You go to sleep, And have a dream about exploding snakes. +1 PP +12 HP +10 MP +2 EG
You learn Craft Golem Core. -1 PP
You spend 8 mana rejuvenating The wizard's soul. -8 MP
You loiter around, fiddling with the attachments on your cart, and making repairs where necessary. -2 EG -1 MP
You are absolutely enthralled by a naturally formed sculpture formed by erosion, while exploring around your camp. +1 PP
You study the art of Golemancy, and learn Craft Golem, -1 PP
You think on some theoretical studies now that you have mastered the art. and sketch two new spells in your "Golem Creation, a step by step guide" book.
You go to sleep, satisfied by your progress today. You have pleasant dreams of sheep. +1 PP +9 MP, +2 EG, +12 HP
You awaken the next day, starting it by learning Blood Circle. -1 PP
A rat bites you on the foot and scurries away as you trip and fall onto a sharp rock, -4 HP
You Rejuvenate the Wizard's Soul. -8 MP
A Pack of bloodthirsty wolves crosses your path, and you barely manage to fight them off. -12 HP to all, -3 MP, 1 Wolf corpse added to materials.
You rest after the hard battle, and feed your flesh fed zombies. Casting sustain on the wizard's corpse. Lost satchel of food, Lost Wolf Corpse, Gained Wolf bones, -1 MP, +10 HP to all.
You go to sleep, and have an incredible dream, unlike any you have had before. +3 PP, +18 MP, +20 HP, +5 EG.
You wake bright and early, and go right to your studies, learning Bloodsteel Ritual with ease. -1 PP
You then attempt to learn Circle of life, and again, clarity comes easy. -1 PP
And lastly you study Alchemy, and learn the exact method of producing Crackpot Sigil I. -1 PP
Misfortune strikes again as the wolves return, But this time you are ready, and Fight them off with much greater ease. -4 HP to all, -5 MP +3 Wolf corpses.
You rejuvenate the Wizard's soul and body once more. -8 MP, -2 MP.
You have a pleasant sleep, and dream of Octopi in space, fighting the tyranny of lord hamsterguy. +1 PP, +1 EG, +11 HP, +11 MP.
Awakening the next morning, you study up on your Divination book, and Decipher the art of Detect Object: Spoken. -1 PP.
You start the working day by by Restoring the Wizards Body and soul. -8 MP, - 2 MP.
A druid approaches you, fully intent of punishing you for "assaulting the Poor defenseless animals." you send him on his way with a fuzzy haymaker, but not before he thumps you on the head with his cane. -1 EG, -2 HP.
The druid returns later that day, with some of his desert dwelling animal friends. after a well fought battle he is sent limping away once more, missing teeth from a repeatition of tha last encounter. -1 EG, Gained Druid teeth (2)
You find some tasty fruit while scavenging. -3 EG, +10 Tasty Fruit.
You rest after your hard work, sleeping the night away. you are plagued by the most horrible nightmares, and awaken thoroughly exhausted.
You awaken the next morning thoroughly unable to perform your daily duties, and laze around. until night.
You go to sleep at long last, and are welcomed by much better sleep, Dreaming of giant castles made of robots. +2 PP, + 12 MP, + 12 HP, +4 EG
You decide to spend a long time pouring over the tome of alchemy, and have a breakthrough on the Changing Sigil. -2 PP.
You Rejuvenate the Wizard's body and soul once more, having to re-revive the Wizards body after it collapsed. -8 MP, -2 MP.
You scavenge around, but find next to nothing. -2 EG, gained Sturdy Stick.
Deciding to have another go at it you search around some more, and find an abandoned clay hut, with a few jars inside. -2 EG, Gained 3 Clay Jars.
One of your zombies manages to get its leg caught, and mindlessly tries to escape, damaging itself before you get there to assist it. -5 HP to Zombie Dwarf.
You go to sleep on your stump seat, and sleep relatively well, dreaming of a hoard of Zombies with Armor spot welded to their bones, mechanical devices shooting white hot fire from their backs. +1 PP, +12 MP, +1 EG, +8 HP.
You start the day off right, learning the art of Flame Inhale from that scroll you obtained. -1 PP
You then proceed to Rejuvenate the Wizard's soul and body again. -8 MP, -1 MP
While scavenging, you come across a tree filled with red round delicious looking fruit, but as soon as you get near, one flies in your direction, and very nearly takes your head off, looking behind you, you see a hole and a deep rumbling noise where the fruit impacted the ground. -2 EG
You waste time trying to juggle bones and unintentionally break one. -1 green bone, gained bone shards.
You decide to scavenge one more time, but only find two wagon wheels, almost rotted. -2 EG, +2 Rotten wagon wheels.
You have a nap on your stump seat, and dream of summoned slimes, made of molten gold. +2 PP, +4 EG, +8 HP, +12 MP.
On the final day of your self imposed training montage, you start by Learning Craft Cells. -1 PP
Then you try and learn Crackpot Sigil II, but you just don't get how it works. -1 PP
You rejuvenate the wizards soul and body one more time. -8 MP, -1 MP.
you scavenge about, and find a source of fresh water, a stream. -2 EG.
"And that brings us to here. a big stinkin' river."Day 3. Encounter 2
100/100 Health points
4 Elbow grease (Used for performing actions)
8 Zombiepower (This determines how big your tank-castle can be and still move.)
0 Pontification points (Spend these during peacetime To develop new actions and learn new Spells)
26 Mana (Cast spells with this)
Level 3 Magic filled Catrat Rod equipped (Has a minor capacity for magic, which increases as you use it)
Level 1 Gunmetal circlet equipped (Looks cool!?...)
You can choose how much energy you wish to put in a spell.
Splintered life: Animate dead plants using magic.
Raise Dead: Raise an Undead minion, requires (1X) corpses.
Sustain dead: Add days to a zombies sustenance.
Mutate: Attempt to warp a creatures flesh in any way you desire.
Melt Metal: Activate the Dwarven extruder, melting whatever you put in it.
Make Plate: Activate the Dwarven extruder, making a metal plate out of whatever metal you put in it.
Blood boil: Spend Health to gain mana.
Re-Dispel: Dispels a negative effect on the user, and recasts itself once for every point of mana used in the initial casting if the user is affected by another negative effect.
False Target: Creates an illusion of the user that draws negative effects onto it by sacrificing a small amount of your own health.
Flame inhale: Stores 10 charges of fire within your stomach, which can be imbued with any other spell you know and breathed out as either a fireball or a gout of flame.
Detect object, Spoken: Attempts to divine the location of an object by speaking it's name.
Blood circle: Use blood to create a circle that transforms blood poured onto it into ambient magic. 100% chance to learn
Ritual of Bloodsteel: Transforms any metal object into a bloodsteel version of it, Bloodsteel objects generate life energy when used, healing the user.
Craft Golem Core: Transform an object into a golem core, the material used affects the core's potential.
Craft Golem: Transform a Statue of any material into a golem, The statue must already be in the intended shape, Requires Golem Core.
Crackpot Sigil I: Engrave a magical symbol on a solid container, objects placed inside will slowly melt into their liquid form.
Changing Sigil: Draw a symbol on the ground, which allows you to manipulate a solid lump of matter like clay.
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle.
(Undead require one of three forms of sustenance to survive, Flesh fed zombies can last for long periods and survive crippling blows, but are unintelligent and weak, Blood fed zombies require a constant source of blood, stored either in an organic or mechanical container, and are faster and stronger than their flesh fed brethren, but a single blow to their blood container will render them inert. and the final food is magic, either from you, an object, or a soul, These zombies can be intelligent, strong, and hardy, they also last forever with a soul, but souls are a difficult resource to acquire.)
Gnome zombie, Sustained by flesh:
16 Health points
5 days of sustenance
1 Zombie power.
Covered in Poison
Dwarf zombie, Sustained by flesh:
20 Health points
5 days of sustenance
1 Zombie power
Level 1 Prehensile chest-and-back vine equipped
Covered in Poison
Big skeleton, sustained by magic:
28 Health points
50% Sustenance
1 zombie power
Covered in Poison
Skullduggery, sustained by magic:
55 Health points
50% Sustenance
1 zombie power
Covered in Poison
Level 1 Poisoned Axe equipped
Level 1 Leather coat equipped (-2 damage)
Level 3 Leather boots equipped (-1 damage +1 grip)
Level 1 Leather gloves equipped (-1 damage)
Level 2 Cloak equipped
Short skeleton, sustained by magic:
30 Health points
50% Sustenance
1 zombie power
Level 1 Axe hammer equipped
Covered in Poison
Wizard zombie, Sustained by flesh:
28 Health points
1 day of sustenance
3 zombie power
Level 1 wizard hat equipped
Level 1 wizard robe equipped
Wizard soul, Sustained by magic:
9 days of sustinance
7 Scarred green bones
10 Purple gems
Perfect Scarlet Gemstone
Shiny dust
1 plank of wood
Flawless Copper plate
Maneater Seed
wolf bones
3 Wolf corpses
2 druid's teeth
10 tasty fruit
1 Sturdy Stick
2 Rotten wagon wheels
3 Clay Jars
4 large human coins
6 small Human coin
Dwarven extruder
Canteen
Stump seat
Homunculi
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle, 100% chance to learn.
Craft Cells: Create the most basic form of organic life, Requires Carbon, Water, and Sodium, 75% chance to learn.
Craft Tissue: Combine and align cells to form tissue, Requires Cells, 50% chance to learn, Prerequisite "Craft Cells"
Craft Organ: Combine several tissues to make an organ, Requires Tissues and Cells, 25% chance to learn, Prerequisite "Craft Cells" and "Craft Tissue"
False life: Use organic compounds to create a fake creature, Requires Carbon, Water, Sodium, Iron and Soil, 25% chance to learn, Prerequisite "Circle of life" and "Craft Cells"
Alchemical sigils for dummies
Crackpot Sigil I: Engrave a magical symbol on a solid container, objects placed inside will slowly melt into their liquid form. Learned
Crackpot Sigil II: Engrave a magical symbol on a solid container, Objects placed inside will slowly melt into their pure chemical form. 75% chance to learn
Crackpot Sigil III: Engrave an incredibly powerful symbol on a solid container, Objects placed inside will melt into their pure atomic form. 50% chance to learn
Fusion Sigil: Draw a symbol on the ground, which will fuse the concept of two objects placed inside. 75% chance to learn
Separation Sigil: Draw a symbol on the ground, which will split an object into two objects of equal value. 75% chance to learn
Changing Sigil: Draw a symbol on the ground, which allows you to manipulate a solid lump of matter like clay. Learned
Golem creation, a step by step process
Craft Golem Core: Transform an object into a golem core, the material used affects the core's potential. Learned.
Craft Golem: Transform a Statue of any material into a golem, The statue must already be in the intended shape, Requires Golem Core. Learned.
Craft Secondary Core: Create a golem core designed to serve as a backup when a golems main core is damaged. 50% Chance to learn.
Empower golem: alter a golems magical structure so it cannot cease function unless its core is rendered inert. 50% Chance to learn.
Blood Rituals, and the creation of living weapons.
Blood circle: Use blood to create a circle that transforms blood poured onto it into ambient magic. learned
Deep quaff: Absorb ambient blood magic as Mana 50% chance to learn
Ritual of Bloodsteel: Transforms any metal object into a bloodsteel version of it, Bloodsteel objects generate life energy when used, healing the user. Learned
Ritual of Living Metal: Transforms any metal object into a Living metal version of it, these objects are sapient and retain memories of before their awakening. 50% chance to learn.
Ritual of Vlad's Offering: Temporarily makes a blood circle transform blood into Random objects of value equal to the blood sacrificed. 25% chance to learn, Prerequisite "Ritual of bloodsteel" and "Ritual of Living Metal"
Defense against the dark arts.
Re-Dispel: Dispels a negative effect on the user, and recasts itself once for every point of mana used in the initial casting if the user is affected by another negative effect. Learned
False Target: Creates an illusion of the user that draws negative effects onto it by sacrificing a small amount of your own health. Learned
Previve: Places a revive token on the user, when the user's health dips to 0, they are automatically revived with 1 point of health for every point of mana spent casting it. 5% chance to learn.
Anti-Aura: Prevents Auras of any kind from affecting the user, 25% chance to learn, Prerequisite "Re-Dispel"
Divination, finding what can be found
Detect object, Spoken: Attempts to divine the location of an object by speaking it's name. Learned
Detect object, Sigil: Creates a sigil which will point in the direction of an object placed on it. 50% chance to learn.
Detect object, Destroy: Sacrifice an object to a map, and the locations of every object like it will be marked on that map. 25% chance to learn.
Unnamed Book
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
The art of Sustained spells
Sustain spell: Allows any spell to be cast as a glowing orb, which will only activate normally on your command. 25% chance to learn.
The Dragon turtle's flame, a Dimensional guide to the elements part I
Flame inhale: Stores 10 charges of fire within your stomach, which can be imbued with any other spell you know and breathed out as either a fireball or a gout of flame. Learned.
((Sorry Nirur, You were about 7 Days too late.))