Hogwarts Sect of Witchcraft and Wizardry

Sushi seems to be the objectively worst choice, considering how we don't really have a need for it currently.

Being so close to the milestone rankles a bit though.
 
Library
  • Adroit Crimson Exciter Law

    • Fire/???+ aspects
    • Up to 4 meridians

    • --[] The Overwhelming Tickler technique
    A common technique for schoolkids to learn, the tickler does just what it says: it tickles. More accurately, it excites the target's sense of touch with random brushes of Qi, leading to spasm and - in humans - uncontrollable laughter. You're pretty sure you've even seen an example of it in action, whether or not it would work on a baby dragon notwithstanding​
    If a fire aspect result roll is within 10% of the maximum roll, roll and add another fire aspect die to the results.​
    A fire aspect of 90 adds another success to the results.

    A given pool has 2 successes -> result aspects: [fire, wood] -> results: [90, 95, 50]

    The new die is also fire aspect, and can also benefit from this effect.

    A given pool has 2 successes -> result aspects: [fire, wood] -> results: [91, 50, 100, 95, 90, 89]

    Cerulean Fountain Architect Law

    • Water/???+ aspects
    • Up to 3 meridians

    • --[] Water Sprout Technique
    The Water Sprout Technique takes a stream of your Qi and transforms it into perfectly clear water. While you have no intention of getting lost in a desert, you are a firm believer of being prepared for just about every eventuality, and it's not like you can't find uses for the liquid otherwise.​
    If a water aspect result roll is immediately followed by a metal, wood or earth aspect roll, add the lowest roll of results to it as bonus.​
    Water followed by wood has the lowest roll added to the water result. The aspect of the lowest roll is not relevant.

    A given pool has 6 successes -> result aspects: [water, water, wood, water, fire, earth] -> results: [20, 40+20, 21, 50, 60, 80]

    The last roll is considered adjacent to the first roll.

    A given pool has 4 successes -> result aspects: [metal, water, earth, water] -> results: [51, 52+51, 53, 54+51]

    Dollmaker's Petrification Diagram Law

    • Earth/???+ aspects
    • Up to 3 meridians

    • --[] The Total Petrification Technique
    The Total Petrification Technique forces a living target to become stiff and still as a stone statue. While you're fully healed by now, the memory of a troll club slamming into your ribs remains an unpleasant one. If you had the option of freezing the troll, perhaps things would have turned out differently.​
    If an earth aspect result roll is 70 or less, reroll it between whatever the old roll was, and 70.​
    A roll of 1 is rerolled between 1 and 70, a roll of 40 is rerolled between 40 and 70, a roll of 71 stays the same.

    A given pool has 4 successes -> result aspects: [earth, earth, earth, earth] -> results: [40 55, 69 69, 70 70, 71]

    Earthly Cloud Sharpening Law

    • Metal/???+ aspects
    • Up to 3 meridians

    • --[] The First Poke Technique
    The First Poke Technique makes whatever it's applied to more readily able to pierce. Considering the ice covering just about every surface during the winter months, you could do with shoes that slice into the slippery stuff and provide you with perfect traction.​
    If a metal aspect result roll is inclusively between 30 and 70, add a random amount between 10 and 50 to it as bonus.​
    A roll of 30 causes an extra roll between 10 and 50 to be added to the die.

    A given pool has 4 successes -> result aspects: [metal, metal, metal, metal] -> [29, 30+50, 70+10, 71]

    Humble Light Bringer Law

    • Fire/Fire/WaterLife aspects
    • Up to 3 meridians

    • The Light Summoning Technique - [Learned]
    The Light Summoning Technique might not be as fancy, but it's definitely no less useful. The depths of Castle Hogwarts don't have convenient windows or well maintained torches. Several times you've turned away from a dark corridor. Who knows how useful a light you could call on command would be.​
    When rolling fire aspect results, increase maximum possible roll by 20.​
    Fire aspect results are rolled with a d120 instead of a d100.

    A given pool has 4 successes -> result aspects: [fire, fire, water, water] -> results: [120, 1, 100, 1]
    • The Light-eater Technique - [Learned]
    Everything has two sides, and light is nothing but the absence of darkness; shadows grow and outlines turn indistinct, things you used to see unraveling to nothingness.​
    When a fire aspect result roll is inclusively between 50 and 100, reroll it between whatever the old roll was, and 200 minus the old roll.​
    A roll of 75 is rerolled between 75 and 125, a roll of 50 between 50 and 150. A roll of 101 or 49 remains the same.

    A given pool has 4 successes -> result aspects: [fire, fire, fire, fire] -> results: [75 110, 50 150, 100 100, 49]
    The Wisp-mother Technique
    More lights, more control; you'll become a conductor of a truly stunning show and compose symphonies of light meant to daze and bedazzle.

    The Promethean Technique
    Light and fire truly go hand in hand; from floating embers to miniature suns to fine wood engravings burnt into the grain, you'll bring warmth everywhere you go.
    • The Chroma-caller Technique - [Learned]
    You'll tread the middle path - between white and black is a myriad of beauty, and it'd be a shame to leave the twin halves separate. If you can emit every color, or none, then it stands to reason that you can also pick and choose which wavelengths get absorbed and which can reach your eyes. A transfiguration of color is the natural endpoint of the humble law of light.​
    If the aspect from the previous result roll to the next one changes from fire to life or vice versa, add +30 to the result as bonus.​
    Going from fire to water aspect causes the water aspect to gain an additional 30 to the result. The same is true for water to fire.

    A given pool has 4 successes -> result aspects: [water, fire, fire, earth] -> results: [50, 51+30, 52, 53]

    A given pool has 4 successes -> result aspects: [fire, water, fire, earth] -> results: [50, 51+30, 52+30, 53]

    The first aspect looks at the last aspect.

    A given pool has 4 successes -> result aspects: [water, fire, fire, fire] -> results: [50+30, 51+30, 52, 53]
    The Fog-form Technique
    It's the very aspect of light itself that's caught your attention. Is it sticky or smooth, sharp or soft, solid or fluid? You think you can tell it what it should be, with some effort. If light Qi normally clumps together into the exact shape of an object, then with an injection of energy, you'll cause it to spill outside the usual boundaries. It's not invisibility, but it is the next best thing.

    The Chiaroscuro Technique
    urning yourself to a silhouette makes it simple to study the human form in exacting shape. And why not step out from your own shadow, leaving behind a void to confuse and act in your stead. With each step, you can choose to go left and right, your doppelgängers just as you-shaped as yourself. A shadow to distract and draw attention while you hoodwink them all. Incorporeal, perhaps, but humans are notoriously visual creatures.

    Separating Void Paradigm Law

    • MetalMountain/Wood/???+ aspects
    • Up to 5 meridians

    • The Whip Shear Technique - [Learned]
    The Whip Shear Technique separates objects as if they were cut by a knife, except you can do so from afar, and with considerably less effort, transforming one to two. It's surprising how often a little cut is all you need, and sliced bread is the etalon of useful inventions for a reason.​
    Split a mountain aspect result roll inclusively between 20 and 50 into two mountain aspect rolls between 1 and 30.​
    A metal aspect roll of 50 gets replaced by two rolls of d30, with both benefitting from the transfiguration bonus. Does not apply to itself.

    A given pool has 4 successes, the bonus is +50 -> result aspects: [metal, metal, earth, metal] -> results: [20+50 (5+50, 20+50), 50+50 (1+50, 1+50), 30+50, 51+50]
    • --[] The Horizon Slicing Technique
    Why contend yourself with a few yards of range, when you can see so much further, and what you want to cut just so happens to be far away? Truly, why should distance be a limiting factor at all? The Horizon Slicing Technique gives you that extra bit of separation you need when taking clippings from a Kingwillow.​
    If a wood aspect result roll is surrounded by non-wood aspect rolls, roll it again, keeping the higher result.​
    A sequence of 'not wood'-'wood'-'not wood' has the wood die rolled with advantage.

    A given pool has 5 successes -> result aspects: [metal, wood, metal, wood, earth] -> results: [50, 70 30, 51, 20 80, 52]

    A given pool has 5 successes -> result aspects: [metal, wood, fire, wood, wood] -> results: [50, 70 30, 51, 52, 53]

    The first and last result rolls are considered adjacent, and a single die can simultaneously be the next and previous result.

    A given pool has 2 successes -> result aspects: [water, wood] -> results: [50, 70 30]

    A given pool has 3 successes -> result aspects: [wood, earth, wood] -> results: [50, 51, 52]

    A given pool has 1 success -> result aspects: [wood] -> results: [50]
    The Thunderous Cut Technique
    Not everything needs to be finely sliced. Sometimes, what you need isn't a scalpel, but an industrial blender, take the transfiguration of one into two and bring it to its logical conclusion of one to many. Why would you want something diced to a pulp? Because some obstacles you just have to go through - with extreme prejudice.

    The Searing Blade Technique
    Your cutting capabilities are not, you hate to admit, limitless. When targeting stone or metal, the Qi of their solidity quickly overcomes the separation you're trying to force on the material. However, you think that with a dash of heat thrown into the mix, you'd get much better results. Surely, the adage about hot knives and butter translates into the real world in more ways than the literal version.

    White Feather's Flight Law

    • Wood/???+ aspects
    • Up to 4 meridians

    • --[] The Wing Floating Technique
    Most physical things hold within them an aspect of Weight, a kind of love for the Earthly realm that pulls them to the ground. The Wing Floating Technique alters that relationship, letting you move heavy objects with naught but your wand and concentration.​
    For every wood aspect result roll, all non-wood aspect rolls gain +5 bonus.​
    Every wood aspect roll gives +5 to other rolls

    A given pool has 5 successes -> result aspects: [water, wood, fire, wood, wood] -> results: [50+15, 51, 52+15, 53, 54]
    • --[] Potion of the Brave Snowflake
    The inside of the glass is covered in frost flowers, and lone drops at the end of your pipette quickly form into tiny liquid snowflakes, weirdly wobbly yet still crystalline. A dose of the mixture grants you greater resistance against cold, and rain and sleet fall off you like water off a duck. Your skin feels clammy and cold to touch, and your breath no longer fogs up the bathroom mirror, no matter how hard you try. Similarly, working up a sweat proves to be impossible, your body kept cool by magic instead.​
    Every combat pool die 18 or greater immediately deals 5 damage to the opponent, regardless of who has more successes overall.​
    -???​
    • --[] Potion of the Astronomer Hawk
    Like clear quicksilver, the potion flows down the funnel supernaturally fast as you pour it into the bottle. Drinking it grants you vastly enhanced eyesight, not only letting you see far away details as if they were right in front of you and under a magnifying glass, but also making motion stand out in a wholly new way. It took you a moment to realize that the hazy mist in front of your face is the air moving because of your breath.​
    You start with initiative, and the first time you would lose initiative, you don't instead.​
    -???​
    • Potion of the Careful Sommelier - [Brewed]
    Even you've heard of the schoolyard horror stories of people going blind from drinking wiper fluid, so it's with some trepidation that you down the dose, knowing full well that one of the ingredients used was methanol. Whether or not it works, you're also not keen to find out. The potion confers resistance to all manner of poisons and is supposed to settle adverse reactions from consuming other potions. It also suppresses the rejection reaction of too much alkahest, so it's commonly used in hospitals to switch out whatever cocktail the unfortunate cultivator was on for treatment potions.​
    You recover 10 health per round.​
    -???​
    • Potion of the Pebble Elemental - [Brewed]
    When you finish brewing the draught, it looks like your cauldron is filled with sand. Placing a ladle on top breaks the illusion, the metal slipping beneath the grains in moments. The effect of the potion is simple: it makes your muscles tougher, your bones stronger, your skin more dense. Carefully at first, you test it by hitting a stone wall; the first punch you instinctively pull, barely tapping the masonry, but all you feel is the pressure, no pain. Ramping up, you practically need to throw your whole weight behind your punch - not that that means much, you're not exactly a trained martial artist - before the sensation becomes mildly unpleasant.​
    When active, damage taken is reduced by 10 or 10%, whichever is greater.​
    -???​
    • --[] Potion of the Sleepy Sandman
    The liquid in the clear beaker looks like a lava lamp, golden bubbles slowly drifting in a purple oil. Despite what the name would suggest, the mixture is actually supposed to help with concentration and maintaining focus in the face of exhaustion or distraction. While you don't have a good way to quantify the effect, waking up in the morning is certainly less of a chore and getting lost in a book has never been easier.​
    When your opponent has initiative for more than 1 round, every consecutive round decreases their pool size by 1, reset when they lose initiative.​
    -???​
    • Potion of the Rapid Steward - [Brewed]
    The potion itself looks suspiciously like coffee, but you only see it for a brief moment before the instructions demand you clean up the mess and pour it into a bottle you had to fashion yourself as the draught simmered. The concoction itself is another mental booster, supposed to help you catch mistakes and things you'd later regret. The casual implication of a simple potion knowing what you would regret in the future gets neatly smothered in the recesses of your brain before it drives you mad.​
    Each round, reroll the lowest die in your pool, keeping the higher number.​
    -???​
    • --[] Potion of the Deafening Tooth
    Little crescent shapes float in the clear gel-like liquid, occasionally coming close enough to each other for something to trigger, causing them to slam together like jaws before drifting apart once more. One of the more 'out there' potions you found, originally meant to teach children to chew with their mouth shut. Every time you slam your teeth together while your lips are parted, your mouth becomes a weapon, emitting a blast of noise loud enough to stun or daze any opponent.​
    When dealing damage, reroll the lowest damage die as a d125 instead, keeping the new result.​
    -???​
    • --[] Gloves of the gecko
    You'd like to think that your grip is excellent - it better be, between your physical cultivation and keeper training - but try as you might, sheer walls still stump you. Which brings to mind a scene from a few years ago where one of your classmates from school brought a comic to the yard. In it, a black clad main character could stick to walls like a spider, and that gives you ideas. A pair of leather gloves that clamp to whatever surface you will them to could give you unprecedented mobility and surety of hand.​
    If there is more than 1 earth aspect pool die in a pool, which rolls strictly less than half of your maximum, gain 1 extra die to that pool.​
    For a pool die type of d23, at least 2 earth aspect rolls 11 or less are required. The new die gets a random aspect.

    Pool aspects: [earth, earth, fire] -> pool: [11, 12, 13]

    Pool aspects: [earth, earth, fire] -> pool: [11, 10, 13, (metal, 20)]
    • --[] The proto-bludger
    Between Elder Flitwick's floating pillow, the bludgers you're far too familiar with and your own first charm that's now probably a part of the masonry of Hogwarts again, you've an idea for a more peculiar piece. People make fun of pet rocks, but what if you did bring one to heel under your will for real? A toughened up bit of stone could serve as an offense and defense in one, although you'll much more likely make use of it as a portable step-ladder for those dastardly high rows of shelves in the library. No more climbing the bookshelf for this young lady!​
    Every even metal aspect pool die randomly counts as 1 to 3 higher.​
    Even metal aspected pool dice have a bit of a bonus.

    Pool aspects: [metal, metal, earth, water] -> pool: [10+2, 19, 1, 2]
    • --[] The whispering loudspeaker
    If there's one character flaw that could be attributed to you, it's that you're too curious for your own good. Still, acknowledging a fault doesn't mean you intend to avoid it. You just have to know what a hushed conversation is about, and a tiny earring that can whisper distant noises straight into your ear is right up your alley. Dad said you couldn't get your ears pierced until you're twelve, but that's happened, so you're getting the accessories one way or another; may as well add a pinch of utility to them.​
    If all wood aspect dice in a pool are in an increasing order from left to right, they all count as the highest wood aspect die in that pool.​
    If wood aspected dice grow or remain the same, they'll all be equal to the highest one.

    Pool aspects: [wood, metal, wood, earth, wood, fire, wood, water] -> pool: [1 7, 2, 1 7, 4, 5 7, 6, 7, 3]

    If there's any breaks in the order, none of them benefit.

    Pool aspects: [wood, wood, wood, wood] -> pool: [1, 2, 1, 3]

    Technically, the effect applies to a single wood aspect die as well, but that just makes it equal to itself.

    Pool aspects: [metal, wood, water] -> pool: [1, 2, 3]

    Pool aspects: [fire, water, wood, fire, wood] -> pool: [15, 10, 1 12, 20, 12]
    • The rainbow brush - [Crafted]
    Your first foray into conjuration will appropriately be in the realm of painting. A set of gouache bottles you took with you after the winter break has largely remained untapped, and brushes are part of the stationary available to all disciples, so you have all the materials you need to work with. Coaxing the paint to appear in the hairs should be within your capabilities.​
    Every set of four different aspects in a row grants one extra die to that pool. The sets do not overlap.​
    A pool of [fire, fire, metal, wood, water, earth, fire] will grant one extra die for the set [fire, metal, wood, water], but no more, even though [metal, wood, water, earth] also meets the criteria.

    A pool of [fire, earth, fire, water, fire, metal, water] will grant no extra die, as there is no consecutive set of four different elements.

    A pool of [fire, water, earth, metal, metal, water, fire, earth] will grant two extra die, one for [fire, water, earth, metal] and another for [metal, water, fire, earth]

    Every set of four implies that the effect applies to the added dice as well: a pool of [fire, water, metal, earth, earth, fire, metal] will grant an extra die, making the pool [fire, water, metal, earth, earth, fire, metal, water], which adds yet another die.
    • --[] The recorder plushie
    Although Halloween is still lightyears away, you won't let that stop you from making a patchwork dollie to scare people with. You'll sew together a plushie, give it buttons for eyes and try to make it able to save a simple sound to be played back at a later date. You suppose it could be cute too, but knowing your skills with a needle, or lack thereof, it'll definitely be the stuff of nightmares. On the more practical side, it's a message delivery system or an alarm clock.​
    If wood is the most frequent aspect, reroll all lowest valued dice in the pool, keeping the higher result.​
    A pool of [fire, fire, wood, wood] -> [3, 20, 3, 20] counts, and both threes are rerolled with advantage, becoming [3 13, 20, 3 1, 20]
    • --[] The self-filling bottle
    You have kept an empty plastic bottle from the mortal world in the bottom of your trunk. Now, it's time to put it to use as a water bottle again, but one which can - fingers crossed - float over to the nearest sink and refill itself. An exercise in autonomous intelligence, albeit a rudimentary one.​
    If a water aspect pool die is at least tied for the highest result in a pool, gain one extra die to that pool.​
    A water aspect pool die is greater or equal to the highest number in a pool. The new die gets a random aspect.

    Pool aspects: [water, fire, water] -> pool: [11, 11, 2, (metal, 20)]
    • --[] The page-turner
    A simple bookmark that can, with a prod of Qi, turn the page of a book, and hold a tome up for you, unless it's one of the truly monstrous ones from the leather-bound section of the library. Mostly, the goal is to make a charm that can affect other objects by reacting to your own stimuli... that, and it'd look cool to have a book follow after you as you walk.​
    The lowest metal aspect pool die becomes equal to the second-lowest metal aspect pool die in that pool.​
    The effect applies to only one die, going from left to right, making it equal to the second lowest.

    Pool aspects: [metal, fire, metal, earth, metal] -> pool: [12, 20, 10, 5, 1 10]

    The second lowest is a different value from the lowest.

    Pool aspects: [metal, metal, metal] -> pool: [1 20, 1, 20]
    • The little towel that could - [Crafted]
    Engraving runes for wood, metal and earth on a hand-towel should get you a rag that cleans for you. Whether it's your own person after a vigorous work-out session or spills from a potions experiment or just the occasional ink blot, you figure it'll serve well enough for practice and a proof of concept for something that would attend to your needs.​
    Earth aspect pool dice rolls count as one higher.​
    Earth aspect pool dice get +1 bonus.

    Pool aspects: [metal, wood, earth, earth, water] -> [1, 2, 3+1, 4+1, 5]
    • Rune of Alacrity - [Readied]
    A rune to limit your physical speed, placing your perception of yourself at odds with the world. When you release the blockage on your Qi, the actual hard part of becoming faster with the use of your personal store of mystic energy is already done, meaning you'll just have to get used to your new-found abilities, rather than train them from the ground up.​
    Gain a stack for each fire aspect pool success.​
    Upon release, exactly duplicate one chosen action per 15 stacks. The action is chosen as part of the plan, i.e. before rolling.​
    5 turns to release from striking, 1 turn of cooldown upon release.​
    • --[] Rune of Perception
    A rune meant to boost your ability to notice and recount details to the limit. It is supposed to build up a vault of memories over time, which, when released, let you work with yourself - your past self - to grant you a better perspective about which flows of Qi end up being important and which are just background noise.​
    Gain a stack for each metal aspect pool success.​
    Upon release, gain +15 progress in one chosen skill for every stack.​
    3 turns to release from striking, 2 turns of cooldown upon release.​
    • --[] Rune of Rest
    As much as you push yourself, or more accurately enjoy pushing yourself, you also know that there's a time and place for relaxation. Still, there's definitely a part of you that itches to... optimize the resting part as well. The Rune of Rest should, when released, stretch out your perception of time while you dream, letting sweet dreams last just a bit longer, even if you're not actually sleeping any more. Since the body of an immortal can recover remarkably fast, the bottleneck to recuperation is usually the mind, and pleasant fantasies are a cure like no other.​
    Gain stacks equal to your bonus for each result roll 10 or less.​
    Upon release, gain progress equal to the stack amount in the skill that received the least (non-zero) progress since the rune was struck.​
    2 turns to release from striking, 4 turns of cooldown upon release.​
    • --[] Rune of Success
    It is said that there's just as much to learn from defeat as there is from victory. Well, you've always been more likely to learn from your mistakes, but that saying implies there's plenty to glean from your successes as well. The Rune of Success is meant to highlight you at your best, letting you redraw power from the elation you no doubt feel when things go your way. In some sense, it is passing on your efforts to future-you, which makes you feel very adult and responsible.​
    Gain a stack for each result roll total greater than 120.​
    Upon release, increase the result die maximum by the stack amount.​
    4 turns to release from striking, 2 turn of cooldown upon release.​
    • --[] Rune of Wind
    There's a special joy in the act of rapid movement. You started on your path to physical cultivation by running, and it's not by accident. You enjoy a quiet evening in the library as much as the next Ravenclaw, but there's also visceral satisfaction to be had in pushing yourself to new speeds during quidditch practice. Moving through the living world buffets you with Qi, and this rune will siphon a bit of it for your own use later down the line.​
    Gain a stack for every physical cultivation training action.​
    Upon release, if there are at least 6 stacks, every wood aspect pool success and the stack amount are added as bonus to the respective result roll.​
    2 turns to release from striking, 2 turns of cooldown upon release.​
    • Life aspect - wood + water
    The combination of change and growth, as life should be.​
    • Mountain aspect - metal + earth
    As sure as the mountains isn't an international figure of speech for nothing, and the combination of stability and reliablity creates this aspect.​
  • The Athelas Mossball - Rex

    A spirit of Wood Qi that builds a body and inhabits a clump of lichen or moss. They are quite particular about choosing their homes, and are often seen as caretakers of the forest floor. Some subspecies leave the woods behind to live closer to water and stone, which form the main part of their diet. Some theories suggest that truly ancient Mossballs grow into whole bogs, although the process likely takes centuries. Athelas is also known for healing and warding properties, sometimes thought to be the moss that causes the most potent of bezoars to form.

    For every 400 points of progress an action grants, gain an extra wood aspect die to the next pool this turn.

    • --[] Calcification
    As much as he loves being puffy and floofy, you can definitely envision times when your familiar would need to be tough and solid as stone. Careful inspection of his bouncing has revealed that minute amounts of fire Qi appear when he lets go of his transformation before all his gathered energy is expended. Perhaps you can coax out the replication of that phenomena to harden him from his normal state instead.​

    If all fire aspect result rolls are greater than any earth aspect result rolls for an action, reroll the next action's fire aspect result rolls between the old result and the maximum plus 30.​
    • Natural springy ball I - [Taught]
    With the help of Qi, your familiar can reach Olympic jump heights for its size. In an inversion of earth Qi, it turns its body into a ball that can bounce in complete defiance of physics. You'd like to improve on that some more, and not only because it makes the moss even softer to cuddle.​
    For every earth aspect result roll 25 or less, add an earth aspect pool die to the next action this turn.​
    • Natural springy ball II - [Taught]
    You've already seen Rex' ability to stop a minor fall by applying his bouncing technique in reverse, and you'd like to hone that further. Both his speed and absorption can still improve, until he can make punching a brick wall feel like swinging into a soft pillow. Or, once you can summon him from your dantian on command, stop your fall even at terminal velocity. Not that you intend to put that to the literal test, but best be prepared.​
    Replace natural springy ball I.​

    Gain 2 earth aspect pool dice for every earth aspect result roll 40 or less instead. The final action (before this modifier is applied) now affects the first action.​
    • --[] Parachute
    With just how light and... elastic Rex can be, you do some research on the proliferation of mosses. It turns out that spores that get carried on the wind are absolutely a thing for most species, and athelas is no exception. If the symbolic link exists, and the physical capabilities seem present, perhaps your familiar can go so far as to slow himself down mid-fall, rather than on impact. Vague ideas are starting to take root in your head of moving around on a floating pillow of luxurious greenery.​
    For every even wood aspect die (pool or result), add 4 to all result dice of the next action as bonus.​
    • --[] Water retention I
    You've seen your familiar soak up truly prodigal amounts of water - in fact, several times its own volume. Likely, water Qi must be involved, but then, could it call up the stores on command? Or use the effect on some other liquid, like paint, or potions? What about pressure? This calls for experimentation.​
    For every pool which has water as the most frequent aspect (or tied with it), reroll the lowest result roll of the whole turn, keeping the higher number.​
    • --[] Woodwind tricks I
    You've noticed that your familiar can call on tiny gusts of wind generated by wood Qi when it grooms itself. While the effect is no stronger than a simple exhale from a human, that should be sufficient for generating audible sounds. As for the proverbial voice box - you have some minute experience with a flute, and the stick-hands of your familiar are something it makes anew from scratch every time.​
    Every 3 wood aspect progress rolls adds 4 to the next wood aspect pool roll this turn.​
    • --[] Fire-Omen rite
    Number of omens: 1/3​

    Read the future from the burning of a fire. As Qi unwinds in the purifying destruction of heat, it reveals to you the mysteries of its future fate. While it is considered a beginner technique, you've shown time and again that pushing your mastery of the basics can lead to incredible results.​

    For each improvement past omen unlock, add a fire aspect pool die to the lowest divined roll. The die to add is selected in ascending order, with the first improvement picking the lowest possible die, the second the second lowest and so on.​
    • --[] Aeromancy
    Number of omens: 1/9​

    As the world determines weather, weather determines Qi, and Qi determines the world. Global quantities of water Qi can hide within itself information about the changes that the Qi of mutability is going to cause. A wide-reaching rite with many moving parts and different aspects, mastery of Aeromancy can take a long time indeed.​

    For each improvement past omen unlock, switch around the digits of the roll for which it would lead to the greatest change in magnitude.​
    • --[] Haruspexy
    Number of omens: 1/5​

    There is power in all endings, and each of those ends is a new beginning for something in the future. The art of haruspexy deals with creating and recognizing the process in-between those states, and the extraction of information relevant to the practitioner from that. In theory, the more wood Qi gets released, the more there is to glean, but some lines are not meant to be pushed, let alone crossed.​
    For each improvement past omen unlock, a wood aspect result roll has a 50% chance to replace the lowest haruspexy roll (even if it would reduce that roll).​
 
Last edited:
[X] Plan: Follow up on the holiday
-[X][Transfiguration] Humble Light Bringer Law
--[X] Light-eater technique
-[X][Boon] A bag of still steaming smoked fillets.
-[X][Training] Transfiguration (x4)
-[X][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it
--[X] 2 points

I'm not really feeling the "even more lights" specialization, gonna go for the possibly stealth oriented one instead.
 
Last edited:
Edit - As suggested later, I split the technique vote from the actual plan.

[X][Transfiguration] Separating Void Paradigm Law

The Severing charm is good for fights and crafting/gathering (materials, ingredients, etc.), and it's the only technique that comes with a 5-meridian upper bound, which means more potential, flexibility and usefulness.

Edit2 - After a clarification about the Boon from the QM, going for a Potions based plan has become the much better option, so I'm not voting for this anymore, but for Plan: Artiste and Plan Potions, instead.

[] Plan Win 7 Sect Points Next Turn
-[][Boon] A bag of still steaming smoked fillets.
-[][Training] Transfiguration x4
-[][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it
-[][Social] Your team is assembled for training against the Slytherins.
--[][Points] 3 points

-We'll gain 2 points from overall top scorer, 1 from Transfiguration, maybe 1 more from the random subject the Boon raises for us, and 3 more from winning the Quidditch game.

-Transfiguration reaches its goal and goes beyond, letting us learn more about the milestones we don't know about (costs and benefits). A second subject gets certainly 1, likely 2, maybe 3, possibly 4 milestones.

-I yoinked @Spoit 's Write In because I really like it. Outside chance of negating/easing the effects of the malus we were hit by last turn.

-See how much better 2 sect points on the same action are? Let's try 3! And placing them on the Quidditch match worked very well, last time.
 
Last edited:
Just checking, but we can't use points on training actions, correct? Because doing so when there is a 50% extra would be a prudent imo.

[X] Plan: Transformative Art

Alright this has what I want in regards to Transfiguration, and the social fits the artistic flair of Rei. I'll do a post on the utility for the wisps when it isn't past midnight.
 
Edit: Split out the transfiguration technique vote.

[X][Transfiguration] Humble Light Bringer
--[X] Promethean technique
[X] Plan: Transformative Art

I like the idea of going sushi/CoMC, but transfiguration is cool too
 
Last edited:
Last edited:
Can we split out the transfiguration technique from the overall plan, as it doesn't notably affect it. This then gives people more freedom of choice.

[X][Transfiguration] Separating Void Paradigm Law
[X] Plan Transformative Art
[] Plan Win Those Points, and Older Advise
-[][Boon] A bag of still steaming smoked fillets.
-[][Training] Transfiguration x4
-[][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it, and ask the older muggleborns in Hogwarts for advise
--[] 2 Points
-[][Social] Your team is assembled for training against the Slytherins.
--[][Points] 2 points

This takes the above plan and adapts it slightly, as we know OOC and Rei knows IC, spending gets you boons that then allows you to get more points, with which to spend. With current Boon, our improved skill affecting the Quidditich rolls and the chance to get more points there, we should try and use them effectively. The Transfiguration boon is fantastic as it means we should get one of our skills finished for the year and give us a wide range of benefits in the other classes ensuring we get the overall leader points too.

The suggested Social above is great, as its doubtful Rei was the only person feeling that way, so I've just slightly amended it to not just ask our year mates but those older with more experience with the Sect points ensuring we get something good from it. It is also something to narratively tie the group further together which is lovely, and perhaps get some general advise from upper years who have been in our position

The other 2 sect points are spent on the Quiditch training, as the better we do there, the more points we get ect.
 
Last edited:
I agree with the idea of splitting the technique vote from the actual plan. Given that it's also not something we'll learn immediately, but left for when we next get a Transfiguration milestone, it makes a lot of sense to me.

The one thing I don't like about the plan is the point usage. Sure, using 4 is better than using 3, but split into 2 and 2 doesn't give us any new information.
 
-[][Boon] A bag of still steaming smoked fillets.
Each fillet spreads their smoky taste throughout your body, making your own Qi restless and active. A pressure seems to be building within you, and you suspect you'll want to put your channels to use soon.For the next turn, any progress rolls in Transfiguration also apply to a random other subject at one half of the value (rounded up).
Just to confirm, say we get 7 successes next turn, and roll 7d100. Would just those rolls be halved and applied to a random other subject, or would it be 7 '1d100+30's halved that get spread around?

That said it's interesting to see that Wingardium Leviosa's a Transfiguration here, not a Charm.
 
I don't mind going to 3 and 1, I just thought both were very important for our character. We're likely to have plenty of points next turn particularly if we win the Quiditch game anyway with which to experiment.

Which action do you think deserves 3 vs 1?
 
[X][Transfiguration] Humble Light Bringer
--[X] Promethean technique

I want some heat in the light so that we can fire lasers, or maybe sunbeams?

[X] Plan: Transformative Art
 
Last edited:
I agree with the idea of splitting the technique vote from the actual plan. Given that it's also not something we'll learn immediately, but left for when we next get a Transfiguration milestone, it makes a lot of sense to me.

Unless I'm misreading the update I'm pretty sure we do get the new technique immediately. It would make sense given that we hit two milestones at least.
 
[X] Plan: Lasers
-[X][Transfiguration] Humble Light Bringer
--[X] Promethean technique
-[X][Boon] A bag of still steaming smoked fillets.
-[X][Training] Transfiguration (x4)
-[X][Social] Given how often magical portraits seem to come up in your brief time at Hogwarts, perhaps you should learn more about them. A tiny part of your mind also whispers that it would be cool to bring your doodles to life.
--[X] 3 points

I want some heat in the light so that we can fire lasers, or maybe sunbeams?
The plan folks are all switching things up and putting their techniques outside the plans. You'd be better served voting for Transformative Art and Promethean separately.

Edit: Didn't notice that you literally did that as I was typing this lmfao

My bad
 
Last edited:
I don't mind going to 3 and 1, I just thought both were very important for our character. We're likely to have plenty of points next turn particularly if we win the Quiditch game anyway with which to experiment.

Which action do you think deserves 3 vs 1?
Spending points doesn't actually affect the social action narratively, or at least it does so only slightly and tangentially. It's more a matter of: what benefit/lesson do you gain from whatever happened during the social action?

So I'd only use 3 points on one action and save the remaining 1. And any action would be fine, although if you think you can work out what kind of Boon any specific action could potentially cause to appear, then you can at least make an educated guess.

Unless I'm misreading the update I'm pretty sure we do get the new technique immediately. It would make sense given that we hit two milestones at least.
Maybe, but judging by what the QM wrote in the Spoiler: Mechanics at the end of the technique section, maybe not.
This choice isn't for what you get right now. It's a choice for what you'll be working towards when you're training transfiguration the next time.
 
Can we split out the transfiguration technique from the overall plan, as it doesn't notably affect it. This then gives people more freedom of choice.
On the one hand, it does make sense, and people have already spoken, so go for it this time.

It's just that I have previous experiences with mixing things up, as someone inevitably gets it differently. Then there's username voting - does that mean they vote for your plan and the option or just the plan or a package deal. How about people who vote for a plan containing the line, but then specify a different line in their post? I'd hate to invalidate or miscount someone's vote, and having everything under a single banner makes it simpler. Then again, maybe I'm just paranoid. Let's see how it works out this time, maybe I'll change my mind.

Just to confirm, say we get 7 successes next turn, and roll 7d100. Would just those rolls be halved and applied to a random other subject, or would it be 7 '1d100+30's halved that get spread around?
A random subject per roll. I.e. pool [1, 1, 1, 1, 20, 20] > roll [50+30, 50+30] > 160 to transfiguration, 40 to potions, 40 to herbology

Unless I'm misreading the update I'm pretty sure we do get the new technique immediately. It would make sense given that we hit two milestones at least.
The 150 point milestone didn't give you a technique, it serves (as in other skills) as an introduction to concepts. After that, the last vote to pick Lumos went into action. If you had not gained another 200 points, you would currently not have Lumos. You did, so now there's another technique you'll be working towards unlocking (tbd by the vote).

The more I look at it, the less sense it makes to me as well, but I'm trying not to go knee-jerk patching things :oops:. Hopefully people can bear with it. And of course if it really doesn't work at all, I'm ready to change it, just not quite there yet.
 
[X][Transfiguration] Humble Light Bringer Law
--[X] Wisp-mother technique

[X] Plan: Transformative Art

I suppose I really will need to work on the post for Wisp-mother technique in the morning.
 
[X][Transfiguration] Humble Light Bringer
--[X] Promethean technique

Thus one seems more interesting. We'll still have light as the base of the technique, but being able to add heat as well seems like it adds a lot more breadth to what we can do.

Imagine if we drew a painting of a roaring fire which actually gave off heat to warm people up?
 
Last edited:
Hopefully splitting that vote will not create issues/inconveniences for you, Karf, but I don't mind going back to an all-inclusive plan, if that's best.
A random subject per roll. I.e. pool [1, 1, 1, 1, 20, 20] > roll [50+30, 50+30] > 160 to transfiguration, 40 to potions, 40 to herbology
This makes it worse, as in less focused, but still good. Is it still better than the Potions boon? An argument can be made either way, now. I'll have to think about it a bit.
 
...Huh.
Adhoc vote count started by CedeTheBees on Dec 12, 2021 at 4:51 AM, finished with 30 posts and 10 votes.
  • 1

    [X] Plan: Artiste
    -[X][Boon] A jar of perpetually boiling fish soup.
    -[X][Training] Potions (x4)
    -[X][Social] Given how often magical portraits seem to come up in your brief time at Hogwarts, perhaps you should learn more about them. A tiny part of your mind also whispers that it would be cool to bring your doodles to life.
    --[X] 3 points
  • 7

    [X][Transfiguration] Humble Light Bringer Law
    --[X] Wisp-mother technique
    [X][Transfiguration] Separating Void Paradigm Law
    [X][Transfiguration] Humble Light Bringer
    --[X] Promethean technique
    [X][Transfiguration] Humble Light Bringer
    -[X] Promethean technique
  • 4

    [X] Plan: Transformative Art
    -[X][Boon] A bag of still steaming smoked fillets.
    -[X][Training] Transfiguration (x4)
    -[X][Social] Given how often magical portraits seem to come up in your brief time at Hogwarts, perhaps you should learn more about them. A tiny part of your mind also whispers that it would be cool to bring your doodles to life.
    --[X] 3 points
  • 1

    [X] Plan: Follow up on the holiday
    -[X][Transfiguration] Humble Light Bringer Law
    --[X] Light-eater technique
    -[X][Boon] A bag of still steaming smoked fillets.
    -[X][Training] Transfiguration (x4)
    -[X][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it
    --[X] 2 points
  • 1

    [X] Plan Win 7 Sect Points Next Turn
    -[X][Boon] A bag of still steaming smoked fillets.
    -[X][Training] Transfiguration (x4)
    -[X][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it
    -[X][Social] Your team is assembled for training against the Slytherins.
    --[X] 3 points
  • 1

    [X] Plan Win Those Points, and Older Advise
    -[X][Boon] A bag of still steaming smoked fillets.
    -[X][Training] Transfiguration (x4)
    -[X][Social] Write in: You're still rattled from how much lesser the muggle world was. Check in on Hermione and the other muggleborns to see how they were coping with it, and ask the older muggleborns in Hogwarts for advise
    --[X] 2 points
    -[X][Social] Your team is assembled for training against the Slytherins.

Apparently the tally counts one-dash subvotes and two-dash subvotes separately.

@Karnax626 Your vote's not being counted with the others cuz of it.

That feels dumb.

This makes it worse, as in less focused, but still good. Is it still better than the Potions boon? An argument can be made either way, now. I'll have to think about it a bit.
S'why I voted for it. A bunch of different subjects gaining progress without us putting active effort into them just feels satisfying.
 
Last edited:
Back
Top