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The Original Grimoire Essence

byPgX27

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AI summary

Gives you the Original Grimoire of Magic — a beautiful, self-moving book that acts as a focus, takes notes, tracks your progress and guides you — along with limitless magical potential and access to Arcane Mana, the original supernatural energy from which all others derive. You gain one Charge daily plus extras for major actions and achievements, and a single charge buys any one spell, enchantment or ritual you can imagine (though obtaining it does not mean you can immediately cast it); five charges create a Spell Slot holding a spell you can cast once for free; ten charges grant a whole Magic School at novice proficiency and average talent, with more charges or ordinary training, study and practice raising both until the magic becomes instinctive. Schools can be generic or facsimiles of any system you know — Kido from Bleach, Ninjutsu from Naruto, Conjuration from Elder Scrolls — charges can also buy permanent passive effects such as mana-fuelled regeneration or a bloodline of power at prices scaling with what you want, and overlapping magic stacks and integrates perfectly.

Generated précis — the sections below are the author's original text.

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  • You have access to the Original Grimoire of Magic. This is a beautiful book that can act as a focus for magic, can move on its own, take notes, keep track on your progress, help guide you and all other important aspects that any magical Grimoire should do. Should the book be destroyed, you can re-summon it at the cost of a single charge. It cannot be lost, stolen or used by anyone else besides you.

  • The Grimoire gives you limitless potential for Magic allowing you to learn and master all forms of magic, and grants you access the the Arcane Mana, the original supernatural energy that all other forms of supernatural energies comes from and are derivatives off. You start off with a small reservoir of Mana, which regenerates at a slow pace.

  • Everyday you gain one Charge which you can either save for later, or you can spend it on magic. You also gain additional charges through doing major or notable actions, as well as achieving things you would find to be worthy of note.

  • One charge can be exchanged for a single spell, enchantment, ritual or any other similar thing that you can imagine. Be vary that while you can get any spell/etc for a single charge, this doesn’t mean you will have enough mana to cast it. You can however use your charges to increase your Mana pool or the speed of your mana regeneration, or to improve upon your spells/etc, like increasing its effect or power, or decreasing its cost and casting speed. The only limit on how much you can improve a spell is that you can’t make a spell cost nothing at all.

  • You start out with a single Spell Slot, and for five charges, you can create a new spell slot. Inside a spell slot, you can put any one spell you are able to cast. It can then be cast one time for Free, costing no Mana or necessary resource, and can be cast instantly without requiring any additional components like incantations or runes. After you have cast it, you will have to wait 24 hours before you can cast the spell again or switch it. You can either unlock more Spell Slots, or you can upgrade your slots, gaining additional casts a day. 100 charges spent on one slot will allow you to cast the selected spell infinite amounts of time for free, though you will still have to wait 24 hours between switching your spells.

  • Ten charges can give you access to a single Magic School/Type, giving you average talent and the proficiency of a novice in that exact school.

  • You can spend additional charges to increase your talent or your proficiency in it.

  • You can also increase your proficiency through training, experimentation, study, practice and use. Once your proficiency has reached a high enough level, you will be able to use the magic instinctively, not needing any spells or rituals to wield the magic to its fullest. (The difference being similar to that between a spell that can only lift an object, and full on telekinesis). Having access to a magic school gives you the information, spells and etc that would come with the level of talent and proficiency you have, all of which will be stored inside the Grimoire, while also allowing you to create your own spells and Magic through the knowledge and skill you have gained from it.

  • These Magic Schools/types/forms can be generics or they can be a facsimile of any Magic school/type/form you know of. You can ask for Kido from Bleach, Ninjutsu from Naruto or Conjuration from Elder Scrolls, but it will be powered by your Mana, which might be an improvement or not. The less defined your choice is, the more charges you will need to upgrade them. You would gain more to begin with from putting your charges into Charms from Harry Potter to upgrade it than you would from putting your charges into Harry Potter Magic to upgrade it. In the long run, it might be worth it, and you will only benefit from having both.

  • You can also spend charges on other things as long as it is magic, such as permanent passive magic effects (like giving you a regeneration factor running in your mana pool), gain a bloodline of power, give others access to magic, grant your Grimoire true sentience, add new effects and abilities to the Grimoire,

  • Etc. The price will vary depending on what you seek to achieve and how powerful you want it to be.

  • Should any of your magic in someway overlap then they stack, building off of each other and integrating perfectly.

  • You start out with 10 charges.

  • Optionally, you may choose to take a one way trip into the any universe you know of, or a variation of it. This can be any alternate universe, like a fanfic or a universe made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new of you own design.

Categories
supernaturalmagicutilityknowledgecrafting
Traits
skill masteryregenerationsummoningresurrectiontelekinesis
Keywords
game mechanicscreationwriting
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