Happy April Fool's day everyone! Though I do intend to make an
ISG at some point, that day is not this day, and that thread is not this thread. Today, in lieu of a picture I present you a thousand words.
Considering the length of time since the last update, here's a quick primer- You are Nym the Necromancer, and your quest to master your powers and create a new, better life for Necromancers as a whole has led you to journey to the Sacred Grove, ancestral home of the Elves which has been cursed by the ancient Necromancer Balkoth. Speaking of curses by the ancient Necromancer Balkoth, you now find yourself in a completely different forest which has been cursed in (probably) a completely different way. You are joined by your childhood (and current) best friend Omo who is willing to journey with you despite his misgivings about Necromancy, as well as fat man and local priest Eko Cleanvise who does not yet know of your magical alignment. Eko has told you what he knows of the Curse, and you believe to have encountered it personally on a previous foray into the forest to rescue Rismal and Nelti; now you hope to end the Curse once and for all.
As a courtesy reminder, every update is linked in the OP, so if you need to jog your memory on what has happened since you came to Bedscaled (or since you left Yicelafo, or since Omo joined the party, or since you ate that fish that one time) you can easily find each post there.
Thank you for your patience, and thanks for reading!
First, take a good look at those two sapling trees we found the kids by. See if there's anything unusual about them compared to the other trees and plants.
Then we should either go out personally and look, or have Eko use a detect undead with all of his remaining mana. Also, ask him to elaborate about those people of other faiths learning order divinations. If we don't have him spend all of his remaining mana, we should probably tell him that we're a necromancer, or make up a story to explain how we have the abilities we have. It would be really bad if we found the thing, subdued it, then had Eko freak out and attack us. If he's out of mana, that shouldn't be too much a problem, so long as we keep enough space between us to prevent him physically attacking us.
Also, look around for any unusual or interesting tracks near the clearing. If that creature has a physical form, then it ought to leave tracks.
I'm not so sure now is the right time to reveal ourselves.
"Damn humans. Why can't they learn to walk like deers?" That made me laugh. Omo is fun.
It was probably a case of other mages having order mages cast divinations for the purposes of studying the magic of the other element. Rather that mages of other elements learning order-derived divinations. And I propose that we should make the camp-site as comfortable as we practically can, we may be spending a week here... If there is any free time we should go beyond the ward and meditate on our necromantic senses for a few hours.
Good idea. We can let those 2 make camp while we go and wait a small distance away from the border of this ward. And if nothing shows its face we can use our remaining mana to try experimenting with golems. I would love it if we could make a small winged golem that we can use as a scout and messenger. We could work on its body while waiting.
If we had that golem it would be a good way to spend time that would normally be wasted: You're bored? Just merge your consciousness with the golem and take a look around. Or use it to watch where you're walking while you read a book. We can start with something small and weak, like a small bird made out of sticks, leaves, leather and rope with no brain and only simple muscles and eyes. And by pouring more vitality to it, adding upgraded or larger parts and refining its vitality network to make it smarter, stronger and overall more capable we might end up with a loyal companion, something like a giant winged robo-pet.
@kahn 1234: Actually, the trees were there when we found the clearing. But you're right, it might be worth looking into it.
"So this is where the kids fell, huh." Eko says, looking around the small glade.
"Well, this area is warded off, now. It'll be up for about a week, longer if I renew it. What should we do now?" "Hm." You scratch your head absently.
"Well, first things first. Omo, did you notice any tracks that the monster might have left?" "Nothing conclusive, no." Omo says, shaking his head.
""Nothing conclusive" doesn't mean "nothing."" You say pointedly.
Omo spreads his hands helplessly.
"We didn't enter the forest in the exact same place we fled that monster, and that's the only place we saw it. Well, it's the only place you saw it, anyway." Omo shrugs, gesturing at the surrounding forest.
"I did notice some faint traces of some creature entering this clearing, but it isn't anything more definite than some recently snapped twigs and disturbed leaves. It could have been the monster, or it could have been some other animal. No clear tracks of any kind, but this deep in the forest that's not too unusual." "Alright. I suppose it wasn't likely to be that easy. Let's check out those trees." You turn, striding purposefully toward the saplings near the center of the clearing.
"The trees?" Eko echoes questioningly.
"What about the trees?" You slowly circle the saplings, looking for any distinguishing marks or unusual characteristics.
"Isn't it a little strange that when we found two soulless children, we also found a matching pair of young saplings?" "I guess?" Omo says skeptically.
"So what, you think their souls were turned into trees?" "That seems unlikely." Eko says carefully.
You step back from the trees; from what you can tell, they aren't any different from the surrounding trees, apart from their age and location.
"Well, no, not exactly. It just seems like an odd coincidence to me. All the other trees in this forest have been quite old." "Well, clearings like this one are the only place saplings can get enough sun to compete with the older trees." Omo shrugs, kicking at an exposed root.
"Coincidences do happen." "Just see if I missed anything, alright? Hey, Eko, why don't you try some Order Divinations or something?" "As you wish." Eko says, bowing slightly.
"Is there anything you'd like me to check for specifically?" "Yeah, why don't you use that spell you used to learn whether the kids still had a soul. Maybe Detect Undead? Whatever you think might help, we won't be doing too much exploring today." "That would be my Diagnosis spell. It gives a general sense of a person's Vitality. Victims of Aloclesno have a signature weakness in their Vitality echo unlike anything else." Eko begins digging around for his chalks, then pauses, looking up at you.
"I have never cast this spell on a tree before." "Well, cast it on a regular tree, then cast it on a sapling. That way, you'll notice any difference." "That will use all of my mana." Eko warns.
"That's alright, we'll save our real exploration for tomorrow." You say reassuringly.
Eko nods, readying a piece of white chalk. He walks over to a largish tree just outside the ward, giving it a bemused glance before starting to draw on the trunk. You turn back to Omo, who is running one hand down the trunk of a sapling.
"So, do you notice anything strange about these saplings?" You say, squatting down next to him.
Omo shrugs, standing up.
"I'm a Ranger, not a Druid. These trees don't look sick, or... ensorcelled, or anything. Do you notice anything?" "Well, no." You admit, standing back up.
"But if there's one thing I've learned about Necromancy, it's that things aren't always obvious." "Yeah, well, if there's anything subtle about this tree it eludes my powers of observation. What now?" You rub your chin thoughtfully.
"You go pitch camp- get Eko to help you when he's done with the tree. I'm going to go play with dolls." "What?" Omo asks in bewilderment, but you're already walking away. Grumbling, he turns to the center of the clearing and begins unfolding his tent.
Nothing on the edge of the clearing indicates that a Ward has been placed here; perhaps Eko does not need his chalks to cast that spell. Stepping into the shade of the trees, you stride away from the clearing, far enough to get a modicum of privacy. You want to spend some time outside the wards to see if your Necromantic powers can sense any sign of the Curse of Aloclesno, and perhaps just as importantly you want to do some experimenting with your powers while your traveling companions are occupied; you sense that Omo still isn't completely at ease with your powers, and of course Eko doesn't know about them at all.
... Sitting on a mossy log, you gather up materials you can find close at hand; your headband, various twigs and vines, dead leaves, that sort of thing. In your mind, you can envision a sort of rustic basket with cloth wings you could animate and cause to fly around. In practice, however, you find yourself creating new and exciting piles of junk. You keep at it doggedly, but it eventually becomes clear that you don't really know what you are doing, you lack the skill to assemble such a creation even if you knew what it was supposed to look like, and the materials you have on hand to make the thing you don't know how to assemble are likely not sufficient to the task. Perhaps at your next opportunity you should enlist the services of a craftsman to make this sort of complicated toy with moving parts; for now, it seems you should stick to simpler things.
Shaking the twigs out of your headband, you sweep your pile of prospective golem ingredients to the forest floor and regard your surroundings. Everything seems peaceful here; the odd sunbeam breaches the forest canopy here and there, but for the most part the only light is a verdant glow filtered through the leaves of the ancient trees. In a way, it reminds you of your Necromantic hideaway back in Yicelafo; of course, this time you aren't the only Necromantic thing lurking here. You have been away from Eko's ward for some time, but you have felt no presence nor sign of the monster you believe to stalk Aloclesno. Perhaps you need to give the Curse of Aloclesno more time to manifest, or perhaps you need to take more aggressive actions.
You shrug to yourself. You did not really expect to resolve this situation this afternoon anyway. Ducking back through the trees, you find the camp mostly settled. Omo has pitched your tent in the center of the clearing, near the young saplings. Technically it sleeps four, but Eko is a large man, and you don't know him very well; tonight could well be cozy. Omo is breathing life into a campfire, while Eko carefully stows his possessions in the tent. After brief discussion, you agree that with Eko's Mana spent it would be wise to camp out for the remainder of the day and start your search for the source of Aloclesno's Curse in the morning. It is a welcome opportunity to rest after the exertions of the past few days, as well as an opening to become better acquainted with your new tentmate.
Eko stretches back, looking up at the bright midafternoon sky visible through the treetops.
"You know, if you had told me a week ago that I would now be camping in Aloclesno with a pair of Elves while zombies threaten the village... well, I'd have thought it's time to lay off the Longland Beer." You arch your eyebrow quizzically.
"I thought Sewer Brew was your drink of choice." Eko sighs.
"Longland Beer is a drink for happier times. These days, on my budget, there is a certain quality in quantity." Sitting up, he fixes you with a stern look.
"But I do not think you came all the way here to discuss my drinking habits." "Why not?" Omo asks lazily.
"We've got nothing but time to kill." Eko nods.
"Yes. I did not press before, since you were my guests in my Temple, but now that we are out here..." Eko waves vaguely at the trees looming overhead.
"I have to ask; what brings a pair of Elves out into this forest in such dark times? Surely it is no coincidence that you seem so confident in your ability to handle the ancient Curse of Aloclesno at the same time the blight of Necromancy threatens the Empire." You exchange guarded looks with Omo. You do not know that this is the right time to reveal yourself to Eko, but you do not want to lie to him, since it seems likely he will learn the truth sooner or later.
"Well... Omo there has trained with the Elven Rangers, and for myself I have a bit of magical ability and the desire to learn more. We both wanted to see some more of the world beyond Yicelafo, and when we heard about the Necromancers we thought to leave the Vale while we could." Eko lets out a breath.
"So the Elves are not coming, then?" "No, no, I'm sure they'll mobilize against Curo Nightroar." You reply quickly.
"I'm not." Omo says darkly.
"If I thought I could see the world in an official capacity, I wouldn't have left." "Well, there was some debate when we left." You concede.
"We made our opinions known, then decided that actions speak louder than words and... here we are." "So your coming to my village is merely a... coincidence?" Eko says doubtfully.
Omo shrugs nonchalantly.
"The Necromancer is squatting on the main road, and when offered a choice between a haunted forest and a goblin-infested frontier, we chose the trees." "We intend to travel to the capital at Atkilpeme, and from there we'll head to the remains of the Sacred Grove." Eko leans back, stroking his chin.
"You mean the Golgothan Barrens?" "The what?" You ask, befuddled.
"The Golgothan Barrens are what used to be the Sacred Grove, long ago. The whole place is dead and blasted, and supposedly is crawling with undead." Eko chews his lip, visibly searching his memory.
"I don't remember much about it; I know that was one place where priests with my training could be sent. It's like Aloclesno; a dangerous place, but with even less reason to explore." "Where you could be sent? I thought you were from Bedscaled." You ask quizzically.
"No, no." Eko takes a quick nip from his flask, grimacing to himself.
"Priests are not allowed to serve in their hometowns, or anywhere near if possible; it is a law that prevents favoritism. I'm actually from Gilebe, in the south." "Gilebe?" Omo perks up, stirring the campfire with a long branch.
"That's where the Great River meets the sea, right? I've heard stories about that place; the legendary acropolis, the shining walls, the biggest shipyard in the world!" "Yes, Gilebe is a fine city, perhaps the finest in Thrimesdur." Eko says wistfully.
"It is certainly the oldest, and has a long and proud history. Even so, it cannot compare to Atkilpeme." "What is Atkilpeme like?" You ask, curious about your future destination.
"You would like it, I think. It is an entirely planned city, with every structure fitting into a neat grid. I spent much of my time at the Great Temple, learning the duties of a priest. A beautiful place, very square and perfect, every inch of it laid down with such a love of detail... And the Wizard's College is wonderful as well. The Ivory Towers of the greatest Wizards rival the Great Temple itself for prominence in the city, and from what I've seen of their interiors they may be even more beautiful and perfect." Eko sighs happily.
"But what you'd really like, Nym, is the Great Library. It's right between the Great Temple and the College grounds, not so tall or imposing as the buildings around it but still a sprawling, carefully built structure. There are so many books, on so many subjects... what scraps of free time I had between my duties with the principals of Atal and my studies at the College were spent there, just finding something interesting to sink my teeth into." Eko says wistfully.
Omo snorts.
"Sounds like a place to keep Nym away from; if I lose her in there, I'd never find her." You stick your tongue out at Omo before turning back to Eko.
"It sounds like you spent your entire life in cities. How did you come to be a country priest?" Eko shrugs.
"Like everyone who is apprenticed to be a priest, I was tested for magical aptitude. I had some small talent with Order; not enough to ever hold a high rank within the College of Wizards, but plenty to supplement my priestly training. The very first spells I ever mastered were Wards, and they remain my strongest school of magic. I never had a real gift with Divination, which is what they look for in the more urban orders, and there is always a need for priests with Warding talents in problem areas like Aloclesno or the Golgothan Barrens. If I had applied myself more to magic I might have qualified for service in one of the border towns, but really, it just made sense to play to my strengths and accept this posting." "Was it hard going from the big city out here to the boondocks?" Omo asks, for once sounding genuinely curious.
Eko stares into the fire, nodding slowly.
"Yes... it was so different from anything I had done before, anywhere I had been before. It was hard to adapt, at first, and I'm afraid I didn't make the best first impression. Still, it's been almost ten years now; I've gotten used to life out here." He looks up, smiling.
"At the end of the day, people are people, whether they're village goodwives or wizarding acolytes or merciless merchants." Eko spends the remainder of the afternoon telling anecdotes about his wizard training and his duties as the priest of Bedscaled, while you and Omo respond with similarly lighthearted stories about your childhood, daily life in Yicelafo, Omo's Ranger training and your checkered pasttimes (of which fishing was but the latest.) You find common ground with Eko in your fishing, as Eko used to regularly fish with his father on the banks of the Great River along with his father. Unexpectedly, Omo finds himself empathizing with Eko's stories about his strict teachers, and they swap stories about pranks they pulled (including some you didn't know Omo was responsible for; the incident with the pepper powder in your father's boots left him angry nearly as long as the sharp smell lingered in your home.)
Omo stokes the fire as night descends, and you all tuck into your provisions. Eko brought some dried meats, for which you gladly trade him some of your extra cheese; you decline to try his bread, which looks like a biscuit crossed with a rock. Eko doesn't complain as he softens it with his Sewer Brew, while you and Omo drink from the waterskins you brought along. Having spent much of the afternoon talking, there seems to be little reason to stay up late, and you all retire early with the expectation of an early start the following morning.
The tent is indeed cozier than you might have liked with Omo and Eko both crammed inside, but the night still gets cold enough to make the tight confines preferable to a spot by the fire. As you drift off to sleep, you can't stop planning your day tomorrow. You believe that somewhere in this forest is a Necromantic being of some kind, one that has remained hidden for centuries, one that remains incredibly dangerous. Deciding what to do when you find it is all well and good; first you need a firm search plan.
Vitality- 11/11
Mana- 12/12
XP- 27/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- 2 hours of Minor Ward left
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
World Map
Northwest Thrimesdur