Henry:You get back to work on the Golem Issue. For several hours you labor, trying to make them smarter or longer lasting. At first it seems like more pointless labor, but eventually you reach some kind of breakthrough. By swapping the shape of the outer circle for that of a Star you find that you are able to pour much more energy into the ritual. You manage to blow the rest of your clay supply as you create larger and more powerful Golems. You fail to find an upper size limit with the amount of clay you had avaible, but get the feeling your Golems can now easily reach the size of an Adult Human. (Improved Size of Created Golems. -4 Clay Slabs. +1 Jar of spent golem dust. Progress towards becoming comfortable with Awaken Clay: 1/4)
1d100+10 = 59 + 10 = 69Turning your attention towards transformations you begin to experiment with various circles and materials in attempt to make more clay. You are making progress, but just as you reach the critical point in your experimentations Kathryn, who had been practicing kickboxing nearby, invents a flashy and distracting new spell. By the time she leaves to go show it off to somebody else, you decided that you should head to the Garden and work on controlling raw earth.
1d100+10 = 24 + 10 = 34As you work in the Garden Ariel also shows up and begins to talk with her plants. You find this significantly less distracting than Kathryn’s magical theatrics, and within an hour you swear that the earth is beginning to wiggle and squirm at the center of your magic circle. You are interupted by a loud scream. You turn around to find a horse sized mass of Tomatos and Vines choking Ariel out! You act quickly and throw a paper airplane at the base of the monster, causing the room to shake! The creature is stunned by the localized shaking long enough for you to pull Ariel free and drag her over to Kestrel for help....
You wait by her bedside until she comes around before going to bed early... shaken. (-1 paper airplane)
1d100+10 = 6 + 10 = 16Ariel:Scanning the Journal for information about the seeds your eyes instead fall upon a particularly nasty looking spell in the book. You read it over.... several times.... fixated by the spell and its ethical implications. Eventually you pull yourself away from the spell long enough to look up the seeds. You find the information in the last place you look... the inside of the book's back cover. The seeds are pixie seeds, capable of growing into chaotic good otherworldly plant beings in about a week. The book notes that the mortal realm doesn't have enough ambient soul energy for a growing pixie to feed off of, so to successfully grow a pixie one must insert a Chaotic and/or Good soul directly into the seed before planting. (New spell: Doom Seed. Your 10 seeds have been identified as Pixie Seeds.)
1d100+20 = 99 + 20 = 119You head to the garden to have a conversation with your Tomato plants. The pots, soil, and almost every non-living object around begins to talk, but the plants themselves do not. Frustrated you begin to focus on Audrey, linking your soul to its own. This however turns out to be exactly what the soul you had trapped wants. The trapped being uses your body and soul as a highway between yourself and the helpless plant, and you do not realize this until it is far too late.
Before your eyes the plant warps and contorts, growing rapidly. You quickly cut off the connection, killing the link between trapped soul and plant, but the damage is done. A horse sized mass of leafy terror now stands before you. It moves with lightning speed, and you only have time for one short loud scream before it wraps a thick vine around your neck, cutting off the airflow. All goes black.
You come to in your bedroom, having missed the rest of your planned daily activities. Henry is by your side, and sheepishly explains that he saved you from the plant but didn’t think to try and stop it from escaping. (-Audrey.
Audrey the Tomato Demon is now loose on the grounds, all players take -3 to their rolls made in or around the manor. The soul you trapped has burned some of its energy and is now at power level 5/10, Still a bit stronger than you are comfortable messing with.
+3 Aura for natural 1)
1d100+20 = 1 + 20 = 21 (New rules make natural 1-5 a crit fail regardless of mods)
Doom Seed: A spell that can be cast on any member of the Animal Kingdom, and most organic otherworldly beings. Focus on connecting with the Target’s soul, and flick any seed at it. The seed will take root, and feed on the victim's mind and soul, eventually reducing it to little more than a plant based zombie that will mindlessly kill and eat any non-plant life it comes across. Roll Intuition while trying to connect with the target’s soul. Target resists with body.
Kathryn:Your workout goes well. You finish up in a state of happy, sweaty, zen goodness. (2/5 to body stat increase)
1d100+10 = 55 + 10 = 65You track down Henry and begin to practice your Kickboxing near him. The practice goes quite smoothly, and eventually you feel comfortable enough to start shouting out random words in Celtic as you deliver your blows to the air! As you shout out the equivalent to the word ‘false’ you feel a magical tingle in your foot as you launch a kick. Deciding to investigate further you ask Henry if you can use his most recent experimental Golem as a test dummy. He agrees. With a shout and a kick you send the heavy Golem flying through the air... right at the window. For a brief second you are horrified, but neither the window nor the Golem shatters. (New Spell: Staged Kick. 2/4 Progress towards the kickboxing skill)
1d100+10 = 99 + 10 = 109The new kicking spell is quite fun to perform. You spend the afternoon harmlessly punting random objects around the manor, failing to drag yourself away to practice your Water Effects.
1d100+10 = 19 + 10 = 29Eventually your leg gets tired and you decide to call the new spell quits for the time being. Taking a seat at the computer you decide to research the school that the group will be visiting. Although you fail to find much about the schools past, you do learn a bit about its current situation. Most of the strange stuff seems to happen in the hour or two right after school lets out. You also note that the entirety of the school staff is unwilling to do anything about, or even investigate the current situation. Even more interesting is what you don’t find... publicity. Generally when 7 kids disappear from the same school within a month it gets a little more attention than a one column article in the local section of the local paper. It is this revelation that ruins the high you have been building up all day and sends you to bed uneasy.
Staged Kick: By simply uttering the Celtic word for false you can heavily alter a kicking attack. Somebody kicked by this spell will fly far and fly fast, but neither the target, nor the object it crashes into, will take any damage from the attack whatsoever. This spell may be used when you hit with a kicking attack requiring no additional roll. The target is at -5 to resist.
Adrian:Deciding that standing up is for the nobodies incapable of creating digital life, you once more spend the day glued to the computer screen. You spend 12 mountain dew filled hours in total creating another Mech Sprite and messing with its code... weaponizing it. Fatigue begins to set in, and just when you are about to give up for the night, your new Mech Sprite offers you an evil looking emoticon and asks “What shall I pwn sir?” (New Spell: Pwnage. +1 Pwnsome Sprite)
1d100+30 = 57 + 30 = 87Pwnage: A set of enchantments/code modifications that you can apply to a friendly and willing Mech Sprite. After 6 hours of coding the Sprite becomes a ‘Pwnsome Sprite’. Pwnsome Sprites can be given a target machine based on IP adress or owners name. Pwnsome Sprites will roam the web, until they find and install themselves in a target machine. The Sprite will then do everything in its power to make the user of the machine miserable. Roll Knowledge after coding.
Harman:You decide to start your day with your nose firmly planted in your spellbook. You quickly pick up the basic principle behind a spell that allows the temporary gain of two extra arms, although again you find that it requires a skill that you are not yet comfortable with; dagger proficiency. You file the spell away for later and check the clock. You have been reading at a fast pace and figure that you have time to memorize another. The next spell you come across seems quite powerful, but again requires contortionism to use correctly. It seems that the jester assassin would turn into a massive constrictor to aid in sneaking, killing, swimming, and body disposal. (New Spell: Dance of the Daggers. New Spell: Serpent Form)
1d100+10 = 99 + 10 = 109Heading down to the basement you spend the afternoon and evening flicking arrows into the wall in hopes of giving your Bowless Arrow spell a bit more pop. You decide to wear the Skull Centipede like a ring and focus upon its power to drive your magic. To your mild amazement you find that it works exactly as you predicted, improving the spell. As you practice the technique it occurs to you that you feel the spark of magic in your arrow launching hand. Out of curiosity you punch a crate while still wearing the Centipede: the target shatters. You can’t help but smile at this development. (Your Bowless Arrow spell no longer gives your foe a bonus to resist if you are wearing the Skull Centipede as a ring. New Spell: Centipedes’ Bite)
1d100+20 = 90 + 20 = 110Dance of the Daggers: A spell that one casts upon himself. By rapidly flapping one’s arms while wielding two daggers, and loudly declaring one’s fondness for bloodshed one can grow an extra set of dagger wielding arms. You need to have the Mundane Skill of Dagger Proficiency to use this spell successfully. Roll against your body while flailing around.
Serpent Form: A transformation spell that allows the caster to take the form of a giant Anaconda. Contort your body around a fresh human corpse and focus on merging with it for extra body mass. Allow the power of death to flow through you, altering your form. Once you assume snake form your Body Stat is set to 50, but you lack the hands and voice box required to cast most spells. While in snake form take +10 on all attempts to swim or strangle, and +5 on all attempts to bite or sneak. The transformation lasts about an hour, and cannot be ended early. When the transformation ends all that will be left of the corpse you used will be snakeskin and slime. Roll against intuition to attune yourself to the corpse and then roll against connection to transform. Must have the mundane skill Body Contortion to use.
Centipedes’ Bite: A combat spell involving the Skull Centipede. While wearing the Skull Centipede like a ring, you may cast this spell while throwing a punch. If successful the punch deals double its normal damage and may have extra effects if you have prepared the Skull Centipede for use in another spell. Roll against connection in addition to your normal punching attack roll.