bypass mundane bricklaying altogether via
magic.The larger and more elaborate you make these dungeons, the more time and energy-consuming
it is for you - however it’ll often be much faster than if you were to do so by hand.
The plantlife of the Kokiri forest is something to behold - from the industrious plant people known as
the deku scrubs to the vicious power of the deku baba, as well as the useful properties of both the
wood and nuts of the forest’s trees...Wouldn’t being able to grow such things be a great boon? With
the wisdom of the Great Deku Tree now passed down to you growing and nurturing plants such as that
which grows in the Kokiri Forest only requires a bit of magical energy from within imbued in a few
seeds and perhaps a song played over the planting of said seeds - after that, it only takes water and
sunlight like any other plant.
Which came first. The oracle to wield the Harp of Ages, or the harp to help empower the Oracle of
Ages? Questions on the nature of time travel aside, let's assume that the oracle made the harp. With
that in mind, you can now create magical instruments of a similar kind to the Harp of Ages. The
process is actually relatively simple: find an instrument and use it in tandem with whatever magica
power you wish to empower it with. In other words, when singing songs of time travel, play your harp
along with them and soon you’ll have a harp of time travel. Or a wand of winds, whatever you want.
While Ghirahim’s sensory abilities were weaker than Fi’s own, he compensated by being much more
combat oriented, something that his arms were an indication of. Specifically, he has them, whereas Fi
does not. Anyways, as a result of your more weaponized construction, you share Ghirahim’s ability to
summon weaker copies of your blade, such a miniature you’s in the form of daggers, or even larger
ones in the form of a broadsword. If you were willing to devote a great deal of energy into the process,
or had a powerful enough wielder or patron deity, you could summon enough metal to create a whole
body for yourself, allowing you to walk and talk and masquerade as a normalish person made out of
metal and not a sentient sword. There’s no real limit to how many blades you can summon at once,
just on how much energy you have.
Medicine is vital in a dangerous land - Hyrule’s years of chaos ensured that anyone who worked with
salves and potions had plenty of practice putting their skills to work. You have the arts and skills to
create healing potions such as “The Water of Life.”
(CG Note: The rest of this perk requires The Wise Man’s Teachings - Legend of Zelda: The Adventure
of Link first.)
And if you had “The Wise Man’s Teachings” could even craft artifacts that grant the power of “Heart
Containers” to ensure that survival is a possibility in such a harsh place.
You seem to be a magnet for all kinds of useful and powerful artifacts. A quick jaunt through a bandit
camp could reward you with a decently enchanted helmet, while going through a long and arduous
tomb filled with all kinds of enemies and traps will hold within a blade worthy of songs and legends.
Alchemy is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical
properties and create potions and poisons. You are a master of this craft, able to make powerful
potions and poisons with fewer ingredients than you would normally require, and can discover
alchemical properties in ingredients even in worlds without magic.
Enchanting is the ability to add magical effects to weapons, armor, clothes, and jewelry. You are a
master of this craft, able to efficiently place multiple powerful enchantments on a single item using
soul gems. You also know how to trap souls within soul gems.
Most forges are only vaguely remembered for the items of legends they helped create, so it is rare
that a forge has legends of its own. Stocked with every tool necessary for the creation of powerful
artifacts, the geothermal power it utilizes not only contains heat, but the divine essence of Nirn's
creator, Lorkhan. Each item created or improved within this forge receives a bit of that essence,
greatly enhancing the properties. It also contains a replenishing stock of aetherium, a blue luminescent
crystal that possesses immense magical qualities. Even a shoddily built dagger made of aetherium
would be a powerful addition to any arsenal.
A legendary bottle, forged in the days when Skyrim was just starting its turn to ice, it is made of the
magically-imbued snow that first fell on the Throat of the World. Each day it will refill itself with one
kind of liquid you place within it, be it water, a healing potion, or even human blood. You can change
what liquid is inside of it every ten years.
Monster food isn't the same thing as Human food. In fact, most monsters have never even tasted
human food- And that's because Monster food is so much more efficient! Being made of magic,
Monster food digests instantly to energize the consumer, never spoils, and creates no waste (As a
result, most monsters don't even know what a bathroom is). Monster food can also be created with
just about anything edible, though the better it tastes, the more energy it gives to the consumer.
Creating it takes a bit more energy, but it's definitely worth the work!
You will find that areas of abundant elemental power will start to spontaneously create elemental
lifeforms in this world. Most often this will take the form of some kind of elemental slime, though can
take other forms such as small crystal butterflies or the towering Hypostasis cubes. When hunted
down and harvested, these creatures will often leave behind crystallised fragments of the very magic
that formed them. Hilichurls like to use the slimes for many purposes in their day to day lives, from
crafting shields out of Dendro slimes to keeping food cold with Cryo slimes. As you go to other worlds,
that little aspect of Teyvat will follow you. In areas of high energy density near you, if you so choose,
the magic in the air may start to coalesce into magical lifeforms.
The gods of this world might not have relied on artifacts but that does not mean they did not have
them. Whether it be from your own godly making or from finding it in one of the hidden resting places
for a fallen god, you have acquired your own artifact. The Goddess of Salt had a chalice of never ending
salt and a ruler that could summon forth a tide of salt from the ground. The God of Anemo had a lyre
filled with great amounts of Anemo power. You have something of this ilk. By itself it wouldn’t change
the world, yet it is still the artifact of a god and as such has power beyond most mortal ken.
The Irminsul is a rare species of special silver-white tree. The roots of these trees form the very
leylines that encompass the world. It is said that the truly ancient specimens of this species can grow
miles high. Through the roots of these trees flows elemental power and the memories of the past.
These roots can then form Ley Line Blossoms on the surface in response to a person’s powerful
desires. If the roots are revitalised, the blossoms can then produce items from the solidified memories
within themselves that in some way fulfil the want of the one who restored them. You have received
one such tree, to place in the world, and future worlds, where you see fit. While small for now, it may
grow to great heights in the future.
It's your own garden, and things that grow in it have quite the unusual effects. Daikon that can
teleport you home, Tomatoes that can restore your magical energy, Lettuce that can cure all ailments,
Wheat that can be used to open any physical lock, Paprika that can resist your resistance to an
Element for a period of time, Corn that can repel a single physical or magical attack, an Eggplant that
can take an instant death attack for you, and a Melon that can completely restore a person’s Health
and Magical Energy. These examples are all valid, but who knows what else you can come up with. This
is a part of your warehouse, but you can expand it and place it anywhere you want at any time.
Enchanting is a skill probably best described as the enhancement of an object’s Aura. At first, one
would need to find out which enhancement fits an object best, though skilled enchanters obviously do
not need to care about that, and then lay down a basic enchantment that increases a stat, like wisdom
and strength, or attack and defence. Like normal magic, there are two forms of enchanting, arcane and
runic, though enchanting is by no means a magic, but rather a skill like sewing or tailoring. The former
requires you to know the right school of magic related to your enchantments, like magic that increases
toughness for a durability enchantment, but is more powerful because of that, while the latter simply
requires you to know the right runes and how to use them.
Although normally people would specialize in one of these forms of enchanting, you’re skilled in both
of them, enough that you’ll soon be able to easily start using more advanced form of enchanting, such
as giving objects elemental enchantments or even very specific abilities, though for the latter you need
to be at least somewhat familiar with them yourself. With some experimentation, you’ll also be able to
learn techniques that will increase the power of your enchantments by dozens of times, like material
enchanting, where you enchant an object at every stage of its creation, such as enchanting the steel a
sword will be forged from, the fire that will be used to melt it, and the water used to cool it, and finally
the finished sword one last time after its completion.
Another trick to enchanting is that natural objects like wood or animal parts can fit up to two or three
times more enchantments than man-made ones. After a creature dies, and its soul dissipates, the aura
is left withered, a shadow of its former self. But because of that hollowness, that emptiness, those
items have far more room for improvement in their aura, allowing for the creation of staffs that can
match up to any plasma weapons, or bows that will never miss their mark.
You excel at finding similar loopholes and techniques to advance your skills, whether they are
enchanting or not, and even if you were ever stuck, with seemingly no way to advance your skills to
the next level, as long as you continued to research and experiment, you’d be able to either innovate
or learn something that will allow them to continue on growing. This works even when it absolutely
shouldn’t. Rest assured, there will be no barriers to bar you from growing ever more competent. Work
at it for a few years, and even enchantments on the level of the Seeds would not be beyond you.
Considering your skill at enchanting, that will become useful far sooner than you might’ve thought, as
you’re starting off at a level others would need years to reach. You can probe the Aura of anything
with a mere glance, knowing at a moment’s notice what enchantments would fit best, and the speed
at which you work your magic might make other people think you’re doing it with just a wave of your
hand. And you’ll continue to be able to work at that speed no matter how complex the work you’re
attempting to do is. Who knows, you might even become the first combat enchanter with that kind of
skill.
Even among the everyday alchemists of Atlas, you have a talent for the creation of new and interesting
items. Mystic Codes, modern Conceptual Weapons, even living Homunculi...with the time, study, and
resources, you can create new and amazing items and magical beings that modern magi would happily
chop off a limb just to possess. You also have the skill to reverse-engineer magical enchantments that
others make,and with enough time, you may almost perfectly recreate them - though it takes a
proportionate amount of resources and study to make something that departs from the norm,and
something on par with a relic from the Age of Gods may take a king’s ransom and a near lifetime of
work.
To explain, a Mystic Code is a ‘support’ item utilized by magi that come in two types. The first is an
Amplifier, which can strengthen or support their magic by storing reserve energy for later use or
directly amplifying a spell, as the name indicates. An example of this is the jewelry used in the
magecraft utilized by the Tohsaka family. The second is a ‘Specialized’ Mystic Code, which can perform
a given spell or function upon being activated by the user’s magical energy. This Could even be utilized
by those without magical circuits under certain conditions - for example,the Salamander Gloves used
by Azaka Kokuto in a different world, which could generate flames using her ‘talent’ for spontaneous
combustion alone.
A Conceptual Weapon, to contrast, is a weapon that has accumulated a history within it, and do more
than simple physical damage or interference - it has a singular ‘concept’ embedded within it and is
able to damage or disrupt things like physical laws or magical beings, or even formless things that
normally couldn’t be damaged by mundane means. It does so by imposing its given concept onto the
world, and inflicting it on those the user attacks with the Weapon. A common modern example are the
Black Keys utilized by the Holy Church itself.
Finally, a homunculus is a magical being, an artificial lifeform created without the normal biological
process of birth. The concept of ‘age’ is largely meaningless, as they begin with all of their required
knowledge for whatever task they were made for upon being created, aging to adulthood in months
instead of years. They also possess powerful Magic Circuits as a result of their artificial creation -
though as a consequence, homunculi are usually physically frail, havemental defects, or short lifespans
- some trade-off to their creation process. Perhaps in time you could eventually make one with a
human lifespan or iron out some of these defects, but that will take years and resources you likely
could have used a simpler creation for. For some reason, ones you create are guaranteed to be
unshakeably loyal (or at least benign) to you in particular.
A box of what appear to be over the counter medication, mostly pills and drops. Significant painkiller
effects, for the most part, calming headaches and soothing pain to the point that even painful injuries
are easy to deal with. But the different types of pain medication here are more for their secondary
effect, of sealing and cultivating unique powers. The medication in the box appears to have each type,
of which there don’t seem to be a limit, corresponding to a unique power or ability that you have. A
specific kind of Mystic Eye, an individual psychic power, perhaps a stand alone magic power. While
taking the medication, that power will be sealed and unavailable to you. But it will grow in strength
and capability constantly under those pills. A steady and, over years, quite significant growth rate.
Especially since it can improve well beyond normal limits. Mystic Eyes of Distortion that might
normally be limited to twisting off limbs, heads or tearing a car in half at best could grow over four or
five years to be capable of tearing apart an entire city river bridge, a metal suspension construct
twisted asunder. Something as broad as all your Magecraft would be too much for this medication
however, as it seems to work on a very specific basis. It never runs out at least and there don’t appear
to be complications from taking many pills at once, though it will not improve the growth rate for each
individual power beyond the base boost one dose gives.
Ah, your studies into the occult must have paid off...and not in the way that it ‘paid off’ for Tomoko
Nozama. You learned the skills behind turning magic stones into wizard rings! These rings can do a
variety of effects, from producing fire to donuts or creating magic gateways...By channeling ‘mana’ or
magical energy through the rings, you are able to activate them! While the only source of magic here is
being a Gate, that doesn’t mean they’re limited to only Gate mana. However, there are a few caveats.
Firstly, magic stones aren’t simple to find. You now have the skills to pick one out but it’ll take a lot of
searching to get a few good ones just like this. Secondly, you won’t be able to know if the stone
‘wants’ to be that ring. Magic stones have a will of their own and it’s liable that you could craft a stone
that wants to be a “Bind” ring into a “Fly” ring. This doesn’t have any overtly negative effects, per se,
but they might not work as effectively as ‘happy’ stones. Still, with time you’ll be able to figure it out.
As a bonus, you also know how to make Plamonster Golems animated by the rings. They’re small and
low intelligence, but extremely loyal to you.
This gem carries with it a taboo power. Time is an important aspect of reality, one that carries terrible
consequences if tampered with. This gem has the power to stop time. Pausing time, however, is not
forbidden because of the impact on time one could have of its abuse. Pausing time is a powerful
ability, as the entire flow of reality itself is put on hold for the actions of the few. Such a power, to halt
the movement of an entire dimension itself, requires the sacrifice of the life of the one using it. Sailor
Pluto’s Garnet Orb allows her to do this forbidden ability. This orb is similar to hers, but the cost is
merciful.
You may pause time for up to a total amount of one hour per jump with this orb. While you can stop
time at any moment you like, the gem will, during the paused time, begin to crack as you use more and
more of this paused time. When you have paused time for up to a total of one hour, the gem will
shatter. For example: If you paused time for twenty minutes the last time you used it during a jump,
and then paused time for forty more minutes, the gem will shatter. You will find a new orb when you
go to the next jump. It can also summon up a circular force-field to protect the user and their friends
from any time altering acts, such as freezing or slowing them.
If the user has the Senshi Origin, they may also summon up a great power from this orb,Sailor Pluto’s
Dead Scream. An attack that speeds up time around the target to disintegrate them. This power is a
great draw on its reserves, and can only be done thrice per month. Dead Scream usage will not harm
the orb, but time pausing will.
You have mastered the basic arts of libriomancy. With an appropriate book you may reach inside of
the pages and pull out any item described. There are of course limitations to it, most significantly you
can only draw out items that are small enough to fit through the open pages of the book in question.
Any item you create will also drain your magical energies slightly for however long it exists. While this
is slight if you keep too many items active at once (usually ten) it will become more noticeable and will
negatively impact your health. Similarly, if you do not return items that you have used back to their
books after using them, you will likely burn the books out and make them unusable after a mere
twenty five uses. This power comes with a number of other restrictions and drawbacks (paramount
that the books must be published, read by a large number of people in hardcopy and be actual books,
not comic books or manga or the like) but other than that nearly the whole of literature is available to
you. (Additional rules and restrictions may apply. See notes)
You seem to have acquired a copy of Gutenberg’s fountain pen, made of gold with silver fletching and
a diamond nib. With it your skills of libriomancy are greatly enhanced. Books can be ‘locked’
preventing other libriomancers from using them and other magic users may have their magic or
memories sealed away. (Keep in mind that ‘sealed’ and ‘gone forever’ are two very different things
and there are at least three cases where such attempts have utterly failed). Your skill with High
Libriomancy is also increased, allowing you to alter bookborn characters and assemble complex spells
with no risk of magical char to yourself, though the books will still char if overused.
The cane of Ponce de Leon, given to him by Gutenberg himself, broken down and reforged with the
highest grade of magic manageable by mortal hands. The cane is composed primarily of flawless black
wood with a chromed operatic handle with flakes of gold in both it and its neck. Using it to channel
magic almost completely removes the effects of magical char from all but the greatest of workings. It
may be used to store spells for later casting, though this requires a command of magic above that of
most ordinary wizards. Nearly indestructible, the cane can be commanded to transform into a
multitude of melee weapons and has even been known to keep devourers at bay for a time.
Transformation trinkets are the backbone of a magical girl’s combat abilities. And someone has to
make and upgrade them. That someone is you, by the way.
You know everything about the magical artifacts of this world. This isn’t just rote knowledge of what to
do, you have the experience and intuition like you personally have made all kinds of transformation
trinkets. This leads into you being able to innovate and improve transformation trinkets well beyond
what they can already do, if you put in the time and effort.
In addition, you can combine other kinds of magic besides this world’s into personal equipment you
make (not just transformation trinkets.) Though you don’t gain any extra experience, using aspects
from another magical system shouldn’t take you more than twice as long as normal.
Finally, you can create transformation trinkets that awaken magic in the user, even to those that have
no innate talent or potential for it. Users awakened this way will be completely dependent on the
transformation trinket to start with, but after a decade of use will be able to use the magic on their
own.
More complex items will take more time, material, and resources to create. In addition, it will take
roughly a decade before you can make transformation trinkets that grant a basic level of skill.
(CG Note: The remainder of this perk requires The Power of Friendship - Generic MG first.)
What better friend is there in combat than a weapon? You can make sapient equipment, and the
better you know the intended user, the better you can tune the new personality to work with the user.
The more compatible the equipment is with the user, the more comfortable the user will be using it,
and the less training they’ll need for it.
In addition, with a sufficiently compatible personality in the equipment, it will become bound to the
user, constantly returning when needed and incapable of being destroyed while the user still lives. And
if the user returns from death, so can their gear.
The level of sapience is up to you to decide during the design stage. You may want an armor that only
gives feelings of danger to allow the user to dodge better, or a staff that is not only a good magical
focus, but a peer to the wizard that uses it.
A magical furnace that takes the shape of an octagonal block, made of wood, with the eight trigrams
printed in a circle on its front. The internal components were originally made of mundane steel, but
was replaced by the mythical hihi-irokane metal after it became rusted. Despite its small size, being
able to fit in a person’s hand, it is an incredibly potent source of heat and magical energy. This is the
engine that powers the infamous Love Sign Master Spark, but unlike the original, requires little to no
physical fuel in order to function, but purely of the user’s magical power.
Kazami Yuuka has been said to be one of the strongest class of Youkai, that even with a relatively
unimpressive power of being able to manipulate flowers, she is able to stand her ground against reality
warping Youkai with far more potent powers on paper. She carries with her a parasol made form a
flower that would never wilt, one of the only examples of such in all of Gensokyo. And now, you have a
copy of it. This parasol can cut through the sun’s rays of the harshest summers, never falter through
even the heaviest rainstorm, and is strong enough to deflect attacks with ease. It seems like this
parasol has embodied some of Yuuka’s powers, and will allow the wielder to manipulate flowers as if it
were their second nature. However, its most impressive feat is the ability to allow the user to travel to
a pocket dimension of their design, defaulting to a sunflower garden for their relaxation. Though, that
can be changed permanently if the user wills so.
Did you study under Eirin? Like her, you can make a drug to perfectly cure any possible disease, make
drugs that could manipulate the Dream World, and likely produce even more fantastical effects. This
does have a few limitations, you cannot create a drug that does the impossible, you can’t cure
something you do not know or understand, and you cannot make drugs without base ingredients.
Perhaps if you found someone who could manipulate eternity itself you could even replicate the
Hourai Elixir. This does not come with any raw materials, but you will also find ways to substitute the
raw materials of other worlds for anything you could have found here.
Creating new youkai is a trivial task for you, even ones for ideas that have yet to exist, though you
utterly lack any inherent control over them. You could easily flood Gensokyo with new youkai and
throw the lands into chaos if you really wanted to. This is by far the most feared of Okina’s true
abilities, as it threatens the delicate power balance of Gensokyo. You can also change what, exactly,
these new youkai need to survive – creating youkai that draw from your own power instead of fear, for
instance.
Peter often has pretend meals that fatten him up as easily as normal cuisine, and while most boys have
trouble you have learned how to fill yourself with these pretend dinners. By simply imagining a desired
food and then visually acting as if you ate it, you gain half the nutritious value you would get with the
real version of the food. If you took Mother Knows Best, you can also serve imaginary foods to other
people with the same benefits as long as they play along with the pretend. Additionally, if you try hard
enough, you can imagine even more things, and perhaps make imaginary doors and windows to keep
people in or out, among other possibilities; these imaginary constructs will be invisible to other
people, but have a solid feel to anyone who touches them. This also lets you potentially perform
various tasks using “pretend” items in place of the real ones you’d need otherwise; for instance, with
this you could do sewing (even Shadow Sewing) without real sewing equipment. However, you are
limited to mundane, ordinary things; at most, you could pretend to drive an ordinary car, but don’t ask
for a James Bond limo, much less a nuke. Similarly, this cannot be used to recreate magical things.
Do you know how mermaids are born? You must, since you are one. A mermaid is born from the
chaotic irritation within a clam creating a pearl, which then is enchanted by Never Never Land’s magic
and becomes at once a fully-aged mermaid; being the manifestation of that irritation, mermaids are
naturally vain and jealous. This insight, combined with your magic, gives you the ability to enchant
pearls with magic. But more than that, you know how mermaids are born, and can reproduce the
process yourself. By growing clams under the right magical conditions, you can create new mermaids.
The more magic the pearl is exposed to before the clam opens, the more mysterious and wiser the
mermaid; the longer the pearl grows and the irritation intensifies, the more beautiful and vainer the
mermaid. Generally, with a stable supply of magic, you can grow an average mermaid in 2 to 4 years,
though she will not have any magical powers besides breathing underwater. To grow a mermaid with
special abilities such as singing or controlling water can take up to seven years. As for creating a
mermaid at the level of a nymph queen or water spirit, it would take 10 full years. That said, with a
large enough aquaculture facility and ready access to natural magic, you can grow multiple pearls at
once.
You receive a map of Neverland that will lead you to a large chest filled with tons of treasure of all
sorts (though it’s not infinite). If you unearth the chest, you could rebury it (with different items if you
wish) at a new location, and the map will change to show you its location. As long as the treasure is
buried on Neverland, the map will consistently adjust to account for the island’s ever-changing form,
so that you will always have a reliable map of Neverland. Whenever the treasure is buried, nobody but
you and people following your orders can find it. If you die or leave a jump without reclaiming the
buried treasure, the protective curse vanishes and anyone can stumble upon it. If you do not retrieve
the chest before the end of a jump, the map will instead lead you to a similar chest with generic
treasure within your current jump.
A towering, beautifully-carved totem pole of the tribal spirits and guardians. You can now speak with
these spirits for advice, and can also summon them for aid in times of desperation. If purchased along
with Tribal Magic, you can summon up to 8 totems that encircle a specific area (no larger than a small
village) and cause anyone who approaches the sanctuary without permission to become hopelessly
lost.
An assortment of random fairy potions and spell books that have a variety of potential effects, from
shrinking humans down to the size of fairies to enchanting a target so everybody laughs when he or
she speaks to temporarily making storybooks come to life.
Your body has strange magics to it that make whatever can be safely removed (hair, sweat, snot, nails,
drool, etc. – or other parts depending on your form/powers) have magical effects when consumed.
These effects and their correspondence to your body parts will be randomly determined, but you could
find a wide range of effects, from making the eater constantly leap about to letting the eater let loose
a terrifying roar to making you grow or shrink. Please also note that while the magical enchantments
won’t normally affect you even though they are technically part of your body, if you consume those
“ingredient” parts after they are detached from your body, you can receive the same magical effects.
Wonderland certainly has some...unique styles of clothes, with some humans preferring clothing made
from paper – actual paper, not recycled or mixed with something else! Yet they somehow make it
work. You can now make clothes out of any material or substance you want, even if they would
normally not work at all for clothing. These clothes will not harm the wearer even if their properties
normally would. Even so, the materials retain their other properties, which may prove detrimental in
their own way. For example, a glass ball gown would not be at risk of cutting the wearer (and wouldn’t
actually be that stiff when worn), but it would still be at risk for shattering if directly struck (and the
shattered pieces, no longer counting as clothing, could hurt the subject). Or if you had shoes made out
of molten lava, the user wouldn’t be burned, but they’d set on fire anything else they touched (and
that resulting fire could in turn burn the wearer). On the flipside, any positive attributes of the
materials will also be retained.
Most apprentices of the Jade Order are the children of Jade Wizards themselves, and Magister
Matriarch Tochter Grunfeld has seen eight of her own children become full Magisters of the Order of
Life. So it may someday be with you - not only are you incredibly fertile, able to bear or sire healthy
children long after non-wizards or even other wizards would go barren and in greater numbers, but
each and every one of your descendants shall possess a deep aptitude for and tie to the magics of
Ghyran. Life begets life.
This massive anvil is a one of a kind gift from the Master of Murder, completely engraved with the
markings of Khorne. It will seem like it is otherwise unassuming until you begin creating weapons on it.
Weapons that are hammered into shape in this anvil will be of masterwork quality regardless of the
metals used, and they are eternally sharp and will never wear and tear. But this is not the greatest gift
of the anvil. Khorne is willing to use the souls of magic users who are sacrificed on the anvil to grant a
weapon a magic effect that reflects the magical “strength” of the mage that was sacrificed on it...with
no limits. This may seem hypocritical for Khorne, but Khorne believes that magic weapons made from
a subjugated mage is perhaps the greatest example of might over magic, and the weapon’s existence
confirms his ideals.
The story of Agahnim was told four times. In one, he was a mortal wizard. In the second and fourth, his
story was never elaborated on. And in the third, he was an extension of Ganon, a fragment of power
given life and given purpose. Not unlike the Phantom Ganon’s from another era, though admittedly far
more powerful. Regardless, you may now cut away portions of yourself, a bit of raw physical might, a
few years of studying magic, an afternoon or two of swordplay, and turn them into a person. They are
ultimately you and as such can neither harm nor betray you, but are also NOT you, and as such can
bypass defenses that would normally keep you out. Like a magical seal across an entire dimension, for
example. Modifying them from far away is difficult, but not impossible, if you need to give them a bit
more later. Like some dark magic after they’ve been declared holy or some rot like that.
A familiar sound may be heard...this fountain houses within it a “Great Fairy”, a being of great magic
who will provide a specific service if you give her some rupees(or currency, it’s a tithe anyhow.) By
providing some materials to ‘use’ and a piece of equipment, the Great Fairy will empower it, giving a
strong enchantment that makes it much better at what it was meant to do - though you can do this
indefinitely, the costs in both materials and currency become more and more expensive with each
subsequent upgrade. You may end up having to pay a king’s ransom just for a slight boost, but...if
you’re willing to lay all you have before the Fairy, you’ll get what you desire. The Fountain can be
deployed in any jump you arrive at, or be attached to the warehouse for convenience.
Zelda used her light magic to permanently enchant the bow and arrows she gifted to Link in a future
that may or may not come. Ancient sorcerers crafted the great magic ring that would become Wizzro.
Now, so too can you bestow upon objects a form of permanent magic power.
This is an enchantment style ability allowing the infusion of either innate magical power, such as
Zelda’s divine light, or learned magical power, such as Zant’s twilight sorcery, into objects to
permanently bestow new or heightened abilities.
The most basic application is making weapons with an elemental affinity based on the Sorceress’ own
mastery of the element. This can allow more esoteric effects such as infusing some summoning magic
into an item to be able to call it back to you at a whim.
Objects can only handle so much power, and must be stripped down of their magic before they can be
gifted with something new. Fortunately, you know how to do that too if you’re itching to retool your
favorite staff.
All too often, the hero of legend has to go on some great quest to acquire some object of power. A
sword, a magic wand, some magic instruments or what else. Rest assured, if you go looking for these
legendary items, as long as they exist, you’ll be able to find them. Doesn’t help you actually get them,
as they might be in the possession of powerful and dangerous foes, but knowing is half the battle.
When the hero of old slew the man-eater, the beast vanished into thin air, it’s body long since
replaced by naught but spirit. It’s armor was the only thing left of it, the same armor that was
supposedly able to grant wishes. The hero took that armor, and began to carve a mask from it. Much
like him, you are now able to create masks of power from fallen foes, the more powerful the better.
They do not need to be masks that transform, like the other masks made from the dead, but if you
wanted one, you know how to make one. Also of note is the fact that such a mask would weaken the
power of your foe if they were to ever return to life, trapping them inside the mask instead of truly
bringing them back.
What is a rupee? Where does it come from? How is that relevant to you? Well, maybe it isn’t.
Anyways, you now have the power to create small shards of crystalized magical energy. These crystals
are basically pure lifeforce. Regardless, these gems are now your preferred form of currency, because
you seem to be able to use them instead of the local currency in most cases. A merchant will accept
them gladly, though they may not fit in a vending machine. Or if you prefer, you can save them up to
convert back into energy later - wasn’t there a shield of some sort around these parts that ran on
rupees?
There are many strange and wondrous artifacts scattered around the land of Hyrule; remnants of a
bygone age, magical items of great power, or the advanced technology of a city hidden in the clouds.
While such things aren’t exactly common, for you they often seem to just end up in your lap. Sure, you
might have to defeat a mini-boss or do a job for someone, but quickly amassing a veritable treasure
trove of tools and weapons is worth the effort. Future worlds will have similar artifacts coming across
your path and although they tend to be somewhat specialized for certain jobs they tend to be highly
effective at doing that job- and many of them will have uses in combat or additional utility uses- and
will continue to be useful well after you leave the world that you discover them in one way or another,
so long as you have the wisdom to find out what those are.
The Wise Men of Hyrule brought forth the fruits of their labors to defend the land, but were too late in
their response. However they have kept them in wait, hoping to ensure that the proper hands received
the instruments of Hyrule’s Peace. These are the tools you’ve inherited - the Magical Rod, Magic Book,
Power Bracelet, and the Blue Ring. The Magic Rod is enchanted with a lethal spell, by waving this rod
you will fire a blast of powerful energy at your enemies - with the power of the “Fire” spell in “Wise
Man’s Teachings”, the Magic Book giving you the lessons to further refine your magic. By reading
through, the Magical Rod’s attack now becomes a ball of fire upon impact, allowing you to torch dry
grass that could hide secret paths as well as allowing you to defeat multiple enemies at once. The
Power Bracelet is an enchanted bracelet, while wearing this you will have the physical strength to push
large boulders. Unfortunately, it does not increase your damage with any of the swords, nor does it
allow you to fight any more effectively with your bare hands. Finally, the Blue Ring acts as an
enchanted ring giving you the effects of “Shield” from the Wise Man’s Teachings as long as you or any
other wears it.
The land is not an easy one to delve - there are hidden passages, rushing waters, lost places, harrowing
heights, ancient doors and dark caverns. Searching for the hero and the treasure of Hyrule will be
difficult normally...but with this collection, you’ll find no corner of Hyrule is beyond your reach! The
items you receive are the Hammer, the Ladder, Boots, the Cross, a Compass, the Red Candle, and the
Magic Key. The Hammer is enchanted to smash through stone easily(and nothing else) to remove
boulder obstacles, the boots allow you to walk across water, the Cross reveals mystically hidden and
otherwise “invisible” objects/creatures/places, the Compass will always point to the closest valuables
around you(prioritizing magic artifacts from strongest to weakest if there are multiple around), the
Red Candle is a magical flame that cannot be doused and used to ignite flammable material, and the
Magic Key is a “Skeleton key” that can shift itself to fit for any physical lock and key system. All this
together ensures one thing - the treasures of Hyrule are yours to seize, including the Triforce your
master howls for.
As the protectors of Nocturnal's Twilight Sepulcher, they are equipped with the best that the shadowy
warriors could ask for. You can summon a set of armor made of shadows at any time. Not only does it
conceal your identity, it muffles your movements, makes illusions easier to cast, increases your
lockpicking skill and frost damage, and let's you do more damage with weapons. The Nightingale Blade
absorbs the health and stamina of it's targets, transferring them to the wielder, while the Nightingale
Bow deals a great amount of frost and shock damage.
Monsters are creatures that are not given birth to through evolution like normal animals, but are
rather birthed by mana. Though after that, they can reproduce normally. The birth of a monster has
two stages: first is the catalyst, where elemental mana comes together in certain quantities and
patterns, which then triggers stage two, the gathering and formation of other mana types to create the
body, such as fur, bone, or blood mana. And now, you know three methods of causing the same
process yourself.
The first is simply drawing together the mana manually, whether that is through a Druid’s affinities or a
Mage’s spells. The second is to draw runic spell formation circles to gather the mana. This can be used
in various ways, such as simply making ones to gather and store the mana types you want and then
create a number of monsters at a trigger, or to just spawn them endlessly the moment enough mana is
gathered to level up at a fast pace.
The third is Summoning Magic, which you are decently good at. It works through the same principles
as the first two methods to create monsters, but as teleportation magic is part of it, you can also use it
to do things such as actually summoning monsters or other beings and things within a certain radius
matching your specifications to you, teleporting yourself, or creating contracts (forced or willing) to
easily summon creatures or their spirits, in case you killed them and placed a mark on their body
before they died. Another thing to mention would be that in this world, Dungeons are also a kind of
monster, which you would of course also be capable of creating.
Now, those are some useful skills, but the one thing separating you from others capable of doing the
same is your talent for creating and designing entirely new life, whether that is monsters or animals.
With careful study, you can find the right mana combinations for nigh-anything you might want to
create, whether that is a hermaphroditic moose reproducing with itself throughout all of time and
space or simply a fluffy fox girl. As a last bonus, anything you create will be loyal to you. It would be
pathetic to
In Neolife, it wouldn’t bedie to the
wrong to improved version
say that magic is inofeverything.
the Lunar Titan you made, right?
One interesting facet of this can be
seen in how on many worlds, dug earth and other natural resources are replaced by the ambient mana
over the course of a few weeks if there isn’t anything like a support structure preventing it. While this
is certainly convenient, you thought to yourself, “I can do better”. After all, many important resources
can’t even be found on planets, like mana gems or the insanely rare mineral osmium, which are only
found on asteroids. But with the ability you created, this won’t be a problem anymore, because you
can just restore them anyway: simply by spending enough mana, it is possible for you to regenerate
any natural resource or duplicate existing ones.
You could pump mana into an asteroid to restore whatever it is that was mined there to get effectively
infinite resources out of it, do the same to the extremely valuable gem lying in front of you to get
multiple copies of it, or send out a massive wave of mana to cover a whole planet in a forest. The
mana required scales linearly with the amount of the resource you want to work with, its complexity,
and its power. So while you could easily get massive amounts of diamonds and wood even with a little
mana, duplicating something like the Top 5 metals (see Notes) or similar materials would require truly
insane amounts of mana.
You are a master of crafts and trades, from weapon-smithing to alchemy and more. This gives you the
requisite knowledge, experience and skills to create and craft any item that you want, with the right
materials. The items that you make tend to last for a long time without maintenance and are unlikely
to break before their owners, along with it only costing a tenth of the original materials to make
without sacrificing any quality and beauty. With enough time, research and materials, you can recreate
any magical item that you can get your hands on with the same quality. The items that you have
already made can also be mass produced by you at a faster rate and even less materials than before.
This skill doesn’t give you the ability to make items at the height of a god with a similar purview but
your breadth of applicability should be broader. Through, with enough time and experience you could
reach the level of a god’s purview but it would take decades with only this perk.
Moulder uses a variety of tools when creating their fleshy monstrosities, or augmenting the bodies of
soldiers or commissioned Warlords. Sometimes the flesh and sinew of a victim is used. Sometimes it is
judicious amounts of warpstone and mutagenic chemicals. And in both cases, the flesh might not
cooperate - growing cancerous tumors instead of the desired mutation, or the blood and muscle of a
“donation” rejecting the body it was implanted into. This can lead to the creature weakening & failing,
or even dying outright.
Not so in your case, monster. Your flesh is... receptive to such changes - in fact, your flesh would make
a Master Moulder or Mutator salivate and squeal for the chance to study. Surgical implants and
mutations will suffer fewer negative consequences when introduced to your biology, to the point of
nullifying the potential of rejection. Additionally, such augmentations will change over time to
accommodate your actions and capabilities - cancerous tumors aiding in the building and development
of musculature as well as regenerating wounds, as an example. A mutated immune system would
eventually grow to the point of resisting magical infections, as a potential other example.
0 CP Cost Name Jumpdoc Chapter
Warhammer Fantasy:
1 Free Focus of Mystery Divination
Lizardmen
Warhammer Fantasy:
2 Free Witchsight Imperial Colleges of Divination
Magic
Warhammer Fantasy:
17 100 Rockeye Divination
Ogre Kingdoms
Warhammer Fantasy:
18 100 Animism Imperial Colleges of Divination
Magic
Legend of Zelda:
26 100 Bombers Notebook Majora’s Mask Divination
Sorcery -
29 100 Chronomancy (One World of Darkness: Divination
Sorcerer
Dot)
Psychic Abilities -
World of Darkness:
41 100 Clairvoyance (Two Divination
Dots) Sorcerer
Psychic Abilities -
42 100 Clairvoyance (Three World of Darkness: Divination
Sorcerer
Dots)
Psychic Abilities -
43 100 Clairvoyance (Four World of Darkness: Divination
Sorcerer
Dots)
Psychic Abilities -
World of Darkness:
44 100 Clairvoyance (Five Divination
Dots) Sorcerer
Psychic Abilities - World of Darkness:
45 100 Precognition Divination
Sorcerer
(Intuition)
Psychic Abilities -
46 100 Precognition World of Darkness: Divination
Sorcerer
(Insight)
Psychic Abilities -
World of Darkness:
47 100 Precognition Sorcerer Divination
(Danger Sense)
Psychic Abilities -
World of Darkness:
48 100 Precognition (Show Divination
Me the Cards) Sorcerer
Psychic Abilities -
World of Darkness:
49 100 Precognition (Clear Divination
Sight) Sorcerer
Psychic Abilities -
54 100 Psychometry (Five World of Darkness: Divination
Dots) Sorcerer
Pure Eyes of
63 200 Emotion Tsukihime Divination
SpaceTime
70 200 DistortionSense Sailor Moon Divination
Seeker of the
82 200 Neverland: The RPG Divination
Hidden
Warhammer Fantasy:
83 200 WITCH SIGHT Divination
Kislev
Warhammer Fantasy:
84 200 Fortune Teller Imperial Colleges of Divination
Magic
Warhammer Fantasy:
85 200 The Open Sky Imperial Colleges of Divination
Magic
Astrologist Of The
94 200 Century Genshin Impact Divination
Warhammer Fantasy:
### 400 The Trees Have Imperial Colleges of Divination
Ears Magic
Bronze Armillary
### 600 Libriomancer Divination
Sphere
Warhammer Fantasy:
### 600 What Visions Imperial Colleges of Divination
Assault Me! Magic
### 600 Voice Of The Gods Legend of Zelda: A Link Divination
to the Past
###
Purchased Perks
Description
The mind of a Slann is truly alien and they were said to be the only creatures capable of observing the
Old Ones safely. This is perhaps due to their vast intelligence, their unparalleled magical power and the
capability to perceive any and all magic that occurs around them. You can also meditate (sleep) and
allow your spirit to freely roam and observe the cosmos unfettered by your bloated amphibian body.
While only able to manipulate his or her own Wind, any Collegiate Magister can sense the flow of the
Winds of Magic as they wind from the polar Warp Gates toward the Great Vortex of Ulthuan. Their
scintillating colors weave through your vision whenever you require them to, and the same will go for
other “winds” or “flows” of magic wherever you happen to walk in days to come.
The sign of your adventuring nature. This is your Status Sheet, effectively. It denotes your level,
statistics and any special abilities that you have. It’s also proof that you’re an adventurer and will give a
good idea of how strong you are and how good an adventurer you are. If you ever lose it, it’ll appear
right back in your hand the next time you need it. You use the card to level up with skill points in this
world, so don’t let anyone else get a hold of it if you’ve got unspent points.
Two silver earrings that, when worn together, protect you from being fooled by lies, with the
protection increasing if the lies are enhanced by magic. Both earrings must be worn at the same time
to work.
One of your eyes has been replaced with a large stone found near the gaping pit of the Great Maw.
Hammered into place, it grants you sight beyond what most mortal eyes see. Invisible things and
things camouflaged by magic reveal themselves to your eyes, as plain as day. After the jump has
finished you may have your eye back and have this Rockeye fashioned into a lens instead if you wish.
The myths of the Amber Order claim that there is a living spirit in all things, and your experience so far
has proven this right, at least to you. These spirits are locked in eternal combat, the survival of the
fittest, and you can hear them as easily as you hear a bird call. From these whispers, you may now
glean information on who or what has passed through a given area within the last few months.
Your magic is meant to banish spirits of darkness and creatures of the Aethyr. A spirit that is luminous
but lost is beyond your power to dispel, requiring the aid of the Amethyst Wizards. It is a good thing,
then, that you may tell the difference between the two. Any disembodied soul you see will either
shine with light or roil with inky darkness under your gaze. If it does the former, it is at the very least
not the work of Chaos or Necromancy. If it does the latter, it would behoove you to strike quickly.
A rather oddly shaped tuning fork made out of crystal, and in roughly in the shape of a ‘C’ instead of
the normal ‘U’. It was given to Link by one of the seven Maidens after rescuing her from the Dark
World. Simply put, it’s a fork that communicates, hence the name. You now have a set of two such
forks. To use them, simply ring them as though they were an actual tuning fork, and it’s counterpart
will ring in response. Heck, they’ll even generate a minor illusion of the person holding the other one.
Of note, the two forks will respond to each other regardless of any physical barrier - such as the walls
between dimensions, the Light and Dark Worlds.
While Zelda and Aginah assisted the Hero of Light in getting back on his feet and moving towards
saving Hyrule, Sahasrahla was off wandering the world in search of Link, the Hero, in the hopes that he
would return to Hyrule in its hour of need. Sadly, it was not to be. But, much like how he of the
complicated name could track down Link and Zelda could stumble across the Hero of Light, you have a
very weak psychic power that allows you to ‘scan’ people in order to determine if they would be useful
for your goals. Generally speaking this will latch onto the nearest person with whatever talent you
seek and simply point you in their direction, but with enough familiarity you could latch onto someone
in specific, or someone in a much wider range. Admittedly, your range is that of a small nation, but if
you want to go with someone you KNOW can handle things, you have that option.
Hyrule’s not exactly a small country, you know. It can be a bit hard to find where you’re supposed to
go, especially with all the monsters wreaking havoc and Ganon’s magic altering the environment.
Good thing you have this, then! As you might guess, this is a map of Hyrule, giving you a lay of the land
and helping you find your way. Not only that, but it also updates to reflect changes that have occured,
like showing you a region being consumed by the Dark World or trapped in eternal winter. No more
getting confused or lost thanks to magic trickery! Post-Jump, it updates to map the country/land
you’re currently in.
Somewhere along the way, you got your hands on a most peculiar whistle. While it's not as powerful
as your normal magical and musical instrument, it still manages to be quite useful. When blown, this
whistle can be heard by the last eight people to touch it - or seven and you if you prefer - no matter
what distance there is between you. They could be off in some far flung land or even in one of the
many dreamscapes that dot this world, and it would still make itself known. Additionally, the blowing
of the whistle is synonymous with the casting of a spell that might come to be known as Farore's Wind,
offering those who hear it the option of flying to your side. Be warned, the whistle has a limited
reserve of magic and fills slowly. You may need to use your own to make up the difference if you really
are in a dreamscape, or try to use it too often.
Everyone tends to gloss over how they can have conversations from two or more sides of the
battlefield. Perhaps it’s just magic, but either way it’s damn useful.
With this perk you can now establish short range communications across the area between yourself
and allies. With this, you can talk to them as if they were right beside you and get constant status
reports as they besiege a keep while you fight in the trenches.
In addition to basic conversation, you and others connected by this perk’s communications will also be
able to tell the basic status of the others connected, allowing you to march to their aid even if they
don’t speak up for themselves.
A piece of enchanted parchment. It’ll show you the complete floor plan of any property you own. You
can change which property is shown with a bit of focus. Includes an enhanced compass upgrade to the
map, which ,while it doesn’t show you north, does show you if any allied, unique individuals are on the
property and where they are. It also keeps track of treasure inside the dungeon.
Despite their rather destructive name, the Bombers Gang actually seems to exist to do good deeds and
make life easier for the residents of Clock Town. Sort of link mini-Links. And this is their notebook. It is
in fact, magic. Specifically, the notebook can see up to three days into the future and will make a note
of anything a person might need help with. In the next few days you’ll see lots and lots of things
caused by the Skull Kid going on a pranking spree, but after that some more normal things should
show up. If you happen to be, then the notebook is also immune to time manipulation. Not terribly
useful in and of itself, but the record of ‘future’ deeds might come in handy.
As the Sheikah can testify to, being the servant of a higher power comes with a number of benefits.
While the Lokomo are a bit more spiritual, they still have that same servitude and technology.
Speaking of spirituality, as a Lokomo you can see magic. Not like after it’s been cast, but before. A
glowing light in the hand of an attack about to be launched, a haze in the air where a shield is erected,
an odd sparkle to an enchanted item, or even the disembodied spirit of a princess.
Two small blue stones, tied into a pair of necklaces. When fed small amounts of magical energy,
messages can be transmitted to other stones. Sadly, there’s no aiming. It’s called a GOSSIP stone for a
reason. No private conversations. On the other hand, there aren’t that many left in the world, and this
only gives you two. For even more magical power - and I’m not actually going to tell you how to turn
this part on - you can see through them, as a sort of magical eye. Useful, right?
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[1] The chronomancer gains the ability to keep track of time perfectly, detecting its passage more
precisely than any watch, and also sensing distortions in time as well as being significantly harder to
surprise.
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[1] Sorcery of this level allows the user to see one week into the past or future with an overall sense of
accuracy.
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[2] The sorcerer can see up to one month into the past or future with notable accuracy.
(CG Note: Requires Sorcery - Divination (One Dot) - World of Darkness: Sorcerer first.)
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[3] Seeing one year into the past or future with greater accuracy is now possible for the diviner.
(CG Note: Requires Sorcery - Divination (Two Dots) - World of Darkness: Sorcerer first.)
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[4] This level of skill allows the diviner to see up to ten years into the past or future with remarkable
accuracy
(CG Note: Requires Sorcery - Divination (Three Dots) - World of Darkness: Sorcerer first.)
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[5] The span of a lifetime into the past or future can be seen with enormous accuracy
(CG Note: Requires Sorcery - Divination (Four Dots) - World of Darkness: Sorcerer first.)
The ability to gain information by occult or magical means. Might mean staring at a crystal ball,
drawing cards, or casting wands.
[6] This degree of mastery over divination allows the sorcerer to see as far into the past or future as
possible. Even when the divination is wrong, it contains elements of truth.
(CG Note: Requires Sorcery - Divination (Five Dots) - World of Darkness: Sorcerer first.)
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred
to, amongst other things, Mediums.
[1] The sorcerer can detect spirits in their area and even in adjacent dimensions, such as the Umbra.
They can also intentionally attract the attention of said spirits, which is often a poor idea..
[1] The sorcerer becomes aware of magical energy in the surrounding area.
[2] The sorcerer’s sense becomes more precise, allowing them to discern whether individual objects or
entities are magical in nature, as well as if someone in the area is actively using magic.
(CG Note: Requires Sorcery - Mana Manipulation (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot affect the
material world, except through the use of their psychic powers. They may also perceive other astral
projections, but other forms of spirits appear hazy and indistinct, except to those with other spiritual
senses. While outside their physical form, the psychic loses all awareness of it, leaving it vulnerable to
attack. Should the body die without its spirit, a ghost will almost certainly result. Unfortunately, this
will still count as a death for the purposes of this jump. Fortunately, short of outside intervention, the
psychic may return to their body at will, regardless of distance.
[1] At this level, the astral projector is not yet worthy of their name. They can, with some difficulty,
perceive the astral plane and those that dwell there, but cannot quite enter it. Some psychics prefer to
close their eyes to block out the physical world while doing this, while others have no trouble viewing
both planes superimposed atop each other.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic power to perceive a location of choice without being physically present. Unlike astral
projectors, clairvoyants remain aware of their physical surroundings while using their abilities.
Familiarity with a given local makes this power easier.
[1] The psychic sees some images of their target location, but they are hazy and indistinct. They can be
no more than a mile from it.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic power to perceive a location of choice without being physically present. Unlike astral
projectors, clairvoyants remain aware of their physical surroundings while using their abilities.
Familiarity with a given local makes this power easier.
[2] Images of the target location become clear, and the psychic can now faintly hear through their
clairvoyance. Furthermore, they may now be up to ten miles distant from their target.
(CG Note: Requires Psychic Abilities - Clairvoyance (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic power to perceive a location of choice without being physically present. Unlike astral
projectors, clairvoyants remain aware of their physical surroundings while using their abilities.
Familiarity with a given local makes this power easier.
[3] Hearing is no longer faint, and though the psychic cannot affect the viewed location, they can
“touch” things, though their sense of touch is dulled, as though wearing thick rubber gloves. Any
location within fifty miles can be viewed.
(CG Note: Requires Psychic Abilities - Clairvoyance (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic power to perceive a location of choice without being physically present. Unlike astral
projectors, clairvoyants remain aware of their physical surroundings while using their abilities.
Familiarity with a given local makes this power easier.
[4] The clairvoyent’s sense of touch is now sharp, and strong odors can be detected. The psychic’s
maximum range increases to five-hundred miles.
(CG Note: Requires Psychic Abilities - Clairvoyance (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic power to perceive a location of choice without being physically present. Unlike astral
projectors, clairvoyants remain aware of their physical surroundings while using their abilities.
Familiarity with a given local makes this power easier.
[5] All five senses may now be used perfectly, and any location within five-thousand miles is fair game.
(CG Note: Requires Psychic Abilities - Clairvoyance (Four Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
One of the rarer abilities in the psychic community, this one grants insights into events yet to come,
but often leads its users to forget, in the World of Darkness, the future is never entirely certain...
[1] Intuition - not true foresight, not yet, but the budding precog often seems “luckier” than a normal
person. Predictions about random events (like say, the lottery, or roulette numbers) can be eerily
accurate, and guess about other situations can be quite correct, such as knowing the fastest ride to
work, or that one person is “right” for another. However, as with all things, predictions are rarely
perfect.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
One of the rarer abilities in the psychic community, this one grants insights into events yet to come,
but often leads its users to forget, in the World of Darkness, the future is never entirely certain...
[2] Insight - the psychic may now induce precognitive dreams and dreamlike visions, usually through
some form of meditation. These visions are never purely literal, and take the form of metaphors. An
enemy may take the form of a black knight, or a demon, while a new friend may appear as a helpful
guide dog. The dream’s form and metaphors of choice depend primarily upon the mindset and
worldview of the psychic.
(CG Note: Requires Psychic Abilities - Precognition (Intuition) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
One of the rarer abilities in the psychic community, this one grants insights into events yet to come,
but often leads its users to forget, in the World of Darkness, the future is never entirely certain...
[3] Danger Sense - the psychic can sense danger in their near future. Minutes, usually. How this
manifests depends upon the psychic in question, but a given psychic almost always has the same
manifestation every time. These manifestations can be cramps, a tingling sensation, “a bad feeling,” or
any number of other things. Certain magics( such as a true mage’s Time or Mind spheres) or the Anti-
psychic power can suppress this. Depending upon the precog’s skill, they might only know that they
are in danger, or they might know the best way to avoid it, such as ducking or jumping. More skilled
psychics may know the exact source and direction of the danger, precise details, or even knowledge
enough to recognize the person responsible( if any). This is a matter of finesse, not power. A finely
tuned sense for magic and a discerning eye are more useful to this power than extra dots of
Precognition.
(CG Note: Requires Psychic Abilities - Precognition (Insight) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
One of the rarer abilities in the psychic community, this one grants insights into events yet to come,
but often leads its users to forget, in the World of Darkness, the future is never entirely certain...
[4] Show Me the Cards - The psychic has almost perfect view of the immediate future. The next fifteen
or so seconds of history are known to the psychic before they ever happen, though knowledge of the
future may change it. Fleeing from the assailant that would have killed you might result in them giving
chase. But it could also result in them striking at your ally, who is still in reach.
(CG Note: Requires Psychic Abilities - Precognition (Danger Sense) - World of Darkness: Sorcerer
first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
One of the rarer abilities in the psychic community, this one grants insights into events yet to come,
but often leads its users to forget, in the World of Darkness, the future is never entirely certain...
[5] Clear Sight - Very few precogs ever reach this level. But those that do are able to accurately predict
the most probable future. The precog chooses a target to foresee the future of, be it themselves,
another, their location, or an object they touch. If their target isn’t themselves, they must touch it.
Upon doing so, the psychic gains vague but accurate information about any and all major events in the
next year of their target’s existence. These predictions are rarely perfect, and only show what might
happen, not what will happen. This particular ability can only be used infrequently. Once a week,
generally, though if the precog choses to limit their vision’s range, they may use it more often.
(CG Note: Requires Psychic Abilities - Precognition (Show Me the Cards) - World of Darkness:
Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to pick up residual psychic energy upon objects, locations, or people and view their pasts.
[1] Vague, dreamlike impressions of past events involving strong emotions appear within the psychic’s
mind. Sometimes not even that. Strong hunches and feelings may be the only result.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to pick up residual psychic energy upon objects, locations, or people and view their pasts.
[2] Accurate mental images of the person most closely associated with the object or place can be
discerned.
(CG Note: Requires Psychic Abilities - Psychometry (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to pick up residual psychic energy upon objects, locations, or people and view their pasts.
[3] Impressions and dreamlike images of the most emotional incident involving the object are created,
clearer than previously possibly. Furthermore, the psychic can discern the approximate age, gender,
and emotional state of the object’s owner, in addition to what they felt at the time, and a general idea
of the owner’s personality.
(CG Note: Requires Psychic Abilities - Psychometry (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to pick up residual psychic energy upon objects, locations, or people and view their pasts.
[4] The psychic may replay the last 24 hours of an object’s past, even with no emotionally significant
incidents therein. They may also gather general impressions of the incident they may have previously
viewed.
(CG Note: Requires Psychic Abilities - Psychometry (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The ability to pick up residual psychic energy upon objects, locations, or people and view their pasts.
[5] A clear image of the event and all present, impressions of what others present felt at the time. The
object may also be used to divine it’s owner’s current location, at least in a general sense.
(CG Note: Requires Psychic Abilities - Psychometry (Four Dots) - World of Darkness: Sorcerer first.)
Your affinity to Secret Histories manifests through your sight, allowing you to see in low light
conditions and through supernatural illusions.
There are so many things to keep track of in a fight. This should ease the burden, as you now have
three bars in your vision accurately telling you how much health, magicka, and stamina you have and
how much you've used. This can be toggled on and off.
This is an ability that, while rare, is not unheard of in Teyvat. Those with this ability are able to see the
world through the lens of elements, and detect the traces of the various elemental energies. The
material world will turn more grey to your sights, while the various elemental energies will shine with
their respective colours. Using this, one can track the movements of objects marked by the energies,
or see the innate elemental properties an object may have.
By all rights, this is a rather odd device created by Lisa using a selection of dangerous materials from
Sumeru. Shaped like a simple monocle, or perhaps a pair of spectacles if you would prefer, this
detector allows one to see the imaginary friends of those within its view. You may be surprised by the
types of friends you see, and it is likely to give you some level of insight into their personality. But
overall, this is more of a fun trinket than anything else.
A cube with the icons of the six primal sources, one on each face. The relevant symbol glows when in
proximity to a source, or magic of that type. It is also said to unlock something very special in Xadia.
May have other features yet unknown.
The severed snake head of a Chimera, still able to talk after being cut off the tail. It is able to speak all
languages. The snake head has soothsaying powers and will answer three questions honestly, but it
will do its best to obscure the truth as much as possible without lying. After three questions are asked,
it will turn to smoke and die; it will regenerate and return to your possession after a year.
You have an enchanted set of Tarot cards. In addition to functioning much the way they're supposed
to, they also change to have personalized illustrations based on the person drawing the cards. Of
course, the damn things don’t actually come with any instructions, so you’ll have to figure out fortune
telling on your own.
When wearing this wide domino mask, you can check up on your friends if they’re in danger. You get a
clear view of them--this only works if they’re in any immediate danger. If your friend is walking around
in a seedy part of town but they’re not getting mugged, you won’t see anything.
You can perceive the emotions of others as colors surrounding them, determining their feelings
through a sixth sense and a passing moment of observation alone. With some experience, you can
pinpoint the source of these emotions, with enough accuracy to trick others into thinking you can read
their mind.
If the Origin is the very core of someone’s character, wouldn’t seeing the Origin be like understanding
the person fully? Past all the lies, misdirection and facades, people can’t change what they truly are.
Being able to see that Origin becomes like playing with a full deck of cards while everyone else is left
with scraps. You can visualise the Origin of any being you see, gaining an intimate understanding of
their true character and nature from that experience. It makes it fairly easy to manipulate others, to
cause them fear or lead them along into your plans, because you know what it is that drives them.
Should you have their consent, you can even Awaken their origin by force. It draws out their potential,
especially in magical terms, and can even result in gaining strange new abilities. But their Origin will
affect them more and more, depending on how deeply you awakened them. Perhaps they might even
be consumed by their own selves, a self eating snake that demonstrates to all others the folly of living
for one thing alone. In future jumps, you’ll remain able to see and awaken Origins and potentially even
similar enough traits to Origins.
The mind’s eye was opened to you during a particularly dangerous situation. You desperately needed
to see the danger that approached you from a place you could not see and found that, almost like a
miracle, the image would appear in your thoughts. With some practice, you’ve learned to move your
senses and perceive locations within thirty meters of your physical form. It’s difficult to move while
doing this, keeping track of your normal senses at the same time as your clairvoyance is quite
disorienting, but you can learn to adjust with more practice. In time, your range might even expand to
cover several city blocks and allow you to pierce some magical wards too. Should you have some sort
of magical power or other ability that requires line of sight to work, you’ll be able to use it through
your Clairvoyance as if you were actually looking at the target normally.
It’s easy to get the title, but it’s quite hard to keep the job. To grow old as a detective of the
Suppression Bureau one requires more than just everyday skills. Through this ability you may identify
hidden knowledge about a clue, an object, a situation, or a person in ways that are easy for you to
understand. From your perspective, cursed items shrill ominously, poisons fume with a toxic green
color, important items glow visibly, and bad situations make your skin crawl.
What’s better is that these experiences are always trustworthy as they cannot be imitated, suppressed
or countered, and they always adapt to cover new situations that you experience or new senses that
you unlock.
This minor tool can be used to call upon the Principle of the Lantern. It radiates like an overhead sun,
and its light can shine even in supernatural darkness.
You are a soldier of your chosen celestial body, and with that celestial body comes a sense for a certain
element or concept. For example, if one would be Sailor Eris, they could carry a sense for detecting
locations of great instability or able to discern emotionally charged situations, as they have a chaos
sense. If someone carries a sense for water, they could sense breaks in the water pipeline
underground or tell if a body of water has been tainted, magically corrupted, or polluted. If one is not
a Senshi, they may choose an element to carry a sense for.
You were born with a rare gift. You have a sort of ‘touch’ empathy, able to sense people’s feelings and
see a transmission of images in their mind through physical touch. Feelings and images will fill your
mind. Intent and coherent thoughts are beyond your senses, however. You can also heal minor
wounds, and you can give people minor shocks. You may also stabilize dying people, but such an act
will stress your body.
You came from another time and dimension, and you carry with you a spirit of space-time. You may
sense distortions in space-time, such as someone bending the flow of time to their own whims or
teleporting to places.
For an extra 200 CP, the App will continue to ding loudly if danger approaches after you leave this
world, such as the city you’re in is being attacked or there’s a crime going on, although it won’t tell you
where the crime is or how to find the criminals. (CG Note: Requires base Cell Phone - Yuki Yuna is a
Hero first.)
When a child of Bretonnia shows signs of magical ability, the servants of the Lady will come to take
him away to her realm, regardless of the parents’ wishes. Boys will disappear, gone to an unknown
place, but now and then the girls that are taken will return in the form of Damsels. You’ve gone along
on a few of these ‘recruitment drives’ and figured out how to recognise the potential for the
supernatural in others, especially the young, even if that supernatural is not the magic from this world.
You’re also able to kidnap other people with surprisingly little fuss, as all but the family and closest
friends of the taken will simply pass it off as an act of the fairies.
You can tell fortunes and foresee the future of individuals. This is most often done through “mermaid
uranai” by drawing cards, which somehow feature the images of friends and allies. The date of your
birth determines the kind of mermaid you are, with different fortunes accordingly. It can be done in
other ways as well, though, from throwing darts to gazing into crystal balls. Can be used for many
things, from major predictions to checking for love compatibility.
Each mermaid kingdom has its own music box as a royal treasure; for instance, the South Atlantic
kingdom’s is called the Morning Moon. Its musical tone can only be heard by mermaids of that
kingdom, and you can use the box to find the location of other mermaids from that kingdom. If you are
a mermaid, the box is a copy of your respective kingdom’s treasure, or otherwise you can take your
pick. However, as this is Jump-chan’s version of the music box, its melody in fact resonates with you
and all those you consider companions and family, allowing you to find them in a similar fashion. It will
also play gentle background tunes at your command, as well as background versions of all songs and
soundtracks from the anime.
Normally reserved for the eggheads, this is for detecting activated Lost Logia or magical artifacts when
they’re activated. This can detect magical energies and give a numerical measurement of how much
energy is in a particular location. Said indicator tends to return an error message for big things, but
thankfully won’t explode. Can be adjusted to detect a specific type of magical energy or item, so long
as you have a sample of it.
The ability to detect magical phenomena is certainly useful for someone whose job depends on magic.
You have a sense for magic, being able to detect heavy usage (like, say, a fight or a bunch of attacks) of
magic at long range (across town, roughly) and being able to tell the magical power levels of others at
close range.
You can see the auras, or Qi, hidden within every being, giving you a myriad of useful information
about them, that you might not have known otherwise. Additionally, you become much more
proficient in controlling your own Qi, as well as other inner energies.
With a thought you can conjure up divine spirits through some sort of focus such as a Ouija board and
ask them questions, though the answers you get will heavily depend on the kind of spirit you manage
to call. A rat spirit may only be able to answer questions about whose house has spoiled food, but one
of childbirth may even be able to tell you which ways a child will develop and its natural aptitudes.
You have a copy of the Dragon God Statue, which is very useful as a weather prediction device. When
its eyes are white, the weather will be clear. When its eyes are grey, the weather will be cloudy. When
its eyes are blue, it will rain. When its eyes are purple, it warns of an incoming typhoon. When its eyes
turn red, however, it is a grave warning that a terrible storm or an incident is about to arise.
By simply willing it so, as long you have any kind of device capable to producing an image, it will
display a picture, or even a video if the device is capable of it, of any person, place, or thing you desire
in their current state. You may be able to find just where they are with some detective work based off
the picture, but their actual location will not be known by you naturally.
Many of Guertena’s creations were imbued with a sense of aggressive possessiveness, perfect for
hunting down trespassers and thieves. You gained enhanced senses for tracking people, and your
ability to track specific targets increases the more you fixate yourself on them. Also, with enough
desire to catch your prey, you can find the determination to get past any obstacles in your way, and
even have the strength to break through walls to reach your quarry. You additionally gain awareness of
intruders in your territory. Most of all, as an artwork may very well lack eyes, ears, head, or nose, you
do not need your regular senses to use this tracking ability.
Traditionally the Cunning Folk were called upon to hunt down witches, criminals, and missing people.
You now have exceptionally tracking abilities, especially when you are searching for criminals, missing
persons, or witches. On the flipside, you become more skilled at staying hidden from pursuers. In
addition, you get a minor boost when fighting or defending against opponents that could be
considered witches.
You have a power that Ice Witches and College Magisters of the Empire alike would do a great deal for.
While all wizards can see the winds of magic to some extent your own sight goes beyond that allowing
you to see even the slightest trace of magic in objects, people and the very air itself. Moreover you can
spot Chaotic taint within the souls of those around you, allowing you to see clearly who has been
corrupted by dark powers and to what extent. Such is the great value of the Hags to Kislev as without
them surely the country would have been overrun by cultists and other foul creatures long ago.
The lure of knowing the future is too great for the rich and powerful, and they will gladly pay a handy
sum for a Celestial Wizard’s advice. How fortunate, then, that you just so happen to be in the area. As
if by fate, circumstances conspire to put you in contact with those who will pay handsomely for your
astrological services. As a bonus, they will not pressure you too hard for information on their own
futures, lest you openly and honestly reveal the exact date, hour, and method of their deaths. The
Articles of Imperial Magic do require that you reveal everything you see, after all.
If there is one thing that perturbs a Celestial Wizard’s divinations, it is weather conditions which render
his observatory useless. Luckily, that never seems to be a problem for you. Wherever and whenever
you set yourself to the task of astronomy or astrology, storms and clouds part or subside in such a way
as to maximize your view of the heavens. Should other atmospheric influences prevent proper viewing
of the stars, these too will fade - at least, for you.
Your attunement to the world around you is unmatched, and the very land itself speaks to you. Your
senses are far sharper, and you have a sixth sense for when others walk across lands you claim as your
own. You may also draw upon the primal spirits of the world to gain increased strength, endurance,
and awareness. You may do so for roughly an hour a day safely. Too much at once, and your will may
be consumed by the spirit, reducing you to a feral state and ending your jump.
Whether it be a profession, or a skill a race possesses, you have a decent selection of options to
choose from. You receive your first pick here for free, and all others are the listed price of 200cp. Races
with more than one may pick between them, but will only receive a single freebie.
Just your Basic Fortune Teller: You have been educated in the basic magical arts, but not necessarily
combative ones. Instead you have gained the ability to tell small fortunes . One that in some skewed
way might come true to a paying customer (For some reason this only works if you receive payment
for it). But you also have learned a variety of charlatan's tricks to keep them occupied and shelling out
more money. But the real trick is knowing the tricks and demeanor to let people tend to see you as not
harmful enough to consider an enemy, even if you verbally support an enemy of theirs. Like the hero if
you are in the villain's main stronghold, or even the Villain if you were out among the laypeople. You
will not be subjected to negative things for voicing your opinion quietly to those that ask directly.
However, this does not protect you if you do something large enough then voice a disagreeable
opinion, like if you become a threat like spouting off a prophecy a Chosen Hero or Villain is coming. It’s
a small bit of plot armor. Not much of it.
The Maku Tree acted as Link's guide during his time in Labrynna. While it’s memory was damaged by
the time disruption, it sent him out to find the eight essences of time, both to repair its memory and to
re-empower it so that it could create the Huge Maku Seed. However, since the tree didn’t have time to
wait for him to come back and speak to her, she instead sent out a small number of fairies to act as
messengers. Thus, this small group of fairies. Each one of them knows a small spell that allows you to
communicate with someone far away, allowing them to act as relays for messages. Think of them as a
magical cellphone of sorts.
“You got the Hero's Charm! This mystical trinket gives you the ability to see the life forces of your
foes!”
A small golden mask made to resemble a skull, it hides a useful secret. While wearing this mask one
can view the raw lifeforce of the people around you, visible as a small red bar floating over a person or
monster's head. A historian might try to tell you about the Sheikah and their eyes, but in this day and
age the design doesn’t mean anything. Still, it’s useful enough, if a tad creepy.
These items are essential to any explorer, and are usually something you’d have to find in each
dungeon- however, these will work anywhere. The first is a magical map, that will reveal the floor plan
of any building you enter- including hidden rooms. It’s not extremely detailed, but it will mark the
location of exits, entrances, and locked doors. The next item is a magical compass, which points
towards treasure chests and any other items of interest. Finally, there is a carved talisman of a strange,
bird-like creature known as an Oocca. When you use the talisman you will be returned to the entrance
of the building or dungeon you are currently in, finding it replaced with a smaller talisman that- when
used- will return you back to the location where you used the original talisman, which will replace the
smaller one in turn. This can be useful if you get in over your head, or find yourself needing to resupply
mid-dungeon.
Using this lense allows you to see through illusions, and detect invisible beings.
You become able to read the minds of animals while wearing this mask, and can more readily uncover
information about others in the world you're in.
You have a knack for tracking people, but also a knack for tracking them without them knowing how
they’re being tracked. Whether it’s done magically or technologically, your attempts on spying on
others is always covert and incredibly difficult to detect unless you announce yourself. Also, as a side
bonus, you can communicate directly with the person you’re spying and they have no way of muting
you or tuning you out. They’re forced to listen to you no matter what.
Authentic astrology is a rarely seen art. It is not a simple discipline to learn. One will use the stars and
the heavens to seek answers about the world below. A mystic art whose roots set themselves in
mysticism and the state of mind of the user: it is said by some that the more you use it for menial or
trivial questions, the less effective you will find the art. A noted side effect of studying this magic that
seeks the truth of the world is that a little bit of that magic rubs off on the user. Practitioners will
instantly spot a lie, and some can tell other people’s intentions with a mere glance. You studied under
the same teacher that Mona did, and so could be called her sibling in learning.
Every Treasure Hoarder’s dream would be to have one of these. It is a magical compass, constructed
from rare and expensive resources. Rather than using any kind of magnetic field, the needle of this
compass taps into the local ley lines in order to lead the user towards the nearest treasures. With so
many treasure abound in this world, that needle will be almost guaranteed to be pointing to
something. It is said that some adventurers vehemently dislike these devices.
Your affinity to Secret Histories has given you an uncanny attention to details that bleeds into
postcognition, allowing you to see things as they once were. Can be used by focusing on a single item
or an entire location.
When a new enemy arrives or major attack is going to take place, you'll have a vision telling you at
least some of what to expect. You'll be caught by surprise a lot less because of it, but sometimes it may
just be a false alarm brought on by too much spicy food and the scary movie marathon at that slumber
party.
Sometimes the bad guys hide themselves or their bases behind illusions, making it hard to spot them.
This power lets you see through those disguises – at first it won't be very strong, only letting you
notice that there's something off about that wall, or that stranger in the crowd looks a bit blurry, but
eventually you'll be seeing through their illusions as though they weren't even there. A word of
warning though – stronger opponents make stronger illusions, so if you want to see through the
enemy leader's disguise, or even notice it, you'll need a lot of practice at this.
An orange, oddly shaped, glass-like crystal. Whenever you sleep with the stone next to your pillow, the
crystal enchants your dreams with premonitions. The dreams can range from direct visions of looming
events to very vague and strange sequences; for instance, if you dreamt that a friend of yours
appeared as the “lady of the lake” and gave you an autographed pair of sneakers, said friend the next
day will turn up and give you that very thing. Other times, you might see exactly what is going to
happen soon. The stone does not so much make the dreams come true, but rather foretells things
destined to occur. However, the dreams can be difficult to predict, and in context may not be what you
expected.
Peter has taught you how to fly up to the stars themselves and say hi to them. Whenever you fly up to
the star, or just look up at it in the sky, it now manifests itself as a head-sized ball of light that can
speak. Stars were placed in the heavens for a crime they have forgotten, and they enjoy having any
company. They know many secrets, and can even spy on specific locations on different worlds, acting
as a sort of look-out. The stars are rather ornery, so your relations with them may vary. To make sure
that you can successfully communicate with the stars without killing yourself, the perk also grants you
protection from extreme heat, gravity, lack of air, and other negative effects that would normally
impede your conversations with stars, but only when you are interacting with them. The perk also
makes it possible for you to “blow out” stars like candles; the star in real life will not be harmed, but all
light from it will be sealed for the next year until it recovers (and don’t expect it to be very talkative
now). In the case of the Sun, though, seeing as children view it differently from stars, it is quite old and
powerful, able to shoot a million arrows either for directions or for defense/offense and very difficult
to blow out; therefore, he makes for a great ally or a great foe if you cross him. In other jumps, this
means that any star that is viewed by a large population as a sun will be elevated to a rank higher than
normal stars. After the jump, you are able to actively ignore the enforced rules of reality and chat with
the stars just as you could in Neverland. Outside observers are still blinded by their grown-up logic,
and will be baffled at the impossible paradox they are witnessing.
Also known as the “Mirror That Answers All,” it is a mysterious, giant mirror found in a cave on
Neverland. When accessed, the mirror shown will reveal the answers to how to accomplish your
strongest dream. However, in the case that you already have the ability to fulfill your dream or have
already come to terms with your dream and don’t care for the answer anymore, the mirror will just
show your reflection. In addition, if someone other than you tries to use the mirror without you
dismissing the protection, a special enchantment will draw him or her into a trap: the victim will be
caught in an illusion generated by his or her memories to make the person give up on the dream, while
outside the vision rock-hard vines will sap the subject’s life energy; however, it is possible to break free
by exerting enough willpower or by remembering the positive parts of your dream – it’s also possible
for others to break into the mirror to help the trapped victim. If you took Shoot the Birdie!, you
become very skilled in convincing people to use the mirror and ignore the trap until it’s too late to get
out.
This pair of antique lenses contains lenses that stem from the Supernal realm of Aether. By simply
tapping the sides of the lenses the wearer may instantly scry on anyone or anywhere that they possess
some form of sympathetic connection to. The stronger the sympathetic connection, the more rapid
and clear the scryed image. (Knowing/having seen the person or place is the minimum requirement.
Having a piece of the person such as a hair, blood or DNA sample significantly increases the chances, as
does having something they deeply value.)
This stone bears a design reminiscent of the olmec were-jaguars and is strung along a leather thong.
When activated the user gains superb sight, able to see in dim light, complete darkness or magical
darkness as if it were broad daylight. Other illusions and spells of invisibility may similarly be seen
through using this artifact.
You have a talent both helpful and horrid. It lets you sense the evil in those around you, a form of
empathy if you will. But... You are still a child, and this talent is untrained, resulting in a sixth sense for
untrustworthy or outright villainous folk. It’s amplified somewhat within lands you control, as it’s
meant to help you defend your people, but training it until it’s fully under your control will likely take
years. For now, it mostly manifests itself in the form of prophetic dreams of the coming days. Or more
like nightmares if you prefer. Either way, this will offer you some warning of tragedy both personal and
far flung, and thus a chance to stop it. Be warned though, you could dream of a horror weeks in
advance, or mere hours. Control will come with practice, but for now be sure to step lightly, lest you
dream of a seal breaking, go to check on it, and arrive after it’s been broken.
The body is simply a vessel, and one that can be honed and perfected into a weapon. The mind is no
exception, and you’ve gained mastery of the calculations necessary to do so. First, you are capable of
Thought Partitioning -separating your mind into different ‘sets’, each one running another thought
process simultaneously, letting you execute superb multitasking and even use multiple thought-
intensive skills or abilities at the same time. You start off capable of running three thought partitions at
the same time, and with practice, can increase this number further, with the difficulty increasing the
more you divide your mind. This can be shut off or ‘cut’ at will, if the noise or split focus should
become unbearable.
In addition to being able to partition your mind, your ability to calculate mathematics and probability
has entered the realm of the supernatural, able to get the answer to an equation with only half of the
necessary evidence and material to work with. You could calculate where someone will throw a stone,
despite not knowing how hard they will toss it, and know how and when someone will move just by a
passing observation of their muscle movements. You can also calculate the mathematics behind a
situation with simply a glance, such as bullet trajectories or the speed someone is currently moving at.
These two abilities combined also make you a fantastic lie detector, and probably leaves you walking
away from poker tables with the entire betting pool.
It seems you’ve imbibed in the Elixir Zeboim, and while no hour has explicitly blessed your actions,
you’ve nevertheless succeeded in awakening the memories of the decaying flesh. With this ability,
whenever you partake in a kill or consume a corpse, the memories of the dead will flow into you,
giving you an insight on their lives as if you had been there by their side. This process takes only a
couple of seconds, at most a minute, during which you will remain in a dreamlike state, and can be
toggled on and off at will, so that you are not burdened with unwanted knowledge.
Mana. Ki. Prana. Life energy. If it’s a power that rests in a living being, you can sense it. You can detect
someone’s hidden potential in any skillset or magical power you possess. You can sense when
someone has a hidden strength to them, unknown to even them. You can also sense when great bursts
of energy happen within a distance around you similar in size to a large city. This includes dramatic
flashy fights involving the slinging of spells. This sense can eventually be extended to reach to the
edges of the Solar System.
Fate has been likened to a grand play, of which every person is only but an actor in a small role. You
know that the first part is true, but you also know that the second part isn’t. Some people are just
more important than others in the grand scheme of things. You have a sense for those who fate has
chosen to play an important part in the cosmic design. This sense extends to those who aren’t quite
human, such as other Senshi.
Some say there is an invisible red string connecting lovers. To you, there isn’t just an invisible red string
connecting you and your lover, but rather a multitude of colorful strings connecting you to everyone
you’ve shared a bond with. You are connected to those you have a bond with, and can sense when
they’re threatened or in peril, even if you don’t know how. You were a guardian of a planet, and now
you are the guardian of your friends.
In the modern world, technology has shed light upon many of mankind’s mysteries even dating from
long ago, but there are still some things that escape our understanding. Things that seem to lurk in the
shadows, or just in the corner of our eyes – things that seem to happen when we have our heads
turned – all of the things that usually go about unnoticed.
You however, seem to have a knack not only for seeing these things, but also attracting them to you on
occasion. Things that don’t belong, things that would otherwise be hidden away, these don’t escape
your eyes. A talent that at first only manifests as an odd sensation when you notice something amiss
will eventually become a trained skill to discern what is off. Naturally, this works on mundane people
as well, and you’ll be able to discern when there is something wrong with them.
You will be able to read the hearts and the minds of any being, no matter if they speak a different
language, or even if they are animals, though only in their immediate presence. This power will also
grant you the ability to hypnotize others by manipulating their conscious minds. Furthermore, if your
targets are in a compromised mental state where mental resistance is minimal, are unconscious, or if
they simply allow you to do so, you can even tap into their memories to experience them for yourself.
You have a particular talent of seeing through attempts to fool you and magical deception. You can
easily see through lies, including magical illusions designed to make someone seem like something
else, though you can only recognise that someone lied and not the whole truth without a bit of
investigative work. Spotting an oni disguised as a hermit is a trivial exercise for you.
You may not be omniscient, but you are the next best thing. You know everything that goes on within
any relatively densely populated centre (more than a dozen people), due to you picking up almost
reflexively a constant supply of youkai spies who can feed you constant information on everything
they can perceive happening. You can direct them to search for specific information (such as “find me
humans who might start causing trouble) or you can simply let them report on anything interesting
they find. Either way, you’ll quickly amass a tremendous quantity of information on everything
happening in your local world.
The Mad Hatter has found ingenious ways to exploit the temporal curse put upon him by Time, and he
and his fellow tea guests have discovered a complicated, tea-related way to show things that
happened in the past. To do so, you need both a focal item and a focal point. For the focal item, you
need an object closely tied with the person related to the events you want to learn about (such as
Alice’s old hair band for Alice, or the very person in question). Second, you need to be at the site most
tied to the events/person in question – you don’t need to be directly at the location of the events, just
at least in the general vicinity of.
Once you are in the proper location and have the focal object ready, you may start the ritual by
chaotically drinking (and spilling) tea and singing nonsense rhyme. You or a companion will then enter
a trance and, in a singsong voice, repeat a poem of sorts narrating the events of the past. The speaker
will remember the recitation even after exiting the trance You have no control over what events are
retold, but it will always be something narratively important for your present circumstances/goals
somehow. You do not actually see the past but rather receive its narration in the poem; it will be up to
you and your friends to interpret the message accordingly. Please also note that it is possible for
enemies with temporal abilities of their own to intercept and block your vision. If blocked, you will
break out of the trance prematurely and become temporarily comatose.
The reason Celestia Wizards use observatories and telescopes is to read the portents of the stars, for
much prophecy is ingrained in them. This is true even on the battlefield. If given the chance to observe
the heavens for ten minutes or more before the fighting starts, you may ascertain how the battle
would proceed in general without your interference. Not only does this tell you which side would win
should you not intervene, it will also tell you what the general casualties on either side would be and
give vague hints of where you are needed most once the battle begins.
The greenery within the Jade College is more than simple topiary. Every climbing ivy, shrub, and tree
inside the coiling structure is awake and aware of everything that passes by it. Any movement they
find questionable is immediately reported to any Jade Magisters within the College building who ask.
You have found yourself blessed with a bounty of similar foliage, which you may freely plant wherever
you desire. When asked, these photosynthesizing gossips will gladly answer you any question about
goings-on near them, from what sorts of birds have perched on them to which would-be thieves have
used them as hiding spots. Should you plant any additional foliage, you may add it to this network at
will.
All of the arcana have a means of detecting the supernatural, the unseen world hidden behind our
own, but yours is particularly attuned. You have learned from your order to shape your soul in such a
way that you may automatically use one form of mage sight (chosen amidst one of your arcana) and
may have it be continuously active. This will grant you a greater insight into the mystical and physical
worlds at all times with no need to waste time casting or focusing on it.
A magical relic appearing as a purple mirror with red barbs sprouting from the top of its frame. It has
an incredibly potent ability to dispel illusions by revealing the truth, allowing it to easily dispel even
powerful illusions. Simply hold it up to what you believe is deceiving you.
The Lens of Truth is also able to reveal other forms of deception, as it can make the invisible visible, or
highlight camouflaged objects that blend in with everything else in their surroundings.
Besides the obvious, this handy little lens will reveal the invisible,and pierce through illusions. Also
works for reading extremely small text and starting fires with the sun. Won’t break, conveniently.
A Sheikah Artifact that allows one to see the invisible and spiritual, it can also be used as a sort of “X
ray vision” in addition to seeing past mystical deception.
What big eyes you have, all the better to gaze into your crystal ball and see the future with! And yes,
that is actually a thing that you can do, this isn’t some sort of insane salesman ability. Given an
appropriate medium to channel your (probably limited) supply of magical energy through, you can
turn such methods from fiction to fact. Maybe you’re helping someone find their lost lover, informing
a treasure hunter of the most valuable place to dig, or advising someone on what kind of shield to take
into battle based on the enemies your visions reveal. Interestingly enough, the clarity of the vision - or
the ease of reading the other methods - rises the more often you search for the future of a specific
individual.
While Ghirahim only has these abilities out of Demise’s spite towards the Goddess, Fi was specifically
designed to assist the Hero and as such has a host of abilities to help in that task. Primarily this
manifests itself in two ways, the cold calculations of a machine and an ability to detect traces of
magical energy. Unlike your own ability to manifest your image, this sensory ability covers miles and
miles, allowing you to search out items and individuals of whom you have even the slightest sample of
their aura. Similarly, you machine mind allows you to extract what is and isn’t your target from even a
random sample of energy, or to do a much more in depth scan in order to determine the weak points
of a structure... or an enemy. As a small boon to supplement these, your voice manages to not be too
distracting if you happen to be delivering your report mid combat.
Despite the name, the compass does not track down artifacts of light. Instead, it seeks out the largest
concentration of dark energy - fitting, given that it was made by the rogue Lokomo, Byrne, at Cole’s
request. As stated, the compass will always point towards the largest concentration of dark energy,
demonic influence, or other creepy crawly nasties that it can find. Though, if you have a sample of
something that you’re trying to track down, the compass can lock onto that instead. Something else of
note - made by a servant of Good, made from holy materials, and powered by the light? This compass
is completely unusable by demons and their kin. They can’t even hold it without being burnt.
A gold diamond ring once owned by the thief Daravyn the Gray, it certainly helped him during his
tenure as a thief. It improves your acrobatics, lockpicking, marksmanship, stealth, and let's you detect
any living creature within fifty feet of yourself.
A copy of Alice’s crown after becoming a queen in Through the Looking-Glass, though it has since
broken into three pieces. Each purchase gives you a single piece of the crown, each with its own
special power (you get to choose which piece for each purchase). If you buy multiple pieces, the crown
will start to come together, and you’ll get the cumulative effects of the individual pieces. When all
three pieces are bought, the crown is fully restored, and it will now additionally make the wearer
immune to all magic that controls them mentally or physically). The individual pieces’ powers are as
follows:
3. 3rd Segment- Allows you to better sense magic things around you.
You can see the most probable future play out right before your eyes.You can peer ahead a few
seconds or minutes (with some strain) into the future using your eyes, though longer vision is
extremely damaging to a human mind as it tries to look through the near-infinite possibilities, and
becomes less coherent the further you push it. You will observe the most likely future and a rough idea
of how to ensure or prevent it, though observing things that operate outside of fate will yield unclear
and unreliable answers - and even then, it may not always play out the way you expect them to.
In your right eye, the future. In your left, the singular path towards that future. Among the most
powerful forms of precognition known, this psionic abilities grants the right to decide the certain
future at the cost of your own free will.
With your right eye, you can see the future. Searching for any specific possible outcome from the
current point in time, you can look through varying timelines up to six months in advance. The test
scores on an exam, the result of a sports game, the way a foe you seek to assassinate will fight. It is not
impossible to block this vision with powerful magic or other time-based abilities but such things should
be very rare.
More importantly, it is your left eye that dominates. It visualises a path to you that, if followed in your
actions, will certainly lead to the future you have seen with your right eye. The longer you watch the
specific future result you desire and the more information you gather, the better, as your path will
have more information to act on. The left eye does not care for your interests, emotions or other goals
and will simply pursue the ideal path to reaching the future you saw. By abandoning all restrictions on
your morals and desires, you make that future utterly guaranteed, bar the intervention of immense
magical forces or time interference. A quick glance to seeing a hotel destroyed would give you a
random path to that result. Spending hours searching for the specific method and result for destroying
that hotel would give you a path to achieving that. Keep in mind that you can only see possible futures,
your paths will not lead you to things impossible for you to achieve.
There are two limitations to this seemingly infinite ability. The first is that you must be present to
witness the final result of the path with your own eyes. Whatever future you pursue, you must be
within line of sight of the final moments. Without this quality, the future will always rebel against the
control your left eye exerts and changes occur. The person you wished dead survives, injured but
aware of you as their attacker. The desired to be destroyed hotel remains unscathed but the bombing
plot is unveiled to the public. The second limitation is that, as a method of making the future certain
and forcing a single timeline to occur, it becomes clear to those that can sense such things that you are
taking action. It may even be possible, for those with truly rare powers, to destroy the timeline
because you make it such a tangible, determined path.
You know just from looking at them, what an enemy's strengths, weaknesses, and powers are, and
how much health and energy they have left. You might just "know" it, or you might see pop-up health
bars and stat readouts, but whatever it is, it's a massive tactical advantage when you realize that the
dread Youma Lord you're facing is deathly allergic to shellfish and peanuts, or that the evil robot's fuel
hose is exposed. Major fights will go faster because you know how to really hurt your enemies, and
what tactics aren't worth trying.
This is a dark pool, upon which no ripples disturb it. It seems bottomless in it’s darkness, until you gaze
within the depths. This pool will allow you to watch your enemies, and anyone else you wish to keep
an eye on within the peace of your own base of operations. But you may also curse your enemies
through this pool if you wish, or speak with your minions in distant dimensions or worlds. It is difficult
to jam the scrying magics of this pool, but it is possible to do So.
You may so see very faint visions of the future, but you will have to figure out the specifics yourself, as
voices and specific identities will not be easily identifiable.
You are an Oracle of near unparalleled ability. The past, the present, and the future are all laid bare
before you. You can peer into the minds of others, scry any location or any person, and make
impressively accurate prophecies. And your powers aren't simply deep, but also wide. Any related
abilities are also within your grasp: reading auras and palms, acting as a medium, communicating
mentally with anyone, conjuring illusions, astral projection, and contacting beings on entirely different
planes of reality are all possible for you.
Your Sight is also incredibly clear, meaning all but the most potent of illusions fail to affect you at all
and obscuring things from your view requires powerful magic. Even gods would struggle to hide from
your mind’s eye for long.
Made in the dirty thirties by a sadistic wizard the name of Angus Croydon. Croydon was mostly known
for squandering his power on arranging satanic orgies and cannibalistic rituals with England's blue-
blood, but did manage to make this one legitimately powerful artifact:
A large antique compass capable of pointing to each and every notable source of magic in the world.
Anyone in possession of it could be first on the scene of every mystical awakening and the first to dig
up every artifact that's worth anything. Though it'd be practically worthless in a world without magic,
it's an artifact of immense value in this one.
Shaped in the classic geocentric view of the universe this armillary sphere is actually a prison and font
of knowledge. Whomever stares down at the earth from the uppermost viewpoint is sucked into the
sphere and able to see the flow of magic with their very soul. If lacking magic there is a small chance
they may develop an inkling of magical talent. If already a practitioner, they may receive new insights,
becoming much more powerful or fluid in their arts. When one is inside the sphere they are free to
remotely view very nearly any location in the solar system (save those that are magically warded of
course). While this pseudo astral projection may be powerful, the sheer volume of information and
potential for things and places to be can be overwhelming and difficult to sift through. Those that are
trapped within it are forced to answer any yes or no question truthfully (indicated by the sphere
changing orientation to either a correct or incorrect reading of the askers birth date). While capable of
keeping a powerful sorceress prisoner for a thousand years the prisoner may be released if they can
answer truly if they regret their actions. If they are truly remorseful of their wrongdoings and willing to
make amends then they will be immediately be released upon answering the question. If they are not
then they could very well spend an eternity within the sphere. (Note: It may still be broken from the
outside by mundane means, freeing whomever is trapped inside).
Only the most senior of Damsels, those who live through many conflicts and gather a great deal of
knowledge, reach a high enough level to become Prophetesses. The women most favoured by the
Lady of the Lake, each is a mighty sorceress. You’ve reached this same level, gaining the status and
powers of such a highly ranked Damsel. All your magical abilities receive a great increase in power and
your skill and knowledge of the use of the magic you have bought here is also similarly increased. You
have been blessed with great powers of foresight and clairvoyance, allowing you to view events years
in the future or that happen in faraway countries at will. Finally, your position as a Prophetess has
placed you almost entirely outside of the laws and social structure of Bretonnia. While in future worlds
you will still be seen as being bound by the laws of wherever you are, any who know of your magical
abilities will ignore any sort of social taboo or restriction breaking you do.
This encased crystal can be used to see a vision of a probably future. Best used at midnight, when
plenty of star are about. It will show a clearer picture if it is a vision of personal interest to you. As the
moon waxes and wanes, so too does the accuracy of the vision. On the night of the full moon,
performed under the stars, you would be able to view a near 100% accurate vision of something
significant to come.
You have a particular talent with divination. You deftly weave magic into your techniques, making the
things you predict invariably accurate. Your gaze can easily pierce nebulous conspiracies and the veil of
the world to find hidden truths and expose all kinds of secret conspiracies. Be careful what you look
for, you may find something far worse than you believed. Of course, you are protected from going
mad from anything you see, but you may still find disturbing and upsetting truths. Your mastery also
comes with the ability to easily teach other people these same fortune telling techniques – even when
written down in a book your guides are simple to follow.
You will now be able to see and sense where tension of someone or something is the greatest. You
may also move the concept of this weak spot towards you, so that when you destroy the
manifestation of the weak spot you have moved, the target in question will be destroyed as well. How
much power is needed to destroy any particular thing is proportional to how tough it is. A normal
person can be crushed like an insect, but powerful Youkai may prove more resilient, and require much
more effort on your part for the same effect.
One of the most infamous abilities that the powerful servants of Tzeentch possess is a look into the
very future itself, given to them by their dark patron so that they can masterfully manipulate they very
outcome of battles, and in some cases entire wars have been orchestrated by Tzeentch’s chosen. By
choosing to dedicate yourself fully to Tzeentch, the Changer of Ways has given you this very same
ability. By utilizing magical relics or large amounts of magical energies, you can look into the future of
the mortal realm and even some places..beyond. The more used for this view, the further you can look
and the more information you can glean from it. What kind of fool thinks that they can defeat an
enemy that sees and knows all?
“I’ve seen your face in my dreams of late. For I’ve dreamt of a hero locked in battle with a terrible
evil.”
You have acquired the same innate mystical powers as those possessed by Princess Zelda of Hyrule.
This power manifests in the form of prophetic visions, granting vague glimpses of future events
through dreams, a sixth sense for impending danger, and the ability to divine the fortunes of others
with tarot cards or a crystal ball. With time and training, you might even be able to see more detail in
these visions, and eventually learn to consciously bring them forth at will.
Raphael Julevno, Magister Patriarch of the Celestial Order, saw more in his youth than most Celestial
Wizards see in a lifetime. His visions came unbidden, without observatories or star charts. When his
mother cast him out, they showed him where he needed to go. When he arrived in Altdorf, the
Celestial College was waiting for him. Perhaps your story is the same, or perhaps you were found in
some other way, but your natural affinity to Azyr is such that you require no equipment whatsoever to
see glimpses of the future - you need only ‘listen’ for these visions as the Blue Wind blows through
you. No right-thinking Celestial Magister could possibly have turned you away.
According to the sage Sahasrahla, this is the true purpose for the Hylians pointed ears, that they might
hear the voice of the gods in their time of need. Sadly, not all Hylians can do so. Thankfully, there are
enough. The descendants of the seven sages who sealed Ganon all seem to have some form of psychic
powers - enough to talk to Link from halfway across Hyrule at the bare minimum, a skill you now share
with them. If you so wished, you could forge a bond between you and another that would never fade,
allowing the two of you to speak and feel each others emotions no matter the distance. But that
power is only a derivative of its true nature. With this, nature spirits, minor gods, wise old men who
may be sages but aren’t one of the seven sages, and all sorts of beings will conspire to add you to their
circle of gossip. A dark power rises in the east, this year’s harvest will be a poor one, the Hero recently
slayed a monster in the far north... Some might mistake you for being able to use your psychic powers
to see the future.
“I wasn’t kidding when I said pay! Now you’ll pay the ultimate price!” -You, probably. Thieve’s will have
a harder time stealing from you, and when they succeed, you’ll always know the relevant details about
the theft, albeit usually around an hour after the fact. If you encounter the thief again, you’ll be able to
strike them down with powerful magic. Most likely enough to kill normal people easily.
Like the anomaly found within this world, you too now have access to a kind of personal Gate of Souls.
The Gate of Souls is a portal that connects to all of time, but it requires someone skilled with magic to
truly pull on its potential.
Someone with some skill can use the Gate of Souls to peer into the past whenever and wherever they
please, watching whatever and learning whatever they can find while scrying. More powerful
Sorcerers and Sorceresses however can do more than just look though.
Those with great magical skill and power can use the Gate of Souls as a conduit for summoning
objects, individuals and creatures from past eras into the current one. It was through this application
that Cia was able to swell her army’s ranks with monsters.
Beyond the incredible abilities of even Cia, only made possible with something as powerful as the
completed Triforce, the Gate of Souls can even be used as a gate for transporting entire places from
past eras as they existed back then, with all they contain, and juxtaposing them over the current era.
0 CP Cost Name Jumpdoc Chapter
Physical
5 Free Enhancement Generic MG Transformation
Warhammer Fantasy:
6 Free Halfling Traits Transformation
Halflings
Warhammer Fantasy:
7 Free Badge of Office Imperial Colleges of Transformation
Magic
8 50 Work-Life Balance - Generic MG Transformation
Low Tier
Work-Life Balance -
14 100 Mid Tier Generic MG Transformation
Sorcery -
World of Darkness:
17 100 Shapeshifting (One Transformation
Sorcerer
Dot)
Sorcery -
18 100 Shapeshifting (Two World of Darkness: Transformation
Sorcerer
Dots)
Sorcery -
19 100 Shapeshifting (Three World of Darkness: Transformation
Dots) Sorcerer
Sorcery - World of Darkness:
20 100 Shapeshifting (Four Transformation
Sorcerer
Dots)
Sorcery -
21 100 Shapeshifting (Five World of Darkness: Transformation
Dots) Sorcerer
Psychic Abilities -
World of Darkness:
25 100 Astral Projection Transformation
Sorcerer
(Four Dots)
Psychic Abilities -
World of Darkness:
26 100 Astral Projection Transformation
(Five Dots) Sorcerer
Work-Life Balance -
40 200 High Tier Generic MG Transformation
Warhammer Fantasy:
64 400 Pendant of Delmair Amazons Transformation
Fate/kaleid liner
65 400 Thor Card PRISMA ILLYA Transformation
Fate/kaleid liner
66 400 Caster PRISMA ILLYA Transformation
67 400 Lancer Fate/kaleid liner Transformation
PRISMA ILLYA
Fate/kaleid liner
68 400 Archer Transformation
PRISMA ILLYA
Fate/kaleid liner
69 400 Berserker Transformation
PRISMA ILLYA
Fate/kaleid liner
70 400 Rider Transformation
PRISMA ILLYA
Fate/kaleid liner
71 400 Saber Transformation
PRISMA ILLYA
72 400 Gored Anew Warhammer: Fantasy: Transformation
Beastmen
Warhammer Fantasy:
78 400 Legacy of Kadon Imperial Colleges of Transformation
Magic
Warhammer Fantasy:
Seeking True
79 400 Imperial Colleges of Transformation
Transmutation
Magic
Crimson Red
85 600 Tsukihime Transformation
Vermillion
Fate/kaleid liner
97 600 Emerald PRISMA ILLYA Transformation
Legend of Zelda:
### 600 Fierce Deity Mask Majora’s Mask Transformation
Legend of Zelda:
### 600 Dark Beast Transformation
Twilight Princess
Battle with a True
### 600 Hero Undertale Transformation
Environmental
### 600 Genshin Impact Transformation
Strength
Magical Weapon
### 700 Drakengard and Nier Transformation
Maker
### 700 Twilight Princess Legend of Zelda: Transformation
Twilight Princess
###
Purchased Perks
Description
You are undead. Between life and death. Your flesh and organs have long since rotted from your body,
leaving you as naught but bones, animated by your own soul. Your soul remains within your body as a
result of countless rituals and spells performed over your form prior to and during your burial. As an
undead, you do not age. You have no requirements or ability to do bodily functions such as eating,
drinking, sleeping or breathing. You have no organs to damage or blood to bleed. The only way to kill you
would be to smash up your bones till nothing the size of a skull or larger remains.
You are enchanted so that, even despite lacking muscles or skin, you can move with superhuman strength
and speed, as well as move and think at all. Whilst many lesser Nehekharan undead require the presence
of a Liche Priest to maintain awareness and only have the most basic of personalities, you have no
requirement for support from a Liche Priest and you maintain your full cognitive functions in this form.
However, as you are just old bones, you are quite vulnerable to fire, despite the relative sturdiness of your
form.
After the jump ends, this will become an Alt form for you.
As part of your contract with Kyubey, your soul has been partially separated from your body. It is
contained within a tiny gem with a color and aesthetic matching your personality and your wish...well,
what WOULD have been your wish if you chose a background, or just a look that ‘fits’ for Drop-In. The
benefits to this state are as follows:
Unaging - You do not physically age from the point of your contract onwards.
Magical Body - You can transform into a Magical Girl form by activating the Soul Gem, where it will rest on
a part of your body either embedded onto your skin or as a piece of jewelry (it can remain in this form in
your ‘civilian’ persona, as well). This creates a ‘projection’ around your physical form that is much more
physically athletic and can take a lot of physical punishment with only some of the damage and the pain.
Being knocked around or juggled by a powerful Wraith is still an unpleasant and painful experience, but
you’d have a good chance of surviving the first few attacks instead of immediately dying like an ordinary
person would. It’s in this form that you can use your Magic, detailed below. Even better? As long as your
Soul Gem is still intact, you can use magical energy to regenerate your body even if you were just a
smoldering pile of ash, though this takes time and is a huge drain on your resources - you’re more likely to
disappear without a full ‘tank’ of energy ready than completely regenerate from a single cell. You will also
be conscious through the entire experience, so...try not to get to that point.
Magical Girls, Represent! - As a bonus, your ‘transformed state’ has a neat costume and aesthetic of your
choosing. It doesn’t change its function, but if you want to wear a pretty dress into battle or look like an
armored knight of some kind, you can. Just note that what you choose remains the same unless you find
another way to modify it.
That said, this isn’t all sunshine and pink dresses. There are some downsides.
No Wish For You - I’m holding onto that wish of yours until we’re finished with your chain. Believe me, it is
not worth cashing in here.
Energy Requirements - Everything I explained above, and the Magic it powers, is a product of the Soul
Gem. The Soul Gem only has so much energy to spend and for the duration of this jump, you can only
regain energy by using the remnants of Wraiths after defeating them. While you generally won’t have to
worry about this if you pick your fights wisely, using a huge amount of power or coming back from
atomization will put you in the red fairly quickly. Your mood will also dampen and become increasingly
manic and depressed the more severe your energy deficit is. This also ties into…
It’s Called a Soul Gem For A Reason You Moron - The Soul Gem literally houses your soul. If you’re
separated from it (more than a small room’s distance would do it), your body will drop dead and start
decomposing, utterly helpless until the Gem is returned to it. You have no motor control or awareness in
the Soul Gem itself, to boot. What’s more, it’s amazingly fragile and if destroyed, will instantly kill you.
Hm? You can survive this somehow? Then your Soul Gem will reform with you, but it will lose the same
amount of energy needed to restore your body from the ground-up. You’ll need to ‘refill’ quickly.
Game Over - If your Soul Gem is destroyed (without some way to cheat death) or you exhaust all of your
energy, you suffer the same fate as other Magical Girls and vanish from existence...although, in your case,
you just go home safe and sound as if nothing happened. Thankfully, this only applies to this jump - I’ll get
to alternatives and how things work onwards in a little bit.
Every Hero has access to a powerful, but temporary form that completely changes their outfit, and super
powers their weapon. In order to access it, one needs to build up energy by fighting Vertexes or hostile
foes. You will be able to tell from a stamp somewhere on your clothes displaying a flower on it. The more
flowers that bloom on the stamp and the more elaborate it gets, the more energy that has built up.
Energy cannot be gained via training alone. This form is capable of destroying the bodies of the weaker
Vertexes to expose the soul that dare to threaten humanity in a single strike and tearing into the outer
shells of the strongest Vertexes. This form is also capable of growing different, but thematically fitting
powers, such as a protective flowerbud holding two people in to protect them from the flames of
atmospheric reentry. One may also be able to fly in this form. However, this form comes at a cost, called
Sange.
See, all your power is borrowed from the god Shinju-Sama, and you must make a sacrifice to gain this
power. When the form ends, you lose a part of your body or your mind. This can range from memories, to
losing your sense of taste, to losing your eyesight in one eye. Thankfully, your outfit will change to
accommodate for any physical losses so you won’t be affected by bigger sacrifices like losing the use of
your legs, and your instincts will never leave you if you lose your memory. And post-jump, you will gain
everything back and no longer need to give up any part of you to use Mankai.
This is a cool smartphone with all sorts of apps. But it’s most important app, pre-installed, comes with a
Hero App. This has a chat function that lets you talk to other people in your friend group and you even are
represented by chibis. This Hero App will ding loudly with an alarm when the Vertex arrive (But you could
also tell, because time stops when they approach Shikoku except for you and your friends). It even comes
with some handy dandy informational material in the app, such as the history of and how to fight the
Vertex. And if you want to transform, simply press the app to initiate the transformation. It can even tell
you how many Vertex you’re fighting and where they are.
Magical girls have to be fit. But when a monster is bearing down on you on your first night, that’s a bit late
to hit the gym. Fortunately, your power includes some basic enhancements.
Muscles a dozen times as powerful, capable of letting you lift cars without hurting yourself, tossing people
through walls, and running across rooftops.
A full-body reinforcement by the same factor, protecting you from your new strength, as well as making
most enemy attacks into lighter punches. Not completely ignorable, but you’ll take a good beating withou
going down.
Enhancements to balance and reflexes, as well as some acrobatics training settled into your mind so you
can use your new abilities to roofhop and stand on telephone poles without issue.
When man first came over to the World’s Edge Mountains, the halflings followed. The dwarves recorded
them as “beardless manlings we first thought to be children.” That description is not far off. As a halfling,
you are only about three- to four-feet-tall, with the proportions to match. Most halflings, both male and
female, oft have a beergut to match their desire for both good food and a comfortable life. I’ll leave that
particular detail up to you. Their feet, large and hairy on the tops, are naturally thick-skinned and leathery
- rendering boots and other forms of footwear redundant as they can even walk on broken glass or jagged
mountainous trails without damage. This and their naturally quick fingers and quiet movement lend
halflings a natural intuition at stealth and sneaking about - fitting with their lack of physical strength.
Lastly, halflings have a native resistance to magic, both beneficial and harmful. It is not to the same extent
as dwarven near-immunity, but a fireball that would severely burn a human soldier will leave a halfling
singed and momentarily blinded.
After your decade here is up, you may choose to have your halfling form available as an alternate form to
transform into.
Each Wind of Magic also affects the physical appearance of those Wizards bound to it, and you may now
possess these unique looks as well. Such changes to your visage become an alternate form at the
completion of your time here.
Amber: You bear the features of some animal whose aspect you favor. Perhaps instead of human hair, you
have a wolf’s mane, or your fingers have become eagles’ talons.
Amethyst: Your body is as hairless and pale as a bleached skeleton, and your head most likely is as well.
Bright: Your face and arms are marked by crimson tattoos, which shift like flames when you cast, and your
hair is likely bright red and actually aflame at the tips.
Celestial: Your eyes may glow a faint blue at all times. Not the most obvious of effects, but it is there.
Gold: It is likely that your experiments have led you with deep burns from fire and acid on your skin, but
that is not the sort of thing that keeps a good Gold Wizard down. It is also possible that parts of your flesh
have turned to solid gold.
Grey: You are likely lean and fit from your many wanderings, but otherwise this is the least conspicuous
effect. Perhaps your face is a little too forgettable, even...
Jade: Rather than an obvious elemental manifestation of some sort, you may seem to be more ‘alive’ in
general – at least during the spring and summer. More vibrant flesh, hair, and eyes reflect the increased
life within you. Of course, you might wrinkle and wither somewhat during the fall and winter, but it is
nothing too noticeable.
Light: Your hair is bright white, your skin is opalescent, and your eyes have no visible pupils. You are slowly
becoming a living point of light, in a sense.
Most magical girls have no ability to mix their transformed and untransformed modes. Once they lose the
frilly outfit, they are nothing more than ordinary girls.
For 50 CP, you retain Physical Enhancement at all times. In addition, you also retain passive benefits from
other alt-forms in all alt-forms.
You know what this is. The amulet or whatever that a magical girl uses to transform. Although recent
series have started turning the girls’ phones into the transformation trinkets. Weird. Most magical girls
have a different appearance when transformed, but there are plenty of examples where the
“transformation” is just an outfit change and instant hairstyling. Uses this once transforms you into your
magical girl form. Using it again transforms you back.
For most girls this also enables them to use their powers (see the Powers section and Work-Life Balance).
The greatest expression of power isn’t anything as subtle as presence or a mere sense of having moved
forward somehow - it’s bright and flashy colors that show you’re not someone to mess with! When you
achieve or use any supernatural power of your choosing, you may have your body change in appearance
somehow to match it - whether a different hair color, longer hair, a change in skin tone or eye color, or
other ‘minor’ changes in appearance. This is purely aesthetic and doesn’t allow full-blown shapeshifting,
but you can freely customize when and how these forms appear, as well as change the appearance of
similar transformations that don’t change your body very much freely. This can be toggled and adjusted at
will.
The undead condition comes with all it implies, including the lack of vital organs or the need to breath and
the like, except they do not rot. Undead vary vastly in strength, but the intelligent ones are much more
powerful physically and magically than they ever were in life, and possess the same capacity for growth
the Einherjar do. Being one of these, you have a choice between becoming a Demon, a kind of undead
with greater physical power, endurance, and speed than other undead, or a Vampire, which is inferior
physically (but only when compared to a Demon) in all but speed while instead possessing much more
powerful magic. It should be noted that neither of these creatures possess the weaknesses they are said
to in folklore.
Interesting. This is a rare talent - near-perfect compatibility with the Unison System. Normally a particular
skill set and a bit of luck is needed for this, but you seem to be the exception. Should you ever use it
yourself, the fusion is almost seamless and immediate, letting you function in near-perfect unison with
any Device regardless of function. Outside of this, you become better at working as a duo with someone in
a team, letting you move in sync that most coordinated dancers or sports players would envy.
You gain two more forms at the start of this jump, for a total of three. One will be an ordinary human form
(or at least easily disguised as such,) but the other two are obviously not human, and are related in some
way. For example, a wolf and a puppy.
The two nonhuman forms have boosted attributes in some way. For example, a tougher wolf form and a
puppy form with boosted healing magic.
At the start of future jumps, you may adjust your forms and boosts they provide.
Most magical girls have no ability to mix their transformed and untransformed modes. Once they lose the
frilly outfit, they are nothing more than ordinary girls.
For 100 CP, you can use your active powers even while not transformed, but they are harder to control
and weaker. This also applies to powers that would otherwise be locked to other alt-forms.
A small lace fan that, when waved, lets you cast shrinking spells on yourself or an adjacent target of your
choice. The shrinking lasts for about an hour. If you already own a similar fan, you can choose to convert it
into this item.
Onox’s armor, really big. Onox’s true form, way too big. So big in fact that there’s no way he could ever fit
in there. Unless of course you start to introduce magic into the equation. This overly large suit of armor
somehow manages to fit anyone inside, no matter how big or oddly shaped they are. Make no mistake,
the armor itself is still huge compared to your average hylian. Or... well, maybe it doesn’t have to be. In
short, this suit of armor - which doesn’t have to be a suit of armor, you could go with Veran’s half dress
half pauldrons thingee - condenses huge monsters into relatively normal sized people. It also comes with
an axe, a flail, and Onox’s weirdass flail-axe.
Many sorcerers have sought to make changes to their own forms, and the forms of others. With
knowledge of this path, such enchantments become possible.
[2] Noticeable changes to oneself, such as claws and scales are possible. Or a completely different (but stil
human) face.
(CG Note: Requires Sorcery - Shapeshifting (One Dot) - World of Darkness: Sorcerer first.)
Many sorcerers have sought to make changes to their own forms, and the forms of others. With
knowledge of this path, such enchantments become possible.
[3] This level of shapeshifting allows the sorcerer to replace any one of their body parts with an equivalent
part from any animal. This can mean a fully clawed paw, an external digestive system, or a shark-like jaw.
Turning into a completely different person is also possible.
(CG Note: Requires Sorcery - Shapeshifting (Two Dots) - World of Darkness: Sorcerer first.)
Many sorcerers have sought to make changes to their own forms, and the forms of others. With
knowledge of this path, such enchantments become possible.
[4] The sorcerer can at last affect another person with their spells, but still cannot take on a fully non-
human form with a single spell, shifting only into some half-way point between their natural form and an
animal of choice.
(CG Note: Requires Sorcery - Shapeshifting (Three Dots) - World of Darkness: Sorcerer first.)
Many sorcerers have sought to make changes to their own forms, and the forms of others. With
knowledge of this path, such enchantments become possible.
[5] The sorcerer can affect two targets of their choice, shift fully into any mundane animal, or make
multiple unrelated shifts to the same target.
(CG Note: Requires Sorcery - Shapeshifting (Four Dots) - World of Darkness: Sorcerer first.)
This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred to,
amongst other things, Mediums.
[6] The sorcerer is now capable of astrally projecting, connecting their spirit to their bodies with a silver
cord that, if broken, leads to their deaths. This cord is protected by the sorcerer’s raw will.
(CG Note: Requires Sorcery - Ephemera (Five Dots) - World of Darkness: Sorcery first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot affect the material
world, except through the use of their psychic powers. They may also perceive other astral projections,
but other forms of spirits appear hazy and indistinct, except to those with other spiritual senses. While
outside their physical form, the psychic loses all awareness of it, leaving it vulnerable to attack. Should the
body die without its spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death
for the purposes of this jump. Fortunately, short of outside intervention, the psychic may return to their
body at will, regardless of distance.
[2] The psychic is now capable of leaving their body for short periods( five minutes), though they cannot
travel more than a mile from their catatonic vessel. Furthermore, whilst in astral form, they may only
perceive the world through sight.
(CG Note: Requires Psychic Abilities - Astral Projection (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot affect the material
world, except through the use of their psychic powers. They may also perceive other astral projections,
but other forms of spirits appear hazy and indistinct, except to those with other spiritual senses. While
outside their physical form, the psychic loses all awareness of it, leaving it vulnerable to attack. Should the
body die without its spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death
for the purposes of this jump. Fortunately, short of outside intervention, the psychic may return to their
body at will, regardless of distance.
[3] The psychic’s hearing now works in astral form. They may remain outside their flesh for up to an hour,
and travel up to 500 miles from it.
(CG Note: Requires Psychic Abilities - Astral Projection (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot affect the material
world, except through the use of their psychic powers. They may also perceive other astral projections,
but other forms of spirits appear hazy and indistinct, except to those with other spiritual senses. While
outside their physical form, the psychic loses all awareness of it, leaving it vulnerable to attack. Should the
body die without its spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death
for the purposes of this jump. Fortunately, short of outside intervention, the psychic may return to their
body at will, regardless of distance.
[4] The astral form of the psychic may travel 1,000 miles from its body, and remain outside for up to five
hours. With effort, they may also manifest visibly for mundane observers as a silent and translucent,
ghostly apparition.
(CG Note: Requires Psychic Abilities - Astral Projection (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered forms
of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers,
a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are
innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot affect the material
world, except through the use of their psychic powers. They may also perceive other astral projections,
but other forms of spirits appear hazy and indistinct, except to those with other spiritual senses. While
outside their physical form, the psychic loses all awareness of it, leaving it vulnerable to attack. Should the
body die without its spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death
for the purposes of this jump. Fortunately, short of outside intervention, the psychic may return to their
body at will, regardless of distance.
[5] The psychic may now project their astral self anywhere in the world, so long as their body remains
healthy, and all their senses work normally. Manifesting visibly is no easier than before, but the psychic’s
appearance is now that of a blurry, translucent, idealized version of themselves that is capable of speaking
in a soft whisper. Neither the projection nor voice appear upon recording.
(CG Note: Requires Psychic Abilities - Astral Projection (Four Dots) - World of Darkness: Sorcerer first.)
A mallet of fortune, whose original owner has been lost in the annals of folklore and mythology, this tool
is believed to have once been in the hands of a fortune god. Strangely enough however, bearing it doesn’t
seem to make you feel any luckier. Instead, strange size manipulating magic has been woven into the
hammer, and it seems that whatever this hits may grow twice its size, or shrink by half. This effect doesn’t
stack however, but you can freely shift the size within the range by tapping the target with the mallet
again.
It appears that this is the leftovers of some mad wizard’s attempt to create a mass produced Wizard
belt...but, unfortunately, without a sustainable source of magic it’s not much more than a hunk of plastic
with some pretty rings. The Belt itself seems to come with the Driver On, Connect, Barrier and Chain
Magic Rings. If the user has a source of Mana or usable magic, they can activate the Driver On and
transform into a Kamen Rider Mage. Though not as magically or physically powerful as the unique Drivers
with Enslaved Phantoms as their power source, they provide quite a bit of strength and they allow the use
of Magic Rings...As a bonus, they have a built-in weapon in the form of a Scratch Nail, a sharp gauntlet
that can carve through enemies like Dustards and Ghouls in a few swipes of the hand.
You died. Don’t worry though, this one didn’t count. You’re now a zombie, and one of the rare intelligent
ones at that. Your skin is now a dull shade of green, blue or red, your eyes glow a bright shade of yellow,
and your physical might is a fair bit beyond olympic gold medalists. You also have a special elemental
gimmick; choose between an affinity for a certain element of magic (check the notes), or forsake
elemental attacks and triple the strength bonus this perk provides. Contrary to most zombie movies, the
zombies of this universe don’t turn people by biting them. The process of creation is unknown, though it’s
almost certain that even if they didn’t create them, the ZPCI are most certainly propagating the virus.
A senshi’s duty is passed down from parent to child. Even if people were usually immortal in the Silver
Millennium, it only extended the lifespan. People could be killed. Thus, a replacement for the senshi was
needed in case they died in their dangerous job. That job fell to their children. Chibi-Usa inherited her
power from her mother. You may find that your duty can be passed down too. If you ever possess a powe
that must be accessed via a transformation, your kids will also have this ability to transform into a magica
warrior themselves. They also possess an intuitive grasp of some mundane skills you learned, but they wil
need training to develop these skills and powers. Big, powerful forms are not included, if it would not be
something a magical warrior could transform into, it wouldn’t be inherited.
Your inhuman source of power has left its mark on you. Inhuman eye, skin, and hair color are all possible
manifestations of it, and you may very well appear inhumanly beautiful, terrifying, or imposing if you
desire. Whatever the case may be, you’re definitely going to be turning heads when you walk down the
street.
Insidious and illegal, Ghoul Powder is a hybrid Alchemy/Necromancy green and black compound that,
when inhaled or ingested by a normal, living human, destroys the mind of the host and turns them into a
rampaging undead. Feared by all, anyone caught with this substance is unlikely to make it out alive.
Because of the power of this powder, you get a single pouch if you purchase this.
The Class Card of Hassan-i-Sabbah, the Hundred-Faced Hassan.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again.
Parameters:
Strength: C
Mana: D
Endurance: D
Luck: E
Agility: B
Class Skills:
Presence Concealment: A - Presence Concealment is the capacity to hide one's presence as a Servant. It is
a common skill to the Assassin class. It is possible to disappear completely and become almost impossible
to be detected. However, efficiency will decrease once preparations to attack are taken.
Personal Skills:
Projectile (Daggers): C - Projectile (Daggers) is the expertise for throwing projectile weapons; in this case,
daggers. At rank C thrown projectile weapons are now comparable to bullets.
Protection from Wind: B - Protection from Wind is a charm (spell) originated from the Middle East, used
mainly for protection against sandstorms and Jinns. It protects from all
wind based attacks under rank B.
Self-Modification: D - Self-Modification is the aptitude to merge one's own flesh with body parts of others
The higher the ranking in this skill, the further away one is from being a proper hero.
Noble Phantasm:
Zabaniya Delusional Illusion: C+ - This noble phantasm is able to make thirty copies of yourself that only
possess the capabilities of the Class Card. The copies restock after death when you uninstall the card.
Deep inside of you, there is a melody calling out in your heart, a fantastic poetry that needs you to bring it
to life! ♫ There are only supposed to be seven princesses, but Jump-chan decided to make an exception.
By activating your pearl with the catchphrase, “Jump Pearl Voice,” your pearl turns into a microphone and
you undergo a transformation into a human, magical girl. You can maintain this form even underwater.
Now your songs are truly magical – and I mean literally! Evil people and those devoted to darkness will
find your songs incredibly painful, and take damage as if you were directly attacking them. The songs also
have the effect of dispelling hypnotic effects on victims, creating a protective shield of sorts around the
singers, and other special abilities. If enough passion and power is put into the songs, there is even
enough power to summon or dispel tsunamis. However, if you take enough damage or use up enough of
your energy, the transformation ceases and you return to your normal self. In addition, while you can sing
songs you already know, the perk does not come with the ability to invent songs; mermaids instinctively
know certain songs, but others you will have to be taught by someone. If the perk is used by a species that
is not a mermaid and lacks a pearl, you manifest your microphone in some other manner, such as from a
part of your body.
Power with age is problematic, especially if you’re in a much younger body than you’re used to having...or
worse, stuck in a child-like form forever. Things like muscle movements, dexterity, and so on may not
really follow you that well when you’re barely the height of an adult human’s waist, too. This fixes that
problem. You may now spend a small amount of mana to change into an ‘adult form’, which reflects your
physical body in its prime in terms of age (or the nearest ‘adult’ equivalent), which will let you use said
abilities without fear of a diminutive form holding you back. Even outside of this ‘adult form’, your
physical and mental abilities still function as though you were in said prime, which can create quite a
shock for someone who thought arm-wrestling a child was a good idea, and lets you retain abilities that
would be lost with young or old age. Note that abilities or powers that specifically grow with age don’t
apply here - merely things that would be held back by a juvenile or elderly form.
A shapeshifter, huh? You have the ability to change from your human form into that of a magical animal,
no bigger than twice your size, no smaller than a mouse. A ferret, a dire wolf, or something a bit more
fantastic...you may even be able to change into other forms aside from the one you start with, after some
practice. Note that while you can change your physical traits, this usually won’t give you a magical abilities
associated with that form - a big dragon would get the strength and reptilian biology, but wouldn’t
breathe fire on their own, for example. Go forth, Jumper, and be the adorable ferret you want to be.
This isn’t a form, but a super mode for whatever form you currently have. You grow taller, more regal, and
more commanding in presence. Your clothes follow suit. In this form your allies gain clarity of thought and
strength of will from your presence. In addition, your strength increases by half again from activating this
form.
You can maintain this form for a few hours at first, and will need to take a long break if you overdo it. The
time you can spend in this form will extend with use.
Let’s face it, if you have to assist your magical girl while in school and you’re some small cute animal,
you’re probably going to run into trouble from the rules.
This makes you smaller, cuter, and completely unremarkable. If you activate this mode while as a human,
you’ll wind up as a child. If you activate it in an animal form, you’ll wind up as a smaller version or
potentially looking like a plush toy.
But this mode does make you magically and physically weaker, so if you need to fight you should probably
drop this.
This isn’t a form, but a super mode for whatever form you currently have. You grow bulkier, more
fearsome, and possess a more intimidating presence. Your clothes follow suit. In this form your enemies
lose their nerves and confidence in your presence. In addition, your strength increases by half again from
activating this form.
You can maintain this form for a few hours at first, and will need to take a long break if you overdo it. The
time you can spend in this form will extend with use.
Most magical girls have no ability to mix their transformed and untransformed modes. Once they lose the
frilly outfit, they are nothing more than ordinary girls.
For 200 CP, there is no difference between your transformed and untransformed state, except for your
appearance. And there is no difference between your alt-forms, except appearance.
What a terrible night for a curse! And yet, that appears to be exactly what has befallen you. Trapped
inside a form that does not belong to you, cut off from all your equipment, weak, defensele - OW! Did you
just shoot explosive spit at me? How did you even know you had that? Well, as you can clearly see you’re
the kind to adapt easily to different shapes and skills - maybe this curse won’t be so bad after all? Being
trapped in a body not your own won’t slow you down all that much, and lesser curses might bend a tad to
let you get away with far more than they ought to allow.
You have followed in the footsteps of the King of Worms, and performed a necromantic ritual that
transformed you into a lich. In addition to being able to 'live' indefinitely, you are immune to any damage
not magical in nature, or dealt from silver or Daedric weaponry. Whether you appear as you did before
the ritual, or took on a more skeletal form is up to you.
A Daedric Artifact of Hircine, Daedric Prince of the Hunt, takes the form of a silver ring with a wolf's head.
This grants the wearer the ability to transform into a bestial form similar to a Werebeast. Should you
already be a Werebeast, then this not only allows you a greater degree of control for your transformation
it removes any drawbacks you would have as a Werebeast.
You’ve got mail! Six magic arrows, tie a letter to one and give it a name, then loose. The arrow will
transform into a magic hawk that will home in on the intended recipient, delivering your note.
A curse that you turned to your advantage and control. Long ago, you were cursed by the Gods of the
desert, transforming yourself into a living mass of scarabs. You learnt to control this though, learning how
to switch between it and your original form at will. No doubt the Gods are unhappy given you spat in their
eye but with how lethal this form has made you, you may find it difficult to care. You may take on the
form of a swarm of scarabs, several times your own body mass in the amount of them are created. Not
only do you have full control over each and every scarab, you will survive so long as even one of them
remains. However, these scarabs cannot go more than a few dozen meters from the majority of scarabs,
simply fading away if they go too far. The Scarabs also eat at the spirit of whoever they attack at the same
time as they eat at the flesh, eventually spreading the remaining shreds of the soul into the air.
Your node carried with it an artifact from the old Hero system used 300 years ago, at the beginning of the
Divine Era. Somehow the Taisha did not completely wipe this node for whatever reason, perhaps due to
an oversight. Before Mankai was implemented in the system, a Hero would instead draw on Shinju-Sama’s
collective memory from all mythological figures that had walked the Earth. They would gain the part of
the power of a mythological figure, potentially anytime they needed to. Their outfit would change, and
their weapon would change, just like with Mankai. They could also call upon it at will once they have
unlocked their ability.
This can grant many powerful abilities, ranging from the ability to split yourself into seven clones, all
needing to be simultaneously killed in order to kill them permanently, to make an enlarged yo-yo spin in
the air and ride on it, or to carry a force of a nuclear bomb in one’s fists. But like Mankai, this also came
with a cost. The Trump Card would give great physical damage to the Hero using it depending on the
strength borrowed. They would be hospitalized for days in extreme cases. And excessive and extended
use over a short period of time would deteriorate someone’s mental health, the severity of it also based
on the power of the borrowed historical figure.
Your Trump Card cannot carry with it any divine magical beings associated with the sky, such as Zeus or
Apollo. As Shinju-Sama’s collective memory includes those who walked the land and is made up of the
gods of land, it does not include divine beings for that reason. Underworld figures, like Hades or Cerebus,
are acceptable choices to make for your Trump card, but it is not limited to those.
You get one to start out with, and over time you may unlock more with training.
With so little of the kingdom left, you have to find alternate means for acquiring servants and the like. In
exchange for its loyalty to you, you can bless any aquatic animal (as long as it is the size of a dolphin or
smaller) with magic. Through this gift, they gain a humanoid form akin to that of the Sea Creature
background, and generally some unique magical ability. However, this boon is a gift from you, and can be
withdrawn. Either by your own will, by the servants voluntarily giving their life energy to you to restore
your strength, or by having your powers sealed, the blessing can be retracted, causing the beings to return
to their mundane forms. Generally, with a moderate capacity for magic, you can bless 3 to 7 water
creatures at a time. In time, you may be able to find ways past these limitations. As most sea life in this
world is already intelligent, you do not need to worry about boosting their intellect, but in worlds where
the sea creatures lack sentience, you will need to put a little extra oomph into your boons; however, the
intelligence boost remains permanent even if the rest of the blessing vanishes.
A sheaf of papers, with a single lily lying on top. Reading through the complicated – and occasionally mad
– alchemical scribblings, you eventually realize that this lily is the secret to achieving a ‘perfect’ form, as
identified by Saint Germain through her research, which is contained within the sheaf of papers before
you. When consumed by a person, the lily causes one to transform into a ‘perfected’ human, a Progenitor
of sorts through advanced Alchemy.
Perfect humans are incredibly intelligent, able to pick up the vast complications of Alchemy with about as
much difficulty as a regular human studying mundane sciences, and have enough physical power and
stamina to be on par with a Symphogear user. They are also... well, female. Yes, Saint Germain deduced
through her research that the perfect human form is female, backing up her claims through the
restrictions of a Philosopher Stone. You may not like it, but this is what peak performance looks like.
A legendary artifact from the tale of Issun-boushi, the Miracle Mallet is a small hammer with the power to
change an object's size. The original mallet can only be used by Inchlings, but this particular copy has no
such restrictions. Though this version lacks the ability to grant wishes, it lacks the powerful corrupting
influence of the original also.
A large stone key that, when thrust straight into the heart of a dragon, will turn it to stone indefinitely;
however, if the key is removed from the rock, the dragon will come back to life. While you can use the key
with no trouble, the key can otherwise only be wielded by someone with considerable patience.
Your affinity with the Forge has given you the exceptional ability to transmute objects and even living
things, provided the correct price is paid. Magic begets magic, souls begets souls, and divinity begets
divinity.
You can change between normal, small, and giant versions of your current form, though you can also use
this power multiple times to stack up your growth/shrinking accordingly. To grow, you must make growing
motions with your hands (or other appendages), and to shrink, you must berate yourself for being naughty
until you literally shrink under the pressure. The small and giant forms are essentially a quarter and four
times your standard form. The size changes are based on the normal size of your form, so preexisting size
changes to your form will not affect the parameters of your size change with the perk. While the normal
size changes maintain your proper proportions, by selectively choosing to do so (or fumbling when using
this power, you can instead make different parts of the body grow at different rates, such that you could
end up with an elongated neck or just a waddling head and feet like happened with Alice In addition, this
perk lets you force equivalent size changes on other targets, though they can resist through
spirit/willpower if they don’t want to change size. You can combine this perk with Shape Change to make
yourself (or others) change both size and shape all at once.
Wizzro, the evil sorcerer of Cia’s dark armies. Fi, the spirit of the Master Sword from ages past. Ghirahim,
an ancient demon general. These are people, yes, but the form you see them speaking in, fighting in,
acting in, that is not their true form.
On purchase, you may select a type of item of your choice, a sword, a ring, a harp, a bottle, nothing too
complex. This object is in reality, your true form. You are the spirit of a magical object.
Depending on the origin you picked, this object is either heavily empowered by light, pure magic, or
darkness, with this nature spreading to the form you use to interact with the world.
That other form resembles the race you selected, with an aesthetic influenced by the energy that
empowers your true form. It is empowered as well, but less so. You are freely able to swap between these
two forms, though not if your racial choice was taken as a drawback.
Your true form is more than just a magically empowered object though. It has an ability relating to its
form, like a sword being extra great at cutting, or a bottle being exceptional at sucking up and containing
things. You are also able to manipulate in this form, though it’s not as comfortable as your normal form.
Temina is a land that may or may not be obsessed with Masks. They certainly have enough of them. Well,
anyways, if you desire a mask of your own, then look no further. Or I suppose I should say, if you desire
several masks of your own. You see, you may use this option to acquire any and all of the masks that
appear in Termina. However, you will not be receiving the ones that have previously appeared in Hyrule.
Beyond that, some of these don’t actually do anything, you know? But, with that restriction you are
allowed access to any masks you desire. The massively powerful Giant’s Mask, the explosive Blast Mask,
the undead charisma of the Gibdo Mask and Captain’s Hat, the fairy calling Great Fairy’s Mask. Er, well,
not quite. There are two other masks you cannot grab. Majora’s Mask and the Fierce Deity's Mask. Those
are special. And already on offer.
Upgrade for one of your weapons or a shield, making them capable of reflecting projectile spells back
upon the caster.
A golden bracelet with an enchanted purple jewel laid in it. The magic within allows you to transform into
a painted form, becoming two-dimensional and capable of travelling along any solid surface large enough
to hold your shape. This can be useful for sneaking, dodging attacks, and more.
This is a BIT of a transitional device. After all, your studies will eventually allow you to utilize much
stronger and more effective ways of transformation. However, it’ll do for now. This belt is ‘empty’, but can
capture and contain a single Phantom with much the same rules as the Faust Driver. However, instead of
turning the Phantom into a summon, it simply devours it and uses its body as the ‘transformation.’ In
effect, it allows you to eat Phantoms for a stronger form. However, you may only have one “Familiar”
form at a time, so the best bet is to find a form that suits your needs, and stick to it. Don’t worry, better
times will come soon, as long as you work for them.
Flesh is but a carapace to you, and in the dances that will follow you’ll come to understand how useful it
can be to shed your skin. Through this power, you may reshape your flesh and those of others in any
matter of your choosing, provided you are familiar with the final form that it will undertake. You could
change age and gender. You could grow wings, horns or additional limbs. You could even use it to turn
into someone or something else entirely. The more familiar you are with a particular form, the easier it
will be for you to replicate its original strength, even if it's only a partial transformation.
The ZPCI were probably the people who made Zombies in the first place. You might have been a part of
that project, or maybe you’re just a well versed mad scientist, but I digress. You’re a scientist of some kind
whose profession involves mutating people beyond belief. This includes a method to turn people into
zombies, but also a method that allows you to create super-strong somewhat magical monstrosities that
have effects based on whatever kind of magic you inject them with, if at all. There is no way in this jump
to prevent these monsters from going mad in some sort of way, including but not limited to reduced
cognitive functions, insanity, immense bloodlust, or mind-shattering pain. So don’t use this on allies if you
can help it.
These silver earrings have a dark crystal hanging from them, but you can change their appearance if you
wish. They don’t even have to be earrings, even. These crystal earrings will allow someone to take a dark
transformation, with powers and strength that are slightly above those of a Daimon and they take on a
uniform of your design. While you yourself cannot benefit from these earrings, they make a good
bargaining chip when you don’t feel like sharing your power with someone but you wish to offer
something.
A rather... understated name. This “egg” is actually a powerful artifact, holding within it a Demon from the
13th layer of Hell. Anything that demon touches will be slowly corrupted, twisted in both mind and flesh
until there’s nothing left of the being it once was.
One of the Dragonians' legendary Dragon Gems, often mistaken for the much more powerful Dragon Orb.
It's not to be discounted, however, as the Dragon Gem has the power to transform the user into a giant
dragon roughly the size of your typical t-rex with wings about twice that long. While its physical abilities
are no doubt scaled impressively, the most prominent new ability is the Dragon Gem itself, which is now
imbedded in the user's chest and can fire a large laser to tear through opponents. The transformation
costs quite a bit of energy to activate and maintain, though it can also be fueled by the divine energy used
in a PWS, lessening the burden on the user for one short attack.
This is a high tech dev kit the Taisha will create in a year after a certain Yuki Yuuna manages to impress
Shinju-Sama into allowing the Hero System to be used for everyone. A newer version of it that does not
cause Mankai, cause Sange, or gives faeries to Heroes. This is a downgrade from the Hero system used by
the Taisha initially, and arguably even from the Hero System used at the start of the Divine Era. But such is
the price of making the Hero system available for all to use. However, while it can make literally anyone a
Hero, power still seems to be largely dependent on inborn talent. The average magical girl will be quite
weak using the standard Hero powers that come with the kit, compared to your allies that fight by your
side. They will need constant training to be comparable to you in power. Also comes with a chat and
messaging app to talk to other Heroes.
A large opal with a shard of obsidian embedded in it, making it resemble the eye of some kind of monster
The Pendant of Delmair has the power to transform the wearer into a large were-jaguar, granting them
greatly increased physical attributes at the cost of their mental awareness, letting them tear through even
heavily armoured opponents in a berserker fury and inciting terror amongst the enemy. The Pendant you
have does not seem to have this flaw, allowing you to freely swap between your human and Were-Jaguar
forms while retaining your full mental faculties.
The class card of the divine spirit Thor has come into your possession. Including the class card as a weapon
will bestow you with an enlarged arm capable of great feats of strength and Megingjord, a gauntlet
capable of doubling the users strength. Installing the class card into your body will grant you an enlarged
arm, Meginjord, the clothing of the thunder god Thor and Mjolnir, a hammer capable of devastating
attacks ranging from lightning strikes to immense pillars of lightning capable of breaking through A ranked
magical barriers instantly and leaving scars on the earth they travelled distancing kilometres.
The Class Card of Medea of Colchis, the Witch of Betrayal.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again
Parameters:
Strength: E
Mana: A
Endurance: E
Luck: C
Agility: D
Class Skills
Item Construction: B - Item Construction is a Caster-class skill. It is the skill to manufacture magical items.
Territory Creation: B - Territory Creation is a Caster-class skill. It is the skill to build a special terrain that is
advantageous to oneself as a magus. At rank B creation of a "Workshop" becomes possible.
Personal Skills
High-Speed Divine Words: B - High-Speed Divine Words is the power to activate Thaumaturgy without the
use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in
spellcasting. As such, it is power long lost by modern magi.
Noble Phantasm:
Rule Breaker: C - Rule Breaker: All Spells Must Be Broken is a weapon that materializes the divinity of the
witch of betrayal. It is an iridescent and jagged dagger that is thin, brittle, and blunt. Its effectively
nonexistent capacity as a weapon is that of a regular dagger at most, and it would not be suitable for even
killing a single person. Greatly differing from other Noble Phantasms, its unique ability is that it is the
ultimate anti-magic Noble Phantasm capable of dispelling and destroying any kind of thaumaturgy, an
effect suitable to the Noble Phantasm that is a manifestation of Caster’s nature as the “Witch of Betrayal”
It "transgresses" on all the magecraft of the targets it pierces, contracts made from magical energy and life
born from magical energy. Once it comes into contact with the ensorcelled item or person, enchantments
connections bounded through contracts, and creatures created and maintained by magical energy will all
be returned to their original components in a state "before they were made." Contracts will be wiped
clean and those with life will immediately cease to exist. There is a limit to what it is able to dispel,
meaning artifacts on the rank of Noble Phantasm will never be returned to their original state no matter
how low their rank.
The Class Card of Cú Chulainn, the Child of Light.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again
Parameters:
Strength: C
Mana: D
Endurance: D
Luck: E
Agility: B
Class Skills:
Magic Resistance: D - Magic Resistance grants protection against magical effects. Differently from the
Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At rank D
Cancels Single-Action spells.
Personal Skills:
Battle Continuation: B - Battle Continuation is the strength of vitality for predicaments. Also, the ability to
withdraw from combat and reach allied territory alive after being defeated. At rank B Makes it possible to
fight even with deadly injuries.
Divinity: C - Divinity is the measure of whether one has Divine Spirit aptitude or not. At high levels one is
treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a
Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect,
which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can
break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Rune Magic: C - Rune Magic is knowledge about this type of Magecraft that originated in northern Europe
At rank C this is the capacity to use the 18 original runes. By making proper use of this, powerful and
varied effects are mastered. Other than attacks, this is mainly employed for effects corresponding to the
Skills Magic Resistance, Clairvoyance, for raising parameters, and etc. All of those are merely temporary
and cannot you employ multiple of those simultaneously.
Protection from Arrows: C - Protection from Arrows is an increased defense against ranged attacks by
predicting the projectiles' trajectories through exceptional means, such as hearing the sound of air being
cut, or sensing the killing intent of the enemy.
Noble Phantasm:
Gae Bolg: Barbed Spear that pierces with Death: B - Gae Bolg: Barbed Spear that pierces with Death is an
attack focused on a single target, created by Lancer to suit his own style, that strikes a fatal blow that
always pierces the opponent's heart and ruins their body from within with its thousand iron thorns. It
literally freezes the mana in the air, and it can easily be perceived as a sure-kill technique by all those
around simply from being charged with magical energy. Once Gáe Bolg's name has been called, the cursed
spear reverses the nature of causality, the meaning of "cause and effect" in the order of things, to make it
so the cause of the "lance being thrust" comes from the effect of the "opponent's heart being pierced" by
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again.
Parameters:
Strength: E
Mana: C
Endurance: D
Luck: E
Agility: D
Class Skills:
Independent Action: C - Independent Action is the ability to remain independent even when rejecting the
Magical Energy supply from the Master. At the higher ranks, it is also possible to remain for extended
periods of time in this world without an established contract. For the purposes of the Class Cards this
allows you to keep them installed for longer.
Magic Resistance: E - Magic Resistance grants protection against magical effects. Differently from the
Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At rank E it
cannot cancel spells, but magic damage is reduced somewhat.
Personal Skills:
Clairvoyance: D - Clairvoyance connotes superior visual perception and dynamic occipital capture, such as
to supplement the long-range aiming of projectile weapons. At higher ranks, it is possible that the bearers
of this skill have acquired such abilities as precognition ("future vision") and other forms of perception
beyond standard eyesight (X-ray vision and so forth). At rank D Capable of keeping track of fast-moving
object within a range of two kilometers.
Eye of the Mind (True): C - Eye of the Mind (True) is a heightened capacity for observation, refined
through experience. At rank B it is capable of calm analysis of battle conditions even when in danger and
deduce an appropriate course of action after considering all possibilities to escape from a predicament. So
long there is even a 10% chance of a comeback, this ability greatly improves the chances of winning.
Magecraft: C - Magecraft is knowledge about modern Thaumaturgy. At rank C is capable of using orthodox
Thaumaturgy. Archer’s rank in using Projection Magic when the target falls under the category of "sword"
is A+.
Noble Phantasm:
Unlimited Bladeworks: E~EX - Unlimited Blade Works: Infinite Creation of Swords is the Noble Phantasm
of the Heroic Spirit EMIYA. Emiya does not have a true Noble Phantasm that is the crystallized
embodiment of a hero's existence like many demonic or holy swords, but if a Noble Phantasm is
considered to be a symbol of the Heroic Spirit, then the Reality Marble is his Noble Phantasm. It is high-
class thaumaturgy that embodies their internal worlds and imprints them upon the world as a bounded
field. It is their one true specialization of magecraft, the result of "Sword" being both their Origin and their
Elemental Affinity, and the basis of their projection and reinforcement skills. It is the definite answer
obtained by someone whose life was saved by a sword, actually merged and lived with a sword, and acted
as a sword all of his life. Emiya has no penalties from the world while utilizing his version of Unlimited
The Class Card of Heracles, the greatest hero of Greek Mythology.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again
Parameters:
Strength: A
Mana: B
Endurance: B
Luck: C
Agility: B
Class Skills:
Mad Enhancement: B - Mad Enhancement is a rank up for all parameters, but takes away most of your
sanity. While active the user will have to rely on brute force rather than any technique. Toggleable.
Personal Skills:
Battle Continuation: B - Battle Continuation is the strength of vitality for predicaments. Also, the ability to
withdraw from combat and reach allied territory alive after being defeated. At rank B Makes it possible to
fight even with deadly injuries.
Bravery: A - Bravery is the ability to negate mental interference such as pressure, confusion and
fascination. Not usable under the effects of Mad Enhancement.
Divinity: B - Divinity is the measure of whether one has Divine Spirit aptitude or not. At high levels one is
treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a
Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect,
which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can
break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Eye of the mind False: C - Eye of the Mind (False) is a natural talent to avoid danger on the basis of an
innate 6th sense, intuition, or prescience, where accuracy of instinct has been augmented by experience—
somewhat overcoming the problem of visual obstructions that appear in the course of combat. The
difference between Eye of the Mind (True) and Eye of the Mind (False) lies in that the former is an ability
that humans can obtain through accumulation of experience. The 'False' version is superficially similar, bu
in fact represents a natural instinct that cannot be obtained regardless of effort or experience—even
though experience can refine its accuracy. Calm analysis of battle conditions, by which competent grasp o
the status of the self and the opponent are obtainable even in the midst of danger; utilization of such to
deduce the appropriate course of action that permits escape from a lethal predicament. (Even though
Heracles's sanity was lost due to Mad Enhancement, this skill remained effective as it is nearly an instinct.
When crossing swords with a seasoned swordsman like Artoria, he would not fall for half-hearted feints.
Noble Phantasm:
God Hand: C - God Hand is a blessing of the gods representing immortality, as well as being a curse, that
was granted to him for completing his Twelve Labors in life. It is the ability that required attacks of the
highest grade to harm him and prevented him from even being scratched by anyone during the Age of
Gods, described as "nearly foul play" even by acquaintances at the time. It lacks an overt external
manifestation such as a weapon or armor, but, in attributing a shape to it, can be said to be the body of
The Class Card of Medusa, the Gorgon of Greek Mythology.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again.
Parameters:
Strength: C
Mana: C
Endurance: E
Luck: E
Agility: B
Class Skills:
Magic Resistance: C - Magic Resistance grants protection against magical effects. Differently from the
Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At rank C it
cancels spells with a chant below two verses. Cannot defend against Magecraft on the level of High-
Thaumaturgy and Greater Rituals.
Riding: A - Riding, the Class Skill of Rider and Saber, is the ability to ride mounts. Rider-class Servants will
typically possess a high rank, and A-rank can allow for Phantasmal Beasts and Divine Beasts to be
mounted.
Personal Skills:
Divinity: E - Divinity is the measure of whether one has Divine Spirit aptitude or not. At high levels one is
treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a
Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect,
which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can
break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Independent Action: D - Independent Action is the ability to remain independent even when rejecting the
Magical Energy supply from the Master. At the higher ranks, it is also possible to remain for extended
periods of time in this world without an established contract. For the purposes of the Class Cards this
allows you to keep them installed for longer.
Monstrous Strength: C - Monstrous Strength is an ability possessed by monsters and beasts, temporary
boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill.
Mystic Eyes: A - Mystic Eyes is the possession of Mystic Eyes that are capable of interfering with the
outside world. The Mystic Eyes of Petrification are Rider's Mystic Eyes, said to be a "curse of the gods
sealed by the powers of shrines." Though petrification sorcery is no strange thing for modern
Thaumaturgy, even if its users are rare and few in numbers, Mystic Eyes capable of petrifying others are
something that nobody, human or not, possesses in the present era. They are designated as Jewel under
the Noble Colors system, which surpasses the Gold- ranked Eyes of the Dead Apostles and are exclusively
possessed by Holy Spirits and Magical Beasts from the Age of Gods. Those who possess Rank D or lower in
Mana will be immediately petrified, while those with Rank C may or may not be affected depending on the
conditions. Those with Rank B or higher won’t be petrified, but will sustain "pressure" from the Eyes and
receive a one rank-down to all parameters. The entire body of the target will be affected, including
clothing and weaponry, "killing them while alive" as they are turned to stone. The ability is viable in
The Class Card of Arturia Pendragon, the Once and Future King.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.
Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.
Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow
servants.
Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they wil
require an hour before being able to be used again.
Parameters:
Strength: B
Mana: B
Endurance: C
Luck: A
Agility: C
Class Skills:
Magic Resistance: B - Magic Resistance grants protection against magical effects. Differently from the
Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At rank B it
cancels spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals,
it is difficult for them to be affected.
Riding: C - Riding, the Class Skill of Rider and Saber, is the ability to ride mounts. At rank C one can
flawlessly ride animals and vehicles that received a proper training and adjustment.
Personal Skills:
Charisma: C - Charisma is the natural talent to command an army. Increases the ability of allies during
group battles. A rare talent, and an ability inherent to Servants of the Saver class. It is said that a rank of B
in this skill is sufficient to lead a nation as its King.
Instinct: B - Instinct is the power to "feel" the most favourable developments for oneself during battle.
Mana Burst: B - Mana Burst is the increase in performance caused by infusing one's weapons and body
with magical energy and instantly expelling it. Simply put, recreating the effect of a jet burst by expending
large amounts of Magical Energy.
Noble Phantasm:
Excalibur: A++ - Excalibur is a Divine Construct, the pinnacle of holy swords, and the strongest holy sword;
one of the ultimate god-forged weapons, a Last Phantasm, forged by the planet as the crystallization of
the wishes of mankind stored and tempered within the planet. While there are many other Noble
Phantasms crafted more splendidly and with better skill, Excalibur is an illusion far superior to them. It
cannot be called beautiful because of its appearance, for the description of "beautiful" will only dirty it. It
is instead sacred, made from people's conception, legends weaved only out of hope. It is not a myth or
inhuman work, but a "crystal trained by the heart alone", making it reign as the strongest fantasy. It is the
crystallization of the prayer named "glory" and everything etched in the hearts of those who are scattered
at the sword's radiance; the nostalgic, sorrowful, and hallowed dream of those who were placed on the
bloody hell called a battlefield, of all warriors past, present, and future fully exposed to the fear of death
and despair, and who still cling to a desire: "to be exalted.". Excalibur is a "sword that amplifies",
converting its user’s magical energy into offensive power and releasing it. It is a weapon of directive
energy that converts the magical energy of the wielder into light by accelerating it with her factor of the
dragon, intensifying the kinetic energy by convergence and acceleration, allowing for the use of Divine
Spirit-level thaumaturgy. It is an "ultimate killing technique" that releases light holding energy equaling
Beyond ascendance as a Bloodbull servant of the Gods that takes to the field of battle, there exist two
horrific forms for a Minotaur to be shaped into. Were it not for their mindless rage and perpetual hunger,
both of these could have been as blessed gifts from their gods - and to have these monsters in a herd is to
all but guarantee victory. How fortuitous for you, then, to have been morphed into one of these Bullgor
anomalies. Choose one of the following for your discount. You may purchase the other, at full price.
● CYGOR: A tainted cousin of the Minotaur, you are. At twenty-four-feet-tall, you have one single, blind
eye in the center of your skull - blind, for you see nothing of the physical world. Instead, you bear witness
to all that is magic, able to see the Winds themselves as great swirls and streams of hellish color coursing
through an invisible landscape, pooling and winding together. Magicians and sorcerers are as bright,
shining sweetmeats against a flat-grey world, and it’s that light at their core, their soul, that is the only
thing capable of soothing your own hunger. There is one good thing for your condition, however - beyond
your massive size and bulk, with one meaty hand capable of crushing a knight in full plate, your constant
exposure to the Winds of Magic have left magic itself glancing off your hide.
The classification of a Unison Device is a difficult one. They are completely artificial beings, including total
sapience, wills of their own and even their own linker cores, sometimes even with their own Devices. They
can, essentially, be broken down into three key aspects: sapience, an artificial linker core and the
capability to Unison, which is a physical merger of Device and master in order to handle high volumes of
manner – involved in casting high-energy spells or using high-power modes such as Fulldrive. While most
ordinary Mages can achieve the same effects by careful preparation and focus, the Unison Device acts as a
part of it’s users subconscious, subtly tweaking the flow of mana and directing their master so the process
becomes instant and effortless for them.
This purchase includes the latter two characteristics, refined to be used in a traditional Device, which
makes your Device slightly strange among Unison Devices, as it isn’t truly sapient – should you not choose
to make it so in the previous section, that is. This also gives your Device a truly strange feature – an
artificial Linker Core, which would let it cast spells and power it’s systems entirely independent of you,
should you wish. It starts at A-rank, and does not grow naturally, due to being mechanical in nature. (CG
Note: Requires Device - Lyrical Nanoha first.)
You can manipulate density, and everything related to density. By decreasing density, you could turn a
mountain to sand, even turn yourself into a mist that covers all Gensokyo at once, or travel as a violent
and largely untouchable fog (you can still hurt people, but being a fog makes it hard to affect you at all), or
just grow extremely large. By increasing density, you could even collapse something into a miniature black
hole (and by decreasing density, restore it) or shrink yourself and other items.
It’s wonderful to make your own art, but the real world is full of lovely things as well. It’s such a shame
that they all fade away so quickly, never finding the eternity that paintings have. Fortunately, you can be
their salvation. If you have access to someone who has just died, you can claim him or her as your own
artwork. The subject will be reincarnated into a fitting art piece of your design, and be given an
appropriate title if you do not choose one for it. Unless you choose otherwise, reality will shift so that
other people, unless they were especially tied to that person, will forget about your artwork’s original life
and believe that it is one of your own creations (which it is, in a fashion). In addition, since the artwork stil
embodies the soul of the person, you can give life to it even without the Paint to Life perk (and you won’t
need to use any of your own life force). If given life, the artwork will retain a degree of the memories and
personality of its past self; as a result, don’t expect it to necessarily follow your orders.
You can now “shake yourself” into a creature of your choice (you get to choose each time you transform).
This enables transformation into general “species” of creatures rather than specific individuals, but it’s stil
possible to turn into unique beings that constitute their own “species” (aka a boss monster like the
Jabberwocky). You keep your own mental characteristics and powers/skills in addition to whatever specia
abilities your new form has. To transform, you’ll need to recite some sort of poem or story featuring said
animal; the stronger or more magical the transformation is, the more lines you’ll need to recite. You can
“shake” yourself back to your original form at will, but you’ll need to recite more lines to transform again.
In addition, this perk also enables you to cancel physical transformations of other individuals by physical
grappling and “shaking” the respective target until they revert to their original self; the stronger the
transformation, the longer and more firmly you’ll need to shake the target. You can combine this perk
with Size Change to make yourself (or others) change both size and shape all at once.
A transparent jelly used by Flying Elephants to transform into Queens. Usually, the jelly isn’t as effective
on other creatures, merely healing wounds (and eating too much at once can make you sick). However,
not only does this special version of the jelly offer improved healing without the risks, but it retains the
power of queens. When the jelly is fed to a wild(ish) animal, whether sapient or non-sapient, the eater wil
transform into a “queen” version of the species – an enhanced form that often has greater intelligence,
size, power, and charisma over its own kind.
Kadon transformed himself into a hulking monster, but could not change himself back. He who had
invented the Scrolls of Binding was now forever a beast himself. That fate holds little fear for you, for
accepting the beast within has its benefits and you sup greedily of them. When you transform any part of
yourself from man to beast, the effect is amplified; turning your hands into bestial claws would see them
become capable of ripping through steel as easily as flesh. Should you transform your whole being into
that of a beast through Ghur, as Kadon did, your foes will tremble before your new form - whether an
ancient saurian thing which puts the Dragons of Ulthuan to shame or a multi-headed monstrosity which
can swallow armies of mortal men, a beast truly out of legend slumbers within you. You need only awaken
it.
The Gold Order has always sought a means to truly and permanently transform matter from one type to
another, and this is especially true of metals. You have not achieved this yet, but you are closer than
many. Any spell you cast to change one sort of metal into another now lasts almost twice as long as it
would if cast by another Gold Wizard of otherwise equal power. This ensures, for instance, that your
enemies’ armor will be useless lead for practically the entire battle. Please transmute responsibly,
Magister.
“What a sad, drab painting you make. You can rot there for all I care.”
Although not on the same level as Yuga’s magical powers, you’ve mastered the art of expending magical
energy to merge with walls and other flat surfaces into a doodle form. Whilst in walls, you can move
across them with no regard for gravity and slip through tiny cracks with ease, but you’ll be forcefully
ejected once your magical reserves run dry, so it’s best to ensure you’re somewhere safe before that
happens.
Like Vaati, you have attained an alternate form, decided by you but you must be able to pass common
scrutiny in Hyrule, that grants you an upgrade to your powers. Whilst in this form, which is easy enough to
maintain, your power has grown to the point where you can ragdoll a knight in full-plate with little care
and you can now even summon up some mid-boss tier enemies per day, around six of them.
With greater Fire magic you can expect to blast holes in walls as if using potent, but relatively common,
explosives casually and illusion magic could be crafted from bending heat and light to your will.
Water Magic enhanced this way allows you to create advanced constructs of fluid, exert great pressure on
those wet by your magic, and even compress dozens of gallons of water into pinpricks that explosively
expand at your behest.
Earth Magic stays simple in practice but what was once a few rocks has become hundreds of pounds of
stone and dirt acting as a single living flow. An avalanche leashed to your will, use it wisely. You can also
petrify your foes with a spell, though magical resistance is still possible.
Wind Magic enhanced this way provides endless flight and greater control over the atmosphere. Creating
voids that injure those around them through vacuum and very sudden gale force winds are all within your
ability now.
The Element of Darkness adds an element of weight to your attacks, slightly dragging those who get too
close in, and can home in on foe skilled at dodging the normal way.
So what if you’re the long lost princess of a long lost kingdom? They can just get lost if they think you wan
anything to do with that. You can, at will, create a weakened form of yourself, temporarily cutting yoursel
off from as much or as little of your power as you want. Getting it back requires a very magical girl-esque
transformation, but you can get back as much or little as you want each time. While sealed away, nobody
can sense your sealed powers - the man hunting you down would not see you for who you really are.
The armies of Ganon are growing every day. You, a “summoner” of sorts, are an example of why. You can
draw out your inner Malice to “taint” wildlife and weak willed beasts to become cruel, loyal and vicious
servants with the perk “Might of Monsters”, though attempting this on those who have their senses does
not guarantee their loyalty, only power and madness. If you don’t have any local creatures around to
corrupt, you could also give a bit of sacrifice - using a vial of your own blood to create a beast with the
powers of “Might of Monsters.”
You know the secret of making Disciples. That’s the magically-bound bodyguard/familiar/boytoy variety,
not the mundane lower-case-d disciples. By taking a regular animal and empowering them with magic,
you can give them a human body and intelligence level, then forge a bond between them and anyone you
wish. Besides granting someone a loyal companion and partner, Disciples are naturally gifted warriors,
with a level of power above that of a regular human, though still less than an Intoner. More importantly,
Disciples boost the magic of those they’re bonded with. For Intoners, that means allowing them to
summon ‘Angels’ into this plane of reality with their Songs. For others, it may unlock any hidden abilities
or just strengthen their spells beyond what would normally be capable.
While the canon disciples get along with their intoners to… various degrees, you can be a lot more
prudent when giving them personalities, ensuring that they mesh well with their bondmates. Or ensure
that they don’t, if you’re feeling like a bitch.
Disciples are reliant on their bondmate’s energy to live. If a Disciple’s bondmate dies, or if they’re released
from their duties somehow, a Disciple will turn back into the animal you crafted them from. Even if you
recapture the animal and turn them into a Disciple again, they won’t have any memories of their previous
time being uplifted. Disciples can also turn back into animals if they push themselves too far, such as if a
Disciple attempts to summon an Intoner’s Angel on their own.
You are what your family and many others have struggled to achieve for generations - a perfectly realized
demon within human flesh. And unlike others, you are not at risk of being victim to the Inversion Impulse
or losing yourself completely - your human and demonic blood exist together in almost symbiotic
harmony, though you may be a tiny bit more sadistic or vicious in this form. Your eyes change to an icy
blue, your hair a fiery red, your body having become a living Mystery, giving you resistance to magecraft,
magic, and other forms of supernatural influence or damage, as well as letting you damage or influence
them in turn. All powers you wield that are blatantly supernatural in nature and originate from your body
increase greatly in potency in this form, letting you become a terror and a reminder of why mankind knew
to hide from the ferocious Oni. At first, this increase in power is by half-again of your full might...but with
time and age, this may increase further.
Taking this in combination with The Beast lets you intermingle your physical strength andMystery
seamlessly, increasing your already considerable might and letting you match even aHeroic Spirit blow-for
blow in hand to hand combat...and perhaps even emerge victorious. Thisform and its effects can be
toggled on and off freely.
A monster. That’s what you are. Your strength alone is enough to put most human beings to shame - you
can crush trees with your bare hand,remove a human head with a lazy swipe, and move faster than the
human eye can follow. Your Endurance is similar, letting you withstand similar blows with ease, even
surviving vicious attacks from a Dead Apostle or a skilled assassin that would normally tear a human being
apart.In addition, your fighting style is both feral and graceful, letting you channel a monstrous berserker
rage through yourself yet remain completely lucid no matter how overwhelming your bloodlust became,
changing it into pure strength that adds to your already considerable might.Finally, you possess a muscled
and athletic frame to match your newfound strength, which likely adds a considerable intimidation
factor...or just a show that you’re not to be angered needlessly.
We all had to come from somewhere. All of the various clans of the Hunter’s Organisation had to have
been made, to have had an originator. For psychic powers, such rare things, to come to be present in
every member of whole families is simply not natural. And that unnatural method is known to you, just
one of the many you now discover. Through a mixture of medicine, hypnosis, certain magecraft-like
practices, selective breeding and perhaps a touch of the inhuman you are meant to hunt- you’ve learned
to slowly create new Demon Hunting clans with their own psychic bloodlines. It can take generations to
stabilise and hold true but you are not limited to only the powers found in the four main branches of the
Organisation- the Nanaya, Ryougi, Asakami and Fujou. Instead, you are even able to slowly design new
ones of a similar level. A family of electrokinetics or who can naturally command low level spirits and
fairies? Taking the young Shirazumi boys predatory mutations and creating an entire line of carnivorous
demon hunters? All possible, with time and available subjects. The final note to make is that, like the clans
above, there can be a great deal of individuality in the clans you breed. While most members will be stable
and similar in psychic power, some will rarely appear with much more impressive variants of the normal
power, either naturally or just through their life experiences.
To start, you’re not exactly normal. You’re stronger than most zombies would be by default, though only
about twice over for now, and have the potential to get far stronger. In fact, you can guide your body to
grow in different places as long as you train, such as building speed by weightlifting. This is meant to
improve what’s already there, so no growing extra arms. But as long as it’s already there, be it poison
gland or tail, it’s free game. Also, to help you along with this, your body improves 5 times as fast as it did
before. In addition, pick one of three sub-trees to obtain.
-The Biological tree grants you great strength and speed, enough to outpace a car on the freeway and
then throw that same car like a rock. You also have the ability to manipulate chemicals within yourself,
though this limits itself to the body’s natural chemicals and a few forms of poison and acid. With time, you
could even shoot out brief streams of high-powered acid or leverage your adrenaline to keep you fighting
for far longer than you could naturally.
-The Hydraulic tree increases your Focus and physical stamina to great heights, allowing one to bombard
an enemy with powerful spells or run for hours. You also gain the ability to manipulate water from inside
your body. This can eventually allow you to restore your stamina and manipulate ice through reducing the
temperature of water, or increase your body temperature at the cost of Focus and stamina to massively
improve your strength.
-The Psychological tree bestows powerful Instinct and durability, allowing you to empower a simple mana
blast to blow up a garage, and get run over by a tank with some broken ribs at worst. In addition, you are
granted control over your own bio-electricity and the element of shadow. Bio-electricity is as it sounds,
but shadow in this universe is more on par with psychic attacks than a manipulation of a lack of light.
You may call upon up to eight allies, companions or otherwise to lend their collective power to you,
temporarily empowering you to create a super version of your current form. This “power” is the collective
sum of their strength, magic, skills, and other forms of power on top of yours. This is a temporary power
up, lasting only for a single, dramatic fight. Once per month, you may use this power. This must be given
with their consent, and the allies giving you the power must be near you to give their power to you.
This new super version of you is a powerful form with a brand new design, and vary wildly in appearance
depending on who is donating the power. If a giant monster gave you it’s power, you could find yourself
taking a monster-like final boss esque form, for example.
Your love and affection is an empowering force that lets you protect your friends. When your friends are
at your side, you feel far more powerful than you could be, alone. For the people you’d die for, you
become almost godly in strength.
When your friends become distressed or are thrown in mortal peril, you enter a near powerful superform
You can shrug off hits that could usually knock you into a wall, and getting run-through by spears doesn’t
phase you as long as they avoid any vital spots. You slice through enemies like hot butter as you fight to
keep your loved ones alive and safe. A guardian protects.
As a last resort you may combine your essence with a willing person’s. This will combine your powers as
you become something greater than the whole, great, powerful, and big. If one or both of you are injured
at the time of the fusion, your wounds heal as the fusion process creates a separate body out of both of
your old ones. However, if this new form is slain, you will both die with it. The other person is also the one
in control with this form, although you can give suggestions from the back of the fusion’s mind. You
cannot choose to wrest control over them except when you wish to break the fusion.
You’re not some common ghoulie. Something about you is greater than others of your kind, enhancing
your abilities beyond those of your kind and granting new ones altogether. But that’s not all; this isn’t
simply limited to the monstrous forms gained here. Any alt form you assume will be pushed to the
absolute apex of their potential.
Vampires’ normal abilities are twice again as powerful and their weaknesses are lessened. You are hardly
weakened by sunlight and need a fraction of the amount of blood required before. As well, any vampires
you create are no longer mere fledglings, beholden by their hunger, but are instead similar in strength and
ability to what is described in the Vampire perk above and can easily be created en masse, allowing you to
create large armies of powerful vampires in a short amount of time.. But the true strength gained from
this is an entirely new ability. You gain the ability to absorb the ambient magic from around you, sucking it
right out of the air – or potentially even pulling it directly from the grasp of others attempting to wield it --
to drastically enhance your own abilities and weaken anyone else drawing on it. You are even able to
channel this stolen magic into your vampiric to enhance their abilities as well.
You’re possessed by an archdemon, a powerful creature born from hell and a daughter of it’s queen. By
allowing it to take over, it can cover itself in a sheath of infernal power, taking on a powerful combat form
that’s capable of flying into orbit with an opponent in hand without issue, then dropping at maximum
velocity in order to hit them with the planet. You may choose if it retained its memories or not. If it did,
this will be more of a give-and-take, as it will have its own agenda but similarly have far more knowledge.
If it did not, then you will almost entirely be in charge, and the Archdemon will come to adore you if
treated with kindness... but in return, you won’t have access to it’s thousands of years worth of memories
That’s a fancy way to put it. Though even they don’t completely understand how it works, magic in this
world is generated by the power of the soul and intense emotions within sentient beings. Incubators
themselves aren’t really capable of such things (most of the time), yet somehow found a way to harness it
Magic can create weapons from thin air, make dimensional spaces, halt the flow of time and even reverse
it completely to a predetermined point. It can even create a wish tailored to the words and desires of a
user.
That said, this isn’t a free lunch. Magic is the same as any other energy in that an equal amount of power
is spent in the end result that was needed for it in the first place. Constant use of Soul Gems makes the
user increasingly melancholic and prone to irrational behavior. A world-changing wish takes a ‘cost’ equal
to what it created, and could even destroy the one who made the contract entirely if they somehow tried
to change the physics of the world. Still, if you have the energy for it, magic can perhaps change the
world...or make a very small part of it better, if you heed the costs.
All of this said, you now have an understanding of how to enable other beings to use this magic, and how
to create Soul Gems of your own. You can, if you desire, grant the wishes of others through a willing
contract...but it won’t be able to escape the equivalent exchange required, and you (or they) should be
prepared for the costs and entropic backlash. Or not. It’s not your problem, after all. Though something
you should remember is that if you make a contract for a wish with someone, it’s largely out of your hands
in both execution and end result. That’s a lesson a certain Incubator learned the hard way...not that he’d
remember anything if you asked him.
Strangely, even though a large amount of despair seems to create a larger ‘return’ of energy, anyone who
falls to despair while using a Soul Gem or having it shatter just seem to vanish from existence. I wonder
why that is...?
While Mankai always requires an appropriate buildup of energy and hard work to even activate, there is a
surefire way to activate Mankai. The god Shinju-Sama bequeathed their powers onto the magical heroes
to protect the still existing part of the world from the Vertexes, and thusly, a strong desire to protect
someone or something dear to Shinju’s warriors is enough to activate Mankai.
For you, activating Mankai is much easier now, because you now carry a strong desire to protect
something other than you in your heart. Mankai can to be activated as many times as you wish when
someone or something you cherish is threatened. It could be your loved ones, or a beloved pet, or your
home. Even when you’re at your limit and you’ve exhausted every last bit of stamina inside you, you may
still keep activating Mankai.
But do take note: Sange, where you lose a part of yourself, will still activate even after the jump for
Mankai activation beyond the first time during a fight or if you force an activation without proper buildup
of energy. You’ll still lose something of yourself that will last for the rest of the jump. But your strong
desire to protect your friends and those precious to you will never burn away through exhaustion or
otherwise outside of combat. You’ll fight to the end to defend your friends.
You have gained knowledge of the creation of the artefacts known as class cards. Through distilling the
experience of a life into a card you may grant people the abilities of that life. To create a class card you
may engrave either the abilities you have gained in a life on another world or a skill you possess such as
your knowledge of a magical style or martial art. Some of your physical prowess may also be engraved
onto the card granting increases in physical ability to the wielder. You may also create cards from the
souls of others if you have some means of extracting them to use for the creation of the card. The cards
will have to be powered by the magical energy of their wielder and can be limited by the aptitude of the
user and will last as long as the user can maintain the power expenditure of the card. They will also be
limited like class cards in that after being used they will require an hour before being able to be used
again.
You have been chosen to be the master of a mystic code created by the magician Zelretch. As a mystic
code created with knowledge of the second true magic this kaleidostick known as Emerald has the ability
to provide it’s master with unlimited magical energy. It also provides it’s master with an A rank magical
barrier that shields from magical or physical attacks, accelerated healing, increased strength and the
ability to shape mana into rough constructs or blasts. To utilise these abilities however requires the user
to be within fifty metres and to be in physical contact within the last thirty seconds. The kaleidostick
having a personality/mind is up to you however it will not count as a companion either way.
A lot of the humans in the setting, at least the main characters, turn out in the end to be not entirely
human – or not at all – by the end of the story. Whenever you have a nonhuman body form, you can shift
to an alternate human form that embodies characteristics of that nonhuman form. While you will have
the appearance of a human, and physical and magical scans will identify you as human, you retain special
attributes and abilities of that nonhuman species, with up to 75% of the power level normally accessible
to that species. For instance, a Pokémon’s human form would be considered human and immune to ball
capture, but you could access Pokémon attacks even if they could normally only work with a Pokémon
body Also, within this jump only, you can choose to start out as actually another background species of
your choice who is taking the form of a human form for the duration of the jump; you will not get
discounts for that second background, but you can access a fair degree of the special abilities that that
background normally has.
Though you may take the form of a lesser sea denizen, such as a penguin, your truest form is that of the
legendary Hippocampus, noble guardian for the sea. You are given greater access to nature-based and
divine magic in this form, while also gaining greater strength and agility in both the sea and sky. The
Hippocampus exists as the gatekeeper for important seals, and thus you gain increased magical power,
particularly in breaking or reinforcing magical seals.
Flonyard contains a great magic that means no one can be killed. You can now set up a similar field in
places that you are located at, equal in size to an entire battlefield. With willing permission from the
participants, you may apply this field to all in its radius. Anybody that would be severely wounded or killed
instead become Pet Balls for an hour, before they regain their original form. Additionally, once per jump,
this magic will activate to save you from death. Be warned however, spreading out this magic across an
area weakens it such that a strong enough being can overpower it were they to come across it. Post Jump
you may change into Pet Ball form when you want, however will not gain the invulnerability unless the
magic is activated, at which point the usual conditions apply.
This small crystal has accepted you as its owner. This acts as proof that you are a hero. When used, this
crystal will age or de-age you to your prime, as well as enhancing your magic, making spells slightly more
power, and powerful spells slightly easier to cast. Additionally, it creates a weak magical shield around
you, used to protect you from weaker magic. While using the crystal you are also able to use more
advanced versions of your crest spells, with them dealing more damage or affecting a larger area. A fiery
whip might become a giant flaming sword, or a fireball spell may shoot out three. You can use this form
for up to one hour each day.
X-Drive. That's the name for when the 3,001,655,722 locks on a Symphogear is unleashed through the
intake of massive Phonic Gain, transforming the Gear into it's true form. Under X-Drive, the Gear is
capable of unassisted flight through angelic wings of light, and gains a white dominated color scheme.
Unfortunately, the conditions to gather the required Symphonic Gain can vary greatly depending on it's
source. It could take a group of schoolchildren's singing with all their hopes and dreams or it could end up
taking the combined singing of the entire planet's population. But, should you require it, you should be
able to find the required amount of Phonic Gain for X-Drive at least once every jump beyond this.
A large clam big enough for you to lay down inside. The interior is as soft as pillows, and you can close the
clam at will to get a restful, undisturbed sleep that fully restores your health. The clam is exceptionally
hardy, and enchanted with magic, so very few things can even scratch it. You can also command it to close
up with someone else inside, and it will only open at your order. Interestingly, if a non-mermaid was
inside the clam, that would make it irritated, perhaps enough for a pearl to form. And since there is only
just enough room for one person within the clam and nothing else, the prisoner would therefore become
the pearl. And, if everything is perfect, a pearl can become a mermaid. Therefore, with the right skills (see
Pearl Dream) this can be very useful. As the subject already has a soul, it takes at most a year to make him
or her into a mermaid, and preexisting magical abilities help strengthen the transformation. However, the
subject only gains the body of a mermaid, not the mindset, unless active measures are taken to suppress
the memories and consciousness of the subject during the rebirth.
A refilling bag of the mythical, green powder that can be produced from stars under rare occasion. It has a
variety of magical properties depending on who is exposed. Any animal exposed to the substance
transforms into a mythical, humanoid creature similar to its origin; for instance, a fish may become a
mermaid, or a bird may become a fairy, though not the normal kinds found in Neverland. Furthermore,
humans exposed to it can fly and can gain artistic inspiration; however, overexposure can lead to greed
and paranoia. Outside of this purchase, the substance is extremely difficult to find in the traditional Peter
Pan, unless the setting was changed. Also, unlike its form in the story, the Starstuff cannot be used to
destabilize the fabric of the universe.
In his final attempt to defeat Link, Yuga merged with Ganon to form a single being with their strengths and
weaknesses combined. Now, you may use this power on foes which you have personally brought close to
death to merge with them and thus provide yourself with a temporary new transformation which grants
you with their strengths at the cost of their weaknesses also passing over to you in that form. This merged
form heavily resembles the original enemy, but can retain key elements of your appearance such as eye
colour or notable scars. Such transformations use up a great deal of energy, and thus should be used
sparingly, although they can draw upon almost any source of power you possess to do so.
‘Jumper-Ganon’ can work with those who voluntarily wish to merge with you without the need to fight or
defeat them.
“Ah! As I suspected, you're even lovelier as a painting.”
You’ve picked up the same skill at art-based magic as Yuga. Now, with a swish of the wrist and a release of
magical energy you may transform yourself, allies and weakened enemies into two-dimensional paintings
capable of travelling through fissures between Hyrule and Lorule as well as walking along walls and other
flat surfaces. If you turn someone 2D against a painting, they will become trapped within a form of stasis,
where they are conscious but unable to move or interact with the outside world. Perhaps these powers
could even be expanded to other uses with enough time and research..?
Vaati may be a fool in this era, but he’s no less powerful for it. And you seem to have the might and magic
to call yourself his equal. Though you need not become a mage of the wind precisely, it is recommended
to keep in the theme. Speaking of, beyond having a quite frankly ludicrous level of talent for the winds,
you also have the body of a demon. Malleable, fueled by hate and all sorts of negative emotions and a
host of abilities. Summoning minions in your image, giant copies of your limbs, warping your body more o
less freely to create all sorts of weapons and armor. Your body is made from your will - if you want to be a
giant eyebat, you shall be one. If you want twelve limbs that are magical canons, or flails for you to spin
about you, you shall have those as well. You’ve also a talent for possession, placing your essence inside
statues to act as armor, or inside your minions to ensure their loyalty.
Just as the Hero carved the dragon into Majora’s Mask, it would seem that he himself was made into one
at the end of his life. But, this is not that mask. This mask is you own, something that rightly should not
exist just yet, if at all. Perhaps you messed with time to get it? Nonetheless, this mask contains a small
fraction of your own spirit, allowing any who wear it to temporarily become a copy of you. Well, in shape
at least. Any power or items it grants are entirely up to you - simply wear the mask as you practice and use
them, and they will be imprinted upon the mask. This prevents you from handing away too much at once
or from changing it on short notice, but thankfully it isn’t being carved off your spirit to power them.
No one really knows what this mask is, or who it’s powered by. Could be a prior incarnation of Link, like
the one that slew the dragon known as Majora in the first place. Some think it’s a combination of all other
masks, empowered not by one, but by dozens of souls. What really matters is what the mask does. Simply
put, it enhances. An avenging swordsman could become a wrathful hero, a mage of some small power
could become a supreme sorcerer... I almost wonder what would happen if Ganondorf tried to use it. And
what will you become? Of course, if you wish it, then the mask can always be set to a ‘default’ state, that
of the Oni shown by Link.
Like many of the villains of this world when pushed to the absolute edge of your ability you have a hidden
ace. A monstrous form which enhances your ability to take and give damage by a wide margin. You could
be a vast being up to twenty-five meters tall or it could just be a hyper focused version of yourself granting
you a massive boost in overall performance through compressing your power into a small form. Magical
Ability increases as well in this form. simultaneously. Further, any alternate forms you have gained over
your Jumps may now have their abilities freely combined in this form; access any of your powers or racial
traits from any form whilst in this one. This power activates automatically if you are about to be defeated
in combat supplying you with a full restoration of Health and (this world’s) Magic.
Let us speak of the Rito for a moment. In years gone by, they were known as the Zora. In essence, they
were fish people. But now they are birds. How exactly did this happen? With Valoo’s Scale, an affinity for
the wind could be created. Still, it must have been an immense undertaking, if it was done on purpose.
Let's assume it was, because it would be even stranger to be an accident. Regardless, with an artifact of
some kind, and an immense amount of power, you can work that artifact into a person, thus making it a
part of them. Something to consider would be making a contract with a spirit of some kind, both for a
supply of foci and for them to handle the power.
Kin of the river does more than just provide them with a power, it gives part of that power to their kids
You’re basically creating a new species. It’s not a perfect process, seeing as the Rito still need scales from
Valoo during Wind Waker to get their wings, but it can eventually go away without making them weaker,
seeing as Valoo is nowhere to be seen during BotW
Some creatures are so powerful, that the land itself is changed by their presence. You are one such being,
having been infused with some sort of dark power that has increased your size and possibly even changed
your appearance, making you much bigger than any person and granting a few additional features such as
the ability to shoot magical projectiles or create lesser spawn of yourself. Not only that, but you’re
capable of corrupting the landscape near where you make your home. You might fill the land with poison,
make a mountain more volatile and prone to landslides or eruptions if it’s a volcano, or you might just
corrupt the existing wildlife to better serve you. Whatever changes have occurred in your body, it would
take a lot of courage to face you, now.
Being a Royal Guard means you serve a higher purpose. You protect the lives of innocent people. You
protect their hopes and dreams. In the end, you're not just a fighter- You're a Protector. A Hero. And when
you're on the verge of defeat, and everything's on the line... Even if you're a monster, you're just as
Determined to win. Once per jump, you can activate a super-mode powered by Determination, but there
are two conditions- You must already be on the edge of defeat, and there has to be more than the lives of
you and your companions on the line if you fail - The lives of a small nation of innocent people are the
bare minimum stakes. However, the super mode itself is extremely powerful- Upon activating it, not only
do you instantly heal all of your wounds, but you become much stronger, move much faster, and can take
more punishment than ever before. Your magical attacks become much more potent, and you can take
hits to your face with a grin. After the fight, though, you'll be crippled- at the very least, you won't fight
again for the rest of the jump. But isn't that a fair price to pay for innocent lives?
The Hilichurls know your type as the Lawa, the top of the Hilichurl hierarchy. Their ‘king’ or ruler. After
living for years in areas abundant with elemental energy, that same energy has permeated throughout
their bones, muscles, and blood. This energy has mutated their bodies to make them bigger and stronger.
Essentially becoming partially an elemental being, they are able to wield that magic through their body.
Even teams of seasoned adventurers are hesitant to go near areas where a Lawachurl is known to roam.
This is the potential you contain within yourself too, the ability to take in the power of the elements and
become stronger for it. Should you be able to contain more than one element, who knows how strong you
could become? It should be noted that this is not a fast process, and could take years to fully realise.
A thousand some odd years ago, magic was introduced to this world in the most dramatic way possible. As
it turned out, magic was deadly and damaging to humans, leading to the destruction of the human race.
Who could have guessed? But it’s the nature of humans to adapt and learn when confronted with danger.
And then weaponize that danger. Which is what the humans did all that time ago.
You now have the knowledge that those humans developed. You can now take innocent children and
‘develop’ them into magical weapons. Or monsters, if you want to be accurate/empathetic about it. The
process is complex, intricate and for most folks, completely unconscionable. Besides bodily alteration,
mental stress and what arguably constitutes, torture, you need to infuse the bodies of your new Weapons
with maso, an extradimensional chemical that serves as the source of magic in Nier’s world. (If future
jumps you can substitute similar magical materials.) But if you completely ignore the moral issues, the
results are worth it. Examples from canon include No. 6, a giant skeletal monster, No. 7, a boy with
petrifaction powers, and the Grimoires, living books capable of using powerful magic called Sealed Verses
With some experimentation, you can come up with different variations too.
I’ll even give you some samples of maso to get you started. Go on, get to work. You have Weapons to
make.
You have no blessing from the goddesses who banished your ancestors. Instead, you are the rightful ruler
of the Twilight Realm, wielding a portion of the Fused Shadow that houses your ancestor’s dark magic.
However, Zant, the usurper, has also cursed you with an imp-like form… which might not be such a bad
thing, depending on your tastes.
Among your powers are the ability to traverse the Twilight at-will, the ability to teleport using Twilight
Portals which you can open with a little effort, the ability to ‘disintegrate’ objects into black particles-
including massive ones, like a good portion of a bridge- the ability to take on a shadowy form to exist in
the world of light, which also allows you to meld into shadows or slip through cracks, the ability to float,
change your shape temporarily, and project dark energy that can break metal chains, and finally the ability
to extend your hair and use it as an additional, massive hand. As you collect more pieces of the Fused
Shadow your powers will grow. The drawback to these amazing powers is an increased vulnerability to the
light, and especially Light Magic; however, there might be one who can remove this drawback, at great
cost to themselves... You’ve been ‘cursed’ with an imp-like body, though your mind is still your own; you
can choose whether or not your imp form is your real appearance or not.
You will learn to manipulate the density of any given object; to put it simply, assembly and dispersion. As
the object's density increases, it heats up, and as it decreases, it turns into a mist. As such, you can also
create smaller copies of yourself, or make yourself giant. You can also decrease your own body's density
to become a mist, allowing yourself to be relatively undetectable, yet unable to interact with the world
around you. This power can also be used for very specific effects, such as compressing your attacks to
focus their power significantly, or to even create a spot so dense that it acts like a miniature black hole,
pulling objects and even the power of your foes towards it. Given time to develop your power, you can
even turn entire mountains into sand, and at your peak, even 4th wall breaking concepts such as the HP
and MP gauges can be dispersed away and reassembled to a degree, though this will always be tiring to
perform.
0 CP Cost Name Jumpdoc Chapter
Warhammer Fantasy:
2 Free Mark of Tzeentch Lore
Warriors of Chaos
Talent - Arcane
6 50 Generic MG Lore
Attacker
Talent - Conniving
7 50 Generic MG Lore
Corrupter
8 50 Talent - Crowd Control Generic MG Lore
Talent - Elemental
10 50 Evocation Generic MG Lore
Basic Magecraft -
16 100 Tsukihime Lore
Formal Craft
Fate/kaleid liner
29 100 Perfect Memory PRISMA ILLYA Lore
Amezaiku Crafting
30 100 Anthology Golden SKy Stories Lore
Touhou Project:
33 100 Real and Fake Forbidden Hermit Lore
Warhammer Fantasy:
37 100 The Articles of Imperial Imperial Colleges of Lore
Magic: Pocket Edition Magic
World of Darkness:
40 100 Basic Books Lore
Sorcerer
Sorcery - Strength of World of Darkness:
41 100 Psyche Sorcerer Lore
42 100 Psychic Abilities - World of Darkness: Lore
Channeling (One Dot) Sorcerer
“Auto-scoring your
64 200 love life: Advanced Symphogear Lore
fundamentals”
Touhou Project:
65 200 Bibliophilic Luck Lore
Forbidden Hermit
Warhammer Fantasy:
68 200 Lore in Iron Imperial Colleges of Lore
Magic
Warhammer Fantasy:
69 200 Hedge Empathy Imperial Colleges of Lore
Magic
Warhammer Fantasy:
70 200 Word to the Wise Imperial Colleges of Lore
Magic
Warhammer Fantasy:
A Modest Treatise on
71 200 the Nature of Magic Imperial Colleges of Lore
Magic
Warhammer Fantasy:
73 200 Tome of Secrets Warriors of Chaos Lore
74 200 Guerilla Futurism Mage: The Awakening Lore
Hearthfire - Vast
81 200 The Elder Scrolls Lore
Library
Munechika’s Legacy to
91 300 Future Smiths Golden Sky Stories Lore
Warhammer Fantasy:
95 300 Magister Professor Imperial Colleges of Lore
Magic
Warhammer Fantasy:
### 400 Magic Arms & Armor Lore
Orcs & Goblins
Warhammer Fantasy:
### 400 Key of Secrets Imperial Colleges of Lore
Magic
Warhammer Fantasy:
### 600 Entombed Priest Tomb Kings Lore
Fate/kaleid liner
### 600 Zelretch’s Notes Lore
PRISMA ILLYA
Mermaid Melody Pichi
### 600 Unfinished Symphonies Pichi Pitch Lore
Encyclopedia of
### 600 Paranormal Mermaid Melody Pichi Lore
Phenomena Pichi Pitch
Touhou Project:
### 600 Scientific Magic Lore
Forbidden Hermit
Touhou Project:
### 600 The Night Parade Scroll Lore
Forbidden Hermit
Warhammer Fantasy:
### 600 Thinking Cap Orcs & Goblins Lore
Warhammer Fantasy:
### 600 A Cap that Thinks Lore
Orcs & Goblins
Warhammer Fantasy:
### 600 One’s Classified Secrets Lore
Skaven
Warhammer Fantasy:
### 600 The Lore of The East Skaven Lore
### 600 Liber Bubonicus Warhammer Fantasy: Lore
Skaven
Warhammer Fantasy:
### 600 The Pride of Hoeth Lore
High Elves
###
Purchased Perks
Description
You can naturally understand the tinkling, bell-like language of fairies, and also know how to teach
people to understand the language. It is the most wonderful of tongues, sounding like the sweetest,
most innocent bells whether you are professing love and rudely insulting somebody. However, unless
you are a Fairy, you cannot speak it in turn, unless you pay 100 CP extra.
Either on your body or permanently upon your soul, Tzeentch leaves a mark of his claim on your
service. The Mark of Tzeentch causes your intellect to swell massively, and you’ll find that even the
most difficult mental tasks are child’s play to you. You can easily translate languages that are
completely new to you with even a small amount of information on the language itself, and
information that would threaten the sanity of a stern mind is easily accepted by you as a simple truth,
nothing more. Lastly, you have the basic capacity to utilize the Winds of Magic, and you are a decent
sorcerer currently.
Well, as you're certainly the newcomer here in this world, you've got a lot to learn. You learn new
things 10 times as fast until you reach what would be considered an average level of proficiency. You
also get a flat ×2 multiplier to any form of learning or training that you do. You can also learn innate
traits of other beings, although it will be harder to do so than normal.
You now have the ability to summon your own compendium at will. As long as you are helping
someone grow, you can record a copy of any of their powers at will. You may only use these when you
are directly fighting against them in order to test them or help them grow (unless you have Wielder of
Power), but these can be used to restore their power if they ever lose it or it lessens below the level
you have recorded. This applies for any powers they may have, including physical abilities, skills, and
supernatural powers like personas. Furthermore, as long as you have one example of a specific skill in
your compendium, you or anyone you are helping will learn that skill at ten times the normal rate until
you reach the level your recorded power is at.
Nifty! You have acquired an all-access pass to the Infinite Library of the TSAB. The name isn’t for show,
either - it’s a huge library containing the collected knowledge of the TSAB, or at least things available
to the public. Excellent for research or literary pursuits. Post-jump, this card functions as a lifetime
library card for any public library in existence. Secretive ones not included, sadly.
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Arcane Attacker - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Conniving Corrupter - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Defensive Determinator - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Defensive Determinator - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Conniving Corrupter - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Healing Hands- Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Melee Master - Generic MG first. Obviously.)
Each purchase of this allows for increased talent - skill, control, versatility - with one package you
purchased below.
It’s not more power, but it is more oomph. Talent also means you train faster in the areas of the
package, even if you’re using skills and powers granted to you elsewhere. Each purchase is a roughly
+70% training boost. (CG Note: Requires Summoning Specialist- Generic MG first. Obviously.)
To be a Magus is to walk with death. The very act of using what we call magic, of mixing the Mana of
the air with the Od of your body to create Prana and circulate it into your Magic Circuits, is something
that has inherent danger. To accept that knowledge and revel in it is to take on the air of something
more than human. The petty concerns of human life fade somewhat, making it so much easier to
retain the sophistication and grace expected of a refined member of the Association. It requires a will
stronger than normal people to brush up against death and that same will, in a rather less dramatic
application, is something that allows most Magi to withstand the long hours of study, research and
constant requirement for creative thinking when it comes to learning magecraft. Exam hell doesn’t
even begin to describe it, when you’re studying to make sure you don’t incinerate yourself from the
inside out!
An official education! The proper way for a magus to learn his arts, to travel to the famed Clocktower
institution and learn from the greatest, and most egotistical, minds of the Mages’ Association. Even if
you’re some country bumpkin from the Far East, you’ve had the chance to get a formalized education
and degree at the Clocktower over the course of four to eight years. It taught you all the basics of
being a Magus, such as decent capability with Formalcraft, Reinforcement, Gradation Air, and
Hypnotism. The core arts of any magus, as well as a general familiarity with the supernatural world.
You also took on something of a specialty, possibly even a family legacy you inherited, in magecraft. In
a field of modern magecraft, you’ve made a name as having decent potential. An amateur to any
professional but in your chosen field, from a rookie Alchemist to a burgeoning Elementalist to a spirit
user or something more specific, you’ve got a few years training on the other students with no ability
at all. Your time there also lets you gain a few friends and contacts at the Association, mostly
classmates and perhaps a faculty member or two. You can buy this perk multiple times, gaining
another specialization of the same level each time.
The standard four practices of Magecraft: Reinforcement, Gradation Air, Hypnosis and Formalcraft.
This is the foundation of the modern systems used by Magi in this day and age. You do not start with
any of these - The Mage’s Association is largely uninvolved with events and Misaki, and Atlas is more
concerned with Alchemy and Mystic Codes than the modern Magecraft systems. You must purchase
each one for 100 points, which makes you adept in that particular field - not total mastery, but enough
to be a threat against something unprepared for it. Lastly, Formalcraft is enhancing similar magecraft
through a long process of ritual and ceremonial sacrifice, which is time consuming but rewarding if you
have the patience for it.
If you find yourself regularly skipping class to go on nighttime hunts for vampires or just general
adventure, then it pays to be a good student on paper if nothing else. You're a model student, soaking
up what teachers say like a dry sponge and speed reading your required studies in but an hour. You
learn about twice as quickly as other top students, absorbing academic and mundane skills with very
little trouble, even on a time crunch. Supernatural teachings or things like complicated science
takemore time, but you’re still an excellent learner as long as you have a good teacher - whether an
actual mentor or a very informative book.
It would be a shame that in your quest for enlightenment you suffered a lapse of memory. It’s not like
some of these secret teachings can be found in the local library. This simple perk makes your memory
perfect, limitless, and retroactive, while also allowing for instant recall and perfect indexing. You’ll
never forget any moment of your life, no matter how small, and you’ll be able to recall those moments
as if you were currently standing there again. As a retroactive effect, your past memories will also be
affected, even if you’ve somehow managed to forget them.
The acquisition of knowledge is more than just the senseless hoarding of information. With this
purchase you now excel at predicting, interpolating, and connecting information, and can easily cross
reference your knowledge with external information, making studying a relatively painless endeavor.
Combined, these benefits will allow you to triple (3x) the rate at which you study and convert
conscious knowledge into instinctive understanding.
Using this textbook, filled with information about any one field of knowledge, ranging from tactics to
the curriculum of a high school science class to astrophysics, you can study up on subjects and learn
things quickly. You find that studying from these books helps you understand and retain concepts
much easier compared to a normal textbook. They have an almost magical quality to them that can
help you get an intuitive feel for the book’s subject. You may purchase this item multiple times for
different subjects.
This is a standard book of curses, meant to inflict minor things like nightmares, bad luck, and other
kinds of evil magic. The curses aren’t very strong, and can be easily resisted, but they sure are
annoying.
Your power comes from an outside source, and some such sources demand attention, whether
through prayer or rituals performed in their names. This is a special shrine, a few feet tall, and made of
wood. The drawers at the bottom contain a range of eclectic and occult tools and accoutrements, from
sticks of incense to bowels and blood letting knives. All of these are marked with the symbol of your
patron of choice, which can be changed with a quick chant... Maybe don’t tell them about that bit,
they may not appreciate how quickly your devotion can change targets. It comes pre-devoted to the
being of your choice, which can freely change once per jump. Devoting it to other beings will be far
easier than it would normally be.
The languages of the magicals creatures of this world used to be far more widely known than they are
now. People used to entreat earth spirits in their own tongue for a bountiful harvest or negotiate with
dwarves for their solid steel tools. But now only the mages and the intensely curious know them.
You’re one of those who can speak to dwarves and earth spirits in their own language. You can also
make yourself understood in shadow brute, but most of their kind are through listening to humanity.
You will also have a small talent for picking up other mystical languages.
You have a body of esoteric lore embedded in your mind. From ancient legends of buried treasure to
what really happened to Atlantis, you know all of the old secrets and just how the secret supernatural
wars shaped history into what it is today. This knowledge is updated whenever you move to a new
world and while not granting you any particularly germane knowledge to your current situation,
perhaps you might devise a unique insight or solution based on knowledge that no one else is privy to.
(Imagine if you were the only one who knew the story of the trojan horse)
It can be hard, sometimes, to track down ancestors when one side of the family can live for centuries,
but now it’s just a little bit easier. With a drop of blood on this large scroll the names of your ancestors
will be filled in - provided their identity isn’t being supernaturally concealed. This only provides the
name they would be most commonly known by, which may unfortunately be a title for some beings,
but hey - it’s a start.
Magical spells can be a real tongue twister, you know? Luckily for you, that’s not a problem. Whether
it’s speaking in ancient Latin, backwards English, or ţ͢h̛̕e̕ ̴̧͡ ̧ş̢̛͞ ́ ̧ ̛p ̛e ̴̧͡ è̀͜ c̛͟h̀ ͜ ̶̷̡ ǫ̢̨̧̢̨̢̛́͟͟͞͞f ̶̷̡̕ţ̴͡ h ̶̷̡ǫ̨̢͟͞ ̶̷̡s҉ę̸̧̀ ̧̢͢͟͞ ̨ ̧̀͜ ̸̨̢̧̀͟͢͞o ͢ u ̀͜ t̛̕͟s ̨̢̕͟͞ì͜ ̀ ̴̧͡ d ̀͜ ę̢͟͞ ̨ , you’ll
never trip over your words or mispronounce a spell. Rather handy to make sure you never summon a
demon when you’re trying to wash the dishes.
You are familiar with the magical underground, the major players in your area and rumors of all
supernatural goings on that travels through the inhuman grapevine. Wherever the supernatural exists
you are able to find it, drawn inexorably to stories, legends and myths which are more often than not
true. No matter what world you go to, so long as there is a secret supernatural world you will almost
certainly find it with only a modicum of effort.
Music is the soul of mankind… and, well, your soul isn’t in your body anymore so it makes perfect
sense you’d be good at it, right? What? That doesn’t make any sense? Well, who cares! Pick a single
mundane musical instrument. You are now amazingly talented at playing said instrument. You can, if
you wish, give magical abilities you have a ‘musical’ aesthetic by having the sounds of your chosen
instrument play along with whatever sounds your magic makes...though this won’t add anything
except a personal touch to it, mind you. Go forth, Jumper. And play.
You have a perfect memory, able to remember knowledge of magic that you haven’t thought of in
over a decade as if it was minutes ago.
Amezaiku is typically viewed as more of an art form than an expression of culinary ability, though kids
might argue that there is no shortage of the latter. Essentially the art of moulding candy into specific
shapes, like animals or symbols, this crafting practice originally had religious implications, but has since
become an artistic demonstration.
This book teaches you this craft, and as you get more practice you’ll be able to craft them more
proficiently. With sufficient magic, you might even be able to awaken the spirit within them – and
bring these living taffy sculptures to life.
Magic does not come naturally for some, but by taking this perk, you will gain the potential of
shattering the barrier to perform magic that many fail to overcome. Even for those already proficient
in magic, your own magical be polished as well, allowing you to learn new kinds of magics and special
abilities with far greater ease. Additionally, once you do learn a new skill or ability, you will never
forget how to perform it.
Your knowledge of youkai is vast, from all the books on youkai you’ve read. You have a general grasp
of all youkai except the most exceedingly unknown ones who have faded out of memory. From your
long studies you understand their psychologies, such as how to chase them away and keep yourself
safe from their attacks.
You’ve steeped yourself in supernatural energies for so long you can, at a glance, tell the difference
between real supernatural texts and fake ones as well as read the energies and emotions in a text,
learning exactly how someone was feeling when they wrote something. You could, for instance, tell
from a stack of letters which ones were written with love, growing desperation or despair.
You can naturally understand the tinkling, bell-like language of fairies, and also know how to teach
people to understand the language. It is the most wonderful of tongues, sounding like the sweetest,
most innocent bells whether you are professing love and rudely insulting somebody. However, unless
you are a Fairy, you cannot speak it in turn, unless you pay 100 CP extra. (CG Note: requires base Fairy
Fluent first.)
A huge porcelain bowl with paintings of violent monsters, humanoids, and other creatures (whatever
beings/creatures most frightened you as a child) on the side. The bowl is filled with whatever drink you
disliked the most as a child, and drinking the liquid from the bowl lets you understand (but not
necessarily speak) any language for an hour. You can bottle the liquid, but the bottled liquid will turn
poisonous after several days. The bowl remains constantly full but never overflowing – except in the
case that the bowl is destroyed, in which case everyone within range is at risk of being hit by the liquid
and in this scenario taking damage from contact with the liquid; if destroyed, the bowl repairs itself
and refills in a week.
The various scriptures for the different faiths in Wonderland can be quite complex – especially the
code of honor for the Spirit of Conflict – and that can create a problem when breaking one of said rules
can make you lose your spiritual power as a cleric. This perk lets you easily memorize all the various
rules and expectations for whatever faith, group, organization, or culture you’re following. You’ll also
know what the general costs will be for breaking any of those rules, and how you can properly atone
for committing those sins.
It would appear that one of your colleagues has reproduced the entire contents of the Articles of
Imperial Magic in a small, portable volume, with footnotes explaining the more arcane fine print (pun
intended). Not only is this tome easy to carry, but an enchantment placed by said colleague will update
the book to contain the full text of any code of laws applying to wizards and other law-bound
magicians in your future destinations. Note that these laws do not concern the workings of magic, but
rather concern the extent of its legal uses and restrictions.
“What happened, buddy? My bracelet did what now? Huh. Who knew?”
You have a great talent for making use of new weaponry and tools. With just a few swings of a sword,
you’d be able to figure out how to effectively wield it even if you had no prior experience with fighting.
Whilst it’s a long way from mastery, this instant intuition applies even to more complex weapons like
bows, magical rods and hookshots, which would typically require hours of research before you could
otherwise hope to use them competently in a fight.
A red scroll, opening to reveal a random location with a single red X located on it. And I do mean
random, as it could be pretty much anywhere. The only real guarantee is that it’s going to be
somewhere in the ocean. Find where the X is in real life, and you’ll find some treasure. Might be a neat
magical artifact, or just some rupees. The map changes a few days after you find each treasure.
You’re going to need these as a drop-in. These books will provide you with knowledge of up to four
paths of linear magic. They’ll get you on your feet, magically speaking.
You have learned to briefly magnify your mental abilities by tapping into the mystical energy that
dwells inside you.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic world’s answer to the Path of Ephemera, channeling is sometimes called Necro-Psi, and
often confused with the aforementioned Path. It allows the psychic to interact with the spirits of the
dead, but not other forms of spiritual beings, perceiving their presence and even drawing upon their
skills and experiences.
[1] The channeler may sense nearby ghosts in a vague sense, and channel the skills and knowledge of
one ghost of choice, once per day.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic world’s answer to the Path of Ephemera, channeling is sometimes called Necro-Psi, and
often confused with the aforementioned Path. It allows the psychic to interact with the spirits of the
dead, but not other forms of spiritual beings, perceiving their presence and even drawing upon their
skills and experiences.
[2] The medium may now see through the Gauntlet and perceive the Shadowlands, where shades
dwell. They may communicate with ghosts directly for short periods and channel twice a day.
(CG Note: Requires Psychic Abilities - Channeling (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic world’s answer to the Path of Ephemera, channeling is sometimes called Necro-Psi, and
often confused with the aforementioned Path. It allows the psychic to interact with the spirits of the
dead, but not other forms of spiritual beings, perceiving their presence and even drawing upon their
skills and experiences.
[3] The channeler may see through the Gauntlet for an hour at a time, and channel three times a day.
(CG Note: Requires Psychic Abilities - Channeling (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic world’s answer to the Path of Ephemera, channeling is sometimes called Necro-Psi, and
often confused with the aforementioned Path. It allows the psychic to interact with the spirits of the
dead, but not other forms of spiritual beings, perceiving their presence and even drawing upon their
skills and experiences.
[4] The channeler may channel as many times as they wish, though each attempt beyond the third is
more difficult than the last, resetting only after a full sleep cycle. They may also retain awareness while
possessed, forcefully eject any ghost that tries to possess them, or freely lend their skills to any wraith
that they allow into their vessel.
(CG Note: Requires Psychic Abilities - Channeling (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
The psychic world’s answer to the Path of Ephemera, channeling is sometimes called Necro-Psi, and
often confused with the aforementioned Path. It allows the psychic to interact with the spirits of the
dead, but not other forms of spiritual beings, perceiving their presence and even drawing upon their
skills and experiences.
[5] The channeler may draw upon the skills and abilities of two distinct shades simultaneously. They
may also access the memories of any ghost that possesses them.
(CG Note: Requires Psychic Abilities - Channeling (Four Dots) - World of Darkness: Sorcerer first.)
Having been trained as a mage, you know basic spells from each of the schools of magic, and can easily
learn new spells.
Part of Primal Magic is being able to sketch runes in the air. You, fortunately, have a great eye and
memory for detail, and can replicate a rune after seeing it once. Of course, this also helps you be
better at drawing in general.
You are a seeker of mysteries, wishing to understand this strange world that you are now a part of. As
you enter a new location or interact with a new individual, you will gain snippets of understanding
about history, lore, mythology, and other information associated with the target of your focus. The
more you study them and interact with an area, the more these pieces of understanding will pile up.
The one thing putting people off the runic language is its sheer volume. Considering that there are
ninety-nine million, two hundred and thirty thousand, seven hundred and sixty nine of them,
representing every single word and concept in all known languages, even things such as “watering the
grass every week”, that’s no surprise. Because of that, even learning the runic language can be a
challenge, requiring either a brain implant or some other form of perfect memory.
Anyone who doesn’t have access to these things needs to spend time and effort to search for those
runes they’ll actually use and transcribe them into a book or save them to their computer. Luckily, you
won’t have to do with such shortcuts: as of now, you are fluent in the entirety of the runic language,
and will never forget it. Furthermore, as you will undoubtedly encounter words and concepts foreign
to the people in this universe throughout your travels, it will update itself to include runes for anything
you might come upon in the future.
There are many types of language existed in this world. This grants supernatural insight and
comprehension at learning new languages as this allows you to learn dead or magical languages with
just hearing someone talking in that language over a prolonged time or staring at an inscribed word for
a long time. Potentially you can even create your own language to prevent others from reading your
notes.
You’ve hit some sort of jackpot, Jumper. It’s a collection of journals and diaries that belonged to a
now-deceased magus without an heir. It will take some time to decode and translate, but it contains
knowledge of how to use common Magecraft practices such as utilization of the Elements, and some
practical substitutes for some Formalcraft items, letting you execute effective rituals with common
materials you could find in a modern grocery Store.
Even a human brain operating at peak capacity has its limits - it is, after all, what amounts to biological
hardware with set limitations.But what if those limitations could be surpassed? You are able to
accelerate your thought processes to twice their normal speed, letting you quickly multitask and react
faster than body and nervous system would normally allow, running calculations and strategies in a
blink rather than a minute. In time, you could even accelerate this to three, or four or more times in
speed. However, much like overclocking a computer, this is a stressful technique that is exhausting,and
if overused, can burn your brain out like an overheated engine. Practice and careful moderation may
let you overcome this, but for now, be cautious in how you use this.
What is a pastor without its sheep? A hunter without the hunt? An occultist without its tools? This
purchase grants you basic knowledge surrounding the rituals needed for this jump, including the ritual
to induct new followers. This includes a general understanding of their inner workings, allowing you to
tailor them as you see fit. You may use this power to induct an individual into the dark side of the
world, allowing them to unlock an affinity based on one of the Principles of the Mansus. This affinity
will closely match the nature of the new disciple. Those that already possessed an affinity before the
rite receive no benefit from this perk.
For an additional 200 CP, you may take these rituals to other worlds, allowing you to create a new
framework for magic based on the Principles and rituals found in this jump. This framework can
interact with existing magical systems, allowing you to use the rituals you are familiar with to tap into
the system, or you could have your powers work in an entirely separate manner.
There’s so much knowledge out there, and so little time. With this perk you have the innate ability to
instantly memorize the contents from text and other visual media with just a touch. This ability can be
used on any kind of visual medium, from engravings on ancient pottery, to diagrams in crumbling
parchments, to blurry text in waterlogged codices, or even books written in a language you don't
speak. The actual understanding of these contents is an entirely different matter, but you’ll figure it
out with time. This ability can be toggled on and off at will, so that you are not burdened with
unwanted knowledge.
It pays to give back to the community, and for someone that has been everywhere, you could have a
wealth of knowledge for sale. With this ability you can now easily contribute to the collective
knowledge of the world by instantly creating essays, books, manuals, papers, recipes and other written
documentation of any subject you are familiar with. This information is compiled with as much care as
if you had done it over a few years, and can be formatted, rewritten, and edited on the fly, allowing
you to tailor the final results to your liking. Teaching perks will increase the rate at which your
documents are studied and assimilated.
This collection consists of 9 different paintings created using rarefied pigments that can only be found
in the strange side of the world. Each masterpiece depicts an Hour that best associates with each of
the Principles of the Mansus. These paintings can be used in rituals as tools to perform magic, or to
summon spirits. In future jumps, the subject of these paintings will change to depict a god-like entity
that best embodies each of the Principles, and with the appropriate rites, it may be entirely possible to
communicate with them and gain their favour.
An extensive treatise in the Principle of Knock. This text provides knowledge on every lock, every door,
and every barrier, and the many ways to open them.
Rather simply, this is knowledge of how to construct various magical symbols. Runes, circles, glyphs,
you have an expansive knowledge of them, their uses, and how to modify them. On their own, they
don’t have a ton of use besides warding away certain beings, but they are often important parts of
other rituals or enchantments.
One of the things that can make a supernaturally long life hard to bear is the gradual loss of memory.
Over time, family, friends, and lovers all fade from the mind. Your happiness and sadness, your highs
and lows. All that makes a person who they are slowly slips away. For you, that isn’t a problem. Your
memory of events from ten-thousand years ago are as sharp as those from ten minutes ago.
The Liche Priests, for all their cunning and trickery, failed to fully research the spells of immortality that
they subjected themselves to. They believed that by binding their souls to their own body, they would
live forever. They were right. What they assumed wrongly was that they would live forever with
eternal youth accompanying that longevity. They were wrong. They continued to age, rotting away till
they were animated skeletons with dusty, leathery sacks of skin hanging from their bones in strips. If
only you could have known the long term consequences of that act, you might have chosen to pass it
over yourself. At least now you will not make the same mistake, as you are aware of the long term
consequences of any magic, ritual or other process done to yourself. If a spell would cause your death
after sixty years of empowering you, you would know that. If a serum would result in gaining a
cancerous tumour within you, you would know that upon examining the serum, even if you could not
have found it out before.
This old and tattered book illustrates a folk tale of a Lunar Princess who temporarily sought refuge on
the Earth, and those who came in search of her hand. Though she would return to the moon in the
end, she left a blessing to the man she had grown enamoured with during her stay. He would reject it
in the end, but a fragment of the blessing still remains.
Whoever reads this ancient tome will attain the blessings of the moon, and under moonlight, their
natural capabilities improve dramatically, including their magic and their body’s natural capacity to
regenerate. One would wonder how different things might be had the Lunar Princess’ lover chosen not
to forsake his beloved’s blessing...
This book, by a famous Scandinavian Alchemist, details the fundamentals behind custom construction
of human bodies, and then implantation of memories into them. When handled by a sufficiently skilled
Alchemist, one can learn how to automate this process and the mechanics behind copying, implanting
and transferring memories.
By an anonymous author, this book details the creation of artificial constructs via alchemy, such as the
vaunted auto-scorers, bizarre wind-up machines of death. Auto-scorers are mostly known as capable
combat machines, resembling marionettes, but the grand majority of them exist as assistants and
custom made tools for Alchemists, such as Tiki, an auto-scorer that functions as a living observatory.
You have an unusual knack for picking up rare books, books of magical knowledge, and dangerous
books infested by youkai or evil spirits. Many of these books here will offer invaluable guidance should
you wish to learn magic, study youkai for their strengths and weaknesses, as well as protecting
yourself against common supernatural pests. Does not come with any inherent ability to store them
safely, so you might want to fix that – these books are occasionally known to come alive if stored
around too much youkai energies.
You have a collection of supernatural books, such as grimoires written by magicians, valuable historical
texts about supernatural occurrences, letters soaked in feelings until they begun to take a life of their
own, and books written by youkai to record their own existence. Includes the first Japanese translation
of the Necronomicon. Be careful of thieves.
Mermaids know all of the secrets to the ocean, and every secret whispered that rippled off the water's
surface. You are incredibly wise in spite of your outward personality, and often know things that no
one else does, from where a treasure is hidden to what Hook (or someone else) is plotting, to ancient
spells and lore hidden beneath the waves at Atlantis. Not only is this information available for your
use, but many will come to seek your advice, giving you more opportunities to drown them. After the
jump, the ability applies to any ocean or sea you can access. If you also took the Water Fairy Talent,
you can apply the same power to any body of water, even the water in a bathtub or bottle.
The Lore of Metal, as you might expect, resonates especially well with metal. It also, however,
resonates especially well with the rational mind. It takes a clear head to memorize the thousands of
formulae necessary in a true Alchemist’s work. As such, you find that your connection to Chamon also
grants you enhanced clarity of thought and speed of cognition. The Gold Order has no use for
scatterbrains, after all.
Alone among the Imperial Orders, the Jade Wizards are known to often seek out hedge mages as
Apprentices - at least, those whose magics align with life and growth. The orders the Druids belonged
to before the coming of Teclis still have survivors, so perhaps this makes sense. You may be just what
the Jade Order needs to call that wayward third of your kin to their true calling. Your ability to
convince self-taught or accidental magicians to undertake formal schooling in their powers is
something beyond a way with words. It is as if your presence forces them to realize how much they
cannot learn on their own.
The path of the Hierophant requires discipline, wisdom, and most of all, time. Of course, men have
short lifespans, and so it is just as wise to seek out one’s elders for information. Now you will find that
your elders and superiors are more willing than they might otherwise have been to answer your
questions on everything from the nature of magic to how to treat horrible burns. Even those known
for keeping important secrets might just part with them in your presence.
Penned by Magister Patriarch Gotthilf Puchta of the Gold Order a century ago, this educational tome
contains no spells, but rather a deep examination of magical theory and occult minutiae, including the
workings of the Eight Winds, the nature of their flow, the nature of the Realm of Chaos from which
they enter this world, and the process by which they are put to use to create spells. Careful study of
this massive book will certainly grant you insights you would not ordinarily have into the working of
your Lore of Magic, as well as how it relates to the others overall. As your adventures continue, you
may make similar discoveries on the workings of other forms of magic - and oddly enough this copy of
the Treatise will record your future findings as if Puchta himself had penned them. This will ensure that
your breakthroughs in magical theory are recorded in a manner that may be used as an effective
teaching aid if copied and distributed, just as copies of the original are used by many Magisters in the
more theoretical instruction of their Apprentices.
This scroll contains information long coveted by the most desperate or ambitious of wizards.
Information that would be useless even to them, save during a Storm of Magic. In such times, when
the Winds of Magic blow strongest, a Wizard may conjure forth a being of true might from the essence
of his Wind. Not only will study of this scroll teach you the rituals and materials necessary to craft an
Incarnate Elemental of your Wind of Magic, it will also provide you with a path to perhaps doing so at
any time - even when the Winds blow weakly. Unleashing such a horror upon your enemies is
satisfying, is it not? Ah, perhaps there is some confusion. It is true that the ritual Teclis may or may not
soon perform has a similar name and even a similar function, but this is not that. I offer my sincerest
condolences.
This journal looks completely unassuming at first glance, but when one looks inside they will find that
no matter how many pages they turn, the journal will simply have more pages available, the texts on
those pages perfectly preserved regardless of the conditions. This will make an excellent place to write
down information you keep to keep but also remain private, for if any who are not welcome attempt
to take or open the book will be on the receiving end of a powerful blast of magic that will likely take
off their hands and arms. The book will also magically notify you that an intruder is attempting to steal
your precious secrets.
The future is coming and you intend to be on the right side when it arrives. And now, so will all of your
social media followers. You are masterfully expert at engineering campaigns of social media, public
awareness and crowdsourced fundraising. With covert use of your magic, you may use just about any
information distributive method at your disposal to disseminate any information that you desire. The
only limitation on how far and how wide this information will spread is how long you actively focus on
keeping the campaign running. You could reach normal kickstarter goals in hours or ensure that
everyone on the planet has seen a celebrity photo. Perhaps with a year of covert efforts and
preparations, you could manufacture the next “Gangnam Style.” I suppose you could use it to make
and spread your own memes as well, but really that is a waste of your talents.
An ever present danger in the world of espionage is that should an agent be captured, they will be
tortured, interrogated and coerced, likely divulging sensitive information in the process. You have
been trained in anti-interrogation techniques as well as meditations that will prevent your thoughts
from being detected by outside interference. It is likely that you will be able to shrug off just about any
torture, drug, mind probe, mystical lasso of truth or any other technique that would make you divulge
information against your will. This does not mean however that you will be able to escape the
consequences for resisting (they may still try to kill, or torture you more if you don’t divulge
information).
Grimoires are one of the most prized possessions a mage can acquire. Within them are insights on the
nature of the supernal realm, spells that have been lost to the ages, and a means of casting extant
spells more easily. While these tomes are frequently rare and hard to find, you have a combination of
insight, talent, and luck that will invariably lead you to discovering these grimoires where others might
have failed. Be warned that finding these tomes of power is only the first step, deciphering their
meaning and understanding them is a challenge all its own. (In future jumps, this ability extends to any
tome or document of rare mystical and/or forgotten knowledge.)
The elder Sheikah Purah had once attempted to program a rune to make them physically younger, and
to some extent even succeeded! However, it was too effective - the formerly hundreds-year old
Sheikah had become nearly a child with a single mishap! The same kind of effect being used on even
an old man by Hylian standards could easily fall into a grisly fate, so...using these notes to replicate the
Rune without any adjustments is a dangerous proposition. Still, you at least have the opportunity to
adjust it as you need.
The land of Hyrule has its esoteric lore - mystical phenomena, ancient history, and hidden palaces. You
now hold this knowledge in your mind, of all those things - though the details may be somewhat
blurred by the fog of ages. What’s more, a similar knowledge of myth and mystery will always follow
you from world to world.
You’d think that these would be only mildly useful to an engineer due to them being, you know, and
engineer, but you’ve managed to get your hands on them anyways. These two scrolls detail the usages
of two sword techniques that are incredibly hard to find teachers for. The first is sword beams, the
ability to shoot ‘cutting wind’ type attacks from the edge of your blade. Sadly, an ordinary blade won’t
be enough - there needs to be a level of magic to it in order to power the beam. The second scroll
details the great spin attack, a much easier technique to use. Additionally, you can rewrite these
scrolls, turning them into two techniques of your own choosing. But, why mess with the classics?
This simple blue scroll might often be mistaken for a map, but inside it lies a powerful sword
technique. The great spin attack, though you may also know it as the hurricane spin. Well, I suppose a
more strict explanation is that it teaches you how to add in magical energy to your attacks, something
that causes the spin attack to evolve into the hurricane spin. I’m sure you can create other techniques
with a bit of effort, though that's up to you.
For those of a more academic persuasion, this large library is a great addition to your home. Large
shelves that contain a large number of books, ranging from children's fiction to history. It also contains
a fair amount of spell books that make learning the spells within much easier than they otherwise
would be. There are also instructions on how to make more of them, some with your own custom
spells.(CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.)
The other part of Primal Magic is speaking an incantation in the Draconic tongue. Fortunately, you are
now fluent, and as a bonus, you can now easily speak backwards as Dark Mages do when casting.
One of the technological staples in Neolife, these special devices are basically CDs for magic. Each Soft
Stick is capable of holding a single program that can be erased or replaced as needed. Once a program
is uploaded, the aura of the Soft Stick will shift to match it, making it an easy matter to convert any
software you might write into a magical formation or enchantment with the same effect, and even
doing things such as transferring an AI to an enchantment wouldn’t be much trouble. Furthermore,
since the companion bracelet is a suitable terminal to upload software to and from, you wouldn’t even
need any other equipment. With this purchase, you gain an endless supply of these useful little things,
working with any code or software you might write, no matter how obscure or complicated.
Faith is quite important to the job of a priest, though who that faith is directed to matters quite a bit
less. Instead of directing your prayers towards any of the Goddesses that already exist in this world,
you have a holy symbol and books that are suited to a more personal faith, perhaps even one about
yourself. They work just as well as any holy symbols would and can be used to channel priestly magic
quite well. The books even include a range of holy arts and magic to teach you or any you give the
book to.
This ordinary-appearing dagger is actually a powerful magical artifact of an ancient Egyptian goddess of
truth. The magic of this knife prevents it from physically cutting any living being. Instead, when the
dagger is plunged into the heart of a being, they are bound to truth so long as it remains in place. They
may still lie, but if they do so, the full divine power of the goddess will be delivered upon them, either
simply destroying or driving mad all but the most powerful beings.
Of course, the dagger takes a lawyer's view of the truth. Careful wording will allow the effects to be
sidestepped and as the dagger doesn't compel them to speak, they can simply choose to either say
nothing or only give part of the story.
Your understanding of the mechanisms involved in casting spells now let you copy the techniques of
other magical users, so long as you have the capability to cast the type of magic that they’re using. This
effectively allows you to learn a spell after seeing someone else cast it, though you’ll still need to
master it to cast it reliably.
A gift from the students of Bi-Sheng. This plain white book made from rice paper allows you to
transcribe your thoughts, memories and personality into it. It will serve as a metaphysical anchoring
point, allowing you to maintain your identity and cohesion in spite of whatever trauma you may face
or attempts to alter your identity/wipe you from existence.
While mermaids are superior singers, humans invented the art of song to begin with. You are now
gifted in the art of music composition, and can creatively piece together the notes and lyrics for new
songs effortlessly. In fact, your songs are good enough such that, when sung or played by a magical
being such as a mermaid, or someone with magical music like a fantasy bard, they have magical
powers of their own. And the greatest thing about music is that it is a treasure that can be shared with
anyone. You can teach your songs, even magical ones, to companions and other pupils willing to learn.
Please also note that the perk also applies to other musical forms outside of singing, such as the piano,
as well as other things such as dancing, prayers, and spell chants.
But why stop at one field? Why not...all of them? The benefits to this perk are twofold. First, you learn
new disciplines and skills quickly. While this can be applied to combat or mundane abilities, it is most
effective when you’re learning new sciences or ‘systems’, letting you pick up a new field of study
within weeks as opposed to months, or months instead of years. Secondly, your mind is now able to
calculate mathematics as quickly as a computer or calculator, able to work out complicated equations
in your head within seconds. You could potentially program a spell using these calculations alone
without the help of an AI in your Device, if you really put your mind to it.
The majority of these clay figurines are ancient, detailing animals or small humanoids, and to date, it’s
still unclear why they were made in the first place. This short primer teaches one how to faithfully
reproduce these artefacts, even with modern materials. However, with a bit of extra magic, you’ll be
able to bring them to life – though this is where the primer seems to become a bit unclear.
Doguu and Haniwa are distinctly different objects – though they may be visually similar in some cases.
The primer goes to indicate however that these doguu you create can serve the same function as a
haniwa would, acting as a container for the souls of the dead. In time, you’ll be able to animate the
figurine and bring back fragments of the dead soul as well...
I’m not so sure they would be happy to find themselves stuck in a clay figurine, and that’s assuming
that the Doguu captures their soul intact. You may alternatively choose to insert a soul into the
figurine, though it is best if you have some expertise in manipulating souls and spirits before you do so.
These are the notes of one Munechika Sanjou – one of the blacksmiths who forged the five swords
under heaven – blades of renown in this land. Though his notes are rather tattered and sparse, they
still possess a wealth of information for any aspiring blacksmith.
Any piece you create is far more likely to become a recognized masterpiece, and should you inscribe a
signature onto a piece, you can weave an ability into the weapon to empower them. Any who read
these notes can perform such a task, but the quality of their work will be dependent on their own skill.
A limitless magical scroll that can accommodate as many spells as the user wishes to inscribe upon it.
This scroll can automatically recite chants or undergo rituals in place of the user, and being a magical
item, will not function for anybody except for its rightful owner.
A (literally) animated picture book depicting the cute and bloody tale of how a girl retrieved her lost
key and opened the door. When the full tale is read aloud, the conclusion of the door being opened is
applied to reality as well, so that if you are in front of a locked door, the door will inexplicably unlock
itself. Be careful, though; the storybook’s haphazard coloring made it a little difficult transferring the
effect into the reality. If the book is not read in the right way (you automatically know how), reality
might glitch; do not attempt to glitch the world unless you feel really lucky.
Like Peter himself, you are a clever mimic. Not only are you good at imitating voices, you can
successfully mimic (and cast) vocal spells and powers you have heard. However, you can only
memorize one spell to mimic at a time, and must rehear a spell you have forgotten in order to cast it
once you’ve shifted to mimicking a different spell. Also, mimicking a spell costs (MP, energy, etc.) twice
as much as it would if normally cast (even if the normal spell had no costs, the vocal mimicry will still
get an extra cost attached).
You were an apprentice once, taken in by the Magisters of your Order. While they taught you much of
magic, it is through your own observations that you learned the art of teaching. You now have a grasp
of everything a teacher in an academic setting needs - the construction of lesson plans, the ability to
command respect and attention from your students, and the use of visual aids in the classroom. If you
have an Apprentice of your own, they will be more than grateful to study under your wing. For another
200 Aethyric Humors in addition to the base price, you may notice a strange thing happening. Should
you take someone under your wing who is neither of this world nor in possession of native aptitude for
magic, your Wind might blow upon them so that they can learn more properly from you. Use this
provision for the continued advancement of the magical arts wisely. Should you fail to impart upon
your student the importance of controlling that power, you will have only yourself to blame.
The land of Labrynna has an odd number of magical rings. One assumes that there is someone crafting
all of these, but they’re nowhere to be seen. Under normal circumstances, you would need to take the
rings to Vasu Jewelers in order to find out what they do, maybe get a curse or two neutralized, before
you actually wear them. You on the other hand don’t need to do that, if only because Vasu himself
trained you to be able to do so as well. Identifying unknown magic, curses, and spells of all sorts is now
well within your talents. Just remember, rings do nothing unless worn.
An occult journal that maps the dark side of the world. This atlas can guide anyone to anywhere, even
places outside of reality, provided the user has a destination in mind. Do remember that some places
are harder to reach than others.
A well crafted sword, enchanted with potent dark magic. As implied by the name, it devours the souls
of those killed by it or any spiritual beings slain and allows the wielder access to their knowledge and
skills, though not any supernatural ability you would not have already been able to access. Very useful
for the lazy and the lacking in scruples.
If any soul is freed from the blade outside of the jump it was trapped in, it will immediately return to
the jump in which it was trapped.
Learning spells has never been difficult for you. With nothing more than bare-bones instructions, you
can easily piece together what you need to cast a difficult spell. Hell, even just seeing a spell once
would be enough for you to recreate it, or come pretty damn close. But your talent extends farther
than just learning old spells. You have a natural ability to create new pieces of magic of surprising
complexity and potency – the types of rituals spells you’d expect to find in ancient tomes and
millennia-old scrolls. There’s a very good chance you could go down in magical history as a genius of
the Art.
You’re very knowledgeable all sorts of things on the spooky side. Off the top of your, you can name
two dozen types of spirits, rattle off twice a dozen regional tales of folklore, and identify the minute
differences in two magical circle traps that could mean the difference in escaping them and ending up
with your soul strewn in the aether. In fact, you’re one of the world’s foremost experts on the arcane.
Any number of people or organizations would be willing to pay handsomely to have you on payroll.
And that’s not all. This also means it is much easier for you to learn more information of a similar vein,
whether in this world or any other, and any intuitive leaps made while studying magic or the like tends
to be far more accurate than it otherwise would be.
You have a flawless memory, able to recall instances that happened years ago as if only a few seconds
had passed. While this photographic function will not let you “know” something automatically, you
may go back and review your memories as though they were photographs or videos with perfect
recollection of how things really happened. You are also gifted with superb mental organization, never
getting lost in your memories and always able to summon up the correct thought or series of thoughts
without fear of your mind wandering.
Somehow you have expanded the bounds of magic beyond what should be possible. You are able to
perfectly memorize a spell to such a degree that you can reproduce it simply by taking the same
actions as the initial caster. While this effect is significantly decreased in power from the original, you
may recreate literally any spell you see cast before you with only moderate effort. As this is a
reproduction of the prior spell, you do not need to understand the principles behind it, only reproduce
it. You will still need to learn the principles behind if you wish to truly cast it or bring it up to its original
efficaciousness. Furthermore, you may still purchase and utilize this ability even if you chose the
inhuman background.
Weiss, Noir and Rubrum weren’t the only Grimoires made during Project Gestalt. Many young people
were experimented on and turned into talking, magical books. Azul is one of them. Colored blue in
case you couldn’t tell, this Grimoire has similar abilities to the others, being a deep reservoir of
knowledge and capable of powerful spells. Capable, in the sense that when you first obtain her, Azul
will only know Dark Blast. More spells will need to be obtained via finding Sealed Verses or recording
spells you discover in other jumps. And if you’re wondering why Azul costs double what the Pod perk
does when all that is basically the same, the answer is, of course, power. While the standard uses of
Sealed Verses are similar to pod programs, Weiss was capable of creating super-powered versions of
the spells, such as giant-sized Dark Hands the size of buildings. And apparently he was only using a
portion of the power of the Sealed Verses. Any spell recorded in Azul will be able to be enhanced far
beyond its normal limits, creating truly ridiculous spells.
Personality wise, Grimoire Azul starts off very reticent, almost robotic. Due to her trauma at getting
turned into a Grimoire and sealed away for a thousand years, her personality has been repressed
somewhat. But as you travel with her and grow closer, you’ll find her old personality re-emerging.
Who knows what sort of person you might discover underneath that trauma. A refined, humble lady?
A cheerful genki girl? A over-protective yandere? Just know that she won’t be anything like one of the
three other Grimoires, so she won’t be an prideful gentlewoman, arrogant egomaniac or, uh, just plain
crazy.
You’re a quick learner and an even quicker improviser. Lose the majority of your magical power and
not be able to blast through with sheer power and you could immediately come up with a spell that
focuses your magical blast into a blade with high cutting power and low cost. Gain the ability of flight
and adjust to three-dimensional combat like you were born to it.
You learn skills incredibly quickly through practical work. It may take you a week to learn the theory
behind a spell, but once you start practicing it you’ll have it down within hours. This can apply even to
things you might not expect. Some field work in archeology may really drill in your head the best way
to locate ancient sites and treasures.
Bringing a magical girl up to speed on the monsters she’s about to fight is tricky. Fortunately, you can
condense infodumps by a factor of a dozen, somehow conveying all that information into a mind much
faster than the brain can handle.
In addition, you know pretty much all of your faction’s history. Even the bits lost to time. Even the
incidents buried under countless lies. Even the facts that couldn’t have written down because the
person who knew them was killed right after they learned them. All included. Make sure your magical
girl is never caught off guard.
This doesn’t give you enough detailed knowledge about all of your enemies’ abilities unless your
faction was able to figure them all out. It doesn’t give details of lost technology or lost magics either. It
would let you know that such things are possible, though it would be up to you to figure them out
again.
Your tribe has been on the island longer than anyone can remember, but unlike the other groups, the
tribal records have kept your history alive. As a result, you know countless secrets about the island,
from the physiology of different plants to hidden caves and forgotten shrines. Furthermore, trees have
ears, and by simply examining minute clues in the wild you can learn the secrets of anyone who has
passed through the area. By simply putting your ear to the ground, you can hear a dry leaf crinkle and
immediately identify who stepped on it. After the jump, you gain an intimate knowledge of the history
of natural environments, and also any secrets unwittingly revealed by people who have recently
traveled through the habitat.
You have traveled through dark and beautiful realms, and even questioned the nature of your home
and reality, but the experiences have only sharpened your mind and imagination. You have found a
balance between logic and fantasy that allows you to draw upon both of them without any conflict.
You are an expert at solving puzzles and will not allow illusions to lead you astray, but neither will you
reject the validity of dreams and wonder, and you can hold onto your sense of magic in a world of
reality and rationality. This is an outlook that few people manage to fully attain, not even artists. You
will never lose heart in your journey and will not give up, coming back and rewriting fate again and
again until you push forward to the true, happiest ending for everyone.
A book of foul things, the book is part holy tome of Nurgle, part treatise on the creation of plague, part
record of all the diseases that have swept the world and part grimoire of foul and pestilent magics,
even the books presence will cause outbreaks of terrible diseases.
You have come upon a tome filled with the teachings of how to craft the more common magical
weapons and armor that can be bought. While these teachings will not teach you how to make
weapons that are unique to a single person in this world, if there have been more than two of that
weapon this information would be able help you craft something like it. Too bad that the resources
and time needed for such delicate workings are beyond most Greenskins.
The Key of Secrets is one of the most powerful symbols of your order, as the vast knowledge any
Wizard must acquire is the key to power. With that said, surely power could be a key to further
knowledge? Your fire magics now have a peculiarity to them - no matter how aggressively you assault
a bastion or person with flame, you will never accidentally destroy any records or information
contained within the structure or on the person’s person. The Bright Order is impulsive, but it is not
wasteful.
There are many secrets in this world, and many of them need to be gathered up and buried in deep
dark hole. You have been trained in a series of mystical techniques and spells that allow you to find
those secrets, embarking on supernatural investigation trails. So long as you know what the
information in question is, you may mystically detect whether or not a person knows the information.
Summarily, you can trace the memetic spread of this information from them, who they told it to, and
who told them. With enough time and appropriately placed spells, you may trace an entire web of
conspiracy...and when the time comes, may begin splitting its threads.
Broken fragments and twisted syllables are all that remain of the once mighty Atlantean language. So
broken is this system that the words can no longer be transcribed, only passed along orally from one
mage to the next. Sleepers are unable to comprehend it at all, instead perceiving it as indistinct noise.
All mages of the pentacle orders are trained in high speech to some degree, as its sympathetic
connection to the supernal realms allows them to empower their spells by speaking the correct
corresponding words. You however have taken this to another level, as all of your spells significantly
increase in power, effectiveness and duration whenever you incorporate Atlantean into the casting. Be
warned as while this may increase your spells power, if there are sleepers around it has an increased
chance of also invoking disbelief. Post-jump this high-speech will still invoke disbelief in those not of a
supernatural persuasion.
This grimoire contains the sum total of your mystical knowledge. Every spell, every rote, every
shortcut, technique and secret you have uncovered in regards to magic rests within this grimoire. As
you continue to grow in the mystic arts, so will the grimoire, filling in its pages with more information,
or perhaps even splitting off into a second volume. With a great deal of time and effort it could be
copied and mystically circulated for a significant profit, perhaps even enhancing Awakened society as a
whole. Or, you could simply use it as a blackbox should your mind be tampered with, forcing you to
lose any mystical knowledge you had acquired. For now however, it remains well warded and in a safe
but accessible place of your choosing.
When Link's adventure started, he was like an egg, waiting to hatch into a proper hero. It was through
the tests of courage put forth by the Great Fairies that he was able to become a true hero, and
through his storming of the Palace of Winds, defeating of Vaati, and rescuing of Zelda that he became
the greatest of heroes. Like him, you also grow from adversity and challenge. Even if you were but a
simple lad, a young boy who only barely counted as a knight, you could find yourself growing far more
skilled and deadly as you conquer the challenges set before you. From simple skill with the sword to
the complicated use of various items such as bombs and boomerangs, from clever use of the mind to
conquer puzzles and leading a team to having what most might consider a gifted skill with a mystical
weapon, you shall find yourself rapidly advancing in all these and more as you face challenges that test
you to your limits. The harder the challenge, the greater the gain, and should you find yourself on a
quest such as Link's, facing tests of courage in dangerous locations against hordes of monsters to
prepare you to rescue your love from a mighty and ancient demon lord...you could go from unknown
zero to legendary hero in no time at all. All you have to do is survive the path ahead.
Perhaps it is an open mind, or a simple necessity of living on the move for so long, but you are an
extremely good student. You can easily pick up and learn a new skill, combat technique, or spell within
an hour or so of training by a master, and make the lessons stick - though this has to be a technique by
technique basis, not learning an entire style in a single hour with just this. Another example of your
great potential, is it not?
Every magic user, sorcerer or mage, needs somewhere to write down his spells. Here’s yours. A
modest library detailing your form of magic, with extra, blank books for you to record new findings in.
Can be added onto your warehouse or imported into each new setting post-jump.
Created by Hermeous Mora, Daedric Prince of Knowledge, these seven books are tomes of esoteric
knowledge with a special property to them. By reading them, you will be taken to an island within the
realm of Apocrypha, and subjected to a test. What this test is differs from book to book, ranging from
complex puzzles to a gauntlet of combat. If you die in the books, you will be returned to the real world
unharmed, but should you succeed you will be granted powerful abilities.
This is a recipe for home-made pie- Quite possibly the best pie ever made. If made using monster
cooking techniques, a single slice of this is delicious enough to fully restore the consumer's vitality.
However, the ingredients are rather specific, and to bring out its true potential, the pie must be home-
cooked with fire magic. But the results... You simply can't argue.
Skills in the system are created through the memory and repetition of using them (or in the case of
Quest rewards, simply put into your mind). What this means is that having a skill is not always a
permanent thing. Say you learn Archery at the start of your journey, but soon switch to using more
advanced plasma weapons, and don’t really need or use bows anymore. Because you never studied
archery enough to develop habits and didn't keep practicing, your skill proficiency would slowly drop
over time, until eventually you might lose the skill entirely.
Of course, there is nothing stopping you from simply learning archery again, but it’d still be a hassle.
Thankfully, it’s one you’ll never have to deal with. Any skills you learn and any memories you make will
stay with you forever. Never forget how to use that obscure spell you really need right now ever again!
You could sit on your ass for a few decades, but when an enemy shows up you need to defeat, you’d
still be the combat monster you’ve been in your prime. Or rather, you ARE in your prime. After all, for
you it never ended in the first place. This also means that no matter how many memories you might
accumulate, you’ll be able to recall any of them in an instant.
“It’s Study Time?” The way you describe things can be...odd, but that doesn’t mean you are any less
valid in teaching other people about things they do not understand. By purchasing this perk, any
method of teaching others is just as effective as investing everything into making the lessons clear, so
long as you have a good understanding of what you are trying to teach and that your methods actually
have something to do with teaching no matter how unorthodox.
There is a poisonous fetishism at the heart of magus society, an obsession with the old and the
mysterious. A toxic belief that all that we have now is just a pale imitation of what came before. Age is
power, an old family serves a magus better, we must reach the origin of it all. That’s just so much shit.
Magecraft may lack the raw power and direct use of systems from earlier in history but the idea that it
is useless is the thought of someone without the will to persevere. A true magus would not stop, not
until they tear open a path beyond their limits.
You’re living proof of the idea that magecraft being an inferior system is not necessarily as true as
much of the Clocktower thinks. Whatever your own innate power, you have taken a chosen specialty
of magecraft to obscene heights, the likes of which is only matched within magecraft by things like
Aozaki Touko’s doll making styles or the impossible Bounded Fields of Araya Souren. Whatever your
chosen field of study is, you’re certainly one of the greatest users in many generations, if not centuries
outright. Your spells within that field are stronger, cheaper, faster and far more skillfully controlled
than any hopeful peers. Your knowledge and skill is near total, at least in regards to existing knowledge
on the field, and you have the sheer talent to continually push the limits and learn impossible spells
and actions, like discovering how to make Bounded Fields mobile around a person. It’s far easier than
normal, almost springing into your mind, to discover ways to combine other magic and magecraft you
know into your chosen field to expand and empower it even further. As a finishing touch, whatever
path you choose has revealed to you a method of immortality, a way to make yourself not just unaging
but outright harder to kill in general. Touko’s famous immortality puppet network as a sterling
example.
In future worlds, you’ll find anything similar enough to your chosen specialty will receive all the same
effects. A brilliant alchemist here will be one in the future too. You may also buy this perk multiple
times.
This mirror is as clear and still as a pool of water. Within its depths lies the wisdom of the past. One
may gaze upon it and have general questions answered from information that isn’t a closely-guarded
secret. This Magic Mirror will also see past any illusions or disguises reflected inside it.If someone is a
reincarnation and they gaze within the mirror, you may see who they were in a past life and gain a
vague feeling as to who they were.If someone was a mighty warrior, for example gazing into the
mirror may conjure feelings of adrenaline and power within someone. You may gaze upon someone
you share a bond with in this mirror, and teleport yourself to them if you must at any time with the
spoken command “submarine mirror”. It may only teleport the holder with this ability. It can also
produce a forceful torrent of water, like the might of a raging storm.
Within your body was entombed another being entirely. A High Priest of the Mortuary Cult was buried
within your body, in full or only his skull in the case of smaller beings taking this option. His spirit was
reawakened along with your own, though his body remains unfortunately inert. He seems rather
unbothered by this fact, quite happy to be able to laze around and watch what you do. He has a wealth
of magical knowledge and knowledge of the lore and rituals of this country, all of which he is happy to
share or give advice with. He lived for centuries through many dynasties and wars, even the time of
Nagash’s rule was experienced by this Priest. Doubtless he has much wisdom to dispense. At the end
of the jump, you may remove his body from your own, though his spirit may remain with you if you
wish instead of going with his body.
You have an increased talent for all fields of magic, learning in a day what would take others a week.
This also increases the abilities of certain other perks:
Basic Magical Skills: You have knowledge of how to perform the Shared Pain curse, a symbol that when
painted on someone with blood will cause them to feel any pain the person the blood came from
endures. The symbol will require extensive magical skill to remove without your permission.
Mirror world Transfer: The mirror world can now encompass an area as large as a modern city and be
increased with further training.
Counter Magic: You now know how to make restraints that could hold entities on the level of an
average Heroic Spirit and prevent them from moving or using their abilities.
Gravity Magic: Can now be applied to work on a large area the size of a football field, increasing the
strength of gravity by a hundred times for example.
Jewel Magecraft: You now know how to create a magic amplifier circuit that greatly increases the
power of magic used in combination with it. Jewel magic can also be used to store spells from any
other magic you have from other worlds.
You have the collected notes of Kischur Zelretch Schweinorg detailing the construction of the
Kaleidosticks. These notes will allow the creation of a mystic code capable of the Multi-Dimensional
Refraction phenomenon allowing them to draw in unlimited magical energy. As such a mystic code
constructed with this knowledge would be able to refill a magus’s magical reserves instantly. If you
also have Zelretch’s Student then with time you may be able to create existences like the Kaleidostick.
A collection of a dozen musical compositions, that in the right hands could be modified into magical
songs that anyone can learn.
An expansive tome of mystical lore compiled by mermaids over the centuries. Covers everything from
special magic rituals to enchanted artifacts, many of which you may never learn about otherwise.
Naturally, the book is waterproof. The book updates with new information in new jumps, either with
knowledge held by mermaids in the jump or, in the absence of mermaids or other intelligent sea
creatures, general secrets found in the oceans.
You too are capable of learning ways to copy the natural abilities of your enemies, though you can
never exactly copy abilities you lack the physical equipment to perform. Fortunately, you are equally
skilled at designing workarounds for your lack of bodily support; should you wish to ape fire breath
you will never breathe fire yourself but will certainly find ways to project something similar outside
your body, perhaps by turning a magical focus into a flamethrower.
Magicians in Gensokyo are similar to scientists in the outside world. Magic is conducted through trial
and error, when one magician makes a breakthrough others find it relatively easy to copy it. This
includes you; for you can easily find ways to duplicate any spell you know exists, even translating it
from different magic systems into ones you know. This includes magic to extend your life indefinitely,
and indeed is part of why in recent years mages have achieved immortality younger than ever before.
You have the Night Parade Scroll, an extremely evil but potent source of youkai energy that can
animate a seemingly endless amount of goods into tsukumogami slaves for you, or power fantastic
youkai works. Fortunately, you do not need to worry about your body being hijacked by the oni of the
scroll, but you do need to be worried about the kind of attention merely possessing this scroll will
bring you.
Whenever you’ve fully mastered a recipe, ritual, alchemical formula, or spell, you are now able to
easily prepare it practically anywhere, regardless of the scarcity of necessary ingredients/tools or the
state of the facilities. You will suffer no penalties for the preparation and will only mess things up if
there is a critical failure. Please note that you must show that you have a solid understanding and
mastery of the given recipe/ritual.
Some wizard left this fancy cap lying around and now it’s yours. Whilst wearing this cap you become a
basic mage of a random lore suddenly before every conflict. In later worlds this will expand to
randomly allowing you access into the various magic systems of the worlds that you go to. This is only
a temporary boost and after battle your understanding of the various systems fades into obscurity, but
with this Thinking Cap a cunning boss could do some pretty odds stuff.
An ornate helm that grants powers beyond the kin of those who have it. It is a horned thing formed in
such a way that it rests upon the head of a human snugly. After donning the helm the wearer will find
their minds opened to the True Dhar. This allows them to grasp the particularities of both Necromancy
as well as countermagic, the True Dhar being a mixture of the various Winds of Magic which allows
none of them to retain identity, with greater alacrity than even the masters of the arts among the
Dead. This power and knowledge, while great, fades quickly from body, spirit, and mind once the helm
is taken off.
This helm also holds a voice within it. A man or woman who followed a dark master and learned arts
far beyond their kin during the long tutelage. Amiable enough to teach what is artificially given by the
helm this voice has only one objective. To leave the cursed world behind. Would you deal with this
millennia old voice?
A Warlock-Engineer’s secrets are his life. Discoveries, inventions, and creations are the measuring stick
by which he expresses superiority to the sadrats that are his “peers.” But as such, a Skryre rat’s secrets
must be preserved. Hidden behind locks, concealed under layers of code, scrambled between
numerous blueprints without rhyme or reason.
Or perhaps, you could just use this book. A grand tome bound with the skin of stormvermin, stitched
with bronze wire, ink messily strewn and slung about. But this book is a perfect one for a mad,
inventive mind such as yours. For not only are all of Skryre’s inventions kept within, but any discoveries
or inventions you make, be they scientific, mechanical, or magical, will be automatically recorded
within this book’s pages. Right down to the most miniscule detail regarding that which you’ve so
painstakingly cracked. The pages will automatically, via clues within the text and notes, also indicate
which other discoveries and creations can be linked or may be improved by studying in tandem. And to
top it all off, this book is bound to your claws only. Should any other eyes try to pry its secrets, they’ll
be stumped two-fold: The first, the book will spontaneously rewrite its secrets in such a thick and foul
code that a determined cracker would need decades to break it. The second, the reader will contract a
skaven-devised curse, being randomly stricken with bolts of warp-lightning.
Before they journeyed to the Land of the Celestial Dragon, Eshin were just like any other clan of
ratmen. The secrets they found there in Imperial Cathay, and the deadly shadows they learned from in
misty Nippon, changed them as certainly as Lord Tsien-Tsin and Chi’an Chi the Great Conspirator
change the world. These secrets were brought back when Eshin returned to their people, and since
those days have remained as deadly as the ninja-assassins of the east.
You have a set of five mist-billowing scrolls, covered in the flowing and elegant script of Cathay -
standing out starkly from their verminous surroundings. Within these scrolls is carried all the
knowledge and secrets that allow Eshin to turn fidgety, cowardly clanrats into cold-blooded,
disciplined assassins and orchestrators of disaster. They also contain the magicks to the Lore of
Stealth, causing any one rat or person who handles the scrolls to gain potential within that shadowy
magick of Eshin Sorcerers. If one simply reads from these scrolls, and practices, they will swiftly rise in
skill to become a dreaded assassin within weeks - with your aid, even days.
Ah, the Book of Woe. The holy book of Clan Pestilens, wielded by their scion Lord Skrolk. The hidden
and unknown lore of Plague Magic is contained within these pages, as well as the alchemical and
magical knowledge of every disease, pestilence, and plague in the whole world. Merely holding the
book is enough to begin tainting the reader’s flesh and skin with pox, and reading the pages afflicts the
fool or priest as surely as if they’d been exposed to a vector.
Originally, there was only one complete Book of Woe. Now there are two - the second within your
grimy, diseased claws. Your copy of the Book of Woe contains every possible spell of the Lore of
Plague, and method of creating every disease known to the world. As well, any new diseases and
poxes you encounter or find will be recorded within the Liber Bubonicus - gaining its own page and the
spell or alchemical formula to conjure it forth. Any who read this tome, unless they bear some magic
to cleanse themselves or have some immunity, will be ravaged by every single pathogen wreathed into
the mouldering pages.
Unsurprisingly, given their long lives Elves invariably stand head and shoulders above the ‘lesser races’
when it comes to magic. Just so, there are those that rise to the top of even such an auspicious heap,
you in particular with this Perk. Like your Asur peer Teclis, you weave spells with such ease and power
your enemies will feel like the gods themselves are smiting them. Additionally, as befitting one of the
guardians of Order, you are also deeply talented at teaching others the ways of magic. So much so that
you could induce a magical awakening in a society that before had no magic at all.
Just as the Blade Brothers, you are skilled in the Art of War. Mastership of your swordsmanship can
now allow you to channel your vitality or desperation into blade beams, shatter stone, and use a
spinning slash that covers a distance beyond the range of your sword and hits everyone nearby. All of
this culminates in a greater overall fitness and also makes you a single repetition learner, like Link
you’ll only need to be shown how to do something once and you’ll be able to do it as long as you have
the ability to.
In addition to this mastery of swordsmanship you have learned how to create Tiger Scrolls which allow
you to pass on any of your physical arts to a willing student.
A student must dedicate around six hours of practice to what is written upon the Tiger Scroll every
day, however the instructions are concise and within a week a weak version of the art should be
learned with the full version being learned in around a year. Sadly you can only craft one of these Tiger
Scrolls per year and it can only contain one 'move' of an entire art, so to learn a full martial arts style
the master would have to break it down into separate pieces that together teach the entire style, The
Tiger Scroll can’t teach magic or non-physical ‘moves’ but those moves that are largely composed of
physical action with a magical or mystical component can be taught, such as the moves learned from
the Blade Brother’s Spin Attack is done by channeling slight mystical energies into the sword before
using the attack.
The Tiger Scrolls don't discriminate, however, so if someone you don't like picks one up they could
learn as easily as anyone you like.
Whether you're fighting the ultimate foe or studying under a wise old mentor, you're able to
understand the nature and method of any technique or spell performed before you--if you survive it.
Afterwards, so long as you have the power, ability and resources necessary, you know how to replicate
it. However, you do not get the muscle memory required to use it on the fly. That takes training.
While magic by its very nature is flexible in how it is manifested, you devoted yourself to a single
school of magic. You are an undisputed master in one of the Schools of Magic, knowledgeable in both
its underlying principles and its practical uses. In addition, you are quite skilled in passing along your
knowledge of your chosen school to others.
The only thing that really holds magic back is the creativity of the caster. You can easily create new
spells with a bit of effort, and if you were to see any new or unknown spell in action, you could
recreate or mimic it through experimentation. No magic is beyond your reach.
They have no known origin or author, and upon their divine parchment one may find archives of the
past as well as auguries of the future. They are believed to be fragments of creation that are said to
exist outside of time and space, extricated from the limits of the mortal realm. Upon reading this, the
reader receives a portion of a fraction of its knowledge in return for blindness, but it may be possible
to utilize its unique nature for other ends, should you be daring or foolhardy enough to try.
The Daedric Artifact of Hermaeus Mora, Daedric Prince of Knowledge, this is an ancient tome of
knowledge written by Xarxes, the wizard sage and scribe also known as "The Ageless One." Upon
reading it, you gain the eldritch knowledge of one of the three paths of Magic, Might, or Shadows.
Each person may only be affected by this artifact once, as more than that can and have driven men to
madness.
How on Earth did you get your hands on this?! It’s either a predecessor or an offshoot of the Book of
Darkness, a legendary Lost Logia that collects both magical knowledge and energy, giving it a
completely bottomless well of mana as well as knowledge of every spell from everyone world and
individual it has absorbed. Problem: This white book is completely blank and tapped dry of any mana.
While it can store as much energy as you can put into it, and copy as many spells as you can find a way
to absorb into it, it has nothing within it right now. Still, if you had some way to do so, you could
potentially gain a grimoire with an infinite supply of mana and an endless index of spells...if only you
had some way to fill it. Maybe the book’s more-complete counterpart could give you some sort of
clue? Once it has absorbed some mana and spells, it can be used in an identical way to a Unison
Device.
Even if you’re not the ‘collect and fill’ type, this book has another program of note: The Guardian
Knights program. It contains four AI programs designed specifically to protect the user, who begin
without personality and or sentience beyond guarding the user of this - though some time and care
can cause them to develop personalities and wills of their own, much like Hayate Yagami did for her
Knights. They start with low magic capabilities and function similarly to Familiars, but could potentially
use Devices of their own (if built) and eventually advance to as far as S-rank natural ability after some
growth and training. They do not count as companions and can be resurrected by draining mana from
the Book if slain, but can be imported as true companions in future jumps, where they follow all
associated rules therein. You may also import four companions into this role for free to receive the
same benefits, though they follow normal companion rules instead from the get-go.
Similarly, it contains a nascent control AI in the style of Reinforce, though like the Knights and Book
itself, which is the primary subject of the Unison function. It starts off lacking personality or anything
except base functions like a ‘Basic’ Intelligence, but will steadily grow to become Sapient as time goes
on, particularly if you devote effort to educating it. It follows the same rules as the Guardian Knights in
terms of companions, and is otherwise completely loyal to the Book’s user (you).
After the book has collected a significant amount of mana, it can even begin to form an ‘internal world’
that functions as a pocket dimension, which will grow along with the Book. Obviously, if the artifact is
destroyed or damaged, things contained within that world go with it...so mind keeping this safe, if you
can. If you took the Darkness bloodline, the Book automatically retains all spells you learn and copy
without needing your direct input.
(Requires Libriomancy) Oh, oh my. You seem to have taken a step above the common libriomancer.
You have grasped the true spellcasting potential of libriomancy, able to “read” the story of magic in all
things living or magical. At a glance you may determine whether something is magical as well as any
active spells or effects it might hold. Furthermore instead of drawing objects or energy out of books
you may instead call upon supernatural or magical effects described therein, allowing you to cast spells
and magical effects as though you were the proper caster (standard limits of libriomancy still apply).
Perhaps the greatest application of all is that you may draw out spells and magical effects from
multiple books, combining them into a new spell all its own with the best parts of all those described.
Using this method, you could perhaps even create a stable portal from the earth to the moon.
Whatever you do, you will likely be at the forefront of magical knowledge and research in this world.
(Restrictions for regular libriomancy still apply)
0 CP Cost Name Jumpdoc Chapter
LiNKER Cache -
20 50 Symphogear Source
Boosted
Fate/kaleid liner
28 100 Mana Drain PRISMA ILLYA Source
Balls of Paint -
38 100 Purple Ib Source
Balls of Paint -
39 100 Green Ib Source
Balls of Paint -
42 100 Ib Source
White
Warhammer Fantasy:
43 100 The Torch Imperial Colleges of Source
Magic
Warhammer Fantasy:
Rhythm of the
44 100 Imperial Colleges of Source
Seasons
Magic
World of Darkness:
48 100 Appropriate Tass Sorcerer Source
Warhammer Fantasy:
66 200 Reservoir Tomb Kings Source
67 200 Golden Cap Warhammer Fantasy: Source
Tomb Kings
Natural Potential -
69 200 Lyrical Nanoha Source
Boosted (S Rank)
Natural Potential -
70 200 Lyrical Nanoha Source
Boosted (SS Rank)
Blessing of the
74 200 Golden Sky Stories Source
Spirits
75 200 One Feeling at a Peter Pan Source
Time
Warhammer Fantasy:
79 200 Wizards Staff Dogs of War Source
Warhammer Fantasy:
82 200 Hellheart Source
Ogre Kingdoms
Warhammer Fantasy:
83 200 Seek the Oghams Imperial Colleges of Source
Magic
Warhammer Fantasy:
84 200 Magister Lord Imperial Colleges of Source
Magic
Warhammer Fantasy:
85 200 The Pale Scythe Imperial Colleges of Source
Magic
Warhammer Fantasy:
86 200 A Quick Pick-Me-Up Source
Skaven
Power Through
87 200 Endless Legend Source
Pain
Bottle of
92 200 Enchanting Generic Minecraft Source
Crystallization Of
### 200 Power Genshin Impact Source
What’s in a Soul?
### 200 (Boosted) World Seed Source
THE SCREAMING
### 300 MAKES ME Symphogear Source
STRONGER
### 300 Balls of Paint - All Ib Source
Warhammer Fantasy:
### 300 WAAAAAAAGH! Source
Dogs of War
Warhammer Fantasy:
### 300 Power Stone Imperial Colleges of Source
Magic
Warhammer Fantasy:
### 400 Herdstone Beastmen Source
Warhammer Fantasy:
### 400 Choir of Hysh Imperial Colleges of Source
Magic
Legend of Zelda:
### 400 Majora’s Mask? Majora’s Mask Source
Legend of Zelda:
### 400 A Sacred Soul Ocarina of Time Source
MTT-Brand Always-
### 400 Convenient Human Undertale Source
SOUL SubstituteTM
Fate/kaleid liner
### 600 Class Card Heart PRISMA ILLYA Source
Fate/kaleid liner
### 600 Refined Lesser Grail Source
PRISMA ILLYA
Fate/kaleid liner
### 600 Wishcraft Source
PRISMA ILLYA
Warhammer Fantasy:
### 600 The Dark Omen Source
Beastmen
Warhammer Fantasy:
### 600 Life Leeching Imperial Colleges of Source
Magic
Legend of Zelda:
### 600 Power of Darkness Source
Ocarina of Time
Legend of Zelda:
### 600 Triforce of Wisdom Source
Twilight Princess
###
Purchased Perks
Description
It’s not really possible to determine the value of a human life or one individual's character with a single
word...at least, most of the time. Still, every life in this world has a single defining word for them - a
compulsion and an instinct that their actions move in harmony with.You also possess such an Origin,
such as ‘Taboo’ or ‘Nostalgia’, which gently guides your actions towards it, though you possess
awareness of it and can choose to ignore it without any detriment to your own choices. Any actions
you follow that line up with your Origin, particularly Magecraft, will enjoy a minor but noticeable boost
in competence as you work in tune with your own nature in this world. You may choose any Origin
except for ‘Void’.
Origin and Element are attributes of the soul and one’s deepest being in this world. Everyone has one
of each, some people have more, but this just helps you decide on the importance of your own ones.
An Origin is like a concept, a word, that is at the core of your character. It might describe a secret side
of you that you rarely show, it might show influence through every action you take or it might just be
something you really love about yourself. Taboo for someone who feels a forbidden love,
Worthlessness for someone who seems to be a complete failure, Nostalgia for a man who considers
his memories dearly important. An Origin by itself doesn’t have much of an effect, merely lying
unawakened. Some kinds of magecraft can eventually build on your Origin, such as a Taboo Origin
Holder eventually learning to invest that effect into an item that inhibits the taboos of others. But
these usually require quite high level skill and have subtle effects outside of extensive
experimentation. You have an Origin of your choice, a normal one that is Unawakened and gives
noreal boons but has no real hindrance either.
An Element is more important, at least for a Magus. It describes something like your affinity for certain
kinds of magic, significantly increasing talent in that area. Or rather, most Magi find it quite difficult to
learn all but the most general magecraft outside of their Element. Far from impossible but much more
inefficient. Most people have an Affinity for one of the five primary elements- Fire, Water, Earth, Air
and Ether. These ascribe to much more than just basic elementalism. Fire might cover consumption,
energy transfer or fuel. Earth may relate to cultivation and embedding of energy. Water covers the
flow and cycle and combination of things. And so on. You have a moderately strong affinity for an
Element of your choice. One of the primary five is recommended but if you know of an alternate
choice, you can pick one, as long as it’s not superior to the primary five. No Average Ones with talent
for all five Elements and no uniquely powerful Element.
The pathways through which magical energy mixes, flows and is expended. The circuits appear on your
soul, though physical reflections can be found within your physical body, and generate heat when in
active use. All magus have these circuits and they can sometimes be found in lesser forms even
outside of magus lineages. As a benefit of entering this world, you’ve got at least the potential to use
magic. You’re not particularly exceptional in terms of your circuits with just this but you’re no cripple
either. You’ve got a fairy standard 20 circuits in your body, each one of decent but not exceptional
quality. If you began a magical education, your teacher would likely remark that you’re decent but
nothing remarkable.
Also known as Magic, Instinct is some odd mixture between stamina and magical power, and though
not everyone uses it everyone has it in some measure. It’s used to fuel magical attacks and empower
one’s self. Your capacity for Instinct is known as Focus. You start off decent enough, maybe able to
throw a few fireballs if you can find out how.
Magic Circuits are a pseudo-nervous system that spreads through the body and acts as an organ that
converts lifeforce into magical energy. Magic Circuits reside within the soul and what is found in the
body is a physical expression of them. The number of Magic circuits one possesses is determined at
birth and cannot decrease or increase naturally. You gain twenty magical circuits of top quality and a
further twenty each time you purchase this option.
While magic does spread into the air, especially in the urban areas of magic-using nations and can be
used from there, the most common source is a specialized organ called a Linker Core. Linker Cores are
actual, physical organs situated in the chest, above the solar plexus, and are what take in and release
mana. Naturally, Mages hold a certain potential, which is their capacity for storing and to an extent,
actually processing that magic. This capacity can increase somewhat over time and with use, but it’s a
very slow, trickling increase and does not exactly match up with what a Mage is capable of.
See, the capacity of a Linker Core to store magical power is graded on a scale going from F to SSS, seen
on the table below, but the power of spells are also graded on the same rank. However, a Mage with
A-rank power is not necessarily required to cast an A-ranked spell, and on top of that, there is also a
skill based rank assigned to Mages on the same scale, which leads to the complicated example of an A-
ranked Mage with A-rank power trying to cast a A-ranked spell. What’s the distinction?
While a spell may be A-ranked in power, it does not necessarily consume an A-rank in mana. Certain
techniques, calculations and algorithms along with Devices and systems can increase the efficiency of
spells, enabling low-potential Mages to cast above their metaphorical weight class. An A-ranked Mage
is simply a Mage who is considered able to fight at a A-ranked combat level, usually involving the
casting of A-ranked spells, hence the correlation. A-ranked capacity is far more nebulous, appearing to
mean simply being able to provide the power for an A-ranked spell without collapsing, which makes it
virtually indistinguishable from Mage Rank when it comes to Combat Mages.
But at any rate, to help you get a head start in this world, we’re going to grant you a natural A-rank
potential. For your purposes, this is going to be virtually identical to your Mage Rank at first, unless
you put the training in to improve your prowess. You may purchase to the indicated rank for the point
cost listed below. Remember, raw power isn’t everything, skill is just as much the name of the game as
anything, but raw power will certainly give you a leg up.
Well, not just anyone can start singing and activate a relic! While there are ways to artificially gain
attunement – the LiNKER drug and Human-Relic fusion coming to mind – you're going to gain a high
natural level of attunement, allowing you to activate and use a Symphogear without artificially
increasing your synchronization coefficient. Be warned though, your synchronization still isn't high
enough to completely prevent the backlash from singing your Swan Song.
All Greenskins have a connection to the Great Green, a combination of mystic field and combined
mental energy pool, which allows them to grow more stubborn in preportion to their numbers.
Though only the most prodigious numbers of Greenskins, such as those produced in a vast army
hundreds strong, will produce more than a slight increase in the average orc’s will power. You can now
tap into the Great Green and gain benefits as you are now a Greenskin, this only affects you and other
Greenskins.
Comfortable, billowing, and ragged - but every inch the uniform of a Grey Seer. You have one of these
robes demarking your station as one of the Grey, and a sturdy staff topped with the symbol of the
Skaven society - the upside-down triangle. The stave also has a bell attached, and the entire thing
serves as a passable magical focus for the Skaven Lores.
The root of all magic. Gnosis is a measure of how close you are to the supernal world. Higher Gnosis
provides many benefits; Rituals will take less time, your mana pool is larger, and you may learn higher
levels of Arcana. As a Mage you have one rank in Gnosis free. You may obtain a maximum of five ranks
here or over the course of the jump, but cannot reach archmastery (higher than five gnosis) until post-
spark. A higher Gnosis is also a danger as the higher it is the more likely a paradox is to occur when you
use vulgar magic. When a paradox is invoked, its power will be equivalent to the level of your Gnosis.
Gnosis limits the level of Arcana you may know at a given time. For ease of reference a chart has been
produced below listing what level your Gnosis must be to know a new arcanum (the top row of
numbers indicate the order in which you learned your arcana). Your first and second Arcana will always
be your ruling Arcana while your third is the one you chose to invest a single free rank into. The rest
follow in order as you choose to purchase or learn them.
These same limitations on Gnosis and Arcana will persist after the jump, and while you may learn more
Arcana and increase your Gnosis, they will always fall within the limitations provided by the chart to
the right.
The arcane energy known as magicka leaks into Nirn through the Sun and Stars, holes into the divine
Realm of Aetherius. And while normally leaving the Aurbis would result in losing access to magicka,
that is not the case here. You now have a decently sized pool of magicka that regenerates over time.
To be able to use the magic of this world, most need a Vision. This is a seemingly indestructible gem, a
gift from the gods themselves. The Vision, or gods eye, appears like a coloured glass orb. It allows
those it is gifted to to wield the elemental power of the god that granted it. It is only gained by those
who have gained recognition of the Gods by their deeds or resolve. What is known only to the gods
though is that every wielder of a Vision is one who can attain godhood and ascend to Celestia. Be
careful though, your Vision can be taken from you or otherwise stolen, preventing you from using its
power.
If one thing above all else defines a dragon, it is POWER! You contain within you the might of an entire
raging storm, a torrent to drown any insects who try and match their magic to yours, and the physical
strength to snap steel chains as if they were a minor irritant.
Your body has been transformed to be something similar in capability to the star of the video game.
Your Health and Mana have been quantified, with a head’s-up display that can show you said numbers
in the form of hearts or bars to keep track of them. The average Terrarian begins with 50 Health and
10 Mana, representing the rough average for a typical human. You may begin with more than this,
depending on any other Perks or bonuses you have towards health and magic. Your body is in peak
physical condition, capable of running and jumping for a few hours before you start to feel the
slightest fatigue.
You also possess an Inventory, a special extra-dimensional space within which you can store items.
When prepping items for storage in your inventory, you can cause them to shrink down into a small,
hand-sized chunk, shaped and colored to represent whatever they happen to be. Similar items can
stack together, up to a certain amount depending on rarity. You have 50 ‘slots’ within which to store
items or stacks of items, and you can store or retrieve items with just a thought. Upon beating
enemies or destroying objects like jars, they will occasionally drop hearts which can heal your health,
stars that can replenish your mana, or pre-shrunk items as loot that you can suck into your inventory.
Finally, you are able to take stored items and use them to craft new items, though many such recipes
require a special workbench or station to be nearby for you to actually make an item. However, if the
correct station is nearby, and you have all needed materials, you will instantly be aware of whatever
item you could potentially make. This starts with Terraria recipes, but it is possible for other recipes to
be developed or discovered, given time.
As the name suggests, this is the system that is in place in Neolife, and will soon be introduced to the
real world as well. It allows people to do things such as cast spells, manipulate mana, use runes,
cultivate affinities, increase their physical qualities beyond anything they could’ve dreamed of before,
and so much more. After reaching the apex of their class or a skill they might possess, and grasping
near the level cap of 999, one could throw entire mountains, move at massively hypersonic speeds,
ignore whatever damage people with the same power output might dish out, create illusions that are
more convincing than reality itself, and affect entire planets or even solar systems.
You gain access to this System for no charge, and may grant it to other people in any settings you
might visit in the future. It will adapt itself to anything you encounter, allowing you to cultivate
affinities not found in this universe, or create spells and maybe even entire schools of magics focusing
on forces absent here. This includes things such as the Kingdom or Ship management menu some
people here have access to, though you might freak people out if you use it and they don’t know of its
existence. You’ll also gain the ability to introduce this world’s mana, including the System, monsters,
Souls, and Auras, to other universes, though the consequences of doing this will fall upon you.
To anyone used to other kinds of souls, the composition of the soul in Neolife and beyond might seem
strange, signifying the ability of something or someone to grow and learn within the bounds of the
System in addition to also being their metaphysical essence. But there’s no need to worry, as instead
of ending up with two or more different souls held together only by spiritual duct tape, you’ll be able
to decide what aspect of this new kind of soul you’ll take on, either choosing just the best parts or
those you desire, combine them into one functional whole better than the sum of its parts, or
disregard some parts entirely.
This world follows the same rules that it seems every new world does these days. On entering this
world, you were given an Adventurer’s Card which we’ll describe later and the ability to gain and use
skill points to level up. Skill Points are gained by killing monsters or other living beings and are
automatically collected from them when the deed is done. Gather enough and you will be able to level
up on your adventurer’s card, increasing your base stats and learning or upgrading your existing Skills
with your new points. You can’t learn something you don’t have the ability to learn, haven’t been
taught or that isn’t part of your class. Ah, and Class? Another thing you’ll automatically receive. This’ll
dictate your general stat growth through levelling up here and the sort of skills you can automatically
learn and unlock via just skill points. Any fantasy RPG class can be taken, though your origin will limit
you to specific types.
A comma shaped stone that looks to be rather worthless on the surface. Humans consider them as a
sort of collector’s item, but for spiritual creatures it acts as a sort of currency. You could trade it in for
a good sum of money regardless of whether it is to a human or a Henge, but gathered in large
quantities, they have a strange effect of amplifying holy magic.
That being said, it would seem that there are certain parties who might be interested in these
relics...Each purchase nets you a sum of 50.
You've got a stash of the LiNKER drug, way more than you'd ever need on your own, assuming you
aren't overdosing daily to use your Swan Song. Be warned, it's K-type LiNKER, which doesn't flush from
the body automatically, and is toxic to it while it remains.
For an additional 50cp however, you can upgrade it to a type designed exclusively for you, flushing
quickly and lasting longer. It's still toxic though, so be careful of an overdose. (CG Note: Requires base
LiNKER Cache - Symphogear first.)
A headdress decorated with a rainbow of feathers (even those of a Neverbird), worn by only the elite
warriors of the tribe. Wearing it grants you enhanced valor in battle, and also strengthens your access
to spiritually-based magic.
There are two forms of currency in the Under-Empire: Slaves are the first, for they serve as both
physical labor and emergency rations. The second: Warpstone Tokens, that foul green rock melted
down and used to mint coins. Skaven currency is simple, in comparison to the surface: The Empire has
their gold crowns, silver shillings, and brass pennies; Bretonnia has their ecus and denniers; even the
beard-things deal in gorls, silverns, and izors. The skaven have the one mint of token, incredibly
valuable regardless of its amount and always printed with the three-sided sigil of the Horned Rat.
You gain a bag with over a hundred warpstone tokens, ready to be either eaten by a Seer or Warlock-
Engineer for a boost of magic or used to trade for just about anything you want in the Under-Empire.
The soul stone is a physical fragment of your soul, drawn out from the depths of your spirit during an
act of deep meditation. It is not necessarily a stone but it is usually very small and thematically linked
with your path. A Thyrssus mage might have a fang or flower, while an Obrimos mage might have a
golden ring or rune-covered key. Whatever it is, its effects are the same as it is a literally fragment of
your soul made manifest in the fallen world. The soul stone is a powerful tool and may be used as a
strong basis for creating an enhanced or imbued item.
Its true strength emerges only after someone has reached mastery in an arcana. Once this is done, the
mage may choose to create a demesne; a ritually prepared area in the fallen world wherein vulgar
magic does not induce paradox. The size of the demesne and the arcanum that may be cast there are
limited by the number of soulstones that are willingly contributed to it, and the paths of the mages
that those soul stones belonged to. A single soulstone could be used to create a demesne large
enough to cover a small apartment or underground chamber. By adding more soulstones from
different mage’s (to a maximum of five) the demesne will extend over a sprawling estate or series of
underground tunnels. While vulgar magic will not trigger a paradox in these hallowed realms, the
spells themselves are still subject to disbelief and subsequent unraveling by sleepers observation.
Should someone get their hands on it however, they will be able to siphon magic away from the
soulstones owner freely. Furthermore anyone who possesses it will have an incredibly powerful
sympathetic link to its owner; allowing them to cast spells at a great distance on them with an extreme
chance of success. Finally, soulstones are highly sought after by all sorts of nightmarish entities, from
the Tremere Liches evil spirits and demons of the abyss, all of whom would happily destroy or devour
the stone for their nefarious purposes. Soulstones are an extreme vulnerability and must be well
guarded, lest their owners suffer terrible fates.
Any mage worth their salt knows the importance of sympathy; like effects like etc. While a mage
normally uses the sympathy between their own soul and their watchtower to channel magic,
sometimes they require a bit of an extra “boost” to this power. This can be accomplished using
physical objects associated with the materials and forms that are representative of their watchtower.
You receive one wand, one sword (or knife), one cup, one coin and one mirror. You possess a
sympathetic connection to each of these objects, which allow an easier flow of magic from the
supernal realms to your hands. This decreases the chance of paradox and increases the effectiveness
of your spells whenever you use them in conjunction with your magic.
Magic Circuits are the part of one's soul, a sort of nervous system, that enables them to use Magecraft
and similar mysteries by combining Od(one’s internal life energy) with Mana (the ambient energy in
the environment) to create prana,and Magecraft is the result of these employed together. More
circuits means more input and output of magical energies, though excessive use heats up and tires a
human body due to theforeign nature of the powers involved. You start with 20 high-quality Magic
Circuits for free,and may receive 30 more with each additional purchase of this perk.
Everybody who fights uses magic here in some shape or form, and since your primary method of
fighting relies solely on it, you need all the Focus you can get. By taking a moment to rest, you can
rapidly regain internal energies. However, there must be complete inaction on your side while this is
happening. Beings that rely on your magic, such as automatons or summons, don’t have to obey this.
Several of the effects that can be added to your tomb require you to be within the tomb to benefit
from them. Not always the situation and while this option will not get rid of that problem, it will serve
to alleviate it greatly. Every purchase of this option adds a ring of stone obelisks in a circle around your
tomb, each obelisk 5 kilometres away from the tomb. So long as you stay within the circle created by
this ring of pillars, you will benefit from any effect that would require you to stay within the tomb,
even ones you add or create yourself. Every additional purchase adds another ring of Obelisks, another
5 kilometres out from the first. (CG Note: Requires base Tomb - Warhammer Fantasy: Tomb Kings
first. Obviously.)
You have the ability to drain people of their Od also known as life force through the act of kissing. By
draining their energy you are able to enhance your own power and temporarily become stronger or
refill your magical reserves if running low. Extended use will drain the targets Od to the point that they
are weakened and unable to act.
A greenish pearl used as a chastity charm for mermaids. As long as the user accepts ownership of the
charm, the powers of the pearl affect you as long as you are relatively close by, even if you set it down.
When your emotions are too high, the pearl turns blue and cools your passion down. On the flipside,
when the user becomes depressed, the gem turns red and makes him or her feel more upbeat.
However, if the pearl is close to the opposite element of its current process (such as fire when it’s blue
or water when it’s red), the user’s emotions become chaotic and uncontrollable. Furthermore, if the
crystal becomes too overloaded and shatters, all of the concentrated, magically-enhanced emotions
splash out onto the user and make him or her go berserk with passions. Fortunately, once the
emotions are used up, the user will fall unconscious and gradually recover.
A snappy, androgynous magician’s costume, perfect for any performance. It helps enhance your magic
and presentation abilities. Wearing it also gives you basic knowledge of stage tricks such as pulling
things out of hats and making fire dance in the air (and actually making those tricks magical to a minor
degree).
Mana channeled by a Linker Core is normally something of a ‘one size fits all’ kind of energy that can
be used for most spells. But maybe you had something a little more specific in mind? With this, you
may convert this mana into a specific reaction or energy type - changing it to lightning, fire, ice, sound,
or light with an intensity proportionate to how much mana you put into it. You choose which energy
type this is when you buy this perk. This can be bought multiple times, but only the first purchase is
free. Future purchases are 100 each, with 50 each for Belkan.
Improve your Linker Core from A Rank to AA Rank, improving the amount of mana you can store and
process. (CG Note: Requires Natural Potential - Lyrical Nanoha first. )
Improve your Linker Core from AA Rank to AAA Rank, improving the amount of mana you can store
and process. (CG Note: Requires Natural Potential - Boosted (AA Rank) - Lyrical Nanoha first.)
Most guardian spirits have existed since long before the humans inhabited the land, and arguably,
they’re the original inhabitants even if the humans may claim otherwise. Spirits for mountains and
rivers, spirits for forests and fields – all of them have had ample time to develop their spirituality.
You’re a bit of an odd case, while you’re a bit newer than the other guardian spirits, you still benefit
from a similar boost to your magic capabilities. In addition to this, whenever you travel to a new area,
you’ll be able to glean a little bit of information about it from the animals nearby. You could try talking
to plants too, but you have to realize that plants generally don’t give you very much information, being
static as they are.
Every mermaid has her own nautilus shell that determines your rank and standing. For 100 additional
CP each time, you can increase your nautilus’ size to gain a better position in the snobbish mermaid
hierarchy. Just make sure you don’t have one larger than the Queen's, who starts out five sizes above
you; that is just not allowed. Although most mermaids are only concerned with the cosmetics and
snob potential of their nautiluses, the shell has other uses. If the shell is large enough for a mermaid to
squeeze in, sleeping inside heals a mermaid's health. By sitting on it like a cushion, your water magic is
strengthened, and by blowing into it like a musical instrument your singing power is amplified; the
level of the enhancement increases with the size of the nautilus. If you are not a mermaid, expect
mermaids to try to take it from you.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally, yellow symbolizes wind (and lightning).
Balls of Paint - Blue [100 - Ib] Seven colored balls of solid paint: yellow, blue, purple, green, pink, red,
and white. Each ball magically embodies its respective color, and could feasibly be tapped on for
various spells with enough experimentation; generally blue represents water.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally purple stands for general, non-elemental magic.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally green embodies earth and plants.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally pink symbolizes love and healing-oriented magic.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally red represents fire.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally white embodies holy magic.
The Torch is one of the Bright Order’s symbols, and perhaps the most literal. Manipulators of Aqshy
one and all, the Bright Wizards hold some form of flame with them at almost all times. Where do they
get the fuel? Why, from the Wind of Fire itself. This is now true for you as well, with any matches,
torches, braziers, lanterns, candles, or other such handheld flame containers remaining eternally lit
through the Red Wind and your own will. Never be without a light again!
The magic of Ghyran waxes and wanes with the seasons, and so too does the power of its Magisters.
Ghyran is at its height in summer and its lowest point in winter, and so are you. While your powers in
particular do not fall below their base in the cold months, the vibrant summer sees you burst with
scintillating jade energy, your spells of life and nature costing somewhat less to cast.
There are two forms of currency in the Under-Empire: Slaves are the first, for they serve as both
physical labor and emergency rations. The second: Warpstone Tokens, that foul green rock melted
down and used to mint coins. Skaven currency is simple, in comparison to the surface: The Empire has
their gold crowns, silver shillings, and brass pennies; Bretonnia has their ecus and denniers; even the
beard-things deal in gorls, silverns, and izors. The skaven have the one mint of token, incredibly
valuable regardless of its amount and always printed with the three-sided sigil of the Horned Rat.
For another 100 CP, you gain yet another hundred tokens every thirteen weeks. (CG Note: Requires
base Bag of Warpstone Tokens first.)
No rupees to be found this time around, I’m afraid! Unlike most adventures in Hyrule, the crystal
currency is absent, and instead there’s a new item to collect: the mystical Force Gems! Force gems all
contain magic within, allowing them to be used to empower mystical artifacts or repair broken
spiritual items. You’d need quite a lot of them, though, like two-thousand to re-empower the Four
Sword to break just one of Vaati’s barriers. Now, you can find these gems in future jumps as well!
Aside from those scattered around, you can earn more through combos in battle. The bigger the
combo, the more force gems you get!
A runestone, wand, athame, holy item, or other such object of your choice, consecrated, enchanted, or
otherwise prepared to do your magic. Absolutely essential for sorcerers. Can’t do magic without one.
Psychics don’t require them, but will find their powers magnified when using them.
Tass is condensed quintessence( magical energy), and can be used by sorcerers and mages to
empower their spells and rituals. With this, you will have a steady supply of it. This is especially useful,
because sorcerers can only use specific kinds.
The High Elves are the most magically gifted of the races on Tamriel. Not only do they have more
Magicka, but it regenerates extremely quickly after being used. Their pure blood also grants them
resistance to diseases.
The most important part of spellcasting is how many spells you can actually cast. You have more
magicka than you would normally, and find that it greatly improves over time as you grow stronger
with experience.
An enchanted set of robes and a hood. Together they will slightly increase your total Magicka and
magicka regeneration, but can be worn separately. This also comes with a book detailing the basics of
magic, and some common ways to improve your skill with it.
The ancient Aylieds were a clever race, able to harness starlight for a number of uses. These blue
crystals can be used to restore a portion of your own magicka reserves. You receive a stockpile of 20
that replenishes each week.
When a Vision user dies, their Vision does not simply vanish with them. It becomes inert, losing the
glow it once had. For most it would become a simple trinket, good for little other than decoration.
However should someone ‘worthy’ pick up one of these Visions, they have a chance of reawakening it
for themselves. You have collected several dead Visions. Seven in fact, one for each element. Each
jump you will receive another seven, which you can distribute around to see if someone worthy
awakens them.
A set of five Life Crystals, five Life Fruits, and five Fallen Stars. Life Crystals and Life Fruit can improve
your vitality and health, while Fallen Stars can be used to craft Mana Crystals that will improve your
internal mana pool. You will typically start to see diminishing returns after using around 15 to 20 of
each, though experimentation and research might allow you to continue to see benefits. When used,
these items replenish within a week.
You will begin with a basic class but you can spend 100 CP to upgrade to a more advanced class
straight away, which will give you better starting stats, stat growth and better skills. An Arch-Priest or
Crusader Knight for instance.
(CG Note: Requires base The Way This Works - Konosuba first.)
For 200CP, you can choose to have an Awakened Origin and have had the process go exceptionally
well. Normally, the process of Awakening an Origin involves giving it far greater influence over you. It
alters the personality in small, large or even totally overwhelming ways. But in return, it grants power.
Unique abilities, especially in relation to magecraft, and an understanding of your own self. Whatever
your Origin is, you’ve only gained quite limited mental changes from it. A Taboo origin would make you
a fair bit more free with your desires and a Flame origin might make you more hot headed. In
exchange, you’ll find yourself able to easily combine your Origin with any magecraft you know. This
ranges from the simple, like a Flame Origin adding flame attributes into any of your spells with little
work, to the quite impressive, like a Stillness Origin allowing for you to count as if you were still in
regards to Bounded Fields and unlock the secrets of creating mobile Bounded Fields. (CG Note:
Requires base Origin and Element - Kara no Kyokai first.)
If you need more power and fast, this is what you’ll want. By casting this, you rapidly regain your
energy pools. As a consequence however, you’ll also take damage equivalent to how much you
regained. If you have this going for a few minutes, you’ll be at death's door but you’ll also have many
times your capacity. This perk does scale. Wounds caused by this perk are heavily resistant to healing
magic or powers with a level of resistance that also scales to your power, meaning that you can’t just
make a recursive loop for infinite mana by healing yourself.
This staff enables people to concentrate their magical energy and aim it at a specific person. It can also
help enhance any magic you cast through this wand, and not only that, it needs a very little amount of
magic to cast powerful spells. Any villain that prizes efficiency will find great use out of this staff. It
does it’s job best when used to cast bad luck curses or subtle magic, but it can blast
Your abilities make it easy for you to cast basic magic: things like lighting fires, cleaning things, making
aesthetic changes to small things or similar small cosmetic changes to people, changing clothes, etc. It
isn't likely to be much help in a fight, but damn if it doesn't make life more convenient. Your mastery
of such prestidigitation allows you to cast it at-will, and essentially do so unceasingly, as it costs you
almost nothing.
Magic is a force of nature, of creation itself, and it is a vast and wondrous source of power. For as long
as life has existed, there has been those who attempt to harness it. You are one of the few who
managed to do so. Or, rather, you have the potential for doing so. As of now, you have only a
rudimentary ability to manipulate magic and even less knowledge of spells. You’re also not exactly the
second coming of Merlin, but you have more talent than the next Joe Blow walking down the street.
You will need to find a teacher or other source of knowledge if you wish to advance your skill and
ability with the arcane.
You’ve gained a helmet, similar to the Helmet of Fate, which houses the spirit of an ancient wizard.
Although this helmet doesn’t grant any additional spell casting abilities, it does augment existing ones.
The wizard is able to communicate with you telepathically, but cannot read or control your mind
without permission. If you should happen to be knocked out in combat, the wizard will ask your
unconscious mind for control of your body to continue the fight, flee, or seek medical attention,
depending on the circumstances. The wizard’s personality is roughly of your design, but they always
have your best interests at heart. Despite being sentient, the wizard does not take up a companion slot
so long as it remains in helmet form.
Resistance to magic is a fact of life most practitioners have to deal with. For you it is...less of an issue.
While your magic is not appreciably more powerful it is much more resistant to effects that may
dispel, counter or reverse it. Foes who are normally able to dispel or resist magic with ease may be
caught off guard as your magic is composed of sterner stuff, requiring greater energy or concentration
to be properly turned aside.
Part of the deal you made with Hel was that you'd commit endless atrocities, all for the sake of power.
This is what represents that pact. True to her word, Hel will bless you for each evil action during
combat or war, each act giving you a small increase in physical or magical ability and building up until
you can challenge even the Valkyrie. Nearly anything will count, as long as it results in someone's
undeserved or cruel death. Through fire, force of arms, torture, or any other of the endless methods of
hurting and killing others. Anything done in the name of good or mercy will not activate this ability.
Like the Valkyries, the Undead all possess the ability to absorb souls. However, instead of serving as a
vessel for them and otherwise leaving them intact, an Undead consumes the soul, destroying it and
absorbing its power. It can take quite a few to really give a noticeable boost, depending on the quality,
but it's a quick and dirty way to increase your all around power. What's the need for training and time
when you can become faster, stronger, and more magically powerful just eating a few dead mortals,
after all?
Well! Morality of this aside, you seem to have gotten your hands on a fairy in a bottle. Its nature as a
fraction of the aura of a daughter of the Goddess of Nature means it’s an endless source of fey magic,
even if it’s power is strictly limited. Still, if tapped, it can serve as a more than adequate source for
smaller spells.
Your tomb was constructed in such a way as to gather and store magical energy, allowing you to pour
power in with no limit to what it could potentially store. A wizard, working over years and years, could
save up for a truly frightening spell with this. If he had a way of gathering power beyond just his
personal use, the tomb could become a near endless wellspring of magical energy for him to utilise.
(CG Note: Requires base Tomb - Warhammer Fantasy: Tomb Kings first. Obviously.)
The desert sun beats down without rest on the Nehekharan Empire. Why not take advantage of that
ceaseless attack? Your tomb’s outer shell has been specially made to absorb the rays of the sun and
convert them into magical energy. A day’s worth of the sun is enough to provide power for a few
dozen combat spells, so it can store at a fair rate and this rate will increase as the size of the tomb
increases. You’ll need something else to store this energy without limit, as the tomb can only store up
to a week’s worth of sunlight on its own. (CG Note: Requires base Tomb - Warhammer Fantasy: Tomb
Kings first. Obviously.)
A special potion, brewed with the water from a Bretonnian cathedral and with the tears of a Damsel
whose champion died at battle, it is used to empower the spells of a wizard temporarily. Each potion,
of which you have half a dozen, will provide a fair sized boost to your spell casting or dispelling power
when fully drunken. The potions only have enough in them for a single use each but they are small
bottles and will replenish one day after being consumed.
Improve your Linker Core from AAA Rank to S Rank, improving the amount of mana you can store and
process. (CG Note: Requires Natural Potential - Boosted (AAA Rank) - Lyrical Nanoha first.
Obviously.)
Improve your Linker Core from S Rank to SS Rank, improving the amount of mana you can store and
process. (CG Note: Requires Natural Potential - Boosted (S Rank) - Lyrical Nanoha first. Obviously.)
It's always been possible to gather Symphonic energy from crowds during concerts or performances,
but now you can get a tiny amount of Phonic Gain by those that know your song, from listening to CDs,
humming the tune or simply being a fan of you. The trickle of Phonic Gain you get is absolutely tiny,
but on the scale of a nation earns you a decent boost in Gain.
Alchemy deals with a lot of esoteric subjects, such as linking objects across universes and the energy of
the mind and soul. This is one such application, which allows you to destroy your own memories to
convert them directly into different kinds of energy, such as Phonic Gain. The amount of energy a
given memory gives off is generally proportional to how strongly it affects your ego, but burning
through months of general memory at a time can provide power on par with several Symphogears.
With the right research, it might be possible to apply the general theory to things other than
memories...
In modern society, there is constant talk about “converting your stress into productivity” and
“managing your stress properly”. Yet for all this talk, people seem to be growing more stressed on a
whole. Well, you can do something about it – unlike other people, converting stress into a different
form of energy is possible and while the conversion isn’t perfect, under stressful situations you can
replenish a portion of your other energy pools.
Separated from all the stress and hardships of urban life, people often consider the rural lifestyle to be
one “blessed” by nature. Without a doubt, these folks have their own sets of hardships to face, but
sometimes a simpler life is indeed a blessed one. In any case, the rural villagers certainly appear to be
more in tune with nature than other folks.
You too, can adopt an aspect of Nature to request a blessing from. Be it the wind, the waters, or the
sun or the moon, whatever aspect you adopt will serve as a primary element for you. All elemental
magic or skills related to your aspect is enhanced, and you generally perform better when in the
presence of your chosen aspect.
The hearts of fairies can be compared to bouillon cubes due to their concentrated compactness. In
fact, a fairy is so small that it can have only a single emotion pouring through its entire body and soul
at a time. While those big humans might call such a mindset capricious and a flaw, you know better.
You don’t have to worry about never knowing what emotions you are feeling, or having them mixed
together. Whatever you feel, it is with full certainty and intensity. As a number of abilities draw on a
specific emotion in the user, you can reach intense levels that you could not achieve with extra
emotions getting in the way. Your emotion can change, whether by choice or at random, but it will
always be a complete change. Furthermore, the concentrated nature of your inner self means that
when you focus on a specific thing, whether it is an emotion or a certain talent, you can put your full
heart into it and bring out the best of that quality of yourself. You will have to deal with the emotional
changes as a fairy regardless of whether you bought the perk, but you will need to purchase the perk
to access the same abilities (with greater control) after the jump.
A head-sized, golden seashell owned by the queen of the mermaids for her concerts. The shell
strengthens all musical/singing abilities of the user, including Siren’s Songs. Furthermore, as the
treasure was donated to the mermaids by a pirate, the shell also grants the owner good luck in finding
treasure.
All beings can eventually, with many years of study, learn the arts of magic. Few can claim the natural
ability that your species has for the arcane arts. Your species has natural capability for the use of magic
and quite significant levels of it too, easily learning spells and rituals. Levitation, animating objects,
moving things without touching them or summoning the elements are simple tasks. However, your
species has pair of focuses, such as creation and healing or summoning and transmuting, where they
particularly excel, being much more naturally talented with magic that falls under those domains.
While Ki is present in all living things, it is not equally so. Some races such as the Saiyans have a natural
affinity for the energy, much like your own race now does. Your race has a very high affinity for the use
of Ki, allowing them to naturally pick up the use of the energy even without teaching and to learn at
greatly increased speeds should they have proper training in the arts. Almost all adults of the species
will be able to fly easily, use ki blasts and enhance their physical forms with ki, usually at much greater
levels than other lesser species. For an extra 100 points, this affinity can be extended to other
supernatural energies, giving the species the same natural inclination towards their use, though they
will need access to such energies first.
A good, solid six foot staff, usually carved from Oak or Rowan wood, the staff can be used as a battery
of sorts, storing magical energy that can be used freely by the staffs owner to power spells. The longer
a staff is owned by a spellcaster the more magical energy it can contain as the mage becomes more
and more attuned to his possession.
The staff can be recharged over about a day, though if the winds of magic are blowing stronger than
usual the time can be reduced to a few hours, though this is rare. Should the staff be taken to any
other reality, it will still be able to draw in energy and convert it to magic, though the more high tech a
reality is, the longer this process takes.
Baba Yaga’s staff, made from a branch from the oldest tree in Kislev. It is an extremely potent source
of power, greatly increasing the magic flow to the wielder and generally making magic both easier and
safer.
A large, ancient and mysterious device with glowing glyphs on the side. It produces magical rays that
protect allies within range, empowers nearby allied spellcasters and can produce a beam of light
worthy of Chotec himself that will blast and burn enemies from the field of battle.
The heart of a Chaos Spawn, ripped from its chest and still containing a modicum of power from the
Dark Gods. When devoured by an Ogre and belched out, it unleashes a great storm of chaotic magic,
enough to disrupt the casting of any spell caught within the issued forth vortex. It also messes with the
minds of mages, confusing them and terrifying them. You’ll find a new heart in your pocket a day after
making use of the last one.
Of all the ancient human mages, it was the ancestors of the Jade Wizards who clung most closely to
the Waystones erected by the Elves in the aftermath of the Great Catastrophe. These markers of the
Ley Lines allow the Jade Magisters to enhance their craft in myriad ways. Now, you are especially
gifted at finding henges of Waystones, and any other such concentration of ley-lines. Those places
where the flow of magic is strongest call to you like the rhythm of the seasons.
At last, you have reached the pinnacle of your Order’s teachings. There are none left who doubt that
you might be a Magister Patriarch one day. Even the lofty office of Supreme Patriarch is not beyond
your reach, though to overthrow a mage like Balthasar Gelt will take a great deal of cunning on your
part indeed. While such experience lends your spells a great deal of power, the true upgrade is to your
authority, resources, and independence. Such will be true everywhere you walk now, as the respect
the title “Magister Lord” confers upon you follows you always. Within magical organizations you join,
you may expect to almost immediately attain the equivalent of this rank.
How you acquired this scythe is beyond my knowledge, for only one was ever forged and this was
done by its wielder. This great scythe, practically made of solidified Shyish itself, also greatly aids the
wielder in channeling and focusing the Wind of Death. In your case, you will find it equally useful as a
focus for other deathly magics.
Warpstone tokens serve more than just currency in the skaven economy. To an enterprising Grey Seer
with his beady-eyes focused on the road to power, they present a very literal boost of potency. Just
chew up a token of refined warpstone and you’ll be laughing in madness at the power flowing through
you in no time.
You have a bag of smaller tokens, which conspicuously seem to look like pieces of rock candy. Rest
assured you won’t break your teeth chewing them however; They chew easily, and go down easily.
Eating one of these tokens will magnify your spells for a short time afterward, making a Ritual of
Gnawing that could rip through a wooden gate into one that could cause the collapse of a castle wall.
You’ll never be quite certain if the bag ever runs out if you chomp through them - although if you use
them to buy goods and services, it will take around thirteen days for the bag to refill itself.
Through ritualistic self torture and sheer willpower, you are able to channel Dust magic. You require a
foci to channel truly powerful spells but while unarmed you can still fling brilliant blue flames from
your hands. You pain tolerance is increased greatly, and will further increase the more you inflict pain
upon yourself. With enough practice, you could immolate yourself, and feel only a distracting tingle.
How much are you willing to put yourself through for power?
Increases your Gnosis from one to two. (CG Note: Requires Gnosis (One Dot) - Mage: The Awakening
first.)
Increases your Gnosis from two to three. (CG Note: Requires Gnosis (Two Dots) - Mage: The
Awakening first.)
Increases your Gnosis from three to four. (CG Note: Requires Gnosis (Three Dots) - Mage: The
Awakening first.)
Increases your Gnosis from four to five. (CG Note: Requires Gnosis (Four Dots) - Mage: The Awakening
first.)
This strange bottle seems to be full of a green-yellow fluid-gas. This bottle is actually full of XP orbs
which are used for enchanting and for powering certain enchantments on objects. This bottle can be
used to convert various mystical energies into XP Orbs and vice versa without any loss of energy and
can store an infinite amount of the Orbs.
“I cannot hold him back much longer. So...I must see you to safety.”
This golden staff with a carving of an inverted Triforce is filled with magical energy which gradually
replenishes, ideal for supplementing your own power when you’re running low. In addition, it can be
used as a focus to enhance your own spellcasting, and is exceptionally effective in doing so. If you
would prefer, you may instead import a staff or wand to receive these characteristics.
“You think you can challenge ME? Why, I am the portrait of perfection!”
Not only does this enormous paintbrush greatly enhance your artistic talents when used, it also serves
as a magical focus, improving your mystical power when used as a wand. If you would prefer, you can
import your own art supply to become a magical tool instead for this option, such as a pencil,
sketchpad or paint palette.
Steeped in darkness, this is a cursed magic ring. While you wear it, it empowers whatever magic you
cast, doubly so for dark aligned magical abilities, but that is not its true power.
The Wraith Ring is most interesting when given away. After being cast into circulation, when a wielder
of the magic ring’s power dies the essence of their soul and emotions is absorbed.
As bits and pieces of souls and emotions of deceased past wearers are absorbed over time, a gestalt of
spiritual impressions will begin to form and may even become aware. Each bit and piece absorbed will
somewhat empower the ring, which only further entices those who wish for it themselves.
The Rail Map is a Lokomo artifact, and at first glance it seems to be exactly what it says it is. A map of
the rails - the Spirit Tracks, specifically. And it is true, because that is something the Rail Map does. But
it’s true purpose is somewhat unexpected. It doesn’t just show a map of the rails, it enforces them.
The Rail Map is a repository of spiritual power, gathered from the various Temples in each Realm, and
drawn towards the Tower of Spirit along the lines of the rails. These sections of the map then store
excess energy, allowing those lines to be reinforced in an emergency. A backup battery, if you will. In
your hands, it also serves the purpose of storing a truly massive amount of energy, and transferring
that energy into any broken seals, enchantments, or other magical effects that may be damaged.
A native of a land suffused with magic, you have a natural talent for it yourself. You now have a “Magic
Container”, a store of mana and the associated mental “meter” to keep track of it. A single magic
container is meager without magical training, with two Magic Containers needed to even perform a
basic “protective” spell at first. However, as you gain expertise you’ll be able to use this to fuel useful
powers - for much cheaper. This magical energy can be replenished with the life force of your defeated
enemies, a magical potion, or a magical being’s blessing. Sleeping a full night’s rest will also do much
the same.
A place where quintessence naturally springs forth and can be gathered by mages and sorcerers for a
variety of uses. This Node is of middling strength, but can take whatever form you want, from a sacred
grove to a workshop. It can be placed on pre-existing properties as well, but cannot be added to your
warehouse until after the jump. Post-jump it can be imported however you want, including being
added to the warehouse.
A general purchase for a wide range of low level Mystic Eyes, things that are relatively common among
this category of users and not uncommon in Magus in general. Eyes of Charm that let one
automatically cause infatuation and great appeal in those that see the eyes without much magical
resistance, Eyes of Hypnosis that allow one to use the Hypnosis core magecraft solely through sight,
Eyes of Empathy that allow one to see the emotions of people around oneself and better understand
them. Each purchase of this grants access to one low level magical effect that can be bound into your
eyes, with multiple purchases being possible.
Starlight fascinated the ancient Ayleids, such that they found ways to solidify it into useful crystals.
These glowing crystals can be used to recharge any enchantments your gear has, and can alternatively
be used as a magical powersource for whatever magitech you may have. You receive a stockpile of 20
that replenishes each week.
Where the Archon of Inazuma takes away Visions from their users, the Archon of Snezhnaya does
almost the opposite. She has gifted the especially exemplary members of the Fatui with Delusions;
artificial Visions that can be wielded by anyone. However, unlike Visions, Delusions can backfire to
cause harm to their users. A small price to pay, some would argue, for an item that in some ways is
even more powerful than a Vision. You have gained your own Delusion of an unspecified element.
Perhaps you could try to replicate them. Some have noted that the faint scent of mist grass emanating
from it implies that that is somehow used in its creation.
These are the crystallised teardrops of a great elemental being, one that in days past might very well
have fought toe-to-toe with the gods. Contained within these tears are an incredible amount of pure
elemental energy, of a type matching that of the spirit it came from. What exactly that type is, is up to
you. This would be a rare and incredibly valuable prize for any able to handle the energy within,
enough to power an instrument of the Archons.
An orb containing a powerful source of Primal Magic, a mighty storm, the warmth of a summer day, a
vast quantity of water. This allows mages to cast spells without hanging out near a Primal Source, for
that Source, anyways. It can also be used to empower such elemental magic without the caster using
their own energy.
Ordinarily, it takes several minutes of rest for even a small mana pool to regenerate once drained.
Now, however, your pool regenerates much faster, even as its size also increases. Your Mana Pool is
roughly three times as large, and it replenishes several times faster, even when you are running
around and exerting yourself. You can also push more mana into attacks to ‘overcharge’ them,
spending double the mana to get around triple the effect, though that can risk burning out your Mana
and slowing your regeneration.
For an additional, discountable 200 CP, you can choose a second ‘patron’ in future Jumps, from among
any entities of magic or power that may exist in said Jump, gaining some of their power alongside your
default ‘patron’ from this Jump.
You’ve unlocked your inner potential...Leaping past your limitations and becoming someone new! The
power is subtle, but the most noticeable power is the ebb and flow of magic in your body...You’ve
become a Gate, a potential Wizard with a good source of mana in your body. You can’t quite call upon
it yet, at least not without a tool to use it...but this mana can be used in any fashion for magical rituals
and arts. Not only that, but other abilities purchased here can become greater...your destiny is Infinite,
jumper, and your will can be the one to create a Miracle where hope is lost. I trust you with it.
Sailor Moon is the Soldier of Love and it is the love of her friends and humanity that lend her strength
when everything is at risk. You’ll find that you can draw on other sources of power to enhance your
own, namely your emotions. In general power boosters are enhanced, but this also allows one to
protect or heal oneself temporarily, resist possession long enough to warn those you care about about
the change, fight off the effects of curses temporarily, and other effects when experiencing emotional
highs. All of the former effects are temporary and based on a selected emotion you choose when you
take this perk but in addition to that you’ll find that you can focus your emotion in your powers to
significantly boost them Up.
Only one, once before, has been blessed like this. In the heat of battle, an aura of black-and-violet
swirling energy will generate itself about your bulk and limbs - lashing like the tentacles of a
Tzeentchian horror. Whatever creature was spun from this enchantment, it lurks about your essence
like a black splotch - and in combat, the corona will act of its own accord. At random, it will tap into
the powers of the Purple Wind of Death, Shyish, and twist together a spell out of the aether - firing off
at any vague time and direction it so wishes, or giving you that moment to properly direct the spell at
your own leisure. The aura will always do its best to ensure you benefit from its random spellcasting,
and the spells it weaves together will benefit from whatever forms of magic enhancement or spell
empowerment you possess.
Each mermaid has a special pearl of her own. The item comes with a seashell holder that you can wear
around your neck like a necklace, but the pearl is the important part. It is the source of your powers as
a mermaid, and without it, your maximum energy level is lowered sharply, along with your ability to
sing well. However, by giving the pearl to someone else, you can restore their health or enhance their
magic, particularly in regard to singing.
A copy of the crown used by King Gaito himself. While the crown itself has no magical powers, its
seven tips each contain a slot in which a small object such as a pearl can be inserted. Whenever a
magical item is thus inserted, the wearer can access the powers of that treasure, even if he or she
could not normally utilize them normally. Furthermore, as up to seven items can be attached onto the
crown, you can access any of the focal items’ powers, or combine them together.
A mighty, beautifully-adorned throne created for the Panthalassa’s royal coronations. However, its
true purpose was to set the new heirs on a path to darkness. If a subject is placed on the throne,
thorny vines will construct him or her, and the victim will fall into a dark trance. You can communicate
telepathically with the victim, and spread doubts in his or her convictions while the throne slowly but
surely amplifies the subject’s innate powers. Over time (a week at least), you can also make the victim
lose memories that are deemed to be interfering with your desired path for the person. Given enough
time, the “heir” will accept the dark power and be allowed to take rule. However, with enough
willpower, it is possible to break free of the constraints, with the amplification of your powers putting
you at full strength.
Interesting. Whether through a trick of fate or a stubborn bloodline, you’re related to one of the
bloodlines of Belka that existed during the Warring Ages that led to its eventual collapse. You may
even be more than that, if you take a particular Scenario...but for now, choose a single bloodline
below.
Sagebrecht - The bloodline of the last Saint King, said to have died without progeny or children of their
own. Somehow, you’re the exception to this rule. Just like the Saint Kings of old, your body has grown
into a living weapon, granting you perfect efficiency and control of mana, though it is difficult to utilize
in a younger or damaged body. Your magic color changes to the Kaiserfabe, a neat rainbow color, and
naturally possess the Saint’s Armor, which functions as a passive AMF field that weakens incoming
magic and steadily erodes hostile or unwelcome persistent magical effects on your person.
Flame King - An artifact of the Dark Ruler of Galea, your body is now a living factory for Marriage,
female artificial puppets that can change their arms into razor-sharp blades, and an advanced version
that can transform its arm into a mass-based cannon. Upon death, the Mariage detonate, often taking
their opponents or unwary foes down with them. Initially, you can only produce the control cores of
the basic Mariage types, but eventually you will be able to create new types or even fully form
Mariages from the beginning.
Darkness - This isn’t exactly a ‘bloodline’ per se, but somehow, you’re connected to the original
program of the Book of Darkness. Your hair becomes white and your eyes turn red, and you bear more
than a passing resemblance to Reinforce Eins. You’ve also retained the Book’s function of collecting
magical knowledge through a Rare Skill called Collect and Use, letting you drain a subject of their
magical energy and copy their spells with near-perfect accuracy. With time, you can even copy other
Rare Skills. You may not necessarily be able to use it depending on your own energy reserves, but
you’ll have a magical target’s complete repertoire so long as you can absorb it.
Minor - The diluted bloodline of some minor noble, lost to time. You may have Unendlichjagd and
Thought Investigation or Prophetinschriften. Unendlichjagd, or “Endless Hunt” summons spectral dogs
with extensive fighting and stealth capabilities that obey your every command. Thought Investigation
allows the accessing of someone's mind and memories. However, it is easily resisted, so your target
usually must be incapacitated in some form. Prophetinschriften or “Book of the Prophet'' creates a
highly archaic poem written in Ancient Belkan that predicts the events of the next half to several years
of the future. It requires a specific alignment of a planet's moons and is generally only usable once or
twice a year.
Fascinating. These test tubes contain a colorless serum that, when ingested, allow one to ‘awaken’ the
Linker Cores of sentient beings, allowing them to naturally use this world’s magic after a little bit of
training with it. Note that individuals like Nanoha are exceptions to the rule, and will be in future
worlds as well - unless they had a particular affinity for magic or some way to boost their arcane
power, you’re unlikely to find anyone who starts with a Natural Ability higher than A. You receive eight
of these, along with the formula on how to create more - though it’s encoded and you’ll have to
decipher it. If you have ‘Ancient Knowledge’, you already know how to make more on your own from
the get-go. Magical ability growth for individuals outside of this world tend to plateau at S-rank on
their own. Bear that in mind.
The Symphogear reacts to passion. And thus by screaming at the top of your lungs, you can fill it with
your fighting spirit. Really, this applies to anything you do. Screaming just makes you better.
Seven colored balls of solid paint: yellow, blue, purple, green, pink, red, and white. Each ball magically
embodies its respective color, and could feasibly be tapped on for various spells with enough
experimentation; generally, yellow symbolizes wind (and lightning), blue represents water, purple
stands for general, non-elemental magic, green embodies earth and plants, pink symbolizes love and
healing-oriented magic, red represents fire, and white embodies holy magic. Each ball costs 100 CP,
but you can pay 300 CP for all seven. When the seven are put in the same place, they combine into a
physical rainbow that you can walk across over any gap. The seven balls could also manifest as a
rainbow attack that embodies all seven elements.
The winds of magic blow down from the north, from the great chaos rift that is the source of all the
world's woes. These winds do not flow evenly, sometimes pouring down so thick that lesser wizards go
mad, and sometimes so lightly all but the smallest spells are impossible. You possess the ability to
perceive and even influence these floes to some extent, denying enemy mages vital magic, potentially
snatching victory from defeat as spellcasters find themselves powerless for a few precious moments. If
you are a mage yourself, you never need worry about lacking the magic to cast spells.
In any other reality you may, with a great deal of extremely tiring mental effort, trigger a short lived
wind of magic to blow for a few minutes at best, allowing use of any magical abilities you have in any
setting, though the more high technology there is in any given reality, the harder it will be. Beware of
using this too often, for the strain of calling forth the winds of magic grow greater and greater each
time, to the point where the effort can very easily kill you outright.
You generate the Waaagh! energy that powers the magic of the greenskins. The more orcs and goblins
there are in one place and the more they grow eager to fight the more energy they create, till it begins
to distort the fabric of reality itself, forcing the greenskins beliefs onto it! Thankfully for the other
races, the only truly widespread change is related to colours, somewhat bizarrely.
Those in red become faster, those in blue become much, much luckier, those in purple become almost
impossible to see (how many purple orcs have you seen?) and those dressed in black become much,
much tougher. Yellow is also affected, and equipment painted like this will be of much higher quality,
with explosives detonating with a much, much bigger boom.
“Invented” by Theodor Habermas, third Magister Patriarch of the Gold Order, these arcane stones are
used widely by the highest-ranking Magisters as a safe and legal method of storing magical energy and
reducing the energy cost of later arcane workings. You have either inherited this stone or created it
yourself, but its presence on your person drastically reduces the difficulty and cost of casting spells
within the Stone’s Lore or of the same nature, such that a Celestial Wizard holding a True Sapphire
could spend an entire battle calling comets from the sky without losing consciousness. Since the
creation of such an object takes weeks or months, a Wizard in possession of one is likely to affix it to a
favored staff, ring, or rod - which you may do with the staff or other handheld implement acquired in
your Order’s free Item purchase, or with any existing magic wand, staff, or jewelry item you possess.
Pain leads to Power, but you have taken it to new heights. The closer you are to Death's door, the
stronger you become. For every drop of blood you spill, your become that much more powerful. When
a breath away from Death, you are twice as powerful as you are when you are perfectly healthy, and
so on through your state of well being. Should you die, you violently explode. The size of the crater
you leave is based on just how powerful you were to begin with. Late Tier jumpers, beware, you may
just nuke a dying planet. You still lose, but at least you took them out with you.
As a Hylian Hero you bear a spark of the Light Force within you, like the legendary Hero of Men once
did. This is the self-same Light Force that the Legendary Hero of Men bore a century ago. With this
powerful element your will is bolstered, you mind quiet and precise during combat, and above all a
quiet power adds strength to your blows and makes them especially dangerous to beings who are Evil.
In addition this perk allows you to tap into your latent power of telepathy that the Hylian people have
all but forgotten, once upon a time it was used to communicate with the Goddesses but now only acts
as a nigh perfect form of willing one-way telepathy, your telepathic reach extends to the edges of the
kingdom’s borders to start with and will grow with time. However, it seems that dimensional barriers
prevent such magics from working.
(CG Note: The rest of this perk requires Soul of Light - Legend of Zelda: The Minish Cap first.)
If taken with the Soul of Light perk your mana bar is immense, easily double its previously impressive
bulk.
While not the omnipotent wish granting cursed artifact worn by Vaati for the current section of the
Force Era, this is still a nice hat that grants a sizeable boost to skills that draw on mana. It cuts down
the amount you need to spend by around half and generally makes spells easier to learn.
One rather important power source used in many energy-hungry magitech devices, and also popular
with mages and enchanters, are mana gems. But due to their nature, they cannot be artificially
created, only forming after several years of mana condensing and purifying in a single location. This
commonly happens only on asteroids, where they can be left undisturbed for long periods of time, and
truly vast mana veins can form. But even as mining them can be a hassle, their value makes it worth
anyone’s while, as they are capable of holding and regenerating massive amounts of mana, with the
exact volumes depending on the gem’s size and quality. And it seems like you’ve hit the jackpot, as
with this you’ll be able to gain a steady supply of mana gems each week. You may decide on a case by
case basis whether you want several dozen small and low-quality mana gems, or two to three big and
high-quality ones.
Family is everything in the world of a Magus. Not out of love or loyalty but lineage. History. Legacy.
Your family decides the number and potency of your magic circuits, the kind and depth of your magical
specialisation, the unique traits of your magic and the potential you have to go further. Certainly, there
may be some mutants here and there that buck the system but to the Association, a family as old and
storied as yours is far more valuable than the transient nature of a one off prodigy. You hail from a line
that is centuries or even thousands of years old. The heir to their circuits and knowledge, it’s ensured
you have an impressive amount of power at your fingers. Both quantity and quality of your circuits is
among the highest found in Magi of this age and you are generally talented with all magecraft you try
your hand at. You may have an exceptionally strong affinity for your Element to improve studies
relating to it even more or choose to spread out more and appear as one of the rare Average Ones, of
lesser talent in one field in exchange for talent and ability at all five traditional Elements. Your family
inheritance ensured you are wealthy, influential and very well connected in the Association, with many
would-be allies and mentors hoping to benefit from your name even before you arrived for your first
period of study.
Incantations come quickly to you, casting at much higher speeds than all but other prodigies, and your
skill with the core arts of magecraft have significantly increased to an expert level. Your family arts are
of course much more impressive, as the Magic Crest on your body holds the work of many generations
of your forefathers on your one chosen specialty in modern magecraft. As an Alchemist or Elementalist
or Spiritualist or whatever else, you’d be well-educated enough to capably run your own lessons in the
Clocktower. You might even be doing that now, considering it’s almost certain that you have at least
one impressive Title from the Association to honour your achievements, along with a widely known
reputation through the Association. A famous lineage in the same style will also optionally be your
family in future worlds.
Hah hah...those fools. Thinking that blasting energy at you can stop them. How cute. When your body
can withstand the force of a blast, you may stand still and concentrate instead to absorb it. Don’t get
too excited about your new power, however. If a certain type of energy is poisonous to you or is an
especially powerful weakness you possess, it’ll still tremendously hurt you. The power of the Silver
Crystal will still be a big threat to you if you’re weak to it. And getting overloaded is certainly a thing
that can happen with this.
The Silver Millennium was named after the gem that made it all possible--the glittering Silver Crystal.
This was the star seed of the Moon, and it is the most powerful artifact in the entire Galaxy.
You have a weaker copy of the Silver Crystal, which functions as a power enhancer. Any spell run
through it has its powers increased to powerful effect. It takes energy from your life force and
concentrates it into magic power. But if you put effort into fiddling with it, then maybe you could use it
to enhance other sources of energy. While it lacks the power of resurrection and purification of the
original Silver Crystal, it is still quite potent.
It can take any form you wish, like a lotus or tear shape. You can change this form at any time as well
with some magic on your part. It comes in a dazzlingly jeweled case, the crystal itself hanging from a
silver chain beaded with pearls. Luxurious red velvet pads the inside of the case. This case cannot be
damaged and it will never rot away, and the silver chain cannot break unless you wish it to break. You
may take the crystal off the chain if you wish.
The Endless are a group of powerful beings, each embodying a fundamental concept of some kind. The
Endless are far older and more powerful than mere gods and rule absolutely over their domains. You
have somehow caught the attention of one of these beings and have been granted a boon related to
their sphere of power.
● Blessing of Delirium: Once Delirium was known as Delight, but some event forever altered the
youngest of the Endless into a twisted form. With the favor of Delirium, you never need fear this same
fate. Your mind is a rock upon which madness breaks. Nothing, be it the passage of eternity or staring
into the eyes of the Old Ones, may so much as scratch your sanity.
● Blessing of Despair: Despair finds you to be one of only a handful of beings in all of creation that she
actually likes. For finding a soft spot in her heart, she rewarded you with an immense willpower that
will forever shield you from the depression which she Embodies.
● Blessing of Destruction: Destruction is a strange being. Having long since grown tired of his duty as
the embodiment of destruction and abandoned it to instead pursue (very flawed, due to his nature as
the opposite) attempts at creation instead. With his favor, you gain insight into the structure of all
things, and more to the point, the weakest points in the structures. Whenever you wish to destroy
something, be it a simple physical object, a vast conspiracy, or something more abstract, you will
always know where it is most vulnerable.
● Blessing of Desire: Desire is the personification of lust and desire. With this blessing you are among
the most beautiful people to ever live. Even beyond your base attractiveness, everyone who looks
upon you, or even a likeness of your image, will see something slightly different as your features warp
in their mind to be ever so slightly closer to what they consider ideal beauty.
● Blessing of Dream: Dream of the Endless rules over the Dreaming. And he’s honestly kind of a dick.
But his involvement in the lives of mortals is really not that uncommon, and you are one of his
favorites in millennia. With his blessing, you are now always capable of lucid dreaming and may project
yourself into the Dreaming at will, allowing you to access both the whole of the plane itself and all the
dreams of every living being. Additionally, as dreams and illusions are very closely related, any illusions
you cast are enhanced and you are capable of completely ignoring any other illusions that attempt to
affect you.
● Blessing of Death: Don’t fear the reaper, baby. Death is not exactly what you’d expect. Oh, she once
was, but then she took a tradition of becoming mortal and facing a mortal’s death one day a century
and her entire perspective changed. Now, instead of appearing as something unnerving, she appears
as a rather attractive and upbeat goth girl. After all, everyone deserves one last hot date. As Death
favors you, she will turn a blind eye to your death once per jump, reviving you and healing your
wounds in the process. After all, why rush things? All will eventually find themselves before her one
final time, no matter how many come before.
● Blessing of Destiny: Destiny is the eldest of the Endless and the one most subsumed by his duties.
For him to favor a mortal is a very strange thing indeed... but then, you’re not exactly a stranger to
strangeness, are you? With the favor of Destiny, you are granted much greater freedom from fate than
others. Any attempts to alter your destiny are doomed to failure, as are any attempts to look into a
future which directly involves you.
h no, not you. You don’t need those training wheels on your power. Your mastery allows you to
O
eschew requirements for magic outside of the magical energy needed to power the spell and the focus
needed to shape it. You don’t need wands or reagents or even incantations for your magic, simply the
will and knowledge of how to accomplish something.
This isn’t without downsides, of course. It’s always somewhat both harder and less effective the more
powerful the spell and the more components you eschew. Throwing a simple fireball without a chant
won’t make much of a difference, but attempting to cast world rending spells that normally require
elaborate rituals and hours of incantations are another matter entirely.
You know how making a deal with the devil never seems to play out in your favor? Well, now it’s time
for that to finally change. You may freely break any sort of binding deal or contract made with a
magical being while retaining any and all benefits you received from said deal. Just, you know, be
prepared for a pissed off benefactor if you decide to do so.
Of course, this does have one limitation. Namely that it only works on one deal at a time. Using it to
retain the benefits of a new deal will result in the forfeiture of all those gained from the last such deal.
Still, this is quite the talent you have here. Use it carefully.
You are a rare breed of magic user. A sanguimancer, one who taps into the inherent magic of blood.
No; you can’t go making blood spurt out of people’s ears. It’s more subtle than that. By imbibing the
blood of another , you gain a fraction of their powers temporarily. The blood of a normal person will
let you heal your own wounds and extend your lifespan to unnatural lengths. The blood of a wizard
may give you access to his particular brand of magic. The blood of supernatural creatures such as
vampires or werewolves will grant you the abilities of a fledgeling of whatever species you drank of,
without any of their corresponding weaknesses. You are skilled enough in your art that you will never
succumb and become a vampire or werewolf permanently through your magic unless you intend to.
However, these abilities are temporary while you may extend the duration of them given practice,
once the blood leaves your system you will revert to normal. Generally, about 250 ml of blood will give
you enough “juice” for about half a day but the ratio of blood consumption to time of empowerment
will likely improve with experience.
Your magical potential increases greatly, giving you much more magical power and a greater capability
for casting powerful magic. You are now capable of much greater magical heights; and are at least on
par with Zatanna.
It is the gift of the gods that all mortals are born free. However, in the end, every mortal is offered a
Choice. To side with Good, or to side with Evil. Some may falter when they see what they lose to that
choice. You do not. The Choice of Good and Evil is not the choice of Necromancy or Healing to you,
and you will find that even as you have sunken into the depths of Evil, you can draw upon the light of
Good, or that as Good bolsters you, you can reach into the necromancy of Evil. Never will calling upon
a power taint your will; you have made your Choice and nothing can change that.
Headhunters are elves who made a pact with the spirits of the annihilated Orc homeland of
Athan’Khar. Each spirit is a powerful mage, but more importantly, each is capable of acting
independently. Due to this, you find yourself with the ability to cast near any magic with a reaction
time born of having hundreds of spirits watching your back at all times. This makes you an immense
threat to nearly everyone, as despite your only average power, the Circle of Interactions assures your
ability to counter any spells your foes call forth, while the spirits mean that you’re difficult to counter
yourself.
Unfortunately, this is not all benefits. The Orcs of Athan’Khar hate humanity with a passion, a quite
reasonable result of the Tiraan Empire hitting the Orcish homeland with so many magical weapons
that even time has broken in the area, and even the local god was slain. These furious spirits
constantly drive their host to kill, often driving them insane with their demands. While you do not
suffer these consequences, good luck convincing others. You must take the Dark Secret drawback. It
does not count against the Drawback cap.
Hold on. How, exactly, have you managed to maintain your sanity? It appears your nature as a being
from outside of reality has left you with... talents. Talents that are quite uncommon to the natives of
this world. Namely, you can use Chaos magic without being tainted. Chaos magic will twist any spells in
the vicinity, animates the dead, and breaks people’s minds almost as a side effect. The Chaotic
disadvantage is mandatory, and does not count against the Drawback cap.
The problem with being a mortal Shaman is that Shamans do not, strictly speaking, gain much magic of
their own. Instead, their talent lies with making pacts with powerful fairies, and borrowing their
power. Fortunately, you seem to have forged a pact with a minor fairy, and are capable of calling upon
its power for your personal use. Oddly enough, this has taken the form of an actual written contract, in
which there are no conditions pre-written. You will find in your warehouse a number of copies of this
contract. By having someone sign it, you can call upon their reserves of energy to power your fey
spells. Obviously, this is only really useful if they’re some form of nature spirit, but perhaps you can
reverse-engineer the principles involved?
A strange and wondrous artifact, this amulet not only allows you to draw upon more power from the
god or goddess you serve, but also expands your ability to channel that power, letting you go longer
without burning out.
Despair is the ultimate enemy of Magical Girls in this world - use too much power or dive too deep,
and you’ll vanish forever. And life is full of plenty of hardships already without having to put growing
up into the equation. It’s a good thing you seem built to deal with that, right? You’re good at holding
onto hope despite things like your friends dying or breaking down, and though you may still shed tears,
it will take more than a cruel and cold universe to make you fall to despair. Your willpower is boosted
greatly by this, and emotion-based magic is just a little stronger in your hands to show for it. Just be
careful - holding onto hope can turn into insanity if you focus too much on the impossible. But if
something is possible? You’ll only give up when you’re ready to give up.
An ancient copper staff, twisted in on itself at both ends. It has been engraved with the names of all
the Gods of the desert and grants a significant boost to the power of any magic cast while it is in hand.
The Liche Staff’s real power however, is that it allows the user to avert catastrophic failures in their
casting, making the caster aware of when their attempt is about to fail and bolstering their skill with its
own to try and avert it if the caster does not decide to stop.
The Kanopi is a small jar, holding the heart of a High Priest from long ago. A powerful tool for and
against magic users, opening the jar will result in all magical energy in a small area being sucked into
the jar, though the storage space is not infinite it can still hold enough to drain a number of high level
magicians of everything they have. It only affects magical energy in the air already, allowing it to
destroy active spells and enchantments in an instant. It can also be utilised by magic users by drawing
out the magic energy contained within, though such is an often risky process as if the jar breaks, it will
release all it stores in a great explosion.
This tomb was made with a wizard in mind, perhaps you yourself. Being present within the tomb will
magnify the power of any within it. Whilst there is only one level to this option, given the array of
runes and formations can only increase your power so far on their own, it is enough to see a fivefold
increase in your own power whilst within the boundaries of the tomb. The increased power will only
affect the master of the tomb and those he allows to share in it, enemy wizards who have broken in
will find themselves out of luck. (CG Note: Requires Tomb - Warhammer Fantasy: Tomb Kings first.)
If miracles overlap, they have the potential to change fate. Your song on its own is powerful, but
sometimes more than one voice is needed to push back the darkness. With this perk, you can combine
your own singing with that of close friends and family, and sing as if you were one. The mix of your
individual voices as one strengthens each singer’s powers into a single, multiplied force. Also, the
singers do not need to be in close range for the song to work; one singer could be trapped in a
separate dimension, and her song would still reach her companions, with the full song reverberating
everywhere the individual singers are. The skill is meant for singing-based powers but can also be
applied to other powers for attack combos; however, these non-song powers will require you and your
companions to be in close proximity to each other. Furthermore, with enough pure friendship and will
by all parties involved, you can summon up to seven individuals to your location, even if mystical
barriers and the like would normally interfere; you essentially “call out” to them, and if they wish to
help you in-person they will use the perk to push forward to where you are – in the case that you are
reaching out to multiple individuals, all of them must succeed together or they will all fail.
The Chaos Hearts, the center of beastmen culture. It is the Herdstones that we Cloven Ones leave our
offerings to the Gods, that host our celebrations and feasts. Arrayed at the center of a stone circle,
they are the foci that the Bray-Shaman use to commune with the Ruinous Powers, and serve as the
chaotic counterpart to the elven waystones - channeling and directing the Winds of Magic, not to the
foul Vortex... But to the Shaman, who use the power to further their causes. You are the keeper of one
such Herdstone - a great towering menhir covered in filth, runes of Beast Tongue, and surrounded by
an ankle-deep carpet of bones. The beastmen regard this, and you, with deep reverence - and in future
worlds, similar cultures made of the monstrous and depraved will hold the same regard for this sacred
stone. It will forever act as a collector for the Winds of Magic, ensuring you may always call upon them
when needed. As well, you carry a pouch at your side - full of Shards chipped from the stone, and
woven with the magic it gathers and pools together. Throwing one of these Herdstone Shards to the
ground will cause the menhir to briefly disappear from reality - only to erupt through the ground
where the Shard was cast.
The wisest and most powerful of all Slann Mage-Priests were those of the legendary first spawning
who interacted with the gods themselves and first taught the Elves to wield magic. Alive and whole
they were capable of magical feats long since lost to the world, of shifting entire continents to better
suit their masters and with spirits so magically powerful they linger to destroy the forces of Chaos
millenia after life has fled their bodies.
The Great Green is a part of magic that is extremely unique in the fact it is harnessed by Orc and
Goblin Shamans not only from the Winds of Magic as the humans and elves do things, but from the
power of a Waaagh! itself and the individuals within it. It is said by the Greenskins that even after
death they have won. In truth the Waaagh! is like the Winds of Magic but sourced from the very
Greenskins themselves instead of some distant pole of power. Using this to your advantage you can
leverage the power of the Waaagh! Into your spells allowing for devastating boosts to all spells you
cast, you and all Greenskins carry the Waaagh! within you. In addition, the burden of this magic field is
spread out across the Waaagh! and thus when you pull upon it you’ll find your spells are safer, well
safer for you, to cast.
Of all the Orders, it is the Light Order that is most often forced to work en masse to achieve its goals.
Many of the protective spells on the vaults beneath the Pyramid of Light require the constant
incantations of choirs of acolytes. Now you too may cast beyond your means, with the aid of your
fellow Hierophants. By casting together in a choir, you and any nearby allies who know the protective,
binding, or purifying spell you are attempting to use may combine your efforts seamlessly, creating an
exponentially more powerful effect. In the light of Hysh, you are all one.
In the claws of a certain rat known as Thanquol is a stave of blackened wood, with the warpstone crest
of a long-dead Lord of Decay fixed atop of it with two jingling bells. This stave, long believed to have
been grasp-held by the first Grey Seer, has had a colorful history; Changing hands across betrayals
many times over until finally, this potent staff came to Thanquol’s claws. With this, he stands as a
speaker for the Great Horned Rat.
Except now even that is called into question, for you bear a duplicate. Or is his the duplicate, and yours
the original? Regardless, you have the Staff of the Horned One - a potent magical weapon that
magnifies the power of any spell you cast through it, turning a blast of warp-lightning into a torrential
beam. But its true power is as a symbol of station: Whilst you hold the stave, your words have a level
of gravity that force even those that despise your very existence - such as the dwarf-things and leaders
of men - to cease action and hear your words.
There are many anomalies that cover this world, their magic gleaned but not understood. You, you
understand it. You have listened to the voices of the Rumbling Stones. You have won a staring contest
with a Wizard's Eye. You have eaten the fruit of the Life Tree, and you understand. Whenever you are
within an anomaly, your magic is more powerful, growing with the strength of anomaly. Inside a
chroma land, your spells would be rainbow hued and blinding. While standing within the whispering
confines of the Ice Sculptures your spells would deafen your foes and sound as music to your allies. If
you stood upon the Dust Tree, maybe, just maybe, you'd be on par with an Endless. You also have a
better understanding of all anomalies, and how to best benefit from them.
This silver amulet with a large blue gem allows Tzeentch’s Sorcerers to magically store some of the
Winds of Magic to be used at the Sorcerer’s discretion, rather than rely on the whims of the Winds for
the magical energy that they need. This special pendant is made specially for you, and it can store ANY
kind of magical energy to be used whenever you desire. You can utilize some of the stored energy as
fuel for spells or use them for some other nefarious purpose, but there seems to be no upper limit on
how much can be stored. You may import another piece of jewelry if you wish.
Rather fitting given the Asur predilection for duality, this arcane tome primarily offers you two
opposed yet synchronous benefits. The first is rather straightforward, it amplifies the power of your
spells by at least half. Second, it makes it easier to disrupt and dispel enemy magic. Creation, and
Destruction, as the Asur like it.
While Zelda has always been, and will always be the strongest sage and the wisest old woman, the fact
remains that she is rarely enough. Hence the necessity of the other six sages - or maidens, in this era. I
suppose that if you tilt your head and squint, the real magic here is friendship. That of Zelda and the
Hero, or that of the seven sages. Beyond simply being skilled at barriers and seals, your magic now has
the secondary effect that makes it stronger when working in concert with others. And not merely in
the sense of ‘seven people cast this spell, so it’s seven times stronger’. So long as you share a strong -
and hopefully positive - emotional bond with your fellow caster, you would end up with a spell up to
forty nine times stronger instead of just seven times stronger. Let’s see Ganon break through that on
his own.
Wait, what? The Skull Kid still has the mask on his face, so where did this one come from? Ah. So,
apparently the Happy Mask Salesman tried to force the spirit of the mask to move on to the afterlife
so it could be at peace and not be a threat to everyone around it, and it didn’t quite go according to
plan. Instead of healing the curse, it healed only part of the curse... Which promptly turned into a
second, weaker, Majora’s Mask. Absolutely not according to plan. The mask has enough power to let
you levitate around, some telekinesis, will make any curses you cast stronger, and one other thing. If it
should ever be separated from you, it can wield its powers on its own as it tries to make its way back
to you. Not anywhere near the levels of ‘wrath’ or even ‘incarnation’, but it’s still technically a boss
monster. Maybe a miniboss?
Born with inherent magic similarly to Zelda, you hold a heritage capable of using magic naturally
without the need to call upon the powers of nature or the goddesses...though not quite on par with
the Sorcerer King utilizing the Triforce of Power. With this noble lineage, you can perform a variety of
magical phenomena such as ghost lights, phantom images, magical sounds and with training and time
could even replicate weaker versions of the 3 Goddesses’ spells(Naryu’s Love, Farore’s Wind and Din’s
Fire) without using magical energy. Finally, you are able to use this magic to weave power into notes
and songs - such as those of the Bolero of Fire or the Nocturne of Darkness. Who knows what more
you could do if you borrow the powers of the heavens and earth for your cause?
The Great Maku Tree is empowered by the land to defend the Oracle. That same Oracle ensures the
health of the land. However, if one of the links in this chain should fail, the other two will quickly
wither away into weakness and uselessness. As you might imagine, the Oracle is likely the weakest
link. Thankfully, a failsafe of sorts has been devised. Or rather, two. The first is the hall of essences,
meant to temporarily re-empower the Great Maku Tree. The second is the Great Maku Tree’s own
seed, created from the energy gained from those halls of essence. This particular seed serves as a
repository of natural energy, slowly soaking it up as time passes, and expended to keep the Great
Maku Tree awake. Or for anything else you might need a nation's worth of energy for.
You have been blessed by Farore, one of the three Goddesses and the creator of life. In addition to the
great bravery you now possess- which allows you to fearlessly face terrifying monsters- you are also at
the peak of physical fitness for your race and are naturally talented with weapons and adventuring
tools, mastering basic techniques as soon as you pick them up and learning more advanced skills
quickly. When the land is shrouded in Twilight, you’ll be able to keep a physical body by taking on the
form of a powerful wolf; post-Jump you’ll be able to do this at will, and you resist similar body or mind
altering magics much more easily. Finally, you possess one-third of the legendary Triforce- an
omnipotent power left behind by the goddesses after they created the world. Although its power is
greatly diminished on its own, bringing all three pieces of the Triforce together will grant unimaginable
power.
You have a latent potential, traveller -one that only will grow as your journey goes on. When you
overcome an enemy through combat, you will gain an energy known as “experience”, a power that
could be spent to improve the potency of your magic, the power of your strikes, and how much
damage you can take before dying, normally. Moving further up the ladder requires more and more
experience with each tier - reaching its plateau out once you have reached the might of 8 trained
hylian knights with every single blow, the combined endurance of said knights(which, if you are
curious, DOES apply to “Heart Containers” for this specific instance), and for your spells to require 40%
less magical energy than before to cast. It is only fitting for a wanderer to pick up skill as they travel.
Dotted all throughout Cyrodiil, one will find these wells, and now you yourself own one. Not only does
it completely restore and temporarily enhance your own pool of magicka when used, but it can grant
those without their very own pools of magicka! Perfect for any Companions you might pick up in the
future.
This can of MTT-Brand Always-Convenient Human SOUL SubstituteTM contains one (1) artificial human
SOUL. Don't ask how we made it or where it came from (Seriously, don't), but it carries the potent
energies of a Human SOUL all the same! Use it for avenging your loved ones, raining devastation upon
your enemies, or as wonderful flavoring in a cake! And just to top it off, a week after you use it, you'll
receive a new artificial SOUL in the same can in one of seven wonderful flavors! [NOTICE: MTT
Enterprises is not responsible for misuse of Always-Convenient SOUL Substitute. SOUL Substitute is not
as powerful as a Human SOUL, and should not be used for the purposes of: crossing/breaking The
Barrier, becoming an Absolute God of Hyperdeath, or harnessing the powers of DETERMINATION.
Always-Convenient SOUL Substitutes expires one hour after opening. Only for use by Monsters. Not for
use by Humans, Flowers, Children, or pregnant women.]
Most beings in this world are limited to only a single element. The vast majority of users of elemental
energy, be they human or spirit, can only use a single one. But this is not a set rule. Delusions can allow
mortal men to wield more, and several gods as well as godlike spirits are known to be able to use two.
Perhaps the most impressive is the Traveler from another world, who by all rights appears to be able
to wield all of them. As a world traveler yourself, this is a trait you share: you are able to resonate with
multiple elements with no negative consequences. In future jumps too, you will find that as long as
you can find a strong source to resonate with, you will be able to wield the various supernatural
energies that exist in those worlds even when most would be limited to just one.
While humans use Visions to manipulate the mystical energies of the world, that is by no means the
only way to manipulate magic. As the ‘illuminated beasts’ the adepti have a type of third eye that acts
in much the same way as a Vision within their body. As these are not the gifts of the Archons, the
power of this third eye is not so restricted in its usage. Often this means that the adeptal energy of the
adepti each have their own unique effect, ranging from boosting the abilities of the body to generating
shockwaves with each attack. Furthermore this energy is potent, such that ordinary mortals cannot
withstand its power for long, both their body and soul feeling the strain. You have been illuminated
too, opening your ‘third eye’ and gaining your own unique adeptal core.
Each Primal Source has a secret meaning, an Arcanum. Elves and Dragons are born with this secret,
which allows them to empower Primal Magic themselves and refines their ability a lot, and can learn
more. These can be hard to explain though, the Moon Arcanum for instance is that appearance is
largely the same as reality. By taking this, you possess an Arcanum and increased fluency and
independence in magic.
You are deeply connected to the world and its status. When infections or corruption is spreading in the
world, you can sense it, and can feel both where it is and how much has been corrupted by it. You can
also hear the voice of the world itself, far more clearly than most called to Terraria, which can give you
clear warnings and descriptions of threats that are approaching or threatening you. If you help the
world by completing tasks it might set, it will bless you in turn, granting you boosts to health and magic
and guiding you to hidden treasures. Those who are associated with the world and seek to guard it will
be friendlier to you, recognizing you as a caretaker of the planet.
An ancient, spiraled shell that is one of the royal treasures of the Indian Ocean mermaid kingdom. It
serves as a tap for excess emotions, allowing the princess to maintain a serene demeanor by storing
unneeded emotions in the shell, whether negative or positive feelings. However, if the source of the
user’s tumultuous feelings is not addressed, the mermaid will eventually reach a breaking point even
with the output into the shell. More importantly, the spiraled fossil retains the dark and light emotions
within, making it into a powerful repository for magic. By drawing on the negative emotions stored
inside, the user’s dark magic is enhanced, and vice versa, by accessing the positive emotions, holy
magic is enhanced and darkness is dispelled.
A magic spell book focused on ice magic. By invoking chants to the ice spirits while holding the book in
your hands, you can unleash the might of the cold; with enough control, you can blanket an entire
town in an endless blizzard up to the rooftops. Case in point: see that girl wading through the snow?
Well, she’s about to trip on a weather vane – still on the roof of a building! The book has a vast store of
magic that gradually regenerates over time, so that you do not lose energy while drawing on the
book’s powers, and your own magic will only help strengthen the spells. However, the spells only work
when you are holding the book. Also, be careful that you aim your attacks right, or you might
accidentally get caught in the crossfire; for instance, you don’t want to have a command to turn your
enemies into “snowmen” result in a bunch of snowmen falling down and nearly squashing you.
A replica of the royal family’s scepter, which has a large rose at the tip. It can change into the form of a
normal rose at your command, and when you bid it, it resumes its true form. The rod embodies the
darkness of the clan, and grants the user enhanced dark magic. Furthermore, if the rod were to be
used at the right moment, it can counter any seal forced on the wielder, perhaps even the sacred seal
of Aqua Regina; however, the weapon must be consciously called upon just as the seal is being placed.
The power of friendship is strong. Not only do you simply gain strength from your allies being on the
battlefield, you also gain strength from each other’s emotions. The stronger you feel about your fight,
the greater the boost to your abilities, and the less you tire in battle.
Your friends and allies also benefit from them, for what is the Power of Friendship but something that
can be shared? Not only will the boost automatically be mirrored to your allies on the battlefield, but
you can also permanently gift a copy of this to any of your friends and allies.
While there is no upper limit to the boost, it fades once battle ends. If you have not yet reached the
limit of your power, you may keep a small fraction of this boost as a permanent gain. This also acts as a
training booster, increasing gains in power and technique, when you train with friends.
This is the capstone booster, extending the power of the 600 CP perks for each origin by unlocking
special subperks if those perks are purchased. Sharing the Power of Friendship will not unlock those
subperks, though.
Limitations are just barriers to be conquered. Every misery that is thrown down in your path is a step
to rise even higher, to use the flaws that cripple your body to enhance your magic ever further. You
find that when your body suffers and parts are lost to you, your magic will soon compensate, providing
not only additional talent in a related field of magecraft to whatever part of you has been crippled but
a sudden breakthrough to effectively replace it. The loss of your sight may result in developing a
sudden breakthrough in clairvoyant spells or magecraft that allows for ESP that not only replaces your
lost sight but may outright surpass it. A mangled arm may provide the inspiration to greatly increase
your level of skill with telekinetic magecraft or some other kinetic field, allowing you to manipulate
things from afar with natural ease and immense force, seemingly costing little energy to do so. It takes
time, weeks or even months, for these talents to bloom but once they do, they will remain even if you
regain what you originally lost.
A thousand kilometers on a single liter of gasoline. A vehicle like that is fairly amazing, isn’t it? When it
comes to magic, you’re the same way - even if you’re cursed with a total lack of talent in magic or even
a tiny handful of magical circuits, you know how to get the best result out of it sheerly through
efficiency that defies all expectations. To put it more simply, a single ‘drop’ of prana can generate a
result that would normally require one-hundred, greatly enhancing simple spells and letting you easily
pay for more expensive ones without draining your body completely. This doesn’t change what a
human body can safely output, but when you have reserves to spare and destructive power to give
weight to even the simplest spells and curses, what can stop you? You’re a living artillery platform,
loaded and ready to fire.
You’ve done it. After all this time and research, it’s been made clear. The secrets of the universe have
revealed a set of amazing powers to you. The first ritual is but a taste of the power, the ritual to create
a Doll. Dolls are reanimated replicas of people, dead or alive. They constantly burn up small amounts
of mana to sustain themselves, but are otherwise completely believable and in many respects
“people.” The ritual to feed them mana is also included, and the materials to create a Doll are not
difficult to find all things considered. (Insert your own comments about human transmutation.)
However, that’s not where the interest lies. The REAL interest lies in the Ritual of the Sabbath. You
may through a half hour of preparation make a pretty wide area, about a city block, the location of a
Sabbath. When a time of simultaneous day and night(Eclipses, Sundowns, Sunsets) happens, the
Sabbath will occur and one of two effects of your choice will take place. You may either initiate a
“White Sabbath” and have the Sabbath infuse and create Gates, or begin a “Dark Sabbath” have
everyone in the Sabbath face their Phantom. By creating Gates, you’ve essentially introduced magic
potential into a wide amount of people at once...even in worlds where magic doesn’t exist. They won’t
be able to use it at first, but any system or method of magic becomes available to them and perhaps
they’ll even develop their own if left alone. However, creating Phantoms through the Sabbath is a
much more immediately rewarding from a research point of view. They are able to directly tap into the
power of Magic in ways Gates alone cannot, and as magically potent beasts with unique powers and
capabilities...There’s a lot of benefits to having a large number of Phantoms around for those who seek
opportunity. Spare parts, a magically delicious snack, test subjects, new abilities to absorb or pure
muscle...They can be a lot of things, if you’re willing to have others pay the price. Unfortunately, the
Dark Sabbath has two drawbacks. The first is that the Phantoms are not loyal to you as a matter of
course, and may see you as just something in their way or to be used. Secondly, not everyone in a Dark
Sabbath will die and become a Phantom. Though the capability is rare, those with the strength of will
to survive and become Hope can tame their Phantom and become a Wizard. While this may be a
benefit if you can get their loyalty, they will often also be the type to oppose you for initiating a Dark
Sabbath.
(CG Note: The rest of this perk requires The Missing Piece - Kamen Rider Neo-Heisei Part 2 first.)
There is a “Missing Piece” to these Rituals that could complete their usefulness…
When initiating a Sabbath, an additional component or two will allow you to create a Sabbath Seal on
the Phantoms or Gates created in the meanwhile. Sealed Gates will already have a stronger idea of
how to use their magic immediately, while Sealed Phantoms will become loyal to you (though they can
break free if they are stronger than you, and Wizards will always be able to break the Seal.)
The star seeds that sleep within the Senshi are the star seeds of the planet themselves. These star
seeds have power fitting of a celestial body. You may call upon the maximum limit of this power,
manifested in a powerful ability fitting their element. Sailor Eris can call upon the chaos of their
domain to manipulate probability. While this grants a 10% greater chance of your endeavors
succeeding or your opponents' efforts failing at any given time, you may also, once per day, guarantee
the success of a single-target attack you make or guarantee that you dodge such an attack. Someone
with an affinity for nature could call upon the powers of nature and strike down a storm of lightning,
or someone with an affinity for love could blast a powerful chain of hearts at someone.
Through great magical study or maybe a deal with a higher power, you have acquired the ability to rob
someone of the very thing allowing their existence--a star seed, what one may call a soul. You
understand the flow of the energy, and what gives a star seed the ability to project a physical body to
protect itself from the corruption of the outside world. You can now rip out the star seed of someone,
and use it for your own gain. When you blast someone with a special ray, A flower will bloom from the
person’s forehead. Their star seed will float out for you to collect. You could use a star seed to
empower yourself, create a powerful, sentient and intelligent minion out of this star seed, or use it as
a great power source. Minions created with star seeds take time to create and form, and will in some
way resemble their previous incarnations. Through personality, looks, or both.
However, the stronger the soul, the more the victim can resist these blasts. Please see notes for
further elaboration on what happens when someone has their star seed stolen.
You have the peculiar ability to borrow power from others. By touching someone – or something –
else, you may temporarily steal any and all magical abilities they have. There is theoretically no true
limit on the number of powers you can hold, but the more you steal, the less time you will be able to
hold it. For instance, power stolen from the Spectre would flee your grasp in mere moments, where
power stolen from a normal magician could be used for hours on end.
You also gain all of their knowledge relating to the use of the stolen powers. Be aware that this may
also result in other odd reactions; stealing the power from a rhyming demon would compel you to
speak in rhymes, for instance. Stealing power that is sufficiently alien to you may result also in
catatonia or damage to your sanity.
And one final thing: your clothes transform into a hybrid of yours and those of the beings you steal
power from while you retain the power. Not that big of a deal, but stealing from a ton of different
people may result in some horribly unfashionable outfits.
You cannot use the power you steal to permanently increase your own power in any way.
Sometimes, you alone aren't enough. Sometimes your magic needs some extra oomph.
You know how to tap into external sources of power, whether it be leylines, artifacts, or a group of
sorcerers channeling their power to you. You can weave this power into vast spells capable of amazing
things greater than the sum of its parts, and you can handle far more of this power than would
otherwise be possible. But even then, it puts a great strain on your body and mind, and even you have
limits - limits that it will push you past if you're not careful.
Your skill with this can grow in time, allowing you to reach over truly vast distances to draw power.
Should the need be great enough and you have some method of reaching out to them, you could
spread your net over the whole of the world, asking thousands of magical beings and sorcerers to lend
you their power. Of course, you’ll need to actually convince them to do so, but if the entire magical
world was putting up a united front, you could be a valuable player in such a game.
This also allows you to power magic with other forms of supernatural energy. After all, when you really
get down to it, there’s not that much of a difference in the power inherent in a soul or the chi that
rests within the body from the energy you use to cast your spells, is there?
Magic always has a price and you are certainly no exception to this rule. However, you are very skilled
at... negotiation.
You may, in exchange for the normal consequences of a spell, expend enough magical energy to pay
your dues. This scales with the value of what would have been taken in the place of the raw energy.
Shrugging off addictive magic would be a small fee, but who can put a true value on something so
priceless as a human soul? ...What’s that? You can quantify the value of a human soul? Well that
doesn’t seem entirely moral, but if you’re willing to pay the exorbitant fee it would surely entail, who
am I to stop you?
Starheart Shard [600 - DC Occult] A shard of the Star-Heart, forged into the shape of a ring, freed from
the malevolent taint of the true Starheart. It can conjure green, flame-like energy that can be shaped
into constructs by the wielder's will, in much the same way as a Green Lantern Ring. It also allows the
wielder to fly, encase their body in a magical force field that will allow them to ignore large amounts of
damage and sustain themselves in environments such as the vacuum of space, and fire enormously
powerful energy blasts. It does not, however, possess the more esoteric abilities of the true Starheart.
Though it is powerful, a simple shard will not have the power of the entire Starheart. On the upside,
you'll never have to recharge it, and it is not weak against wood like the complete Starheart is.
A shard of the Star-Heart, forged into the shape of a ring, freed from the malevolent taint of the true
Starheart. It can conjure green, flame-like energy that can be shaped into constructs by the wielder's
will, in much the same way as a Green Lantern Ring. It also allows the wielder to fly, encase their body
in a magical force field that will allow them to ignore large amounts of damage and sustain themselves
in environments such as the vacuum of space, and fire enormously powerful energy blasts. It does not,
however, possess the more esoteric abilities of the true Starheart.
Though it is powerful, a simple shard will not have the power of the entire Starheart. On the upside,
you'll never have to recharge it, and it is not weak against wood like the complete Starheart is.
T he Ruby of Life is an ancient artifact created over seven thousand years ago. The ruby is a small
crimson gem with the shape and size of a small egg. Wielding the gem gives several mystical abilities.
Namely, the creation of illusions, blasts of magical energy, and the control of inanimate objects.
The Ruby can also be used simply as a magical battery of sorts, amplifying the power of a magician or
allowing those with no magic of their own to cast spells, though this requires practice or training as
opposed to the innate abilities the gem grants. With training in its use, someone with no potential of
their own could be a powerful spellcaster on par with the likes of Zatanna.
You’re no two-bit magician plying parlor tricks and making pacts with bottom-feeding spirits. In your
veins flow the blood of old – the blood that flowed in Atlantis before it sank beneath the waves.
Drawing magic is as easy for you as drawing breath, casting spells is no harder than flexing your hand.
Not only is your talent impressive, but you also have advanced training in some type of magic. There
are any number of magical disciplines and traditions you could have been trained under, from
backwards magic, to traditional eastern magic, to some hodgepodge style all your own. Whatever the
case, you start off comparable to Zatanna in strength and skill, and have roughly the same potential
she has. Given effort and training, you will grow to be one of the most powerful mortal mages alive.
Or... you could take shortcuts, make deals and pacts. Take on the boons of outside forces to enhance
your innate power. Though this, as I'm sure you can ascertain, would be costly and fraught with great
risks.
But remember, your power may be grand, but that means the cost of your power is, too, all the more
grand.
The real Pandora’s Box was long believed to be a chest which held within it all the evils of the world
and was opened by the eponymous Pandora -- because goddammit, you don’t just give someone a box
and expect them to not be curious, right? In reality, the box was a portal to an alternate universe,
where everything was twisted and villains ruled the earth. In any case, this is not that box.
It’s not a box at all, point of fact. This is simply a replica of the real thing, which takes the shape of a
human skull – with the addition of a third eye socket in the center of the forehead and the fact that
the top of the skull is removeable. Instead of leading to an alternate earth, this particular skull simply
acts as a doorway to a dimension of endless pure magic. Any attempts at travelling through to this
dimension will inevitable fail, but when opened, the magic will flow unceasingly from the skull – at
least until it’s closed again.
You can use this magical energy for whatever, from powering artifacts or rituals to simply
recharging or amplifying your own power. Just so you realize, just because the amount of magic in the
other dimension is infinite, the amount that can flow through at once is very much not so. After all,
just because you hook a fire hydrant to the ocean doesn’t mean you can instantly flood a city, does it?
You don’t always have time for lengthy rituals; you need that spell now! You can substitute any
required ritual for some of your inner energy, making a spell that would require hours of work happen
instantly at the cost of making you extremely tired. If you happen to have mana or other magical
energies like that within you, you can substitute those instead. Burning through all your energy in a
short span of time can be dangerous and possibly fatal if you push it too far, but experienced magic
users are unlikely to do so accidentally.
The forces of Order and Chaos have always been at war with each other, and you’ve just picked a side.
You can only choose one type of magic by purchasing this, and you can’t make this purchase multiple
times. Order magic has a focus on protection and restoring the natural balance of the world, and is
capable of negating and reflecting destructive magic and energy as well as repairing objects and
healing others. Order magic is also capable of undoing the damage that Chaos magic and other
corruptions have done, and can ward against it with near perfect ability if used preemptively. Chaos
magic on the other hand is about corrupting and perverting nature and the elements to suit the user’s
will, and can be used to cause plants and animals to grow in size and hostility, as well as to create
powerful magical constructs to harass and attack your enemies. Chaos Magic is also capable of
transmuting objects, though not into or from materials with supernatural qualities. Both types of
magic allow their users to create force fields, shoot magical bolts, as well as fly. Users of Order Magic
may be stronger than Dr. Fate or on par with him depending on his host, but users of Chaos Magic are
much weaker than Klarion.
No mere priest, but a Paladin, your god has declared you their hand on earth. Able to channel almost
inhuman amounts of divine energy, and capable of matching a Legion on your own, you are a high
ranking member of your faith by default, and can summon a warhorse.
It can be called many things. Love. Insanity. Mania. Sorrow. These are intense and powerful emotions,
things that would usually make one spiral into despair, and spell doom for a Magical Girl. But you,
you’re something else. You’re a Devil, the very antithesis of how magic in this world works. You may
greatly enhance any magic you use, from this world or otherwise, by channeling your most intense
emotions into it...though this has a bias towards things like ‘murderous insanity’ or ‘obsessive love’,
being most powerful when those are in use. This even has the luxury of making your Soul Gem
completely separate from your emotional state - even if it is on the verge of shattering from energy
loss, you’ll still be your old self. The same goes for any force that dares to try and change your
emotions against your will, finding your mind and heart will be as still as a stone.
Kyubey was amazingly persistent in wanting to make a contract with you, and now you can see why.
Your magical potential is much greater than the average Magical Girl, whether from winning the
superpower lottery or some twist of fate. All magical abilities you have from this world or otherwise
greatly increase in potency, and you will find both your Soul Gem and internal energies in your body
will have much more energy available to burn for said magic. This is enough that you could potentially
fight a swarm of the strongest Wraiths and live to tell the tale, and you will quickly become both
admired and feared for this might. Imagine if all that potential went to waste, huh? Good thing you
made a contract.
A wish that truly gives back to others, yet asks for nothing in return...such a thing isn’t meant to exist
in this world, yet, here it is. And such a thing could perhaps change the world. Holding onto this pink
shard increases your own magical power greatly and gradually replenishes lost energy. ‘Burning’ this
shard will let you dramatically increase your magical power tenfold, though the boost is temporary and
will be lost afterwards until your next jump. Notably, any magic given towards aiding or healing others
without any expectation of a reward, karmic or otherwise, are most powerful when used with this
Shard.
The core of your golem form was made in a special way, so as to make your entire body a conduit to
the spiritual realm. Your entire body races with power, granting you increased strength and speed but
the real advantage of this trait is what those allies around you will gain. As a conduit, you will not
benefit yourself, but you will greatly empower the magics of all friendly magic users within a good
distance around your own body. The open connection to the spirit realm bolsters their energy, reduces
the strain they must meet to cast and allows them to do so with much greater power than normal.
This conduit hood seems to affect even magics from other worlds or things that are not strictly magical
in nature, yet still operate on similar principles.
Through some manner you have permanently gained the abilities of a chosen class card. You are free
to choose any class card from the items list and wield its abilities naturally.
As a lesser grail your magical capacity is immense, far beyond any modern magus. You also have access
to a technique that involves temporarily converting part of your nervous system into an artificial
magical circuit, a very dangerous procedure with a very high chance of death. If you were to use this
technique to its fullest, converting your blood, muscles, nerves and everything you have into a magical
circuit then for a brief instant you would be able to overpower even Ea, the sword that divided the
heavens from the earth. Of course such power doesn’t come without a cost, utilising it to its fullest will
damage your body to the point that without some means of healing the damage it causes to your body
utilising it more than once per jump would prove fatal.
As a candidate for the formation of the artefact known as the Holy Grail you have the ability to realise
wishes. What this means is that given sufficient magical energy you can skip the thaumaturgical
processes and steps that a magus would usually need for Magecraft and recreate miracles through the
use of magical energy, allowing you to achieve magical feats through sheer power rather than skill.
What this means is that you are capable of performing spells without knowing how to cast them at a
cost exponentially greater than the amount someone who knew how to perform the spell would pay.
Given that you are an existence born to bring dreams into reality you are also able to bring hope to
those bereft of it by showing them the hope that they had lost long ago.
Blessed were you, at birth. Born with a pair of oil-black wings, like The Crowfather himself. Your
magical force sees substantial augmentation - empowering you to rival great sorcerers and priests of
enemy nations, a monster comes to bring doom upon their civilization. The Empire will learn to wail at
the signs of your passing, the Wood Elves will know to scream in horror at the abominations you bring
to their door, and the Dawi will shrivel their beards as they cower in their tunnels and hovels, for your
presence is a portent of disaster for any foes. It matters not the event that occurs - where you walk,
where you act, where you cast, will be a site of terrible doom against those you hate. Beastmen will
venerate you, and Mankind will hate you.
There is an inextricable link between Ki and emotions but it is not a link that is equally strong for all
beings. For some, getting angry may see only a small boost in power. For others, it may be quite
massive indeed. And for some, the difference becomes incomparable. You are able to channel any of
your emotions into raw power, greatly enhancing your ki or similar supernatural energies with even
weaker emotions. Drawing on every day anger may multiply your ki two or three times over, whilst
seeing a loved one harmed could invite thousands or tens of thousands of times as much power as you
normally have access to, depending on how deeply you fall into that rage. The abilities linked to the
energy you supercharge with your emotions, such as combat techniques or special powers, will also
grow in scale with the energy. If you can learn to control yourself even while feeling immense rage or
hatred, you could even maintain these boosts for long periods of time, as otherwise they’ll be very
tiring to keep going.
Like Captain Hook, you have placed a Fallen Star inside your chest cavity (you can choose an alternate
part in your body if you wish). And as everyone on Neverland knows, Fallen Stars are incredibly
magical and cause magic to go awry. Any spell cast on you will flare up with uncontrollable magic and
random effects. This also affects any spell you cast. The spell might fail, or be delayed, or hit a different
target, or even invert its effect. That’s not even getting into crazier possible effects such as making
people and/or their body parts change size, summoning elemental spirits, causing snow or rain, or
making shoes turn into wooden clogs. You can dispel the Fallen Star from your body when you want to
avoid the chaotic effects and resummon it at will. See Notes for a longer list of potential star surge
effects.
You are a Tarot Card, but not just any common card: you’re one of the Major Arcana, which
Alice/Victoria herself refused to create out of fear for their greater power and will. If you are a Card,
the suit and number you received earlier is in fact your disguise to hide your true identity. If you are
not a Card to begin with, then you get the Major Arcana Tarot Card as an extra form. Either way, the
actual power associated with the card remains with you across forms.
Magician- This Tarot Card could be Queen Victoria’s greatest boon or enemy in her goal to conquer the
real world, for this card overcomes Wonderland’s usual weakness to disbelief in the outside world. The
power of the Magician lets you fully access and utilize belief-based magics and powers without
rationality, disbelief, and the like interfering with the magic. A lack of belief in your setting may still
prevent you from accessing bonuses or boosts to your belief-powered magic, but the disbelief won’t
hurt or neutralize that magic either.
It’s never been quite clear how the relationship works, but Fairies seem to be able to convert Rupees
into an energy of some kind. Some Great Fairies will refuse to so much as speak to mortals without the
proper bribe, and I can’t quite imagine them spending it on a night out on the town. For you though,
this applies to anything that is offered to you, be it Rupees other Fae desire or a more traditional
offering of a newborn goat or something equally silly. These offerings create an extra store of energy
within you, one you can spend on anything you like. It even comes prefilled with enough energy to
turn a farm boy halfway into a hero from sheer ‘blessings’ alone, as befitting your new status as a
Great Fairy. Speaking of blessings, you’ve also learned how to spend this energy on people, places,
even certain pieces of equipment to upgrade them. Perhaps you’ll raise the potency of his bombs, or
double his own magical reserves?
While the Triforce of Power may be difficult to reach without the proper channels, you’d be a prime
candidate for it’s inheritance with your vicious, fiery desire - and in the meantime you have some
other ways of approaching the Sorcerer King’s strength at his peak.
By harnessing the life energy and light of the the land around you, you can gain greater physical and
magical might, allowing you to perform destructive magical attacks and float upon your own power -
this draining process turning the land into darkened wasteland fit only for the dead and the dying.
Though if you wish to spare the land this destruction, you could take this suffering upon yourself -
forcing yourself to suffer the inner pain and darkness of the people in order to claim this strength. This
is more merciful and seen as noble - but if you lose your composure in the face of this agony yo could
cause even more damage in your panicked throes.
You could easily replicate Ganondorf’s prime strength in combat by taking this to its limit and as part
of this set of abilities, you can tap into this strength without restraint for the final burst of power -
transforming into a monstrous titan capable of sending even Hyrule Castle crashing down. Power
comes from being willing to sacrifice, be it yourself or others...wield it as you wish.
A unique instrument, the Ocarina of Time is one of the vital keys to opening the Door of Time and
accessing the Sacred Realm. For this reason alone it is quite a treasure of the Royal Family - but even
beyond that, you’ll find that magical music played upon this Ocarina is enhanced greatly, to the point
of being able to turn day to night with a song usually meant to summon the light of the Sun for a brief
moment.
The Flame of Sorrow is the true purpose of the black tower. Gathering all that negative energy in one
place, bundling it up into a spark of dark fire... and then sending it off to the desert near Hyrule? Odd.
Regardless, you have a lesser copy of it. Or maybe you simply siphoned off a small part? Either way,
the Flame of Sorrow can best be described as ‘things get worse’. Young people make poor decisions,
married couples break up, lifelong friends try to kill each other, the arrogant become caricatures of
their former selves. Not all at once, mind you, but little by little it builds up. And as it does so, it
converts that sorrow into magical energy for you to use. Not exactly a good thing to have in a stable
kingdom, but hey, it’s not your kingdom now is it?
The Rod of Seasons is Din’s staff of authority, a tool of great power that requires wisdom to truly use.
An ironic twist on the principles of the Triforce. With the blessing of the Season Spirits - something you
are assumed to have by default - and a small application of the Golden Goddesses beloved time travel,
you can force the seasons to change in an instant. Smaller usages of power are possible, but the staff
specializes in wide area effects. A simple fireball is far harder to pull off than a raging fire storm
powered by the spirit of summer. However, given that the Rod of Seasons need a contract or blessing
to have any power, I have adapted it slightly to become capable of channeling more than just those
four spirits powers. Specifically, any god or great spirit you have a blessing from is one you can channel
the power of through this staff.
On more than one occasion, the light has been a critical ingredient in bringing back the darkness.
There’s probably something to be said about light casting a shadow, or how shadows are created by
the presence of light. Ignoring such tripe sayings, as a being of the darkness you’ve found a way to
make yourself stronger via the light. Most demons would crack and break, turn to dust and dwindle
away, but not you. Of course, you will need something between you and the light, because as a demon
it’s still the bane of your existence. If you weren’t one it would be fine, but alas. Perhaps if you were to
possess a body of someone talented in the manipulation of Light magic and its derivatives? Yes, if you
were to manage that, your own dark powers would surely rise. In fact, any stolen power now shares
this effect, your stolen ‘light’ only serving to amplify your ‘dark’ powers. Or fire and water, or wind and
earth, those rival elements and their ilk. After all, the brighter the light, the darker the shadow.
The Wind Waker is a magical conductor’s baton, capable of controlling the flow of the wind. It can also
do other things, through the use of various songs, but I’m only giving you the wind’s requiem.
Specifically, up, left, right, will allow you to set the direction of the wind at will. You could also
experiment with adding notes to do something like cause a hurricane or something similar. For more
general use, the Wind Waker acts as a massive magical amplifier for wind based magic, and can create
entire orchestra's to go along with whatever simple melody you actually conduct with it.
You have been blessed by Nayru, one of the three Goddesses and the creator of all laws. You are
naturally intelligent and the Triforce of Wisdom itself helps you make decisions, giving you wisdom far
beyond even the wisest of sages. You can also wield powerful light magic, shooting bolts of energy or
creating magical runes to attack your enemies and even infusing weapons or projectiles with light. You
are also unaffected by the Twilight, letting you keep your physical body even when the land is
saturated with it.
All practitioners of the arcane know that magicka leaks into Nirn through the Sun and Stars, holes into
Aetherius itself. Your pool of magicka is heavily bolstered, rivaling that of the greatest mages in
history, as is the potency of any spells you cast. You could be throwing fireballs all day without effort,
and you may pour more magicka into a spell to overcharge it to such a degree that the simple Flames
spell could rout armies with great effort.
Also known as the Chim-el-Adabal, this is commonly worn by Cyrodillic emperor's who possess the
dragonblood, anyone else will find it slipping off the neck. Yours won't have that problem, as it can
only be worn by you and those you allow. Not only can it be used as proof of claim to practically any
throne or position, but it can reinforce boundaries of the world when worn, making it even more
difficult for Daedra and the like to enter the world en masse.
A Daedric Artifact of Sheogorath, Daedric Prince Madness, this magical staff is completely unique. Just
like the Mad God who made it, it's effects are impossible to predict. It may shoot a fireball, turn the
target into a chicken or dragon, heal them of all wounds, or make them explode in a shower of gold
and sweet rolls. I'm sure you'll have a lot of fun with this.
The ultimate symbol of the Archmage of the College of Winterhold, it definitely lives up to its hype.
This outfit not only decreases the amount of magicka all of your spells would otherwise cost, but
greatly increases your total pool of magicka as well as the rate in which your magicka regenerates, and
is as protective as steel armor.
The weapon of the Father of Magic himself, Magnus' staff is a potent weapon. It can drain vast
quantities of magicka from people and magical objects, storing them until it's user calls upon it to
power whatever spell they are using. Should people run out of magicka to drain, it will instead drain
their lifeforce before converting it into magicka.
You are The One who Rules over Power, so it's only natural that you could use it. Now, you can use the
power contained or sealed away in any object, such as your compendium, freely with no resistance or
consequences as if it was your own. This goes for things like ancient sealed evils as well. As long as you
are in some way in contact with the object, you gain full control of its power. You can also use this to
take that power away from other users, or usurp their control. After all, you rule Power, so it's not like
it could disobey you. This also applies to magical tools, or other objects that have effects upon
activation, but don't actually contain the energy inside of itself.
The power granted to the Lunar Cultists is great, but it also comes at a terrible cost. Lucky you, that
you are able to gain some of that benefit, while avoiding the negative consequences. You are able to
pick one of the four Lunar Pillars, or the Moon Lord himself, and you can tap into and channel a
portion of their power, gaining abilities related to them in the process. The amount of power
channelled is ultimately limited, though it is still a tremendous power boost, but your theft is also
hidden from their perception. So unless you do something like channel the power of the Moon Lord
right in front of him, your ‘patron’ won’t suspect a thing, and you won’t have to pay the typical costs of
servitude and potential madness.
Having a power that you gained through hard-work and dedication, only for it to be gone the moment
your god is killed or returned to Tenkai is a bummer. In this world your own Falna doesn’t need the
support from your god. Even if they are killed or returned to Tenkai your Falna would still keep
working. While you would lose the ability to update your Falna until you leave the jump, it would be
better than losing everything and needing you to join another Familia to access your powers granted
by your Falna again. Beyond this jump, you learned how to make the powers that are given to you or
acquired through a ritual become your own and internalize it, becoming something innate and
permanent to you.
Oh my, are you thinking of making an attempt to overthrow the Gods? You’d have to forgive us for
thinking so, when you draw power in a very similar way to how the Gods do. You draw power from
being worshipped, naturally and on an active level if need be. Just having worshippers will naturally
add a little pool of magical energy that you can draw upon but in emergencies, you are able to ask for
them to offer up more to you from their personal stores. More worshippers will increase your base
pool of energy but the level of faith and fanaticism that each worshipper has will also increase the
amount they give. A large number of casual adherents to your faith may still give a sizable pool of
energy to draw on but it’d be nothing compared to a similar sized number of believers that are
genuinely faithful and reverent of you.
What might weaken another man only brings you higher. What makes heroes falter causes you to feel
like you’re on cloud nine. Be it humiliation, pain, fear or misery, it’s just going to get you going faster,
stronger and harder. Suffering improves your power and speed and durability, both physically and with
your magic or powers. The greater you suffer, be it physical or emotional pain, the greater the benefits
you will receive from this. The best gains can be made when it comes from other people or enemies
rather than yourself, though hurting yourself will still see you receive a lesser benefit from this ability.
Putting you down will be a very tough task as only the strangest of attacks will not cause you to grow in
power, such as those that cause no pain and cannot be noticed to be embarrassed over. Once the pain
lessens, the gains you have will lessen too and disappear entirely if the pain does so.
T he Lords of Order and Chaos are powerful magical beings that were born at the dawn of time. For
untold millennia, they have been locked in a metaphysical war, attempting to further the cause of
Order or of Chaos. Primarily, this is accomplished by empowering mortal agents to act as proxies.
The most powerful and well-known example of this is Doctor Fate -- the manifestation of Nabu, the
greatest and most powerful of the Lords of Order -- who channels his power through the Helm of Fate
and those who wear it. But Nabu is far from the only Lord to empower his agents through artifacts and
one such item has fallen into your possession.
You have some wearable object that contains the essence of a lesser Lord, whether of Chaos or Order.
This item is bound to you, allowing you to summon it at-will, and when worn, grants you access to a
large sum of magical power. This would be a formidable amount of power even in the hands of a
mortal with none of their own, but it truly shines when worn by an already powerful being. The more
powerful the person wearing the Vestments, the larger the increase in power will be.
As well, when worn, the ghost of the — now long-dead — Lord will whisper into your mind, teaching
you powerful magic and prompting you to follow their agenda. The ghost will be completely unable to
possess you unless you allow them to do so and the possession may be revoked by you at any time.
You don't have to advance their cause, but they will be much more willing to teach you if you do so.
After this jump is over, you can silence the ghost or awaken it as you please.
With a second purchase (discounted if the first purchase wasn’t), you may gain the Vestments
opposite of the ones first purchased, but both cannot be used together. Or, in place of having one for
Order and one for Chaos, you may instead spend 1600 CP (prior to discounts) to purchase Vestments
containing the power of a Lord of Balance, which will be half again as powerful as either of the others
and allow you to wield both Chaos and Order magic at once.
T he Lords of Order and Chaos are powerful magical beings that were born at the dawn of time. For
untold millennia, they have been locked in a metaphysical war, attempting to further the cause of
Order or of Chaos. Primarily, this is accomplished by empowering mortal agents to act as proxies.
The most powerful and well-known example of this is Doctor Fate -- the manifestation of Nabu, the
greatest and most powerful of the Lords of Order -- who channels his power through the Helm of Fate
and those who wear it. But Nabu is far from the only Lord to empower his agents through artifacts and
one such item has fallen into your possession.
You have some wearable object that contains the essence of a lesser Lord, whether of Chaos or Order.
This item is bound to you, allowing you to summon it at-will, and when worn, grants you access to a
large sum of magical power. This would be a formidable amount of power even in the hands of a
mortal with none of their own, but it truly shines when worn by an already powerful being. The more
powerful the person wearing the Vestments, the larger the increase in power will be.
As well, when worn, the ghost of the — now long-dead — Lord will whisper into your mind, teaching
you powerful magic and prompting you to follow their agenda. The ghost will be completely unable to
possess you unless you allow them to do so and the possession may be revoked by you at any time.
You don't have to advance their cause, but they will be much more willing to teach you if you do so.
After this jump is over, you can silence the ghost or awaken it as you please.
With a second purchase (discounted if the first purchase wasn’t), you may gain the Vestments
opposite of the ones first purchased, but both cannot be used together. Or, in place of having one for
Order and one for Chaos, you may instead spend 1600 CP (prior to discounts) to purchase Vestments
containing the power of a Lord of Balance, which will be half again as powerful as either of the others
and allow you to wield both Chaos and Order magic at once.
You will experience almost unparalleled luck, along with the assurance that your foes will suffer
terrible misfortunes as well. This however, is a completely subconscious process at first, though with
years of practice, you may be able to gain a finer control of it. When do you develop your power to
that degree, you may even be able to view and manipulate the strings of fate consciously, allowing for
you to orchestrate moments where nothing is left to chance. Consciously observing and affecting fate
is a tiring process however, so one needs to be mindful when and where to use it. Note that no matter
what, you cannot make the statistically impossible possible, but as long as there is a chance for
something to happen, exert enough magical power, and it shall surely come true.
You have been blessed by Din, one of the three Goddesses and the creator of the land itself. You are
naturally tall and strong enough to toss around Gorons with ease, let alone anyone else who might try
to fight you; furthermore, only wounds inflicted by powerful weapons such as the Master Sword can
truly cause you harm. The Triforce of Power also acts as a nearly unlimited source of magic, giving you
ample fuel when it comes time to toss around spells so long as you have the ability to cast them in the
first place. Even if you don’t, you will be able to channel your raw magical power to create blasts of
magical energy that could break through castle walls with ease. Twilight does not affect your body.
You want this? Are you sure? Why don’t I explain first and let you know why this is a bad idea.
This might look like a beautiful white and pink flower, but in reality it is an infection. Sent to this earth
by the Grotesqueries, which are Angels created by God to annihilate the arrogant human race, the
Flower is a beacon and serves as their way into our reality. When it finds a host, it will bond with them,
granting them divine power and pushing them to eliminate humanity. Once the host has either given
in or lost the will to resist, the flower will bloom into a giant monster, open a way in for the other
Grotesqueries and proceed to destroy the world.
You still want this huh? Man, you must really be starved for power. Whatever, your funeral.
First off, if you weren’t an Intoner before, you are now. Go back up to the Origins section, everything
under Intoners now applies for you, except for a few things. First off, you don’t have to change your
gender to female if you’re not. Second, ignore the uncontrollable libido thing, you don’t have to deal
with that. Finally, that part about being the weakest of the Intoners? Wrong, you’re the strongest.
(You still have to get the perks if you want Intoner Mode or a Disciple though.)
Now that you’re the host of the Flower, you are the origin of a new batch of Intoners. This means that
you’re as strong as Zero was at her most powerful. There is literally nothing a human or anything else
that weak can do to harm you.Your strength, speed and Song are all boosted. Additionally, anything
that actually is strong and fast enough to damage you will find their efforts for naught. Forget the
healing factor and added endurance (though you still have those so, you know, don’t actually forget),
the Flower straight up will not let you die. If your body is ever damaged enough that you simply can’t
survive anymore, the Flower will semi-bloom until it’s the size of a man and simply spit out a bloody
new body for you. Very gross, very lovecraftian. The only things that can permanently kill you now are
Dragons or anything made of Dragon magic.
However, the main benefit of this perk is that you now have the Flower’s ability to make new Intoners.
If you choose, you can create five pseudo-clones of yourself, each an Intoner with all the power that
entails. They’ll have their own personalities and hang ups just like the canon Intoners, except the
unceasing lust from Zero will instead be replaced with whatever personality fault you chose to magnify
when you became an Intoner. In addition, they’ll have a greater ability to resist the Flower’s influence,
though not as much as you, and they won’t be suffering false memories. Maybe, if you make the
effort, you can be the type of family that Zero’s Intoners only had delusions of being.
You’ll need their power though, even if the whole family thing falls through. LIke I said, the Flower acts
as a beacon, an advanced scout. The Grotesqueries can see you now. They’re watching you. And even
if you can resist the influence of the Flower, they won’t give up. Not until they’ve exterminated
humanity. They’re coming. They’ll find their way in, with or with your help. Not just here, but in every
future Jump you make as well. Everywhere you go, divine vengeance and slaughter will follow.
So take all that power you wanted, Jumper. I hope it was worth it.
Oh, and I almost forgot. The Flower is now blossoming from one of your body parts. You can copy Zero
and choose your eye or pick somewhere else. Whatever the case, you’ll sure stand out at parties.
normal mortal mage is constrained by the limits of their mortal body and soul. The only way to
A
increase their power past a certain point is to become something more or to wield powerful artifacts.
For you, however, this is not the case. Not only do you start with much greater power than most, but
there is no true ceiling to your growth. You will, for a time, grow in power at a meteoric rate, and then
slow. But you will never reach a point where your magic cannot grow further.
Just remember... the greater the power, the greater the price.
T he Lords of Order and Chaos are powerful magical beings that were born at the dawn of time. For
untold millennia, they have been locked in a metaphysical war, attempting to further the cause of
Order or of Chaos. Primarily, this is accomplished by empowering mortal agents to act as proxies.
The most powerful and well-known example of this is Doctor Fate -- the manifestation of Nabu, the
greatest and most powerful of the Lords of Order -- who channels his power through the Helm of Fate
and those who wear it. But Nabu is far from the only Lord to empower his agents through artifacts and
one such item has fallen into your possession.
You have some wearable object that contains the essence of a lesser Lord, whether of Chaos or Order.
This item is bound to you, allowing you to summon it at-will, and when worn, grants you access to a
large sum of magical power. This would be a formidable amount of power even in the hands of a
mortal with none of their own, but it truly shines when worn by an already powerful being. The more
powerful the person wearing the Vestments, the larger the increase in power will be.
As well, when worn, the ghost of the — now long-dead — Lord will whisper into your mind, teaching
you powerful magic and prompting you to follow their agenda. The ghost will be completely unable to
possess you unless you allow them to do so and the possession may be revoked by you at any time.
You don't have to advance their cause, but they will be much more willing to teach you if you do so.
After this jump is over, you can silence the ghost or awaken it as you please.
With a second purchase (discounted if the first purchase wasn’t), you may gain the Vestments
opposite of the ones first purchased, but both cannot be used together. Or, in place of having one for
Order and one for Chaos, you may instead spend 1600 CP (prior to discounts) to purchase Vestments
containing the power of a Lord of Balance, which will be half again as powerful as either of the others
and allow you to wield both Chaos and Order magic at once.
0 CP Cost Name Jumpdoc Chapter
Warhammer Fantasy:
6 Free Imperial Lores of Imperial Colleges of Modus
Magic - Aqshy Magic
Warhammer Fantasy:
7 Free Imperial Lores of Imperial Colleges of Modus
Magic - Azyr
Magic
Warhammer Fantasy:
11 Free Imperial Lores of Imperial Colleges of Modus
Magic - Hysh Magic
Sorcery -
Chronomancy World of Darkness:
16 50 Rituals (Perfect Sorcerer Modus
Reaction)
Sorcery -
17 50 Chronomancy World of Darkness: Modus
Rituals (Time Ward) Sorcerer
Sorcery -
Chronomancy World of Darkness:
18 50 Modus
Rituals (Blight of Sorcerer
Ages)
Sorcery -
Conjuration Ritual World of Darkness:
19 50 Modus
(Sword Sorcerer
Summoning)
Fate/kaleid liner
28 100 Basic Magical Skills Modus
PRISMA ILLYA
Lore of Nehekhara -
Warhammer Fantasy:
37 100 Boosted (Lore of Modus
Tomb Kings
Light)
Warhammer Fantasy:
40 100 Enchanter Halflings Modus
Warhammer Fantasy:
43 100 Da Little WAAAGH! Orcs & Goblins Modus
Warhammer Fantasy:
44 100 Techno-Mage Modus
Skaven
Warhammer Fantasy:
45 100 Plague Bringer Modus
Skaven
Glassteel Magic
46 100 Endless Legend Modus
Foci
Villainous Aura and Legend of Zelda: Four
47 100 Light Curses Swords Modus
Sorcery -
52 100 Chronomancy (Five World of Darkness: Modus
Sorcerer
Dots)
Sorcery -
World of Darkness:
53 100 Chronomancy (Six Modus
Sorcerer
Dots)
Sorcery -
54 100 Conjuration (One World of Darkness: Modus
Sorcerer
Dot)
Sorcery - World of Darkness:
55 100 Conjuration (Two Sorcerer Modus
Dots)
Sorcery -
59 100 Conjuration (Six World of Darkness: Modus
Dots) Sorcerer
Sorcery - Mana
66 100 Manipulation (Four World of Darkness: Modus
Dots) Sorcerer
Sorcery - Mana
World of Darkness:
67 100 Manipulation (Five Modus
Sorcerer
Dots)
Sorcery - Weather
68 100 World of Darkness: Modus
Manipulation (One Sorcerer
Dot)
Sorcery - Weather World of Darkness:
69 100 Manipulation (Two Sorcerer Modus
Dots)
Sorcery - Weather
World of Darkness:
70 100 Manipulation Modus
Sorcerer
(Three Dots)
Sorcery - Weather
72 100 Manipulation (Five World of Darkness: Modus
Dots) Sorcerer
Psychic Abilities -
World of Darkness:
79 100 Psychokinesis (One Modus
Sorcerer
Dot)
Psychic Abilities -
80 100 Psychokinesis (Two World of Darkness: Modus
Sorcerer
Dots)
Psychic Abilities -
World of Darkness:
81 100 Psychokinesis Modus
Sorcerer
(Three Dots)
Psychic Abilities -
82 100 Psychokinesis (Four World of Darkness: Modus
Dots) Sorcerer
Psychic Abilities -
83 100 Psychokinesis (Five World of Darkness: Modus
Sorcerer
Dots)
Salamander Skin
96 200 Kara no Kyokai Modus
Glove
Traditional
97 200 Practices Libriomancer Modus
98 200 Cantrip Master Young Justice Modus
Warhammer Fantasy:
### 200 ICE MAGIC Kislev Modus
### 200 Magically Learned - Warhammer Fantasy: Modus
Lore of Heavens Ogre Kingdoms
Warhammer Fantasy:
### 200 Stop, Drop, and Roll Imperial Colleges of Modus
Magic
Warhammer Fantasy:
### 200 Prime Reagent Imperial Colleges of Modus
Magic
### 200 Touch of Tzeentch Warhammer Fantasy: Modus
Warriors of Chaos
Arcanum
### 200 (Additional) Mage: The Awakening Modus
Legend of Zelda:
### 200 Spirit Warrior Skyward Sword Modus
Is it possible to
learn this power?
### 200 Not from the World Seed Modus
protagonist.
### 200 Nature Natural World Seed Modus
Runic Spell
### 200 World Seed Modus
Innovator
Conniving
### 300 Corruptor Generic MG Modus
Rites and
### 400 Sacrament Tsukihime Modus
Touhou Project:
### 400 Four Seasons of Life Forbidden Hermit Modus
I Can Do It By
### 400 Yuki Yuna is a Hero Modus
Myself!
Fate/kaleid liner
### 400 Rune Magic PRISMA ILLYA Modus
Touhou Project:
### 400 Foxball Modus
Forbidden Hermit
### 400 Talent Peter Pan Modus
### 400 Maid of the Sea Peter Pan Modus
Warhammer Fantasy:
### 400 Gut Magic Dogs of War Modus
Warhammer Fantasy:
### 400 Mage Lord - Hysh Modus
Dogs of War
Mage Lord - Warhammer Fantasy:
### 400 Chamon Dogs of War Modus
Warhammer Fantasy:
### 400 Mage Lord - Gryhan Modus
Dogs of War
Warhammer Fantasy:
### 400 Mage Lord - Ulgu Dogs of War Modus
### 400 Mage Lord - Shyish Warhammer Fantasy: Modus
Dogs of War
Warhammer Fantasy:
### 400 Mage Lord - Aqshy Modus
Dogs of War
Warhammer Fantasy:
### 400 Arcane Vassal Modus
Lizardmen
World of Darkness:
### 400 Ritual Master Sorcerer Modus
### 400 Dual Casting The Elder Scrolls Modus
Touhou Project:
### 600 Luna Dial Forbidden Hermit Modus
### 600 Elite Sonny Modus
### 600 Magician Sonny Modus
Warhammer Fantasy:
### 600 Voodoo Amazons Modus
Warhammer Fantasy:
### 600 Slaughtermaster Modus
Ogre Kingdoms
Warhammer Fantasy:
### 600 Everchild Modus
High Elves
### 600 Traditional Casting Mage: The Awakening Modus
World of Darkness:
### 600 Shockingly Dynamic Sorcerer Modus
The Path of
### 600 Explosions! Konosuba Modus
###
Purchased Perks
Description
A set of personalized spell cards, essential to Danmaku battles. Though they can be destructive, they
are also completely non-lethal. Despite its name, spell cards do not need to be purely a result of
magical abilities. Even mundane technology is allowed in forging one’s spell cards During Danmaku
battles, any extremely powerful abilities that assures an “absolute victory” or an “absolute defense”
will be limited for the duration of the Danmaku battle. The reason for this was to allow humans and
Youkai to fight at an even footing, and you’re no exception to the rule.
The people of Flonyard gather and combine energy from the earth and the sky to form crests, this
world’s version to magic. You start off with the ability to cast level one crest magic, letting you do
things like boost your physical stats by a small degree. The highest level is three. With time and
training you may increase the level at which you cast. Post jump, you no longer need to rely on
external energy to cast your crest magic, you may use your own personal mana supply.
The magic supplied to all Butchers and Slaughtermasters by the Great Maw, proof of their role as its
priests and clerics. You will begin as a notably skilled wizard in this Lore, knowing a handful of spells.
Anytime a spell from this Lore is successfully cast, there is a large chance that the caster will be healed
of many of his injuries and gain a small but significant boost to his next casting of any magic.
This Lore deals largely with the act of eating and gaining power from that act, with flesh and bone and
blood and with twisting the bodies of others. The signature spell of this Lore allows the caster to
empower his allies with great fortitude and willpower by devouring bones and bone marrow. Other
spells include eating bones to snap the bones of your foes, devouring the hearts or muscles of strong
beasts to grant that same strength to yourself or others, eating stone or metal to take on that
substances durability, forcing horrific nightmares into the minds of any foe near you by devouring a
piece of a brain or skull or even taking on or granting to others the traits of monsters or beings of
whom you consume for a time, such as granting the regeneration of a troll to yourself and your
companions. Truly gifted Gut Mages can even summon the Great Maw beneath their foes, or at least a
small incarnation of it, to swallow up and devour any caught in its immense gullet.
This Lore, as with any other Lore in this world, is subject to the Winds of Chaos. At any time, the
strength of magic may wax or wane at random, forcing the user to adapt rather than try to force it to
obey them. If they are truly unlucky, the Winds will turn against them, resulting in some horrid
accident that may even cause the user’s death. But that’s only for the unlucky ones.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
No human wizard, without divine aid, can safely wield more than one Wind of Magic with any great
mastery. Those who try to wield multiple well are far too easily lured by Dark Magic, assuming they do
not destroy themselves before they can be tempted. It was this discovery in part that made Teclis
realize just how much mankind required his guidance. Therefore, while founding the Orders, Teclis
taught his human apprentices to focus on the one Wind of the eight which suited them best. The result
is the system of Lores which persists to this day under the prescriptions of the Articles of Imperial
Magic. You are sensitive to and capable of manipulating the Wind of Magic appropriate to your Order -
Ghur for Amber Magisters, Hysh for Light Magisters, and so on - and know many of the spells devised
by said Order.
The one and true mage-priests of the Great Horned Rat, the Gray Seers practice both the Lore of Ruin
and the Lore of Plagues. A blend of divine inspiration and sorcery, the horned emissaries of the Rat-
God consider it a grievous insult that Pestilens and Skryre have sought, and obtained, the secrets of
these Lores. Just one more insult and betrayal added to the list of crimes skaven have committed
against one another.
You, as an inducted Gray Seer, have begun plumbing the depths of the Great Horned Rat’s two
wonderfully vicious lores: The Lores of Ruin & Plague. The Lore of Ruin, otherwise referred to as
“Warp,” draws heavily from Warpstone and its derivative materials - allowing the caster to manipulate
chaotic energies. From this Lore come such spells as The Vermintide, or the manipulation of Warp
Lightning. The Lore of Plagues comes from the Horned Rat’s title as Harbinger - and though it rends a
toll upon the caster’s body, the manipulation of disease, pox, and cancer alike allows one to even
infect the very earth itself with diseased ichor and make poison rain down from the skies.
and lifeless to their destined end, and convey the fortune of treasures, and the bane of curses as you
please. You may break the chains that bind one spirit to another (both literally and figuratively),
emancipating all with your power.
5. Master: You may change the destined path of nearly anyone with enough power. You may through
manipulation of destiny, make a pauper into a statesmen, or lay low people of influence from their
high office. Miracles and plagues in equal measure may be accomplished, as the dice of coincidence,
luck and fate align under your spellcraft.
Forces-
1. Initiate: Through your magic, you may perceive the invisible physical forces which surround us. The
flow of gravity, the passage of invisible light, the waves of sound, the tumultuous nature of heat and
all other kinetic energy sources are laid bare to you. Perhaps you may subtly manipulate this energy to
deliver a message to a person far away, a letter whispered on the winds.
2. Apprentice: You may now maneuver some of these unseen energies to your will. You may hide
others from sight by bending the light around them, or slightly drain the kinetic force of lethal blows
before they strike you. Through your magic you may conjure light, heat or sound and make them
flourish or diminish as you please.
3. Disciple: You may transform some of the raw energies in the universe into other forms, making light
become heat, or heat into a kinetic strike. Your magic is strong enough that you may maintain your
invisibility even while in motion, and can control electricity and fire at a distance.
4. Adept: You may create thunder and fire from nothing. You may strike down at enemies with
conjured thunderbolts and may control the weather if you are strong enough. You may call rain and
winds on a clear sunny day, or bring a brief drought amidst a monsoon. Your spells may even let you
move at the speed of winds, and turn bullets aside.
5. Master: You may harness the fury of the storm and earthquake, unleashing them accordingly as you
desire. Even the fundamental force of gravity is under your control. You may create a miniature
facsimile of a sun and outright destroy the mundane technology of sleepers. You may fly through the
air as the legendary gods of old and halt bullets in midair.
Life-
1. Initiate: You may perceive the trillions of invisible microscopic lives that share our world. Your magic
allows you to nullify poison, and detect any ailment within a someone's body.
2. Apprentice: You may manipulate your own life force to an extent, using your magic to heal yourself
and dispel ailments. You may use such powers on small lower lifeforms as well (cats, dogs etc.) and
may completely dominate the least of living creatures, bending insects to your will. You may
manipulate your flesh, strengthening your bones and hardening your skin, making yourself more
resistant to damage.
3. Disciple: Higher orders of beasts will now head your mystical commands, including snakes, reptiles,
dogs and cats etc. You may throw literal barbs grown from your skin at enemies, and may mend the
injuries of allies. You may change your own shape within the limits of human possibility, as well as the
shapes of simple animals. If you desire, you may reshape your face entirely. You may adapt yourself to
your environment, using magic to make yourself grow swifter, stronger or more enduring as needed.
4. Adept: You may change your form into that of a bird or a beast or change your normal appearance
as other people would change clothes. You may change lesser beasts into greater versions of
themselves (Cats into tigers, dogs into direwolves etc.) and assert your control over them. The forms
of your fellow human beings are similarly mutable to you. If necessary you may even stimulate their
various secretory glands and hormone production to influence their behavior and urges.
5. Master: You may wear any shape with equal ease, and transform yourself into nearly any
biologically possible form that you could envision With enough time, care and application of your craft,
you may even create an entirely new species, or elevate existing creatures to take on the forms of
mythic creatures (transforming a lion into a griffon or a snake into a basilisk). Lesser creatures may be
raised up to the intellect and capacity of humans and even humans may be manipulated with enough
effort through the application of your life-controlling spells. Some may even fear you as a deity, for
you possess the magic to create life itself.
All people playing Neolife may choose two schools of magic to start with, and so do you. There’s a
school of magic for pretty much everything, including Gravity, Sound, Barrier, Blood, Aura, Origin (the
creation of matter ex nihilo), Solar, and Summoning magic. Of course, there’s also a field of magic for
any element you can think of and more, such as Fire and Earth magic, and even Nature magic and
Technomancy exist.
You can also pick two affinities to start off with at 5%. Affinities, in case you don’t know yet, can be
literally anything. If something exists, it has a mana signature. And if something has a mana signature,
the signature can be forged (cultivated) and controlled. Be it an affinity for life, fur, time, leaves, bark,
a specific fetish, or something more abstract like luck, order, madness, or chaos, the variety of
affinities is truly endless.
Little more than a sliver of condensed Dust, this wand accelerates spells cast through it, letting them
reach their target sooner, and making it harder to dodge the attack.
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Perfect Reaction(2): For the duration of the ritual( which can last for days if properly cast) it is nearly
impossible to surprise or ambush the sorcerer.
(CG Note: This perk requires Sorcery - Chronomancy (Two Dots) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Time Ward (3): This ritual creates a room-sized area in which time based abilities( including this Path)
encounter resistance.
(CG Note: This perk requires Sorcery - Chronomancy (Three Dots) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
Some, but not all, Paths also have rituals, which take an extra ten minutes to cast, but are easier to
perform, more powerful, and often capable of producing effects that cannot be replicated with normal
sorcery.
Blight of Ages (4): An object or person that the sorcerer has contact with during the entirety of the
ritual ages a period of multiple years over the course of the next several seconds.
(CG Note: This perk requires Sorcery - Chronomancy (Four Dots) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
Sword Summoning (3): Usually not literal in the modern day, this ritual allows a conjurer to prepare a
weapon ahead of time. This weapon may then be summoned, once, should there be need for it, so
long as it is within a mile or two away. Doing so is as easily as “drawing” it from a convenient shadow
or trench coat, and is even easier if the conjurer is highly familiar with the weapon in question. This
ritual is not without fault, however. The affected weapon can be no larger than a shotgun or a large
sword, and summoning almost always fails when performed in front of unbelievers, but a skilled or
subtle sorcerer can offset the later restriction.
(CG Note: This perk requires Sorcery - Conjuration (Three Dots) - World of Darkness: Sorcerer first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
Some, but not all, Paths also have rituals, which they take an extra ten minutes to cast, but are easier
to perform, more powerful, and often capable of producing effects that cannot be replicated with
normal sorcery. A sorcerer must have the appropriate dots in the appropriate path to learn a given
ritual.
Death Curse(1): The only ritual this path provides, the sorcerer’s next curse will be their last, as this
ritual causes it to consume the lifeforce of its caster. However, the effect will be several times more
powerful than they could otherwise achieve. Alternately, this ritual can confer a blessing of equal
magnitude.
(CG Note: Requires Sorcery - Fortune (One Dot) - World of Darkness: Sorcery first.)
You have a general grasp of how magic works in this world. Unfortunately, any serious magical spells
need ingredients, such as mushrooms, or scales containing the condensed essence of the Water
Dragon’s power. While with the right items and fuels, turning a mountain to ash would be a simple
feat, without any you will find yourself unable to muster up more than a refreshing, cool breeze. For
this reason, a magician who is caught unprepared is relatively easy to defeat however strong they are
after careful preparation.
You’ve got basic knowledge of magic, and can perform minor spells, such as changing the colors of
objects, weakening objects, and summoning small objects or animals.
You are talented at speaking and interpreting words that are backwards. While this doesn’t give you
the ability to cast spells like Zatanna or Zatara, you can use your backwards speech in lieu of any
somatic or verbal components for your spells, and no longer require a focus for them either- though
you may still choose to use one.
Arcane magic.This is standard “wizard” magic, Elemental magic, cast fireballs, lightning and the like,
though it includes things such as teleportation and illusions. The Circle of Interactions means that it
causes Divine magic to flicker and fail, while Infernal magic will corrupt it.
Fey magic. The magic of nature, Witches are most experienced with growing plants, indirect,
shamanistic scrying, dealing with animals, and summoning and binding powerful spirits to do their
bidding. It devours the magic of demons, but quickly falters when faced with the Divine.
Infernal magic. The magic of demons, Infernal magic is that of corruption. Though primarily based
around summoning demons, infernal magic is maddeningly stealthy, and can be most easily used to
learn abilities such as Shadow Jumping, a more subtle form of teleportation. It is also the most
dangerous of magics, however. It’s an accepted fact of life for Warlocks that they’ll most likely die not
from enemy action, but from their own magic, as the only price it takes is the cancerous corruption it
weaves into your body as it’s channeled through your aura. It corrupts and negates Arcane magic,
while being devoured by Fey.
Divine magic. The magic of the gods, this magic is one of purity. It cleanses, heals, and protects, though
it possesses the least offensive ability unless used against demons and other unnatural beings. Against
those beings, most divine magic burns, causing heavy injuries just with its presence, though this is not
absolute, such as in the case of Themynra, goddess of Drow. Furthermore, while Divine magic can be
channeled as much as you wish, it is divine power. Channelling too much will cause you to combust,
though the god you call upon will warn you before such an event occurs. Divine magic fails in the face
of the arcane, but easily sweeps aside the fey.
You have basic knowledge of magical skills. Simple bounded fields to detect people and basic use of
reinforcement to strengthen things.
Since birth, the Bray-Shaman are experienced in the use of their foul sorceries - the gifts from Tzeentch
that aid in their push for dominance. Though the Bray-Shaman are capable of tapping into all four of
their relevant Lores, each often chooses to specialize in one of the following. The first is Ghur, Lore of
Beasts and the Brown Wind of Magic, which deals with the animals and monsters of the natural world
and the shaping of one’s body. Bray-Shaman get one of these Lores for free and may purchase the
others at a discount, while other Breeds must pay full price.
Since birth, the Bray-Shaman are experienced in the use of their foul sorceries - the gifts from Tzeentch
that aid in their push for dominance. Though the Bray-Shaman are capable of tapping into all four of
their relevant Lores, each often chooses to specialize in one of the following. The second is Ulgu, Lore
of Shadow and Wind of Grey, made of deception and illusions. Bray-Shaman get one of these Lores for
free and may purchase the others at a discount, while other Breeds must pay full price.
Since birth, the Bray-Shaman are experienced in the use of their foul sorceries - the gifts from Tzeentch
that aid in their push for dominance. Though the Bray-Shaman are capable of tapping into all four of
their relevant Lores, each often chooses to specialize in one of the following. The third is Shyish, Lore
of Death and the Purple Wind that haunts where death must be faced and lives must come to an end.
Bray-Shaman get one of these Lores for free and may purchase the others at a discount, while other
Breeds must pay full price.
Since birth, the Bray-Shaman are experienced in the use of their foul sorceries - the gifts from Tzeentch
that aid in their push for dominance. Though the Bray-Shaman are capable of tapping into all four of
their relevant Lores, each often chooses to specialize in one of the following. And the fourth, exclusive
the Cloven Ones: The Lore of the Wild, a corrupt and disgusting magic that bolsters the Herd and
allows the Bray-Shaman to warp the minds of their foes, and twist nature into a monstrous force
against Mankind. Bray-Shaman get one of these Lores for free and may purchase the others at a
discount, while other Breeds must pay full price.
You are one of the few magic users within Bretonnia. Trained since childhood by the Fey Enchantress
and her fairy helpers, you know quite a fair amount of magic and have quite some skill in it too. You
have the choice of picking from one of three Lores of Magic to learn from for your starter. The Lore of
Heavens, the Lore of Life or the Lore of Beasts. Heavens deals with the skies, the atmosphere, seeing
the future and manipulating probability. You may pick one to be a well-studied and experienced user
of and it will cost 100CP more for each Lore extra you want to pick up at this level of proficiency.
You are one of the few magic users within Bretonnia. Trained since childhood by the Fey Enchantress
and her fairy helpers, you know quite a fair amount of magic and have quite some skill in it too. You
have the choice of picking from one of three Lores of Magic to learn from for your starter. The Lore of
Heavens, the Lore of Life or the Lore of Beasts. The lore of Life has to do with healing, restoring and
caring magic but also with spells to transmute the physical form of life to stone or other substances,
grow plants to attack with or even create life to attack with. You may pick one to be a well-studied and
experienced user of and it will cost 100CP more for each Lore extra you want to pick up at this level of
proficiency.
You are one of the few magic users within Bretonnia. Trained since childhood by the Fey Enchantress
and her fairy helpers, you know quite a fair amount of magic and have quite some skill in it too. You
have the choice of picking from one of three Lores of Magic to learn from for your starter. The Lore of
Heavens, the Lore of Life or the Lore of Beasts. The lore of Beasts has dealings with animals, enhancing
or transforming the body of the self or others and with some forms of monsters, particularly the more
natural sorts. You may pick one to be a well-studied and experienced user of and it will cost 100CP
more for each Lore extra you want to pick up at this level of proficiency.
The mainstay of the modern TSAB and the dominant system you will see in most Administered Worlds.
It utilizes mana in different ways for a variety of different effects and uses, and in combat, specialized
in Shooting-type and Bombardment spells, as well as other ranged spells. The downside of this system
is that it leaves something to be desired for melee combat, and Shooting and Bombardment will likely
remain your focus for some time before you can use something else…
For an extra 100CP each, those who buy or gain this perk for free may purchase similar levels of
training that they gained from this perk in the Lore of Light and the Lore of Death, both styles with
many offensive, defensive and esoteric uses, though the Lore of Death would combine best with the
undead magics of Nehekhara. (CG Note: Requires base Lore of Nehekhara - Warhammer Fantasy:
Tomb Kings first.)
For an extra 100CP each, those who buy or gain this perk for free may purchase similar levels of
training that they gained from this perk in the Lore of Light and the Lore of Death, both styles with
many offensive, defensive and esoteric uses, though the Lore of Death would combine best with the
undead magics of Nehekhara. (CG Note: Requires base Lore of Nehekhara - Warhammer Fantasy:
Tomb Kings First.)
You gain the ability to cast different spells depending on your emotional state when you access this
power. For instance, envy (green) unlocks things (locks, chests, doors, etc.), boredom/disgust (violet)
lets you polymorph targets, and fear (orange) temporarily boosts the defense of your armor. Different
emotions and variants of moods can lead to new kinds of spells, and you can expand your magic
repertoire for a specific emotion if you embrace that emotion for an extended duration.
Halflings are very resistant to magicks, but unlike the Dwarves have a fascination for the aethyric arts.
Such appreciation even sees Imperial Wizards always being able to get a free meal or overnight inn
room in the Mootland in exchange for a magical performance. Alas, for a halfling to be able to
overcome their resistance and be able to wield even one of the Winds of Magic is a monumental
effort.
You’re one of the few halflings to have done so, becoming an Enchanter. Select one of the Lores taught
by the Imperial Colleges of Magic: Fire, Beasts, Heavens, Light, Life, Metal, or Shadow (as
unfortunately, due to proximity to Sylvania the idea of a halfling practicing the Lore of Death is a nigh
impossibility). You know a marginal amount of its beginning spells such as how to generate fireworks
with the Lore of Fire, or quickening the growth of barley and fruits with Life. Unfortunately due to the
Halfling magic resistance, the Winds of Magic just refuse to accumulate near you long enough to use
any stronger spells.
After your decade in this realm is over, that particular downside goes away luckily enough.
The people of Kislev seem quaint to southerners and that is largely due to their esoteric rituals to
please the spirits. You know many such rituals and are capable of coming up with many more and
although fools from the Empire may mock you for thanking a well spirit for clean water or spending
the first day of the harvest naked in a spirit’s honour you find that regularly doing such things grants
you an unnatural amount of good fortune for both you and (when convinced to take part in such
rituals) your community.
Greenskin magic is divided into two Lores – Da Big and Little Waaagh! Da Big Waaagh! is usually used
exclusively by Orc and Savage Orc Shamans, whilst Da Little Waaagh! Is almost always restricted to
Goblin and Night Goblin Shamans. You are one of the exceptional few who has the ability to access
either one of these great lores.
Da Big WAAAGH! Is a potent collection of spells able to smash into heavily armored units, boost your
own units strength, and in invoke massive attacks that could be considered an equal to heavy artillery.
It’s a straightforward magic, but it’ll get the Job done.
Greenskin magic is divided into two Lores – Da Big and Little Waaagh! Da Big Waaagh! is usually used
exclusively by Orc and Savage Orc Shamans, whilst Da Little Waaagh! Is almost always restricted to
Goblin and Night Goblin Shamans. You are one of the exceptional few who has the ability to access
either one of these great lores.
Da Little WAAAGH! Is a sneaky selection of spellcraft that allow a caster to boost things like armor
penetration across units of allies, hide units in a sudden shadowy night, and summon forth a massive,
hundred or so feet across, ‘moon; whose gaze is baleful and curses enemies with bad luck as well as
burns them.
Grey Seers think-lie that they’re the most special of Horned One’s children. That they be the most
deserving of his Dhar-born magicks. It-it is not the case, for Skryre’s great Warlock-Engineers have the
power, the Lore of Ruin and Warp.
And as you are one of Clan Skryre, so should it make sense that you are knowledgeable in this-this
most verminous of the Horned One’s magicks. You are beginning to unlock the secrets of Ruin-Warp
magick - and all the “sacred” spells of the Seers. The Ritual of Gnawing, to conjure a swarm of invisible,
biting rats that chew through all manner of obstacle and defense; The Warp Storm, splitting the earth
and sky with wracks of warp-lightning; Or the Pit of the Underworld, to crack open the earth wide and
drop all one’s victims and “allies” many kilometers down. All these and more await your discovery,
Skryre-rat.
Grey Seers think-think that magic is gift reserved solely for them. That the rest of skaven are unworthy
to even touch-claw the secrets. But Horned Rat is Harbinger of Plague. The common rat brings disease
where they squeak-squeak. Thus, the skaven should work the same. Thusly, Clan Pestilens has
obtained the-the Lore of Plague! The world will rot, and decay, in the Horned One’s name!
A warning, brother-rat of Clan Pestilens. The Lore of Plague reaps a heavy toll on the world and the
mortals you wage war against. But it also takes a toll on the caster’s body - simply look at the current
Nurglitch on the Council of Thirteen, or Lord Skrolk. Yes, you can wreak terrible havoc with this Lore:
Infect the blades of your whole army with red pox and black plague; erupt the Weeping World Sores,
disintegrating soil and stone as you create a diseased swamp of fleshy pus and cancerous sores; Even
inducing the Black Plague within a target just at eye contact, as a few examples. But just as easily as
you wreak infection and cancer on your foes, so too can it come back to afflict your own flesh and
blood.
This featherweight staff allows the caster to channel rapidly without losing focus, and serves as an
effective blocking tool. Three spells in the time of two, and parry any incoming attack without being
distracted.
Sometimes it’s best to work from the shadows so that by the time you finish up your evil plan it’s too
late to do anything about it. Other times, you want them to know about you, your plan, your army,
their approaching doom, so on and so forth. That’s where this comes in. You’ve learned quite a bit
about curses, so much that they practically come as second nature to you. Shooting daggers with your
eyes might not be possible, but if you tried it anyways they might come down with a case of bad luck
and accidentally end up stabbing themselves. Even when you aren’t ill wishing those around you, you
put out an aura of sorts. It could be the wicked glee as you pull one over on the defenders of light, or
the sheer malice you feel at being thwarted. The more magical power you have the more you can do
with this, from simple bad luck and a vague sense of unease all the way up to leaving the hero unable
to draw his sword from lack of strength and will and outright stripping a Great Fairy of her rank, or
Not only dogiving prophets
you have magicnightmares aboutcan
but your mana youaccurately
simply from you being in
be measured in the country.unlike most
an instant,
Mage’s in this universe you find conservation of energy easy and have total awareness of your inner
reserves. You also have the ability to manipulate three of the following elements from the selection
below. You may purchase this again, discounted for Mage but not free, for an additional Element per
purchase.
The Fire Element can be used to create waves of flame and small explosions at will, both excellent for
initial damage and damage over time.
The Water Element may not seem like much at first, conjuring crashing waves of water to push or pull
foes and such, but your control over the water you create could grant you additional advantages. Like
slowly enclosing foes in layer after layer of water that, at your will would slow them down as well as
apply pressure upon foes.
The Earth Element is useful in its ability to produce blunt, but easy to manipulate, effects. Tearing up
hunks of the ground and throwing them around would be easy. While simple it is dangerously effective
and without any fancy tricks it makes up for it in impact.
The Wind Element is very good for crowd control and utility. Blades of air are damaging but the
primary power of Wind is the sheer force behind it, able to drag any foe not thrice your own size
towards you or creating whirlwinds that you can use to retrieve objects or spin around enemies to
daze them.
The Element of Darkness is a powerful additive that can easily be mixed into the other four Elements
to create stronger effects, almost twice as strong in most cases, however on it’s own it merely creates
wells of darkness that can deal no damage of note.
This allows you to use any of the various magical items of Zelda without any teaching, have a perfect
knowledge of your mana pool, and grants you a slight boost in generic mana pool size.
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[2] The chronomancer knows how to orient themselves in time to better perform any action that
requires precise timing. This spell must be cast before performing the action.
(CG Note: This perk requires Sorcery - Chronomancy (One Dot) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[3] The chronomancer may now accelerate their own personal timeline, allowing them to perform
actions and movements in what others perceive as a fraction of the time.
(CG Note: This perk requires Sorcery - Chronomancy (Two Dots) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[4] Just as the sorcerer altered their own personal timeline, they may now affect the timelines of
others, accelerating them or slowing them down, severely hampering their battle prowess in the
process.
(CG Note: This perk requires Sorcery - Chronomancy (Three Dots) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[5] This level of chronomancy allows its user to pause time in a small area, up to a square yard, for a
short period. Under stressful situations, this spell can last up to fifteen seconds, while in calmer
straights it can last up to five minutes. Anything that enters the paused area will also become frozen,
though objects only partially within the area of paused time can be manipulated from the outside.
(CG Note: This perk requires Sorcery - Chronomancy (Four Dots) - World of Darkness: Sorcerer first.)
The magical power to manipulate time. However, it cannot divine information about the past or
future, instead altering the flow of time within the present.
[6] While sorcery cannot match the sheer power of true magic, this level of chronomancy comes pretty
close. At this level, the sorcerer may make jumps through time, either traveling back in or turning back
time by short periods. This is significantly harder during combat situations, and time hopping into
occupied space can be dangerous for the mystic, though not fatal to a healthy sorcerer. The sorcerer
may also skip forward in time by the same period, should there be need to.
(CG Note: This perk requires Sorcery - Chronomancy (Five Dots) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[1] The sorcerer can move one small object within the range of 10 feet for a few feet.
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[2] The Conjurer can move simple items or conjure them from another location within the range of up
to 15 feet.
(CG Note: This perk requires Sorcery - Conjuration (One Dot) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[3] The Conjurer can move larger, more complex objects. In addition to conjuring it up, they may also
levitate it within the air. The objects may not be heavier than 200 pounds and must be within 25 feet.
(CG Note: This perk requires Sorcery - Conjuration (Two Dots) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[4] The Conjurer can move large objects like a piano and even complex life forms with at least half the
mass of a human being. Maximum range is 50 feet.
(CG Note: This perk requires Sorcery - Conjuration (Three Dots) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[5] The Conjurer can move or conjure a human, provided the subject is willing or unconscious. Objects
can be summoned from 60 feet.
(CG Note: This perk requires Sorcery - Conjuration (Four Dots) - World of Darkness: Sorcerer first.)
This path allows the sorcerer to summon objects to themselves, whether through a form of telekinesis
or apporation.
[6] The Conjurer can conjure and move objects the size of a truck, as well as up to three human-sized
lifeforms within the range of 100 miles.
(CG Note: This perk requires Sorcery - Conjuration (Five Dots) - World of Darkness: Sorcerer first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[1] One, specifically named target, receives either a mild inconvenience or an equally mild boon, once.
Examples include stubbing one’s toe, or calling at the perfect time.
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[2] Two targets, specifically named, or one ill-defined target receives either a lasting advantage or a
lasting inconvenience for a day or two, such as catching the flu, or being passed over by it.
(CG Note: Requires Sorcery - Fortune (One Dot) - World of Darkness: Sorcery first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[3] A small group of closely linked individuals( up to four people) may spend up to a week under the
effects of this spell. A major setback or breakthrough on a short term goal. Avoiding traffic and being
stuck at the DMV. Extra good or bad luck in combat situations.
(CG Note: Requires Sorcery - Fortune (Two Dots) - World of Darkness: Sorcery first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[4] A group up to the size of a football team, and no less related than one, is affected by a permanent,
debilitating injury or an equivalent advantage. Winning the lottery, bankruptcy, excellence at a critical
moment( in combat or otherwise), or utter failure at the same. This luck may continue for several
months.
(CG Note: Requires Sorcery - Fortune (Three Dots) - World of Darkness: Sorcery first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[5] Up to 100 people, with only a vague relation( all the patrons of a particular bar, for instance) can be
enchanted for multiple years. Blessing of such power can save their target from otherwise inevitable
death or misfortune, while curses can kill or cripple in painful and humiliating ways.
(CG Note: Requires Sorcery - Fortune (Four Dots) - World of Darkness: Sorcery first.)
For good or for ill, this path allows the sorcerer to control the fate of their target, and create both
blessings and curses. For reasons unknown, this path also benefits from additional assistance more
than other magics would.
[6] An entire town, battalion, or corporation may be cursed or blessed unto the seventh generation. If
there’s a fate worse than death or a way to cheat death forever, this would be a good start.
(CG Note: Requires Sorcery - Fortune (Five Dots) - World of Darkness: Sorcery first.)
[4] Drawing magical energy into oneself from places of power and attacking the life forces of others
are now within the sorcerer’s grasp. Destroying magical energy in the air or in an object or person is
also possible.
(CG Note: Requires Sorcery - Mana Manipulation (Three Dots) - World of Darkness: Sorcerer first.)
[5] The sorcerer can perform powerful countermagic and manipulate and alter the nature of the mana
they are working with.
(CG Note: Requires Sorcery - Mana Manipulation (Four Dots) - World of Darkness: Sorcerer first.)
[1] A small change, like a warm or cold breeze, for a few seconds, in a limited area, will manifest within
the next few minutes.
[2] Minor changes, like a dense fog, lasting a few minutes, within a half mile radius, will manifest
within seconds or minutes, depending on the severity of the change.
(CG Note: Requires Sorcery - Weather Manipulation (One Dot) - World of Darkness: Sorcerer first.)
[3] The weather witch may now summon or banish rains and winds, and adjust the temperature of an
area up to 30 degrees in either direction. These changes are limited in scope to a few miles around,
and last half an hour at most. Effects arrive within the minute.
(CG Note: Requires Sorcery - Weather Manipulation (Two Dots) - World of Darkness: Sorcerer first.)
[4] Changes up to 40 degrees in temperature, gale force winds, cold snaps, heat waves, powerful tides,
undercurrents, and storms appear and disappear at the sorcerer’s command, at least within a five mile
radius, for up to an hour. The sorcerer may also take control of existing weather patterns and turn
them against any nearby individual or structure. Effects are instantaneous.
(CG Note: Requires Sorcery - Weather Manipulation (Three Dots) - World of Darkness: Sorcerer first.)
[5] Blizzards, droughts, tornadoes, and other destructive weather phenomenon can be manipulated,
for up to a day, within a twenty mile diameter, lasting several hours, perhaps even a day.
(CG Note: Requires Sorcery - Weather Manipulation (Four Dots) - World of Darkness: Sorcerer first.)
Many people believe that a master of the martial arts possesses more than mundane prowess. That
there is a spiritual level to their mastery. This ability is the truth of that belief. By expending magical
energy, anyone who possesses this skill may increase their physical abilities for several seconds. Unlike
the Paths of sorcery, this form of linear magic only has one level of power. Any improvement is the
result of increased mana capacity.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Anti-psi - a rare form of psychic that creates a sort of psychic “static” that interferes with other psychic
powers, even those from other worlds( though not as much as those from this world). Including their
own( Unless they have Clutching Tight to Power, or a similar perk, of course). It also confers a minor
defense against magical psychic attacks, though this defense does not grow with the anti-psychic’s
power. Unlike other psychic powers, this one is on by default, and must be actively suppressed if the
anti-psychic wishes to deactivate it. After this jump, the jumper may deactivate this power at will.
Anti-psi - a rare form of psychic that creates a sort of psychic “static” that interferes with other psychic
powers, even those from other worlds( though not as much as those from this world). Including their
own( Unless they have Clutching Tight to Power, or a similar perk, of course). It also confers a minor
defense against magical psychic attacks, though this defense does not grow with the anti-psychic’s
power. Unlike other psychic powers, this one is on by default, and must be actively suppressed if the
anti-psychic wishes to deactivate it. After this jump, the jumper may deactivate this power at will.
(CG Note: Requires Psychic Abilities - Anti-Psy (One Dot) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Anti-psi - a rare form of psychic that creates a sort of psychic “static” that interferes with other psychic
powers, even those from other worlds( though not as much as those from this world). Including their
own( Unless they have Clutching Tight to Power, or a similar perk, of course). It also confers a minor
defense against magical psychic attacks, though this defense does not grow with the anti-psychic’s
power. Unlike other psychic powers, this one is on by default, and must be actively suppressed if the
anti-psychic wishes to deactivate it. After this jump, the jumper may deactivate this power at will.
(CG Note: Requires Psychic Abilities - Anti-Psy (Two Dots) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Anti-psi - a rare form of psychic that creates a sort of psychic “static” that interferes with other psychic
powers, even those from other worlds( though not as much as those from this world). Including their
own( Unless they have Clutching Tight to Power, or a similar perk, of course). It also confers a minor
defense against magical psychic attacks, though this defense does not grow with the anti-psychic’s
power. Unlike other psychic powers, this one is on by default, and must be actively suppressed if the
anti-psychic wishes to deactivate it. After this jump, the jumper may deactivate this power at will.
(CG Note: Requires Psychic Abilities - Anti-Psy (Three Dots) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Anti-psi - a rare form of psychic that creates a sort of psychic “static” that interferes with other psychic
powers, even those from other worlds( though not as much as those from this world). Including their
own( Unless they have Clutching Tight to Power, or a similar perk, of course). It also confers a minor
defense against magical psychic attacks, though this defense does not grow with the anti-psychic’s
power. Unlike other psychic powers, this one is on by default, and must be actively suppressed if the
anti-psychic wishes to deactivate it. After this jump, the jumper may deactivate this power at will.
(CG Note: Requires Psychic Abilities - Anti-Psy (Four Dots) - World of Darkness: Sorcery)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Also known as “telekinesis” this ability allows the psychic to move objects with their mind, so long as
they can see them. Lifting multiple objects is exponentially more difficult.
[1] At this level, the psychokinetic’s power is extremely weak, allowing them to move only a few
pounds worth of objects, at a maximum rate of 7 yards per three seconds.
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Also known as “telekinesis”, this ability allows the psychic to move objects with their mind, so long as
they can see them. Lifting multiple objects is exponentially more difficult.
[2] The psychic may now move up to 40 pounds of weight with a max speed to 9 yards per three
seconds.
(CG Note: Requires Psychic Abilities - Psychokinesis (One Dot) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Also known as “telekinesis”, this ability allows the psychic to move objects with their mind, so long as
they can see them. Lifting multiple objects is exponentially more difficult.
[3] Telekinetic strength of this level may lift up to 100 pounds at 11 yards per three seconds.
(CG Note: Requires Psychic Abilities - Psychokinesis (Two Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Also known as “telekinesis”, this ability allows the psychic to move objects with their mind, so long as
they can see them. Lifting multiple objects is exponentially more difficult.
[4] 250 pounds at 13 yards per three seconds. The telekinetic may also levitate, regardless of weight,
though only at walking speed.
(CG Note: Requires Psychic Abilities - Psychokinesis (Three Dots) - World of Darkness: Sorcerer first.)
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different.
However, both manipulate the same powers, albeit in very different ways, and are both considered
forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness
supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority
of psychic powers are innate, and can be improved, but not gained, without outside interference, in
stark contrast to sorcery.
Also known as “telekinesis”, this ability allows the psychic to move objects with their mind, so long as
they can see them. Lifting multiple objects is exponentially more difficult.
[5] 400 pounds at 15 yards per three seconds. Additionally, the psychokinetic may move two objects
without additional strain.
(CG Note: Requires Psychic Abilities - Psychokinesis (Four Dots) - World of Darkness: Sorcerer first.)
This carved wooden staff is very useful for both novice and experienced mages. While you could just
cast magic by waving your hands, spells that are focused through this will find them more directed and
easier to cast.
Ah, good ol' fire magic. Fire Magic is extremely versatile, capable of heating a household, cooking food,
or even being used to fight. While fire magic isn't much different in combat to regular magic, its
versatility is what makes it valuable. The user can even control the temperature of the fire presicely so
long as they concentrate on it, ranging anywhere from pleasantly warm to hot enough to forge steel. It
is to be noted that Fire Magic tends to not affect living beings as it would inanimate objects, so a
magical fire attack would not leave burns- Like White Magic, it instead directly attacks the SOUL.
Visions are blessings gifted by the gods to the mortals of Teyvat. But these blessings were not given
simply so that men could wage war. Anything can be used as a weapon, but conversely any tool can be
used for entertainment instead. You have a particular knack for figuring out uses of your otherwise
dangerous abilities that are far more benign and focused on quality of life. Use fire for fireworks, ice
for sculptures, or lightning for acrobatic feats. Bring a smile to those around you.
Some people have a look that is just so ‘them’. A look that goes beyond mere clothes or hair style.
Even their magic itself has shaped itself around them. Razor can summon the Wolf within him in the
form of a beastly wolf phantom. Meanwhile Hu Tao, ever the director of the Funeral Parlor, can
summon a fiery spirit to burn her foes. Like them, your own magics have been influenced just as much
as they have influenced you. They will often take on a shape that just fits who you are. Not just the
magic of Teyvat, but your other abilities can do this too.
You have gained power over this world, allowing you to use 25% of your [powers that could only be
used in certain conditions] (such as only being available in the Cognitive World) in any situation. Each
purchase will boost the percent of the conditional power by 15% (up to 100%). In other worlds this
would mean you could do things like still access some (or potentially all, if you bought this enough
times) of your magical powers even in an anti-magic or null-magic zone.
This massive great staff allows the user to slam it into the ground to turn any spell into an area of
effect. This shockwave does not tell friend from foe, so use wisely. Also great for crushing skulls.
A starter tool that helps even the most amateurish of beginners with their magecraft studies. It’s one
of Touko’s creations, made so that even someone without any magic circuits can start to gather a little
magical energy and learn to make use of it through the glove. Even on a proper Magus, it’d be helpful,
as the glove is attuned to one Element and makes it noticeably easier to control spells within that
Element. The default is fire, hence the Salamander name, but you can have it refocus onto a different
one when you buy the tool.
You have been classically trained in ancient spellcraft. Your magic is more refined, being built on a long
tradition of magic users working to improve your magical field. You need less energy to cast spells than
most magic users, are able to do magic more frequently and with a shorter casting time. You may also
engage in “cooperative” magic with other magic users, making more difficult spells easier for everyone
involved and accomplishing feats of magic impossible by a lone spellcaster. (Note: this does not grant
you access to magic, simply altering the potential of existing magics you purchase here)
Your mastery of magic has made you very flexible and versatile in the mystic arts, and you can now
modify and alter the basic spells in your repertoire. This allows you to do things like changing how a
spell is delivered; for example, turning a projectile spell into a spell delivered with a touch. In addition,
you can choose where your spells will appear from, so long as it’s within ten meters of yourself, as well
as what direction they will go. If you choose to make a spell have an area of effect or a burst effect, it
will only be able to affect an area of ten meters in any direction. In addition, if a spell is actually
described as simple or as a cantrip in setting, but still has some sort of limit or cost on using it, your
mastery of cantrips has made it so you can cast those spells for free.
You’re experienced with Atlantean sorcery, allowing you to manipulate water, using it to blast your
foes, create waves, and shield yourself. You can also create solid constructs with your water, as well as
generate electricity from your body. Advanced practitioners can do even more, such as shooting and
creating ice. Comes with free Water-Bearers.
Aerokinesis allows the user to create and manipulate the air, allowing them to push and pull objects
and enemies with air currents and create certain weather phenomena, such as twisters or tornadoes.
Skilled users can use this ability to fly.
The magic unique to Nehekharan Priests. The powers of the desert and its gods, heat and the sun and
the dead things that reside in the desert, all these fall under the Lore of Nehekhara. A wizard versed in
it could draw all the water from a man’s body by desiccation, unleash blasts of biting and tearing sand
or boiling heat, enhance his warriors with many protective spells and buffing magics or, of course, raise
and control the dead. More than any other, the Lore of Nehekhara has incredible powers to be gained
over the dead, with great wizards being able to raise thousands upon thousands of undead warriors on
their own. There is a vast amount of power to be discovered in this lore, especially around the dead or
in the desert.
Purchasing this option grants you a fair amount of knowledge and training in this magic, enough that
you could competently cast many low level spells and even some of middling power, as well as have a
wide range of knowledge on Nehekharan legend and rituals. Liches gain this option for free and gain
much more out of it, having had decades of training under other wizards in the magic.
Like mermaids, you have magical songs of your own. However, unlike the sweet songs of the ocean,
your songs are tainted with darkness and corruption. Good-aligned victims who hear the song suffer
incredible pain. In addition, the songs may have other effects, such as drawing listeners into a
hypnotized trance or making them dance uncontrollably.
Giving offense, defense, and crowd control in one package, you have the ability to manipulate and
generate one element, like fire or metal. This starts with fairly basic manipulations - reshaping,
splitting, merging - and a limited amount that can be generated or controlled -approximately a ball big
enough to fit yourself in. Time and practice will allow for more complex manipulations, a broader
category of what you can manipulate, and greater generation of your element.
Still, your element will have one area (offense, defense, or crowd control) that is comparable to the
dedicated package, with the other areas starting weaker.
Time seems to fly whenever you’re having fun doesn’t it? One moment it seems like you just started,
and the next it’s already over. To be honest, it seems that the older you get – or rather, the more
experienced you get – the quicker everything seems to move along.
For a brief period of time, you can accelerate any actions you are performing, whether it is casting a
spell, or just reading a book. This extends to even group activities as well, affecting all of your allies
involved.
You know how to set up mystical wards linked to plants around you. These wards can have a lot of
different effects, from magnetizing together or chilling metal items to enhancing plant growth to
setting traps to redirecting people away from an area. Experimenting with different plants may let you
develop new kinds of wards.
You know some various spells that only Gnomes can use. For instance, you can change the size
(shrinking/growing) of up to 6 willing subjects (this can include yourself) or 1 unwilling target. You can
also create or destroy up to 10 gallons of any liquid. In addition, you can change the warmth level of up
to 6 willing individuals or 1 single unwilling target; this causes their body’s temperature to drastically
rise or drop.
Or to be more specific, a Witch Queen. You are now a Queen for whatever species you chose for your
background (Card, Chessman, whatever specific type of Animal you chose, etc.). Don’t let your raised
status inflate your ego too much, though: there are plenty of queens in Wonderland, sometimes more
than necessary, and they don’t always tolerate rivals for the crown. Being Queen does not change your
gender (unless you want it to).
Your magic comes from miracles of faith, for you reverently follow one of several religions common in
Wonderland. The magic you can perform with this specialization depends on how much you uphold
the tenets of your chosen religion. Upholding the tenets of your faith will strengthen your power as a
cleric, while performing things considered sins by that religion will inhibit your use of that kind of
magic). You can be faithful to one of several religions, including the Church of Alice, which believes
that Alice created Wonderland through her imagination. Some people (Chessmen) take a literal view of
the scriptures (the Alice books), while Cards and Animals have a more reformed view. Alternatively,
you can be a Dinahist (an offshoot sect that reveres Alice’s beloved cat as second to only Alice herself),
or part of the Cult of th Black Kitten, a death cult that worships the infamous, naughty Black Kitten who
caused mischief during Alice’s travels through the Looking Glass. The other major religion centers
around the Spirit of Conflict, whose scriptures focus on the honor of combat between the Red and
White Chessmen.
You have the basics of Ice Magic, tapping into the cold spirit of Kislev and allowing you to safely freeze
enemies solid with a touch, create blades of ice and cause chunks of ice to fall from the sky and batter
your enemies. Your body temperature can also drop to extreme lows without any adverse effect on its
functions.
While Ice Witches are revered, unfortunately, it is prophesied that a male with ice magic will one day
destroy Kislev itself so male mages in general are distrusted and male ice wizards are unheard
of/executed.
Butchers all learn the magic of the Maw first and it is their primary focus throughout life. The Ogre
mages are capable of learning how to harness the Lore of Beasts, Lore of Death or the Lore of
Heavens. For each purchase of this perk you learn skilled proficiency in one of these Lores. The Lore of
Heavens has to deal with the manipulation of the weather to cause destruction or the reading of the
skies to predict the future and alter probability.
Butchers all learn the magic of the Maw first and it is their primary focus throughout life. The Ogre
mages are capable of learning how to harness the Lore of Beasts, Lore of Death or the Lore of
Heavens. For each purchase of this perk you learn skilled proficiency in one of these Lores. The Lore of
Beasts focuses on spells that empower or transform the user or his allies as well as commanding the
beasts of the world.
Butchers all learn the magic of the Maw first and it is their primary focus throughout life. The Ogre
mages are capable of learning how to harness the Lore of Beasts, Lore of Death or the Lore of
Heavens. For each purchase of this perk you learn skilled proficiency in one of these Lores. The Lore of
Death, unsurprisingly, has to do with killing things, both large and small and in big numbers and
individuals.
Great Shaman are so mad that even when encountering the most devastating monsters can be treated
as just a learning experience. You were taught and trained under the legendary Azhag the Slaughterer
in the Lore of Death, and whilst you maintained your connection to the Great Green the Wind of Death
are willing to serve you, though you’ve only just barely tapped into this power. This can allow you to
tap into the very beginnings of the Lore of Death.
It is one thing to start a fire with your mind, but another thing to put one out. Most Bright Wizards
must be coerced or even threatened into doing so. Luckily, your master taught you how to control
your raging heart long before you learned even a single spell as an apprentice. Your control over your
fiery spells is such that you may instantly cease the effect of any magical flame you have created with
but a thought, regardless of how unruly it would normally be. Moreover, you may contest enemy
spellcasters for control of the flames they unleash, and should your will prove stronger you may snuff
these flames or turn them backward as well.
Aethyr is the Prime Reagent, which reacts to all substances and may alter all substances through
interaction with them. Aethyr, of course, is Magic, and a Gold Wizard’s experiments with it are never
done. Like any other Gold Wizard, your fine control over magic is incredible - you are able to introduce
merely the tiniest amounts of Aethyric power to a substance, simply to see if the substance will react
consistently to it. What is more, you are able to do so in the manner necessary for experimentation, in
precisely the same amount and precisely the same way each and every time. There will surely be other
uses for your ability to wield magic so subtly, but you will always find this fine control helpful in the
laboratory.
Tzeentch’s way of battle is almost always indirect, many battles won before they were even thought of
by those who’d intended to fight them. However, there are times where the lesser beings will make
things difficult, so you will need to sully your hands. Once per day, you may use the Winds of Magic
that you can muster, or any other magical source such as your mana, to make a very small scale attack
against a single foe that totally bypasses physical armor and gets at the fool on the inside. Depending
on the amount used, you could rupture internal organs with a flick by erasing the tiniest bits of flesh in
their bodies.
...Or, should you require something for off the battlefield, you may use the exact same method to
affect a person’s mind. On a small expenditure, you can implant ideas into other people, making them
assume the idea came from them. On a large one, you can almost warp the mind, causing them to
follow an order to the end or even fill them with a false sense of hope. Keep in mind that all of this can
only be done after physical contact is made, no matter how small.
As noted, the product of all eight Winds of Magic being woven together in harmony. It is a Lore,
fittingly, with excellent spells that fit any role you could need on a battlefield. Slaying hordes? Fiery
Convocation. Smiting a single target? Soul Quench. Buffing the troops? Hand of Glory. Ruining your
enemy’s favorite magic toy? Arcane Unforgiving. Additionally, as an Asur caster of this Lore you receive
an escalating, magical, defensive screen while continuing to cast spells from this Lore.
While it certainly isn’t overly talked about, given the prevalence of the auspiciousness of High Magic,
the Asur Mages have access to every other common Lore of magic. Yes indeed, odd as it may be to
think of a noble High Elf utilizing the Lore of Shadows, or Death, you can certainly do so if the Qhaysh
is truly not to your liking. Furthermore, from here onwards you will have unilateral access to every
avenue of magic you encounter that is not restricted by something like race, or otherwise secret.
Add a level to any Arcanum, in accordance with your Gnosis level. (CG Note: Requires Gnosis (One
Dot) - Mage: The Awakening and Arcanum (Basic) - Mage: The Awakening first.)
Whether it be a profession, or a skill a race possesses, you have a decent selection of options to
choose from. You receive your first pick here for free, and all others are the listed price of 200cp. Races
with more than one may pick between them, but will only receive a single freebie.
Thief’s Aura: Once per day, when intending to commit theft against someone’s person, you may bump
into them. If your spiritual power is more than theirs is, they will automatically drop small items of
small worth. Things like bombs, identification cards, and rupees(or other money) which you can quickly
snatch up. This aura will not work against an adversary’s weapons, or armor or things of significant
power. But you can steal their Force Gems.
Whether it be a profession, or a skill a race possesses, you have a decent selection of options to
choose from. You receive your first pick here for free, and all others are the listed price of 200cp. Races
with more than one may pick between them, but will only receive a single freebie.
Wizzrobe Wyrdness: Like a wizard in classic attire, with heavy robes and wide-brimmed hats. You have
the ability to hide your features when in a robe with magic, making it seem like your face is just pitch
blackness with white eyes and summoning of a white beard to complete the ensemble. The Wizzrobes
have three magical disciplines by this time, Fire, Ice, and pure magic attacks. But their greatest ability is
the ability to suck out force gems from their opponents to recharge their magic reserves- albeit at a
very low rate. After this jump, this becomes being able to suck out any magic-based energy source
from an enemy to replenish your own magical reserves. They also have a peculiar ability to summon
Stalfos, by firing a homing sphere of white light that breaks into three empowered Stalfos when it hits
an enemy. When these stalfos are defeated they live on as floating skulls for a minute more as they
gain temporary immunity to physical and magical attacks. All of these abilities are held in a Spellbook
that you will learn these abilities by the end of this jump. You may not reach the heights of the Sages,
Vaati, or the Maidens alone with this- but you’d have a good chance of mastering the minimum
capabilities required for becoming one of their apprentices. You get a free set of wizzrobes as well.
Magic is incredibly prevalent among the more powerful enemies and allies you’ll meet during your
stay. As an up and coming Sorcerer or Sorceress yourself, it’d be silly to be without it, now wouldn’t it?
The magic of this world is capable of quite a few things and feats. The most basic application is
transforming magic into one of a few elements like light, darkness, fire, lightning or water as examples
to combat enemies or for normal utility.
Magic is also capable of enhancing objects or manipulating magical objects and things. This can be
used to reinforce an object’s toughness, animate things such as commanding the pages of a magic
tome to fly out at your direction, willing magical relics to activate and work on command and so on.
Lastly, magic is able to summon familiar objects or people from far away, as well as conjure objects out
of thin air. Conjuration is quite difficult without intimate familiarity in what you’re trying to fabricate
however, more so if you want some form of permanence in it.
Magic runs off of stamina and knowledge for the most part, with greater feats being more taxing.
While the basic principles of magic are bundled into the Sorcerer/Sorceress origin, this perk allows you
to leap ahead with your knowledge in elemental manipulation and master an element of your choice.
As it turns out, Nayru is actually a really great singer. Like, woodland creatures come out and gather
around to hear her sing. And then don’t run away when normal people show up to listen as well.
Seriously, this is some disney princess level stuff. But, beyond just having the perfect voice for song
and several heaps of talent at singing, you also have a semi-unique skill. See, the songs that are
supposed to be played on the Harp of Ages in order to control its power? Nayru can use those songs
without the harp. You can now pull this off with any magical instrument, not just Nayru’s harp. Now, in
order to pull this off you do need a level of familiarity with it, maybe permission from its owner, but
after that? Go wild and please don’t break time.
You may not think that such a simple skill could ever be of use to a god or someone chosen by a god,
but as it turns out, music is something favored by them as a password of sorts. As such, you are now a
half decent composer and musician, able to play damn near any song after hearing it only once or
twice, as well as write your own with minimal difficulty. But, even more importantly, you’re able to use
that music as a channel to cast magic, or to cast a spell on a delay such that it would wait a thousand
years for someone to finish the song before activating properly. Using a song in such a manner
requires quite a bit of magic, something you have now, but you won’t be doing this on any regular
basis.
Or perhaps a more traditional usage of magic might appeal to you more than the fancier methods
above? However it came about, you’ve managed to learn a handful of magical techniques. Three of
them, to be precise. The first is a barrier, a defensive technique meant to defend. The strength of the
shield depends on how much magic you use, meaning it can potentially stand up to the Demon Lord
himself, if only for a time. The second is a simple ‘bomb’ technique, creating a ball of energy that
explodes with a great deal of force after a moment or two - or a second or two. The last is a Sheikah
technique, using magical power to enhance one’s physical strength. Punch harder to make your foes
go down... Or run away faster. And of course to power these you have a modicum of magical energy,
though not enough for prolonged combat.
Magic used against you is slightly more cohesive than it should be. Not enough to do any additional
damage, but just enough that you might be able to deflect it. It does require that the magic be
projectile in nature, but with a little bit of timing, those spells could explode in their own users’ faces.
Keep in mind though, they could potentially bounce it BACK, and that it will eventually explode at
some point in the ensuing tennis match. Also, beams are much much harder to deflect than an
ordinary - well, I say ordinary but this is magic we speak of - projectile.
An instrument of some kind that enables you to use the various magical melodies of Hyrule. However,
you cannot use any time travel melodies. This restriction doesn't go away after you leave the jump.
While sorcerers don’t have the fear Paradox like mages, attempt to perform magic in front of
nonbelievers is somewhat more difficult. Not so for you. For one reason or another, your linear magic
is not penalized by mortal observation, nor does it become more dangerous.
When the Sea Elves were cast out from the Aldmer, they retreated to Pyandonea, an island hidden
behind magical mist. Due to this aquatic environment, not only are you a skilled sailor, but you are
trained to utilize water magic, which is rarely remembered by the mainland races.
The inhabitants of Skyrim long before the Nords migrated from Atmora, there was a reason they were
called the Snow Elves. You share their immunity to frost, as well as your frost spells being much more
potent at only half the cost. Any frost enchantments you place will also be twice as powerful.
That's my Attack! You have the ability to control an opponent's personal gravity. With a single
purchase, you can force a floating or flying opponent down to the ground, removing their ability to fly
(but not their ability to jump). However, your magical attacks must now accommodate this, becoming
patterned to force them through an obstacle course they must jump over to avoid your attacks. You
can only use this on one foe at a time, but you can switch between targets freely.
When you're Green, you can't run away! Unless your opponents learn to face danger head-on, they
won't last a second against you! You have the ability to root an opponent in place. They won't be able
to move an inch from where they stand- But they will also gain an impenetrable magic shield that
covers 90 degrees in front of them, and they can rotate freely. The answer to this limitation, of course,
is to attack from all sides! While your opponent is in this state, you can rapid-fire attacks from all sides,
and even attacks that circle around to the opposite side they appear to be coming from! The only
caveat is that the attack must be able to be blocked- You can't actually attack from multiple sides at
once. You can only affect one foe at a time with this technique.
When you entered into this world, a little of this world entered into you. It has left your abilities
changed in a small but significant way; the phenomena of elemental reactions has permeated
throughout the rest of your abilities. When utilising the elements with your powers they are liable to
react in much the same way as in this world. If you were to mix the powers of fire and lightning, rather
than just being shocked and burned, these two elements would react most explosively. Similarly,
should you mix something like Ice and Water, you would find the freezing power of the ice magnifying
manyfold. Who knows what reactions might be generated as you visit new worlds and gain command
over entirely different elements?
Visions are what allow mortal men the ability to use the elemental powers of Teyvat. Yet despite this
supposedly steadfast rule, there are those who are able to use this power without any kind of focus.
The most obvious example of such a person would be the Traveler, though as a world traveler they are
something of an anomaly. As a world traveler yourself, your nature allows you to use the power of
Teyvat without the need of a focus. In other worlds and jumps too, you will find that you do not
require some kind focus such as wand or staff to use your magic. It is simply part of who you are.
Not only Mages can perform magic. Well, okay, only mages can, because a mage is a magic-wielder.
Point is, even if you didn’t take the origin, you’re now a part of the club! Now you too can wield the
forces of the universe. Dark Magic is available to all, Primal Magic is difficult for humans to learn, but
rewarding.
An elf is perfection, at least according to Elves. Everything they do or make is just a little better. By
taking this, your blows land more precisely, your handicrafts are more elegant, your designs more
refined, and magic, above all else, becomes precise and flexible for each spell to encompass a wide
variety of functions, from snuffing a single candle to bowling people over in a gale.
With the upcoming changes in the world, or even just by playing Neolife, you’re undoubtedly going to
come into the possession of many new skills and abilities. But is it really the strength of his powers
that defines a man? No, it is how he uses said powers. Well, using them better is mainly to get even
more powerful, but you get the gist. And with this perk you get it even more.
Using your abilities to their fullest potential is child’s play to you, and you can easily use several
abilities you have in tandem to amplify their strength beyond what might be expected of them. What’s
more, you also have a talent at coming up with entirely new techniques and ways to use any powers
you have for most any situation you can think of. If you have the Fire affinity, you won’t even need to
think for a second before realizing that you can also use it to pull fire mana out of an object to freeze
it, and having to shoot your enemies with twenty variations of elemental beams will be a thing of the
past. You also possess the mental faculties to actually question how your powers work, and if you ever
used shadow magic, you would surely recognize that it could only work if a separate shadow realm
existed. So rest assured, as with these gifts you’ll never need a divine intervention to actually use the
vast power you have gained.
To raise an Affinity can be harder than it sounds. The required steps to do so are to send out your
mana to connect to an element, attuning your mana to match said element as closely as possible, and
then cycling it by pulling just a little bit of mana from the element and assimilating it with your own.
Even “finding” the mana of an affinity besides the main seven elements can be extremely hard. Gravity
and Time might be all around you, but it’s not easy at all to pick them out of the all the mana types
swirling around you. In this kind of endeavor though, you’ve got a bit of a leg up on others.
You have an “affinity” of sorts for cultivating affinities - or rather, integrating yourself with, studying,
and manipulating nature. With a bit of meditation and some time, you can easily identify whatever
there is in your surroundings, even obscure mana types such as Order or Chaos that would normally be
nigh-impossible to cultivate without finding a major source of them first. Even cultivating Time mana
anywhere you want would be possible for you, though quite a bit slower than if you were near a large
source of it, such as by speeding your personal time up by a few million times through the attraction of
time mana, considering how spread out it is over the universe. Still, just the fact that you are able to
do so at all without resorting to methods like that could make a few people jealous.
Once you have an affinity, you’ll also find it easier to manipulate its element, make it seemingly
moving on its own volition to follow your commands, and having to use less mana to control it. And
don’t think that this skill is limited to helping you with Druid skills like World Casting or training
affinities. A Mage could just as easily study nature to come up with highly efficient spells imitating it,
and a Rogue would find it helping make their illusions seem more natural and difficult to see through.
It’ll help you with all other abilities that work with or through nature as well.
Considering that one simply needs to combine the runes for “Blast” and “Fire” to make a fireball, or do
the same with the “Reinforce” and “Mind” runes to create a basic spell to protect against mind altering
effects, one might think that runic magic is incredibly easy. Well, one would be wrong. Runes can be
considered a programming language of sorts, affecting reality. They are used to program magical
devices, and also for Runic Magic, an alternative to Arcane Magic that uses less mana and requires less
control over it, but only does exactly what you program it to do. Now, as with regular programming,
any schmuck can do the equivalent of writing “hello world” and throw a fireball or two, but anything
more complex than that requires intelligence, creativity, ingenuity, and patience.Things that you now
possess in spades. And with that and the knowledge of the runic language, infinite possibilities lie open
to you: whether it’s bashing someone’s head in with the “Force” rune, setting up intricate spell
diagrams and runic circles to automate even the most complex of processes, or creating spells of all
magical disciplines for anything you can think of and more, someone who truly knows how to use
Runic Magic is a sight to behold. And your true talent, the invention and creation of new runic spells
and programs, applies to all of these avenues. If you keep at it, no magic will be beyond your reach.
That spell just feels so good. You can’t resist using it over and over. It might not be the best spell for
the situation but you can’t force yourself to even learn any other. Thankfully, you need not suffer
without benefit. For you, magic feels good to use. A pleasure on a physical, emotional and even
spiritual level that calms and satisfies you. But when you wish, you can deepen this enjoyment for
specific spells. By forcibly creating a growing addiction to a single spell, heightening the pleasure you
receive, you can make that spell easier and better. The more addicted you are to it, the greater its
power will become and the easier it’ll be for you to use. If you became obsessed enough to base major
portions of your life around a single spell, you could see yourself getting many times the normal power
from it and able to cast it ten times as much as normal, the costs have decreased so much. Be careful
however as this perk provides no way to get out of these addictions and you’ll need to break them the
old fashioned way, though do note that doing so will also remove the benefits.
Now that you have your familiar, you need your proper implement for magic use. You now have a
wand or staff that is best suited for a specific kind of magic of your choice. It can be as specific as the
Explosion spell from this world or as broad as any kind of necromancy magic. The more specific, the
better the boost this implement will give to the power of the spell when you use it to cast that magic.
A single spell could be three or even four times as good but an entire field of magic might only be ten
percent again as strong as normal. The implement can be as fancy or simple as you like too.
Electrokinesis allows the user to manipulate existing sources of electricity, such as power plants or
storm clouds, as well as create a small amount of electricity themselves. This can be used to fry most
electronics, as well as your enemies.
Pyrokinesis allows the user to create and manipulate fire and heat, allowing them to throw fireballs
and greatly increase the ambient temperature. The user is also immune to fire and most forms of heat;
not to the point of being able to fly through the sun, but they could fly much closer than most
spacecraft.
Device? Who needs one of those? While you won’t have the calculations and aid of said Device, you
know how to use the magic of this world by hand alone, and have a talent for doing so. You might have
a harder time against someone using an advanced enough Device, and by-hand magic can be a little
more costly in mana, but you don’t have to worry about being caught off guard without your gear
anytime soon.
Rather than going for a direct approach, you go for the sneaky approach. This package covers
destruction of magical effects, as well as hostile manipulation of magical effects. Turn a summon
against its creator, or just cause a forcefield to fall apart. Put in the time and practice and be able to
pick magical locks, or spoof the identification systems on artifacts.
With decades of practice towards one goal, you could alter the type of energy someone has or alter
the way their mind works.
The voice of a mermaid is beyond measure, and can make men jump off sharp rocks to hear the
melody up close. Your voice and song is especially gifted for a mermaid, and you can enchant the
hearts of victims with but a few verses. You gain extra power under the moonlight, and it is said that
those who hear the mermaids’ song under the moon will follow the song to the source and do
anything the mermaids wish, never to be seen again. With particularly weak-minded saps, you can
completely mesmerize them and implant suggestions in their brain that they will believe that they
thought up themselves. Furthermore, mermaid songs at night often contain potent curses that vary
between the victims; pirates hallucinate and see old enemies, birds and other flying beings start flying
upside down as they lose their sense of up and down, and fairies transform into bats. For the magic to
take effect, the victims must be able to hear the song; if they are able to avoid hearing it, they won’t
be ensnared. The range of the song depends on the acoustics, but at most has at most the radius of
half a mile. Also, the strength of the effect is split between all listeners, and therefore dilutes with a
large audience. On the other hand, every voice added to the chorus strengthens the song’s power, and
moonlight strengthens the magic night effects. Also, since mermaid songs are never dampened by
water or storm, the songs will retain their full intensity even at the bottom of the sea or in the middle
of a hurricane.
You are able to wield the powers of magic, shaping it and sending it to rain ruin down on your foes or
succour your allies. In this world though, you drawn power from the winds of magic, and while they
always blow, sometimes they blow enough for you to cast spells enough to shatter mountains,
sometimes you will struggle to light a candle.
While those with this perk can wear magical and non-magical metal armour such as chainmail or
platemail, such equipment does make it much more difficult and much more tiring to work spells.
This magic is extremely unique in the fact it is harnessed by Orc and Goblin Shamans not from the
winds of Magic, but from the power of a Waaagh! itself and the individuals within it. The magic
channelled by Goblin Shamans and Orc Shamans, is very different however (Little Waaagh! and Big
Waaagh! respectively). Orc magic mainly stomps on, punches, shoots at, and generally is rather violent
towards the enemy. Goblin magic, however, is far sneakier, tricking and enfeebling the foe and making
Orc and Goblin soldiers better, occasionally resorting to a few offensive damage spells.
You know how to create and use the magic wards that John Darling (now called the Lich Boy) uses to
guard his secret lair. Unlike the Tylwyth Teg which are attuned to nature, these wards are more cut-
and-dry, academic-style magic, though still capable of manipulating the elements. Effects from these
runes/glyphs when triggered include but are not limited to: negating all magic in the area, causing fire
(under daylight) or necrotic (under moonlight) damage, teleporting people away, and dropping the
temperature to below freezing. With this perk, you also gain the ability to more easily build structures
into surfaces that would otherwise be difficult, such as a dungeon under a sandy beach.
Your magic is exceptionally potent- Even compared to other monsters. All of your magic abilities
purchased in this jump are amplified by this perk twofold, to the point where even your basic White
Magic attacks are complex and capable of causing potent damage to a potential foe. Even magic
purchased outside of this jump is slightly amplified by this ability, if only in raw power. In addition,
movement-restricting magic becomes much more potent.
(CG Note: The next part of this perk requires You’re Blue Now - Undertale first.)
With You're Blue Now, you can manipulate your opponent's gravity based on your perspective- You
can force them to the ground, send them flying up in the air, or careening to the left or right. While
this technique is potent, it does have a maximum range of around 10 meters, at which point your
opponent just lands on the air as if it were a solid surface. It's also very draining and can exhaust the
user quickly if overused.
(CG Note: The next part of this perk requires It’s Not Easy Being Green - Undertale first.)
With It's Not Easy Being Green, your opponent gains two independent shields they must manipulate-
And your ability to output attacks doubles. You may now attack from two directions at once, forcing
your opponent to concentrate on two avenues of attack instead of just one.
(CG Note: The next part of this perk requires Purple Suits You - Undertale first.)
With Purple Suits You, your opponent's movement is further restricted to the intersections and
vertices of your web- Attempting to move along the web instead zips them to the next intersection.
Use this to your advantage and set up traps for them.
You have gained power over this world, allowing you to use 25% of your [powers that could only be
used in certain conditions] (such as only being available in the Cognitive World) in any situation. Each
purchase will boost the percent of the conditional power by 15% (up to 100%). In other worlds this
would mean you could do things like still access some (or potentially all, if you bought this enough
times) of your magical powers even in an anti-magic or null-magic zone.
Where did you find such knowledge, Jumper? From a past life, perhaps...? It’s unusual for the Church
to make use of spells, but you’ve managed to utilize a few inspired by an unknown source. These spells
include the Cremation Rite, which will cause a weapon so enchanted with it to make a target burst into
flames upon impact, the Internment Rite which causes a target to change to stone, the Mummification
Rite which desiccates the target once they are pierced, and for some odd reason, an Excarnation Rite
that summons a horde of angry crows to attack the target. In addition, this knowledge comes with the
basics of how to make similar one-use enchantments for weapons, letting you perhaps create similar
effects of your own after some practice.
Unlike Mermaids, which depend on song for their powers, your control over water is more innate, and
does not require song or magical reserves to be activated. You can summon typhoons by spinning in
place, manifest water dragons that spout like geysers, or shoot ice from your hands, among other
possibilities. You generally start with a specific specialty of your choice and can only extend to other
types of water magic in time, but your magic is still rather versatile and can be activated and
manipulated at your own will. With enough power, you can even call forth tsunami-level tidal waves,
or split the ocean in half to create waterfalls.
Geokinesis allows the user to control and manipulate the earth, and includes the abilities to change its
composition and density, turning rock to dirt or sand as well as allowing the user to throw large
boulders and even temporarily allowing small amounts of earth to become lighter than air, allowing it
to be “levitated”. The amount of earth the user can control increases with experience.
You have control over life force. You could manipulate the four seasons, bringing summer, winter,
autumn or spring as you desire, open doors on the backs of creatures which leads into a private realm
where you can send life energy to any door you wish no matter the distance in the real world, and
awaken inanimate objects and turn them into living creatures by creating doors on their backs and
pouring life energy into it.
You control the winds, from producing hurricane-force air currents to dispersing similar forces. You
could level a city if you really exerted yourself, or more productively prevent it from being levelled by
hurricane-force winds, tornadoes, and similar disasters. You can also easily listen to words carried on
the wind, a useful ability should you wish to spy gather information.
You are a bard. A rare class of magic user who can use music to change the world. Music is most useful
for altering the mental state of others, making them calmer or more compliant to your will.
Alternatively it could make someone more aggressive, or in some cases more clear headed (and
arguably intelligent). If the subtle manipulation of emotions isn’t your style, perhaps you could default
to the standard “blast them with unnatural vibrations” style of bardic music. Whatever you decide to
do, the magic of music is sure to set you free.
This is where it starts to get interesting. You have training in how to use real magic, whether you have
training in a specialized version such as the backwards magic that the Zatara family uses or a more
generalized type, you're capable of some fun stuff. Teleporting, transmuting, energy blasts, etc. On a
small scale, you're capable of just about anything if you have the energy and know the right spells.
You have roughly the same level of training and potential as Zatanna does.
You know how sometimes people seem to be able to hold conversations or go on monologues during a
short leap or cast spells to stop bullets after they leave the barrel of a gun? Well, now you can, too!
If you so choose, whenever you begin to speak, time will be compressed. This effect will not last
indefinitely; maybe a paragraph or two can be exchanged in a single instant. Where this really shines is
that you can cast any short, verbal spells effectively instantly, thereby eliminating a large weakness of
many types of magic. This same effect will also be applied to anyone you are speaking to -- though
they cannot use it to cast their spells, only to talk -- and attempting to somehow game this for uses
other than talking or casting spells will end it.
Oh and no one will find this strange or even notice it unless they happen to be... aware of the true
nature of reality
The Gods above have granted a powerful magic upon their chosen. Holy magic, the magic of light,
healing, and protection. This is the magic of Heroes. It’s small scale, better suited to strengthening the
one who bears it than to massive acts of destruction, but do not think the second is impossible for
those who call upon it. This divine strength has other benefits, however. You have been trained in
these arts for five years, and you will find your spells more difficult to disrupt, even to the point that a
Demon of Corruption cannot twist them away from you.
Blood magic, necromancy, and demon summoning. What fun. The magics of Praes are dark ones,
appropriate to those in service to the Gods Below. Your knowledge of the ritual magic of Villains is
amazing, allowing you to bleed out a few prisoners in order to keep a massive area growing bountiful
food, letting you call powerful demons with little risk to yourself, or forge powerful pacts with the
greatest among them, allowing you to single-handedly turn the flow of entire battles. You have five
years of training in these magics, and your spells are stronger, and can grow stronger still with
sacrifices, either of blood, or of your own defenses.
For creatures without any, the Undead seem to have quite an affinity for blood. You could just
consume it for a weaker version of soul eating, but it has so many more uses. You can summon and
manipulate it, use it to cast spells, or even cause it to explode. Because of its magical nature, this blood
is much harder and sharper when solidified or put under high enough pressure than it has any right to,
somehow equaling divine weapons in cutting power, and the energy its releases equal to that of
magic. Flying sickles of blood, a quickly traced ritual circle, or an exploding geyser of blood are just a
few uses of this power, and the inventive will discover many more.
You’re good at manipulating the Circle of Interactions to screw over your opponents. Not only can you
easily figure out what sorts of magic your opponents are using, but also what kinds of magic will best
disrupt it. In fact, you’ll find that the Circle remains in effect even outside of jump when you wish it!
Your arcane magic disrupts divine which snuffs out fey, which devours infernal, which scatters arcane.
Furthermore, you can learn spells to not just negate but consume the appropriate magics, feeding on
divine spells to enhance the raw power of your own arcane ones, for example. In worlds that aren’t so
kind as to have these arbitrary distinctions, Divine is if granted by a god, Fey is nature, Infernal is
demonic, and Arcane is everything else.
You don’t have time to waste to make long chants during a fight in the battlefield. There are many
other things to worry about, and long chants shouldn’t be one of them. Actually diverting your
attention to reading something for a long chant can be deadly in the battlefield. Luckily, though, you
don’t have to worry about that. As long as your words carry the spirit of the chant, you can easily
substitute any long chants for ceremonies or spells for a few time-cutting short phrases. Also helps if
you’re poor at memorization.
You’ve been spending that time fighting for giant Vertexes by yourself, you don’t need other heroes to
fight by your side. In fact, all you need is your sword or some other similarly shaped weapon or object
to act as a fellow hero when sealing. And now you possess this skill in other ceremonies or spells. You
need multiple people in any ceremony or to help you cast a spell? Not anymore! You can do it by
yourself! All you need is a sword or some other sword-sized object to hurl down to act as another
person to fulfill the requirement of multiple people needed. Of course...a typical sword can’t provide
for the power of friendship or love. Or magic if there’s no magic inside the weapon.
Runes are a type of Magecraft that originated in Scandinavia during the Age of the Gods. They work
through inscribing symbols that realize mysteries accordingly with the meaning that they represent.
For example Ehwaz is a Rune of Hardening that when inscribed on gloves gives them durability greater
than tungsten steel and can enhance the strength of the person wearing them, for further examples of
Runes look in the notes.
There’s probably more but they aren’t mentioned in canon so feel free to use others as long as they
don’t outstrip the others.
You know thaumaturgy involving the manipulation of gravity. You can use this to alter how gravity
affects a single target changing the magnitude and direction of the force. With twenty circuits you can
reduce the force of gravity to survive a hundred metre fall easily. Further practise and more magical
power will increase the magnitude of the force you can control.
You are an expert at wielding the power of the crest, many could say you are one of the best in the
kingdom. This boosts your crest ability all the way to level three, letting you launch large scale attacks
that can devastate entire acres at once. You still have much to potentially learn, one day being able to
slice a watchtower in half with wind alone, but that is a ways off.
Even in this colour and happy world, there is a smudge of darkness. This smudge is the power of
curses. Vile magics made by evil beings. You can now use this foul magic, at a level equivalent to a
novice level three crest user. This magics can be used to corrupt the innocent or inflict great pain. The
greatest of these curses would even allow you to kill beings in areas where deaths are not normally
possible. This is the equivalent to black magic.
You will have power over the Wu Xing elements – Wood, Fire, Earth, Metal and Water. Each ability has
a lot of potential by themselves, but shine brightest when creatively used together to manipulate the
world all around you. Alternatively, some magicians have opted to focus on one element in particular
while ignoring the rest to give themselves an exponential boost for that particular element when
compared to one with a jack of all trades approach. This magic also allows for you to invoke and
manipulate the power of the sun and the moon, further empowering your abilities.
A relic of earlier times, a Foxball is an old way Kitsune used to allow new members of their kind to
practice magic. It’s a big ball of fluff with a pit similar to a bean inside that contains all the magical
essence of a Kitsune. Anyone who holds it can easily cast spells that normally only elder youkai could,
in addition holding it blesses you with constant low-level good fortune and the ability to see through
magical disguises. Not to be confused with a large ball of mould that grew in the back of your
warehouse.
Each fairy is born with an innate talent that defines her role in Neverland and what sort of magic she
has. If you do not buy a talent, you will get a lot of strange looks from your fellow fairies. The power of
the talent is proportional to your size. It is possible to teach your talent(s) to others, though it will take
quite some time for them to learn anything more than minor little tricks (it’s easier when you are
teaching people with innate affinity for your talent); in turn, you might be able to learn a couple things
from other talents, but not nearly as much as you would with it as your talent. Also, your control over
your talent is enhanced with the One Feeling at a Time perk. Shoot the Birdie! lets you take leadership
over people who specialize in/practice your talent.
Fairies can either purchase a talent of their choice from the list with a discount on the price or, for
free, roll a 1d9 to determine their talent. In the case that you roll a 9, you instead get a common talent
such as laundry or table-setting; you will become highly skilled in your respective talents and now find
the activity highly relaxing and blissful, but your abilities are more mundane than the rare talents
offered below. You may purchase more than one talent if you wish. When purchasing additional
talents, you need not roll; you can simply select the talent(s) you want for the discounted price.
Other backgrounds can purchase a talent for the full price, but they must roll a 1d9 to determine
which talent they receive. When purchasing additional talents, you need not roll; you can simply select
the talent(s) you want.
1. Tinker- Tinkers are master craftsmen and women when they put their mind to it, and can make
priceless works out of mere scraps. Interestingly, the trade of the tinkers requires them to work with
iron often, yet they have no issue with the metal. While all Neverland fairies are immune to iron’s
effects on the fae, after the jump you will be immune to any negative mystical effects that iron might
have on you, as well as any other metals that affect fairies. In addition, your talent gives you increased
skill at finding utility in almost any material you obtain, even scraps thrown away as trash by others.
2. Animal- You can speak to any small animal in its native tongue and sense their emotions, allowing
you to understand its condition and its needs. Therefore, you are responsible for looking after the
smaller animals throughout Neverland. Like the animals you tend, you have a heightened sense of
smell and hearing, and are a good tracker. In addition, animals know many shortcuts and hidden
passageways that you can access and gain safe passage through. The talent also gives you increased
skill in teaching/domesticating wild animals and finding good uses for their special skills (without
harming them).
3. Garden- You can sense the needs of plants and imbue them with magic to grow. By producing just a
speck of pixie dust, you can make a plant grow and blossom instantly. Moreover, just by examining a
plant you can identify its key qualities and needs. You are also able to train small bugs such as worms
and bees to help take care of your plants. Plus, you have a good sense of balance – which will come in
handy when you need to carry half a dozen berries on your head.
4. Water- You have control over water, alter it between solid, gaseous, and liquid states, and form it
into various animal shapes or even into fountains. You can send special messages in bubbles that only
pop open to reveal the message for the intended recipient. In addition, you can find hidden sources of
water. Being filled with so much water in their hearts, water fairies tend to cry whenever they feel
strong emotions, whether happy or sad. You also know the “language of water” to communicate to a
degree with any bit of water, which may enhance other water abilities you have (see Ocean Secrets).
5. Kitchen- Technically, the kitchen talents are subdivided among over 25 individual talents ranging
from baking to scullery, but you have a knack for kitchens in general. And for fairies, given their small
size and the lack of modern amenities in Neverland, chefs are greatly valued for their ability to make
delicious foods from almost anything. You have not only increased ability at finding useful ingredients,
but you can produce tasty replicas of normal recipes using any available resources – even if it shouldn’t
make sense to be able to make pastries solely from things you collected from a nearby tree, but
Mermaids are spirits of the water, and thus have amazing control over the element. You can control
whirlpools, summon floods, or sink ships in terrible storms with but a few airy gestures from your
hand. Most of all, you are skilled with creating and controlling bubbles. You can trap victims in human-
sized bubbles so that they can breathe underwater (until the bubble shrivels up), or even trap all of a
victim’s laughter into a bubble for you to play with as you please (fun fact – did you know that without
laughter in their heart, a person will eventually die?). Whenever you cry, all the water around you can
erupt in a chaotic storm.
Black Cats and Voodoo dolls are your style. You have a set of minor rituals, which can handle any
number of mundane tasks. Finding lost items, getting obtuse but always accurate fortunes, and
otherwise being able to handle damn near anything that isn’t outright ‘magic’. Rule of thumb is, if
sufficient amounts of dumb luck and coincidence could make it happen without it being undeniably
“magic”, you can probably accomplish it. The main drawback is that you’ll have to use gross and
bizarre materials or strange rituals, but other than that...it’s a pretty expansive set.
Prophecies, destiny, magical rituals and special ceremonies all usually have a fairly strict set of
requirements. They tell you what is going to happen and what you need to make it happen. You’re
able to buck the trend just a little and swap out a number of normally required things for similar but
definitely different things. While you can only do it for one or two pieces of a ritual or prophecy, it can
let you do what you’d normally be entirely unable to do. A ritual that requires five pure hearted super
saiyans could make use of a still in the womb saiyan-human hybrid, regardless of it not having the
ability to go super saiyan, not being a pure saiyan and its morality being unknown. A ritual that
requires a specially prepared magical seal to complete the imprisonment of a demon could instead use
a coupon sticker from your local supermarket.
Gut magic, also called Gastromancy, is the form of magic used by the ogre shamans known as Butchers
and Slaughter-Masters. Gut magic simply relies on the caster, consuming the correct ingredients and
speaking an incantation, if The Great Maw finds them worthy of its blessing it will give the caster and
those in proximity to him or her some very powerful effects, though if the caster is unworthy the
incantation will produce some less than satisfactory results, whether it be completely consuming the
caster from inside out to some very powerful flatulence that even Nurgle would be impressed by.
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work Spells.
The white wind of magic, Hysh is also called light, and casters able to channel it are incredibly skilled in
exorcisms, their light banishing demons and shattering undead as well as shielding troops from their
depredations. (CG note: requires Mage - Warhammer Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The yellow wind of magic, called by men gold is the densest magic, and the easiest woven into metals.
While it gives the power to cast spells that turn armor and weapons into molten metal it is most
valuable for allowing the creation of enchanted weapons. (CG note: requires Mage - Warhammer
Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The green wind of magic, the Jade wind, called the Coils of Life is closely tied to nature, water and the
flow of the natural essence of life through the world. The strength of Ghyran magic is generally
affected by the seasons - it is most potent in spring and summer, and it declines during winter. Ghyran
magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can
be used to manipulate the natural environment and control water in all its forms. (CG note: requires
Mage - Warhammer Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The blue wind of Azyr is light and insubstantial, and after passing into the world from the Realm of
Chaos it quickly dissipates into the upper portions of the heavens. Azyr is the Aethyr's metaphysical
drive for inspiration and that which is out of reach. It is creativity and the desire to emote. Masters of
Blue magic are diviners without equal, and true masters are able to manipulate the flow of events to
come through ritual. (CG note: requires Mage - Warhammer Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The grey wind of magic Ulgu is a mysterious wind, which spreads disorientation and confusion
amongst those it touches. Masters of the Grey Wind tricks the foe into thinking they have been beset
by terrible foes or slain by a mysterious floating sword. So convincing are these illusions, that the foe
usually keels over and dies anyway. Only the swift-minded can see past these tricks. It is generally used
to confuse and befuddle the foe and sap their will to fight. (CG note: requires Mage - Warhammer
Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The purple wind of magic. The power of Shyish comes from the ending of things, the slow decline of
the soul, and the certainty and terrible awe of death that all sentient creatures must face at some
point. Strongest at times of transition such as dawn and dusk Shyish, also called death magic consists
of powerful spells to cast down and destroy individuals, usually enemy commanders and champions.
Necromancers able to master the purple wind will find their necromantic spells and rituals both
quicker to cast and liable to cause far more damage to opponents. (CG note: requires Mage -
Warhammer Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The red wind of magic. Aqshy blows down from the north as a hot and searing wind. Temporal heat
acts as a conduit for Aqshy, and so spells involving Aqshy almost always involve fire. It collects around
open flames, volcanoes and dry deserts scorched by the sun. It is also attracted to wherever there is
excitement and argument, courage and vehemence, since Aqshy is the Aethyric coalescence of passion
in its widest possible sense. The magic of Fire is extremely destructive, compromising nearly
exclusively of "magical artillery". (CG note: requires Mage - Warhammer Fantasy: Dogs of War.)
Through training or simply sheer talent you have risen to the rank of mage lord, and have gained the
ability to perceive the hidden currents within the winds of magic, allowing you to specialise in one of
the more esoteric spellcasting schools.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
The brown wind of magic is the coalescence of bestial spirit, the predator and the prey. It flows around
the wild, untamed places, where the touch of civilisation has not yet been felt. It is a savage wind, as
unreasoning as it is devoid of malice. In battle, it augments troops to become stronger and tougher,
turning mediocre troops into fearsome warriors. (CG note: requires Mage - Warhammer Fantasy:
Dogs of War.)
A master of dark magic you are capable of raising entire cemeteries and battlefields worth of the dead
to serve, or snuffing out the lives of opponents with terrifying ease. More advanced forms of undead
are beyond you for now though, and there is a limit to the numbers of lesser undead you may
command.
You may command a thousand skeletons or zombies per year you have been here.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
Children have an unexplained power over the Fairies of Elphame and the Pixies of Neverland. This perk
gives you a boost when fighting or defending against fairies or other magical beings, with an increased
chance of dispelling or counterspelling magical effects. These powers are enhanced if you vocally
express belief or disbelief in magical things.
If you drop an item down the well, a wish of yours can be granted. However, the level of the wish is
directly proportional to the monetary value of, power of, and personal value placed on the item you
drop into the well; for especially potent wishes, you’ll need something exceptionally powerful or
valuable. Anything dropped into the well cannot be replaced. Items that would be replaced via jump
fiat or similar means, or are nigh indestructible, will not grant you a wish if thrown into the well and
will be simply spat back out.
Usually a weakness of Wonderland chefs, you can use the chaotic whimsies of Wonderland to your
advantage as a weapon by causing food/ingredients around you to act...strangely. When the perk is
active, food and/or ingredients within 25 feet of you has a high chance of succumbing to Wonderland-
style craziness. The food/ingredient might explode into confetti, object to being eaten by fighting back
or running away screaming, etc. Even if the food/ingredient seems unchanged on the outside, its
internal properties will chaotically morph, causing it to have unusual effects on eaters. However, while
you can selectively determine which foods/ingredients are affected by the perk, you can’t control the
actual changes to the food/ingredients, which are determined randomly.
A Witch Queen’s magic is cast by her displaying the elegance of a queen. Your magic becomes more
powerful when you perform actions befitting a monarch (dressing like royalty, sitting on a throne,
daintily fanning yourself, reading a royal proclamation, crying “Off with their heads!”, etc.). Likewise,
your mental attitude (having the persona of an elegant, superior ruler) enhances your magic’s
effectiveness. You might even discover new spells/powers based on your queenly actions if you
embrace them enough.
Hags invoke the spirits to cast curses rather than using the more volatile winds of magic. You can sow
madness, sickness and misfortune to those that displease you as well as banish or command any spirit
your force of will is capable of overpowering. You may even take on the horrific aspect of the Ancient
Widow granting you a form 8 ft tall with terrible claws, fangs, grey skin and glowing eyes.
Unfortunately, hags appear to prematurely age without use of magic so many learn to use glamours.
Your own glamours (or any magic used to disguise your appearance) stand up to even the greatest
scrutiny.
Not only are you a powerful wizard (and respected priest) in your own right but your allies may also
cast their own magic through you allowing them to see through your eyes, sense your surroundings
and use their magic from your position even if they are safely tucked behind a temple-city wall a vast
distance away. They can also augment your magical power with their own if they wish to empower
your spells.
You are capable of seeing through the eyes of any allied spellcasters and can cast any magic you are
capable of at full power through their body as if you were present on the battlefield with them. You
may also use this technique to augment their magical power with your own allowing them greater
power and scope for their own magic.
The Art of the Silent Death was not the only secret brought back from Great Cathay and Nippon.
Secrets of magic, locked and hidden so tightly and deeply within Eshin’s warrens, were returned. Eshin
Sorcerers are versed in this “Lore of Stealth,” and are an asset kept so secret that only the Lords of
Decay are allowed to even know they exist. The Grey Seer Priesthood brooks no challenge from the
other clan’s magic-users, and Eshin would not have their weapons-crafters and mage-assassins killed
for a grey one’s ego.
You bear the mark and potential of becoming an Eshin Sorcerer - and the power of the Lore of Stealth.
Weapons and armor that bear your touch can be enchanted at will with all of the qualities that make a
master assassin even deadlier: Blades forever bearing a toxic, envenomed edge; Armor and rags
literally drenched in shadows that protect the wearer and shroud them in shade and secrecy; Or even
cloaks that allow for teleportation from shadow to shadow, are but a few Eshin tools that can be
created. Sorcerers are not limited to the act of tool-making, either - every spell in the Lore of Stealth
can be just as easily applied to the user, turning the hidden rats into terrifying killers in their own right.
After all, not just any skaven is allowed to become an Eshin Sorcerer.
The servants of Tzeentch are more connected to the Winds of Magic than any other beings of the
Gods. Whether others desire to admit it or not, the truth is the same: All magic comes from the realms
of Chaos, and Tzeentch is the controller of magic. All other theories are simply fools attempting to
deny being truly damned. For your dedication to Tzeentch, he will make you mighty indeed, for as
magic is his, his magic is yours. You ability to use the Winds of Magic to your own ends is impressive,
and you will come to find that your magical abilities from other jumps have been boosted greatly.
Where one meddler of magic would cause a rapidly growing fire, you would cause a impressive
maelstrom of fire that torches all it touches.
It isn’t uncommon to find weapons imbued with magic in this world. Most everyone of importance
you’ll see has an armament that has some sort of special abilities, and those warriors will display those
abilities splendidly no matter their magical talent.
With this perk you are able to harness and enhance the magic power of enchanted weapons. What
does that mean? Well it varies based on the magic of the weapon. A common example is a weapon
with an elemental enchantment allowing for simplistic elemental magic based on the weapon.
Weapons with less straightforward abilities may exhibit unique capabilities however. Gauntlets that
strengthen the wearer may allow for heightened strength or transmission of that strength over an
area, while generic magical enhancement may work to emphasize odd traits of the tool with this perk.
The light is strong within you, very strong indeed..While it does nothing against those who are just, this
skill with light magic allows you to restrain and stun the wicked, with great effectiveness on those born
of shadow or the living dead - being completely frozen by such a momentous light. If you were to truly
harnessing the light of your soul, you could even bless weapons and arrows to carry the potential of
the Arrows of Light, though reaching the level of the Master Sword’s ability to cut through darkness
would take quite a bit of sagely knowledge to accomplish.
When Onox wrecked the troupe of performers, he didn’t actually do it with his actual weapon. Or his
hands, feet, or anything like that. He called down a small hurricane and had it trash both their
encampment and their defenses. Heck, he even threw it at Link when he tried to defend Din. In a
similar manner, you now possess some form of magical might over one of the four major elements of
Holodrum. Ice for winter, earth for spring, wind for fall, and fire for the summer. If you prefer, you can
also choose a lesser level at all of them. No personal hurricanes if you do that however. Something to
note is that this magic is very much a brute force thing - if you want a gentle breeze, or some ice cubes
in your drink, you’d be better served by looking elsewhere.
As much of a pain as it is, it seems that Link spent most of his journey one step behind Zelda, even
when she wasn’t in danger. That may or may not have been the Goddesses plan, since said plan
started a tad bit earlier than was intended. Either way, Link got quite good at tracking down his
wayward girlfriend. With that in mind, when following in the footsteps of another, be they your lover
or your foe, you begin to move faster and fight harder in order to catch up to them. If you had magic
spells they too would be more effective, as would most everything else if only by a small amount. Of
course, if you knowingly and willingly stop for some reason, then all of this built up energy and
determination is wasted. You have no time for sidequests, your princess is in danger.
I feel I must apologize, because up until now I’ve been assuming you were a normal person. But
instead it seems that you are a dragon - perhaps one of the three that guard the surface world, or a
wind fish like Levias, the guardian of skyloft? Well, beyond the fact that you are simply a giant dragon,
you now have a great deal of skill at elemental magic of your choice. Fire, lightning, and water are the
three I would recommend as they correspond to one of the already existing dragons, or perhaps wind
like Levias? If you truly wish for it you could also take ‘dream’ magic, but that would take tens of
thousands of years to become actually useful, a level of skill you do not have. It should be noted that
choosing to be a dragon still leaves you with hands, while Levias is much bigger but is basically a whale.
Or you could forsake the form of a dragon, and simply take the associated skill and power.
Much like the minor god Cyclos, you now possess the power of manipulating the wind. This is
dependent upon your magic reserves, so nothing too big is going to be happening anytime soon, but in
theory, if you have the power, you can do whatever you want. Realistically, using the Ballad of Gales
more than once every few days will leave you utterly exhausted, though merely changing its direction
is much simpler.
Sorcerers Awaken more often than anyone else, gaining access to the more powerful and more flexible
Sphere magics true mages wield. Vampire clans that practice sorcery often seek sorcerers as
prospective neonates. Unlike most transformations in the World of Darkness, when they do so they do
not lose access to the linear magics they’ve worked so hard to acquire. With this perk, this trait extents
to all your mystical powers, from this world and others. Your supernatural abilities and nature will
never interfere with each other, and as an added bonus neither time nor disuse will erode your
capabilities, nor can they be stripped from you or sealed away without your consent.
You know a lot about ritual magic. In fact, for every spell you know, you probably know at least one
ritual version that is significantly more effective, albeit slower. These rituals may require specific
reagents and circumstances to perform properly, and even the fastest will take at least ten minutes
more than the normal spell.
While some say that it would be best to have a spell in one hand and weapon in the other, there are
advantages to only using magic. When you use both hands to cast a spell, it significantly lowers the
amount of magicka it would have otherwise consumed, and makes the spell vastly more powerful.
For as much as creation stole your divinity, and much of your power, you are still connected to the
world, and that has some benefits. Through exerting your own willpower, you may reinforce or lessen
the laws of reality in your area. This area will grow in scope the more you practice the ability, as well as
how much you can affect these laws.
Tonal Magic is a very unique and rare type of magic, capable of manipulating elements of the Aurbis by
producing special sounds. As you can probably tell, the Thu'um is a version of this magic. By speaking a
few words, a person could bring down a fortress' walls or conjure violent storms. Words that you now
know. In addition to your access to the Thu'um, you can perfectly speak, read, and understand
Dovahzul, the language of the Dragons.
The magic of Teyvat is not something that needs dedicated teaching to learn to use. There are some
arts that may require more knowledge to use proficiently, but simply wielding elemental power is an
instinctive process. But even still, like with all things, there are some who are more talented, more
adept at its use than others. You are one such person, to stand alongside the likes of Lisa or Albedo.
Magic comes easily to you. Whatever magical path you walk, you will find it a simple and straight road.
Perhaps this talent is one that pursues a less academic nature but rather one of pure power, akin to
the likes of Beidou.
A Vision is used to channel magic, but this does not mean that that magic can’t then be channelled into
something else. You have a strong talent for infusing your tools with the magic that you wield. In the
right hands, this can be used to terrifying effect. As the Yuheng of the Liyue Qixing likes to think; even
a hairpin can be turned into a dagger of unmatched sharpness once charged with Electro, capable of
cutting through wood and bone and rock. The type of magic you channel will obviously have slightly
different effects. Geo is naturally going to have a notably different use than Pyro.
All magic in Terraria requires some sort of focus or tool to use. At least, for most people, but not for
you. When you use a magical tool or weapon, or when you see / are hit by magic yourself, you can
learn how to recreate it without any sort of magical focus. It will take several exposures to do so, but
once you have learned it, you can recreate the magic with nothing but a wave of your hand and your
own Mana pool. This applies to magic in future Jumps as well.
he Soul - a part of the Aura that allows it to absorb memories and grow over time. As it is the liveliness
that exists in all living things, not just sentient races possess souls, but animals and plants too. The only
intelligent beings without souls are “mere” machines such as androids, for whom the only way to grow
stronger is to upgrade their software and hardware, though they can be changed into Deus Ex or other
machine races by granting them a soul. Which is something that you can now easily do, along with oh
so many other things.
You see, levels and experience are simply an abstraction of the strength of someone’s soul. When you
kill monsters or people, you take a small part of their souls, roughly five percent of it, which becomes
the experience you gain. And when you learn new things or simply increase your stats through
training, your soul also grows and gains experience. Though in the latter case, you wouldn’t gain stat
points to spend after a certain point (about 1-2 stat points per level) as instead of using the growth of
your soul as fuel to strengthen parts of yourself, your soul grew through said strengthening. So,
another way to describe Soul Arts would be “Experience Control”.
You could, for example, revive a dead person in the 24h windows before their soul disappears, or hold
their soul in place to use it for other things, but it would cost either you or the person experience.
Beyond that, you can impart your own experience onto others, easily fight souls and soul-type
creatures, guard your soul against attacks, or create Skill Shards. And if you were a slightly shadier kind
of guy, you could absorb someone’s soul to gain their levels, memories, and skills. And, luckily enough
for you, doing this won’t cause you to go mad or turn into a monster! If you don’t want to do that,
though, there’s yet another avenue open to a Soul Artist for growing stronger.
You can instead pull the full soul out of a creature you killed, purify it of all its memories and
personality, and gain vastly more experience than you would’ve otherwise gotten, though still less
than if you had absorbed the whole thing. Another use of the same skill would be to purify a soul and
then put it back into the creature’s body after healing it, to bring it back without any memories of its
former life, becoming essentially a newborn baby. This is often how users of Soul Arts get powerful
creatures as their pets, as they are able to easily tame them afterwards.
At this point, it should be clear to you that the power of this ability is truly limitless, the above skills
just some examples: whether it is reading someone’s level with a glance by discerning the luminosity
of their soul, putting a soul into an item to create a Growth Weapon, shedding your physical body and
only living as a soul, or quite literally anything else to do with the soul, as long as you put in the
practice, experiment enough, and get a lucky insight or two, you’ll be able to do it all. Even creating
souls wholesale instead of having to use the soul essence of creatures you slay would become a
possibility for you after reaching the lofty heights of the Legend rank and knowing everything there is
to know about the nature of souls.
Magic is a force that has certainly fascinated people since it was conceptualized in the annals of
history. Now that Neolife exists and magic will soon come to thrive in the real world, is it a surprise
that it will capture the hearts of many more? No, of course not. And it is this fascination that has
brought an interesting revelation to light. Namely, that there is something more to magic than Arcane
and Runic magic.
Those are called “unique” abilities people can develop. Each is essentially a new type of magic, and
anyone can develop one if they have sufficient patience and imagination. Although this new magic can
be powerful, it has to be developed manually, each new aspect to it added one at a time. That is what
sets it apart from Arcane magic, where you can easily come up with new spells following the same
concept. A few examples will be provided in the Notes.
Now, this wouldn’t allow you to just do something like the ability to use laser eyes from scratch. As
mentioned above, each ability has to be developed block by block. It essentially lets you expand upon
already existing abilities, bring them up to a new level, or make them branch out into entirely different
areas. Extremely simple things like Aura Sight or enhancing your body in different ways would only
require the ability to control mana and infusing it into the relevant body parts, but more powerful
abilities would have stricter prerequisites and training regimes. If the ability you want to create
involves an item, for example, you need to be completely familiar with its physical form, to the point
where you could imagine it in its entirety in a split second, usually done by using a VR device to create
it in a test world, and then slowly studying it, taking it apart and putting it together again and again,
while also training with something like Origin magic to instantly create matter, starting with small and
simple things, then working your way up. After all that is done, you would be able to create said item
with a thought, instantly and reflexively, and be able to work on and enhance it further.
Now, that’s actually something anyone can do with some time, so it’s nothing all that special. What
sets you apart from the masses is that you can do the same thing with anything in your arsenal. You
are able to mix and match any amount of perks, abilities, skillsets or techniques to create something
new, or propel them to new heights by stubbornly training. And no matter what your capabilities are,
you will always know just how to advance them in any possible way, possessing a sort of instinctive
knowledge of what your training should focus on.
Once a day isn’t enough for you anymore. You have to feed the need inside you. Normally, we’d not be
in the business of supporting such magical addictions but we’ll give you a little allowance. Be it limited
casts per day or stuff with massive energy costs, we’ve got a solution to both. The first is that, once per
day, you are able to cast a spell regardless of any energy costs it may have. Even if it costs as much as
you have at full or more, you can get one standard use out free. Do note that this will only work with
spells that have set energy costs. If something could be charged forever or works based on how much
energy you put in, the best you’d get is the minimum energy use of that spell. The second way we’re
encouraging you is the ability to pay large amounts of energy to cast spells that are normally usable
only a few times per day. The more powerful the spell, the more energy you’ll need to pay and not all
spells will be payable at your current strength.
Some people are born with a talent for magic. Some people think that a little bit of extra skill is enough
to call that a ‘talent’. You’re the sort of magical genius that even the Crimson Demons would need to
admit was a true master in the making. Magic comes to you faster and better than it does any other.
What might take others months to reach you can do in days, even the cost for learning magic skills
reduced to fit you. Your magical power is greater too, thrice that of any normal magician your age. But
unfortunately, not all magic is quite the same for you. Physical magic, things such as enhancing the
body or otherwise doing purely physical effects on you, is unaffected by this increase. It doesn’t quite
fit the lifestyle, you see.
All the secrets of necromancy are available to you know, and creatures bleak and terrible answer to
your beck and call. Wraiths, mummies, vampires, wights, even with effort a great, rotting zombie
dragon can be commanded, though those who retain the ability to think may not respond well to
slavery. As well as commanding greater undead you gain access to the most terrible necromantic
spells, able to slay entire towns and cities worth of people.
While those with this perk can wear magical and non-magical metal armour such as chainmail or plate
mail, such equipment does make it much more difficult and much more tiring to work spells.
High-Speed Incantation. The ability to perform otherwise-complicated magecraft that would require
time and ritual in mere seconds. Whether through intense training or a natural talent, you are an
expert at this Incantation, able to cast and rotate your magic within an instant. Your multitasking and
mental calculations are good enough that you could pass off as a fledgling Alchemist of Atlas, able to
perfectly cycle through spells in mere seconds and shorten the time of complicated magical formulas
incantations’ from minutes into seconds, or hours into a short few minutes. In addition, this mental
processing lets you easily juggle both hand-to-hand combat and constantly using magecraft alongside
it, letting you easily use magecraft alongside any other physical abilities or powers you may have - so
long as your body can handle the output of both at once, of course.
Cryokinesis allows its user to greatly lower the temperature around them, causing ice to rapidly form.
This can be used to fire “beams” of cold temperatures that freeze whatever they strike, or to cause the
ambient temperature of the surrounding area to drop significantly. Experienced practitioners can drop
the temperature further still, as well as affect much larger areas, to the point where one might be able
to affect an entire city.
With mastery over nuclear fission and fusion, you will be in control of perhaps the most powerful
source of energy in the natural world. The incredible raw power of this ability is attributed by the fact
that it originated from the god Yatagarasu, the embodiment of the sun itself. Not only will the peak of
your ability over nuclear energy rival that of the stars in the sky, you may eventually be able to utilize
the power of their powerful gravitational attraction as well. Simply reaching the upper limits of your
power with magic alone, without using more energy or matter to support the process of nuclear fission
and fusion process will be close to impossible. This power is also very hard to control, especially at the
upper limits, threatening with not only its unchecked destructive power, but for the inevitable gamma
radiation fallout as well.
You have some serious power over time and space itself. Through manipulating time, you can speed
yourself up relative to everything else, enabling you to act far, far faster than any human could react,
or turn it towards mundane uses such as quickly aging fine wines. By manipulating space, you can turn
one projectile into dozens. The two things you cannot do is stop time, you may only slow time itself
down enough to make it look like time is stopped, and you cannot reverse time either. Within these
constraints, you have a tremendous amount of versatility.
You’re a high-ranking member of the ZPCI, and for good reason. To start, your strength and skill are
beyond olympic; able to lift cars with a middling amount of effort, keep up with those cars, and get hit
by one without taking too much damage. You’re also a crack-shot with guns, skilled in using them as
magical foci, and make up for your lack of strength compared to zombies with your sheer skill. In fact,
when training in martial pursuits, you easily learn at five times the rate of a normal man. In addition,
your experience grants you one of the below sub-trees.
-The Paladin tree allows you a further boost in your physical might, double what the base capstone
granted you. In addition to this, you gain a great talent for manipulating electricity, a middling talent
for support magic, and a small talent for fire magic. You might fire giant electric bolts, or empower
your strength to even greater heights than before, and maybe make an occasional fireball. Whatever
you do, you are made for killing zombies.
-The Captain tree grants a wide skill set. First, you’re skilled in the art of leading soldiers in combat
situations with efficiency and speed, allowing you to storm a large and highly equipped insurgent
village and eradicate everyone there within minutes with only a dozen or so mildly experienced
soldiers. But the big part of where you shine is your elementless support magic. Whereas with other
trees buffs and debuffs are simple health boosts or damage modifiers, this tree goes wild with what it
can do. Increasing a weakness to fire, doubling someone’s strength, so on. They are costly however, so
you can’t just hand them out like candy. Lastly, you know a few poison-based spells.
-The Judge tree first bestows you with knowledge of shadow and ice magic, though primarily ice magic,
with a particular bent towards capture and debuffs. You could use your ice to freeze enemies in place,
and use your shadow magic to weaken your enemies in order to reduce their struggle. But the real
place you shine is in your strength and durability, with strength enough to flip a tank with small effort
and durability enough to take a tank round to the chest and only feel a bit bruised.
There aren’t exactly any schools for magic here, nor even any sort of codified ranking system or rules
since everyone tends to make up their own style, so getting this far by yourself is impressive, though
not unique. But before we get into the meat of what you can do right now, let’s start off with a few
bonuses. First off, you learn magic about thrice as fast as before, and not only that but are about twice
as magically powerful as you would be otherwise. This applies to other magic systems too, though it
does fall off with more esoteric systems.
- The Baron tree is for those out there who hate being a productive member of society. To begin with,
you have an immense talent for manipulation, such that a wanted criminal could throw on a loose
mask and jacket and begin a cult with their victim’s families as the members within a month. Second,
you also have a good talent for shadow magic. You have a few high-quality buffs and debuffs in your
arsenal should someone see through your bullcrap, and you have a moderate strength boost in case
you run out of Focus. No, you do not get the ability to control zombies. This doesn’t make you Baron
Brixius, it was just based on him.
- The Deceiver tree is a bit more classic. You have absolutely grand talent for Shadow and Lightning
magic, and a bit of raw Cosmic aligned attacks. And the shadows are not just simply the debuffs the
other trees use so often, but actual attacks as well. And this is the biggest thing you’ve got, you by far
outshine the other trees in this with your sheer skill and raw power. You could throw electric bolts that
match actual lightning strikes in power, throw great beams of darkness that shatter concrete like glass,
and shoot arcane bolts that act like high-power grenades. Keep in mind that even though you are
powerful, your Focus supply isn’t infinite and you don’t have much in the way of physical attacks.
- The Shaman tree gives a lot of needed variety. You’ve got a bit of everything. Fire, Ice, Electricity,
Cosmic, non-elemental, buffs and debuffs, the whole nine yards. Your selection is above average but
none of it will be enough to match the other skill trees. You do have a bit more talent with Fire and Ice
than anything else though, so that might be where you want to aim your pursuits should your desire
be to catch up to the others. Until then, you make up for your lack of power with versatility. As a side,
you also have a decent bonus to your physical might, maybe enough to crack a tree and withstand
similar blows.
The truth about magic is it's all a great, big, bloody lie. Really, it's simply telling a lie so great that the
universe itself hands you the effect without the cause. What does it matter which dead language you
chant in or where you draw your power from? It doesn't, because when you get down to it... it's all the
same. Your realization of this has given you the skills required to mix and match different forms of
magic. From spells to entire magic systems, you can pick them apart and put them back together in
whatever form or fashion you want.
That's not all, either. Your grasp of the way magic works lets you make adjustments to spells on the fly.
Changing the size, scope, or to some extent, the actual effects of spells is child's play for you. And this
doesn't only apply to your spells; you have an innate talent for understanding any spells or
enchantments you come across, immediately discerning both their purpose. This innate ability to
understand the structure of spells also allows you to find their weak points, and most spells, like
diamonds, can be shattered if tapped in just the perfect spot.
Hydrokinesis allows the user to control and manipulate water, including changing the water’s state
from liquid to gas or solid and back again. Experienced users can do this with other liquids, though the
more water the liquid contains the easier and more complexly it is manipulated, and liquids with
extremely high or low evaporation/freezing points may be unable to be manipulated in those ways.
Telekinesis allows the user to manipulate things with their mind, with the strength and ability of the
telekinesis depending on the user’s mental fortitude. At normal human levels, large objects such as
cars can be lifted and thrown easily enough; Martians may start out being able to lift more both in
terms of quantity and weight. This can only be used on things that are within the range of the user’s
vision, and cannot be used on the internals of living organisms, even if the user can see those things
somehow.
The lofty heights of the High Priestdom are now yours to join. You have become a Liche High Priest,
the most powerful and knowledgeable of all of the priesthood of death. Your powers with the magics
of life and death, particularly those unique to this land such as the Lore of Nehekhara, have grown to
staggering levels of might. You have a knowledge of the rituals, ceremonies and traditions of
Nehekhara unmatched by any save Khatep himself. You could have unsealed the greatest of tombs
and performed the rituals to summon Settra and his great army alone if you were awake at the time.
And if you had done so, summoned the dead yourself, your will would stay with them regardless of
your presence. The undead you create or raise up do not require the presence of a priest to maintain
themselves or energy to continue functioning, though you may still forcefully dismiss your own
creations.
Not a terribly well liked form of magic, even among the often brutal Amazons. Voodoo magic is only
rarely used by the witches that live on the outside of Amazon communities, a form of curse magic that
allows them to harm or cast spells on people even from great distances away, so long as they have a
link. You’ve mastered this magic, allowing you to affect people so long as you have a piece of their
body. For a normal person or those weaker than you, a lock of hair would allow you to cast spells on
them from hundreds of miles away or kill them by destroying a doll made in their image. Those
stronger than you or with significant magical protections of their own may only receive lesser effects
or even be entirely immune to your voodoo magic, unless you can get something more important from
them. Even those stronger than you might not resist if you have a limb or organ of theirs.
You have been trained in the esoteric rituals of your people, and can now draw on the shamanic magic
of spirits and similar things. You specialize in nature-based magic that allows you to commune with the
spirits of the land and sky. Generally the rituals require special carvings accompanied by specific
dancing, drumming, and sacrifices, and their functions can range from oracle foretelling to altering the
weather to summoning tribal guardians into totem poles.
Sewing in Neverland has a bit of magic to it, as the Gnomes know from experience in the craft. You can
use sewing for a wide range of mystical abilities. For instance, Knots of Fate lets you foresee the future
(immediate present) luck of up to three targets and swap their fated lucks with each other. Backstitch
undoes effects on yourself, Running Stitch teleports targets up to 60 feet, and Hemming Stitch fuses
limbs together. If you work on developing your sewing skills, you can potentially find new sewing-
related magic to cast as well.
The Cunning Folk believe that spells are not inherently good or bad, but rather defined by the wielder
and their intention. Any spells you cast can have their “good/evil” alignment/karma be determined by
your own level of good/evil and your good/ill intentions for the spell. That said, keep in mind that
magic that requires performing evil actions to cast like human sacrifices, due to such actions being evil,
would make the spell likely still count as evil under this perk.
Tzarina Katarin was believed to be the first Khan Queen Miska returned due to her peerless power
with ice magic. She now has a peer as your own abilities equal hers and you would be just as capable
of creating a large glittering building of ice with little more than a thought, breathe waves of intense
cold, summon huge blizzards to freeze foes where they stand or eviscerate them with razor sharp ice
shards. Any powers of snow, ice and cold you have also become considerably more potent.
You have dabbled with the dhar and are too old and your abilities too powerful for other hags to
question you. You are a force to be reckoned with on the battlefield, any dark magic you possess is
boosted, and you are capable of a great many brutal spells. Despite this mastery of dark magic you
remain uncorrupted by Chaos and your powers against them remain formidable. You can even remove
Chaotic and daemonic taint from the souls of men with a ritual and, although a difficult and painful
process that involves the afflicted drinking bear urine, you may even remove mutations from the
bodies of these poor souls.
The mere ranks of the Butchers can no longer contain your largeness. You’ve become a
Slaughtermaster, one of the high priests of the Ogre race. Your Gut Magic is empowered to massively
greater heights, along with any other eating or food related powers, as you reach a step just below the
great Prophets of the Maw itself. Your abilities in combat, particularly with cooking utensils, increases
to the point where you become something of a whirlwind of flying butcher blades and airborne limbs,
snatching each dismembered body part from the air and cooking it as you fight. You are even able to
ensure that your Gut Magic never misfires or results in disastrous castings for yourself. The Great Maw
sees fit to give a little shielding to one of its favoured chefs. This role of course, also makes you into
one of the most holy and respected figures in the Ogre Kingdoms, not the least due to the grand,
delicious feasts you can whip up in a few minutes.
Power overflows out of the Waaagh! beyond anything any can recall when it comes to you. Emerald
lightning, smoke, and flame have overtaken your eyes and your voice carries with it three tones. Other
than these aesthetic effect, which you can turn off at will, you now have a full and complete mastery
over the Greenskins racial exclusive magics to the point where you can utilize every spell known
commonly to orcs and goblins. Your energies grow with the horde, tapping into the Waaagh! and every
Greenskin identifies you as a living, breathing monument to their gods. Outside of the more obvious
powers this passes on to you you may also quell the instinctive animosity of beings in your range and
change willing intelligent beings into orcs and goblins. Unwilling beings can try to fight the powers of
your spell but if they fail they’ll end up Snotlings or Squigs.
What’s better than being as comely as the avatar of Isha? Being the avatar of Isha! Technically. You
aren’t popping in and replacing Alarielle. You just, have most of the benefits without the authority or
prestige of being Everqueen. Yes, you may take this even if you’re male. More importantly, what you
can do. First, all spells you cast from the Lore of Life are supercharged. Healing mortal wounds with
ease and resurrecting the recently dead to true life. Punching whole units of your foes in the groin with
rapidly sprouting trees (yes, this is a spell). Also, for fluff purposes you get a minor version of Alarielle’s
ability to alter your surrounding environment with your mood, which you can toggle on and off at will.
Post-Jump, full stop, you might as well be Alarielle.
At the core of the Mysterium is tradition, and learning to cast spells as the mages of old. You have
studied these ancient teachings and found a way to draw a sympathetic connection between your own
magic, and that of the long past. Whenever you perform a spell that you have studied extensively and
that has been cast by someone else in the past, you may form a sympathetic connection to that
previous casting, preventing your spell from being interrupted. So long as you are able to start casting
the spell, it will continue to progress and take effect regardless of any interruptions that may occur.
For example, if you began casting and someone were to punch you in the throat, preventing you from
completing the necessary verbal component, the spell would discharge when you would have
completed the spell had you not been interrupted. The spell however will be weakened by the lack of
your own involvement, being less effective and having a shorter duration, but it will still occur. (Note;
this does not protect your spell from being dispelled by another mage after it is cast, and it will still be
nullified if cast within an antimagic field).
Traditionally the determining factors of a spell’s ability to effect a target are the power of the caster
and the mastery of their craft. You however have learned of a hidden X-factor that allows mages of
equivalent skill and power to overcome one another. Willpower. It may be a bit trite but you have
discovered the means of reinforcing your spells effectiveness through sheer force of will. The stronger
your willpower is, the more likely your spells will be to effect a target, overcoming any innate
resistances or mystical safeguards they may have, as well as increasing the duration of your spells
effect.
By keeping yourself untethered, it seems that your magic has similar freedoms. Your magic does not
seem to suffer the same ill effects of counterspells or antimagic fields as other mages might.
Regardless of the mystical circumstances, it seems that you will be able to cast your spells at full effect
so long as you manage to complete them properly (note; You may still be stopped or interrupted
during your casting, and some creatures still have innate resistance to magic which this does not
bypass. Your magic will simply be unimpeded by any ambient effects or willful acts of countermagic.)
You know what’s both really useful and really hard to use? A ritual designed to bring you back from the
dead that runs on the lifeblood of the people who killed you. I mean, you’re dead. They won. How are
you supposed to ritually sacrifice someone stronger than you, while dead? It just doesn’t work, not
without entirely too much time and resources devoted to just that. But, what if there was someone
else? Someone untrained and ignorant, but with the same power that made you need the heavily
defended princess? This ritual is designed to breach the walls of reality and call one such person to
you. Make no mistake, they are ripe for the taking - but be wary. For they are also the perfect person
to strike you down. Don’t give them that chance.
The language of magic is music - those feelings that stir in those who hear a well played song can attest
to that. But it’s said that there were tunes that could even change the course of the world. You’ve at
least been initiated into this hallowed art. You have learnt the art of infusing a bit of your own magical
energy into your songs, allowing you to play magical songs. At first the effects will be environmental
and more inclined towards influencing nature(such as calling storms, changing the direction the wind
blows, or calling on friendly animals for assistance) or for discovering secrets(such as playing a tune to
open hidden passages or make secret treasure ‘hum’)...but with greater practice and investment of
magic energy you could play stronger songs that even influence the flow of time(Though to a limited
extent, and such a spell would certainly leave most musicians out of breath and weary.) These effects
are amplified by enchanted or legendary instruments, as well...though those would be a rare find in
Hyrule at this time.
You’ve truly earned the title of your race’s hero! There were once five Champions gathered, the best
that the races of Goron, Hylian, Zora, Rito and Gerudo could gather as the defenders of their kind.
They were chosen for their one of a kind talent in both magic and combat - and you have that same
spark of greatness. Within you now. You gain a few benefits from this, the first of which is your
“Power.” This power is named for you, and has a unique but powerful magical ability on the level of
those shown by the Champions of Hyrule - the kindness of Mipha becoming a healing power, the
ferocious warrior spirit of Urbosa becoming an offensive spell to strike down giants, and the
determination and grit of Daruk becoming a defense unbreakable by any attack Hyrule can bring to
bear. In addition, You can ‘bless’ others with a somewhat limited version of your spell with your own
consent. It’s limited chiefly by a ‘cooldown’ for those who aren’t yourself. Finally, if you have “Crème
de la Crème” you are truly the successor to the original Champions of the people of Hyrule - you have
achieved a level not only the peak of their potential, but noticeably past it! Enough to even surpass
those storied heroes in their capabilities.
They said there was once an Ocarina that, if the right tunes were played, would be able to work
miracles to the point of being able to shape the flow of time. This is not that Ocarina - but it’s quite
close to it. Any music played on this Ocarina has a way of enchanting the world around it, brave music
empowering your allies, peaceful music soothing hostilities, and a frantic panicked song instilling fear.
If actual musical magic were to be used with this, it’d be much much more effective.
Well now, this is an odd one. Nayru comes from a long line of people who have the same name, look
similar, and have the same powers. And interestingly enough, you seem to have joined that particular
lineage? Or maybe you were just blessed by Nayru - the goddess, not the oracle - and gained power
over Ages. The long and short of that power is that you can now time travel. Actually, this power
seems to be utter crap at the small stuff. Anything less than a hundred years and it basically fizzes out.
For more combat applicable uses, maybe try literally punching people into next tuesday? Or freezing
them in time, that way you can use them as a coat rack!
I find it interesting that the oracle blessed by wisdom has what I can only call the more powerful
version of the time powers. Meanwhile, the oracle blessed by power has the one that must be used
wisely to be useful at all. There’s probably a lesson in there somewhere. However, more to the point,
Nayru never actually shows the ability to do half the stuff she does while possessed by Veran. Maybe
she could always freeze time, or maybe Veran’s own power combined to allow her even more control
over time? Regardless, the powers that you steal are almost always more powerful in your hands than
in theirs - though that's more a surprising amount of skill and a lack of morals than actual power. As
you can imagine, this pairs nicely with possession.
I’m... not sure how you’re managing to pull this off, but congratulations on your promotion. You were
probably a wise woman or a minor priestess before, but now you are a fully fledged Oracle. Which is
extremely odd, since Holodrum already has one. Ignoring that oddity, you now have the same power
that she does. Simply snap your fingers or maybe give us a twirl and you can change the seasons in an
instant. From Spring to Summer to Fall to Winter, or maybe even running in reverse. I’m sure that no
one will panic if you do this. Oddly enough this also allows you to resist wide scale magic as you
enforce the natural order of the seasons onto the world.
Well now, it seems you’re no ordinary demon. Not a monster created by the king, or something left to
fester in the dark places. Instead, you’re the same as Demise, a true and proper Demon. In truth,
you’re a minor deity like the dragons, though one that stole power to ascend instead of being given it.
As a result, you’re now a source of Malice, of hate and anger, rage and jealousy, and all those other
deliciously dark and deviant emotions. This has a few uses that I’ve already mentioned, assisting in the
casting of curses, reviving monsters, even turning weak fools into monsters or corrupting machinery to
go from defender to destroyer. But as I said, you’re now a source of Malice. No relying on your king to
bring you back or hiding away in the dark places until you grow powerful enough to step into the light.
You have the raw hate to take the world by force.
The name ‘Zelda’ means very little in the end, but every thousand years one of them is born with
power born of wisdom. You are now one of them. But, with that said, the Goddess Hylia is all but
forgotten and her legacy washed away by the Great Sea. How lucky for you then that the ‘Spirits of
Good’ that the Lokomo serve seem to have blessed you in her stead. While previous eras had a talent
for barriers and other defensive magics, you seem to have the ability to hijack magical effects for your
own ends. The phantoms, while not particularly holy, are still ‘good’, and as such you can bend them to
your will. Similarly, Zelda was able to use Lokomo tech herself, and even run it on her magical energy
when Anjean wasn’t available.
In these flooded lands, this ocean and it’s islands, there isn’t much in the way of magic left in the
world. Most of what you’ll find is magic items - weapons and the like that have a special effect when
magic is channeled through them. Things like the Deku Leaf, or the Fire and Ice Arrows. Still, just
because magic is forgotten, doesn’t mean it doesn’t exist. Where others must wield these magical
weapons in order to use any magic at all, for you merely using them a few times is enough for you to
use the magic yourself. Beware though, as your magical strength is not without limit.
You will often find that those without power will flock to the side of those with it. A suitably
charismatic individual could be pure evil, but so long as they had enough power to back it up, their
army and allies would remain theirs. You are one such individual. Compared to the others in this
world, you are simply better. The spells you cast have more weight behind them, your sword blows hit
harder, and your words resonate in people’s hearts. In all other aspects, your power is not as
overwhelming, but you are still stronger than most everyone.
Magic is rare in this time period, very few people possessing the ability to use it like you do. Using
magical energy which replenishes slowly overtime or by consuming certain items, you have gained the
ability to levitate, shoot elemental projectiles, create small but nearly impenetrable barriers, teleport
short distances, slip through walls, summon simple weapons or armor and even change your
appearance and shape to a degree. If you somehow gain more magical power, you’ll not only be able
to increase the effect of these spells but will be able to pull off much more impressive feats- conjuring
gigantic objects, making yourself massive or tiny, empowering or corrupting others and even
transporting yourself between worlds are all things you could do, if only you had more power...
You have kept the old ways, and ensured that the knowledge of sages is passed down - what’s more,
using this power is now your right as the Wise man’s apprentice. You have learnt the spells Shield,
Jump, Life, and Fairy with just this alone. All spells last approximately 5-10 minutes, before needing to
be recast - in the case of “enchantments” such as Shield and Jump. Shield creates a mystical “armor”
around your form that acts as invisible and weightless plate mail, turning otherwise mortal blows (or a
full heart containers worth, for reference) into survivable hits. Jump allows you to leap twice your
normal height and land with ease. Life allows you to restore the equivalent of 3 “Heart Container”’s
worth of vitality to yourself. Fairy transforms you into a small fairy much like those that bless the hero
link, giving small size and flight.
If you have 5 “Magic Containers” you also also know Fire, which allows you to fling powerful fireballs
to defeat otherwise resistant foes. With 6, you learn Reflect, with works much like Shield but allows
you to actively reflect magical attacks instead of giving greater defense. With 7, you can learn the
Spell, which transforms the weak willed and unintelligent around you into slimy beasts. With 8, you
learn Thunder, a powerful attack that creates a localized and violent rain of lightning bolts around you
- striking all enemies around you with the power of the heavens.
Finally, you are able to teach all these spells to others - though the Magic Container (or equivalent
magical talent) limitation is still in place.
How are you doing that? The Paths and spells of sorcery are meant to be self contained. Yet, for some
reason, you can combine different paths and spells for more complicated and powerful effects than
should be possible. It’s significantly harder than it would be for an Awakened mage doing Sphere
magic, but the fact that you can do it at all is fascinating. In future worlds, you will be able to combine
different kinds of magic in much the same way, as long as they aren’t diametrically opposed anyway.
You are a true master of leading groups of sorcerers in joint works. If you know a kind of magic, and
you can gain the assistance of others who do as well, then you and your allies can perform ceremonies
to enact spells that are not only more powerful than any of you could have performed alone, but more
powerful than a single magician with the combined power of the group could have, by a significant
margin. Even magicless assistants can help, so long as they’re willing and able to follow instructions.
This applies to other forms of magic with joint spells as well, though those without magical abilities
may not be able to assist, depending on the form of magic. Up to one-hundred people may be included
with such ceremonies.
Unlike true mages, sorcerers cannot use their powers effortlessly, or without foci. As a jumper,
however, you will - or have - likely acquire means of sidestepping the requirements of sorcery, and
other powers as well. With this perk, you may not want to. For every requirement that you can forgo
but don’t, the power is 10% more effective. This applies to other powers as well.
You have learned the signature magic of Azra Nightwielder, Shadow Magic, which grants abilities
outside the normal schools of magic. By using this magic, you can create objects and familiars of pure
shadow, teleport short distances by slipping through the cracks of reality, hide yourself in the tatters of
space-time to evade the notice of everything around you, and much more.
You can just shut down any magic less powerful than your own. Attacks vanish, curses break, animated
statues stop moving, and spells in progress stop dead. If the source of the magic is stronger than you,
you'll still manage to disrupt it a little, but you won't be able to break it completely unless it's a very
delicate spell. Starts out weak, but as with other powers gains strength with practice. Tires you out a
lot to use it, you can only manage this once a day at the start.
Whether you choose the path of Dark or Primal Magic, or both, a great wizard is not one who
bludgeons the world with his power, but one who has the perfect tool for any situation, and failing
that can adapt their spells to match. Your creativity in using spells for new things, and setting up
situations where they can be used to greatest effect, is outstanding.
In Neolife, all things possess affinities, sentient races included. Druids, and those using the same skills,
cultivate those same affinities by cycling mana of the affinity they want to gain between themselves
and a source of said mana, and manipulating their mana to match it. As they increase their affinities,
they will see bonuses such as being able to cultivate passively, control whatever the affinity
represents, and even develop a resistance to their affinity, as their passive control grows to protect
them from its expressions. Meanwhile, people who do not develop their affinities simply have them
hovering around somewhere below the first useful threshold, 5%, as they choose to focus their
attention elsewhere.
But there is a third option to take here. Anyone may choose to strip away all of their affinities, which
would normally be a lengthy and complicated process in and of itself. But for sacrificing their ability to
possess and gain affinities, they would instead get an affinity for pure, unattributed mana. Now, since
you already paid the cost of this new affinity in other ways, there is no need for you to give up your
other affinities, so we can jump straight into the explanation of what this actually means for you. While
it won’t let you control anything new (anyone can already control mana without any affinity, after all),
you will get a reduction on magic costs equal to your affinity. So with the affinity at 10%, your spells
would cost 10% less mana. And if you managed to get it to 100%, you would be able to cast magic for
no cost to yourself entirely, as you could command all the mana in the world around you to access a
virtually unlimited supply of it. This would let you rain spells upon your enemies incessantly, create
high-level enchantments without having to resort to mana gems, and even use time magic to travel
forwards or backwards in time for more than a few seconds.
You’ll also find the control you have over mana increases as your affinity does, making it far easier to
actually cast all those complicated spells. Another bonus is your ability to create Mana Gems, the only
objects in the universe not aligned to any element, but rather, you probably guessed it already, pure
mana. Even though they might not be of much use for you, since mana costs will soon be a thing of the
past when it comes to yourself, they are for most other people, who would gladly pay a lot for them.
You didn’t come down to this world without picking up a bit of extra spark along the way. You’re a
former Goddess now, a divine being that has lost a large portion of its power but still retains incredible
abilities and varied powers. Just for being what you are, your beginning stats in this world are far
higher, equal to an end game adventurer. You are also able to draw magical energy from any who
worship you in this world, though this particular trait won’t persist past this world without a certain
perk. As a Goddess, you also have a series of purviews over which you hold divine power. You may pick
up to three different things to hold power over, such as Water, Luck or The Arts. You’ll find yourself
blessed in regards to these things, effortlessly skilled in anything relating to them and with vastly more
power when you use magic associated with your purviews. You also have an innate affinity to your
purviews which may provide passive abilities, such as being immune to heat damage if you pick Fire.
You will also choose whether you are a good or evil Goddess, though this won’t affect your actual
morality. Instead it will give you either a Holy or Unholy attribute, respectively. You’ll gain an
immensely powerful aura for which attribute you choose, such that a Holy Goddess could kill high level
undead with a single tear due to the holy energy infused within or badly harm them with a touch. It
will empower any Holy or Unholy abilities greatly too. Lastly, buying this will boost any capstone perks
or items that you purchase, as detailed in the notes section at the end of this document.
In your heart of hearts, you know the life you were born for. A flash of light, a thunderous noise, the
pressure wave, the great heat and total destruction at the centre. Explosions are love, explosions are
life, and explosions are all you need. You’ve got this same love for the Explosion spell or, if you’re
some kind of heretic, another spell. For you this spell is just on a different level to anyone else. The
power you have for it is a hundred times the normal amount at least, so that even a single digit
levelled adventurer could match a boss in the high 80s or 90s when comparing the same spell between
the two of them. The costs for that one spell, whether in mana or materials, are negligible. Your love
for it is such that you could cast it at least a dozen times a day. The spell will continue to improve as
you use it too, never having an upper limit and slowly growing in all aspects as you keep using it.
Brighter, hotter, louder and more destructive. Finally, as a sign of your true dedication to the Path, you
may induct other people onto the path as well, being able to teach your spell easily to anyone with
even a basic amount of mana and share a small portion of this perks abilities with them.
Spells becoming more powerful isn’t just a matter of having more mana, at least not in this world.
Upgrading those spells more with Skill Points is usually the main path. At least if you can be bothered,
which it seems you’ve skipped past entirely. Magic that you use now scales to your general level of
power, regardless of how much points or energy you put into it. If you cast a fireball you learnt at level
1, using the same amount of energy, but were a level 80 wizard when you cast it now? You’d be
summoning a conflagration that could consume half a town instead of a mid-sized fireball attack. Even
things as simple as a low level voice changing spell could become a spell that allows the target to freely
make any sound they wanted, rather than just a single different voice. You can still expend energy or
points to improve spells, provided the spell can be improved in such ways, even more but their base
level of power will rise alongside your own general power level.
Like effects like. That which is a part of something may impact the whole. This is the core of all magical
theorems and you have come to understand this to a degree others cannot. By taking a small piece of
something (or a suitably constructed symbolic representation) you can affect the main body or others
like it. Attaching a vampire's fang to a yoyo could let you send other nearby vampires spinning back
and forth. Channeling magic through a narrow straw creating compressed air could let you create
localized gale force winds. You could create tracking devices or communicators using locks of your
hair, and similarly find a target by having something that they held dear or was once a part of them.
Just remember that you are ultimately covered under the same sympathetic clauses as your magic.
Well, it’s been a quite some time since one of you came along. You are a true sorcerer, able to “see” or
“feel” or “sense” magic as is appropriate to your chosen medium. For Bi Wei it was starlight, for Ponce
de Leon, wind. Who knows what it is for you. In any case you are able to draw upon the power of
magic in very nearly all of its various forms. While not capable of the specific applications of magic
such as libriomancy, bardic music or sanguimancy you can generally dabble and control magical
energies of all sorts to some extent. More specifically you have the most general powers of your
envisioned “wizard” able to communicate across great distances to precreated scrying mirrors,
teleport short distances or fly as you please. Cause heavy objects to become light, light objects to
become heavy and lift and throw both of them with magic. Heal most wounds, unravel violent spells
and turn them back on their caster or simply deliver raw concussive force as needed. Don’t even start
me on your ability to go unnoticed in crowds, transform magically unprotected individuals into newts
or turn a letter opener into a broadsword. You’re a sorcerer now subject only to the amount of magic
you can channel and your imagination.
se33ex Backup Jumpdocs
A Practical Guide to Evil A Practical Guide to Evil
Ajin Ajin
Cultist Simulator Cultist Simulator
Danmachi Danmachi
DC Occult DC Occult
Deathloop Deathloop
Dog Days Dog Days
Drakengard and Nier Drakengard and Nier
Endless Legend Endless Legend
Fate/kaleid liner PRISMA ILLYA Fate/kaleid liner PRISMA ILLYA
Generic Magical Girl Generic Magical Girl
Generic MG Generic MG
Generic Minecraft Generic Minecraft
Genshin Impact Genshin Impact
Golden Sky Stories Golden Sky Stories
Hyrule Warriors Hyrule Warriors
Ib Ib
Justice League Dark Justice League Dark
Kamen Rider Neo-Heisei Part 2 Kamen Rider Neo-Heisei Part 2
Kara no Kyokai Kara no Kyokai
Konosuba Konosuba
Legend of Zelda: A Link Between Worlds Legend of Zelda: A Link Between Worlds
Legend of Zelda: A Link to the Past Legend of Zelda: A Link to the Past
Legend of Zelda: Ancient Stone Tablets Legend of Zelda: Ancient Stone Tablets
Legend of Zelda: Breath of the Wild Legend of Zelda: Breath of the Wild
Legend of Zelda: Four Swords Legend of Zelda: Four Swords
Legend of Zelda: Four Swords Adventure Legend of Zelda: Four Swords Adventure
Legend of Zelda: Hero of Worlds Legend of Zelda: Hero of Worlds
Legend of Zelda: Link's Awakening Legend of Zelda: Link's Awakening
Legend of Zelda: Majora's Mask Legend of Zelda: Majora's Mask
Legend of Zelda: Ocarina of Time Legend of Zelda: Ocarina of Time
Legend of Zelda: Oracle of Ages Legend of Zelda: Oracle of Ages
Legend of Zelda: Skyward Sword Legend of Zelda: Skyward Sword
Legend of Zelda: Spirit Tracks Legend of Zelda: Spirit Tracks
Legend of Zelda: The Adventure of Link Legend of Zelda: The Adventure of Link
Legend of Zelda: The Minish Cap Legend of Zelda: The Minish Cap
Legend of Zelda: The Wind Waker Legend of Zelda: The Wind Waker
Legend of Zelda: Twilight Princess Legend of Zelda: Twilight Princess
Libriomancer Libriomancer
Lyrical Nanoha Lyrical Nanoha
Madoka Magica: Wraith Timeline Madoka Magica: Wraith Timeline
Mage: The Awakening Mage: The Awakening
Mermaid Melody Pichi Pichi Pitch Mermaid Melody Pichi Pichi Pitch
Neverland: The RPG Neverland: The RPG
Persona 4 Persona 5
Peter Pan Peter Pan
Sailor Moon Sailor Moon
Sonny Sonny
Stardew Valley Stardew Valley
Symphogear Symphogear
Terraria Terraria
The Dragon Prince The Dragon Prince
The Elder Scrolls The Elder Scrolls
The Gods Are Bastards The Gods Are Bastards
The Legend of Zelda The Legend of Zelda
Touhou Project: Forbidden Hermit Touhou Project: Forbidden Hermit
Touhou Project: Parasol Paradise Touhou Project: Parasol Paradise
Tsukihime Tsukihime
Undertale Undertale
Valkyrie Profile Valkyrie Profile
Warhammer Fantasy: Amazons Warhammer Fantasy: Amazons
Warhammer Fantasy: Beastmen Warhammer Fantasy: Beastmen
Warhammer Fantasy: Bretonnia Warhammer Fantasy: Bretonnia
Warhammer Fantasy: Dogs of War Warhammer Fantasy: Dogs of War
Warhammer Fantasy: Halflings Warhammer Fantasy: Halflings
Warhammer Fantasy: High Elves Warhammer Fantasy: High Elves
Warhammer Fantasy: Imperial Colleges of MagicWarhammer Fantasy: Imperial Colleges of Magic
Warhammer Fantasy: Kislev Warhammer Fantasy: Kislev
Warhammer Fantasy: Lizardmen Warhammer Fantasy: Lizardmen
Warhammer Fantasy: Ogre Kingdoms Warhammer Fantasy: Ogre Kingdoms
Warhammer Fantasy: Orcs & Goblins Warhammer Fantasy: Orcs & Goblins
Warhammer Fantasy: Skaven Warhammer Fantasy: Skaven
Warhammer Fantasy: Tomb Kings Warhammer Fantasy: Tomb Kings
Warhammer Fantasy: Warriors of Chaos Warhammer Fantasy: Warriors of Chaos
Wonderland No More Wonderland No More
World of Darkness: Sorcerer World of Darkness: Sorcerer
World Seed World Seed
Young Justice Young Justice
Yuki Yuna is a Hero Yuki Yuna is a Hero
ween Worlds
one Tablets
ds Adventure
ture of Link
rial Colleges of Magic
ors of Chaos
Update 22.01.10
Bugfixes While Working on an Updater
Fixed getRange Null bug
Fixed Background Color bug
I'd like something you could press that would grab the perk
from the OG sheet and add them your copies without undo
your progresss(purchased perks stay purchased and repeat
perks stay repeatable).
Suggested by 13rett on Sufficient Velocity
Update 22.01.07
Included Links to Rex's Celestial Grimoire
Documents/
The Celestial Grimoire, First Edition
Made a few minor grammatical edits to the instructions whi
I was there and included links so that people could actually
reach me outside of discord.
Update 22.01.03
Added Alternative Links to Jumpdocks
I'm just now noticing some of the jumpdocs are unavailable
I'll start providing alternative copies of the jumdocs.
I'm just as locked out as you are so I might not get the corr
copy and would appreciate it if someone would let me kno
I'd also really appreciate a copy of the correct document if
you have it.
Update 21.12.31-2
Second Edition
Chapter 13.5 has been upgraded Chapter 14, now with add
pretentious. Finally added a some real cover art and not a
slapdash Harry Potter pic I had laying around. Also, in the
you'd like to modify and make this sheet your own, I've left
instructions!
Update 21.12.31
Legacy Update
Created the newest chapter, Chapter 13.5: Recent additions
Which is a roundabout way to say I've added a changelog.
Happily track Jumpdocs, Perks, Bugfixes and Changes to th
Spreadsheet all in one easy to reach location.
Suggestion from TharBeDragons69, or Hmmaster if you prefer, over on discord
New Jumpdocs
Ajin
Danmachi
Konosuba
World Seed
New Perks
0 CP Cost Name Jumpdoc Chapter
Technological
159 600 World Seed Magitek
Upgrade
69 100 Elemental Seeds World Seed Making
What’s in a Soul?
106 200 (Boosted) World Seed Source
124 300 Mana Gems World Seed Source
Runic Spell
139 200 Innovator World Seed Modus
How I Learned To
140 200 Love The Bomb Konosuba Modus
The second is a production speed upgrade. For example, after setting an order to increase agriculture, a
burst of mana would sink into the ground and the growth of nearby fields and trees would instantly
hasten, fruits and vegetables being grown overnight, and continuing to do so for several days. The mana
to power both kinds of upgrades is drawn from both the people and the environment in the land affected
by the upgrade, with the time needed for the upgrade increasing the more difficult and complex the
upgrade is, due to it needing more mana. In your case, even if you might not be ruling over an area, your
affinity with technology has granted you a similar ability.
You may spend mana to add new functions to technological devices and machinery, or improve already
existing functions. The more complex or expansive the change is, and the larger o advanced the target
object is, the more mana is required. Like with the management menu, you can also affect things that
haven’t incorporated any technology in their function yet, such as the aforementioned irrigation added to
a field.
This could be used to turn a mage staff entirely made out of natural material into magitech, or into a
technological equivalent. Similarly, you may affect extremely large areas like cities or even planets after
you become powerful enough, and may also order for the required mana to be drawn from the
environment or any living beings in it. Beyond that, you also have a knack for upgrading things the old
fashioned way with your own two hands.
An elemental seed is the condensed essence of an element, and they’re almost exclusively produced by
Druids or Mages capable of creating enchantments replicating their methods. They have various uses,
such as powering enchantments or magical items, and are required in the process of giving an object an
elemental ability. Druids also use them to introduce new elements into their Grove, and need them to
cultivate their affinities past the 25% point. As such, each of them is fairly valuable, with the price
skyrocketing once you go beyond the basic seven elements and to incredibly rare ones such as Time.
They are also pretty time intensive to make, requiring about an hour of work for each, even for people
relatively skilled in their creation. But now, you won’t ever have to worry about that, as you’ll get a dozen
Seeds for each of your affinities delivered either to your warehouse or another place you designate, every
week. Their quality depends on the level of your affinities: from 5% to 25% you’ll get low-grade ones, from
25% to 50% medium-grade ones, from 50% to 75% high-grade ones, and finally, from 75% up to 100%
you’ll get top-grade seeds.
Every monster has one of these in the centre of them and core of monsters and is always located in the
chest area of the monster. Adventurers and Supporters gather magic stones to trade them in for valis at
the Guild. You’ve got a bag full of 500 stones from quite potent monsters. You can sell them for quite a bit
of valis but they might be more useful as materials if you’re a crafter of magical items.
Enchanting is a skill probably best described as the enhancement of an object’s Aura. At first, one would
need to find out which enhancement fits an object best, though skilled enchanters obviously do not need
to care about that, and then lay down a basic enchantment that increases a stat, like wisdom and
strength, or attack and defence. Like normal magic, there are two forms of enchanting, arcane and runic,
though enchanting is by no means a magic, but rather a skill like sewing or tailoring. The former requires
you to know the right school of magic related to your enchantments, like magic that increases toughness
for a durability enchantment, but is more powerful because of that, while the latter simply requires you to
know the right runes and how to use them.
Although normally people would specialize in one of these forms of enchanting, you’re skilled in both of
them, enough that you’ll soon be able to easily start using more advanced form of enchanting, such as
giving objects elemental enchantments or even very specific abilities, though for the latter you need to be
at least somewhat familiar with them yourself. With some experimentation, you’ll also be able to learn
techniques that will increase the power of your enchantments by dozens of times, like material
enchanting, where you enchant an object at every stage of its creation, such as enchanting the steel a
sword will be forged from, the fire that will be used to melt it, and the water used to cool it, and finally
the finished sword one last time after its completion.
Another trick to enchanting is that natural objects like wood or animal parts can fit up to two or three
times more enchantments than man-made ones. After a creature dies, and its soul dissipates, the aura is
left withered, a shadow of its former self. But because of that hollowness, that emptiness, those items
have far more room for improvement in their aura, allowing for the creation of staffs that can match up to
any plasma weapons, or bows that will never miss their mark.
You excel at finding similar loopholes and techniques to advance your skills, whether they are enchanting
or not, and even if you were ever stuck, with seemingly no way to advance your skills to the next level, as
long as you continued to research and experiment, you’d be able to either innovate or learn something
that will allow them to continue on growing. This works even when it absolutely shouldn’t. Rest assured,
there will be no barriers to bar you from growing ever more competent. Work at it for a few years, and
even enchantments on the level of the Seeds would not be beyond you.
Considering your skill at enchanting, that will become useful far sooner than you might’ve thought, as
you’re starting off at a level others would need years to reach. You can probe the Aura of anything with a
mere glance, knowing at a moment’s notice what enchantments would fit best, and the speed at which
you work your magic might make other people think you’re doing it with just a wave of your hand. And
you’ll continue to be able to work at that speed no matter how complex the work you’re attempting to do
is. Who knows, you might even become the first combat enchanter with that kind of skill.
Monsters are creatures that are not given birth to through evolution like normal animals, but are rather
birthed by mana. Though after that, they can reproduce normally. The birth of a monster has two stages:
first is the catalyst, where elemental mana comes together in certain quantities and patterns, which then
triggers stage two, the gathering and formation of other mana types to create the body, such as fur, bone
or blood mana. And now, you know three methods of causing the same process yourself.
The first is simply drawing together the mana manually, whether that is through a Druid’s affinities or a
Mage’s spells. The second is to draw runic spell formation circles to gather the mana. This can be used in
various ways, such as simply making ones to gather and store the mana types you want and then create a
number of monsters at a trigger, or to just spawn them endlessly the moment enough mana is gathered
to level up at a fast pace.
The third is Summoning Magic, which you are decently good at. It works through the same principles as
the first two methods to create monsters, but as teleportation magic is part of it, you can also use it to do
things such as actually summoning monsters or other beings and things within a certain radius matching
your specifications to you, teleporting yourself, or creating contracts (forced or willing) to easily summon
creatures or their spirits, in case you killed them and placed a mark on their body before they died.
Another thing to mention would be that in this world, Dungeons are also a kind of monster, which you
would of course also be capable of creating.
Now, those are some useful skills, but the one thing separating you from others capable of doing the same
is your talent for creating and designing entirely new life, whether that is monsters or animals. With
careful study, you can find the right mana combinations for nigh-anything you might want to create,
whether that is a hermaphroditic moose reproducing with itself throughout all of time and space or simply
a fluffy fox girl. As a last bonus, anything you create will be loyal to you. It would be pathetic to die to the
improved version of the Lunar Titan you made, right?
The sign of your adventuring nature. This is your Status Sheet, effectively. It denotes your level, statistics
and any special abilities that you have. It’s also proof that you’re an adventurer and will give a good idea
of how strong you are and how good an adventurer you are. If you ever lose it, it’ll appear right back in
your hand the next time you need it. You use the card to level up with skill points in this world, so don’t let
anyone else get a hold of it if you’ve got unspent points.
Anyone who doesn’t have access to these things needs to spend time and effort to search for those runes
they’ll actually use and transcribe them into a book or save them to their computer. Luckily, you won’t
have to do with such shortcuts: as of now, you are fluent in the entirety of the runic language, and will
never forget it. Furthermore, as you will undoubtedly encounter words and concepts foreign to the
people in this universe throughout your travels, it will update itself to include runes for anything you
might come upon in the future.
There are many types of language existed in this world. This grants supernatural insight and
comprehension at learning new languages as this allows you to learn dead or magical languages with just
hearing someone talking in that language over a prolonged time or staring at an inscribed word for a long
time. Potentially you can even create your own language to prevent others from reading your notes.
One of the technological staples in Neolife, these special devices are basically CDs for magic. Each Soft
Stick is capable of holding a single program that can be erased or replaced as needed. Once a program is
uploaded, the aura of the Soft Stick will shift to match it, making it an easy matter to convert any software
you might write into a magical formation or enchantment with the same effect, and even doing things
such as transferring an AI to an enchantment wouldn’t be much trouble. Furthermore, since the
companion bracelet is a suitable terminal to upload software to and from, you wouldn’t even need any
other equipment. With this purchase, you gain an endless supply of these useful little things, working with
any code or software you might write, no matter how obscure or complicated.
Faith is quite important to the job of a priest, though who that faith is directed to matters quite a bit less.
Instead of directing your prayers towards any of the Goddesses that already exist in this world, you have a
holy symbol and books that are suited to a more personal faith, perhaps even one about yourself. They
work just as well as any holy symbols would and can be used to channel priestly magic quite well. The
books even include a range of holy arts and magic to teach you or any you give the book to.
Skills in the system are created through the memory and repetition of using them (or in the case of Quest
rewards, simply put into your mind). What this means is that having a skill is not always a permanent
thing. Say you learn Archery at the start of your journey, but soon switch to using more advanced plasma
weapons, and don’t really need or use bows anymore. Because you never studied archery enough to
develop habits and didn't keep practicing, your skill proficiency would slowly drop over time, until
eventually you might lose the skill entirely.
Of course, there is nothing stopping you from simply learning archery again, but it’d still be a hassle.
Thankfully, it’s one you’ll never have to deal with. Any skills you learn and any memories you make will
stay with you forever. Never forget how to use that obscure spell you really need right now ever again!
You could sit on your ass for a few decades, but when an enemy shows up you need to defeat, you’d still
be the combat monster you’ve been in your prime. Or rather, you ARE in your prime. After all, for you it
never ended in the first place. This also means that no matter how many memories you might accumulate
you’ll be able to recall any of them in an instant.
“It’s Study Time?” The way you describe things can be...odd, but that doesn’t mean you are any less valid
in teaching other people about things they do not understand. By purchasing this perk, any method of
teaching others is just as effective as investing everything into making the lessons clear, so long as you
have a good understanding of what you are trying to teach and that your methods actually have
something to do with teaching no matter how unorthodox.
As the name suggests, this is the system that is in place in Neolife, and will soon be introduced to the real
world as well. It allows people to do things such as cast spells, manipulate mana, use runes, cultivate
affinities, increase their physical qualities beyond anything they could’ve dreamed of before, and so much
more. After reaching the apex of their class or a skill they might possess, and grasping near the level cap o
999, one could throw entire mountains, move at massively hypersonic speeds, ignore whatever damage
people with the same power output might dish out, create illusions that are more convincing than reality
itself, and affect entire planets or even solar systems.
You gain access to this System for no charge, and may grant it to other people in any settings you might
visit in the future. It will adapt itself to anything you encounter, allowing you to cultivate affinities not
found in this universe, or create spells and maybe even entire schools of magics focusing on forces absent
here. This includes things such as the Kingdom or Ship management menu some people here have access
to, though you might freak people out if you use it and they don’t know of its existence. You’ll also gain
the ability to introduce this world’s mana, including the System, monsters, Souls, and Auras, to other
universes, though the consequences of doing this will fall upon you.
To anyone used to other kinds of souls, the composition of the soul in Neolife and beyond might seem
strange, signifying the ability of something or someone to grow and learn within the bounds of the System
in addition to also being their metaphysical essence. But there’s no need to worry, as instead of ending up
with two or more different souls held together only by spiritual duct tape, you’ll be able to decide what
aspect of this new kind of soul you’ll take on, either choosing just the best parts or those you desire,
combine them into one functional whole better than the sum of its parts, or disregard some parts entirely
This world follows the same rules that it seems every new world does these days. On entering this world,
you were given an Adventurer’s Card which we’ll describe later and the ability to gain and use skill points
to level up. Skill Points are gained by killing monsters or other living beings and are automatically collected
from them when the deed is done. Gather enough and you will be able to level up on your adventurer’s
card, increasing your base stats and learning or upgrading your existing Skills with your new points. You
can’t learn something you don’t have the ability to learn, haven’t been taught or that isn’t part of your
class. Ah, and Class? Another thing you’ll automatically receive. This’ll dictate your general stat growth
through levelling up here and the sort of skills you can automatically learn and unlock via just skill points.
Any fantasy RPG class can be taken, though your origin will limit you to specific types.
You will begin with a basic class but you can spend 100 CP to upgrade to a more advanced class straight
away, which will give you better starting stats, stat growth and better skills. An Arch-Priest or Crusader
Knight for instance.
(CG Note: Requires base the Way This Works - Konosuba first.)
To anyone used to other kinds of souls, the composition of the soul in Neolife and beyond might seem
strange, signifying the ability of something or someone to grow and learn within the bounds of the System
in addition to also being their metaphysical essence. But there’s no need to worry, as instead of ending up
with two or more different souls held together only by spiritual duct tape, you’ll be able to decide what
aspect of this new kind of soul you’ll take on, either choosing just the best parts or those you desire,
combine them into one functional whole better than the sum of its parts, or disregard some parts entirely
For 200 CP, you’ll be able to do the same to any future or past souls you may get or have gotten through
either backgrounds or other ways, with the decision of how your soul works in your hands evermore from
this point on.
You can also pick two affinities to start off with at 5%. Affinities, in case you don’t know yet, can be
literally anything. If something exists, it has a mana signature. And if something has a mana signature, the
signature can be forged (cultivated) and controlled. Be it an affinity for life, fur, time, leaves, bark, a
specific fetish, or something more abstract like luck, order, madness, or chaos, the variety of affinities is
truly endless.
With the upcoming changes in the world, or even just by playing Neolife, you’re undoubtedly going to
come into the possession of many new skills and abilities. But is it really the strength of his powers that
defines a man? No, it is how he uses said powers. Well, using them better is mainly to get even more
powerful, but you get the gist. And with this perk you get it even more.
Using your abilities to their fullest potential is child’s play to you, and you can easily use several abilities
you have in tandem to amplify their strength beyond what might be expected of them. What’s more, you
also have a talent at coming up with entirely new techniques and ways to use any powers you have for
most any situation you can think of. If you have the Fire affinity, you won’t even need to think for a
second before realizing that you can also use it to pull fire mana out of an object to freeze it, and having
to shoot your enemies with twenty variations of elemental beams will be a thing of the past. You also
possess the mental faculties to actually question how your powers work, and if you ever used shadow
magic, you would surely recognize that it could only work if a separate shadow realm existed. So rest
assured, as with these gifts you’ll never need a divine intervention to actually use the vast power you have
gained.
To raise an Affinity can be harder than it sounds. The required steps to do so are to send out your mana to
connect to an element, attuning your mana to match said element as closely as possible, and then cycling
it by pulling just a little bit of mana from the element and assimilating it with your own. Even “finding” the
mana of an affinity besides the main seven elements can be extremely hard. Gravity and Time might be al
around you, but it’s not easy at all to pick them out of the all the mana types swirling around you. In this
kind of endeavor though, you’ve got a bit of a leg up on others.
You have an “affinity” of sorts for cultivating affinities - or rather, integrating yourself with, studying, and
manipulating nature. With a bit of meditation and some time, you can easily identify whatever there is in
your surroundings, even obscure mana types such as Order or Chaos that would normally be nigh-
impossible to cultivate without finding a major source of them first. Even cultivating Time mana anywhere
you want would be possible for you, though quite a bit slower than if you were near a large source of it,
such as by speeding your personal time up by a few million times through the attraction of time mana,
considering how spread out it is over the universe. Still, just the fact that you are able to do so at all
without resorting to methods like that could make a few people jealous.
Once you have an affinity, you’ll also find it easier to manipulate its element, make it seemingly moving on
its own volition to follow your commands, and having to use less mana to control it. And don’t think that
this skill is limited to helping you with Druid skills like World Casting or training affinities. A Mage could
just as easily study nature to come up with highly efficient spells imitating it, and a Rogue would find it
helping make their illusions seem more natural and difficult to see through. It’ll help you with all other
abilities that work with or through nature as well.
Considering that one simply needs to combine the runes for “Blast” and “Fire” to make a fireball, or do
the same with the “Reinforce” and “Mind” runes to create a basic spell to protect against mind altering
effects, one might think that runic magic is incredibly easy. Well, one would be wrong. Runes can be
considered a programming language of sorts, affecting reality. They are used to program magical devices,
and also for Runic Magic, an alternative to Arcane Magic that uses less mana and requires less control
over it, but only does exactly what you program it to do. Now, as with regular programming, any schmuck
can do the equivalent of writing “hello world” and throw a fireball or two, but anything more complex
than that requires intelligence, creativity, ingenuity, and patience.Things that you now possess in spades.
And with that and the knowledge of the runic language, infinite possibilities lie open to you: whether it’s
bashing someone’s head in with the “Force” rune, setting up intricate spell diagrams and runic circles to
automate even the most complex of processes, or creating spells of all magical disciplines for anything
you can think of and more, someone who truly knows how to use Runic Magic is a sight to behold. And
your true talent, the invention and creation of new runic spells and programs, applies to all of these
avenues. If you keep at it, no magic will be beyond your reach.
That spell just feels so good. You can’t resist using it over and over. It might not be the best spell for the
situation but you can’t force yourself to even learn any other. Thankfully, you need not suffer without
benefit. For you, magic feels good to use. A pleasure on a physical, emotional and even spiritual level that
calms and satisfies you. But when you wish, you can deepen this enjoyment for specific spells. By forcibly
creating a growing addiction to a single spell, heightening the pleasure you receive, you can make that
spell easier and better. The more addicted you are to it, the greater its power will become and the easier
it’ll be for you to use. If you became obsessed enough to base major portions of your life around a single
spell, you could see yourself getting many times the normal power from it and able to cast it ten times as
much as normal, the costs have decreased so much. Be careful however as this perk provides no way to
get out of these addictions and you’ll need to break them the old fashioned way, though do note that
doing so will also remove the benefits.
Now that you have your familiar, you need your proper implement for magic use. You now have a wand or
staff that is best suited for a specific kind of magic of your choice. It can be as specific as the Explosion
spell from this world or as broad as any kind of necromancy magic. The more specific, the better the boost
this implement will give to the power of the spell when you use it to cast that magic. A single spell could
be three or even four times as good but an entire field of magic might only be ten percent again as strong
as normal. The implement can be as fancy or simple as you like too.
he Soul - a part of the Aura that allows it to absorb memories and grow over time. As it is the liveliness
that exists in all living things, not just sentient races possess souls, but animals and plants too. The only
intelligent beings without souls are “mere” machines such as androids, for whom the only way to grow
stronger is to upgrade their software and hardware, though they can be changed into Deus Ex or other
machine races by granting them a soul. Which is something that you can now easily do, along with oh so
many other things.
You see, levels and experience are simply an abstraction of the strength of someone’s soul. When you kill
monsters or people, you take a small part of their souls, roughly five percent of it, which becomes the
experience you gain. And when you learn new things or simply increase your stats through training, your
soul also grows and gains experience. Though in the latter case, you wouldn’t gain stat points to spend
after a certain point (about 1-2 stat points per level) as instead of using the growth of your soul as fuel to
strengthen parts of yourself, your soul grew through said strengthening. So, another way to describe Soul
Arts would be “Experience Control”.
You could, for example, revive a dead person in the 24h windows before their soul disappears, or hold
their soul in place to use it for other things, but it would cost either you or the person experience. Beyond
that, you can impart your own experience onto others, easily fight souls and soul-type creatures, guard
your soul against attacks, or create Skill Shards. And if you were a slightly shadier kind of guy, you could
absorb someone’s soul to gain their levels, memories, and skills. And, luckily enough for you, doing this
won’t cause you to go mad or turn into a monster! If you don’t want to do that, though, there’s yet
another avenue open to a Soul Artist for growing stronger.
You can instead pull the full soul out of a creature you killed, purify it of all its memories and personality,
and gain vastly more experience than you would’ve otherwise gotten, though still less than if you had
absorbed the whole thing. Another use of the same skill would be to purify a soul and then put it back into
the creature’s body after healing it, to bring it back without any memories of its former life, becoming
essentially a newborn baby. This is often how users of Soul Arts get powerful creatures as their pets, as
they are able to easily tame them afterwards.
At this point, it should be clear to you that the power of this ability is truly limitless, the above skills just
some examples: whether it is reading someone’s level with a glance by discerning the luminosity of their
soul, putting a soul into an item to create a Growth Weapon, shedding your physical body and only living
as a soul, or quite literally anything else to do with the soul, as long as you put in the practice, experiment
enough, and get a lucky insight or two, you’ll be able to do it all. Even creating souls wholesale instead of
having to use the soul essence of creatures you slay would become a possibility for you after reaching the
lofty heights of the Legend rank and knowing everything there is to know about the nature of souls.
Magic is a force that has certainly fascinated people since it was conceptualized in the annals of history.
Now that Neolife exists and magic will soon come to thrive in the real world, is it a surprise that it will
capture the hearts of many more? No, of course not. And it is this fascination that has brought an
interesting revelation to light. Namely, that there is something more to magic than Arcane and Runic
magic.
Those are called “unique” abilities people can develop. Each is essentially a new type of magic, and
anyone can develop one if they have sufficient patience and imagination. Although this new magic can be
powerful, it has to be developed manually, each new aspect to it added one at a time. That is what sets it
apart from Arcane magic, where you can easily come up with new spells following the same concept. A
few examples will be provided in the Notes.
Now, this wouldn’t allow you to just do something like the ability to use laser eyes from scratch. As
mentioned above, each ability has to be developed block by block. It essentially lets you expand upon
already existing abilities, bring them up to a new level, or make them branch out into entirely different
areas. Extremely simple things like Aura Sight or enhancing your body in different ways would only require
the ability to control mana and infusing it into the relevant body parts, but more powerful abilities would
have stricter prerequisites and training regimes. If the ability you want to create involves an item, for
example, you need to be completely familiar with its physical form, to the point where you could imagine
it in its entirety in a split second, usually done by using a VR device to create it in a test world, and then
slowly studying it, taking it apart and putting it together again and again, while also training with
something like Origin magic to instantly create matter, starting with small and simple things, then working
your way up. After all that is done, you would be able to create said item with a thought, instantly and
reflexively, and be able to work on and enhance it further.
Now, that’s actually something anyone can do with some time, so it’s nothing all that special. What sets
you apart from the masses is that you can do the same thing with anything in your arsenal. You are able to
mix and match any amount of perks, abilities, skillsets or techniques to create something new, or propel
them to new heights by stubbornly training. And no matter what your capabilities are, you will always
know just how to advance them in any possible way, possessing a sort of instinctive knowledge of what
Once a day isn’t enough for you anymore. yourYou
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the business of supporting such magical addictions but we’ll give you a little allowance. Be it limited casts
per day or stuff with massive energy costs, we’ve got a solution to both. The first is that, once per day, you
are able to cast a spell regardless of any energy costs it may have. Even if it costs as much as you have at
full or more, you can get one standard use out free. Do note that this will only work with spells that have
set energy costs. If something could be charged forever or works based on how much energy you put in,
the best you’d get is the minimum energy use of that spell. The second way we’re encouraging you is the
ability to pay large amounts of energy to cast spells that are normally usable only a few times per day. The
more powerful the spell, the more energy you’ll need to pay and not all spells will be payable at your
current strength.
Some people are born with a talent for magic. Some people think that a little bit of extra skill is enough to
call that a ‘talent’. You’re the sort of magical genius that even the Crimson Demons would need to admit
was a true master in the making. Magic comes to you faster and better than it does any other. What might
take others months to reach you can do in days, even the cost for learning magic skills reduced to fit you.
Your magical power is greater too, thrice that of any normal magician your age. But unfortunately, not all
magic is quite the same for you. Physical magic, things such as enhancing the body or otherwise doing
purely physical effects on you, is unaffected by this increase. It doesn’t quite fit the lifestyle, you see.
In Neolife, all things possess affinities, sentient races included. Druids, and those using the same skills,
cultivate those same affinities by cycling mana of the affinity they want to gain between themselves and a
source of said mana, and manipulating their mana to match it. As they increase their affinities, they will
see bonuses such as being able to cultivate passively, control whatever the affinity represents, and even
develop a resistance to their affinity, as their passive control grows to protect them from its expressions.
Meanwhile, people who do not develop their affinities simply have them hovering around somewhere
below the first useful threshold, 5%, as they choose to focus their attention elsewhere.
But there is a third option to take here. Anyone may choose to strip away all of their affinities, which
would normally be a lengthy and complicated process in and of itself. But for sacrificing their ability to
possess and gain affinities, they would instead get an affinity for pure, unattributed mana. Now, since you
already paid the cost of this new affinity in other ways, there is no need for you to give up your other
affinities, so we can jump straight into the explanation of what this actually means for you. While it won’t
let you control anything new (anyone can already control mana without any affinity, after all), you will get
a reduction on magic costs equal to your affinity. So with the affinity at 10%, your spells would cost 10%
less mana. And if you managed to get it to 100%, you would be able to cast magic for no cost to yourself
entirely, as you could command all the mana in the world around you to access a virtually unlimited
supply of it. This would let you rain spells upon your enemies incessantly, create high-level enchantments
without having to resort to mana gems, and even use time magic to travel forwards or backwards in time
for more than a few seconds.
You’ll also find the control you have over mana increases as your affinity does, making it far easier to
actually cast all those complicated spells. Another bonus is your ability to create Mana Gems, the only
objects in the universe not aligned to any element, but rather, you probably guessed it already, pure
mana. Even though they might not be of much use for you, since mana costs will soon be a thing of the
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Goddess now, a divine being that has lost a large portion of its power but still retains incredible abilities
and varied powers. Just for being what you are, your beginning stats in this world are far higher, equal to
an end game adventurer. You are also able to draw magical energy from any who worship you in this
world, though this particular trait won’t persist past this world without a certain perk. As a Goddess, you
also have a series of purviews over which you hold divine power. You may pick up to three different things
to hold power over, such as Water, Luck or The Arts. You’ll find yourself blessed in regards to these things
effortlessly skilled in anything relating to them and with vastly more power when you use magic
associated with your purviews. You also have an innate affinity to your purviews which may provide
passive abilities, such as being immune to heat damage if you pick Fire. You will also choose whether you
are a good or evil Goddess, though this won’t affect your actual morality. Instead it will give you either a
Holy or Unholy attribute, respectively. You’ll gain an immensely powerful aura for which attribute you
choose, such that a Holy Goddess could kill high level undead with a single tear due to the holy energy
infused within or badly harm them with a touch. It will empower any Holy or Unholy abilities greatly too.
Lastly, buying this will boost any capstone perks or items that you purchase, as detailed in the notes
section at the end of this document.
In your heart of hearts, you know the life you were born for. A flash of light, a thunderous noise, the
pressure wave, the great heat and total destruction at the centre. Explosions are love, explosions are life,
and explosions are all you need. You’ve got this same love for the Explosion spell or, if you’re some kind of
heretic, another spell. For you this spell is just on a different level to anyone else. The power you have for
it is a hundred times the normal amount at least, so that even a single digit levelled adventurer could
match a boss in the high 80s or 90s when comparing the same spell between the two of them. The costs
for that one spell, whether in mana or materials, are negligible. Your love for it is such that you could cast
it at least a dozen times a day. The spell will continue to improve as you use it too, never having an upper
limit and slowly growing in all aspects as you keep using it. Brighter, hotter, louder and more destructive.
Finally, as a sign of your true dedication to the Path, you may induct other people onto the path as well,
being able to teach your spell easily to anyone with even a basic amount of mana and share a small
portion of this perks abilities with them.
Spells becoming more powerful isn’t just a matter of having more mana, at least not in this world.
Upgrading those spells more with Skill Points is usually the main path. At least if you can be bothered,
which it seems you’ve skipped past entirely. Magic that you use now scales to your general level of power
regardless of how much points or energy you put into it. If you cast a fireball you learnt at level 1, using
the same amount of energy, but were a level 80 wizard when you cast it now? You’d be summoning a
conflagration that could consume half a town instead of a mid-sized fireball attack. Even things as simple
as a low level voice changing spell could become a spell that allows the target to freely make any sound
they wanted, rather than just a single different voice. You can still expend energy or points to improve
spells, provided the spell can be improved in such ways, even more but their base level of power will rise
alongside your own general power level.
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Purchased Perks
Description
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