"Err... Yes, if I know their name, I can find them with Detect object, Spoken... also it's the atomic one." You Create Identification scroll's en masse, wishing you had some way to make mass spell casting more efficient. the only Area of effect you can think of is your flame charges though. -4 Mana.
It's name is "The offering of Balrog and Helios"
All spells learned from the book vary depending on the user's desire for good or evil, in this case, Good and evil are black and white, well defined and measured traits, due to the powerful beings behind the book's creation.
Spell one grants the user 10,000 Dark mana for free, but forever curses them to be incompatible with normal mana, along with this spell only being able to be used once per person it inevitably ends with the user cursing the people around him in some effort to drain dark mana from them, or teaching the spell to unwary fools and then stealing their newfound dark mana.
The alternate effect of Spell 1 is a buff that causes every spell cast to help another sapient being in a random act of kindness to increase the amount of mana the user and being in question get the next day.
Spell two Drains mana of any kind from a target. the upper limit of mana drained is your current mana.
The alternate effect is that spell two can call out to any beings that know you, and request mana from them telepathically.
Spell three Transforms the nearest living thing that the user cares about into pure energy, and forces that energy into a portal for summoning Balrog to lay waste to one's enemies. The more the user regrets casting it, the more powerful the Balrog's avatar is and the longer it lasts.
It's alternate effect Transforms the user into a weapon temporarily, this weapon deals their own max health in damage with every attack, and grants full use of their spells, techniques, strategies and mana to the wielder.
There is a hidden spell in the back, which tells the user their important good and evil actions, and states them aloud. It requires no pontification points to learn.
The spell learned from the incantation is determined by the user's alignment, not the spell cast by it.
It contains Large amounts of fire and Necromantic energies, It contains 3 seeds, each the size of a human fist.
The juices contain similar effects to the first one, but much more potent,
If an undead being came in contact with it's juice, the raging life force in it would render the undead inert.
If a living thing came in contact with it, the necromantic energies and boiling hot juice would kill them with a 70% likelihood.
If a corpse came in contact with it, it would either Revive them, or raise them, depending on how long they were dead.
Eating the fruit would require Cooling off the 'meat' of it in some manner, otherwise it would be the equivalent of eating hot coals. It would restore 10 Health per serving, out of 6 servings, along with a potential bonus if eaten before bed.
Drinking the juice would also require cooling off, but over time it would cool naturally without a means of producing heat.
Jelly made from the melon would have a temperature of around 3726.85* Centigrade for about 16 hours once exposed to oxygen. After which it would have a pleasant raspberry and pepper flavor. with a hint of mint.
Alcohol made from the fruit would do much the same, and imbibing it would have a chance of raising your Flame charge's upper cap to somewhere between 15 and 20 if drank before sleep or rest.
It has a theoretical health of 32.
This flower is widely known as a Fire Flower. From a reality known as (Closest Translation: Fungus world)
Consuming the flower grants one the ability to temporarily cast fireballs as fast as one's arms can move them, while crushing the plant in one's hand allows for up to two fireballs to be thrown at a time until the user is stuck by a forceful blow. these flaming balls dissipate upon hitting an object. Including any heat that was generated by them.
It is in season during the winter months, where it's pollen become encased in frozen ice shards, which reverse the effects it grants to a being. during this time, it will produce beautiful crystals filled with seeds of the plant, which melt and in turn begin to grow once the warmth of summer melts the unnatural ice.
Out of season, they still produce pollen, which is stored in the face like flower, it releases this periodically as a means of defense and propagation, as the produced heat causes the pollen to rise high above the ground once the flames dissipate, it can be used as a weapon in this way, though the pollen needs time to be refilled.
It contains several magical reagents which are not natural to this world, It's effects in alchemy of any kinds will be unprecedented.
It contains a mild sapience, which has very little effect on it's actions.
It has a theoretical health of 2.
You use the fusion sigil on the flip side of the tarp, and place an unraised skeleton and a jagged iron plate in the appropriate spots. Instead of a metal human skeleton as you expected, you get a strange skeleton, with joints that seem to fold the entire thing into a flat plate like shape. It glistens as though polished. and it's skull is as flat as your hand. blunt hooked prongs jut from it's stomach like some kind of twisted handle. -3 Mana
You tell Phteven about your idea...
"hmm, yeah, if you could cover up the bones, skeletons could make a great lab assistant. I'll get some black pudding wood. You get one if I get one, sound like a fair trade?He pulls out some waxy looking black planks, and immediately raids your stockpile for 2 Skeletons.
Laying them on the table next to the wood and tools, he asks.
"Every project needs some planning, What will this baby be doing, wood to bone ratio, so on, and so forth.
I want these to match, so how do you want the wooden parts attached to start? Bands, glue, solid pieces with holes and filling?" He begins measuring the skeleton's bones.
The wizard's soul has returned, with 500 gold in his ghostly grip.
"Have you seen him recently? I am attempting to locate him."
"Oh, well, Uhh I might have seen him In that big cart of his near the Local tinkerer's shop."
You have literally no idea where that is.
Day 5. Encounter 1
105/105 Health points
8 Elbow grease (Used for performing actions)
32 Zombiepower (This determines how big your tank-castle can be and still move.)
3 Pontification points (Spend these during peacetime To develop new actions and learn new Spells)
11 Mana (Cast spells with this)
0 Flame charges (Shoot fireballs or gouts of flame, Can imbue these with any spell you know.)
Level 5 Magic filled Catrat Roserod equipped (Bonus skill "Grow fruit", Requires mana to use. )
Level 1 Shotgun Headache equipped (Looks cool, enhances headbutts.)
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.
Deep quaff: Absorb ambient blood magic as Mana.
Fusion Sigil: Draw a symbol on the ground, which will fuse the concept of two objects placed inside.
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.
Craft scroll: Creates an identification scroll.
(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, wizard and dwarf zombies, Sustained by flesh/magic:
47 Total Health points
4 days of sustenance (Dwarf gnome)
2 days of sustenance (wizard)
5 Zombie power
Level 1 Prehensile chest-and-back vine equipped (Dwarf)
Covered in Poison (Gnome Dwarf)
Level 1 wizard hat equipped (Wizard)
Level 1 wizard robe equipped (wizard)
Skullduggery(on mission), sustained by magic:
67 Health points
96% 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
Skeleton duo(on mission), sustained by magic:
92 Total Health points
193 Total Sustenance
2 zombie power
Covered in Poison
Wizard soul(on mission 1 day), Sustained by magic:
feasibly unlimited sustenance
Wolf zombie pack (3), Sustained by flesh:
183 Total Health points
4 days of sustenance
8 zombie power
Bandit zombies (4), sustained by flesh:
90 Total Health points
4 days of sustenance
4 zombie power
Fingernails, Inert
Criminal skeletons,(10) Sustained by magic:
250 Total Health points
991 Total Sustenance
15 zombie power
7 Level 2 Glass cannons equipped.
Ghastly Quote: Nevermore
120 Health
Golem core is functioning at 100%
1 Zombie power
Internal mana storage at 0% capacity, and 0% density.
Blood cattle
35/100 Health
0/1 Mana
Level 1 Facemask equipped (Looks scavengy)
Level 1 Inert Blood Nails equipped (Refer to fingernails in "Undead")
Jagged plate skeleton
4 Wooden panels
496 Sheets of paper
10 Charcoal sticks
Burlap sheet
Red and white flower
Scroll about Death melon
3 Heavily dented steel plates
Rusted Iron plate
Lightly rusted steel box
Tin Soup ladle
3 Tombstones
8 Corpses
15 Skeletons
Mantis blade
20 berries
5 Red hot seeds
Giant gourd
Tarp
3 filled bodybags
7 Scarred green bones
10 Purple gems
Shiny dust
1 plank of wood
Flawless Copper plate
Maneater Seed
3 Wolf corpses
2 druid's teeth
10 tasty fruit
1 Sturdy Stick
2 Empty Clay Jars
1 Oasis Water Filled Clay Jar
2 Bone plates.
Strange purple sword
Map of Eadlestein
King's permission
14 small Human coins
Dwarven extruder
Canteen
Stump seat
7 Glass cannons
Homunculi
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle, Learned.
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. Learned.
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. Learned
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. Learned
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.
Immunity Flame: Learn sheer control over your fire, it will only hurt what you will it to, even if spell infused. 25% chance to learn.
Magma Gulp: Store a globule of molten lava in your stomach to hawk up later, Can be imbued with any other spell you know, Requires swallowing a meltable object. 50% chance to learn