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House of Stars (Book of Hours/Cultist Simulator/Celestial Grimoire)

Created
Status
Incomplete
Watchers
28
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The Librarian washes ashore the island of Brancrug. Home of the Hush House.
He has nothing but the clothes on his back and a strange book.

Written using what I think is version 1 of the Celestial Grimoire.
The Grimoire New
I wasn't much fan of the normal rules for the Grimoire so I changed them.
My rules.
I have a maximum of 10,000 points to spend, every 1000 words I roll for the branch then role for the skill. I can decline a skill if I do not like it or do not understand it with a quick google search.
My first roll is free

This limits the crazy shit I could get, since Book of Hours is not a very dangerous game. This also limits the out of context problem solving that will mess with the story.

Roll for this chapter:
Necromancy [Free - Libriomancer] No, this isn't your classic "bones rising from the grave" Necromancy, this is "control the spirits of the dead" necromancy. You are a fledgling medium, able to see and talk to the dead as you please. They frequently speak in long dead languages and are generally confused but using your very particular brand of magic you can bend them to your will. Forcing them to divulge secrets or knowledge long passed from mortal memory is one of the more common practices of necromancy. You will of course have to find their spirit first. Smart money is either their place of death or burial. As you grow you will find that you can command these ghosts to do more for you, such as spying on your enemies and reporting back or alerting you to intruders. Eventually you may even be able to force them into the bodies of the recently deceased, granting them a physical form able to impact the world. What? You want to make devourers? Well, I guess you can but why would you want to? Stripping away the ghosts identity until it becomes a blank burning slate of raw hatred and magical chaos? Immune to magical ingres and capable of suppressing or destroying magic in its entirety through simple contact. A creature bent on devouring magic and turning all other magic users (save you of course) into inhuman souls like them. I hope you can live with yourself if you do that.
 
The Grimoire New
Rolls for this chap:
Spell Components [100 - Touhou Project: Forbidden Hermit] You have a large supply of common spell components, certainly enough to regularly cast a wide variety of spells. Rarer items for your most potent of spells may still require some hunting.

Hatter's Hat [200 - Wonderland No More] A fashionable piece of headgear that is suitable for practically every occasion. Wearing it magically boosts your charisma and increases protection to your head (also, if a blow to your head fails to overcome the armor enhancement, the hat will protect you 100%, preventing the blow from having any effects at all on your head). You can alternatively choose a hat or other headgear you already own to receive the benefits of this purchase.

Points: 9700
Misses: 0
Stars: 3

I had the rolls be every 2000 words at the start but changed it. That's why the word count is a little off at the start. It will now be every 1000 like I said it would be.
 
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The Grimoire New
Rolls:
Magic Powder [100 - Legend of Zelda: Link's Awakening] Made from a toadstool, this stuff will ignite foes, remove transformation effects, light braziers, summon demons (if tossed into certain wells) and do all sorts of crazy stuff. Refills after about half an hour.


Pearl Dream* [600 - Peter Pan] Do you know how mermaids are born? You must, since you are one. A mermaid is born from the chaotic irritation within a clam creating a pearl, which then is enchanted by Never Never Land's magic and becomes at once a fully-aged mermaid; being the manifestation of that irritation, mermaids are naturally vain and jealous. This insight, combined with your magic, gives you the ability to enchant pearls with magic. But more than that, you know how mermaids are born, and can reproduce the process yourself. By growing clams under the right magical conditions, you can create new mermaids. The more magic the pearl is exposed to before the clam opens, the more mysterious and wiser the mermaid; the longer the pearl grows and the irritation intensifies, the more beautiful and vainer the mermaid. Generally, with a stable supply of magic, you can grow an average mermaid in 2 to 4 years, though she will not have any magical powers besides breathing underwater. To grow a mermaid with special abilities such as singing or controlling water can take up to seven years. As for creating a mermaid at the level of a nymph queen or water spirit, it would take 10 full years. That said, with a large enough aquaculture facility and ready access to natural magic, you can grow multiple pearls at once.

Points: 9000
Misses: 0
Stars: 5
 
The Grimoire New
Rolls:
Dispellation resistant [200 - Libriomancer] Resistance to magic is a fact of life most practitioners have to deal with. For you it is...less of an issue. While your magic is not appreciably more powerful it is much more resistant to effects that may dispel, counter or reverse it. Foes who are normally able to dispel or resist magic with ease may be caught off guard as your magic is composed of sterner stuff, requiring greater energy or concentration to be properly turned aside.

Points: 8800
Misses: 0 (I think)
Stars: 6
 
The Grimoire New
Rolls:
Mystic Eye Killers [100 - Tsukihime] - A set of glasses that prevent the wearer from using Mystic or Pure Eyes accidentally or otherwise. This particular version is able to suppress ocular powers of both the wearer and protect them from similar powers requiring eye contact, though they're otherwise just a pair of glasses. Comes in a frame or design of your choosing. Your eyes will function normally once they are removed. They also can't be broken or destroyed by physical force.

Familiar [600 - The Gods Are Bastards] A minor spirit bound to your will, this being is both adorable and useful. Though you cannot command it mentally, it is perfectly obedient, and will reappear by your side if slain. By pouring power into it, it can switch from its portable form as a small animal made of an element into a large elemental. Finally, as you have a pact with it, it will provide a small but steady amount of power for your Fey magic, without any limitations on when it will permit that power to be used.
Fey Caster [Free - The Gods Are Bastards] Fey magic. The magic of nature, Witches are most experienced with growing plants, indirect, shamanistic scrying, dealing with animals, and summoning and binding powerful spirits to do their bidding. It devours the magic of demons, but quickly falters when faced with the Divine.
Fey Pact [Free - The Gods Are Bastards] The problem with being a mortal Shaman is that Shamans do not, strictly speaking, gain much magic of their own. Instead, their talent lies with making pacts with powerful fairies, and borrowing their power. Fortunately, you seem to have forged a pact with a minor fairy, and are capable of calling upon its power for your personal use. Oddly enough, this has taken the form of an actual written contract, in which there are no conditions pre-written. You will find in your warehouse a number of copies of this contract. By having someone sign it, you can call upon their reserves of energy to power your fey spells.
Obviously, this is only really useful if they're some form of nature spirit, but perhaps you can reverse-engineer the principles involved?

Points: 8100
Misses: 0
Stars: 10
 
The Grimoire New
Rolls:
Caster [800 - Fate/kaleid liner PRISMA ILLYA]
The Class Card of Medea of Colchis, the Witch of Betrayal.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being uninstalled they will require an hour before being able to be used again

Parameters:
Strength: E
Mana: A
Endurance: E
Luck: C
Agility: D

Class Skills
tem Construction: B - Item Construction is a Caster-class skill. It is the skill to manufacture magical items.

Territory Creation: B - Territory Creation is a Caster-class skill. It is the skill to build a special terrain that is advantageous to oneself as a magus. At rank B creation of a "Workshop" becomes possible.

Personal Skills
High-Speed Divine Words: B - High-Speed Divine Words is the power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi.

Noble Phantasm:

Rule Breaker: C - Rule Breaker: All Spells Must Be Broken is a weapon that materializes the divinity of the witch of betrayal. It is an iridescent and jagged dagger that is thin, brittle, and blunt. Its effectively nonexistent capacity as a weapon is that of a regular dagger at most, and it would not be suitable for even killing a single person. Greatly differing from other Noble Phantasms, its unique ability is that it is the ultimate anti-magic Noble Phantasm capable of dispelling and destroying any kind of thaumaturgy, an effect suitable to the Noble Phantasm that is a manifestation of Caster's nature as the "Witch of Betrayal". It "transgresses" on all the magecraft of the targets it pierces, contracts made from magical energy and life born from magical energy. Once it comes into contact with the ensorcelled item or person, enchantments, connections bounded through contracts, and creatures created and maintained by magical energy will all be returned to their original components in a state "before they were made." Contracts will be wiped clean and those with life will immediately cease to exist. There is a limit to what it is able to dispel, meaning artifacts on the rank of Noble Phantasm will never be returned to their original state no matter how low their rank.
Magic circuits [Free - Fate/kaleid liner PRISMA ILLYA] Magic Circuits are a pseudo-nervous system that spreads through the body and acts as an organ that converts lifeforce into magical energy. Magic Circuits reside within the soul and what is found in the body is a physical expression of them. The number of Magic circuits one possesses is determined at birth and cannot decrease or increase naturally. You gain twenty magical circuits of top quality and a further twenty each time you purchase this option.

Points: 7300
Misses: 1
Stars: 11
 
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