Chapter 20. Generic Harry Potter FanFiction. 1
As usual we find find ourselves at Jump-chans tables what was not usual was the fact we were apparently in space, Dani panicked a bit before remembering we could now breath in space as easily as we could breath on land.
"Trying out something new Jump-Chan?" I say calmly picking up the tea cup on the table.
"You got used to the old surprise translocation, thought I'd try this, didn't work." She had an honest to goodness pout at that.
"Indeed, I assume you wish to talk about out Hancock Jump?"
"Yes, you and Dani did good training it into a mundane training trip/vacation jump. But honestly can I ask for a little bit more action this time. not much mind you , just a tiny little bit?"
"Ehh, sure why not, was torn between two jumps anyway. A question though, can I modify jump-fiat items or not, the next world has Goblin Steel, but the document doesn't sell one. I was thinking of getting a few, and using the ritual I did with the Armor and dragon hide. But that was like eighty percent cosmetic, this won't be."
"You can modify Jumpfiat items however you want, however if it gets destroyed due to something the replacement item will have the same properties it did at the latest Import into a jump fiat item. you can re-modify it of course but the replacement will not hold the added in properties post the latest import."
"Acceptable, and can i have the genie Modify said items?"
"Off course anything that isn't given exclusively via Jump Fiat remember. Make sure to complete your choices in a week. Ta-ta lovebirds."
And we are back to the Warehouse. Speaking of the genie you were probably wondering what wishes we made in GOT and Hancock. Well for one, I wished for One. A Hundred Homunculi staff for my Castle. Two. A dozen chefs and other assorted Kitchen staff, and Third. Half a Dozen Maids to take care of any needs the first two didn't. The homunculi were personality less, basically Magical robots and counted as items. I could have asked for more but in all honesty I pretty much had everything I wanted in Game of Thrones.
In Hancock we Basically Wished To one Be Undetected by the Other Two for our stay there. Two a replica of My ring keyed to Dani. And three A couple of Inventory rings, bound to us unaccessible to anyone else and had One Thousand cubic meters of space inside. And could pull out requested item stored inside without a though.
It was time for preparation. And choices. This jump was amazing in the sheer amount of perks it offered. And the scenarios as well. On the flip side my bank I've been building the last few jumps is going to take a severe freaking hit. Well, the reason I've been building it up is for this and another couple of jumps a few down the line. So I'll be fine.
Generic Harry Potter Jump Build:-
Dorian Build:-
Beginning CP:- 1200.
You have chosen to have the Scenario occur in the middle of your stay here.
Scenario:-
1.Master of Death. 500. (Need Necromancy, and Deathly Hallow.)
You have chosen to have the Scenario occur in the middle of your stay here.
Reward: -
Your mastery of the Deathly Hallows, and of Death, becomes a fact that follows youfrom place to place. This manifests in a number of ways, but part of it is the full flowering of theHallows' powers. Aside from whatever powers they may have thanks to the world, there are afew basic changes.
Shades summoned with the stone are now bound to obey you unconditionally, and you may keepthem here however long you want without them feeling any pain. Unlike ghosts or poltergeists,both of whom you can also now control, they can move around freely. Unless you commandotherwise, of course.
The Cloak now allows you to go through any and all magical defenses perfectly, allowing you toignore wards, enchantments, even the Fidelius. What magic could ever keep death at bay? Ofcourse, if you do ever encounter such magic, this won't help you there.
You may use any magic that normally requires additional reagents with the Elder wand, and itcounts as all the ingredients you needed for them, up to and including your own life force or anyother metaphysical components. Though you must source the magical energy to cast the spellyourself (if the spell requires such).
Beside these abilities, your position as Master of Death means any gods, demons or other entitiesrelated to Death will now regard you as their ally and champion, and will be prone to grantingyou their favor. You may enter and exit any afterlife freely, without any danger of being trapped.
Speaking of which you are also, of course, Immortal now. Nothing short of reducing you to yourconstituent atoms, destroying your very soul or wiping you out conceptually from the world willkill you anymore. You can be hurt and hurt bloody bad, though, so there's that.
2.The Jumper-Who-Lived. 500.
You have chosen to have the Scenario occur from the beginning of your stay here.
Reward:-
The saga of the Boy-who-lived has nothing equal to itself in this world, and this followsyou in future worlds too. In all future worlds, you find yourself accompanied by all your
achievements, the glories you have achieved.
Perhaps you were a Prince once, an Emperor another time, a Hero in one tale and a Villain inanother. They all weave themselves into the histories and myths of every world from hereon,scattered into appropriate cultures. Where possible, your local selves might even have actuallydone similar, equivalent things.
Much as real historians and storytellers, you control this, being able pick out any stories youdon't want inserted.
Drawbacks:-
Dumbledorean Troubles. 200.
Albus Dumbledore, the Headmaster of Hogwarts,takes far too much of an interest in your life. He likes to keep tabs on you, and keep an eye onwhere you go and what you do, even when he really doesn't have any reason to.
Dark Lord's Target. 300.
Okay, what happened? Somehow, you've made enemiesof the Dark Lord Voldemort, who now considers you his most important target in priority rightafter Harry and Dumbledore. Death Eaters will dog your steps, dementors will attack you, as will anything else he can throw at you.
Total CP:- 2700.
Origin:- Dark. Age 11. Insert Date. First August 1991.
Perks:-
Local Magic. Free.
The magic system of whatever fanfic you're going to. This is almost always avariant of the Harry Potter magic system, so any and all magic you learn is fully compatible withthat.
Gifted. 200.
You're special, Jumper. Besides the whole 'jump across the multiverse' thing, Imean. You have one or more gifts of magic, which place you above and beyond ordinary witchesand wizards. You may have received them through your in-universe ancestry, a ritual, or thefavor of a very powerful being… but we all know it's actually that last one.
You have Chosen Necromancy.
Necromancy.
Souls, death, and the other assorted stuff are your domain now. Be it raisingentire armies of corpses as Inferi or Ghouls or summoning and/or binding ghosts, you have apreternatural talent at everything that has to do with Death and the Dead. Beyond just this, youare a master of the skill called 'Soul Magic'.
You can bind and control ghosts and spirits, exorcise them, enable them to possess someone orend ongoing possessions. You also have an ability to work with the soul for all kind of things,such as creating Horcruxes, stealing energy or memories from it, and so on. And, if you somehowget someone else's horcrux in your possession… well, you can imagine.
Luck of the Devil. 300.
You're lucky. Indeed, it might be fair to say you have the devil's ownluck. Or rather, fanfic Harry Potter's own luck. Ordinary shops hold great treasures that only you
come across. People always have useful, nice things that they are willing to give away just out ofthe blue.
Old kingdoms desperately need heirs just when you come across them, witches and wizards tendto leave you fortunes in their wills. Tombs that have been explored a thousand times just happento reveal new secrets when you're around. Unless your enemy made sure you were hit and then double-tapped to be sure, nine times out of ten chances are you're just injured.
Merlin Returned. Capstone Booster. 600.
There were ancient tales of your coming, Jumper. Actually, wait, no. There weren't. But there should have been. You were born togreatness, and this reflects in everything you do. Magic is second nature to you.
While you don't get any skill or knowledge innate with this perk, nor any gifts or talents that passdown bloodlines or through rituals, you now have limitless talent in every single branch of magicapart from these limitations.
Besides that, you are a genius at learning magic too, mastering years' worth of material in daysand weeks without even stressing yourself. This growth continues indefinitely, never slowing nomatter what.
Your grasp of magic and its theoretical framework is such that you can manipulate the verynature of it, and do so with an almost contemptuous ease. You can take apart spells, rituals oreven entire magic systems, and put them back together in whatever different arrangement youlike, even in entirely new magic systems of your own. Even altering spells in real time is secondnature to you, changing their effects, size, scope, everything. As is coming up with entirely newpieces of magic, with due research and innovation.
Finally, to fuel all this, your 'Magical Core', per se, is proportionately vast. You have a humongousamount of magic at your fingertips, stretching far and beyond any known metrics well into therealm of legends like Merlin and the Founders.
This perk follows you in the future too, providing you all of these effects in any and all magic youbecome able to do. This perk is a capstone booster, meaning that it serves to enhance each of theorigin capstones in their own ways. The interactions are mentioned alongside the respectiveperks.
Technomage. 600.
There is so much more to magic than what these stuffy inbred oldpurebloods believe, and you can show them! You are an absolute master of the art of Techno-Magic. Making machines that run on magic, or just magical equivalents of Muggletechnology, or something as simple as just making muggle devices work in magical environmentsis all child's play for you. You can translate flawlessly between technology and magic, meaningthat you can make technological equivalents to all magic you know and magical equivalents to alltechnology you can make without losing so much as an iota of the effectiveness.
Merlin Returned Boosted.While being good at merging magic and technology is pretty good,being able to merge wildly futuristic technology with highly advanced magic is better. Not onlyare you highly skilled at magic, but you're now just as good at the technology side of it, being acertifiable genius among geniuses. Your merged devices now run far superior to either the magicor the tech would run alone, providing dramatically higher effectiveness and utility. In addition,your skills with the more 'technical' branches of magic, such as Arithmancy and such cross allimagined levels.
Finally, you can achieve even things normally believed impossible through combining spells andtechnology. You can dispense with the more symbolic and ritualistic components of any and allmagic you do, making it entirely as reproducible as technology.
Automated spells, potion-making through machines… it's all possible now.
Legendary Healer. 600.
You are a good person, Jumper. And this reflects in your magic. Youare a healer without peer, being a master at all aspects of it. From potioneering, to tricks oftransfiguration, whatever it takes to heal another person is something you are an expert atalready.
But a talent for healing is well and good. However, there are gifts and abilities of any and all typesin the world. Necromancy, Parsel-Magic, Blood Magic, etc. While several are benign and helpful, alot of them seem like they can only ever be used for evil. Not by you, though. You have the abilityto use any and all gifts and powers you have for good and benign purposes.
Blood magic can be used as a healing tool, powers that can rip the land asunder can be used todivert floods and prevent earthquakes, an ability to eat souls can be used to instead remove anycurses or maladies lain on a soul, and so on. You have the unique ability to share this ability with others, allowing good people born with "bad powers" to use their powers for good pursuitswithout issue.
Merlin Returned Boosted.When it comes to healing people, what you do cannot be matched. Not only does your mere presence make most usual ailments irrelevant, you're brilliant enoughthat conventional limits and boundaries are meaningless before you.
You can cure things like Lycanthropy and Vampirism, regenerate limbs effortlessly, toss back theeffects of degenerative diseases and even heal genetic defects. And you're not limited to thephysical problems either. You can help people whose minds have been shattered into nothing pullthemselves back together, remove even the most crippling of addictions, and wipe away any andall curses and maledictions. You can even resurrect the recently dead, if you get to them within24 hours.
Simply put, it might take you a while, it might take a whole lot of labor, but there is no disease orinjury you cannot fix, no curse you cannot unravel.
Pureblood Etiquette. Free Dark.
Manners Maketh Man. Those of higher status or purer bloodshould act like it, no? You find you have an impeccable understanding of social norms andetiquettes, knowing just the right way to treat everyone higher, equal and lower in status to youat all times. You're at home in any high-level gatherings, and will never be caught wearing thewrong cut of robes.
Aside from being able to make good impressions with the people you interact with, others willalways assume you to be a person of high breeding and class unless they have specific evidenceotherwise. Even the snootiest pureblood wouldn't suspect you of being muggleborn with this(assuming you were a muggleborn, of course).
Manipulative! Discount Dark. 100.
Sometimes it can be difficult to get people to do what you want. Theyhave all these pesky things, morals and whatnot. But you could squeeze water out of a stone,metaphorically at least. You have a gift for knowing what to say and what to do to get people todo whatever you want. You know all the right words to pull their strings, press their buttons andachieve your targets with them.
This doesn't just work on people either. Age old beings, demons and gods and eldritch entitiesand everything in between are only slightly more difficult than ordinary people for you toinfluence. Your ability to weave deceptions and create plans based on your manipulations is alsobolstered and while not foolproof your plans mix just the right level of simplicity and complexitythat it's unlikely they'll be discovered or interrupted barring random chance, so long as you takethe time to cover all your bases.
Modern Day Alexander. Discount Dark. 200.
You have the skills of a modern day conqueror, a warlord andwizard extraordinaire. You can dredge up ancient grudges, remind people of old injustices or juststraight up invent causes, but either way you know just how to get people to do what you want,and let you lead them to good and ill.
And once you do lead them, you find yourself utterly superb at it. Instead of your charisma beinghollow like it is for so many others you actually have excellent leadership and planning skills, tothe extent that you could orchestrate the fall of governments as a teenager.
Finally, you have a gift for using magic in wars. It doesn't matter if it's the first time it's beingused or the five thousandth, you find your skills at determining the best time and place for thebest types of magic to be absolutely impeccable.
Dark Lord. Discount Dark. 300.
There is no such thing as Good or Evil, only Power and those too weak to seek it. You know the truth of this, and you. are. not. weak! Magic is a great and wonderful thing,
and among its greatest uses is its breathtaking capacity for harm.
You know this, which is why you're so good at this. You are one of the best at fighting with magicin the world, period. Formal dueling, casual combat or just a magical brawl, you're very, verygood at all three. More than just good, you're utterly brilliant. Your reflexes, your breadth ofknowledge and just your sheer skill leaves the likes of Voldemort and Dumbledore gaping.
But more than conventionally used battle-magic, you have the gift of being able to turn any spellinto a combat spell. It might require creative application, or it may require some editing of thespell's wand movements or incantations or whatever, but you have an instinctive grasp for thepotential in combat of any spell, and know just how to bring it out to maximum effect.
In future world, this extends to all similar mystic or esoteric forces.
Merlin Returned Boosted.Fighting using magic is one thing. Maybe a good thing, maybe a badthing, who knows? And really, who cares? Because you can go far, far beyond fighting withmagic. You can wage a War with magic.
Your abilities at using your abilities in combat skyrockets and evolves, taking an entirely moreadvanced form. To begin with, you can toss around wide, area-effect versions of any magic youcan normally do, letting you throw your curses against fortresses and armies instead ofindividual people.
This takes more energy, obviously, but far, far lesser than it normally should. Something to theeffect of a tenth as much. And that's for systems that actually cost any power to cast magic inthe first place. You can do this in reverse also, 'shrinking' spells meant for battles and sieges touse them in one on one duels.
Building Bridges. 100.
As it usually works, people in high-tension situations almost alwaysdevelop 'us vs them' attitudes. Anyone who's friendly with the 'other side' is consorting with theenemy, probably a traitor, so on and so forth. Not you.
You're immune to such petty suspicions. As long as you're not actually betraying any of them,you can spend the night partying in a Vampire club and the day attending the wedding of themost vicious hunter in town, and neither group will mind.
The greatest use of this, however, is in mediation. You can assist disparate groups find points ofagreement, and also come to terms with their differences. As long as your points are valid, noone will dismiss you as being a 'lapdog of the other side!'.
Goblin Friend. 200.
Whenever you encounter someone from a different race, species, nationor culture, you have an instinctive understanding of the best way to show them the respect youhave for them, without offending them unknowingly. And it pays off hugely!
You have the tendency to make great friends with entire races or cultures with just a few tokengestures of respect, and with a rudimentary understanding and appreciation of their culture youcould have them ready to go to war for you!
If you're able to use it, they also tend to be rather willing to teach you their unique magic.
World Walker. 600.
You have an affinity for spellwork that has to do with long distancemagic, such as transporting people or things, even things like words or messages. Not only areyou one of the finest experts in apparition in the world, being an absolute genius at everyvariation and technique that exists, you're also capable of extremely fast flight without a broom,which has the curious effect of enveloping you in thick clouds of any colour you like.
Apart from this, you're extraordinary at creating things like Portkeys, Vanishing cabinets orPortals, being able to create Portkeys that can move people as gently as a mother's touch, andportals that move people around without them even noticing it until it's too late. Summoning andBanishing spells are trifling to you, even the most powerful or complex ones.
You have a considerable aptitude for penetrating wards and defenses when building these things,so much so that with even rudimentary information about the protections on a place, you canfigure out how to circumvent them, and with a bit more work you could bring them downoutright.
These abilities also carry over to any spells that revolve around observing people from afar, bethey scrying spells, listening charms or other, similar magic.
Merlin Returned Boosted.
Normally even the best of transportation or observation magic islimited by the range, be it a continent or a planet. Not for you such petty limits. Your portkeyscan take someone to a different galaxy or a different reality just as easily they would take themnext door.
You can go into both alternate realities, such as ones where someone who was a boy in yourreality was born a girl instead, or where there were twins, or where Voldemort never fell at all.
This ability also ensures there are such realities in all future jumps. You can also go to theconnected multiverse, even spiritual or astral realms like Faerie or somesuch.
This ability covers any form of transportation that you can use. Portkeys, portals, apparition,anything can be used to travel thusly by you. You can't use it to travel to other jumps until post-spark, however.
Items:-
Common Wand. Free.
A normal, common wand. Made of wood and something from a powerfulmagical animal. Lets you cast magic.
Marauders' Map. Free.
A to-scale, updating map of Hogwarts school, complete with thepeople. It pierces Polyjuice, Invisibility cloaks, and anything else people might come up with,always telling the real names of people.
In the future you may pick any area about the size of Hogwarts and apply these effects unerringly to it. You know a short ritual to change the area the map shows, but it requires youbeing in that location in order to perform
Deathly Hallow. 300.
The Deathly Hallows: Three items of legendary power and history. Youhave one of them now. You may choose to have a perfect copy or the original, but in both cases ithas all the powers attributed to it in the local universe, along with the powers mentioned below.You may not take more than one. You have Chosen Copy of The Cloak of Invisiblity.
The Cloak of Invisibility - This is the third item of the set of Deathly Hallows. Again, made eitherby Death or by Ignotus, the third Peverell brother, this cloak is a timeless, eternally functionalinvisibility cloak. In addition, you don't age while you have this on, but only when you have it oncompletely, meaning no part of your body should be visible.
No magic except that cast by the Elder Wand, or of a similar strength can penetrate thisinvisibility, and attempts to summon this cloak from you fail. In addition, you can always see itunless you want otherwise.
You may turn this into any other form of full-body covering garment at will.
Room of Requirement. 600.
Well now, talk about finds! This is a copy of the Hogwarts Roomof Requirements, except this one belongs solely to you! It has a pseudo-intelligence of sorts, thatreads your intentions perfectly and does its best to provide you with whatever you ask. Being aproduct of high level magic, it can create any number of whatever mundane objects you desirefor purposes of training or even use, although they don't last long outside the room.
In addition, it can mimic any location you wish it to, and do so perfectly, up to and including anyfine details and magic. But it won't be a real-time mimicry, but rather a recreation based on yourthoughts. It makes the perfect training room, sex dungeon, or really mostly anything you want itto be. This room also connects to your Warehouse, meaning you can summon any item you wantto you without having to open your warehouse, though others can't enter your Warehouse (orthis room) unless you allow them to. No, this doesn't work in face of drawbacks.
Also, the room provides time acceleration, meaning more time passes inside than outside theroom. You don't age in this time unless you choose to, but any physical improvements made toyour body are retained all the same. The room requires a cooldown period to recharge its'acceleration' depending on how high you put the setting, to the scale that using it constantly atthe max setting of 24 to 1 for one outside week drains it completely and takes 48 hours torecharge fully.
Grand Jumper Manor. 200.
This is a palatial residence, located on its own private island ofsome significant size, or in some remote mountains. Either way, you own several thousand acresaround it, and that's beside the pile itself. This is less a manor and more a grand palace, of a sizeand magnificence that makes Versailles, the Taj Mahal (although that one isn't a residence), andanything a Romanov owned looking like shabby mud huts.With hundreds of rooms, dozens of dining halls, ballrooms, multiple gardens that have numerousfountains, it's one prime piece of real estate, and it's all yours.
Oh, and it's completely enchanted, of course. Thousands of gargoyles, statues and carved animalsawait your command, the whole place is maintained by multiple house elves (or non-sapientmagical golems with the same abilities, if you don't want house elves for some reason). Theyproduce enough food to throw obscenely lavish feasts for up to five hundred people in every
meal.
It also has a very nice wine cellar in the basement, with some of the finest magical and mugglevintages in the world laid in and replenishing every week. Defence-wise, it's decent, but not reallyanything to write home about, having your basic unplottable and muggle-repelling charms asstandard.
If you want, you may have it be in a Trunk or even a Suitcase. You lose the acreage and thegardens, but hey, portable
You have chosen Island, with House elf servants.
Basilisk Hide. Free Dark.
This is a cool piece of wear. Black or a very dark green in color, it's atrench coat that goes down to just below your knees, as long as you're between four to ten feetin height. Extremely resistant to all magic but your own, it can turn into a suit of armor at will,losing none of the effectiveness.
Aside from being extremely light and easy to move in, this comes with a full array of
enchantments, including expansion charms on the internal pockets, cooling and warming spells,and durability spells that boost its already great durability, equivalent to about five or six layersof kevlar, by several orders of magnitude. You could brush off a point blank tank shell in thisthing. Or the magical equivalent, for that matter.
You have chosen to import as Dragon Valyrian Armor from Game of Thrones.
The Lair. Discount Dark. 100.
What kind of Dark Lord doesn't have their own lair? Not you, certainly. This iseither a medium-sized castle or a secret chamber underneath a building of your choice, and ineither form it is the most perfect lair you can imagine. It's completely undetectable, being under afidelius charm you're the secret keeper of, and one which cannot be broken by anyone.
Besides that, it comes stocked with a huge supply of medicinal potions, food, dragonhidearmours, emergency portkeys, spare wands and even highly effective training manuals that youcan use to teach magic of all sorts to your followers.
All these are in quantities enough to outfit and supply a small army, say a few hundred witchesand wizards, and train them into combatants capable of matching senior Aurors and Death Eatersat equal footing. Besides the fidelius, it also has dozens upon dozens of other wards andenchantments on it, which allow you complete control over every facet of life in this place, anddefenses tough enough that it would take an army to meaningfully threaten it even if it werefound.
You have decided to import Great Fortifications from Game of Thrones.
Ritual Hall. Discount Dark. 200.
This is a Grand Ritual Hall. Runes in beautiful script cover most of the floor,there are multiple sacrificial altars, a rack full of the finest ritual equipment in the world, and acloset full of Ritual Garb, designed and made to never interfere with anything you might be doing.
In this ritual hall you have, and will always have, everything you need to perform any ritual youmight need to do. Specific inks to paint runes, special knives, up to and including a few animalsthat you can sacrifice and perfect replication of any astronomical events of mystic significance.
Blood rituals, power-enhancers, sealing, unsealing, any kind of ritual that has ever beenmentioned in a Harry Potter fanfiction can be performed here, and as long as you do your partright, it will not fail due to any external factors. you have Chosen to Import it into the Great fortifications from Game of Thrones and Lair from this Jump.
Lordship Ring. Discount Dark. Lord Beleth. 300.
Hail Anon, Lord of the Most Ancient and Noble House of Jumper,assorted muggle aristocratic titles following. You have a ring on your finger now, denoting you asthe head of a very old, very rich and very powerful family, which you may or may not also be thelast of. Entrenched deep in government, this provides you a seat with multiple votes at theWizengamot, and broad influence over the Ministry of Magic even if you're really young.
You have several accounts in Gringotts and other banks, holding somewhere around fifty milliongalleons, and about half of that separately in muggle banks. This is in addition to valuableinvestments and properties, such as real estate in prime location, shares in media corporationsand businesses, again in both the magical and muggle worlds. In addition, you have just over adozen residences, scattered across the world with a focus in your home country. All of them aremagical and heavily enchanted, but none of them is comparable to either the Grand JumperManor or the Lair, being, at best, a third as good. Unless you took those, in which case all ofthem are uplifted to the same degree.
You'll find equivalent estates and riches in your possession in future worlds, fitting in asappropriate.
In future jumps, if it's at all possible for there to be inheritable political power in the setting youget a nice slice of it, being one of the most powerful people in the government. This will neverplace you at the absolute top, mind you, just close to it.
The ring itself is a reusable portkey to every piece of property you own, through Jump-fiat orotherwise. It also acts as a signet ring, and sealing any message with it will ensure that peoplethat see the seal know the message came from you, and also serves as proof of your identity ifrequired. You may summon or dismiss it from your person as you desire, but it is traditional towear it at all times, and no one will question you wearing it, even if you normally wouldn't beallowed to.
You have chosen to import The Ring of Valth'uum. and choosen the Family Name Beleth.
Total Cost:- 5500. Balance:- -2800.
Dani Build:-
Beginning CP:- 800.
Drawbacks:-
Dumbledorean Trouble. 200.
Dark Lords Target. 300.
Total CP:- 1300.
Origin:- Dark. Age 11, insert date. First September, 1991.
Perks:-
Local Magic. Free.
Merlin returned. 600.
Pure Blood Etiquette. Free Dark.
Manipulative. Discount Dark. 100.
Modern Day Alexander. Discount Dark. 200.
Dark Lord. Discount Dark. 300.
Items:-
Common Wand. Free.
Hogwarts a history. Free
Perhaps the most common book in the Harry Potter universe, thisbook details everything about the castle and the school. Unlike the local copies, though, this bookdetails everything. Who fucked whom in which cupboard, who cheated on which test, everything.It even updates itself in real time.
Curiously, this doesn't provide any magical knowledge. But it's great for knowing all the stories.In the future you may denote any one building or any organization that is limited to just onebuilding, and get similar histories.
Current Bank:- 8200
"You, know Husband you spent a lot this time."
"Yes, yes I did indeed. This jump gives me the ability to translate Anti Unit magic into anti Army Magics and vice versa. Most of the items are superfluous but when it does say no one it means literally means no one that alone is a great boost for future world's."
"Also time dilation is always a win."
"Yes indeed. Granted I could create something like that but it comes jump-fiat as inaccessible."
"True, though I'll not understand why you asked me to start a month after you?"
"Mostly because I have things to do before Hogwarts, you'll be free to do as you please. Meet you in Slytherin dear."
"So you've decided have you? Also are you going to choose a fanfic or actually going generic?"
"Generic please."
"Parameters then?"
"Soul Bond/Marraige Contract story contracted to marry Dani's identity at fifteen. Immutable by any and all parties. Lord of Potter Black, and now Beleth, emancipation at age 11, sorted into Slytherin, in House political nonsense, Canon power levels across the Board except for me and Dani. Specialised family Magics are a thing. Mindpalaces exist as well. Dark magic isn't corruptive just feeds off on emotions, good but slightly manipulative dumbledore. And good but still a slight asshole Snape."
"Planning to squeeze out everything and leave nothing are you?'
"Of course, this jump already ate like a fifth of my bank must have everything, especially considering since the master of death scenarios kicks in on first august 1996 and my second scenario will be long done by then and I could leave whenever the I want to."
"Work smarter, not harder indeed.Family Specialisations?"
"Healing for Beleth, Battle Magic for Potter and Curses, Mind magics and Dark Magic for Black."
"Going for broke indeed. Great will have one hell of an Overpowered playthrough."
"She is right you know, you can travel into other Harry Potter world's with the Walker of World's capstone boost and gain literally everything in that little section of the multiverse."
"Yep, that's the point."
"Have fun, ta-ta." And this time I wake up in a cupboard, this just would do. Will need to ahem, have a few words with my family soon. Also the memories pour in.
A.N. :- That was an inordinately long Chapter, the jump doc for this particular jump as is evident is very long and detailed. nearly five thousand words for the Builds alone. As is Visible the MC went for broke and got anything even remotely Important
