We are pleased to inform you that your spirit is potent enough to begin your ascent to reach the heavens themselves. As such, you have been summoned to obtain guidance at the Hogwarts Sect of Witchcraft and Wizardry.
Each turn encompasses a month of time, split into training and social actions.
Social
3 notable social events
Training
3 actions to spend on personal projects
Free actions
Provided by Physical Cultivation
Dice
There are two layers for most actions - the pool and the roll.
Pool
Roll a number of dice against a set check, any roll equaling or exceeding the threshold count as successes.
3D20 DC15 as a baseline
Pool size is determined by Spiritual Cultivation
Die type is determined by the Charms skill
Threshold is determined by synergistic skills (see skills - general use cases)
Roll
Count the successes of a pool and roll a die that many times, adding each result with the bonus to the relevant total.
D100+0 as a baseline
Bonus is determined by the Transfiguration skill
Opposed rolls
Rolling in combat situations follows the usual pool and roll mechanic.
Both parties roll to hit, whoever scores more successes in their pool deals damage. Initiative is granted to the last one to deal damage, or randomized (barring modifiers) at the start of combat. Ties are resolved in favor of whoever has initiative.
Damage is a roll, modifiers apply. Baseline health is 100, improvable by skills and items.
Formula for increasing health is (base + 10 * (# meridians)) * (1 + 0.25 * physical cultivation stage)
Social events
Rolling
Social events have an associated 1d100 roll without the usual modifications. This roll is not indicative of a character's performance, but of the importance and magnitude of the event.
Social events may provide a choice of mechanical bonuses or maluses depending on the narrative consequences or the associated roll.
Sect points
Points may be used to force a social event to provide a choice of bonuses.
Points are earned by exceptional rolls. For training, the character with the highest sum of all rolls gets two points, and every character with the highest total roll in each subject receives a single point. For social events, a roll of 90 or more earns a point.
Skills
These are the driving force behind the stat equivalent of this system, called subjects. There are a total of 11 subjects. Your two primary subjects are spiritual and physical cultivation, sometimes called History and Defense Against the Dark Arts respectively. Collectively, they form the subgrouping of cultivation. The rest of the subjects form the group of skills. Until the start of third year, unless otherwise specified, electives - Ancient Runes, Arithmancy, Care of Magical Creatres, Divination - stand apart from skills in that they can not be actively pursued as training targets.
General use cases
Spiritual Cultivation
Extra dice to dice pools
Physical Cultivation
Extra actions and health
Herbology
Bonuses to Potions and Care of Magical Creatures
Potions
Bonuses to Physical Cultivation and combat
Charms
Boosts to dice pool die types
Transfiguration
Boosts to result dice
Astronomy
Bonuses to Spiritual Cultivation
Ancient Runes
Bonuses to Charms and Arithmancy
Arithmancy
Bonuses to Transfiguration and Divination
Care of Magical Creatures
Bonuses to Astronomy and Herbology
Divination
Bonuses to Ancient Runes and social situations
Stages
All attributes are separated into stages to measure progress. Every stage is further split into milestones which can be completed for incremental bonuses.
Spiritual and Physical Cultivation stand apart as inherent aspects of the system
There are 7 consecutive stages for both branches, with both requiring completion before advancement to the next stage is possible. The stages are called as follows.
Qi Gathering stage
Qi Condensation stage
Foundation Establishment stage
Domain Creation stage
Core Formation stage
Core Refinement stage
Nascent Soul stage
Other attributes are considered skills. Each skill can be advanced independently from other skills. There are 7 consecutive stages for skills.
Basic
Bare minimum required to have any related actions
Beginner
Has some exposure but needs supervision
Apprentice
Occasionally needs help
Intermediate
Capable of autonomous practice
Proficient
Able to conduct personal experimentation
Expert
Can lead in the subject matter
Master
Can provide consulting to other leads or act as a credible reference
You grew up in a perfectly ordinary London project with your father. You were born on the 24th of November, 1979, to Jonathan Young and Irene Young née Greengrass.
Your hair is straight and dark brown, bordering on black. Despite eating all your vegetables, you remain just below average in height. Your smile is often mischievous and your monolid eyes hold a curious glimmer.
You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.
On September the first, 1991, you became a proud member of house Ravenclaw, your curiosity about the world making you a natural fit.
Oh, and you're an immortal cultivator in training.
Whether by random chance or fated coincidence, you discovered a once-in-a-century talent for the tradition of flying weapons.
Your favorite holiday is Halloween, and not even a freak encounter with a mountain troll could ruin your night completely.
Your first official Quidditch match was against Hufflepuff, at the time the defending champions, and although the game was close, you emerged victorious.
Christmas at least passed largely uneventfully, letting you truly focus on your cultivation and rewarding you with great strides.
Your first time home was filled with melancholy, the world of magic just so much more vibrant than the mortal side. It hurt, to find yourself in conflict, and you're yet to resolve the issue entirely.
Despite continued success in your academic life, your wintry match against house Slytherin ended in ignoble defeat, although you put up a good fight.
You then decided to work on widening your social circle, all the while forging ahead with your cultivation.
Before you knew it, you reached the peak of the first stage, only to be brought back to earth by an encounter with a dragon that ended with you conflicted over the nature of fire and it's place in your harmony.
As summer drew near, you focused wholly on the Quidditch cup, and after a game so close you could lick it, proved victorious both on the day, and for the overall season. Your flashy plays on the pitch have earned you some actually deserved recognition, and if someone calls out for the Beacon, you know they mean you.
Right on time, as the first year at the sect drew to a close, you achieved ascension, fulfilling the Hogwarts curriculum on time - one of barely a handful to do so. Your achievement was made all the more sweet by the House Cup victory following shortly after - in no small part thanks to you, Ravenclaw broke Slytherin's longstanding streak.
You also affirmed your belief in the wonder and awe of the world, cementing your desire to see the beauty in even the most mundane aspects of your life.
And even that was not the last thing you managed to cram into the true start of summer. With your artistic skills you managed to woo over a small spirit known as the Athelas Mossball - an animator who builds a body out of vibrant moss. In your case, a particularly potent herb for healing and medicine.
Pool size: 7
Extra actions: 2
Bonus: 50
Pool die type: d23
Thresholds: 15
Defense: 10
Herbology: 12
Charms: 13
Transfiguration: 12
Astronomy: 12
Arithmancy: 13
Ancient Runes: 12
Divination: 12
Stats
Spiritual Cultivation - 1236 out of 1500/2500/4000/6100/8900/???+
Qi Gathering stage: 150/350/600/900 complete
+4 pool size
Qi Condensation stage
+1 pool size per milestone
Physical Cultivation - 1293 out of 1500/2500/4000/6100/8900/???+
Qi Gathering stage: 150/350/600/900 complete
+1 action at 150 and 900
Health up per milestone
Qi Condensation stage
+1 action at 2500 and 8900
Health up per milestone
Herbology - 0 out of 150/350/550/750/???+
Basic: 0/150
Available ingredients: none
Beginner tier milestones: 200/200/200
Adjusts Potions thresholds: 14/13/12/11
Potions - 1572 out of 1500/2500/3750/4750/6000/???+
Basic: 150 complete
3 max potions
-1 Physical Cultivation threshold
Beginner: 350/550/750 complete
3 Potions brewed
-3 Physical Cultivation threshold
Apprentice 1500 complete
+1 max potions at 1500
New potions brewed at 2500/3750/4750/6000
-1 Physical Cultivation threshold at 1500/3750/6000
Brewed potions: 3
Charms - 635 out of 350/550/750/???+
Basic: 150 completed
Pool die type +1
Beginner: 350/550 complete
Pool die type +2
2 charms crafted
Transfiguration - 1226 out of 1500/2500/3750/4750/6000/???+
Basic: 150 completed
+20 bonus to result rolls
Beginner: 350/550/750 complete
3 techniques learned
+30 bonus to result rolls
Apprentice
New techniques at 1500/2500/3750/4750/6000
+10 bonus to result rolls at 1500/2500/3750/4750/6000
Usually locked until Foundation Establishment stage
Traits and special possessions
A minor bag of holding:
Staring into the space inside the sack quickly makes you nauseous, because the angles just don't make sense to the human eye. It's bigger on the inside. A minor bag of holding makes it easier to gather resources and craft items or consumables.
This was an early birthday present from your father, who clearly knows you. You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.
Reroll any 1 once on every herbology, potions and charms training action pool. Applies before any self-made charms.
The house of Ravenclaw:
The masters of techniques and ancient knowledge; digging through lost tomes and comprehending the Elders' koans fill the time for Ravenclaws. You have a burning curiosity concerning just about everything.
The Beacon:
If there's one thing you're known for amongst the spectators of quidditch and opposing chasers alike, its your affinity for flashing lights. Although you may be small in stature, your presence looms over the whole field, attracting attention. Come hell or high water, you'll make your mark on each game, and every flash shows the world that you're not ready to roll over just yet.
Qi is Wonder:
The world is vast, and full of adventure and mystery that calls to you on a primal level. With Qi, there's awe in even the most mundane of places and tasks, and nothing could ever stop amazing you. From the motion of the very heavens themselves to the simple life of an insect under a rug, nothing is trivial to the mystic power.
Sect points: 0
Health: 240
Open meridians: 2
The Rainbow Brush
Whip Shear Technique
Lavender Brown
You met Lavender while on a search for information about divination. She gave you a Tarot reading, which could have been theatrics or actual mysticism, before answering some of your questions.
Seamus Finnigan
Your first time truly noticing the boy was when he came first in Astronomy for the month of November. Beyond that, you've had little reason to take an interest.
Hermione Granger
A bushy haired girl who, despite her muggle ancestry, knew the answers to several of the elders' questions. Her sorting took a while.
She's very studious, and actually loves school, which is why it came as a shock to her to discover that she did not like the subject of Defense.
Despite her harrowing experience with a troll, she managed to impress McGonagall, claiming the prize in Transfiguration for October.
Whether your words inspired her or if it was the will of Heavens, she pushed through her distaste in record fashion, placing first for Defense in November, having spent time training with you. You've started to consider her something of a friend, battling trolls does that to a girl.
December saw her claim the point in Potions from a dour Elder Snape.
Neville Longbottom
You've heard of the boy only through second-hand stories. Apparently, he's one of three Lords attending your class of disciples, leading the politically perilously placed clan Longbottom.
Parvati Patil
You know her because she has a twin sister in Ravenclaw, and apparently she's also good at Charms, as she got the top spot in January for the subject.
Harry Potter
A thin, short boy with a crow's nest for hair. Was briefly approached by Draco Malfoy, who some people seem to think is important. You also spent a contemplative moment with him at the introduction to Astronomy. He also won the top prize for the subject in September.
He blazed past everyone in October, nearly completing the late stage of spiritual cultivation. The general consensus amongst the student body is that he probably had advanced training when he was hidden away by Ancestor Dumbledore. He got points for History and overall effort.
You've learned that Harry's the last of the Potters, and therefore a Lord of a house, which means he controls significant influence and wealth, even if he doesn't seem to know it himself.
He also earned a point for December's Transfiguration.
Dean Thomas
A dark-skinned muggleborn boy. You met him at Justin Finch-Fletchley's little gathering.
You've since maintained a loose friendship, and you also remember him coming first for the December Astronomy point.
Ron Weasley
A stocky redheaded boy. Seemed to be friends with Harry Potter and rivals with Draco Malfoy. Had a Halloween duel planned with the latter.
Due to unforeseen events, the duel was cancelled, but before that, Ron was a ball of nerves and lashed out against Hermione, leaving the latter in tears.
Hannah Abbot
A girl with messy blonde hair framing a long face. Good friends with Susan Bones, and an aspiring healer. You spent the train-ride to Hogwarts with her.
Susan Bones
A redhead with a strong jaw and a wide face, extremely bubbly, despite her family's status. Good friends with Hannah Abbot, and an aspiring duelist. You spent the train-ride to Hogwarts with her. Owns a King Willow sapling, distant relative of the Weeping Willow.
While she appeared daring and talented enough in your very first flying class, something went wrong, and you had to save her from a terrible accident.
You saw her put in effort truly worthy of her house, and it paid off with a top spot for Defense in October.
Justin Finch-Fletchley
A muggleborn cultivator who invited you to a meeting at the start of term. Talks a bit posh, but maybe isn't as confident as he wants to be. Won a point for Potions in September
Wayne Hopkins
The last student in Hufflepuff. You've never met, but you can recognize him by process of elimination.
Megan Jones
A girl you've occasionally seen around the other Hufflepuffs. She got the top spot for Herbology in January.
Ernest Macmillan
Although you haven't officially met, you've seen him get a point for Transfiguration in September
Terry Boot
You first properly met Terry at Tony's study club. He gave you excellent cookies, so he's alright.
Mandy Brocklehurst
A stocky girl with frazzled brown hair. She came first for progress in defense for the month of September.
After achieving her first Defense milestone, her clan sent her a Northern Dwarf Pygmy Tamarin - a magical monkey the size of a mouse and unequivocally the cutest thing you've seen.
Mandy is a deft hand at fishing, and her chosen skills are Potions and Transfiguration.
Michael Corner
You spent a few contemplative minutes together during your introduction to Astronomy.
Anthony Goldstein
You've received an invite to a social study club from the gregarious boy. One which you chose to accept, getting to know your housemates a bit better. Tony, as he insists on being called, seems to get along quite well with the other Ravenclaw first years.
Sue Li
An extremely reclusive and quiet girl, you barely met her for the first few months of your time at Hogwarts.
Sue's from a big family, and although it didn't explicitly come up when you were helping her gather reagents, her financial support is probably appreciated by them.
Roger Malone
You spent a few contemplative minutes together during your introduction to Astronomy. There's a budding friendship between him and Tony.
As a muggleborn, he accompanied you to Justin's gathering, where he shared a love of candy with Dean Thomas.
In January, he earned not one, but two top spots: for Defense and Astronomy.
Padma Patil
You only knew her at first because she has a twin sister in Gryffindor. She claims to be an enchanter, and spends more time with her sister than in the Ravenclaw common rooms.
Whatever she was doing, it paid off as she claimed the top marks for Herbology in October and November, plus the History prize as well.
Lisa Turpin
A muggleborn who achieved the high accolade of best Charms progress in September. You shared an adventure in the gallery displaying the Battle of Hexham. Nothing like the potential threat of life and death to bring people together.
She was also present at Justin's little gathering, and you've started to think of her as a friend.
Others
Penelope Clearwater
The fifth year female prefect for Ravenclaw. She may come off as a bit arrogant, but you think she would help you out if you asked her.
Robert Hilliard
The sixth year male perfect for Ravenclaw. You've seen less of him than his counterpart, but he seemed perfectly cordial otherwise. Later, you learned that he held a position of great trust within your house, acting as the Ravenclaw banker for managing house points.
Quidditch team
Jeremy Stretton
Captain of the Ravenclaw Quidditch team, chaser. Has a certain affinity for frost. Flies a runed axe. 5th year disciple.
Duncan Inglebee
Beater, generally a defensive player. Flies a ball-and-chain bola. 4th year disciple.
Jason Samuels
Beater, plays an offensive position. Flies massive nunchaku. 4th year disciple.
Randolph Burrow
Good friends with Jeremy, chaser, plays a supportive role. 5th year disciple.
Roger Davies
Chaser, extremely fast on his rapier. 3rd year disciple. Won MVP in the first match against Hufflepuff.
Cho Chang
A replacement player. Self-admitted terrible keeper, aiming for a seeker position once the current one graduates. 2nd year disciple.
Morgan Roscrow
A tall 7th year disciple, experienced seeker. Flies a chakram.
Millicent Bulstrode
By process of elimination, she must be the final Slytherin student, although you only really met when she received the Charms point in December.
Vincent Crabbe
A friend of Draco Malfoy, built like a brick house. Bald. Wider than Gregory, with a good sneer.
Tracey Davis
Left you a get-well-soon card out of the blue after your Halloween incident. You also recall her getting a point for Herbology in September.
Following up on her unwritten invite, you spent a morning learning about the political situation of Hogwarts from her. During the same meeting, she revealed that she intended to form an unaffiliated faction in Slytherin, and could use your budding prestige to aid her in that.
Her quest was probably helped along next month, as she gained the top marks in Potions.
Gregory Goyle
A friend of Draco Malfoy, built like a brick house. Bald. Taller than Vincent.
Also apparently a deft hand at Astronomy, as the top marks for the subject went to him in October.
Daphne Greengrass
A blonde haired, blue eyed pretty girl who shares your mother's maiden name.
She recognized her name, but betrayal was not the emotion you would have expected her to feel in relation to it, considering she's younger than you, which would mean that your mother had already left the immortal world behind before she was born.
She got the prize for History in January.
Draco Malfoy
Blond haired and delicately built, Draco nonetheless seemed to command some respect and recognition. Has a rivalry with Ron Weasley, and a scheduled duel at Halloween with him, which got postponed.
Despite the pressure of a public fight, he still managed to get the award for most progress in Potions for the month of October, then Transfiguration and overall progress in November, and appeared on the podium for Defense in December.
Tracey claims he's the scion of clan Malfoy, and a natural faction leader within Slytherin, but that there's a bit more to him than some might think.
Despite not coming in first for any individual subject, Draco once again gained points in January for most overall progress made.
Theodore Nott
Threw back Justin Finch-Fletchley's offer of friendship based on their differing origins, and did so quite rudely.
Achieved the best progress for Charms in October, and again in November.
One of the more aggressive purists, according to Tracey.
Pansy Parkinson
A dark haired, button nosed girl with a cool demeanor. Won the top prize for progression for the month of September, along with the point for History. Her next point gain occurred in November, when she scored the Potions prize.
One of the more aggressive purists, according to Tracey.
Blaise Zabini
You only remember him because he had the misfortune to be sorted even later than you.
Jonathan Young
Your father. A mortal smalltime office worker living in London.
Irene Young née Greengrass
Your mother, who died when you could barely remember her. You though she died of some sickness, but if she graduated Hogwarts, then she couldn't possibly have succumbed to mortal disease. Something for you to ponder on.
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]
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.
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.
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.
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.
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.
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).