Turn 37
Everything got deleted, again. I fortunately managed to save quite a bit this time, but I'm a tad frustrated.
On another note, as some may have noticed, I changed DC to DR during some of the combat rolls. I did this unintentionally, but I'm going to keep it anyways. It doesn't stand for anything, but I like the way it sounds better. I'll get around to changing all the stats and spells later.
((Just how valuable is this return teleport, should I to need to use it before completing the mission?))
Get directions to other nearby settlements, or, preferably, a map from the city hall.
And so I am back from my Weeks holiday! Thank you baradine for taking care of my character, and stuffs.
Scout around for anyone who would know any more about magical creatures, failing that the town library. Failing that, just stay with Nirathi
| You manage to find a map in the town hall. There are only three settlements in the entirety of Ggryymirr, including the one you are in. The "capital" of Ggryymirr, Son Ggyyr, is on the other side of the country. However, there is another town, Deltin, which is less than a day's journey away.
| You find a library in this town, but it is rather small and unkempt, so you don't know if you can find too much info here.
Inspect my room.
It is completely devoid of anything except for necessities.
So there's a bed.
Attempt to increase my speed. Check if I still have my giant crow.
The crow will stay summoned until it "dies" or you dismiss it. That is how most summons work.
((Please try to be more specific than this. Do you want a spell, do you want to increase your physical attributes, do you want a better dodging skill? I'll do a spell, since that's what I think you meant, but more vagueness will just be autofail))
| You manage to boost your reaction time, along with becoming generally faster. However, the boost isn't very significant, and it is very temporary, only lasting for fifteen seconds or so.
You gain the spell Reaction Boost! It is a level 0 spell that let's you retake a single 1 roll, once per turn. The effects last one turn (the turn after you cast). You gain +4 to Reaction Boost! You gain +2 to Volo Plagiarius!
Time for some calming down.
Summon Ricky. Then, go to the library and search for some books on summoning and enhancing demons.
"Not a soul alive, huh? Come on Ricky, let's see what we can dig up."
((Jesus, I didn't want to write this again. But I did.))
| You manage to find a book called "The Beings of Litra". It is a rather short book, but it has a very interesting passage:
"All demons, no matter how weak, have something called a "Soul". This Soul is the source of their power, just like how a mage uses his bodily energy to cast a spell. However, unlike a normal mortal body, the Soul has infinite potential for growth. This means that any race of demon, no matter how weak their soul starts off as, can become incredibly powerful. This has created a balance of sorts within the demonic side of Litra, with all 57 races having an Elder that is extremely powerful. Even the Drakes, the mighty destroyers of Ggryymirr, fall in line in face of the Elders power.
For devils, however, this is not the case. Devils have something similar to a Soul, called a "Core". The Core of the devil can be increased in the same way that a Soul can, but the Core does not have infinite potential for growth. This knowledge has come from studying the Core of several devils, because there have been no known devils to reach the plateau of their growth. This means that all the races of devils also have leaders you are very powerful. However, this does not mean that there is a balance. The ruling class of the devils, named the Vade, are far more intelligent than their brethren, and have manipulated and fought their way to the top, their excellent strategic skills giving them the boost they need.
Now, onto the purpose of this book. How an inhabitant of Litra may increase the power of their Soul or Core. There are three known methods. First, is the method employed by most demons, the destruction of another living thing, including those of it's on race. This is the most effective way to increase a soul, but also the most dangerous. Secondly, the method commonly used by devils, the complete and utter defeat of another. Although this does not provide as much power as the first method, devils prefer it because it is less "barbaric". Lastly, is to impart power unto the demon, a method commonly used by the summoners of Litral beings. This is most commonly achieved by putting more magic power into the summoning."
As Kira finished her statement, a simple wave of awe came over all men nearby - the benevolent kind. Guilt flooded their expressions and...
Well, it was hard to describe how ashamed they were of trying to hurt a girl with a shield and white cloak.
"Does anyone know where the nearest road to Darius is? And...why were you all demanding money from one person, by the way?
"Is there any issue on why you're all here instead of tending to the crops or doing what you'd probably be doing?"
Ask ask ask ask ask!
| They all run off, guilty of the terrible sins they have committed.
Which chapter? All of them, of course!
What's the approximate distances for very short/short/medium/long?
Read chapters 2 and 4. (If one chapter is one action, just 2. Also, it'll take me a while to read this whole thing.)
You start reading chapter 2, Arcane Defense. Although much of it is covered by filler and theory you already knew, there are some fairly interesting parts.
"Arcane Defense is often called the Universal Defense. This is because it has no weaknesses, although it is not overly effective against any one type. It is generally best to use an arcane sheild when dealing with an unfamiliar magic.
There is a supposed downside though. Arcane energy does not provide any type of counter damage, unlike other shields. However, this can still be useful, as it will not damage important cargo or persons.There are some spells as well.
((As a reminder, you do not need a spell to cast a basic shield. These are for more powerful shields. Casting a basic shield, unlike casting a spell shield, does not cost stamina though. Stamina is something I haven't quite worked out, but it is based on endurance. Just remember you can't go around casting spells all wily nily.
If you would like me to start putting up the DR for basic shields, I can do that too))
Weak Arcane Armor: Creates a coating of arcane energy around you. It defends against all attacks, but sufficient kinetic force will still send you flying. The armor might just take care of that anyways, though. Autoblocks up to DR 1. A level 2 spell.((There are more spells, but everything got deleted again, though I managed to save most of it. Except for the spells. I'll put the rest of them up later, just remember to check.))
CharactersNirathi (Nirur Torir)Female Yarian. From the Enchantment College. In the Mage's guild. In a town located somewhere in Ggryymirr.
Equipped:
Leather Armor,
Light Shield,
Staff of Redimio IanusUnequipped: A low level book on
Inficio Ignotus.
Strength: 7+1
Endurance:
11+1Intelligence:
16+1Dexterity:
10+1Charisma:
16+1Wisdom:
10+1Skill:
10Inficio:
Level 1, Near-Phony
Inficio Ignotus:
Level 1,
Weak ArcanistRedimio Ianus:
Level 0. Palor Magician
Nox noctis Visum:
Level 0.
Inficio Ignotus: Level 0: Shine, an enchanment used to make items glow. 10 exp, makes items provide a strong light. Level 1: Homing Weapon, an enchantment that gives weapons a 1 higher DC for to hit purposes. 9 exp, no bonus. Repel Arrows, An enchant that gives a +1 bonus against arrows. 4 exp, no bonus.
Redimio Ianus: Level 0: Arcane Pulse, a DC 1 offensive magic. Ranged, 30 feet. 5 exp, no bonus.
OchitaMale Yarian. From the Animus College. In the Mage's guild. In a town located somewhere in Ggryymirr.
Unequipped: 15 gold pieces.
Equipped: Robe of Liquidus Umbra, Staff,
Light Shield Strength:
9+1Endurance:
10+1Intelligence:
15+1Dexterity:
9+1Charisma:
13+1Wisdom:
16+1Skill:
10Mind:
Level 1, Brainster.
Ianus:
Level 1Elementus:
Level 0Ianus Resarcio:
Level 2,
Terrible DoctorRealm:
Level 0Liquidus Umbra:
Level 1 Water Chestnut Ianus Resacrio: Level 0: Close Minor Wounds, can heal most shallow cuts and bruises. 10 exp, Can now heal minor bone cracks and injured tendons. Level 1: Healing Glow, it can heal any wound, but it takes a very long amount of time to heal anything major. 7 exp, no bonus.
Liquidus Umbra: Level 0: Minor Water Animus: Creates a small animated being out of water. 5 exp, It is capable of following simple commands. Rope of Water, creates a rather strong rope of water. 10 exp, the spell can now be used as a DC 1 whip. Instant cast. Level 1: Water Fist, creates a fist out of water. 6 exp, no bonus.
Kira Talneris (Tiruin)Female Elf. From the College of the Battle Mage.
Whelp of the Fighters Guild. She's somewhere, that's for sure.
Equipped:
Gilded White Robe,
Light ShieldUnequipped: 50 gold and a tome on wind spells
Strength:
14+1Endurance:
10+1Intelligence:
10+1Dexterity:
15+1Charisma:
11+1Wisdom:
13+1Skill:
10Swords:
Level 0Body Magic:
Level 0Complexo Ventus:
Level 1,
OzoneElementus:
Level 0Inficio:
Level 0Realm:
Level 0Solers Inficio:
Level 1,
Semi IncompetentOrtus Aer:
Level 1,
Air PufferComplexo Ventus: Level 0: Air Fist, a DC 1 touch attack. 3 exp, no bonus. Weak Air Shift, a spell that shifts you five feet in any direction, extremely quickly. Instant Cast, 10 exp, can be cast with one more spell. Level 1: Lesser Air Sphere, a DC 2 touch attack. 7 exp, no bonus. Level 2: Levitate, a spell that allows you to hover above the ground for 2 turns. -1 to movement while levitating. 2 exp, no bonus.
Solers Inficio: Level 0: Imbue Minor Melee, an enchant that adds amplifies damage slightly (damage will go up a damage class). 10 exp, instant. Level 1: Weak Wisdom Enchant, an enchant that increases Wisdom by +.5. 5 exp, no bonus
Ortus Aer: Level 0: Gust, a spell that makes a nice breeze. 10 exp, can push people a small distance away. Level 1: Minor Blade of Air: Creates a thin, short blade of air that can be shot forward (no roll, homing), DC 2. Ranged, 30 feet. 10 exp, Instant Cast. Bearings, a spell that acts as an internal compass, giving the user a general idea of the cardinal directions. 4 exp, no bonus.
Zerus Halfmoon (IronyOwl)Male Human. Went to the
Animus University.
Bus Boy of the Archaeological Guild. Inside the Archaeological Guild.
Equipped:
Vampire's Leather Armor, Staff
Unequipped: 40 gold
Strength:
14+1Endurance:
12+1Intelligence:
14+1Dexterity:
12+1Charisma:
14+1Wisdom: 8+1
Skill:
10Body:
Level 0Volo Plagiarius:
Level 0Validus Refragatio:
Level 1,
SquishyLamia Veneficus:
Level 0Mind: Level 1, Brainster
Ianus Somes:
Level 0Redimio Ianus:
Level 0, Parlor Magician
Somes quod Animus:
Level 0Realm:
Level 0Appello:
Level 0Alius Sive:
Level 1,
Dishrag Conjurer Lamia Veveficus:
Level 0:
Weak Drain, a spell that
drains others of energy and
boosts your own. 5 exp, no bonus.
Volo Plagiarius:
Level 0:
Reaction Boost, a spell that allows you to retake a single 1, once per turn. 4 exp, no bonus.
Validus Refragatio:
Level 1:
Harden, a spell that gives a +1 DR autoblock. 10 exp, no movement reduction.
Ianus Somes:
Level 0:
Weak Push, a spell that pushes people back a slight distance. 5 exp, no bonus.
Redimio Ianus:
Level 0:
Arcane Pulse, a DC 1 offensive magic. Ranged, 30 feet. 10 exp, Instant.
Alius Sive:
Level 1:
Summon Crow, a spell that summons a rather clever crow. 5 exp, no bonus.
Level 4:
Summon Giant Crow: Summons a twelve foot tall talking crow. Just as intelligent as it's smaller siblings, but a little less... discrete. 40 exp, you may now summon the 14 ft. tall warrior crows.
Thrakor (Toaster)Male Elf. From the
Animus University.
Excavator of the Archaeological Guild. Right in the heart of Tantalan, inside the Archaeological Guild.
Unequipped: 202 gold pieces, a tome on Arcane magic, and a
Staff of Arcane BlastEquipped: Robes of Ianus, Dagger
Strength:
6+1Endurance:
14+1Intelligence:
18+1Dexterity:
14+1Charisma:
10+1Wisdom:8+1
Skill:
10Mind:
Level 1, Brainster
Ianus Somes:
Level 1,
Lame ArcanistRedimio Ianus:
Level 2,
Cosmos CatIanus:
Level 2,
Omega ArcanistRealm:
Level 0Regnum Prodigium:
Level 0 Ianus Somes:
Level 0:
Weak Push, a spell that pushes people back a slight distance.
10 exp.
Redimio Ianus:
Level 0:
Arcane Pulse, a DC 1 offensive magic. Ranged, 30 feet. 10 exp, instant cast, DC 2.
Regnum Prodigium:
Level 0:
Very Short Range Minor Portal , it allows you to create portals within twenty feet of each other. 10 exp, It no longer takes several minutes to cast, and can be used as a two round spell.
Manipulate Portal, It allows you to manipulate the portal in any fashion, physically. 4 exp, no bonus.
Leo Morelli (Morelli)A Male Human. From the Summoning College.
Bus Boy of the Archaeological Guild. Inside the Archaeological Guild.
Strength (Body): 8+1
Endurance (Body, Realm): 8+1
Intelligence (Mind):
14+1Dexterity (Mind, Body): 8+1
Charisma (Realm):
18+1Wisdom (Realm, Mind):
14+1Skill (all): 10
Realm:
Level 0Appelo:
Level 1Everto Voco:
Level 1,
Demon's Bitch Everto Voco: Level 0: Summon Ricky, summons a useless in combat demon that you have named Ricky. It's pretty cute, though. 10 exp, You can cast it without needing a roll. It's still pretty damn useless in combat, though. Level 1: Summon Diminutive Imp, you summon a very tiny fireball wielding imp. It's like a glass cannon, except without the cannon part. More like a muff gun. 10 exp, won't die on a single hit.
Zofus "Zerg" Berg (FuzzyZergling)Male Human. From the College
Sursum Propinquus quod Alio. In the Mage's Guild. Somewhere on the edge of the Valtrian Border to Tael.
A Healing, Slightly Mangled Right HandUnequipped: Longsword,
Dagger,
2 suits of leather armor. 5 gold pieces.
Equipped: Robes of Defense,
Light Shield,
Staff Strength:
10+1Endurance:
12+1Intelligence:
14+1Dexterity:
14+1Charisma:
12+1Wisdom:
12+1Skill:
10Staves:
0/10Complexo Ventus:
1/10,
OzoneTactus Regnum: 1/10, Pedophile
Complexo Ventus:
Level 0:
Weak Air Shift, a spell that shifts you five feet in any direction, extremely quickly.
Instant Cast, 10/10, can be cast with one more spell.
Level 1:
Lesser Air Sphere, a touch attack with a plus +.5 to damage. 6/10, no bonus.