Wizard Tower Quest - /qst/ (#6266582) [Archived: 23 hours ago]

Anonymous ID: xKjh8vlt
6/28/2025, 6:04:23 AM No.6266582
wizardtower
wizardtower
md5: 76bcb75af2ff926c12b1d0a65abbfcd7🔍
After years of adventuring you amassed a vast fortune and decided to settle down in a tower to pursue your arcane research. Most of the magic from the golden age of wizardry is gone, but perhaps you can unveil some of it again, or even discover something entirely new!
Replies: >>6266583
Anonymous ID: xKjh8vlt
6/28/2025, 6:04:55 AM No.6266583
>>6266582 (OP)
RULES

You have 20 points to distribute. (most people have up to 5; most adventurers have up to 10)

STATS (1 point per level up to 5, then 3 for six, 5 for seven and so on)

Strength - How strong you are, effects carried weight and melee damage. 1d6 damage per level
Hability - How fast and nimble you are, effects speed and dodge. DODGE = Hability + 1d6 vs oponent, highest wins.
Endurance - How much damage you can take, effects HP and MP and resistance rolls
Defense - How much damage you can absorb without spending MP, could be martial prowess or a passive magical field. 1d6 damage per level
Firepower - How much damage you can deal ranged without spending MP, could be martial or some free to use magical power. 1d6 damage per level

HP: BASE = Endurance x 1d6. You can spend 1 point to get 2d6 more.
MP: BASE = Endurance x 1d6. You can spend 1 point to get 2d6 more.

MAGIC (for each of the five domains, it costs 1 point per level up to 5, then 3 for six, 5 for seven and so on)

For each 1 level you have in magic, you can spend 1 MP to deal or absorb 2d6 damage.
These spells ara called Magic Bolt and Magic Barrier, or just bolt and barrier.

level 3 and beyond allows you to use Explosion (think fireball)

You can choose more than one target for bolt. You can protect other people with barrier.

Life - your barriers absorb an extra 1d6 damage per level. you can heal 2d6 per level. (Healing); at level 6 you can revive people.
Nature - you have access to a spell that can boost any stat by 1 point per level temporarily. you can heal 1d6 per level; at level 6 you can turn spells permanent.
Sorcery - you can create illusions that deal non lethal damage. at level 6 you can teleport.
Chaos - your damage spells deal an extra 1d6 per level. at level 6 you can cause earthquakes.
Death - you can drain HP with your spells, receiving half of the HP drained, if the drained unit dies it becomes an undead (Life Drain); at level 6 you can cast a spell that stops aging.

Spells usually cost 1 MP per level per target to cast. Area spells (like explosion) usually cost 3 times more.

Any spell besides the ones described here must be Researched.

You can start with 3 spells already researched for 1 point (specify what kind of spell you want).

QUICK TABLE FOR HIGH ATTRIBUTES

value = total cost
6 = 8 points
7 = 13 points
8 = 20 points
9 = 29 points
Replies: >>6266586
Anonymous ID: xKjh8vlt
6/28/2025, 6:06:14 AM No.6266586
>>6266583

WEALTH

You must spend at least 1 point in wealth, to finance the construction of your tower.

1 point = 10,000 gold

Starting tower: Each level of the tower (up or down, you decide) costs 2,000 gold. You will spend your money bought with wealth points on the tower. You don't need to spend all the money. The tower already comes with basic furniture and ammenities. It might be more expensive to expand the tower later.

DISADVANTAGES

If you want extra points you can get the following:

Fetish: you have a bad habit of using wands or staffs for casting. without a prepared one, you get -1 to all magic stats. Gains 1 point.
Vulnerability: you take double damage from one source. You can choose slashing, piercing, concussive, or any of the five magic types. Gains 1 point per each.
Enemy: you have a recurring enemy who keeps trying to kill you. He has the same amount of points as you. Gains 1 point, can be picked multiple times.
Curse: you received a curse at some point, and you have no idea how to get rid of it. It impacts your life negatively. You can suggest what kind of curse. Gains 1 point, can be picked multiple times.

You can have at most 10 points in disadvantages.
Replies: >>6266587
Anonymous ID: xKjh8vlt
6/28/2025, 6:07:57 AM No.6266587
>>6266586

Select the population level around your tower:

> Desolate – Fewer than 10 people. A lone hermit’s domain, perhaps with a familiar or silent caretaker.

> Outpost – Around 20–30 people. A small team of loyal aides, guards, or apprentices maintaining basic operations.

> Hamlet – 50–100 people. A tiny, self-sufficient village exists near the tower, dependent on your presence.

> Village – 200–300 people. A rural community with basic amenities like a tavern, blacksmith, and healer.

> Settlement – 500–800 people. A stable population supports light trade, agriculture, and specialized labor.

> Town – 1,000–2,000 people. Includes local governance, markets, and possibly a small magical guildhall.

> Large Town – 3,000–5,000 people. Diverse industries and growing infrastructure, with some magical schools or workshops.

> Small City – 8,000–15,000 people. A bustling hub with defenses, noble families, arcane institutions, and trade routes.

> City – 20,000–40,000 people. A fully developed urban center with multiple districts and magical influence in daily life.

> Metropolis – 50,000–100,000+ people. A major city-state built around your tower, with vast magical, political, and economic power.

> Write in

===

Decide on biome for your tower.

> Arctic Tundra – A cold, barren region with permafrost, sparse vegetation, and long, harsh winters.

> Boreal Forest – Dense coniferous forests with cold winters and mild summers, home to resilient wildlife.

> Temperate Deciduous Forest – Forests with four distinct seasons, rich soil, and diverse plant and animal life.

> Grasslands – Vast open plains dominated by grasses, with few trees, supporting large herds and predators.

> Desert – Hot, arid areas with minimal rainfall, extreme temperatures, and specialized drought-resistant flora and fauna.

> Savannah – Tropical grasslands with scattered trees, seasonal rains, and a variety of large herbivores and predators.

> Tropical Rainforest – Dense, lush forests with high rainfall and incredible biodiversity year-round.

> Mountain – High elevation areas with rocky terrain, thin air, and distinct alpine flora and fauna.

> Swamp/Marsh – Wetlands with standing water, rich in aquatic plants, insects, amphibians, and birds.

> Coastal – Areas where land meets ocean, including beaches, cliffs, and estuaries, rich in marine and bird life.

> Write in
Replies: >>6266611
Anonymous ID: dkbym7sf
6/28/2025, 7:11:55 AM No.6266611
>>6266587
Strength - 1
Hability - 1
Endurance - 3
Defense - 1
Firepower - 4
10 Points

Life - 1
Nature - 6
Sorcery - 0
Chaos - 0
Death - 0
9 Points

Wealth - 1
Build 4 floors for the wizard tower. Build it in a tree if we can with a 2 floor basement.

> Hamlet – 50–100 people. A tiny, self-sufficient village exists near the tower, dependent on your presence.

> Temperate Deciduous Forest – Forests with four distinct seasons, rich soil, and diverse plant and animal life.
Replies: >>6266826 >>6266837 >>6266856 >>6266868
Anonymous ID: eQW52Lzk
6/28/2025, 6:05:32 PM No.6266826
Rolled 6, 5 = 11 (2d6)

>>6266611
Rolling for HP/MP
Replies: >>6266868
Anonymous ID: xKjh8vlt
6/28/2025, 6:21:40 PM No.6266837
>>6266611
>Build 4 floors for the wizard tower. Build it in a tree if we can with a 2 floor basement.

with wealth 1 you can afford at most 5 levels and you declared 6

But otherwise it is fine.

We can start soon with your build if no one objects.
Replies: >>6266842
Anonymous ID: eQW52Lzk
6/28/2025, 6:27:27 PM No.6266842
>>6266837
Whoops, I meant 4 floors in total 2 being basements.
Replies: >>6266868
Anonymous ID: mfYJFqPz
6/28/2025, 6:38:43 PM No.6266856
>>6266611
+1

Why not? Nature wizard. I will say I don't want to be a tree hugger. I want to do bizarre chimera experiments with strange, raw, primevel natural forces.
Replies: >>6266868
Anonymous ID: xKjh8vlt
6/28/2025, 6:58:00 PM No.6266868
towertree
towertree
md5: 9474edb3fa6972d10d70f3374177207b🔍
Rolled 3, 6, 1, 5, 3, 5, 3 = 26 (7d6)

>>6266611
>>6266826
>>6266856
>>6266842


Your wizard’s tower is built inside a giant ancient tree deep in a temperate deciduous forest, overlooking a small hamlet of 50 to 100 people who rely on your protection and magical aid. The tower has four floors in total: two basements and two above ground. The lowest basement, Basement 2, is a cool, humid root cellar nestled among the tree’s roots where you store rare magical herbs, fungi, and forest ingredients. Moisture from a small natural spring keeps everything fresh, and bioluminescent moss provides a gentle glow when night falls. One floor up, Basement 1 is your alchemy and preparation lab—workbenches cluttered with glass vials, distillers, and arcane instruments fill the space where you brew potions and prepare reagents from your harvested herbs. Faint magical wards protect your work. The ground floor serves as the main entrance, reception area, and study. A heavy wooden door carved directly into the thick tree trunk leads inside to a cozy room with shelves of nature lore books, scrolls, and forest maps, warmed by a small fireplace. Behind this reception area lies your private bedroom, a peaceful chamber furnished with a bed woven from branches and soft animal furs. Windows framed by twisting vines let in fresh air and sunlight and offer views of the forest floor and the hamlet below. Above you, the second floor is your ritual chamber and observation deck—a spacious room centered on a circular stone altar where you perform nature magic ceremonies. Wide windows and an open balcony offer panoramic views of the forest canopy and distant rooftops. Here, natural light and the sounds of the forest surround you, perfect for communing with spirits or stargazing.

> Name Wizard

With 7 levels of magic total, you could have up to 7 apprentices (though your tower is kinda small and it would be cramped having this many apprentices; they could live in the nearby hamlet)

Your apprentices can be made with 1d6 point each, using the same system. All of them need to have at least 1 point in magic. They will have special features that I will determine later - minor bonuses or penalties based on their personality and such.

You can create them or just tell me how many you want and I will create them for you.

Rolling points for the apprentices!
Replies: >>6266877
Anonymous ID: eQW52Lzk
6/28/2025, 7:07:54 PM No.6266877
>>6266868
> Name Wizard
Priroda

3 apprentices you can create them, please.
Replies: >>6266883
Anonymous ID: xKjh8vlt
6/28/2025, 7:15:07 PM No.6266883
priroda
priroda
md5: aa29d9ac06ecd51b5dfc15b91a6159c4🔍
>>6266877


Priroda, the Nature Archmage
Age: 36 years old.

Strength: 1
Hability: 1
Endurance: 3
Defense: 1
Firepower: 4

Life: 1
Nature: 6
Sorcery: 0
Chaos: 0
Death: 0

Wealth: 1

HP: 3 × 6 (rolled 6) = 18
MP: 3 × 5 (rolled 5) = 15

Dodge: 1 + 1d6 vs opponent
Defense Absorption: 1d6 damage
Firepower Damage: 4d6 ranged damage (no MP cost)

Known Spells
Nature Bolt (Nature 6):
Spend 6 MP per target to unleash bolts of natural energy that deal 12d6 damage. You may split damage among multiple targets.

Nature Explosion (Nature 6):
A massive blast of natural force affecting an entire area, dealing 12d6 damage to every creature in the zone. This costs 18 MP for one area effect.

Nature Explosion (maximum MP):
If you use your full 15 MP pool, you can cast a smaller-scale area explosion for 10d6 damage to all creatures in the area, since you cannot fully fuel the 18 MP cost of a true Nature Explosion.

Life Barrier (Life 1):
Generates a protective shield absorbing 3d6 damage per target (2d6 base plus +1d6 from Life 1), costing 1 MP per target.

Nature Healing (Nature 6):
Heals 6d6 HP for 6 MP per target.

Life Healing (Life 1):
Heals 2d6 HP for 1 MP per target.

Stat Boost (Nature 6):
Temporarily boosts any stat by +6 for several hours, costing 6 MP per target.

Permanence Ritual (Nature 6 feature):
You may invest your MP permanently into an artifact to store this stat boost so that it can cast the spell a number of times equal to its stored MP. The artifact will regain 1 MP per day, but if it reaches 0 MP it will break and must be rebuilt. Be aware: MP invested in a permanence ritual is gone forever, removed from your personal pool for good. You should plan on acquiring as many Extra MP points as possible over time if you want to create a series of permanent magical items without weakening yourself. Crafting such items costs 1 XP per point of MP you store in it, which you can use from your own XP or purchase from rare sources. Your local hamlet can only offer about 4 XP points per year for sale, meaning truly permanent items will be rare and costly.
Replies: >>6266895 >>6268770
Anonymous ID: xKjh8vlt
6/28/2025, 7:31:44 PM No.6266895
miriel_faelan_branwyn
miriel_faelan_branwyn
md5: adaba8bc6e3e3041f24ed2ff7ebedf36🔍
>>6266883

Faelan, the Thorn-Slinger
Faelan is a spirited young forester’s son passionate about archery and nature magic. He uses Stat Boost to enhance his archery skills, temporarily increasing his Hability or Firepower by +1 per magic level for 1 MP per target, helping him strike more accurately and powerfully. Though confident, he sometimes boasts about battles he never fought. Faelan carves little faces into tree bark wherever he camps, mildly annoying locals, and he’s allergic to honey, which can cause sneezing fits that risk spoiling potions.

Stats:
Strength: 1
Hability: 1
Endurance: 1
Defense: 0
Firepower: 2
Life: 0
Nature: 1
Wealth: 0
HP: 5
MP: 4
Known Spells: Stat Boost (+1 to any stat per Nature level, costs 1 MP per target)

Miriel, the Bark-Sister
Miriel is a calm and steady herbalist who learned resilience from living through harsh winters. She channels her magic into healing and protection, casting Life Barrier to shield allies and Life Healing to mend wounds. Miriel dislikes the sound of cracking ice, braids leaves into her hair before rituals, and compulsively counts mushrooms during foraging, sometimes slowing the party’s progress.

Stats:
Strength: 1
Hability: 1
Endurance: 2
Defense: 0
Firepower: 0
Life: 1
Nature: 0
Wealth: 0
HP: 10
MP: 8
Known Spells: Life Barrier (absorbs 3d6 damage, 1 MP per target), Life Healing (heals 2d6 HP, 1 MP per target)

Branwyn, the Grove-Witch
Branwyn is an eccentric scholar deeply connected to the forest spirits and focused entirely on magic. She devotes all her points to magical skill and endurance, specializing in powerful Nature Bolt attacks and Stat Boost magic to enhance allies. She talks to invisible spirits, refuses to wear shoes—suffering minor penalties on rough ground—and collects and names beetles, which sometimes unsettles villagers.

Stats:
Strength: 0
Hability: 0
Endurance: 1
Defense: 0
Firepower: 0
Life: 0
Nature: 3
Wealth: 0
Extra MP points: 1
HP: 4
MP: 12
Known Spells: Nature Bolt (6d6 damage, 3 MP per target), Stat Boost (+3 to any stat, 3 MP per target)
Anonymous ID: xKjh8vlt
6/28/2025, 7:39:26 PM No.6266905
You stand at the heart of your wizard tower, its ancient wooden beams creaking softly as the wind rustles through the towering branches of the deciduous forest that surrounds you. The village nearby—a quiet hamlet of fifty souls—depends on your presence, drawing strength and protection from your mastery of nature’s secrets. Your apprentices bustle about the tower’s chambers, each eager to prove themselves and learn the mysteries you guard.

Recently, a mysterious grimoire arrived in the mail from a trusted contact, its pages filled with cryptic symbols and spells that hint at power beyond your current knowledge. Meanwhile, the local druids have extended an invitation to a celebration deep within the forest—a chance to strengthen your ties with the ancient guardians of the land. The dryad of the woods, a reclusive spirit, has also sent word, seeking your audience for reasons unknown.

The villagers, too, bring their troubles: failing crops, strange illnesses, and whispered rumors of dark creatures lurking just beyond the tree line. The delicate balance of your domain is at stake, and your next steps will shape the fate of your tower and its people.

What will you do next?

> Go search for rare spell components yourself, delving into the depths of the forest to gather the essentials for your magical experiments.
> Send your apprentices to search for rare spell components, testing their skills and trusting them with this important task.
> Study the strange grimoire that arrived from your contact, hoping to unlock new knowledge and potent spells.
> Go talk to the druids who have invited you to their celebration, forging alliances and learning ancient rites.
> Go meet the local dryad, seeking to understand her message and possibly gain her favor.
> Go help the villagers with their problems, addressing their needs and solidifying your role as their protector.
> Write in
Replies: >>6266911
Anonymous ID: eQW52Lzk
6/28/2025, 7:48:29 PM No.6266911
>>6266905
>> Go help the villagers with their problems, addressing their needs and solidifying your role as their protector.
Replies: >>6266915
Anonymous ID: xKjh8vlt
6/28/2025, 7:56:06 PM No.6266915
mardu
mardu
md5: be1038455167a536fcf7545fb419a3f8🔍
>>6266911


You step down from your tower and make your way through the narrow dirt paths winding into the village. The air hums with quiet anxiety—fields lie patchy and brown, the usual bustle muted by whispered fears. At the center of the village, you find Mardu, the elder: a weathered man with deep-set eyes and a voice roughened by years of leadership. He greets you with a nod, his expression grave.

“Our crops fail like never before,” Mardu says, gesturing to the brittle stalks in the nearby fields. “The sickness spreads, and some say dark witches prowl the woods at night. We need your help, Archmage.”

You listen carefully, feeling the weight of their hopes resting on your shoulders. This is your moment to prove your worth—not just as a wizard, but as protector and healer of these people.

What will you do?

> Tell Mardu you don’t yet know how to fix the failing crops, but promise to research and seek answers in your library and beyond.
> Spend the next few days tending to the sick, using your healing magic and knowledge to ease their strange illnesses.
> Investigate the rumors of dark creatures in the woods—witness accounts say witches, but you know better than to trust superstition alone.
> Organize a village gathering to calm fears and gather more information about the troubles they face.
> Seek out natural remedies among the forest plants to aid the villagers while you study the deeper causes.
> Write in
Replies: >>6266917
Anonymous ID: eQW52Lzk
6/28/2025, 8:02:31 PM No.6266917
>>6266915
>> Spend the next few days tending to the sick, using your healing magic and knowledge to ease their strange illnesses.
Replies: >>6266921
Anonymous ID: xKjh8vlt
6/28/2025, 8:15:30 PM No.6266921
>>6266917

You spend several days among the villagers, moving from hut to hut, soothing fevers and purging coughing fits with your healing magic. Your apprentices assist you, learning as you weave Life and Nature together to drive away sickness. Slowly, color returns to the villagers’ cheeks, hope glimmering where despair had taken hold.

But there is one case you cannot cure: a young boy, perhaps nine years old, who does not respond to your spells. His eyes glow faintly red in the dark, and a sinister aura clings to him no matter how much healing you attempt. At night, he sometimes murmurs in a language older than the hills.

Mardu explains, voice uneasy, “He has no family. We found him in the forest months ago, alone, near the old barrows. Nobody knows his parents. We took him in, but since then…well, the crops failed, the sickness spread, and the animals turned mean. Some say he’s cursed.”

The boy looks up at you with a strange, silent calm, as if knowing a truth no one else can bear.

What will you do?

> Tell the villagers that the boy is the source of their misfortune, and advise them to exile him from the hamlet.
> Take the demon-possessed boy back to your tower for further research and, perhaps, a cure.
> Attempt a powerful exorcism immediately, risking great danger to yourself and your apprentices.
> Speak to the druids about this child, seeking their insight before acting.
> Try to discover his true origin speaking to the forest
> Write in
Replies: >>6266935
Anonymous ID: eQW52Lzk
6/28/2025, 8:37:21 PM No.6266935
>>6266921
>> Take the demon-possessed boy back to your tower for further research and, perhaps, a cure.
Replies: >>6266943
Anonymous ID: xKjh8vlt
6/28/2025, 9:03:36 PM No.6266943
>>6266935

You guide the boy carefully back to your tower, the villagers watching in tense silence as you lead him away. Once within your study, you begin your examinations: he answers questions in Common with eerie politeness, but slips easily into Abyssal, the tongue of demons, and Sylvan, the ancient language of the fair folk.

Intrigued, you draw a small vial of his blood, observing its shifting color and subtle glow. It is saturated with raw magic, resonating with the powers of both nature and death. Whoever — or whatever — left this child in the woods, they gifted him (or cursed him) with enormous potential.

His power could shape the world for good or evil, depending on who guides him next.

What will you do?

> Train the boy personally, attempting to channel his powers toward nature magic and the art of healing.
> Focus on suppressing the abyssal influence, teaching him warding and protective rituals to contain his inner demon.
> Reach out to the druids for help nurturing his nature gifts, hoping their ancient wisdom will keep him on a safe path.
> Send for an exorcist from a distant monastery to purge the demon’s taint before it grows stronger.
> Begin to study his blood to create powerful potions or even magical items — carefully, of course.
> Let the boy choose which path to pursue, placing the burden of his destiny in his own hands.
> Write
Replies: >>6266951
Anonymous ID: eQW52Lzk
6/28/2025, 9:12:26 PM No.6266951
>>6266943
>> Focus on suppressing the abyssal influence, teaching him warding and protective rituals to contain his inner demon.
Replies: >>6266956
Anonymous ID: xKjh8vlt
6/28/2025, 9:20:37 PM No.6266956
>>6266951


You decide that the boy’s abyssal side must be contained before it poisons everything around him. Deep in your tower’s dusty tomes, you uncover an ancient remedy designed to mend split souls and fractured minds. The potion requires rare herbs — duskshade petals, dreamroot, and the bark of a moon-silver birch — blended with a stabilizing chant to hold the spirit in harmony.

These herbs are scarce, growing only in secluded forest glades and misty swamplands beyond the villagers’ usual paths. You could collect them yourself, ensuring their proper gathering, or send your apprentices to prove their skill, though you would risk their safety in the process.

Another possibility is to instruct the villagers on how to recognize and harvest these herbs, while you alone would handle the delicate brewing of the potion — ensuring the critical ritual is done properly but leaving the raw foraging in local hands.

Finally, you might take the boy as a formal apprentice, watching over him day and night to contain the demon’s influence through discipline and direct magical oversight.

What will you do?

> Gather the herbs yourself, personally guaranteeing their quality.
> Send your apprentices to gather the herbs, trusting them to handle the danger and learn from it.
> Teach the villagers to harvest the herbs while you alone handle brewing the potion each time.
> Take the demon-touched boy as your own apprentice, monitoring him constantly and training him to master his gifts.
> Seek a purely magical alternative, researching a permanent ward or seal to bind his demon half.
> Reach out to the druids or a distant monastery for their knowledge and support in handling the boy’s abyssal side.
> Write in
Replies: >>6266959
Anonymous ID: eQW52Lzk
6/28/2025, 9:26:37 PM No.6266959
>>6266956
>> Gather the herbs yourself, personally guaranteeing their quality.
Bring along Miriel as well.
Replies: >>6266988
Anonymous ID: xKjh8vlt
6/28/2025, 9:51:29 PM No.6266988
>>6266959


You set out with Miriel at your side, trusting her steady hands and calm mind. Together you travel through the quiet forest, encountering a few woodland creatures — a startled fox, a curious raccoon — but nothing your presence cannot command. Miriel works methodically, gathering duskshade petals with practiced care, filling her satchel with the precious forest herbs.

When you reach the swamp alone, you push through clinging mud and swarms of biting insects, seeking the rarer dreamroot and moon-silver birch bark. There, in the marsh’s misty gloom, you see something that chills your blood: scorched, bubbling pools and blackened reeds marked with acid, the acrid fumes clawing at your lungs. Dragon sign — green or black, without a doubt. Your thoughts race; you aren't sure if your spells are powerful enough to slay a dragon outright and you have no nearby allies to call upon.

You pause, weighing your options with care.

What will you do?

> Return home with the herbs you have already gathered, avoiding any risk of provoking the dragon.
> Use your Nature magic to mask your scent and presence, trying to finish gathering the swamp herbs quietly before leaving.
> Attempt to track the dragon at a safe distance to learn its movements, then retreat before it detects you.
> Send Miriel back to the tower with the forest herbs while you remain to investigate further.
> Write in
Replies: >>6266989 >>6267426 >>6268770 >>6269375
Anonymous ID: eQW52Lzk
6/28/2025, 9:57:49 PM No.6266989
>>6266988
>> Use your Nature magic to mask your scent and presence, trying to finish gathering the swamp herbs quietly before leaving.
Replies: >>6267455
Anonymous ID: 84GJsrKB
6/29/2025, 7:47:05 AM No.6267237
I 'member this, what happened with the last bread?
Replies: >>6268335
Anonymous ID: He0kyH4y
6/29/2025, 7:15:38 PM No.6267426
>>6266988
>Use your Nature magic to mask your scent and presence, trying to finish gathering the swamp herbs quietly before leaving.
Anonymous ID: 7YqyqDYR
6/29/2025, 8:08:22 PM No.6267455
>>6266989
+1
Anonymous ID: sxb4ovv7
7/1/2025, 4:03:42 PM No.6268335
>>6267237
op ran out of money for the AI generated updates
Anonymous ID: C/LvGIb1
7/2/2025, 7:23:36 AM No.6268770
>>6266883
>You may invest your MP permanently into an artifact to store this stat boost so that it can cast the spell a number of times equal to its stored MP. The artifact will regain 1 MP per day, but if it reaches 0 MP it will break and must be rebuilt. Be aware: MP invested in a permanence ritual is gone forever, removed from your personal pool for good. You should plan on acquiring as many Extra MP points as possible over time if you want to create a series of permanent magical items without weakening yourself. Crafting such items costs 1 XP per point of MP you store in it, which you can use from your own XP or purchase from rare sources. Your local hamlet can only offer about 4 XP points per year for sale, meaning truly permanent items will be rare and costly.

Oh, cool, so it's useless. Good. That's the sort of thing that would have been good to know beforehand.

>>6266988
Why didn't we bring Miriel to the swamp, when e explicitly brought her with us to gather herbs.
Anonymous ID: 2pw4UJ6u
7/3/2025, 2:58:58 PM No.6269375
>>6266988
>> Use your Nature magic to mask your scent and presence, trying to finish gathering the swamp herbs quietly before leaving.