@Birdsie Will Harry's learning speed up if he takes Baruffio's Brain Elixir at intervals that are safe for the psyche, or will the effect be too insignificant?
 
@Birdsie Will Harry's learning speed up if he takes Baruffio's Brain Elixir at intervals that are safe for the psyche, or will the effect be too insignificant?
At this point, Harry's level of dedication and hard work have reached such an exalted level that not much can help accelerate his progress, aside from supernatural means which alter his fundamental understanding of a subject to confer stupendous, natural talent (Thrice-Great), or, indeed, improved memorization - which this elixir does offer in fair amounts. As such, it would improve Harry's long-term progress by around 10% if taken at safe intervals, and by 20-30% if he chugged it at every opportunity.
 
How much numerology without Trismegistus is able to strengthen astrology and ancient runes? And what areas of magic is numerology responsible for in general?
 
How much numerology without Trismegistus is able to strengthen astrology and ancient runes? And what areas of magic is numerology responsible for in general?
The usefulness of Arithmancy and Numerology depends on how much time you're willing to sink into them. Also, generally they can be useful when applied to enchanting, runes, or astronomy.
 
[X] Dark Spells
[X] Dark Substances
[X] Dark Substances

Sue me, I just want to see if Magic Meth is something we could make.
 
Hello, found this quest and it sounds interesting, given that I might read the Potter books in the future.

Quick question: Can we use the Dark Arts to do some manipulation and improvements to Charms? For example, can we improve the Expelliarmus charm to not only disarm our opponents from their wands, but to also break their wands and maybe several bones in their hands? Only minor fractures or one or two broken bones, of course.

[X] Dark Spells
[X] Dark Spells
[X] Dark Substances
 
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Hello, found this quest and it sounds interesting, given that I might read the Potter books in the future.

Quick question: Can we use the Dark Arts to do some manipulation and improvements to Charms? For example, can we improve the Expelliarmus charm to not only disarm our opponents from their wands, but to also break their wands and maybe several bones in their hands? Only minor fractures or one or two broken bones, of course.

[X] Dark Spells
[X] Dark Spells
[X] Dark Substances

I doubt it. Dark Arts is a storehouse of spells that are illegal for varying reasons, and their illegality is what makes us supernaturally good at them because we have Trismegistus(Dark Arts).

However, we have Basic Spell Modification in the Magical Theory field. So we can attempt to work on your proposed variant of Expelliarmus after we learn it. We may need more theory knowledge though. Since the basis is legal however, we would not benefit from Trismegistus(Dark Arts).
 
I read somewhere in a fanfic where House Elves ere bound demons. I'd read where they were corrupted fae, but the idea that they are demons, and thus if free would be enemies was an interesting one.

Not gonna lie

A man dressed in a bespoke, immaculately-pressed butler's suit with pristine velvet gloves on his hands. He had a chiseled and intricately muscular physique, with considerable biceps and prominent pectorals. He was much taller than anyone Harry had ever seen before, the top of his head dancing under the hanging chandeliers in the hall. His shiny blonde hair was tied into a modest bun, and his scruffy beard was combed, revealing long and spiky ears, as well as a polite smile.

until Harry can say for certain these elves are truly using their muscles in combat, we can assume they've tricked the registry somehow to not register themselves as demons!

Jumped up giant imps the lot of them!

As such, it would improve Harry's long-term progress by around 10% if taken at safe intervals, and by 20-30% if he chugged it at every opportunity.

A good thing Harry's gonna go even beyond this and start making brain growth potions! Big brain moments here we come bois!

DOUBLE DOWN ON DARK SUBSTANCES

and we can go as high as a kite while breaking the logic of magic!
 
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Guys... I officially start the Meme War! Send your best HP!Scabbard memes and Great Birdsie will give us Gnosis.

Every time he laughs, .1 Gnosis.
Every time he laughs to tears, 1 Gnosis.
 
For example, can we improve the Expelliarmus charm to not only disarm our opponents from their wands, but to also break their wands and maybe several bones in their hands?
IIRC, wands are highly magic resistant, otherwise spells that attacked the opponent's wand would be the standard combat tactic that everybody used. (Although I could see it being a hard target to hit, too.) Wizards have been refining combat spells for a long time, thousands of years, so the existing popular combat spells are probably fairly optimal and it's unlikely anything obvious and game changing has been overlooked. The room for improvements is probably in things that create or take advantage of unusual circumstances or otherwise approach stuff from a specialized point of view. That, or stuff that exploits muggle science, since that's newer, relatively less trodden territory.
 
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An interesting turnabout, with the recent passion for all Dark Substances. However, I am now sadly going to lock the vote, as it appears increasingly unlikely that anything will overtake the 'one of everything' approach - it has a solid lead on its second option, which is fairly similar nonetheless.

As such, we'll drop a particularly fast update and fast vote to decide what manner of demonic ephemera you'll summon. It's recommended that you vote by plan - update within the next hour, but I'll also try to get out a story update reasonably soon.

---

A player-maintained character sheet may be found here.

You can join the Discord here for discussion, as well as alert pings to warn you of an update potential hours in advance. All discussion on Discord counts partially towards your resource progression and offers boosted rewards if relevant parts of the discussion are reposted in the thread.
 
Covenant, Between Man and Devil
Your current Gnosis is 15.75, a princely sum.

According to Geist's explanation, a pact (in the demon-summoning context) is a ritualistic and absolute binding made between a given wizard and a demonic entity. As the result of an orthodox pact, an entity must obey direct orders from the wizard, abstain from harming them or theirs, and respond to the wizard's summoning. However, should a wizard deal intentional harm to a demon, they are completely unchained from their binding; a wizard must also not knowingly tell a lie to a demon (and vice versa, although simply as a result of the wizard commanding the demon to speak truth,) though 'minor fibs' ("I am feeling well and good today," when you aren't, etc,) do not count for this.

Also, obviously, you may unchain a demon yourself, if you so wish.

As soon as a demon is unchained from their binding, they may choose to either stay on Earth (though no longer bound by its pact conditions, meaning they can harm the summoner, disobey orders, etc,) or return to wherever they came from instantly. In 99.998% of all known cases, a demon will invariably choose the latter option, as the prospect of being stuck on Earth forever makes the majority of them profoundly uncomfortable. Apparently, there's a spa in Hell or something.

A pact, however, is not an effortless deed, as it relies upon the sorcerer's innate magical potential and raw power to maintain itself. As such, your ability to maintain pacts will be abstracted in the form of Covenant Strength. At the moment, you have six (6) Covenant Strength to spend - a very ironic number.

Here, you may find the entities you can afford to bind -- if you desire, you can bind multiple weaker entities.

[ ] Nogtail [1 Covenant Strength] - A demonic entity common even on modern Earth, the nogtail is similar to a stunted piglet, but with narrow black eyes, a thick stubby tail, and long thin legs. Almost completely useless as a servile entity in most respects; its only noteworthy traits are mild vampirism and the ability to curse undefended locations with misfortune should it be allowed to feed repeatedly upon the grounds of said location. They are easily defeated in combat, but are monstrously agile and fast, able to escape most encounters. However, a nogtail is deathly afraid of a purebred white dog and will refuse to return to any location where such a dog chased it away; as such, they are treated as irritating pests by modern wizards.

[ ] Rotmote [2 Covenant Strength] - A demonic creature that appears as a levitating, corpulent blob of moss, dessicated flesh, and nasty dirt; roughly the size of an infant's head. It can zip around at fast speeds in order to avoid thrown projectiles or offensive spells and is intelligent enough to comprehend that a pointed wand or gun likely indicates danger. It can maintain perfect awareness of its surroundings, its entire surface acting as a single and giant, omnidirectional sensory organ that draws in light, sound, and other stimuli. It possesses the magical ability to cover surfaces and objects in rapidly-grown moss and sticky filth, spread pools of slippery fluid, and fill areas with disgusting and gut-wrenching smells that often make people flee in revulsion.

[ ] Diabillo, "the Devil Monkey" [2 Covenant Strength] - A small demon with a slightly mischievous personality, vaguely resembling a grotesquely distorted capuchin monkey with a leering grin permanently stuck on its face. Alas, the Diabillo is not useful in any context that involves fighting - it's a gutless coward and will do its level best to promptly escape or avoid any orders that involve combat, but in all other respects, it serves faithfully and briskly; it can, for instance, be ordered to clean your room, bring or steal items for you, sneak into places, or even scout for danger in certain locations. It makes for a surprisingly handy companion in potion-brewing. Although he isn't very fond of them, Geist remarks that you could send a Diabillo on missions to retrieve precious and rare herbs, stones, and ingredients from the Forbidden Forest, either to use or sell.

[ ] Beowulf [3 Covenant Strength] - An unnaturally large wolf specimen (big enough for a child like you to ride on, small enough to fit through most doorways in Hogwarts), its thick fur marked with interchanging stripes of midnight black and deep violet. It has engraved beads the color of lavender in place of eyeballs, constantly turning within its sockets and displaying scenes of exceptional violence in the etchings. It's almost eerily silent, never growling or barking, and its movements are bizarrely muffled; steps do not produce any noise even in open environments prone to echo; it does not even leave paw impressions on muddy earth, or upset sand or gravel surfaces with its tread, like a phantasm that doesn't quite fully exist in our reality.

It may leap extreme distances and ascend vertical spaces in extreme shows of agility, and its long, prehensile tail ends in a cruelly-barbed jade-green stinger that injects a cursed venom that will invariably slay most living, human-sized targets within an hour - a specific antidote is required to cure this affliction.

[ ] Phooka [3 Covenant Strength] - A somewhat classic and disturbing 'horned devil,' the dark-furred Phooka takes on the unmistakable appearance of a man-sized bipedal creature that is not quite goat, not quite horse, and not quite cat, with a pair of twisted black horns growing and curving from its head. Its fingers conclude in sharp claws, which are moderately useful for self-defense but reduce its dexterity and ability to operate human items with finesse to a certain degree. It can be unexpectedly cunning and creative in its actions and hides extremely well in dark and narrow spaces. Aside from these abilities, it's also particularly resilient against offensive magic, making it excellent in ambush attacks against inexperienced wizards; dosed on a proper regimen of potions, it can be especially deadly.

[ ] African Troll [4 Covenant Strength] - Although not, in fact, a species of troll, this rare and exceptionally unusual demon shares many of a troll's magical traits: large physical size, magic-resistant hide, fast regeneration from injury, and inhuman strength as well as constitution. Aside from its combat potential, the African Troll makes a great menial laborer. Its back is studded in sharp and armored quills, which may be removed and can be a useful substitute for a number of ingredients in potions with regenerative or healing properties; powdered, the quills can also universally prolong the shelf life and duration of a potion's effects.

However, this demon is particularly unintelligent and unperceptive - should you summon and leave it to its devices, it might accidentally do something idiotic. Still, it should be fine so long as you don't leave any combustible potion ingredients nearby.

[ ] Akh'tarmuh [6 Covenant Strength, 7 Gnosis] - Among the entities Tom Riddle managed to contact, this one is possibly the most individualistic and powerful. A deceptive yet endearingly polite creature, this pretender-thing's default form is a brown-red mass of flesh sprouting tentacles, but its supplementary abilities allow it to hide in any number of alternate forms. It's a skilled manservant and infiltrator, well-versed in the linguistics and culture of humanity, as well as their natural behaviors and instincts.

Among the demons available to you, this entity is easily the most intelligent, powerful, cooperative, cordial, and versatile in all of its skills - around the same level of general usefulness as a well-trained House Elf, and then with further excellence in several areas - but also costs the most of your power to effectively bind. Can be very philosophical and engage in drawn-out debates on the nature of human perception and reality; stalwartly believes that selfhood and identity are both amusing lies that sapients perpetuate and expertly cultivate so as to not face the horrors of truth.

It accepts the appellation, 'Akh,' as a term of affection only from its summoner, but in line with its personal philosophy, it doesn't take offense to any insults; even straightforward objectification. Although Akh'tarmuh possesses a minor cornucopia of weak magical powers on par with a creature like a House Elf, including slow levitation, rudimentary Legilimency, and the ability to become invisible, its true strength lies in the ability to take on the form of anything - any object or existing person - it desires, down to the level of copying some of their surface magical traits. (A system that recognizes the Headmaster of Hogwarts would be expertly fooled should this entity assume the guise of Albus Dumbledore, for example.)

It's subject to an ancient and powerful oath to never use wand magic, virtually impossible to remove for you in the reasonable near-future, although it has expert knowledge of how to brew potions up to a relatively advanced level (can and will, prepare brews for you upon request, though it'll take much longer if you do not have ingredients for it to use.) It also seems to know much about the history and the fickle nature of reality, having survived the purges and genocides its kind was subjected to long ago, but it knows nothing that Geist couldn't tell you. It also knows many things it won't tell you, or him - it seems the usual command to force it to speak the truth won't help here.

Geist has called upon this entity's services to help in breaking into the Department of Mysteries in the Ministry of Magic in the past. He deems it as decently reliable and particularly useful for any tasks related to subterfuge.

[ ] Ornias [6 Covenant Strength, 14 Gnosis] - Alas, Geist knows almost nothing about this mysterious entity. He's never summoned or bound it before, not requiring its services and not having any valid reason to cancel his other, ongoing contracts for a simple experiment in curiosity.

However, the manuscript he found its ritual in also remarked that it was, quote, "the devil who set the stars into motion, and may now call them down." Although Geist is sure that passage is, on some level, an exaggeration, hyperbole, or comical mistranslation from Latin, that doesn't change the fact that it may be useful for Astrology.

Alternatively, this may be a complete dud and provide nothing - Covenant Strength may be restored by canceling a pact, but are you willing to splurge all of your Gnosis on something that might simply be a huge orb of starlike flame that dumbly floats in a direction you desire?
 
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[X] African Troll [4 Covenant Strength]

[X] Rotmote [2 Covenant Strength]

I don't want to waste gnosis and a tank and rouge sounds good.
 
[X] Ornias

This is an entity once bound by Solomon himself, according to Testament of Solomon - Wikipedia , which claims that Ornias was Solomon's proxy in binding Beelzebub. Said to reside in the constellation Aquarius, so I expect he will be very useful in Astrology. If the Testament has it right, Ornias is at least sapient. But just "Ornias lives among the stars" is enough for me to be inclined to take him.
 
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[X] Ornias

This sounds like a powerful mystery box, which is especially useful as we weren't able to take Dark Astrology the last go around.

An important thing to remember is that Gnosis expenditure points get more efficient the higher they are.

One 14-Gnosis purchase is stronger than 2 7-Gnosis expenditures, and so on.
 
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