you bring the undead in before continuing on.
Caliber; "A good weapon for a fool who thinks himself king."
1 Sword (Any)
1 Metal piece (Any)
1 sheet of paper, containing a written demand
You put it away after reading it, and continue on.
You find a Cyclops statue made of obsidian and covered in wafered gold, It's eye is a glass phial containing a liquid metal.
The statue is slightly buried in the sand
You try to scoop out the ghostly looking thing, but it only budges slightly, and you jolt to attention when your master stirs as a result.
Looking closely at your master's continence, you can see that he is still firmly asleep.
>The GM Is a dummyhead, and desperately posts the Image from last update.
Actions?
Night 5. Encounter 7
Sustained by magic:
45/??? Health points
Feasibly unlimited sustenance
3 Zombie power
1 Mana per turn
Level 1 Sturdy stave (Allows for focused mana)
:Skills:
Skills require only materials to perform.
Knife trick: Your long life allowed you to learn how to use knives with startling effectiveness. (Knife X4)
Monk training: Your long life allowed you to learn how to use staves with startling effectiveness. (Staff)
Dabbling Alchemist: You know your way around an herb or two. (Plant matter.)
Devotion: you no longer become as inspired as you were in your youth, but can learn spells with only hard work and perseverance. (Time)
:Spells:
You can choose how much energy you wish to put in a spell.
Focus: Attempt to focus your magic, Low chance of success.
Force: Attempt to exert your will on the environment, requires focus.
(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.)
Master Valeric
92/105 Health points
4 Elbow grease (Used for performing actions)
43 Zombiepower (This determines how big your tank-castle can be and still move.)
2 Pontification points (Spend these during peacetime To develop new actions and learn new Spells)
0 Mana (Cast spells with this)
2 Flame charges (Shoot fireballs or gouts of flame, Can imbue these with any spell you know.)
Unconscious.
Level 5 Magic filled Catrat Roserod equipped (Bonus skill "Grow fruit", Requires mana to use. )
Level 1 Shotgun Headache equipped (Looks cool, enhances headbutts.)
Gnome, wizard and dwarf zombies, Sustained by flesh/magic:
17 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)
Skeleton duo, sustained by magic:
72 Total Health points
193 Total Sustenance
2 zombie power
Covered in Poison
Wizard butler, Sustained by magic:
45 Health points
Feasibly unlimited sustenance
3 Zombie power
Wolf zombie pack (3), Sustained by flesh:
153 Total Health points
4 days of sustenance
8 zombie power
Bandit zombies (4), sustained by flesh:
50 Total Health points
4 days of sustenance
4 zombie power
Fingernails, Inert
Criminal skeletons,(10) Sustained by magic:
150 Total Health points
991 Total Sustenance
15 zombie power
7 Level 2 Glass cannons equipped.
Ghastly Quote: Nevermore
110 Health
Golem core is functioning at 100%
1 Zombie power
Internal mana storage at 100% capacity, and 12% density.
Flat Skeleton, Sustained by magic:
90 Total Health points
100% Sustenance
2 zombie power
Giant skeleton
110 Total Health points
100% Sustenance
3 zombie power
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")
Goop covered bone
Core of Fenrir
Jug of ink, 99% full
4 Wooden panels
495 Sheets of paper
9 Charcoal sticks
1 Charcoal stick 99% left.
Burlap sheet (Slight damage)
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
12 Skeletons
Mantis blade
20 berries
5 Red hot seeds
Giant gourd
Tarp
3 filled bodybags
6 Scarred green bones
9 Purple gems
Shiny dust
1 plank of wood
Flawless Copper plate
Zigzerro Seed
3 Wolf corpses
2 druid's teeth
10 tasty fruit
1 Sturdy Stick
1 Juice filled Clay Jar
1 Oasis Water Filled Clay Jar, 99% full
2 Bone plates.
Metal Tube Containing an alchemical recipe
3 Phoenix melon seeds
Reinforced juicer
Fabulous bed
Brawler's Blaster
Strange purple sword
Map of Eadlestein
King's permission
1 large human coin
10 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, Learned
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. Learned
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