You close the book and stop your wandering thoughts. Reminiscing about what little past you have can wait until you have more to reminisce about. For now, you need to start to figure out what you want to do.
You've spent quite a bit of your time studying the magical theory of your particular sect of magic, but theory isn't enough on its own. You need to learn, to practice, to experiment...
But this place is not the best place for that. Sure, they give you some privacy and you even have a room all to yourself. The problem is that the thing has no lock, anyone could walk in at any time, and people would ask questions if they found you with a bunch of bones. Questions that you don't want to answer, all things considered.
You look at the calendar on the wall, thinking over what to do, and how to do it.
The Date is May 5, 1989
You start with only so many Actions, which will determine what you do over the next 4 months. Some actions can give you more actions down the line, such as creating servants, though not all some servants are restricted in their actions. You can't very well expect a normal muggle to sell to a skeleton.
Stored bones: 0 Units
Stored blood: 0 Units
Stored meat: 0 Units
Base amount of actions: 3
Right now being gone for long hours would raise questions, so perhaps it would be better to find a place to stash your stuff. Though if someone runs across it may be looted or have cops called if it's filled with bones.
[ ] Spend 1 action - You will look for some hidden place to hold your supplies. A chance to find any size cache, though the security will be unreliable.
[ ] Spend 2 actions - You will devote a portion of your time over the four months to find a location. You're likely to find an unsecured cache, though there is a chance of a location some level of security.
[ ] Spend 3 actions - You will devote all of your time to finding a good cache, and you will find at least one with unreliable security, a chance to find a medium security location, and a chance to find one with high security.
The book has a lot of spells related to wards and protections, and while you don't have much you can defend, perhaps you can put some of them to use.
[ ] Spend 1 action - You've found a basic spirit ward, it's supposed to summon some kind of entity to protect whatever is warded.
Location?
-[ ] Your room in the orphanage
Perhaps you could make a servant, someone that could go and do things for you. If you did that then you could get more done at once.
[ ] Spend 1 action - A basic skeleton is within your ability to create, it will not be easy to disguise, but it is a servant.
-You do not have a stockpile to draw from for creation, this takes 1 extra action.
- You do not know the Bone Animation Spell, this takes an extra action to learn the spell. If learning the spell is in the plan it does not take an extra action.
There is a number of spells and enchantments in the book, enough for you to learn an enchantment inside and create something.
create a magical trinket
[ ] You found an interesting enchantment in the book called Marrow Battery, it will allow you to contain extra magic into a vessel that you can draw out later. For some reason these vessels are best as a skull.
- You do not know the Marrow Battery Enchantment, this takes an extra action to learn the enchantment. If learning the enchantment is in the plan it does not take an extra action.
- [ ] 1 Action - You can create a skull then spend your time weaving the enchantment into it, creating a magical item that while it isn't easily hidden and not very portable, is the largest battery you could make.
-- [ ] Make it a Human skull
-- [ ] Make it a Wolf skull
-- [ ] Make it a write-in skull
- [ ] 1 Action - It would be easy to create a small skull, perhaps the size of a bird or rat, to create a magical item that could easily be hidden. Unfortanintly, the smaller size would make it easier to lose then a larger item and it doesn't have the same capacity.
-- [ ] 1 Extra Action - Though if you created a sort of fiber the connect to the skull, it would allow you to make the battery into a bracelet. It will be easier to keep track of that way, you could keep it on you, and making it right it would have slightly larger storage. Though it still won't be as powerful as a normal skull
The book has so much for you to learn from, perhaps you should devote more time to studying from it.
[ ] 1 Action per spell- The book has so much for you to learn from, time for something new.
- [ ] Bone Animation - The first and most basic of the animation spells, the spell that will allow you to animate skeletons to do your bidding. Though any servants you decide to create that last longer then a day won't be all that strong untell you have a better understanding of the spell.
- [ ] Muscle Creation - An interesting spell that isn't all that different from Bone Creation. Much like Bone Creation, this is a fundimental of necromancy and one that will help you in a great many creations. It's required if you want to be able to make zombies or learning the Flesh Creation spell.
[ ] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [ ] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.
[ ] 1 Action per spell advancement- Many people stop at studying a spell after they first learn it, but for those that desire mastery, stopping at the basics of a spell isn't enough. Will advance you progression of an advancement. May do the same advancement multiple times in the same turn.
- [ ] Continue your studying of Bone Creation, you've seen writings of so many ways the spell could be used.
-- [ ] Creating bones at range may not have much use for day to day use, but just think of the possibility of summoning sharp bones underneath whoever your fighting.
-- [ ] Another combat use for bone creation, launching a piece of sharp bone can be even more terrifying if it's being thrown with some actual speed.
- [ ] You've seen references to something called a bone colossus later in your book, and everything seems to say that you will need to be able to create much larger bones then you can currently. Perhaps you can prepare for that.
There is still so much magic to learn, the only way to get better is to start to study.
[ ] 1-3 Actions - Necromancy is the backbone of your magic, everything within your book is based off this. Now that you are a Novice Necromancer it will take longer than as a Neophyte to level your skills up. The more actions you put in the more experience you will get, but without actual practice, your learning will eventually stall
[ ] 1-3 Action - Hemomancy - Blood magic, while there is a great amount of this in your book, you have yet to read this. As a Neophyte Hemomancer, it won't take long to learn the basics. Once you have a few ranks in Hemomancy, you can start learning spells in that school of magic.