You animate the bandits and a spitting pain goes through your head, making you reconsider animating the bodybags just yet. you may have reached the maximum number of zombies you can directly control for now.
"Where is the nearest nice thriving civilization?""*Muffled Yelling noises*" He points in the direction you were originally heading.
You have your flesh fed zombies eat the jerky, restoring their Sustinance.
You loot all the glass weapons and pile them onto your Cart. 7 in total.
The fire has died down. and the pile of bodybags begin to twitch, you pile them on as well.
The bones in the clay jars have liquified into a chunky mess. a magical aura in the pots forcing them to remain a liquid.
((Ok, so what exactly do you want to do with the living bandit?))
Day 3. Encounter 2
100/100 Health points
1 Elbow grease (Used for performing actions)
14 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)
9 Mana (Cast spells with this)
10 Flame charges (Shoot fireballs or gouts of flame, Can imbue these with any spell you know.)
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:
14 Health points
5 days of sustenance
1 Zombie power.
Covered in Poison
Dwarf zombie, Sustained by flesh:
18 Health points
5 days of sustenance
1 Zombie power
Level 1 Prehensile chest-and-back vine equipped
Covered in Poison
Skullduggery, sustained by magic:
51 Health points
48% 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, sustained by magic:
51 Total Health points
96 Total Sustenance
1 zombie power
Covered in Poison
Wizard zombie, Sustained by flesh:
24 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 sustenance
Wolf zombie pack, Sustained by flesh:
132 Total Health points
5 day of sustenance
6 zombie power
Bandit zombies, sustained by flesh:
150 Total Health points
5 day of sustenance
5 zombie power
3 filled bodybags
7 Scarred green bones
10 Purple gems
Perfect Scarlet Gemstone
Shiny dust
1 plank of wood
Flawless Copper plate
Maneater Seed
3 Wolf corpses
2 druid's teeth
10 tasty fruit
1 Sturdy Stick
3 Clay Jars
4 large human coins
6 small Human coin
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, 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.