The Celestial Grimoire - A Complete Compendium Second Edition - PDFCOFFEE.COM (2024)

Sheets

Chapter 1: Benevolence Chapter 2: Destruction Chapter 3: Illusion Chapter 4: Control Chapter 5: Domain Chapter 6: Magitek Chapter 7: Making Chapter 8: Divination Chapter 9: Transformation Chapter 10: Lore Chapter 11: Source Chapter 12: Modus

Inst

Greetings and welcome to the Celestial Grimoire: made for your CYOA running convenience, provid uses, all in one location. Making use of the in-built option to do so can be found in the File tab at the t issue an alert for missing permissions. You can gi window. This is only needed once and is completely

The controls for the Perk Roller are placed at the to perk e

The green Keep button will 'Purchase' the perk, chan moving it's entry in list to the bottom unde

The blue Keep button is meant for perks that you remov

The red Pass button will remove the last entry in th can't afford. It will remove a p

Each button also has an entry in th

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

Thank you all, and have a wonderu

Instructions

the Celestial Grimoire: A Complete Compendium, Second Edition. This spreadsheet was ng convenience, providing the rolling, logging and perks for your own Celestial Grimoire king use of the in-built perk roller necessitates creating your own copy of this sheet. The nd in the File tab at the top, right under the Import option. First time use of the roller will permissions. You can give the needed permissions in the Advanced options of the new once and is completely safe. (When using my sheet, can't say anything for anyone elses.)

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

Change the box color, change the color going d.

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.

all, and have a wonderul night.

Chapter 12: Modus8: Chapter Divination Chapter 4: Control Chapter 7: Making10: Chapter Lore 3: Chapter Illusion6: Chapter Magitek1: Chapter Chapter 9: Benevolence Transformati Chapter on 5: Chapter Domain2: Chapter 11: Destruction Source

CP Cost

Name

Jumpdoc

Chapter

Description

K R K E E E E P P E E A A P T

P A S S

CP Cost

Name

Jumpdoc

Chapter

1

Free

Barriers and Shields

Lyrical Nanoha

Benevolence

2

Free

Spell Cards

Touhou Project: Forbidden Hermit

Benevolence

3

50

Auto-Guard

Lyrical Nanoha

Benevolence

4

50

Brown Paper

Wonderland No More

Benevolence

5

50

Heart Container

Hyrule Warriors

Benevolence

50

Sorcery Chronomancy Rituals (Grant Time Sense)

World of Darkness: Sorcerer

Benevolence

6

7

50

Sorcery Chronomancy Rituals (Unaging)

World of Darkness: Sorcerer

Benevolence

8

50

Ice Goblin

The Elder Scrolls

Benevolence

9

100

Sorcery - Healing Ritual (Healing Sleep)

World of Darkness: Sorcerer

Benevolence

10

100

Sorcery - Healing Ritual (Mike’s CureAll)

World of Darkness: Sorcerer

Benevolence

11

100

Sorcery - Healing Ritual (WakeyWakey)

World of Darkness: Sorcerer

Benevolence

12

100

Basic Magecraft Reinforcement

Tsukihime

Benevolence

13

100

Mystic Eye Killers

Tsukihime

Benevolence

14

100

Beloved of Gaia

Tsukihime

Benevolence

15

100

Blessing of the Wood

Cultist Simulator

Benevolence

16

100

Lucky Charm

Generic Magical Girl

Benevolence

17

100

Abracadabra​

Sailor Moon

Benevolence

18

100

Twisted Sister

DC Occult

Benevolence

19

100

Meditation

Justice League Dark

Benevolence

20

100

Untouched By Time

Justice League Dark

Benevolence

21

100

Shield of Faith

The Gods Are Bastards

Benevolence

22

100

Heraldry Armour

Warhammer Fantasy: Tomb Kings

Benevolence

23

100

Totemic Armour

Warhammer Fantasy: Amazons

Benevolence

24

100

Cartridge Endurance

Lyrical Nanoha

Benevolence

25

100

Anti-AMF

Lyrical Nanoha

Benevolence

26

100

Tank Form

Lyrical Nanoha

Benevolence

27

100

Overdrive Form

Lyrical Nanoha

Benevolence

28

100

Raiment - Boosted

Generic MG

Benevolence

29

100

Hachikou Statue

Golden Sky Stories

Benevolence

30

100

Spell Card Pact

31

100

Keseran-Paseran

Touhou Project: Forbidden Hermit

Benevolence

32

100

Art Come to Life

Ib

Benevolence

33

100

Warpaint

Warhammer Fantasy: Dogs of War

Benevolence

34

100

Orange Marmalade Jar

Wonderland No More

Benevolence

35

100

CRYSTAL CLOAK

Warhammer Fantasy: Kislev

Benevolence

Touhou Project: Parasol Benevolence Paradise

36

100

Stone Age Superstition

Warhammer Fantasy: Orcs & Goblins

Benevolence

37

100

Armour of Tarnus

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

38

100

Arcana Of Renewal

Endless Legend

Benevolence

39

100

Tier One Insignia

Endless Legend

Benevolence

40

100

Healing Potions

Warhammer Fantasy: High Elves

Benevolence

41

100

Blue Bracelet

Legend of Zelda: Four Swords Adventure

Benevolence

42

100

Sword and board

Legend of Zelda: Link’s Awakening

Benevolence

43

100

Sheath

Legend of Zelda: Skyward Sword

Benevolence

44

100

Family Tradition

Legend of Zelda: Spirit Tracks

Benevolence

45

100

Red Potion

Legend of Zelda: Spirit Tracks

Benevolence

46

100

My Power, Not Yours

Legend of Zelda: The Wind Waker

Benevolence

47

100

Potion Package

48

100

Sorcery - Healing (One Dot)

World of Darkness: Sorcerer

Benevolence

49

100

Sorcery - Healing (Two Dots)

World of Darkness: Sorcerer

Benevolence

Legend of Zelda: Hero of Benevolence Worlds

50

100

Sorcery - Healing (Three Dots)

World of Darkness: Sorcerer

Benevolence

51

100

Sorcery - Healing (Four Dots)

World of Darkness: Sorcerer

Benevolence

52

100

Sorcery - Healing (Five Dots)

World of Darkness: Sorcerer

Benevolence

53

100

Psychic Abilities Biokinesis (SelfControl)

World of Darkness: Sorcerer

Benevolence

54

100

Psychic Abilities Biokinesis (SelfHealing)

55

100

Psychic Abilities Biokinesis (Hysterical Strength)

World of Darkness: Sorcerer

Benevolence

World of Darkness: Sorcerer

Benevolence

56

100

Psychic Abilities Biokinesis (Ignore Pain Response)

57

100

Psychic Abilities Biokinesis (Mind Over Matter)

World of Darkness: Sorcerer

Benevolence

World of Darkness: Sorcerer

Benevolence

58

100

Psychic Abilities Mind Shield

World of Darkness: Sorcerer

Benevolence

59

100

Psychic Abilities Psychic Vampirism (Rush)

World of Darkness: Sorcerer

Benevolence

60

100

Psychic Abilities Psychic Vampirism (Sapping the Will)

World of Darkness: Sorcerer

Benevolence

61

100

Psychic Abilities Psychic Vampirism (Energy Transference)

62

100

Psychic Abilities Psychic Vampirism (Life Leech)

World of Darkness: Sorcerer

Benevolence

63

100

Psychic Abilities Psychic Vampirism (Emotional Vortex)

World of Darkness: Sorcerer

Benevolence

World of Darkness: Sorcerer

Benevolence

64

100

Dragonskin

The Elder Scrolls

Benevolence

65

100

Northern Warrior

The Elder Scrolls

Benevolence

66

100

Healing Magic

Undertale

Benevolence

67

100

Vampire Regalia

The Elder Scrolls

Benevolence

68

100

Healer

Terraria

Benevolence

69

100

Adventuring Clothing

Danmachi

Benevolence

70

150

Defensive Determinator

Generic MG

Benevolence

71

150

Healing Hands

Generic MG

Benevolence

72

150

Clover Honey

Neverland: The RPG

Benevolence

73

150

Cloak of Feathers

Warhammer Fantasy: Lizardmen

Benevolence

74

150

Tier Two Insignia

Endless Legend

Benevolence

75

200

Puppet Limb

Kara no Kyokai

Benevolence

76

200

Śarīra

Kara no Kyokai

Benevolence

77

200

Starborn

Cultist Simulator

Benevolence

78

200

Stained Gloves

Cultist Simulator

Benevolence

79

200

Cinnabar Amulet

Cultist Simulator

Benevolence

80

200

Paradoxical Curio

Cultist Simulator

Benevolence

81

200

Dark​​Badge​​

Sailor Moon

Benevolence

82

200

Revivification​​

Sailor Moon

Benevolence

83

200

Fountain of Youth Boosted

DC Occult

Benevolence

84

200

Blood Ward

DC Occult

Benevolence

85

200

Song-Maiden

Valkyrie Profile

Benevolence

86

200

Never Get Drunk​

The Gods Are Bastards

Benevolence

87

200

Luck

88

200

Empty Space

Fate/kaleid liner PRISMA ILLYA

Benevolence

89

200

Talisman of Rendar

Warhammer Fantasy: Amazons

Benevolence

Madoka Magica: Wraith Benevolence Timeline

90

200

Raised by the Faeries

Warhammer Fantasy: Bretonnia

Benevolence

91

200

Barding

Warhammer Fantasy: Bretonnia

Benevolence

92

200

Dragon’s Claw

Warhammer Fantasy: Bretonnia

Benevolence

93

200

Royal Light

Mermaid Melody Pichi Pichi Pitch

Benevolence

94

200

No Limiter Can Hold Me

Lyrical Nanoha

Benevolence

95

200

Boost System

Lyrical Nanoha

Benevolence

96

200

Silver Millennium Lining

Generic MG

Benevolence

97

200

Acquired Poison Immunity

Touhou Project: Forbidden Hermit

Benevolence

98

200

Gensokyo’s Computers

Touhou Project: Forbidden Hermit

Benevolence

99

200

Hidden Kisses

Peter Pan

Benevolence

100

200

By Hook or Crook

Peter Pan

Benevolence

101

200

Blank Rose

Ib

Benevolence

102

200

Fungus Beer

Warhammer Fantasy: Dogs of War

Benevolence

103

200

Hatter’s Hat

Wonderland No More

Benevolence

104

200

Gromril Chain Shirt

Warhammer Fantasy: Halflings

Benevolence

105

200

Shield of the Mirror Pool

Warhammer Fantasy: Lizardmen

Benevolence

106

200

Lucky Shrunken Head Warhammer Fantasy: Orcs & Goblins

Benevolence

200

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

107

Pyromania

200

Light in the Darkness

Warhammer Fantasy: Imperial Colleges of Magic

109

200

Amulet of Enchanted Jade

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

110

200

Appetite for Dust

Endless Legend

Benevolence

111

200

Tier 3 Insignia

Endless Legend

Benevolence

112

200

Blockade Bloodline

Legend of Zelda: A Link to the Past

Benevolence

113

200

The Jar’s Bargain

Legend of Zelda: Four Swords Adventure

Benevolence

108

Benevolence

114

200

The Blue Depths

Legend of Zelda: Ocarina of Time

Benevolence

115

200

Power Bracelet

Legend of Zelda: Oracle of Ages

Benevolence

116

200

Sky Armor

Legend of Zelda: Skyward Sword

Benevolence

117

200

Alchemy Stone

Legend of Zelda: Spirit Tracks

Benevolence

118

200

Purple Potion

Legend of Zelda: Spirit Tracks

Benevolence

119

200

A Bag Full of Kinstones

Legend of Zelda: The Minish Cap

Benevolence

120

200

Lucky Charm

World of Darkness: Sorcerer

Benevolence

121

200

Northern Strength

The Elder Scrolls

Benevolence

122

200

Gauldur Amulet

The Elder Scrolls

Benevolence

123

200

Blade of Woe

The Elder Scrolls

Benevolence

124

200

The Support

Genshin Impact

Benevolence

125

200

Magical Canteen

Danmachi

Benevolence

126

300

Healing Touch

Cultist Simulator

Benevolence

127

300

Rise

Cultist Simulator

Benevolence

128

300

Rod of Asclepius

Justice League Dark

Benevolence

129

300

Heart Spheres

Mermaid Melody Pichi Pichi Pitch

Benevolence

130

300

Timelessness

Golden Sky Stories

Benevolence

131

300

Dwarven Will

Warhammer Fantasy: Dogs of War

Benevolence

132

300

Blessing of the Lady - Warhammer Fantasy: Partial Dogs of War

Benevolence

133

300

Healer

Warhammer Fantasy: Dogs of War

Benevolence

134

300

White Lion Cloak

Warhammer Fantasy: Dogs of War

Benevolence

135

300

Bath Body

Neverland: The RPG

Benevolence

136

300

Scroll of Great Warding

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

137

300

The Mark of Qazalak ​ Mage: The Awakening

Benevolence

138

300

Potion Set

Legend of Zelda: Skyward Sword

Benevolence

139

300

Yellow Potion

Legend of Zelda: Spirit Tracks

Benevolence

140

300

Potion Set

Legend of Zelda: The Wind Waker

Benevolence

141

300

Mirror Shield

Legend of Zelda: The Wind Waker

Benevolence

142

300

Blessing of Nayru

143

300

Enviromagic Clothes - Legend of Zelda: Hero of Benevolence Water Breathing Worlds

144

300

Enviromagic Clothes - Legend of Zelda: Hero of Benevolence Heat Immunity Worlds

145

400

Synchronizer

Tsukihime

Benevolence

146

400

Keys of Providence

Tsukihime

Benevolence

Legend of Zelda: Hero of Benevolence Worlds

147 400 CP

Ritual Maker

Cultist Simulator

Benevolence

148

400

Kingskin Bodhran

Cultist Simulator

Benevolence

149

400

Watchman’s Glass

Cultist Simulator

Benevolence

150

400

Survivor’s Armor

Sonny

Benevolence

151

400

Paladin’s Set

Sonny

Benevolence

152

400

Ahahaha,​​Nope!​​

Sailor Moon

Benevolence

153

400

Power​​Granting​​Deal​​

Sailor Moon

Benevolence

154

400

Fountain of Youth Boosted

DC Occult

Benevolence

155

400

Crystal​​Immersion​​

Sailor Moon

Benevolence

156

400

Orgel​

Sailor Moon

Benevolence

157

400

Ragman Suit

DC Occult

Benevolence

158

400

Mental Fortress

Libriomancer

Benevolence

159

400

No Trap Can Hold Me

Justice League Dark

Benevolence

160

400

The Curse of Immortality

Justice League Dark

Benevolence

161

400

Penitent’s Blade​

A Practical Guide to Evil

Benevolence

162

400

Warded Titan

Warhammer Fantasy: Tomb Kings

Benevolence

163

400

Fountain of Youth Boosted

Warhammer Fantasy: Amazons

Benevolence

164

400

The Dark Mail

Warhammer Fantasy: Beastmen

Benevolence

165

400

Skull of the Unicorn Lord

Warhammer Fantasy: Beastmen

Benevolence

166

400

Sacred Site

Warhammer Fantasy: Beastmen

Benevolence

167

400

Temperature of Love

Mermaid Melody Pichi Pichi Pitch

Benevolence

168

400

Mermaid Beads

Mermaid Melody Pichi Pichi Pitch

Benevolence

169

400

Everything Is Gonna Happy

Generic MG

Benevolence

170

400

Doctor of Miracles Touhou Project: Parasol Benevolence Paradise

171

400

True To Myself

Tsukihime

Benevolence

172

400

Gromril Armour

Warhammer Fantasy: Dogs of War

Benevolence

173

400

Power of Belief

Neverland: The RPG

Benevolence

174

400

Old as the Trees

Neverland: The RPG

Benevolence

175

400

Monstera Reflect

Neverland: The RPG

Benevolence

176

400

Treacle

Wonderland No More

Benevolence

177

400

Humpty Dumpty’s Potion

Wonderland No More

Benevolence

178

400

Spawn of Order

Warhammer Fantasy: Lizardmen

Benevolence

179

400

Tyrant Crown

Warhammer Fantasy: Ogre Kingdoms

Benevolence

180

400

Thiefstone

Warhammer Fantasy: Ogre Kingdoms

Benevolence

181

400

Shield of Warding

Warhammer Fantasy: Orcs & Goblins

Benevolence

182

400

Bonewood Staff

Warhammer Fantasy: Orcs & Goblins

Benevolence

183

400

The Land Provides

Warhammer Fantasy: Imperial Colleges of Magic

184

400

Protection from Corruption​

The Gods Are Bastards

Benevolence

185

400

The Best Part of Waking Up

Warhammer Fantasy: Skaven

Benevolence

186

400

Warpstone Armor

Warhammer Fantasy: Skaven

Benevolence

187

400

There is... Another Way

Endless Legend

Benevolence

188

400

The Collar of Khorne

Warhammer Fantasy: Warriors of Chaos

Benevolence

Benevolence

189

400

Stable Casting

Warhammer Fantasy: High Elves

Benevolence

190

400

It Stares Back​

Mage: The Awakening

Benevolence

191

400

Defensive Magic ​

Mage: The Awakening

Benevolence

192

400

No Strings on Me ​

Mage: The Awakening

Benevolence

193

400

Coin of the Jester King​

Mage: The Awakening

Benevolence

194

400

Totem of Undying

Generic Minecraft

Benevolence

195

400

Sole Protector

Legend of Zelda: A Link Between Worlds

Benevolence

196

400

Pure of Heart

Legend of Zelda: A Link to the Past

Benevolence

197

400

Ancient Bloodline

Legend of Zelda: A Link to the Past

Benevolence

198

400

Force Fairy

Legend of Zelda: Four Swords Adventure

Benevolence

199

400

Mirror Shield

Legend of Zelda: Link’s Awakening

Benevolence

200

400

Mirror Shield

Legend of Zelda: Ocarina of Time

Benevolence

201

400

Naryu’s Love

Legend of Zelda: Ocarina of Time

Benevolence

202

400

Magic Potion

Legend of Zelda: Oracle of Ages

Benevolence

203

400

It Just Appears...

Legend of Zelda: The Minish Cap

Benevolence

204

400

Magic Armor

Legend of Zelda: The Wind Waker

Benevolence

205

400

Magical Shield

The Legend of Zelda

Benevolence

206

400

Water of Life

Legend of Zelda: The Adventure of Link

Benevolence

207

400

Risk Free Botches

World of Darkness: Sorcerer

Benevolence

208

400

Recovery

The Elder Scrolls

Benevolence

209

400

Standing Stones

The Elder Scrolls

Benevolence

210

400

Ring of Perfection

The Elder Scrolls

Benevolence

211

400

Ring of Phynaster

The Elder Scrolls

Benevolence

212

400

Spellbreaker

The Elder Scrolls

Benevolence

213

400

Heart Locket

Undertale

Benevolence

214

400

Strong And Small

Genshin Impact

Benevolence

215

400

Fighting from the Back​

Persona 4

Benevolence

216

400

Aura Surgeon

World Seed

Benevolence

217

500

Kiss

Peter Pan

Benevolence

218

500

Red Magic

Drakengard and Nier

Benevolence

219

500

Undying

Warhammer Fantasy: Dogs of War

Benevolence

220

500

Crown of Alice - 1st Segment

Wonderland No More

Benevolence

221

500

Crown of Alice - 2nd Segment

Wonderland No More

Benevolence

222

600

Barrier

Madoka Magica: Wraith Benevolence Timeline

223

600

Shard of a Heartbroken Wish

Madoka Magica: Wraith Benevolence Timeline

224

600

Blast Shield

Sonny

Benevolence

225

600

Magical Purification Blast

Generic Magical Girl

Benevolence

226

600

Untouchable​

Sailor Moon

Benevolence

227

600

Starseed​​Awakening​​

Sailor Moon

Benevolence

228

600

Look​​Out!​​

Sailor Moon

Benevolence

229

600

Thirteen

DC Occult

Benevolence

230

600

True Apocrypha

Tsukihime

Benevolence

231

600

The Path of Magic

Justice League Dark

Benevolence

232

600

I Am

Justice League Dark

Benevolence

233

600

Magic Damper

Libriomancer

Benevolence

234

600

Jumper Does Not Serve

Warhammer Fantasy: Tomb Kings

235

600

Perfect Partner

Madoka Magica: Wraith Benevolence Timeline

236

600

Rewind

Madoka Magica: Wraith Benevolence Timeline

237

600

Soul Guard

Warhammer Fantasy: Tomb Kings

Benevolence

Benevolence

238

600

Amulet of the Great Toad

Warhammer Fantasy: Amazons

Benevolence

239

600

The Silver Mirror

Warhammer Fantasy: Bretonnia

Benevolence

240

600

Holy Icon

Warhammer Fantasy: Bretonnia

Benevolence

241

600

The Power of Holding Hands

Symphogear

Benevolence

242

600

Juggernaut of Light

Generic MG

Benevolence

243

600

Corruption Resistance

Touhou Project: Forbidden Hermit

Benevolence

244

600

Fantasy Nature

Touhou Project: Forbidden Hermit

Benevolence

245

600

Clap If You Believe

Peter Pan

Benevolence

246

600

Night-Lights

Peter Pan

Benevolence

247

600

Rose ~ Embodiment of Spirit*

Ib

Benevolence

248

600

Ethereal

Dogs of War: Warhammer Fantasy

Benevolence

249

600

Time’s Up

Neverland: The RPG

Benevolence

250

600

Mending

Wonderland No More

Benevolence

251

600

Da Once 'n' Future Git

Warhammer Fantasy: Orcs & Goblins

Benevolence

252

600

Wildheart

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

253

600

Lifebloom

Warhammer Fantasy: Imperial Colleges of Magic

Benevolence

254

600

Scion of Corruption

Warhammer Fantasy: Skaven

Benevolence

255

600

Pillar of Commandments

Warhammer Fantasy: Skaven

Benevolence

256

600

Dragon Armor of Aenarion

Warhammer Fantasy: High Elves

Benevolence

257

600

Wholesome Knowledge

Generic Minecraft

Benevolence

258

600

Ancient Stone Monoliths

Legend of Zelda: A Link to the Past

Benevolence

259

600

A Set of Keys

Legend of Zelda: Four Swords Adventure

Benevolence

260

600

Tempered by Light

Hyrule Warriors

Benevolence

261

600

Purveyor of Unusual Goods

Legend of Zelda: Majora’s Mask

Benevolence

262

600

The Mask

Legend of Zelda: Majora’s Mask

Benevolence

263

600

Song of Healing

Legend of Zelda: Majora’s Mask

Benevolence

264

600

To Protect the Light

Legend of Zelda: Ocarina of Time

Benevolence

265

600

Soul of Light

Legend of Zelda: The Minish Cap

Benevolence

266

600

Magic Armor

Legend of Zelda: Twilight Princess

Benevolence

267

600

Dragon Priest Masks

The Elder Scrolls

Benevolence

268

600

Morrowind Signet Ring

The Elder Scrolls

Benevolence

269

600

Relics of the Crusader

The Elder Scrolls

Benevolence

270

600

Archon’s Blessing

Genshin Impact

Benevolence

271

600

Cheat Weapon

Konosuba

Benevolence

272

700

Upgraded Firewall

Drakengard and Nier

Benevolence

273

700

Blessing of the Lady - Warhammer Fantasy: Full Dogs of War

Benevolence

Madoka Magica: Wraith Benevolence Timeline

274

800

Revival

275

800

Wishing

Dragon Ball Super

Benevolence

276

1000

Synchronicity Wave Travelling

DC Occult

Benevolence

277

278

1000

Hourai Elixir

Purchased Perks

Touhou Project: Forbidden Hermit

Benevolence

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 nonlethal 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 ‘cureall’ 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 righthand 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. Grants water breathing. (CG Note: The rest of this perk requires Enviromagic Clothes - Heat Immunity first.) If you buy both, they can be combined by a skilled tailor post-jump. Grants heat immunity. (CG Note: The rest of this perk requires Enviromagic Clothes - Water Breathing first.)

If you buy both, they can be combined by a skilled tailor post-jump. I’d be careful about who you shared this ability with,friend. Your body has a unique quality - bodily fluids such as blood, saliva, sweat, and...other things have healing properties. Someone ingesting or making contact with it will quickly find their wounds healed, both physical and mental - it could bring someone reduced to maddening,gibbering insanity back into clarity so long as the source of said madness didn’t return.Unusually for this ability, it works both ways - your body will quickly heal wounds and restore itself upon being damaged - not enough to grow fresh limbs back or reverse death, but cuts vanish in minutes and vital organs are brought back to full functionality after a few days of rest.Your mind likewise repairs itself, madness and mental trauma slowly fading away as clarity is restored, able to lift you from catatonia back into almost perfect mental health after a peaceful day.

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. No curse can resist your purification in the end.

You will gain the skills of medical professionals across all fields whose raw skill is unrivaled by any ordinary doctor. You however, take things one step further by seamlessly incorporating magic into your medical procedures as well. No disease or ailment, mundane or supernatural, will overpower you or your patients. Your specialty however, lies in making drugs, potions and tonics of any kind, as well as the skills to replicate or create more for an unimaginably wide variety of uses. As one would expect, you are not able to make medicines that would require a physically impossible process in order to produce, nor can you make the medicine if you do not have the ingredients.

It doesn’t matter what others think of you.The Clock Tower, your own family, or even sane and rational individuals who balk at youractions. All that matters is that you’re true to what you want to be and what you want to do. Nothing can make you betray your nature unwillingly - mind control, persuasion, and more simply cannot touch your personality and your decision-making process. Also, so long as you don't make the choice to betray what you see as your true nature or what you see as right,consequences for your decisions simply...roll off of you. Causing trouble and death in a city by trying to claim a familiar? Water under the bridge. Drastically shorten humanity's already-declining time on this Earth to save someone’s life? No one thinks to bring it up after the act. This won’t stop those you wrong or harm from personally retaliating, but the long-term consequences...far away in the future you won’t be present for, out of sight and out of mind.

Call this Mithril to a dwarfs face and expect a fight. The methods of making Gromril itself are said to have been taught to the bearded folk by the White Dwarf himself, and the armour offers both incredible resilience, amazing lightness and ease of use, a not insignificant resistance to magic and perhaps best of all after a long, hard night of campaigning, it requires no maintenance. When someone attacks you with a weapon that is not magically enhanced or made of silver, the attacker must thoroughly believe in you to cause damage. If they have any doubts regarding you (thinking you’re an illusion, believing you and/or your race is imaginary, thinking they’re in a dream/nightmare, etc.), the weapon strike will not harm you. Attackers with weapons can still damage you if they have a sufficient Wisdom stat (or equivalent stat), basically requiring their Wisdom stat to take the place of their Strength/Dexterity in determining the success of the attack. Attacks that do not use weapons are unaffected by this perk. The Elder Tylwyth Teg follow their own pace and do not let others dictate their speed or actions. In addition to gaining the patience to carefully think over challenges, you gain immunity to mind-altering magic and resistance to mind-altering effects in general.

Like the tadpole forms of Monstera (tree frogs that flatten themselves to resemble leafs), any spells cast on you are reflected back at a target of your choice for double the spell’s original strength/power (please note that this reflecting does not cost you anything, since it’s just using the spell already cast by the original caster). In addition, like the adults, you can reflect ice and fire, but now fire and cold spells/attacks are reflected for 2.5 times the original power.

A bottle of pure treacle from the Lake of Treacle, where the Not-So-Little Girls Elsie, Lacie, and Tillie live. Consuming the treacle will heal most mundane ailments (pretty much any normal ailment that is not immediately life-threatening); all such ailments qualifying will be healed together with the treacle. It also gives a temporary bonus to your vigor. Once empty, the bottle refills in a week.

A rare potion that Humpty Dumpty painstakingly plotted to create in an attempt to make his fragile egg more impervious to damage. And this one actually works! While drinking the potion gives the user stomach cramps for several minutes at first as well as tightness in muscles/skin, the end result will be immunity to all normal physical damage to your body (or at least your outer parts). If consumed, you will get another bottle after one year’s worth of unbirthdays; however, drinking the potion again will not grant previous users any further enhancements.

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? T​he 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 powerup 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. Magic depleted? Actually, your tank is suddenly full. Spine broken? Just pop it back in place. Decapitated? Well, it’ll leave a scar, but that’s fine. 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.) The Light In All Of Us (The Power Of Friendship) 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.

CP Cost

Name

Jumpdoc

Chapter

1

Free

Battle Forged

Valkyrie Profile

Destruction

2

Free

Weapon

Madoka Magica: Wraith Timeline

Destruction

3

Free

Leap Across Kilometers In A Single Bound​

Yuki Yuna is a Hero

Destruction

4

Free

Shooting-type Spells

Lyrical Nanoha

Destruction

5

Free

Bombardmenttype Spells

Lyrical Nanoha

Destruction

6

Free

Magic-Enhanced Attacks

Lyrical Nanoha

Destruction

7

Free

Weapon-type

Lyrical Nanoha

Destruction

8

Free

Armaments

Generic MG

9

Free

Flamin' 'Ot!

Warhammer Fantasy: Destruction Dogs of War

10

Free

The Might of Monsters

Legend of Zelda: The Destruction Adventure of Link

11

Free

Weapon Materialisation

12

50

Corkscrew

13

50

Iron Magic Foci

Endless Legend

Destruction

14

50

Sorcery Conjuration Ritual (Shitstorm)

World of Darkness: Sorcerer

Destruction

Genshin Impact

Destruction

Destruction

Neverland: The RPG Destruction

15

50

Bullet Patterns

Undertale

Destruction

16

50

Magic Weapons (Basic)

Terraria

Destruction

17

100

True Strike

Cultist Simulator

Destruction

18

100

Military Discipline

Sonny

Destruction

19

100

Storm Rifle

Sonny

Destruction

20

100

Physical Boost

Generic Magical Girl Destruction

21

100

Basic Elemental Zap

Generic Magical Girl Destruction

22

100

Magical weapon

Generic Magical Girl Destruction

23

100

Enchanted Zippo

Justice League Dark

Destruction

24

100

A Good Blade

Justice League Dark

Destruction

25

100

Twin Pistols

Justice League Dark

Destruction

26

100

Element Scepter

Valkyrie Profile

Destruction

27

100

Grand Wheel

28

100

Enhanced Strength

29

100

Ancient Traps

Warhammer Fantasy: Destruction Tomb Kings

30

100

Ancient Traps Boosted (Unlimited)

Warhammer Fantasy: Destruction Tomb Kings

31

100

Physical Enhancement

Drakengard and Nier Destruction Madoka Magica: Wraith Timeline

Fate/kaleid liner PRISMA ILLYA

Destruction

Destruction

32

100

Ancient Belkan

Lyrical Nanoha

Destruction

33

100

Modern Belkan

Lyrical Nanoha

Destruction

34

100

Shooting Mode

Lyrical Nanoha

Destruction

35

100

Armaments Boosted

Generic MG

Destruction

36

100

Legion Trained​

A Practical Guide to Evil

Destruction

37

100

38

100

Gardening Shears Wonderland No More Destruction

Arcana Of Materializing

Endless Legend

Destruction

39

100

Titanium Magic Foci

40

100

Enchanted Zippo

Warhammer Fantasy: Warriors of Chaos Destruction

41

100

Firestorm

Warhammer Fantasy: Warriors of Chaos Destruction

42

100

Cursed

Warhammer Fantasy: Destruction Warriors of Chaos

43

100

Weapon of Choice

Legend of Zelda: Destruction Ancient Stone Tablets

100

General Weapons Training - Weed Legend of Zelda: Four Destruction Whacking Way of Swords the Blade

44

Endless Legend

Destruction

100

General Weapons Legend of Zelda: Four Destruction Training - Keen Eye Swords

46

100

General Weapons Legend of Zelda: Four Training - Green, Destruction Swords Fire and Ice

47

100

Poe Lantern

Hyrule Warriors

Destruction

48

100

Ricky's Gloves

Legend of Zelda: Oracle of Ages

Destruction

49

100

Bombs

Legend of Zelda: Oracle of Ages

Destruction

45

50

100

Bombs

Legend of Zelda: Oracle of Seasons

Destruction

51

100

Boomerang

Legend of Zelda: Oracle of Seasons

Destruction

52

100

Slingshot

Legend of Zelda: Oracle of Seasons

Destruction

53

100

The Challenger

54

100

Gale Boomerang

55

100

Magical Book

Legend of Zelda: The Destruction Minish Cap Legend of Zelda: Twilight Princess

Destruction

The Legend of Zelda Destruction

56

100

57

100

58

100

Psychic Abilities Pyrokinesis (Matches)

World of Darkness: Sorcerer

Destruction

Psychic Abilities - World of Darkness: Pyrokinesis (Ignite) Sorcerer

Destruction

Psychic Abilities Pyrokinesis (Fireworks)

World of Darkness: Sorcerer

Destruction

59

100

Psychic Abilities Pyrokinesis (Pyrotechnics)

World of Darkness: Sorcerer

Destruction

60

100

Psychic Abilities Pyrokinesis (Inferno)

World of Darkness: Sorcerer

Destruction

61

100

Elementalist

The Elder Scrolls

Destruction

62

100

Weapon Magic

Undertale

Destruction

63

100

Weapon Magic Boosted

Undertale

Destruction

64

100

Motion Magic

Undertale

Destruction

65

100

Motion Magic (Boosted)

Undertale

Destruction

66

100

Magic Weapons (Improved)

Terraria

Destruction

67

150

5th-Generation Energy Blades

Lyrical Nanoha

Destruction

68

150

Cyclops Eye

69

150

70

200

Neverland: The RPG Destruction

THE BLACK BLADE Warhammer Fantasy: Destruction Kislev

Starmine and Starbow

Tsukihime

Destruction

71

200

Blooming Terrorist

Kara no Kyokai

Destruction

72

200

Biedde's Blade

Cultist Simulator

Destruction

73

200

Lantern Festival

Sonny

Destruction

74

200

ZPCI Sniper Rifle

Sonny

Destruction

75

200

Mending Beacon

Sonny

Destruction

76

200

Weapon of Power

77

200

Magic​​Weapon​​

Sailor Moon

Destruction

78

200

Sword​​of​​the​​Silver​​ Crystal​​

Sailor Moon

Destruction

Generic Magical Girl Destruction

79

200

Sword of Night

DC Occult

Destruction

80

200

Hymir’s Finger

81

200

82

200

Weapon Summoning

Madoka Magica: Wraith Timeline

Destruction

83

200

Trick Weapon

Madoka Magica: Wraith Timeline

Destruction

84

200

Scroll of the Cursing Word

85

200

86

200

Drakengard and Nier Destruction

Dragon Bone Blade Drakengard and Nier Destruction

Warhammer Fantasy: Destruction Tomb Kings

Ancient Traps - Warhammer Fantasy: Destruction Boosted (Magical) Tomb Kings

Nameless Phantasm

Fate/kaleid liner PRISMA ILLYA

Destruction

87

200

Great Fang

Warhammer Fantasy: Destruction Beastmen

88

200

Stonecrusher Mace

Warhammer Fantasy: Destruction Beastmen

89

200

Rune-Tortured Axes

Warhammer Fantasy: Destruction Beastmen

90

200

Staff of Panthalassa

Mermaid Melody Pichi Destruction Pichi Pitch

91

200

Bright Gear

Dog Days

Destruction

92

200

Sacred Relic

Dog Days

Destruction

93

200

Arcane Attacker

Generic MG

Destruction

94

200

Melee Master

Generic MG

Destruction

95

200

Long Tom

Peter Pan

Destruction

96

200

Woodsman’s Axe

Warhammer Fantasy: Destruction Dogs of War

97

200

Croquet Equipment

Wonderland No More Destruction

98

200

Quarrelsome Crossbow

Wonderland No More Destruction

99

200

The Bow of Apple Warhammer Fantasy: Destruction Oak Halflings

100

200

Golden Blowpipe Warhammer Fantasy: Destruction of P’Toohee Lizardmen

101

200

Hail to the God of Warhammer Fantasy: Destruction Fire Ogre Kingdoms

102

200

Great Gutgouger

Warhammer Fantasy: Destruction Ogre Kingdoms

103

200

Oblita’rator

Warhammer Fantasy: Destruction Orcs & Goblins

200

Defender of the Wild

Warhammer Fantasy: Imperial Colleges of Destruction Magic

Burning Blade

Warhammer Fantasy: Imperial Colleges of Destruction Magic

104

105

200

106

200

Storm Banner

Warhammer Fantasy: Destruction Skaven

107

200

URUGAN CANNON

Warhammer Fantasy: Destruction Kislev

108

200

Mithrite Foci

109

200

Fencer’s Blade

Warhammer Fantasy: Destruction High Elves

110

200

Supernatural tactics ​

Mage: The Awakening Destruction

111

200

Flying Spin Attack

Legend of Zelda: Destruction Ancient Stone Tablets

Endless Legend

Destruction

Legend of Zelda: Breath of the Wild

112

200

Flowing Quiver

Destruction

113

200

A Weapon of Shadow

Legend of Zelda: Four Swords Adventure Destruction

114

200

Barrier Buster

Legend of Zelda: Four Destruction Swords

115

200

The Warrior’s Tool

Hyrule Warriors

Destruction

116

200

Greater Boomerang

Hyrule Warriors

Destruction

117

200

Dark Edge

Hyrule Warriors

Destruction

118

200

Fairy Bow

Legend of Zelda: Ocarina of Time

Destruction

119

200

Power Bracelet

Legend of Zelda: Oracle of Seasons

Destruction

120

200

Skyward Strike

Legend of Zelda: Skyward Sword

Destruction

121

200

The Next Swiftblade

122

200

Legend of Zelda: The Destruction Minish Cap

Unmastered Sword Legend of Zelda: The Destruction Wind Waker

123

200

Red Candle

The Legend of Zelda Destruction

124

200

Magical Boomerang

Legend of Zelda: The Destruction Adventure of Link

125

200

Shehai

The Elder Scrolls

Destruction

126

200

Bands of Kwang Lao

The Elder Scrolls

Destruction

127

200

Deathbrand's Weapons

The Elder Scrolls

Destruction

128

200

Volatile Potions

Genshin Impact

Destruction

129

200

Sunforged Blade

The Dragon Prince

Destruction

130

200

Magic Weapons (Advanced)

Terraria

Destruction

131

250

132

300

PISTOLS OF PRINCE Warhammer Fantasy: Destruction BOYDINOV Kislev

Warring Warlock

Young Justice

Destruction

133

300

A Talent for Slaughter

Drakengard and Nier Destruction

134

300

Blood Soaked

Drakengard and Nier Destruction

135

300

136

300

Magical Artillery

Dog Days

Destruction

300

Lance of the Scarlet Devil Boosted

Touhou Project: Parasol Paradise

Destruction

137

Would You Like An Mermaid Melody Pichi Destruction Encore? Pichi Pitch

138

300

Shadow Biter

Peter Pan

Destruction

139

300

Torch of Darkness

Peter Pan

Destruction

140

300

Elite

Warhammer Fantasy: Destruction Dogs of War

141

300

Tomb Blade

Warhammer Fantasy: Destruction Dogs of War

142

300

Hand of Gods

Warhammer Fantasy: Destruction Lizardmen

143

300

Star Stone Mace

Warhammer Fantasy: Destruction Lizardmen

Warhammer Fantasy: Destruction Skaven

144

300

Plagued Censer

145

300

Seed Shooter

Legend of Zelda: Oracle of Ages

Destruction

146

300

Bomb Flower

Legend of Zelda: Oracle of Seasons

Destruction

147

300

Magnetic Gloves

Legend of Zelda: Oracle of Seasons

Destruction

Legend of Zelda: Oracle of Seasons

148

300

Fools Ore

Destruction

149

300

Fire and Ice Arrows

Legend of Zelda: The Destruction Wind Waker

150

300

Blessing of Din

Legend of Zelda: Hero Destruction of Worlds

151

300

Elemental Rod

Legend of Zelda: Hero Destruction of Worlds

152

300

Evil's Bane

Legend of Zelda: Hero Destruction of Worlds

153

300

Megaton Hammer

Legend of Zelda: Hero Destruction of Worlds

154

300

Magic Weapons (Master)

Terraria

Destruction

155

400

Mystic Eyes of Flame

Tsukihime

Destruction

156

400

Seventh Holy Scripture

Tsukihime

Destruction

157

400

Mystic Eyes of Distortion

Kara no Kyokai

Destruction

158

400

Awakened Predator

Kara no Kyokai

Destruction

159

400

Heirloom Weapon

Kara no Kyokai

Destruction

160

400

Mystic Hunter

Cultist Simulator

Destruction

161

400

Alakapurine Shears

Cultist Simulator

Destruction

162

400

Carcass Spark

Cultist Simulator

Destruction

163

400

Furious Sliver

Cultist Simulator

Destruction

164

400

Division Bell

Cultist Simulator

Destruction

165

400

Celestial Horrors

Sonny

Destruction

166

400

Sonic​​Emissions​

Sailor Moon

Destruction

167

400

Brute Force

DC Occult

Destruction

168

400

Sword of Beowulf

Young Justice

Destruction

169

400

The Curse of the Mummy

Warhammer Fantasy: Destruction Tomb Kings

170

400

Energy Weapon

Madoka Magica: Wraith Timeline

Destruction

171

400

Slashing Strings ​

Yuki Yuna is a Hero

Destruction

172

400

Scourge

173

400

Potential Unleashed

174

400

Magic Iron Sword

Neverland: The RPG Destruction

175

400

Corn Dolly

Neverland: The RPG Destruction

176

400

Warhammer Fantasy: Destruction Beastmen

Dragon Ball Super

Destruction

Executioner’s Axe Wonderland No More Destruction

177

400

Life Thief

Tsukihime

Destruction

178

400

The End of A Thousand Years

Tsukihime

Destruction

179

400

Ghost Sword

Wonderland No More Destruction

180

400

Sword-n-Board

Warhammer Fantasy: Destruction Halflings

181

400

SHARD BLADE

Warhammer Fantasy: Destruction Kislev

182

400

THE SILVER SHARD

Warhammer Fantasy: Destruction Kislev

183

400

FEARFROST

Warhammer Fantasy: Destruction Kislev

184

400

Walking Battery

Warhammer Fantasy: Imperial Colleges of Destruction Magic

185

400

Death From Above

Warhammer Fantasy: Imperial Colleges of Destruction Magic

186

400

Iron Wheel

Warhammer Fantasy: Imperial Colleges of Destruction Magic

187

400

Celestial Hurricanum

Warhammer Fantasy: Imperial Colleges of Destruction Magic

188

400

Luminark of Hysh

Warhammer Fantasy: Imperial Colleges of Destruction Magic

189

400

Thing-Gouger

Warhammer Fantasy: Destruction Skaven

190

400

Screaming Bell

Warhammer Fantasy: Destruction Skaven

191

400

Plague Furnace

Warhammer Fantasy: Destruction Skaven

192

400

Dead Man’s Volley

Legend of Zelda: A Destruction Link Between Worlds

193

400

Master Sword

Legend of Zelda: A Link Between Worlds Destruction

194

400

The Great Wizard

Legend of Zelda: A Link to the Past

Destruction

195

400

Din’s Fire

Legend of Zelda: Ocarina of Time

Destruction

Legend of Zelda: The Destruction Wind Waker

196

400

Light Arrows

197

400

Royal Blade

198

400

Magical Boomerang

The Legend of Zelda Destruction

199

400

General of the Hordes of Evil

Legend of Zelda: The Destruction Adventure of Link

200

400

Spellsword

The Elder Scrolls

Destruction

201

400

Giant Sword

Undertale

Destruction

202

400

Gaster Blaster

Undertale

Destruction

Legend of Zelda: Twilight Princess

Destruction

203

400

Favored Weapon

Genshin Impact

Destruction

204

500

Flute of the Ancients

205

500

Golden Arrow of Shu-Tata

206

500

Vorpal Sword

Wonderland No More Destruction

207

500

Stellar Staff

Warhammer Fantasy: Destruction Lizardmen

208

500

Mermaid Melody Pichi Destruction Pichi Pitch

Peter Pan

Destruction

Daemon Weapon Warhammer Fantasy: Destruction Skaven

209

500

Daemon Weapon: Warhammer Fantasy: Lord of Change Warriors of Chaos Destruction

210

500

Daemon Weapon: Warhammer Fantasy: Drach’nyen Warriors of Chaos Destruction

211

600

Holy Sacrament

Tsukihime

Destruction

212

600

Living Antibody

Tsukihime

Destruction

213

600

False Eyes of Death Perception

Tsukihime

Destruction

214

600

Barrel Replica

Tsukihime

Destruction

215

600

Mystic Eyes of Death Perception

Kara no Kyokai

Destruction

216

600

Blade of Light

Sonny

Destruction

217

600

Sailor​​Castle​​ Cannon​

Sailor Moon

Destruction

218

600

Space​​Sword​​

Sailor Moon

Destruction

219

600

Trident of Lucifer

DC Occult

Destruction

220

600

Great Magic

Valkyrie Profile

Destruction

221

600

Mithril Rapier​

222

600

Absolute Configuration

Madoka Magica: Wraith Timeline

Destruction

223

600

Purification Shot

Madoka Magica: Wraith Timeline

Destruction

The Gods Are Bastards Destruction

224

600

Finale

Madoka Magica: Wraith Timeline

Destruction

225

600

Shard of a Burdensome Wish

Madoka Magica: Wraith Timeline

Destruction

226

600

The Sealing Ritual ​ Yuki Yuna is a Hero

Destruction

227

600

HERO PUNCH! ​

Yuki Yuna is a Hero

Destruction

228

600

Destroyer of Eternities

Warhammer Fantasy: Destruction Tomb Kings

229

600

Sword of Rigg

Warhammer Fantasy: Destruction Amazons

230

600

Origin Bullets

Fate/kaleid liner PRISMA ILLYA

Destruction

231

600

Fragarach: Gouging Sword of the War God

Fate/kaleid liner PRISMA ILLYA

Destruction

232

600

Sword of the Quest

Warhammer Fantasy: Destruction Bretonnia

233

600

Sword of the Lady’s Champion

Warhammer Fantasy: Destruction Bretonnia

234

600

Silver Lance of the Warhammer Fantasy: Destruction Blessed Bretonnia

235

600

Sealing Key

236

600

Aces of Aces

Lyrical Nanoha

Destruction

237

600

Legends Reborn

Symphogear

Destruction

600

Lance of the Scarlet Devil Boosted

Touhou Project: Parasol Paradise

Destruction

238

Mermaid Melody Pichi Destruction Pichi Pitch

239

600

Enforcer Prodigy

Fate/kaleid liner PRISMA ILLYA

Destruction

240

600

Forever Tree Sword

Peter Pan

Destruction

241

600

Sceptre of the Titan

Warhammer Fantasy: Destruction Ogre Kingdoms

242

600

Kindleflame

Warhammer Fantasy: Imperial Colleges of Destruction Magic

243

600

Roiling Skies

Warhammer Fantasy: Imperial Colleges of Destruction Magic

244

600

Metalshifting

Warhammer Fantasy: Imperial Colleges of Destruction Magic

245

600

Exorcism

Warhammer Fantasy: Imperial Colleges of Destruction Magic

246

600

The Fellblade

Warhammer Fantasy: Destruction Skaven

247

600

Starfang

Warhammer Fantasy: Destruction High Elves

248

600

The Silent Knife

Warhammer Fantasy: Destruction High Elves

249

600

Combat Casting​ Mage: The Awakening Destruction

250

600

No Gods Only Man

Legend of Zelda: A Link to the Past

Destruction

251

600

Silver and Gold

Legend of Zelda: A LInk to the Past

Destruction

252

600

Four Sword

Legend of Zelda: Four Destruction Sword Adventure

253

600

Focus Spirit

Hyrule Warriors

Destruction

254

600

Lord of Darkness

Hyrule Warriors

Destruction

255

600

Magic Wand

Legend of Zelda: Link’s Destruction Awakening

256

600

Flame Of Destruction

Legend of Zelda: Oracle of Seasons

Destruction

257

600

Blade of Legend

Legend of Zelda: Twilight Princess

Destruction

258

600

Magical Rod

259

600

260

600

Assassin's Blade

The Elder Scrolls

Destruction

261

600

Auriel's Weapons

The Elder Scrolls

Destruction

262

600

Megalovania

Undertale

Destruction

The Legend of Zelda Destruction

Magical Sword and Legend of Zelda: The Destruction Shield Adventure of Link

263

600

Death By Glamour

Undertale

Destruction

264

600

Living Weapon

Genshin Impact

Destruction

265

800

Mystic Eyes of Death Perception

Tsukihime

Destruction

266

600

Railgun (True)

Konosuba

Destruction

267

800

Multi-Shot

Madoka Magica: Wraith Timeline

Destruction

268

800

Border of Life

Touhou Project: Parasol Paradise

Destruction

269

800

The Master Sword

Legend of Zelda: Ocarina of Time

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 themThey 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 See Magic Weapons for more information. Your attacks now possess an unique quality, allowing them to pierce past the corporeal world and strike directly at your targets. This doesn’t guarantee that your enemies will die, only that you can hurt them. The ZPCI is effectively a PMC, so you must have had some experience to get in. This is where you got it. You have the skills of an average ZPCI Elite (despite the name, there are a lot of those running around) and have skill with the gun foci used in this world, along with being moderately fit, and knowing some weak offensive spells. Might sound like a lot, but as broad as this skillset is, it’s only enough to let you fight weak zombies on it’s own. Seems like a ZPCI product to me, but the ZPCI aren’t the only ones using guns as magical foci. The storm rifle is a good foci for the sake of just about any spell, but it helps better with lightning spells. In your magical form, you're easily five times as fast and strong as a normal person your age and size, and can jump twenty feet in the air, and land without breaking your legs. You're also much more resistant to damage. If you focus your power, you can exceed even those limits, but doing so is tiring, so you should save it for emergencies. This is your standard magical girl magical energy blast attack – follows whatever theme you and your team use, be it the classic elements, colors, fruit flavors, or something else. Starts out pretty weak, able to knock out a normal person, a low level mook, or break a window, but still weak enough that major enemies will be able to just swat it aside. Grows in power the more often you use it, but using it more than a few times in a fight will tire you out. Work at it enough, and you'll be knocking holes in brick walls when you want to.

An enchanted weapon of some sort, which lets you hurt even magical enemies who ignore normal weapons. Will never need sharpening or get rusty. Ranged weapons like bows and guns will still have limited ammunition/arrows, but you'll be fully restocked when you transform the next time. As an added benefit, you don't have to cart it around town in your backpack, because it vanishes when not in your magical form, and always reappears with you when you transform. If you took Always On Duty, you'll be able to make it appear and vanish at will, and ammunition will restock after about an hour. 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. Weed Whacking Way of the Blade I’m not sure where you have learned your swordcraft, but no one can deny that you do actually have no small level of skill with the blade. Maybe it was practicing sword swipes in tall grass, or out of a book somewhere. Whatever the case, you have the potential to learn a few uniquely powerful basic skills, like using your magical energies to enhance your sword dashing, and how to complete a Hurricane spin with enough force that you could theoretically get some air time over a chasm if the angles were good. It’s not a lot, but you could rival a Knight Trainee if you were back in Hyrule proper instead of the more wyld regions.

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. Green, Fire, and Ice Your magical abilities are by no means Vaati’s equal, but perhaps you would qualify as someone he would willingly call ‘acceptable’. Perhaps you are one of his followers who helped keep the Palace of Winds free of pesky adventurers in the time since his sealing? There are certainly enough magical tomes locked away up there for a decent education on the mystic arts. This comes with basic Elemental Magic Training for the elements of fire, ice, and lightning. You can throw lightning bolts from your fingertips, create a cone of ice, or fling fireballs. If you wish, you can trade away two of those for even more skill on the third. 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. The psionic ability to produce and manipulate heat and fire. [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. The psionic ability to produce and manipulate heat and fire. [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. The psionic ability to produce and manipulate heat and fire. [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. The psionic ability to produce and manipulate heat and fire. [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. The psionic ability to produce and manipulate heat and fire. [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. (CG Note: Requires Weapon Magic - Undertale first.) You've figured out how to make Kinetic Energy affect your attacks. When you purchase this, choose either Blue or Orange magic. When you use these attacks, you can make them much more wide and powerful than you would otherwise be able to- In fact, you could easily make it an unavoidable attack. However, there's a caveat- Blue attacks will fail to harm anyone who simply stands in one place and doesn't move, while Orange attacks will fail to harm anyone who moves through them. With a second purchase, you can freely alternate between the two, potentially confusing or tripping up your enemies. (CG Note: Requires base Motion Magic - Undertale first.)

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 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 See Magic Weapons for more information. Despite all the advantages offered by strength-enhancing magic, some Mages simply don’t want to spend all the magical energy to enhance their swing and instead opt to enhance the blade instead. An energy blade is a relatively simple mass of fields shaped into the confines of a blade that is both superheated and preternaturally sharp. The ‘hilt’ of the blade is simply used to provide directionality to the fields, with the actual blade being generated in place by the Device, which confers the advantage of the blade being effectively ‘weightless’. In addition, the energy consumption of the blade is directly linked to its size and output energy, meaning it’s relatively simple to ‘overcharge’ an energy blade. 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 See Magic Weapons for more information. A matchless pair of pistols owned by Prince Boydinov of Erengrad who sadly died in a game of Kislevite Roulette. Each are enchanted to produce their own ammunition, fire faster than regular flintlocks without need for reloading, are able to blow holes even in creatures incapable of being harmed by mundane arms and shots fired will actually swerve in the air towards your targets. Your magical techniques are enhanced when used against another practitioner of magic, turning every fireball into an inferno and every force field or ward into a nigh impenetrable barrier. Not only does it look flashy, but your onslaught can actually disrupt their spell casting, making countering your magic harder.

This goes beyond mere talent though. You’re a genius at dealing death, the Mozart of murder, the Einstein of evisceration. You’re now skilled beyond measure with any weapon you pick up, magical or not. Your body is similarly beyond peer, granting you the strength to cut through plate armor like butter, jump a man’s height with ease and endure attacks that would fell mortal men with minor harm. Whether against five men or fifty, you’ll be scything your way through normal people like a reaper with a grudge. 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 See Magic Weapons for more information. Your eyes have command over heat. At first, all you will be able to do is increase the heat of people and objects you look at, burning them and possibly even settingthem aflame, but further training will allow you to manipulate heat more freely and with greater potency. Setting things on fire instantly or freezing them solid at a glance is something within a true master's ability

This powerful Conceptual Weapon is made from a unicorn’s horn and the freely given life of a young woman who became the elemental dwelling inside of it. It is a weapon made to kill souls, doing massively increased damage to spirits. 'Immortal' beings that rely on the soul surviving, such as beings making use of reincarnation, can be slain with this weapon. It was reforged into a type of weapon of your choice, or else incorporated into another weapon from a previous jump. The spirit within may be a copy of Nanako or a similar spirit of your choosing. The telekinetic eyes of the Asakami clan. Together, they exert great force on the world in their sights through the vector of spirals of force. The left eye forces rotation to the left, while the right eye does the same to the right. Any location that can be seen can be forcefully twisted in this way, immense force being emitted that’s enough to tear a person in half or crumple up a car. Your eyes are stronger than most, equal to Asagami Fujino, and could potentially warp and distort an entire suspension bridge in a single use, though it may proving tiring to start out trying that. Ah, more direct than most, are you? All this talk of predators and prey awoke an ancient lineage in you, a calling back to the days when we all had to crush and kill with our bare hands. When humans and beasts were no different. It might have been a miraculous success of the bloodchip drug or the result of an awakened origin, but you’ve become rather like Lio Shirazumi. Your body is powerful now, able to leap several storeys and tear through stone walls or crush human skulls with ease. Your senses have quickly come to match some of the best in the animal kingdom and the sharp fangs and claws that appear when you grow hostile slice flesh like it was just water. These traits slowly increase as time goes on and you hunt more, perhaps even new abilities sourced from predator animals appearing on you. 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? Y​our 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 coalblack 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 HeadTaker’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 Orclike 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. Each and every Daemon Weapon possesses the following traits. ● They are a beacon of unnatural energies, and most magic users not aligned with Chaos may become utterly horrified with the truly unnatural thing that they can not just see, but really feel. Mages in other universes may not react so dramatically, for they have no true connection to the weapon, but they will still have a good idea of what they are looking at and aren’t likely to overlook it. ● Daemon Weapons care not for whether their victims are even of the material realm. These weapons can do harm to virtually anything they strike, including spirits such as ghosts. The magical protections of this world are unlikely to be sufficient to stop this weapon. ● You may make use of the abilities and weapons skill of the Daemon trapped inside the weapon when you are using it. 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. Each and every Daemon Weapon possesses the following traits. ● They are a beacon of unnatural energies, and most magic users not aligned with Chaos may become utterly horrified with the truly unnatural thing that they can not just see, but really feel. Mages in other universes may not react so dramatically, for they have no true connection to the weapon, but they will still have a good idea of what they are looking at and aren’t likely to overlook it. ● Daemon Weapons care not for whether their victims are even of the material realm. These weapons can do harm to virtually anything they strike, including spirits such as ghosts. The magical protections of this world are unlikely to be sufficient to stop this weapon. ● You may make use of the abilities and weapons skill of the Daemon trapped inside the weapon when you are using it. 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 “Mighty​​Discordia​​ 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.

CP Cost

Name

Jumpdoc

Chapter

1

Free

The Song of Your Heart

Symphogear

Illusion

2

Free

Raiment

Generic MG

Illusion

3

50

Disguise​​Glitter​​Pen​

Sailor Moon

Illusion

4

50

Character Song

Mermaid Melody Pichi Pichi Pitch

Illusion

5

50

Character Song Boosted

Mermaid Melody Pichi Pichi Pitch

Illusion

6

50

Animal Ears

Dog Days

Illusion

7

50

Atmosphere

Golden Sky Stories

Illusion

8

50

Fairy Dress

Peter Pan

Illusion

9

50

Mermaid’s Comb

Peter Pan

Illusion

10

100

Open Soul

Cultist Simulator

Illusion

11

100

Mind Fog

Cultist Simulator

Illusion

12

100

Magical Disguise

Generic Magical Girl

Illusion

13

100

Stranger

Justice League Dark

Illusion

14

100

Stage Set

DC Occult

Illusion

15

100

Sleight of Hand

DC Occult

Illusion

16

100

Vanity’s Reward

Madoka Magica: Wraith Timeline

Illusion

17

100

Deathmask

Warhammer Fantasy: Tomb Kings

Illusion

18

100

Hypnosis

Fate/kaleid liner PRISMA ILLYA

Illusion

19

100

Projection Device

Fate/kaleid liner PRISMA ILLYA

Illusion

20

100

Mouthpiece

Warhammer Fantasy: Beastmen

Illusion

21

100

Transformation Pendant

Dog Days

Illusion

22

100

Who Was Fone

Symphogear

Illusion

23

100

Costume Switches

Symphogear

Illusion

24

100

Masquerade

Generic MG

Illusion

25

100

Worn Trench Coat

DC Occult

Illusion

26

100

Fancy Clothes

Justice League Dark

27

100

28

100

The Fear of the Unknown

Touhou Project: Forbidden Hermit

Illusion

29

100

Just an Ordinary Human

Touhou Project: Forbidden Hermit

Illusion

30

100

They’ll Sweetly Drown You

Peter Pan

Illusion

31

100

Tree Costume

Peter Pan

Illusion

Noble’s Wardrobe​ The Gods Are Bastards

Illusion

Illusion

32

100

Silent Stalker

Peter Pan

Illusion

33

100

Big Hammer

Neverland: The RPG

Illusion

34

100

AMULET OF THE RAVEN

Warhammer Fantasy: Kislev

Illusion

35

100

Graveyard Rose

Warhammer Fantasy Fantasy: Imperial Colleges of Magic

Illusion

36

100

Verdant Robes

Warhammer Fantasy: Imperial Colleges of Magic

Illusion

37

100

Hair Products

Warhammer Fantasy: High Elves

Illusion

38

100

Shadow Name​

Mage: The Awakening

Illusion

39

100

Mystical infiltration​ Mage:­The Awakening

Illusion

40

100

Concealing Robes Legend of Zelda: A Link to the Past

Illusion

41

100

Natural Beauty

Legend of Zelda: Four Swords

Illusion

42

100

Master of Disguise

Hyrule Warriors

Illusion

43

100

Dream monsters

Legend of Zelda: Link’s Awakening

Illusion

44

100

Some Light Accessories

Legend of Zelda: Spirit Tracks

Illusion

45

100

Mask of Stone

Legend of Zelda: Hero of Worlds

Illusion

46

100

Arcane

World of Darkness: Sorcerer

Illusion

47

100

Sorcery Oneiromancy (One Dot)

World of Darkness: Sorcerer

Illusion

48

100

Sorcery Oneiromancy (Two Dots)

World of Darkness: Sorcerer

Illusion

49

100

Sorcery Oneiromancy (Three Dots)

World of Darkness: Sorcerer

Illusion

50

100

Sorcery Oneiromancy (Four Dots)

World of Darkness: Sorcerer

Illusion

51

100

Sorcery Oneiromancy (Five Dots)

World of Darkness: Sorcerer

Illusion

100

Psychic Abilities Psychic Invisibility (Hide)

World of Darkness: Sorcery

Illusion

52

53

100

Psychic Abilities Psychic Invisibility (Slow Movements)

54

100

Psychic Abilities Psychic Invisibility (Invisibility)

World of Darkness: Sorcery

Illusion

World of Darkness: Sorcery

Illusion

100

Psychic Abilities Psychic Invisibility (Selective Invisibility)

World of Darkness: Sorcery

Illusion

56

100

Psychic Abilities Psychic Invisibility (Forget You Ever Saw Me)

World of Darkness: Sorcery

Illusion

57

100

Fake Vision

Genshin Impact

Illusion

58

200

AURA OF TRANQUILITY

Golden Sky Stories

Illusion

55

59

200

Hades’s Cap of Invisibility

Fate/kaleid liner PRISMA ILLYA

Illusion

60

200

Dream Manipulation

Tsukihime

Illusion

61

200

Nothing Unusual

Tsukihime

Illusion

62

200

Lucidity

Cultist Simulator

Illusion

63

200

All roads lead to the Mansus

Cultist Simulator

Illusion

64

200

Dappled Mask

Cultist Simulator

Illusion

65

200

Bone Flute

Cultist Simulator

Illusion

66

200

Nightmare​​Visions​​

Sailor Moon

Illusion

67

200

Sailor​​Guardian​​

Sailor Moon

Illusion

68

200

Supernatural Appearance

Justice League Dark

Illusion

69

200

The Empress’s Garments ​

A Practical Guide to Evil

Illusion

70

200

Invisibility Cloak​

The Gods Are Bastards

Illusion

71

200

Mirage Machine

Warhammer Fantasy: Tomb Kings

Illusion

72

200

Something Wicked Warhammer Fantasy: This Way Comes Beastmen

Illusion

73

200

Warhammer Fantasy: Beastmen

Illusion

Skull-Weave

74

200

Inconspicuous

Golden Sky Stories

Illusion

75

200

Noh Mask

Golden Sky Stories

Illusion

76

200

77

200

Suit

Fate/kaleid liner PRISMA ILLYA

Illusion

78

200

Tom-Tom

Peter Pan

Illusion

79

200

Mimicry

Peter Pan

Illusion

80

200

Eyes See All or None

Wonderland No More

Illusion

Apparitions Stalk Touhou Project: Parasol the Night Paradise

Illusion

81

200

Revered Spear of Tlanxla

Warhammer Fantasy: Lizardmen

Illusion

82

200

The Twin’s Eyes

Warhammer Fantasy: Orcs & Goblins

Illusion

83

200

Quiet as the Dead

Warhammer Fantasy: Imperial Colleges of Magic

Illusion

Illusion

Illusion

84

200

Telescope

Warhammer Fantasy: Imperial Colleges of Magic

85

200

Lucky Deck ​

Mage: The Awakening

86

200

Specialties (Nomad’s Desert Life)

Legend of Zelda: Four Swords Adventure

Illusion

87

200

Fear Scent

Legend of Zelda: Link’s Awakening

Illusion

88

200

Magic Paintbrush Legend of Zelda: Oracle of Ages

Illusion

89

200

Snake in the Grass

Legend of Zelda: The Adventure of Link

Illusion

90

200

Quill of Gemination

The Elder Scrolls

Illusion

91

300

A Favour from Higher Authority

Cultist Simulator

Illusion

92

300

Break Out of the Nightmare

Lyrical Nanoha

Illusion

93

300

Mermaid Treasures

Peter Pan

Illusion

94

300

Ruin of the Heart

Ib

Illusion

95

300

Final Stage

Ib

Illusion

96

300

Wizard’s hat and cloak

Warhammer Fantasy: Dogs of War

Illusion

97

300

Mermaid Games

Neverland: The RPG

Illusion

98

300

Dress Up

Wonderland No More

Illusion

99

300

The Cloak of Shadows

Warhammar Fantasy: Skaven

Illusion

###

300

Blessing of Shadows

Legend of Zelda: Hero of Words

Illusion

###

400

Chalice Murmurous

Cultist Simulator

Illusion

###

400

Corruption​

Sailor Moon

Illusion

###

400

You Know My Reputation

DC Occult

Illusion

###

400

Noble Reserve​

The Gods Are Bastards

Illusion

###

400

Invisibility Cloak​

Madoka Magica: Wraith Timeline

Illusion

###

400

Star Mero Mero Heart

Mermaid Melody Pichi Pichi Pitch

Illusion

###

400

Heretical Beauty

Symphogear

Illusion

###

400

Creepy Moth On Your Window

Generic MG

Illusion

###

400

Lunatic Red Eyes

Touhou Project: Parasol Paradise

Illusion

###

400

Lunatic Eyes

Touhou Project: Forbidden Hermit

Illusion

###

400

Dress-Up

Peter Pan

Illusion

###

400

Drums of Drumming

Wonderland No More

Illusion

###

400

March of the Inevitable

Warhammer Fantasy: Imperial Colleges of Magic

Illusion

###

400

What Are You Hiding?

Warhammer Fantasy: Imperial Colleges of Magic

Illusion

###

400

Water Arts - Under Legend of Zelda: Breath The Cover of Night of the Wild

Illusion

###

600

Counter Cover

Kara no Kyokai

Illusion

###

600

Isolation Field

Madoka Magica: Wraith Timeline

Illusion

###

600

Beyond the Eternal Mermaid Melody Pichi Seal Pichi Pitch

Illusion

###

600

Touhou Project:Parasol Paradise

Illusion

Hakutaku’s Gift

###

600

Memory Tidying*

Peter Pan

Illusion

###

600

Ki Blast In The Dark

Dragon Ball Super

Illusion

###

600

Will of the Dreamer Wonderland No More

Illusion

###

600

Finessed Casting​

Mage: The Awakening

Illusion

###

600

Smoke and Mirrors

Warhammer Fantasy: Imperial Colleges of Magic

Illusion

###

600

Eternal Slumber

Legend of Zelda: Link’s Awakening

Illusion

###

600

Cowl of Nocturnal

The Elder Scrolls

Illusion

###

Purchased Perks

Description In addition to an improvement to your singing skills and ability to compose songs you are no longer reliant on your mouth to deliver your songs. You may freely sing and speak simultaneously, as your heart broadcasts your song (plus appropriate musical accompaniment) without necessity for such things as atmosphere, breathing, or instruments. This can be freely toggled but doesn't require further concentration once activated unless you wish to use non-Relic based singing abilities alongside it. 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 overlyreligious 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, nononsense 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

1

Free

Faery ​

Yuki Yuna is a Hero

Control

2

Free

Telepathy

Lyrical Nanoha

Control

3

Free

Capture-type Spells

Lyrical Nanoha

Control

4

50

Mystic Eye Killers

Kara no Kyokai

Control

5

50

Familiar

Valkyrie Profile

Control

6

50

Turn This Train Legend of Zelda: Spirit Around Right Now! Tracks

Control

7

50

Summon Weapons (Basic)

Terraria

Control

8

100

Sorcery - Ephemera Ritual (The Distant Call)

World of Darkness: Sorcerer

Control

9

100

Sealing Artifact

Tsukihime

Control

10

100

Basic Magecraft Hypnosis

Tsukihime

Control

11

100

Bewitching Eyes

Cultist Simulator

Control

12

100

Zombie​

A Practical Guide to Evil

Control

13

100

Plots and Plans

Valkyrie Profile

Control

14

100

Witchcraft

Dragon Ball Super

Control

15

100

Ghost Drum

Neverland: The RPG

Control

16

100

Superior Being

Wonderland No More

Control

17

100

FIREBIRD

Warhammer Fantasy: Kislev

Control

18

100

Wolf Pack

Warhammer Fantasy: Ogre Kingdoms

Control

19

100

Familiar

Warhammer Fantasy: Imperial Colleges of Magic

Control

20

100

Rat Swarm

Warhammer Fantasy: Skaven

Control

21

100

Arcana Of Authority

Endless Legend

Control

22

100

Zelda: A Link Someone, Hear Me Legendtoofthe Past

Control

23

100

Fair Maidens of Hyrule

Legend of Zelda: Four Swords

Control

24

100

Cursed Shackle

Hyrule Warriors

Control

25

100

A Rather Strange Legend of Zelda: Oracle Flute of Seasons

26

100

Hyoi Pear

Legend of Zelda: The Wind Waker

Control

27

100

All Night Mask

Legend of Zelda: Hero of Worlds

Control

28

100

Sorcery - Ephemera (Two Dots)

World of Darkness: Sorcerer

Control

29

100

Sorcery - Ephemera (Three Dots)

World of Darkness: Sorcerer

Control

Control

30

100

Sorcery - Ephemera (Four Dots)

World of Darkness: Sorcerer

Control

31

100

Sorcery - Ephemera (Five Dots)

World of Darkness: Sorcerer

Control

32

100

Sorcery - Force of Spirit

World of Darkness: Sorcerer

Control

33

100

Psychic Abilities Animal Psychic (Communication)

World of Darkness: Sorcery

Control

100

Psychic Abilities Animal Psychic (Command)

World of Darkness: Sorcery

Control

34

35

100

36

100

37

100

World of Darkness: Sorcery

Control

Psychic Abilities Animal Psychic (Mind Link)

World of Darkness: Sorcery

Control

Psychic Abilities Animal Psychic (Domination)

World of Darkness: Sorcery

Control

100

Psychic Abilities Telepathy (One Dot)

World of Darkness: Sorcerer

Control

39

100

Psychic Abilities Telepathy (Two Dots)

World of Darkness: Sorcerer

Control

40

100

Psychic Abilities Telepathy (Three Dots)

World of Darkness: Sorcerer

Control

38

41

100

Psychic Abilities Telepathy (Four Dots)

World of Darkness: Sorcerer

Control

42

100

Psychic Abilities Telepathy (Five Dots)

World of Darkness: Sorcerer

Control

43

100

Minion Magic

Undertale

Control

44

100

Slime Bait

Genshin Impact

Control

45

100

Summon Weapons (Improved)

Terraria

Control

46

100

Wizard’s Companion

Konosuba

Control

47

150

Crowd Control

Generic MG

Control

48

150

Pan Pipes

Peter Pan

Control

49

150

Gargoyle

Neverland: The RPG

Control

50

150

Clone Vat

Neverland: The RPG

Control

51

150

Menhirs

Neverland: THe RPG

Control

52

200

Black Keys

Tsukihime

Control

53

200

Mystic Eyes of Enchantment

Tsukihime

Control

54

200

Familiar Master

Kara no Kyokai

Control

55

200

PlaMonster Box

Kamen Rider NeoHeisei Part 2

Control

56

200

Marruvine Idol

Cultist Simulator

Control

57

200

Hypnotism

DC Occult

Control

58

200

Demon Butler

Justice League Dark

Control

59

200

Suicide Goats ​

A Practical Guide to Evil

Control

60

200

Tamer

Libriomancer

Control

61

200

Necromancy

Valkyrie Profile

Control

62

200

Tomb Swarms

Warhammer Fantasy: Tomb Kings

Control

63

200

Brainwashing

Fate/kaleid liner PRISMA ILLYA

Control

64

200

A Horse, A Horse (Unicorn)

Warhammer Fantasy: Bretonia

Control

65

200

Medium Kit

Mermaid Melody Pichi Pichi Pitch

Control

66

200

Summoning Specialist

Generic MG

Control

67

200

Mercenary Retainer

Generic MG

Control

68

200

Mercenary Retainer - Boosted

Generic MG

Control

69

200

Ma Fu Ba

Dragon Ball Super

Control

70

200

Regal Presence

Wonderland No More

Control

71

200

Pack of Playing Cards

Wonderland No More

Control

72

200

Scarecrows

Wonderland No More

Control

73

200

Baby Dragon

Warhammer Fantasy: Halflings

Control

74

200

The Little Book

Warhammer Fantasy: Halflings

Control

75

200

HAWKS OF MISKA

Warhammer Fantasy: Kislev

Control

76

200

Horn of Kygor

Warhammer Fantasy: Lizardmen

Control

77

200

Van Horstmann’s Speculum

Warhammer Fantasy: Imperial Colleges of Magic

Control

78

200

Pegasus

Warhammer Fantasy: Imperial Colleges of Magic

Control

79

200

Chaotic Tamer

Warhammer Fantasy: Warriors of Chaos

Control

80

200

Glean Magic

Warhammer Fantasy: Warriors of Chaos

Control

81

200

Ancient Seals

Legend of Zelda: A Link Between Worlds

Control

82

200

Animated Armor

Legend of Zelda: A Link to the Past

Control

83

200

Hylian Masterwork

Legend of Zelda: Four Swords Adventure

Control

84

200

Yujin Gashapon Figures

Legend of Zelda: Four Swords

Control

85

200

Fairy Handmaids

Legend of Zelda: Four Swords

Control

86

200

Greater Summoner

Hyrule Warriors

Control

87

200

Fierce Deity's Drum

Legend of Zelda: Majora’s Mask

Control

88

200

Switch Hook

Legend of Zelda: Oracle of Ages

Control

89

200

A Chest Full of Demons

Legend of Zelda: The Minish Cap

Control

90

200

Me And My Shadow

Legend of Zelda: The Wind Waker

Control

91

200

Conjurer

The Elder Scrolls

Control

92

200

Necromancy

The Elder Scrolls

Control

93

200

Purple Suits You

Undertale

Control

94

200

Summon Weapons (Advanced)

Terraria

Control

95

200

Monster Taming

Danmachi

Control

96

200

Divine Relic

Konosuba

Control

97

300

Mystic Eyes of Enchantment

Kara no Kyokai

Control

98

300

Aggregate Impact Psychotherapy – AKA: Befriending

Generic Magical Girl

Control

99

300

Chlorokinesis

Young Justice

Control

###

300

Fire Spider

Libriomancer

Control

###

300

Love Candle

Mermaid Melody Pichi Pichi Pitch

Control

###

300

Butterfly Fan

Mermaid Melody Pichi Pichi Pitch

Control

###

300

Rhyme

Neverland: The RPG

Control

###

300

Pegasus

Warhammer Fantasy: Halflings

Control

###

300

Mask of Heavens

Warhammer Fantasy: Lizardmen

Control

###

300

Shaman

Endless Legend

Control

###

300­

Familiar (Twilight Familiar) ​

Mage: The Awakening

Control

###

300

Sand Wand

Legend of Zelda: Spirit Tracks

Control

###

300

Summon Weapons (Master)

Terraria

Control

###

400

Lord of the Castle

Tsukihime

Control

###

400

Ether Lite

Tsukihime

Control

###

400

Fujo Blood

Kara no Kyokai

Control

###

400

Sealed Demon

Kara no Kyokai

Control

###

400

Ghoul Stone Velvet Bag

Kamen Rider NeoHeisei Part 2

Control

###

400

Scapegoat

Cultist Simulator

Control

###

400

Dream​​Mirror​​ Extraction​​

Sailor Moon

Control

###

400

Sealing​​Sword​​

Sailor Moon

Control

###

400

Summon and Bind​ The Gods Are Bastards

Control

###

400

Reliquary​

The Gods Are Bastards

Control

###

400

Containment System​

The Gods Are Bastards

Control

###

400

Bindings

Madoka Magica: Wraith Timeline

Control

###

400

Pet Stardust ​

Yuki Yuna is a Hero

Control

###

400

Tomb Swarm

Warhammer Fantasy: Tomb Kings

Control

###

400

Sealing Artifact

Fate/kaleid liner PRISMA ILLYA

Control

###

400

Authoritarian Personalism: Faceless Jet-Black Sovereign

###

400

In The Green Glades

Warhammer Fantasy: Bretonnia

Control

###

400

They Fey Must Be Fairies

Warhammer Fantasy: Bretonnia

Control

###

400

The Verdant Heart

Warhammer Fantasy: Bretonnia

Control

###

400

Summoning Specialist

Lyrical Nanoha

Control

###

400

Noisemon

Symphogear

Control

Fate/kaleid liner PRISMA ILLYA

Control

###

400

Insane Keyword Logic

Symphogear

Control

###

400

The Miko’s Art

Golden Sky Stories

Control

###

400

Release a Youkai to Stop a Youkai

Touhou Project: Forbidden Hermit

Control

###

400

Flame of Madness

Touhou Project: Forbidden Hermit

Control

###

400

Komainu

Touhou Project: Forbidden Hermit

Control

###

400

Think Like an Animal

Peter Pan

Control

###

400

Wonderland No More

Neverland: The RPG

Control

###

400

Fallen Throne

Neverland: The RPG

Control

###

400

Gecko Puppet

Neverland: The RPG

Control

###

400

Luck of the Draw

Wonderland No More

Control

###

400

Painting Book

Wonderland No More

Control

###

400

GIANT BEAR

Warhammer Fantasy: Kislev

Control

###

400

Thunder Tusk

Warhammer Fantasy: Ogre Kingdoms

Control

Control

###

400

Binding the Beast

Warhammer Fantasy: Imperial Colleges of Magic

###

400

Bind and Seal

Warhammer Fantasy: Imperial Colleges of Magic

Control

###

400

Scroll of Binding

Warhammer Fantasy: Imperial Colleges of Magic

Control

###

400

Carmine Dragon

Warhammer Fantasy: Imperial Colleges of Magic

Control

###

400

Elemental Beings

Endless Legend

Control

###

400­

Familiar (Embodied Mage: The Awakening Familiar) ​

Control

###

400

Zelda: A Link Hearts And Minds Legendtoofthe Past

Control

###

400

Vaati’s Old News!

Legend of Zelda: Four Swords Adventure

Control

###

400

Dark Mirror

Legend of Zelda: Four Swords Adventure

Control

###

400

Four Sword

Legend of Zelda: Four Swords

Control

###

400

Armor of Arrogance

Legend of Zelda: Four Swords

Control

###

400

Heart Attack

Hyrule Warriors

Control

###

400

Quirk of a Copy

Hyrule Warriors

Control

###

400

Emperor of the Damned

Hyrule Warriors

Control

###

400

Shadows In Your Legend of Zelda: Oracle Soul of Ages

Control

###

400

Blessings From Four Legend of Zelda: Oracle Spirits of Seasons

Control

###

400

Fragment Of A Crystal Prison

Legend of Zelda: Oracle of Seasons

Control

###

400

What A Horrible Night For A Curse

Legend of Zelda: Skyward Sword

Control

###

400

Prayer to Valoo

Legend of Zelda: The Wind Waker - Ch.IV

Control

###

400

Clock

Legend of Zelda: The Adventure of Link

Control

###

400

Masque of Clavicus Vile

The Elder Scrolls

Control

###

400

Staff of Worms

The Elder Scrolls

Control

###

400

Amulet of Articulation

The Elder Scrolls

Control

###

400

Beast Rod

Konosuba

Control

###

500

Tomb Kingdom

Warhammer Fantasy: Tomb Kings

Control

###

500

Coral of Corruption*

Peter Pan

Control

###

500

Bronze Collar of Khorne

Warhammer Fantasy: Dogs of War

Control

###

500

Key to the Eternity Warhammer Fantasy: Chamber Lizardmen

Control

###

500

Call Upon the Guardians

Endless Legend

Control

###

600

Restraint & Sanctuary

Sonny

Control

###

600

Akasha

Tsukihime

Control

###

600

Master of Babel

Kara no Kyokai

Control

###

600

The Seal of Faust

Kamen Rider NeoHeisei Part 2

Control

###

600

Possession​

Sailor Moon

Control

###

600

Carefully Chosen Words

DC Occult

Control

###

600

Necromancy

Libriomancer

Control

###

600

Familiar​

The Gods Are Bastards

Control

###

600

Decretum

Madoka Magica: Wraith Timeline

Control

###

600

Casket of Souls

Warhammer Fantasy

Control

###

600

Kodou ~Perfect Harmony

Mermaid Melody Pichi Pichi Pitch

Control

###

600

Embraced in Wings

Mermaid Melody Pichi Pichi Pitch

Control

###

600

Summon Champion

Dog Days

Control

###

600

Sealing Knife

Dog Days

Control

###

600

Hyakki Yagyou「百 鬼夜行」

Golden Sky Stories

Control

###

600

Hyakumonogatari Kaidankai「百物語 怪談会」

Golden Sky Stories

Control

###

600

Fantasy Seal

Touhou Project: Forbidden Hermit

Control

###

600

Trinitarian Rhapsody

Touhou Project: Forbidden Hermit

Control

###

600

Dragon Stone

Touhou Project: Forbidden Hermit

Control

###

600

Crystal of King Kyros

Peter Pan

Control

###

600

Rainbow Wand

Peter Pan

Control

###

600

Full Projection

Ib

Control

###

600

Dispelled Proclamation

Wonderland No More

Control

###

600

Ancient Frost Dragon

Warhammer Fantasy: Ogre Kingdoms

Control

###

600

Murda’Deff, The Killingist

Warhammer Fantasy: Orcs & Goblins

Control

###

600

Favor of Lords

Warhammer Fantasy: Skaven

Control

###

600

Lorule’s Magic

Legend of Zelda: A Link Between Worlds

Control

###

600

Four Sword

Legend of Zelda: A Link to the Past

Control

###

600

To Seal The Darkness

Legend of Zelda: Four Swords Adventure

Control

###

600

Friend of Fairies

Hyrule Warriors

Control

###

600

Genie’s bottle

Legend of Zelda: Link’s Awakening

Control

###

600

To Cast Away the Dark

Legend of Zelda: Ocarina of Time

Control

###

600

We Are Legion

Legend of Zelda: Ocarina of Time

Control

###

600

A Prison For The Damned

Legend of Zelda: Skyward Sword

Control

###

600

Four Sword

Legend of Zelda: The Minish Cap

Control

###

600

Diadem of the Savant

The Elder Scrolls

Control

###

600

Ceremony Of Corruption

Genshin Impact

Control

###

700

Spell Singer

Drakengard and Nier

Control

###

800

Double

Madoka Magica: Wraith Timeline

Control

###

800

The Opal of Styx​

Mage: The Awakening

Control

###

900

A Pact

Drakengard and Nier

Control

###

900

Whole Again

Drakengard and Nier

Control

###

###

1000

Avatar

Purchased Perks

DC Occult

Control

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. See Summon Weapons for more information. This is the path dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred to, amongst other things, Mediums. 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 See Summon Weapons for more information. Every proper wizard needs a familiar and you’ve got yours ready to go. You have a choice of two types of animals. The first is a small, winged cat, capable of breathing fire. It’s surprisingly strong for its size, able to take care of low level mob monsters on its own, and can grow in power much like you can by killing monsters. The other is a similarly sized yellow blob, which is supposedly a young dragon even if you think it just looks like a baby yellow chick. It’s probably the latter. Probably. The chick acts as a mana battery, capable of storing immense amounts of magical energy and releasing it back to you on command. Perhaps it could even be taught to use that energy as an attack. The amount it can store will grow with time. While this won’t take someone out of the fight for good, sometimes you need some space to breathe. This package includes a variety of methods for making people stay still or go over there. Zones of force, magical manacles, slowing spells, it’s mostly there. 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. Non­sapient 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 firebreathing 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 See Summon Weapons for more information.

Any monsters that you battle, if you defeat them and leave them alive, will acknowledge your strength and allow you to capture them easily. This also makes you skilled at controlling your damage that you can inflict towards others to the point where you can throw a city-destroying attack or spell only for the target to gain a slight burn or bruise. As long as you show affection and don’t abuse them, any monster that you captured would develop undying loyalty towards you to the point that they would sacrifice themselves to receive a mortal blow meant for you. That’s a pretty necklace. It’d make for an awfully nice gift...for someone you wanted to do something nasty to. It may look like nothing more than a particularly extravagant and gorgeous necklace, which it also is, but in reality this piece of jewelry is an old relic that enables the user to swap bodies with another person. By placing the necklace on someone and chanting a specific ritual, you are able to swap your mind into their body and their mind into your body. The change is permanent unless the ritual is performed once more. A much higher powered version of the eyes of Charm and Binding. The Mystic Eyes of Hypnosis are high level mind control spells, able to paralyse with a glance or dominate the mind and memories with a steady stare. Even without the application of magical energy, these eyes are able to tear through most magic resistance. It takes a powerful Magus to resist the eyes, someone capable of actively circulating large amounts of prana through their body to throw off your control, or someone with powerful Mystic Eyes of their own. After an enemy has been beaten into the dirt, you can use your magical powers of friendship to cure them of their evil ways, and possibly even convince them to join your team! 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 facedown 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 See Summon Weapons for more information. Entertainment is the bread and butter of a Dead Apostle’s existence, and there are few things more entertaining than making an army of Dead that do your bidding while you comfortable sip from a wine glass in some far-off castle...or an abandoned building, whatever works for you. Dead Apostles already possess the ability to create things like The Dead or control animal familiars using their blood, even possessing them directly as an extension of their will and receiving sustenance from all they consume. Now, that extends to all things you create by your own hands - any undead or artificial being you create is incapable of disobeying or turning against you, you possess full awareness of their thoughts and an ability to control their minds with a simple act of will, and all things they consume or absorb are sent directly to you, even if you were miles away during the act. In case you’d rather not starve them, you may decide how much you take from them at will, whether some or all or none of what they devour. Blood, meat, magical energy - whatever they devour, the spoils are given as tithe to the true Lord of the Castle. A wire-like substance meant to be used as a fake nervous system but can also be used as an extremely sharp, ridiculously long whip. If attached to another they can be used like a puppet and can read their thoughts as it manipulates their nerves. You may also release the limiter in someone’s brain, giving them a temporary massive boost to their physical abilities, after which they collapse, unable to move for a few hours. A true master can even copy or manipulate other memories with this technique. It can be used to replace damaged or destroyed nerves. An Alchemist with Memory and Partition receives this item for free. The arts passed down through the Fujo clan of Demon Hunters, a rare and mostly faded family, have awakened within you. Likely the result of a distant ancestor if you’re not a clan member, it has several effects on your body and spirit. The first is an enhanced life-force, making it possible for you to survive wounds and illnesses that would kill normal humans quite quickly. Despite taking the same wounds, your body is unnaturally enduring. The second is an enormous natural talent for magecraft relating to the channeling and controlling of spirits, not enough to match a Risen Legend but enough to become quite well known should you be trained. More importantly, that talent is the basis of the core power of the Fujo. ESP, or the projection of their spirit from their bodies. Leaving your physical form resting behind you, you can move as a spirit in the world, your power dictated by your magical energy. Possessing and controlling humans directly becomes far easier and you already know how to bind the spirits of the recently dead to your service while in this form. More spiritual powers may appear with practice and power, though even now you’re able to rapidly cross all of the city while flying along as a ghost.

A sealed case in your possession, such as a suitcase or video projector. Within is a potent combat familiar, the sort of creature that can tear through a whole gangs of thugs in seconds or pose a threat to a fairly powerful Magus, especially if it has the advantage of surprise. The primary example to use, in case you want to design a custom creature, is the sealed demons that Touko uses for combat due to her own degrading magic power. You might have a copy of her familiars, a freaky battle homunculus, a stitched together frankenstein beast or something less physical, like a bound fairy or a simulacrum made of living lightning. Whatever your familiar is, it’s oddly affectionate with you and acts like a loyal dog, puppy like towards your friends and vicious to enemies. If it gets hurt, just seal the case again and you’ll find it good as new in a few days time. The strange shop you’ve gotten all your toys from appeared to have this in a hidden section, but, it looks like you finally got it. This small bag, like one used to hold marbles, has a magical seal on the front. When you look inside, you can see a series of ashy stones...By throwing and shattering one against the ground, a loyal Gargoyle-like beast is created! These are “Ghouls”, creatures of despair that serve powerful Phantoms...however this bag gives you ownership of the Ghouls created from the stones inside the bag. The Bag itself can convert valuable gems into Ghoul Stones, at the very least they must be a precious stone to be turned. These ghouls are hardy warriors, resistant to small arms fire and explosions with only magic and supernatural energy guaranteeing easy defeat. You start with 30 Ghoul stones in the bag, which should let you repel many threats in this world! What’s the point of having followers if you alone have to bear a burden? Anytime you are forced to inflict harm on yourself or others in the name of a cause, a ritual, or a power, you may opt to inflict this harm unto someone or something else instead, effectively allowing you to substitute the target of your sacrifice with something of an equivalent value. This can be used to spare your assistant in favor of destroying a tool, maybe you wish to spare the tool in favor of a temporary influence, regardless, this perk will ensure that the proceedings complete without a hitch. Dream Mirrors are part of a person’s soul, separate from their Star Seed. If a Star Seed is someone’s body and power, a Dream Mirror is their identity, creativity, and their desires for the future. A Dream Mirror carries much power for those who know how to turn it into energy, and you have the knowledge to extract a dream mirror. 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. But still...that’s a monster that’s basically immune to stuff that isn’t supernatural/magical/divine/powered by ki in nature, and can tear through buildings like nothing with its giant mouth. And it’s completely docile around humans. It only listens to you and not the divine beings that would command its race. Surely that’s a good pet? 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. Hmm? This sounds familiar?...you think so? 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.) Aha, you have the power of the Missing Piece? 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.) Wait, if you’ve obtained the Missing Piece...Is it true? Are you also the Sorcerer's Apprentice? Then this art won’t be a stranger to you… 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 foulsmelling 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.

CP Cost

Name

Jumpdoc

Chapter

1

Free

Flight

Touhou Project: Forbidden Hermit

Domain

2

Free

Flying

Peter Pan

Domain

3

Free

Hearthfire - Basics

The Elder Scrolls

Domain

4

Free

Hearthfire Aesthetics

The Elder Scrolls

Domain

5

50

Sonic Boost

Lyrical Nanoha

Domain

6

50

Natural Domain

Golden Sky Stories

Domain

7

50

Natural Elements

Golden Sky Stories

Domain

8

50

A PLACE OF WONDER

Golden Sky Stories

Domain

9

50

Wheel of Magic

Warhammer Fantasy: Imperial Colleges of Magic

Domain

50

Sorcery Convoyence Ritual (Teleportation Ward)

World of Darkness: Sorcerer

Domain

50

Sorcery Convoyence Ritual (Getting Out of Here)

World of Darkness: Sorcerer

Domain

10

11

12

50

Sorcery Convoyence Ritual (Teleportal)

World of Darkness: Sorcerer

Domain

13

50

Sorcery - Mana Manipulation Ritual (Shape Mana)

World of Darkness: Sorcerer

Domain

14

100

A Corner Street Newsstand

Cultist Simulator

Domain

15

100

A Dusty Workshop

Cultist Simulator

Domain

16

100

A Velvet Cabaret

Cultist Simulator

Domain

17

100

A Candle-lit Monastery

Cultist Simulator

Domain

18

100

A Quiet Hotel

Cultist Simulator

Domain

19

100

Flying​​Leap​​

Sailor Moon

Domain

20

100

Favored Library

Libriomancer

Domain

21

100

Sonic Form

Lyrical Nanoha

Domain

22

100

Riddles of the Sphinxes

Warhammer Fantasy: Tomb Kings

Domain

23

100

Screaming Skulls

Warhammer Fantasy: Tomb Kings

Domain

24

100

Until Next Time...

Mermaid Melody Pichi Pichi Pitch

Domain

25

100

Gift of Flight

Lyrical Nanoha

Domain

26

100

Tourou Nagashi

Golden Sky Stories

Domain

27

100

TORII GATE

Golden Sky Stories

Domain

28

100

SHIMENAWA

Golden Sky Stories

Domain

29

100

Soar

Touhou Project: Parasol Paradise

Domain

30

100

Magical Girls... Can Fly Can’t They?

Fate/kaleid liner PRISMA ILLYA

Domain

31

100

Fairy Dwelling

Touhou Project: Forbidden Hermit

Domain

32

100

Secret Home

Touhou Project: Forbidden Hermit

Domain

33

100

Comfy Chair

Touhou Project: Forbidden Hermit

Domain

34

100

Advanced Flyer

Peter Pan

Domain

35

100

Palanquin

Warhammer Fantasy: Lizardmen

Domain

36

100

Strider of Ulthuan

Warhammer Fantasy: High Elves

Domain

37

100

Asur Aesthetics

Warhammer Fantasy: High Elves

Domain

Tingle’s Certified Legend of Zelda: Breath Aeronaut Training of the Wild Course

38

100

Domain

39

100

Mystic Agility

Hyrule Warriors

Domain

40

100

Magic Beans

Legend of Zelda: Ocarina of Time

Domain

41

100

Zora’s Armor

Legend of Zelda: Twilight Princess

Domain

42

100

Sorcery Convoyence (One Dot)

World of Darkness: Sorcery

Domain

43

100

Sorcery Convoyence (Two Dots)

World of Darkness: Sorcery

Domain

44

100

Sorcery Convoyence (Three Dots)

World of Darkness: Sorcery

Domain

45

100

Sorcery Convoyence (Four Dots)

World of Darkness: Sorcery

Domain

46

100

Sorcery Convoyence (Five Dots)

World of Darkness: Sorcery

Domain

47

100

Sorcery Convoyence (Six Dots)

World of Darkness: Sorcery

Domain

48

100

Magic Mirror

Terraria

Domain

49

150

Chess Board

Neverland: The RPG

Domain

50

200

Breaking and Entering

Touhou Project: Forbidden Hermit

Domain

51

200

Proper Facilities

Kamen Rider NeoHeisei Part 2

Domain

52

200

Bloodchips and Stock

Kara no Kyokai

Domain

53

200

Cloak of Levitation

DC Occult

Domain

54

200

Black Wings

Madoka Magica: Wraith Timeline

Domain

55

200

Magical Warding

Warhammer Fantasy: Tomb Kings

Domain

56

200

Magical Warding - Warhammer Fantasy: Boosted (Mid-Tier) Tomb Kings

Domain

57

200

Magical Warding - Warhammer Fantasy: Boosted (High-Tier) Tomb Kings

Domain

58

200

Mobility

Warhammer Fantasy: Tomb Kings

Domain

59

200

Make It Bigger

Warhammer Fantasy: Tomb Kings

Domain

60

200

Make It Bigger Warhammer Fantasy: Boosted (Mid-Tier) Tomb Kings

Domain

61

200

Make It Bigger Warhammer Fantasy: Boosted (High-Tier) Tomb Kings

Domain

62

200

Teleportation

Fate/kaleid liner PRISMA ILLYA

Domain

63

200

Mirror World Transfer

Fate/kaleid liner PRISMA ILLYA

Domain

64

200

Creep Cave

Warhammer Fantasy: Amazons

Domain

65

200

Karaoke Parlor

Mermaid Melody Pichi Pichi Pitch

Domain

66

200

Training Grounds

Lyrical Nanoha

Domain

67

200

Jichinsai 「地鎮祭 」

Golden Sky Stories

Domain

68

200

A Barrier of Perspective

Touhou Project: Forbidden Hermit

Domain

69

200

Making Holes

Touhou Project: Forbidden Hermit

Domain

70

200

Escape Artist

DC Occult

Domain

71

200

Fit Just Right

Peter Pan

Domain

72

200

Private Apartment

Peter Pan

Domain

73

200

Always Another Tunnel

Warhammer Fantasy: Imperial Colleges of Magic

Domain

Grey Tunnels

Warhammer Fantasy: Imperial Colleges of Magic

Domain

Irene’s Broomstick Legend of Zelda: A Link Between Worlds

Domain

74

200

75

200

76

200

Sanctuary

Legend of Zelda: A Link to the Past

Domain

77

200

Apple Orchard

Legend of Zelda: A Link to the Past

Domain

78

200

Flippers

Legend of Zelda: Link’s Awakening

Domain

79

200

Roc's Feather

Legend of Zelda: Oracle of Ages

Domain

80

200

Skeleton Key

Legend of Zelda: Oracle of Seasons

Domain

81

200

Treetop Shrine

Legend of Zelda: Oracle of Seasons

Domain

82

200

Witch’s Broomstick

Legend of Zelda: Oracle of Seasons

Domain

83

200

Roc’s Feather

Legend of Zelda: Oracle of Seasons

Domain

84

200

One On One

Legend of Zelda: Twilight Princess

Domain

85

200

Recorder

The Legend of Zelda

Domain

86

200

Recorder

Legend of Zelda: The Adventure of Link

Domain

87

200

Pegasus Boots

Legend of Zelda: Hero of Worlds

Domain

88

200

Brush of Truepaint

The Elder Scrolls

Domain

89

200

Hearthfire Alchemy Tower

The Elder Scrolls

Domain

90

200

Hearthfire Enchanting Tower

The Elder Scrolls

Domain

91

200

Hearthfire - Magical Protection

The Elder Scrolls

Domain

92

200

Hearthfire Teleportation Grid

The Elder Scrolls

Domain

93

200

Fruits Of The Forest

Genshin Impact

Domain

94

200

Mountain Of Rock

Genshin Impact

Domain

95

200

Steps In The Air

Genshin Impact

Domain

96

200

Rod of Discord

Terraria

Domain

97

200

Magical Laboratory

World Seed

Domain

98

200

Grave Matters

Konosuba

Domain

99

300

Knock

Cultist Simulator

Domain

###

300

Tomb

Warhammer Fantasy: Tomb Kings

Domain

###

300

Mobility - Boosted

Warhammer Fantasy: Tomb Kings

Domain

###

300

The Little House

Peter Pan

Domain

###

300

Otherworld Opportunist

Wonderland No More

Domain

###

300

Looking-Glass Portal Wonderland No More

Domain

###

300

Mystical Library

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

300

ANOMNOMNOMAL IES

Endless Legend

Domain

###

300

Ceremony of Restoration

Legend of Zelda: Oracle of Ages

Domain

###

300

Zora’s Flippers

Legend of Zelda: Oracle of Ages

Domain

###

300

Twilight Mirror

Legend of Zelda: Twilight Princess

Domain

###

300

Blessing of Farore

Legend of Zelda: Hero of Worlds

Domain

###

300

Local Believers

World of Darkness: Sorcerer

Domain

###

300

Hearthfire - Castle Jumper

The Elder Scrolls

Domain

###

400

Frangiclave

Cultist Simulator

Domain

###

400

Sailor​ ​Teleport/Planet​​ Attack​​

Sailor Moon

Domain

###

400

Highway To Hell

DC Occult

Domain

###

400

Wizard’s Tower

Stardew Valley

Domain

###

400

Oblivion Bar

DC Occult

Domain

###

400

Mage Tower​

A Practical Guide to Evil

Domain

###

400

Strange Apartment Madoka Magica: Wraith Timeline

Domain

###

400

Sea Of Trees ​

Yuki Yuna is a Hero

Domain

###

400

Hero Castle ​

Yuki Yuna is a Hero

Domain

###

400

Sun Machine

Warhammer Fantasy: Tomb Kings

Domain

###

400

Flash Air

Fate/kaleid liner PRISMA ILLYA

Domain

###

400

Apneic Beauty: 301 Second Ice Shrine of Eternity

Fate/kaleid liner PRISMA ILLYA

Domain

###

400

Ruler of the Castle Mermaid Melody Pichi Pichi Pitch

Domain

###

400

Mirror Prison

Mermaid Melody Pichi Pichi Pitch

Domain

###

400

Guardian of the Earth

Golden Sky Stories

Domain

###

400

Suzunaan

Touhou Project: Forbidden Hermit

Domain

###

400

Fae Farm

Neverland: The RPG

Domain

###

400

Sheep’s Shop

Wonderland No More

Domain

###

400

Living Flower Maze Wonderland No More

Domain

###

400

Shrine of A Lice’s Crown

Wonderland No More

Domain

###

400

The Family Farm

Warhammer Fantasy: Halflings

Domain

###

400

The Family Ranch

Warhammer Fantasy: Halflings

Domain

###

400

CHICKEN-LEGGED HUT

Warhammer Fantasy: Kislev

Domain

###

400

Shield of the Old Ones

Warhammer Fantasy: Lizardmen

Domain

###

400

Mobile Study

Warhammer Fantasy: High Elves

Domain

###

400

Elven Embassy

Warhammer Fantasy: High Elves

Domain

###

400

Portable Portal Space

Generic Minecraft

Domain

###

400

A Test of Wisdom

Legend of Zelda: Breath of the Wild

Domain

###

400

Four Sword Shrine

Legend of Zelda: Four Swords Adventure

Domain

###

400

Fairy of the Forest

Legend of Zelda: Four Swords Adventure

Domain

###

400

Farore’s Wind

Legend of Zelda: Ocarina of Time

Domain

###

400

The Black Tower

Legend of Zelda: Oracle of Ages

Domain

###

400

Temple and Sanctuary

Legend of Zelda: Spirit Tracks

Domain

###

400

Space Time Gates

Legend of Zelda: Spirit Tracks

Domain

###

400

Deku Treehouse

Legend of Zelda: The Wind Waker

Domain

###

400

Fairy Fountains

Legend of Zelda: The Wind Waker

Domain

###

400

Fairy’s Fountain

Legend of Zelda: Twilight Princess

Domain

###

400

Sanctum

World of Darkness: Sorcerer

Domain

###

400

Mazed Band

The Elder Scrolls

Domain

###

400

Boots of Springheel Jak

The Elder Scrolls

Domain

###

400

Hearthfire - Pocket Realm

The Elder Scrolls

Domain

###

400

Just You, Me, and Them

Deathloop

Domain

###

400

Sub-Space Creation

Genshin Impact

Domain

###

400

Serenitea Pot

Genshin Impact

Domain

###

400

Chamber Atop The Clouds

Genshin Impact

Domain

###

400

Teleportation Waypoints

Genshin Impact

Domain

###

400

Beldian Castle

Konosuba

Domain

###

500

Escort for the Innocent Dead

Peter Pan

Domain

###

500

Never Tree

Peter Pan

Domain

###

500

Jolly Roger

Peter Pan

Domain

###

500

Seven League Boots

Peter Pan

Domain

###

500

Truant Seconds Hand

Ib

Domain

###

600

Brunestud

Tsukihime

Domain

###

600

Living Workshop

Kara no Kyokai

Domain

###

600

New Agency

Kara no Kyokai

Domain

###

600

That Did Not Happen

Generic Magical Girl

Domain

###

600

Tower of Fate

DC Occult

Domain

###

600

Library of Eternity

DC Occult

Domain

###

600

The House of Mystery

Justice League Dark

Domain

###

600

Shadow Jumper’s Trinket​

The Gods Are Bastards

Domain

###

600

Temple

Warhammer Fantasy: Amazons

Domain

###

600

Crystal of the Floating Isles

Dog Days

Domain

###

600

Rejection of the Supernatural

Golden Sky Stories

Domain

###

600

The Scarlet Devil Mansion

Touhou Project: Forbidden Hermit

Domain

###

600

Eintei

Touhou Project: Forbidden Hermit

Domain

###

600

A Secret World

Touhou Project: Forbidden Hermit

Domain

###

600

Dreams of Neverland*

Peter Pan

Domain

###

600

Fabricated World

Ib

Domain

###

600

Panthalassa Castle

Mermaid Melody Pichi Pichi Pitch

Domain

###

600

House Parent

Neverland: The RPG

Domain

###

600

Whirlpool Magic

Neverland: The RPG

Domain

###

600

Amber Hill

Warhammer Fantasy: Imperial Colleges of Magic

Domain

Domain

###

600

Charnel House

Warhammer Fantasy: Imperial Colleges of Magic

###

600

Incinerator

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Observatory

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Workshop

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Phantom Tower

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Henge

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Pyramid Vault

Warhammer Fantasy: Imperial Colleges of Magic

Domain

###

600

Eternal Library

Warhammer Fantasy: Warriors of Chaos

Domain

###

600

Jumper’s Tower of Sorcery

Warhammer Fantasy: High Elves

Domain

###

600

Link Between Worlds

Legend of Zelda: A Link Between Worlds

Domain

###

600

Royal Jewels

Legend of Zelda: Four Swords Adventure

Domain

###

600

Palace of Winds

Legend of Zelda: Four Swords Adventure

Domain

###

600

Great Fairy Fountain

Hyrule Warriors

Domain

###

600

The Moon

Legend of Zelda: Majora’s Mask

Domain

###

600

Great Fairy Fountain

Legend of Zelda: Ocarina of Time

Domain

###

600

Hall of Essence

Legend of Zelda: Oracle of Ages

Domain

###

600

Harp of Ages

Legend of Zelda: Oracle of Ages

Domain

###

600

Silent Realm

Legend of Zelda: Skyward Sword

Domain

###

600

Spirit Tracks

Legend of Zelda: Spirit Tracks

Domain

###

600

Cave of Ordeals

Legend of Zelda: Twilight Princess

Domain

###

600

Skeleton Key

The Elder Scrolls

Domain

###

600

Crafting Shop

Danmachi

Domain

###

600

Last Stop Shop

Konosuba

Domain

###

800

Reality Marble

Tsukihime

Domain

###

800

Sailor​​Castle​​

Sailor Moon

Domain

###

800

Subspace​​ Dimension​​

Sailor Moon

Domain

###

800

Stop Time

Madoka Magica: Wraith Timeline

Domain

###

800

Zelretch’s Student

Fate/kaleid liner PRISMA ILLYA

Domain

###

800

Lunar Dial

Touhou Project: Parasol Paradise

Domain

###

800

Magical Key

The Legend of Zelda

Domain

###

1000

Dimension Lord

DC Occult

Domain

###

###

1000

Boundary of Reality

Purchased Perks

Touhou Project: Forbidden Hermit

Domain

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. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.)

The simplest way to improve a flight spell is simply to pump more power into it. However, the fields that adjust for G-forces, altitude, temperatures and aerodynamic profile (especially important for those that wear capes) all have their own tweaks that need to be made so the increased speed is survivable. (CG Note: Requires Device - Lyrical Nanoha first.) As a Henge, you’ll likely find yourself living out in the wild for the most part, and chances are you’ll have to look for a place to set up camp. You can go and see if the humans are willing to lend you shelter of course, but I can also help you out by allocating you a section of the domain around town, a place for you to rest easy at night. Just don’t expect it to be much larger than an apartment suite – you’re sharing the forest with other Henge too! Though...to think of it, it’s really strange to describe your domain as an apartment suite. 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, mobilityimproving 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. [1] The sorcerer may transport themselves across roughly 10 feet. 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 absurdsounding 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 (MidTier) - 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. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.) The art of enchanting is a delicate thing, so it pays well to have an area where it can be performed safely. For those trained in enchanting, this is the perfect place to practice your craft, with an enchanting table as well as a station where you can create your own magic staves. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.) Magic is a powerful force in this world, and is great for protecting buildings. Your walls are stronger, and are resistant to magical attacks. There are also multiple magical traps for anyone stupid enough to attack your home. It also helps keep your home at an ideal temperature at any point in the year, just as an added bonus. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.) Aren't you just tired of walking everywhere, and want a more magical solution? In a fair amount of rooms within your home, there's a pad where you can teleport to other pads inside your home. You also now know a special spell, allowing you to teleport yourself back to your home, which you can teach to others. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.) There are many different ingredients and materials in this world that you are unlikely to find in any other. With professions such as alchemy relying on these very things, it would be remiss if you didn’t have access to those items later. As and when you wish, you may enter into this moderately sized space filled with lush plant life and creatures in a variety of environments. In many ways this space would appear similar to that of a pocket realm or domain. Every few days any plants or animals that have been harvested will reappear, though rarer species such as regisvines and the like will take longer. In future worlds, you can add other species to the space by simply bringing them inside.

A blacksmith is worthless if they don’t have any ore to work with. Teyvat is home to many kinds of ores. Some ores are mundane, while some are far less so. You have gained access to a space containing a rather large mountain. Dotted around, on, and inside the mountain is a veritable cornucopia of ores waiting to be mined. From common iron and white iron ores, to crystal chunks and jadeite deposits, to even the rare starsilver and electro crystals, they all can be found in varying amounts. Any ore harvested will reappear in a week or so. When you enter new jumps in the future, new mountains will appear. Unique ores can be added to those mountains by simply bringing some raw samples inside the space. Some of the beings within this world have the ability to float. Spirits of the elements, abyss mages, and even the Traveler's trusty companion Paimon are able to walk through the air as if it were solid ground. Like these beings, you too have the ability to float. By expending your energy in a minute but steady flow, you can levitate off the ground and move about as fast as if you were on land. Doing this does drain your stamina in the same way walking or running the same distance would, but it will make navigating up rocky mountains and plains much easier. A rod that can be used to teleport short distances. It will automatically compensate to ensure that you don’t teleport into rock or telefrag yourself. It requires a very small amount of magic to use, but this version does not induce Chaos State when used in rapid succession. Now this is a fitting lab for an aspiring scientist, mad or not. It has all the tools and equipment needed to contain and study any kind of magical creature and phenomenon, or to bring arcane secrets of the universe to light. And should you ever not have the right machinery at hand for whatever you want to do, the lab will upgrade itself and produce what you need in an instant. Now, the only thing holding you back will be the limits of your own intelligence. After this jump, it will attach itself to your warehouse, and may appear in any location you desire in other worlds you might visit. Few enough can afford a proper send-off these days. Graveyards like the one you find next to a property of your choice that you own or connected to your warehouse are just such things, filled with the restless dead and unsent spirits. It’s a large graveyard too, hundreds of graves that will be regularly refilled on a yearly basis, though those interred will be mostly ordinary people or low level adventurers. If you’re wanting the beginnings of an undead army it can help or you could just make yourself feel good by helping these guys on their way to the afterlife. Your affinity to Knock can now be used to temporarily create a magical tunnel that can bypass any lock, door, or barrier. This tunnel operates like an open window through which you can peek into the other side. No matter your origin of choice, you awake within a tomb. Buried within it or standing as a silent guardian, it is a tomb connected to you in some way. Perhaps it was built for you or your father. Perhaps you were laid to rest alongside your master in it. Maybe it was built under your own guidance as the chief architect. Or maybe you were installed as a watchful guardian at the gates. But it is an ordinary tomb, nothing special, even for a King. Purchasing this option gives you the chance to not only change that with access to the Tomb Section later on, along with 1000 Tomb Points (TP) to spend there, but also the ability to bring your tomb with you to future worlds. For 500TP, you may instead grant your tomb the power of flight. Such an immense structure moving faster than any horse could sprint is an awe inspiring sight and the tomb may even travel in the void of space, though you’d likely wish to find some way to make it faster if your plans include that sort of thing.(CG Note: Requires base Mobility - Warhammer Fantasy: Tomb Kings first.)

A magical cottage that Peter built for you. With a top hat for the roof and a shoe as the door knocker, it is rather unusual, but has magical properties. Although it is the size of a small shed, the interior will always have just enough room for however many people enter, though it may be a little tight. Also, despite no fire inside, the house is always comfortably warm and spouts smoke through the chimney, which has a cheery and stubborn personality. Similarly, even when you turn the lights off inside to go to bed in the dark, the exterior of the blinds will shine a light outside to give the impression that the lights are on inside; you can also choose to have it do the opposite, with lights inside and no sign of light from the outside. No matter how much is inside it, the house can be carried by just several strong men working together. Mother Knows Best will allow you to alter and potentially expand the interior as you please. After the jump, the Little House is stored in the warehouse for you to use as you wish. Whenever you sleep, you can subconsciously summon the house to you such that you will awake in bed. Could feasibly be combined with Cinderella. Perhaps you would ordinarily be a mundane person separate from the crazy adventures of Wonderland, not considered a part of the story. But in the real world, things never go so smoothly, and there are many unsavory men who have learned about Wonderland and wish to exploit it. This perk at the very least gives you insights into finding different worlds and passages/methods between in whatever setting you’re in. And even if someone else has primary control or access to said otherworld, you are great at researching and understanding said worlds and travel, such that with enough work, you could feasibly find/make your own backdoors to and from those worlds, and in time even usurp control. A full-length vanity mirror that can nonetheless shrink to fit into bags and pockets easily. It seems to show a hazy reflection, albeit with some errors if you look closely enough. When you rub the mirror, you and all adjacent allies are pulled into the reflection. You will reappear in a location that is relatively close to being a “mirror image” (appearance-wise) of what had been reflected just before you activated the portal. No matter where you use it, even someplace not as nonsensical as Wonderland, there will be a location that qualifies as a mirror image for the teleportation. 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 mostlymundane 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. (CG Note: Requires Hearthfire - Basics - The Elder Scrolls first.) Whether magically or technologically, you have the ability to lockdown a district or smaller area in order to trap a particular target. The lockdown is temporal, meaning time outside of the lockdown is stopped. The target is unable to escape unless they perform a certain task in order to lift the lock, whether that means destroying a pillar of magic or downloading unlock codes from a tower. While inside the lockdown, you and your allies gain a boost to your physical parameters such as reaction speed, movement speed, accuracy, strength, etc.

Long ago Rex Lapis ‘illuminated’ the adepti. He gifted them with the knowledge and ability of subspace creation. To put it simply, this is the ability to create small, autonomous, pocket worlds. These realms are anchored to and inside physical objects, be it an innocuous door or a small teapot. Perhaps one of the adepti chose to pass this knowledge on to you, or maybe it was a gift from the Geo Archon himself, for you have also gained the knowledge of this skill. With the right materials and a bit of magic you can create your own pocket realms. They are only fake worlds, providing only a respite from the real one outside. But seeing as they are ‘fake’, the insides of the realms is entirely up to your whims. You could as easily make islands floating in the sky as you could a quaint bit of land on the ocean. The size of the realm depends on the anchor itself, as well as the materials used in its creation, but even a teapot could comfortably hold an entire hamlet inside of itself. While the materials required to construct a pocket realm are rare and expensive in the current Teyvat, you don't have to worry about all that. You have already been given a perfectly serviceable one by the skilled Madam Ping. It may not be testing the very limits of this ability, but this pocket realm still contains a rather massive space within. Easily enough for a town or two to fit in. Both the inside and outside of this pocket realm are up to you to decide, though unlike the former, the latter is far less malleable once set. Importantly, this specific teapot comes with its own Teapot spirit to help with the running of things. Once in a while, a travelling teapot merchant will pop in to sell their wares, usually in the form of some kind of blueprints you can use for your realm. This work of art is something you might expect to see in the realm of an adepti, certainly not in the real world. Almost as if it wishes to meet Celestia among the clouds, this great structure hovers far above the ground. The original Jade Chamber was an iconic sight in Liyue, built over decades by the hard work of Ningguang. As such, one can imagine the staggering cost it took to build. Arrays below and around the base of this structure allows it to travel through the air at quite a respectable pace. This particular structure comes with a Guizhong Ballista, a weapon originally devised by the God of Dust but capable of great destruction when wielded with the right knowledge and power. To the denizens of Teyvat, the teleportation waypoints are a series of mysterious ‘gimmicks’, their purpose unclear. But to those in the know, they are a valuable array. A strange network of devices scattered around the world, allowing one to teleport between activated waypoints. These appear to be linked in some way to using the leylines of the land, though the exact mechanics are not fully understood. A network will appear in future worlds, allowing instant travel for those that know how to use them. Naturally they have to be activated to be used first. Along with this, you will gain several portable waypoints, which allow for temporary use of the network wherever you place them. A lonely old castle that is more than it appears to be at first. Your new fortress is set at the top of a small mountain, extremely well defended and working well as a starting point for an army’s attack or defense. The inside of the fortress is filled to the brim with traps, guards, weapons and enchantments to both protect you from any invaders and prepare you better to go out on the attack. The castle is also impressively sturdy against attacks, even the walls are magically enchanted, so that constant daily bombardments won’t even scratch its walls. We’ll even throw in sound proofing for every room as an added bonus. It’s said that Peter Pan will travel part of the way with children who have died so they do not become lonely and scared at the new adventure. You can now find the ghosts and spirits of deceased children (and sometimes those who stay young at heart) and guide them to the next life. You can also interact with them, as they often have interesting stories. If you do not wish to take them to the afterlife(s) immediately, they’re often willing to chat and join you on adventures, assuming you treat them nicely. You also instinctively know how to safely guide them past the intermediate state of ghosts; for instance, you know how to ensure that they get past the often-grim obstacles on the path to the afterlife, and if reincarnation is a possibility you know how to ensure that they get set up with a good new life in store for them.

You now own your own Never Tree, just like the one in and above the Home Under the Ground. Multiple, seemingly normal trees appear on the surface, but they are in fact the “branches” of the tree. Each branch will continue to grow like a normal tree, but the inside of the branch is in fact hollow. In fact, if you measure a certain individual, you can make one of the trunk-branches’ hollow interior just the right size for that person to slip through (any bigger, though, and you’d get stuck). Slip into one of the tree hollows, and you will end up in an underground hideout that encompasses the trunk and the roots. The roots are exceptionally hardy, and can thrive in any location. The roots grow systematically throughout the day, and regenerate all damage. Therefore, you can cut off a table in the morning, slap it on the regrown roots at noon for lunch, and then saw it up again to make room for playing. In any case, you’ll never be low on firewood. Giant mushrooms also grow inside for handy seats and occasional seasoning. If you took Mother Knows Best, you can refurbish and expand the interior “home underground” as you wish. After the jump, it will grow in your warehouse, and you can plant cuttings in future jumps. 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.

CP Cost

Name

Jumpdoc

Chapter

1

Free

Device

Lyrical Nanoha

Magitek

2

Free

Wearable-type

Lyrical Nanoha

Magitek

3

Free

Auxiliary Controltype

Lyrical Nanoha

Magitek

4

Free

Standby Form

Lyrical Nanoha

Magitek

5

Free

Device Form

Lyrical Nanoha

Magitek

6

Free

Basic

Lyrical Nanoha

Magitek

7

Free

Auto-Repair

Lyrical Nanoha

Magitek

8

Free

Sheikah Slate (Basic)

Legend of Zelda: Breath of the Wild

Magitek

9

50

Armed

Lyrical Nanoha

Magitek

10

50

Storage

Lyrical Nanoha

Magitek

11

50

Defenser Plus

Lyrical Nanoha

Magitek

12

50

Mana Boost

Lyrical Nanoha

Magitek

13

50

Efficiency Boost

Lyrical Nanoha

Magitek

14

50

Tier One Magic Rings

Endless Legend

Magitek

15

50

Tier One Talisman

Endless Legend

Magitek

16

50

Dust Mint

Endless Legend

Magitek

17

100

Communicators

Generic Magical Girl

Magitek

18

100

Energy​​Draining​​ Devices​​

Sailor Moon

Magitek

19

100

Smoke​​Bombs​​

Sailor Moon

Magitek

20

100

Smoke Bombs Boosted

Sailor Moon

Magitek

21

100

Magical Ergonomics

Lyrical Nanoha

Magitek

22

100

Cartridge Kit

Lyrical Nanoha

Magitek

23

100

Sealing Mode

Lyrical Nanoha

Magitek

24

100

Alternate Mode

Lyrical Nanoha

Magitek

25

100

Gigantic Mode

Lyrical Nanoha

Magitek

26

100

Intelligent

Lyrical Nanoha

Magitek

27

100

Gear Training

Symphogear

Magitek

28

100

Geology'

Symphogear

Magitek

29

100

BUSHIMO

Symphogear

Magitek

30

100

Fused Gear

Symphogear

Magitek

31

100

Ignite Module

Symphogear

Magitek

32

100

Alice Doll

Touhou Project: Parasol Paradise

Magitek

33

100

Aquapulvistics

Endless Legend

Magitek

34

100

Tier Two Rings

Endless Legend

Magitek

35

100

Tier Two Talisman

Endless Legend

Magitek

36

100

Dust Refinery

Endless Legend

Magitek

37

100

Basic Runes

Legend of Zelda: Breath of the Wild

Magitek

38

100

Snap

Legend of Zelda: Breath of the Wild

Magitek

39

100

Lokomo Chair

Legend of Zelda: Spirit Tracks

Magitek

40

100

Lokomo Classic, ‘The Spirited’

Legend of Zelda: Spirit Tracks

Magitek

41

100

Lokomo Basics, ‘The Sea Train’

Legend of Zelda: Spirit Tracks

Magitek

42

100

Psychic Abilities Cyberkinesis (Switch)

World of Darkness: Sorcerer

Magitek

43

100

Psychic Abilities Cyberkinesis (Link)

World of Darkness: Sorcerer

Magitek

44

100

Psychic Abilities Cyberkinesis (Scramble)

World of Darkness: Sorcerer

Magitek

45

46

47

100

Psychic Abilities Cyberkinesis (Password)

World of Darkness: Sorcerer

Magitek

100

Psychic Abilities Cyberkinesis (Run Hot)

World of Darkness: Sorcerer

Magitek

100

Psychic Abilities Cyberpathy (Analyze Structure)

World of Darkness: Sorcerer

Magitek

48

49

100

Psychic Abilities Cyberpathy (ReadOnly Mode)

World of Darkness: Sorcerer

Magitek

100

Psychic Abilities Cyberpathy (Download)

World of Darkness: Sorcerer

Magitek

50

100

Psychic Abilities Cyberpathy (Remote Access)

World of Darkness: Sorcerer

Magitek

51

100

Psychic Abilities Cyberpathy (Decrypt)

World of Darkness: Sorcerer

Magitek

52

100

Dwarven Centurion

The Elder Scrolls

Magitek

53

100

Electric Magic

Undertale

Magitek

54

150

Cartridge System

Lyrical Nanoha

Magitek

55

150

Accelerated Charge System

Lyrical Nanoha

Magitek

56

150

Tier Three Magic Rings

Endless Legend

Magitek

57

150

Tier Three Talismans

Endless Legend

Magitek

58

150

Tier 1 Tomes

Endless Legend

Magitek

59

200

Box of Magazines

Lyrical Nanoha

Magitek

60

200

Daimon​​Egg​​ Production​​

Sailor Moon

Magitek

61

200

Daimon​​Gatcha​​ Machine​​

Sailor Moon

Magitek

62

200

Technomage

Libriomancer

Magitek

63

200

JG­-367

Libriomancer

Magitek

64

200

A Pod

Drakengard and Nier

Magitek

65

200

Interdimensional Phone

Dog Days

Magitek

66

200

Combat Cyborg

Lyrical Nanoha

Magitek

67

200

Standalone Flight Mode

Lyrical Nanoha

Magitek

68

200

Sapient

Lyrical Nanoha

Magitek

69

200

Heretical Adaptation

Symphogear

Magitek

70

200

Mundane Applications

Symphogear

Magitek

72

200

Another Shard

Symphogear

Magitek

73

200

Shout of the Earth

Symphogear

Magitek

74

200

Faust Robe

Symphogear

Magitek

75

200

Philosophical Weapon

Symphogear

Magitek

76

200

Phonic Regeneration

Symphogear

Magitek

77

200

Beat Master

Symphogear

Magitek

78

200

AI Assistant

Symphogear

Magitek

79

200

Doll Maker of Bucuresti

Touhou Project: Parasol Paradise

Magitek

80

200

Rat Repelling Statue

Touhou Project: Forbidden Hermit

Magitek

81

200

Cinderella

Peter Pan

Magitek

82

200

Deadly Upgrades

Warhammer Fantasy: Skaven

Magitek

83

200

Warlock-Engineer’s Warhammer Fantasy: Halberd Skaven

Magitek

84

200

Tier Four Magic Rings

Endless Legend

Magitek

85

200

Tier Four Talisman

Endless Legend

Magitek

86

200

Tier Two Tomes

Endless Legend

Magitek

87

200

Hyperium Foci

Endless Legend

Magitek

88

200

Legendary Foci

Endless Legend

Magitek

Legend of Zelda: Breath of the Wild

Magitek

200

Advanced Runes Legend of Zelda: Breath (Magnesis) of the Wild

Magitek

91

200

Advanced Runes Legend of Zelda: Breath (Stasis) of the Wild

Magitek

92

200

Advanced Runes Legend of Zelda: Breath (Stasis+) of the Wild

Magitek

93

200

Advanced Runes Legend of Zelda: Breath (Cryonis) of the Wild

Magitek

94

200

Advanced Runes Legend of Zelda: Breath (Remote Bombs) of the Wild

Magitek

95

200

Advanced Runes Legend of Zelda: Breath (Remote Bombs+) of the Wild

Magitek

89

200

90

Sparking Innovation

96

200

97

200

98

Advanced Runes Legend of Zelda: Breath (Sheikah Sensor+) of the Wild

Magitek

Legend of Zelda: Spirit Tracks

Magitek

200

Lokomo Royal, ‘The Legend of Zelda: Spirit Phantom’ Tracks

Magitek

99

200

Ancient Technology

Legend of Zelda: Twilight Princess

Magitek

###

200

Enchanted Appliance

World of Darkness: Sorcerer

Magitek

###

200

Tonal Architect

The Elder Scrolls

Magitek

Spirit Flute

###

250

Blaster System

Lyrical Nanoha

Magitek

###

250

Bits System

Lyrical Nanoha

Magitek

###

300

Pearl Radar

Mermaid Melody Pichi Pichi Pitch

Magitek

###

300

Anti-Mermaid Sound System

Mermaid Melody Pichi Pichi Pitch

Magitek

###

300

Fulldrive

Lyrical Nanoha

Magitek

###

300

Lunarian Defense Touhou Project: Parasol Corps Armory Paradise

Magitek

###

300

Dust Attunement

Endless Legend

Magitek

###

300

Timeshift Orbs

Legend of Zelda: Skyward Sword

Magitek

###

400

Adaptation Specialization

Kamen Rider NeoHeisei Part 2

Magitek

###

400

The Scientist

Kamen Rider NeoHeisei Part 2

Magitek

###

400

Super​​Vizor​​

Sailor Moon

Magitek

###

400

Luna​​Ball​​

Sailor Moon

Magitek

###

400

Magus​​Gun​

Sailor Moon

Magitek

###

400

Airship

Drakengard and Nier

Magitek

###

400

Similar Principles

Lyrical Nanoha

Magitek

###

400

Ancient Knowledge

Lyrical Nanoha

Magitek

###

400

Dimensional Warship

Lyrical Nanoha

Magitek

###

400

LiNKER Synthesis

Symphogear

Magitek

###

400

Very Advanced Science

Symphogear

Magitek

###

400

Backyard Nuclear Fusion

Touhou Project: Forbidden Hermit

Magitek

DOOOOOOOOMW Warhammer Fantasy: HEEEEEEEEEEEL Skaven

Magitek

Warp Booster

Warhammer Fantasy: Skaven

Magitek

400

Technomancy ​

Mage: The Awakening

Magitek

###

400

It Is Written

Legend of Zelda: Breath of the Wild

Magitek

###

400

Servant of the Spirits of Good

Legend of Zelda: Spirit Tracks

Magitek

###

400

###

400

###

###

400

Ancient Oocca Technology

Legend of Zelda: Twilight Princess

Magitek

###

400

Dimensional Device

Undertale

Magitek

###

400

Technomancy ​

World Seed

Magitek

###

400

Vain Practices

Konosuba

Magitek

###

500

Elemental Affinity

Lyrical Nanoha

Magitek

###

500

Perfume Package

Lyrical Nanoha

Magitek

###

500

Rite of Consumption

Endless Legend

Magitek

###

500

Pillars of Authority

Endless Legend

Magitek

###

500

Pillars of Materializing

Endless Legend

Magitek

###

500

Pillars of Renewal

Endless Legend

Magitek

###

500

Pillars of Matter

Endless Legend

Magitek

###

600

White Science

Kamen Rider NeoHeisei Part 2

Magitek

###

600

Mind of God

Tsukihime

Magitek

###

600

Silver​​Millennium​​ Technology​​

Sailor Moon

Magitek

###

600

The Books of Magic

Justice League Dark

Magitek

###

600

Starro-tech Notes

Young Justice

Magitek

###

600

Praesi Engineering ​ A Practical Guide to Evil

###

600

1973 Triumph Convertible

Libriomancer

Magitek

###

600

Fossil DNA

Mermaid Melody Pichi Pichi Pitch

Magitek

Magitek

###

600

Magitech wizard

Dog Days

Magitek

###

600

Device Meister

Lyrical Nanoha

Magitek

###

600

In The Blood

Lyrical Nanoha

Magitek

###

600

Pagan Science

Symphogear

Magitek

###

600

Understand Lunarian Science

Touhou Project: Forbidden Hermit

Magitek

The Inspiration of Madness

Warhammer Fantasy: Skaven

Magitek

Enlightened casting Mage: The Awakening ​

Magitek

###

600

###

600

###

600

Atop the World

Legend of Zelda: Breath of the Wild

Magitek

###

600

A Test of Power

Legend of Zelda: Breath of the Wild

Magitek

###

600

Forgotten Divine Legend of Zelda: Breath Beast of the Wild

Magitek

###

600

Ancient Technology

Legend of Zelda: Skyward Sword

Magitek

###

600

Here We Are

Undertale

Magitek

###

600

Technological Upgrade

World Seed

Magitek

###

600

Magitech Master

World Seed

Magitek

###

700

Magitek Engineer

Drakengard and Nier

Magitek

###

900

YoRHa Design Specs

Drakengard and Nier

Magitek

###

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 perfumechemicals 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

1

50

Magic Dorayaki

Golden Sky Stories

Making

2

50

Pixie Dust

Peter Pan

Making

3

50

4

50

Pocket Watch

Wonderland No More

Making

5

50

Walking Stick

Wonderland No More

Making

6

50

Glowy Gubbins

Warhammer Fantasy: Orcs & Goblins

Making

7

50

A Bottle of Something

Legend of Zelda: The Minish Cap

Making

8

50

Sorcery - Alchemy Ritual (One Dot)

World of Darkness: Sorcery

Making

Tea Tray in the Sky Wonderland No More

Making

9

50

Sorcery - Alchemy Ritual (Two Dots)

World of Darkness: Sorcery

Making

10

50

Sorcery - Alchemy Ritual (Three Dots)

World of Darkness: Sorcery

Making

11

50

Sorcery - Alchemy Ritual (Four Dots)

World of Darkness: Sorcery

Making

12

50

Sorcery - Alchemy Ritual (Vampire Potion)

World of Darkness: Sorcery

Making

13

50

Sorcery - Alchemy Ritual (Werewolf Repellent)

World of Darkness: Sorcery

Making

14

50

Sorcery - Mana Manipulation Ritual (Infusion)

World of Darkness: Sorcerer

Making

15

50

Cheese Magic

The Elder Scrolls

Making

16

50

Alchemical Reagents

The Elder Scrolls

Making

17

50

Blacksmith Materials

The Elder Scrolls

Making

18

50

Soul Gems

The Elder Scrolls

Making

19

50

Hearthfire - Bee Hives

The Elder Scrolls

Making

20

50

Hearthfire Expansive Pantry

The Elder Scrolls

Making

21

100

Basic Magecraft Gradation Air

Tsukihime

Making

22

100

Void Egg

Stardew Valley

Making

23

100

Enchanting Gear​

The Gods Are Bastards

Making

24

100

Reagents​

The Gods Are Bastards

Making

25

100

Cake~!

Madoka Magica: Wraith Timeline

Making

26

100

Cake~! - Boosted

Madoka Magica: Wraith Timeline

Making

27

100

Embalming Kit

Warhammer Fantasy: Tomb Kings

Making

28

100

Reagents

Fate/kaleid liner PRISMA ILLYA

Making

29

100

Mermaid’s Heart

Mermaid Melody Pichi Pichi Pitch

Making

30

100

Archeology Tools

Lyrical Nanoha

Making

31

100

Basic Alchemy

Symphogear

Making

32

100

AN OFFERING PEDESTAL

Golden Sky Stories

Making

33

100

Teru Teru Bouzu

Golden Sky Stories

Making

34

100

Ofuda

Touhou Project: Parasol Paradise

Making

35

100

Magic Charms

Touhou Project: Forbidden Hermit

Making

36

100

Spell Components

Touhou Project: Forbidden Hermit

Making

37

100

Mother Knows Best*

Peter Pan

Making

38

100

Pixie Dust

Peter Pan

Making

39

100

Teddy Bear

Peter Pan

Making

40

100

Little Mirror

Ib

Making

41

100

42

100

On-The-Fly Cooking Wonderland No More

Hat for Every Occasion

Wonderland No More

Making

Making

43

100

Thieves’ Tools

Warhammer Fantasy: Halflings

Making

44

100

Arcana Of Matter

Endless Legend

Making

45

100

Bottles

Legend of Zelda: Breath of the Wild

Making

46

100

Magic Powder

Legend of Zelda: Link’s Awakening

Making

47

100

A Patch Of Soft Soil Legend of Zelda: Oracle of Ages

Making

48

100

Cane of Pacci

Legend of Zelda: The Minish Cap

Making

49

100

Bottle Collection

Legend of Zelda: Twilight Princess

Making

50

100

Magic Bottle

Legend of Zelda: Hero of Worlds

Making

51

100

Sorcery - Alchemy (One Dot)

World of Darkness: Sorcerer

Making

52

100

Sorcery - Alchemy (Two Dots)

World of Darkness: Sorcerer

Making

53

100

Sorcery - Alchemy (Three Dots)

World of Darkness: Sorcerer

Making

54

100

Sorcery - Alchemy (Four Dots)

World of Darkness: Sorcerer

Making

55

100

Sorcery - Alchemy (Five Dots)

World of Darkness: Sorcerer

Making

56

100

Sorcery - Alchemy (Six Dots)

World of Darkness: Sorcerer

Making

57

100

Sorcery Enchantment (One Dot)

World of Darkness: Sorcerer

Making

58

100

Sorcery Enchantment (Two Dots)

World of Darkness: Sorcerer

Making

59

100

Sorcery Enchantment (Three Dots)

World of Darkness: Sorcerer

Making

60

100

Sorcery Enchantment (Four Dots)

World of Darkness: Sorcerer

Making

61

100

Sorcery Enchantment (Five Dots)

World of Darkness: Sorcerer

Making

62

100

Sorcery - Mana Manipulation (Three Dots)

World of Darkness: Sorcerer

Making

63

100

Echo Flower Seeds

Undertale

Making

64

100

Mora

Genshin Impact

Making

65

100

Enhancement Ore

Genshin Impact

Making

66

100

Home Cooking

Terraria

Making

67

100

Planting Gear

Terraria

Making

68

100

Planting Gear (Boosted)

Terraria

Making

69

100

Elemental Seeds

World Seed

Making

70

100

Magical Stones

Danmachi

Making

71

200

Jeweler’s Special

Kamen Rider NeoHeisei Part 2

Making

72

200

Item of Power

Generic Magical Girl

Making

73

200

Messenger​​Cards​​

Sailor Moon

Making

74

200

Transmutation

Stardew Valley

Making

75

200

Bottle of Demon's Blood

DC Occult

Making

76

200

Infinite Bag​

A Practical Guide to Evil

Making

77

200

Wand and Shield​

The Gods Are Bastards

Making

78

200

Hellhound Breath​ The Gods Are Bastards

Making

79

200

The Eternal Soldier

Warhammer Fantasy: Tomb Kings

Making

80

200

Rune Carving

Warhammer Fantasy: Tomb Kings

Making

81

200

Counter Magic

Fate/kaleid liner PRISMA ILLYA

Making

82

200

Self-Respect

Warhammer Fantasy: Bretonnia

Making

83

200

Magical Sealing Box

Lyrical Nanoha

Making

84

200

Beef Stroganoff!

Symphogear

Making

85

200

Large Attendance

Touhou Project: Forbidden Hermit

Making

86

200

Sake Bug

Touhou Project: Forbidden Hermit

Making

87

200

Golden Hot Springs

Touhou Project: Forbidden Hermit

Making

88

200

Artwork

Ib

Making

89

200

Steal Not From the Fae

Neverland: The RPG

Making

90

200

Gourmancer

Wonderland No More

Making

91

200

Haberdasher

Wonderland No More

Making

92

200

Time to Cook

Wonderland No More

Making

93

200

Conjurer

Wonderland No More

Making

94

200

Mystery Bottles

Wonderland No More

Making

95

200

Bottled Curiosity

Wonderland No More

Making

96

200

Snark Fishing Pole

Wonderland No More

Making

97

200

The Glove of Sneaky Pinching

Warhammer Fantasy: Halflings

Making

98

200

Lead Bricks

Warhammer Fantasy: Imperial Colleges of Magic

Making

99

200

Witch’s Wares

Legend of Zelda: A Link Between Worlds

Making

###

200

Tools of the Hero

Legend of Zelda: A Link to the Past

Making

###

200

Notes In The Margin

Legend of Zelda: Ancient Stone Tablets

Making

###

200

Learning From One's Mistakes

Legend of Zelda: Ancient Stone Tablets

Making

###

200

The Smithy

Hyrule Warriors

Making

###

200

Magic Infused Object

Hyrule Warriors

Making

###

200

I Feel Immense Gratitude!

Legend of Zelda: Skyward Sword

Making

###

200

Deku Baba Seeds

Legend of Zelda: Skyward Sword

Making

###

200

A Strong Feeling of Legend of Zelda: Spirit Gratitude Tracks

###

200

Deku Leaf

Legend of Zelda:The Wind Waker

Making

###

200

Restocking the Shelves

Legend of Zelda: Twilight Princess

Making

Making

###

200

Power Bracelet

The Legend of Zelda

Making

###

200

Aetherial Magic

The Elder Scrolls

Making

###

200

Rune Master

The Elder Scrolls

Making

###

200

Azura's Star

The Elder Scrolls

Making

###

200

Alchemical Apparatus

The Elder Scrolls

Making

###

200

Enchanting Table

The Elder Scrolls

Making

###

200

Endless Quiver

The Elder Scrolls

Making

###

200

Alchemist’s Assistant

Genshin Impact

Making

###

200

Mora - Boosted

Genshin Impact

Making

###

200

Adeptal Speed

Genshin Impact

Making

###

300

Cane of Somaria

Legend of Zelda: Oracle of Ages

Making

###

300

Homunculus

Valkyrie Profile

Making

###

300

Shadow Sewing

Peter Pan

Making

###

300

Piratical Poisoner

Peter Pan

Making

###

300

Saber of Long John Pepper

Peter Pan

Making

###

300

Sands of Zephrite

Peter Pan

Making

###

300

Paint to Life

Ib

Making

###

300

Fairy Bargain

Neverland: The RPG

Making

###

300

Mystic Charms

Neverland: The RPG

Making

###

300

Ingredients’ True Potential

Wonderland No More

Making

###

300

Bell-Crafting

Warhammer Fantasy: Skaven

Making

###

300

Siderite Rod ​

Mage: The Awakening

Making

###

300

Spray-­on-­magic ​

Mage: The Awakening

Making

###

300

A Collection of Magic Rings

Legend of Zelda: Oracle of Seasons

Making

###

300

Restoring Legends

Legend of Zelda: The Minish Cap

Making

###

400

Dark Benefactors

Kara no Kyokai

Making

###

400

A Crate of Ingredients

Cultist Simulator

Making

###

400

Lantern Maker

Sonny

Making

###

400

Time​​Key​​

Sailor Moon

Making

###

400

Totems

Stardew Valley

Making

###

400

Eyes on the World

Kara no Kyokai

Making

###

400

Philosopher's Stone

DC Occult

Making

###

400

Thrifty Thaumaturge

Young Justice

Making

###

400

Alchemy

Valkyrie Profile

Making

###

400

Dimensional Inventory

Madoka Magica: Wraith Timeline

Making

###

400

Jewel Magecraft

Fate/kaleid liner PRISMA ILLYA

Making

###

400

Mana Constructs

Fate/kaleid liner PRISMA ILLYA

Making

###

400

Spirit Jar

Mermaid Melody Pichi Pichi Pitch

Making

###

400

Go-shintai

Touhou Project: Forbidden Hermit

Making

###

400

Oni Treasures

Touhou Project: Forbidden Hermit

Making

###

400

Mini-Hakkero

Touhou Project: Forbidden Hermit

Making

###

400

Devil's Bracelet

Peter Pan

Making

###

400

Mystic Talisman

Dragon Ball Super

Making

###

400

Sand and Bog Crafter

Neverland: The RPG

Making

###

400

Belly the Butcher’s Knife

Neverland: The RPG

Making

###

400

Mystery Cakes

Wonderland No More

Making

###

400

Luck of the Indomitable

Warhammer Fantasy: Halflings

Making

###

400

Hunger Pains

Warhammer Fantasy: Ogre Kingdoms

Making

###

400

The True Elements

Warhammer Fantasy: Imperial Colleges of Magic

Making

###

400

Stross’ Formula

Warhammer Fantasy: Imperial Colleges of Magic

Making

###

400

Enchantment Mastery

Generic Minecraft

Making

###

400

Minecraft

Generic Minecraft

Making

###

400

Magic Swag Bag

Warhammer Fantasy: Halflings

Making

###

400

Magical Clock

Legend of Zelda: A Link to the Past

Making

###

400

Bounty of the Wild

Legend of Zelda: Breath of the Wild

Making

###

400

Fire and Ice

Legend of Zelda: Breath of the Wild

Making

###

400

Divide and Conquer

Legend of Zelda: Four Swords

Making

###

400

The Hero’s Tools

Legend of Zelda: Ocarina of Time

Making

###

400

Forsaken Fortress

Legend of Zelda: Ocarina of Time

Making

###

400

The Great Forest

Legend of Zelda: Ocarina of Time

Making

###

400

Take This Harp I Made

Legend of Zelda: Oracle of Ages

Making

###

400

A Shadow of Yourself

Legend of Zelda: Skyward Sword

Making

###

400

The Witch’s Brew

Legend of Zelda: The Adventure of Link

Making

###

400

Treasure Hunter

The Elder Scrolls

Making

###

400

Alchemist

The Elder Scrolls

Making

###

400

Enchanter

The Elder Scrolls

Making

###

400

Aetherium Forge

The Elder Scrolls

Making

###

400

White Phial

The Elder Scrolls

Making

###

400

Monster Chef

Undertale

Making

###

400

Magical Coagulation

Genshin Impact

Making

###

400

Divine Artifact

Genshin Impact

Making

###

400

Ley Line Sapling

Genshin Impact

Making

###

400

Great Garden​

Persona 4

Making

###

400

Enchanting

World Seed

Making

###

600

Artificer

Tsukihime

Making

###

600

Psychic Pills

Kara no Kyokai

Making

###

600

The Sorcerer's Apprentice

Kamen Rider NeoHeisei Part 2

Making

###

600

Garnet​​Orb​​

Sailor Moon

Making

###

600

Libriomancy

Libriomancer

Making

###

600

Gutenberg’s Pen

Libriomancer

Making

###

600

Ponce de Leon’s Cane

Libriomancer

Making

###

600

Gear Up to F*** That Noise

Generic MG

Making

###

600

Mini-Hakkero

Touhou Project: Parasol Paradise

Making

###

600

Yuuka’s Parasol

Touhou Project: Parasol Paradise

Making

###

600

Brain of the Moon

Touhou Project: Forbidden Hermit

Making

###

600

Creating Spirits

Touhou Project: Forbidden Hermit

Making

###

600

Pretend Eating

Peter Pan

Making

###

600

Pearl Dream*

Peter Pan

Making

###

600

Treasure Map/Chest

Peter Pan

Making

###

600

Totem Pole

Peter Pan

Making

###

600

Fairy Mage Collection

Peter Pan

Making

###

600

Living Ingredient

Wonderland No More

Making

###

600

Unusual Attire

Wonderland No More

Making

Making

###

600

Mother Nature

Warhammer Fantasy: Imperial Colleges of Magic

###

600

Khorne’s Anvil

Warhammer Fantasy: Warriors of Chaos

Making

###

600

The Shadow Of The Legend of Zelda: A Link Enemy to the Past

Making

###

600

Fountain of the Fairy

Legend of Zelda: Breath of the Wild

Making

###

600

Arrows of Light

Hyrule Warriors

Making

###

600

Relics

Legend of Zelda: Link’s Awakening

Making

###

600

Armor of Wishes

Legend of Zelda: Majora’s Mask

Making

###

600

Crystalized Magic

Legend of Zelda: The Wind Waker

Making

###

600

Artifact Hunter

Legend of Zelda: Twilight Princess

Making

###

600

Weapons of the Weak

Legend of Zelda: The Adventure of Link

Making

###

600

Plunderer’s Pack

Legend of Zelda: The Adventure of Link

Making

###

600

Nightingale Set

The Elder Scrolls

Making

###

600

Monster Maker

World Seed

Making

###

600

Natural Regeneration

World Seed

Making

###

600

Master Craftsman

Danmachi

Making

###

600

The Flesh Is Receptive

Warhammer Fantasy: Skaven

Making

###

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-solight 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. [4] More potent versions of what is available at 3 dots. (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. (CG Note: Requires base Planting Gear - Terraria first.) 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.

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