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

Created
Status
Incomplete
Watchers
13
Recent readers
76

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.
 
Last edited:
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
 
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