Author's Note:Sorry but this chapter is more a info dump do to how much there is in the CYOA.

next chapter will have more story hopefully and be posted after this one soon hopefully this one.

Reviews: Mola King: I'll keep what the wish might be but it being one of the true magic's at the moment no, I might change my mind later but this will not be the only grail war he will fight in.

Ruberforumfree: The protagonist won't just go around raping every girl he see, he very selective of who he goes for and he won't go straight for complete mind control, even if he can, each girl he goes for he'll take as a challenge to do so without it.

Bamboofamily: He'll mostly be a gray character but will move to a lighter or darker gray depending on the situation he's in, he has a few rule's he will personally follow, like not going for someone already in a marrierd or dating and more.

Anyone he does have in his harem will not be abused or treated as a slave.

People he use's his rewriting power on will be more enemies that get turned into allies like say Esdeath from Akame ga kill or Cinder Fall from RWBY.

"Okay the next one will be Keeper of Magic version 2.2 with the CYOA Doubler on it thank you Zael" as I state my choice, Saber walks up behind me and move's to my left as the screen to make my choice's pops up again in front of me.

"So this is how you made the pact between us?" Saber asks

"Yes, what these basicly do is they give you a buch of options to pick with set rules and limits with a point system and/ or choices, this one being a favorite of mine, so I know this one very well, though part of me fill like I'm cheating but with what we are going to go through we are going to need it"

"why do you feel like your cheating? and if you are, why are you? one should seek to fight with honour as much as we can, cheating should never be the answer to ones problems"

"I not really cheating its more just feels like it, with this cyoa the limit is very balenced out but as soon as you use something that gives you a point/choices doubler, it makes it so if you do it right you can get almost everything in it, and why I'm doing it, it's because this cyoa gives me a magic system that no other world that I know of has and it has things we are going to need not just in the grail war but also from then after" explaning my resons to Saber I go through the screen in front of me planing out what I need to pick and what order to do so.

[Keeper of Magic version 2.2] Choose 3 Option's xDOUBLE2 = 6choices

{EROMANCY}

No choices in it only give's affects and boosts too the other magic's with sex or something related to sex.

"Do you really need that?" Saber asks sceptical of my choice and of what use it will be.

"Yes, with the fact that I'm going to be have a lot of sex on our journey, this will make it so that sex will have both combat and support effects for us, making it no longer a possible wast of time in both the short and long term"

[Spellslinging]: If you know Spellslinging magic, then your spells are more powerful with the more skin you bare - particularly if your genitals are exposed. Approximately 5fold power if you're completely nude, 3fold if only your genitals are uncovered, and 2fold if everything except your genitals is bared.

In addition, you gain a spell to give pleasure or increase libido to any target within 100 yards. This doesn't tire you out per se, but does give you the same pleasure and/or increased libido as you induce, which can be tiring in and of themselves.

[Alchemy]: If you know Alchemy formulas, then you can use breast milk and sexual fluids as alchemical ingredients. They can serve in place of other ingredients (not rare ones, though), or be used as well as the normal ingredients, for a twofold boost in duration or effectiveness. If you know how to make Preparations, you can brew fertility and infertility Preparations (whose effects each last for a month), and can make a potion whose imbiber's sexual fluids have the effect of any one Preparation you know for a month (the imbiber can toggle this). If you can make any Infusions, you can infuse indefinite immunity to STDs into living creatures, and alter sexual endowments. If you can make Creations, you can make living sex dolls that feel as real or fake as you want, but are ditzy bimbos only useful for sex.

[Omnimancy]: If you know Omnimancy magic, then sex (or even just masturbation) can be used in your ritual to replace any Common materials normally needed.

You also learn a ritual (takes Minutes and requires Common materials) to summon succubi and/or incubi. Despite common superstitions, they are no danger to your life or soul, but are talented and horny shapeshifters who will gladly pleasure you or seduce anyone you tell them to. They won't do anything not related to sex, however. Still, beyond using them for your own pleasure, you can bribe or manipulate others with them, whore them out, have them rob anyone they sleep with, and so forth.

[Talismancy]: If you have an implement, you may have it be your penis (making it bigger). (More below, on orgasms.)

If you have a focus, you emit pheromones that make your preferred gender sexually attracted to you (you can toggle this at will), and you can use your breasts as your focus (making them bigger).

If you have a phylactery, it not only safekeeps your lifeforce, but also your arousal, letting you become and remain erect and/ or wet at any time, as long as you like. Your offspring and lovers act as a sort of phylactery for you too, but your phylactery perks do not apply to them. You can respawn next to living offspring if you die. Lovers only act as a 'phylactery for you, for a week and a day after sex.

If you have a demesne, your sex acts and fetishes within are considered normal by all.

[Familiarship]: Your familiar (if you have one) gains two extra forms, and can shapeshift between forms at will: a human form, and a hybrid form. It is your preferred gender, and is very attractive to you in its two new forms, as well highly sexually attracted to you. Other lovers you have will not be jealous of her, nor she of them. If she has the Intelligence perk, her new forms can perform alchemy and rituals (that you know) on your behalf, and you and she can share pleasure and communicate telepathically. Without that, she has the intelligence of a smart dog, and is still eager to ravish you. Her human form loses the benefits of its other forms, gaining; whereas the hybrid form is a median between the other two forms in those respects.

[Wishmagic]: If you have Wishmagic, then your djinni happens to be your preferred gender, super sexy and very horny and willing to be your exclusive concubine. She will also freely grant you three minor wishes per day related to sex: sexual stamina for a few hours, finding attractive and willing partners, and so forth.

[Invocation]: If you have Invocation, you gain the lovers invocation, which is a Tarot aspect. When it is active, you gain these following three effects.

First, you may exude an aura at will that makes others much more open to sexual liaisons with you (or others if you wish).

Secondly, you can indure fervent infatuation in anyone you touch, for anyone else you choose (including yourself), which lasts for their infatuation acts, it may develop into something deeper and truer after the week is up.

Finally, any and all orgasms caused by anyone you have sex with, for a year and a day after said sex, go into your orgasmic energy storage (see below).

[Orgasmic energy]: Finally,no matter what other categories of magic you choose, eromancy also gives you the ability to store the energy of all orgasms that you cause (whether your own, or others), with no upper limit on this orgasmic energy storage. You can release as much stored energy as you like at once, for a variety of purposes, you do not have to release all of it at once if you don't wish. Various ways in which stored energy can be expended are:

Pure self-pleasure: Give yourself (or someone you touch) the mother of all orgasms, and for quite a while too.

Power spellslinging: In place of tiring yourself out.

Catalyze: Instantly transform appropriate ingredients into a full Creation, Preparation or Infusion (which formula you know) or triple a temporary-effect Preparation's duration.

Intensify alchemy: Double an existing Creation or Infusion's potency for an hour.

Shorten a ritual: From Minutes to Seconds, Hours to Minutes, or days to Hours

Instant demesne change: Alter the weather, apparent time of day, season, or plantlife within your demesne (if you have one) instantly.

Lesser Wish: You can grant yourself or someone else a Lesser Wish ( as described in the Talimancy section), although this takes the energy of literally thousands of orgasms. Note that you do not have to have Wishmagic in order to do this, though it will take about half the required orgasmic energy for a Lesser Wish if you do have it.

Phoenix: Any time you would die, you can spend the energy of ten thousand orgasms (if you have it) to survive unscathed and be immediately transported to the nearest reasonably safe location. If it is old age that fells you, then the energy of twenty thousand orgasms are required, and your natural lifespan is extended by 10 years. This will automaticlly kick in for you, unless you wouldn't want it to. The cost (in orgasmic energy) is halved if you have your own phylactery, or if you know the Resurrection ritual. (If you have both a phylactery and knowledge of the Resurrection ritual, the cost is still only halved,not quartered.)

Unless stated otherwise, most effects can be achieved with a single orgasm's worth of energy, and some effects scale with the more stored orgasmic energy you put into them (such as pure self- pleasure).

In addition, your implement (if you have one) doubles the efficiency of each orgasm whose energy you store and expend. (In other words, each orgasm's worth of energy can achieve TWO of the above effects instead of one.) Also, you can store the energy of orgasms that your familiar (if you have one) causes.

{INVOCATION 9pts x2 =18}

[Fool 1pts (Tarot)]:Your learning speed is vastly increased. You don't lose what you learn when not aspected as the Fool, you merely stop more at high speed.

This aspect also applies to your rate of attaining physical fitness. Lose weight and/or build muscle fast!

[Tower 2pts (Tarot)]:You can passively (and selective) bring minor ill luck to those around you. You can also impose severe and life-changing bad luck on someone with a touch.

With willpower, you can release yourself from any forms of plysical or psychic binding that are put on you. Manacles or a minor geas are easy and instant to free yourself from; but collasing a thick prison wall or throwing off total mind control are difficult and will take time and effort.

At will, you may accelerate the entropy of things you touch: buildings will erode years or centuries in instants, people will age months or years, electrical power will drain out, etc.

[Wheel of Forture 2pts (Tarot)]:You gain an excellent sense of balance, dexterity, and precision. Pick one element at a time to minor protection against it. If fire, you're resistant to heat and flame. If water, you're resistant to water pressure and cold. If air, you can easily hold your breath for several minutes. If earth, you're resistant to piercing damage from rocks and metals.

You can alter chance in your presence, but for every alteration you make, an exactly balanced alteration must also be made. You could for instance make a die roll a 6, but then would also have to make a die roll a 1 thereafter; but giving yourself good luck does not require you to direct the bad luck toward yourself, and vice versa (so for instance, at a casino you could make yourself win thousands of dollars, and then have someone else nearby lose thousands of dollars on whatever game he's playing). If go for more than a month without balancing a luck alteration, then you will have an instance of some particularly bad luck to clear your balance (regardless of whether it was a positive or negative luck alteration that was left unbalanced).

[Wolf 2pts (Totem)]:This aspect requires a carven wolf-head amulet or something similar (a garment of wolf fur works) to be worn. you can see in the dark, and gain perfect vision if you didn't have already. Your speed is greatly enhanced, and you get minor increases to strength and stamina, plus you can sprout and retract claws at will.

Wolves will be friendly to you as long as you aren't hostile to them. While you can't give them commands per se, they will still generally bedisposed to doing what you say ask them, much like a good friend would, though they are limited by their animal intelligence. Transform into a wolf at will, retaining your intelligence and ability to speak. Your clothes and equipment meld into your wolf form, but since you lack human dexterity, you can't do alchemy or rituals in this form. you can cast spells as a wolf (typically by pointing your snout or paw at a target), but it costs you one higher tier of energy to do so.

On nights when the moon is full, you can transform into a hybrid wolfman form with exceptional strength, speed, stamima, and toughness. You retain your intelligence and do not gain vulnerability to silver. As with the normal wolf form, your clothes and equipment are melded into your shape. You do retain manual dexterity in this form, unlike in normal wolf form.

[Dragon 5pts (Zodiac)]:When you pick the dragon aspect, decide now If you get its extra benefits during the the Dragon sign's year (once every 12 years) or during its month ( once per year); this decision cannot be changed once made.

- Month/October.

At all times, you have an eidetic memory (though you can choose to forget things or let things fade). You can sprout and retract claws at will, which are sharp enough to rend steel. You are also slightly more charismatic, though during the Dragon sign's time ( month or year, as you choose), you become very charismatic and persuasive.

Your familiar gains the Intelligence perk for free if it didn't already have it. If your familiar is a Pet type, then you may choose for it to be a mini-dragon, which is able to fly and breathe little blasts of fire, plus is more durable then creatures of that size normally are.

During the dragon sign's time, all your spells cost one-tier-lower energy, your alchemical works half the normal amount of ingredients, and your omnimatic rituals (with a time of days or less) require one-tier-lower time. In addition, your djinni (if you have one) can cast at your behest any spell that has an effort of Low or Minimal, plus can cast any one spell of your choice (decide now, when you get this invocation aspect) that has any effort cost.

Djinni Spell- Chain Lightning

You also gain a rare artifact, a dragon's pearl. It offers many further abilities related to the Dragon aspect, but you will lose these further abilities if the pearl is not in your possession or is destroyed. (Possession doesn't have to mean on your person; being on your property counts as well.) Be careful, as this artifact cannot be repaired or replaced; it is nigh-indestructible though, and would take small nuclear ares to damage it. If your dragon's pearl is lost or destroyed, you can still access its abilities during the Dragon sign's time. (This is an exception to the rule that Zodiac aspects require no physical object as an ancher: Also note that the powers already listed do NOT require your dragon's pearl.)

Your dragon's pearl acts as a basic phylactery for you, albeit one with no perks. If you have a phylactery from talismancy, you may have this phylactery be the dragon's pearl. If you have a demesne, then you can teleport to your demesne at will, so long as you are either holding the pearl, or the pearl is in the demesne.

The pearl gives you knowledge of and ability to use any spell from the spellslinging category, any one alchemical formula, and any one Omnimantic ritual ( except for Theory or Omnipotence). You gain these even if you don't otherwise have the relevant category of magic.

Spellslinging- Read Minds : Yoy can read the surface thoughts of any person you can see within 100 meters. EFFORT: Moderate

Alchemy- Darksteel Infusions: By infusing the essence of darksteel into a living being, you can make them tough enough to survive tank shells to the face without a scratch. This comes with a tradeoff, however; the tougher you make someone, the less able they will be to use magic. This includes youself, your magic will be weaker and more difficult to use if you infuse yourself with darksteel.

Omnimancy- Teleport: Open a portal or directly transport to any location on the planet. For highly increased costs in time and materials, you can go to other worlds. Time:Minutes/Materials:Common

With the pearl, you can breathe conal blasts of fire during the Dragon sign's time for moderate effort. Outside of that time, you can still conjure sparks, such as to light candles or ignite firewood, for Minimal effort.

Once every five years that you possess the dragon's pearl, you can cast a Lesser Wish during the Dragon sign's month (even if you ordinarily only get bonus effects during the Dragon sign's year). If you have Wishmagic, then you can instead cast a Lesser Wish once per year that you posses the dragon's pearl, also during the Dragon sign's month. These Lesser Wishes from the dragon's pearl do NOT accumulate if you don't cast them; once the month is up, it is gone if uncast.

So long as you possess the dragon's pearl, then once per year you can transform into a small, grizzly-bear-sized dragon. In this form, you gain nigh-effortless flight, extreme amounts of durability, and much larger and stronger conal blasts of fire that only require Low effort, as well as greater strength and stamina. If done during the Dragon sign's month and you chose its month rather than its year, the transformation lasts for up to 10 days; if done at another time during the year, it only lasts up to 72 huors. If done during the Dragon sign's year and you choose its year rather than its month, the transformation lasts for up to 4 months; if done during another year, it only lasts 30 days. You can dismiss and retake this form at will during the duration.

Finally, you can sacrifice the dragon's pearl (utterly destroying it) for a onetime super boost, as follows. You can ture into a dragon (as descrided above) for a year, able to toggle forms until the year's time is up. All your spells are Minimal effort for a year (except the ones that are already Minimal, which are instead free), plus they're all greatly increased in power, range, area, and duration. You gain fast regeneration for a year, able to heal broken bones in hours and regrow limbs in days, For a year, alchemy requires a fraction of the time and resources and yields greatly increased results. For a Year, Omnimantic ritual cost are all one step lower in time and materials (this does not apply to the Omnipotence ritual) and greatly increased in effect. During this year, you gain 1 Lesser Wish per month (for a total of 12), which DO accumulate if unspent, even after the year is over.

{WISHMAGIC 1xDouble2 =2 choices}

Name: Jinks.

Info: a woman about 5'4, Ruby Red hair mid back in length split in too 2 braids, Orange eye's, fair skin (think Neptunes HDD form, from Hyperdimension neptunia) and wearing a belly dancers outfit in different shades of red.

[Unlimited Whims]: Wish for as many minor things as you like, at any time. Each month, choose your limit: either you can only gain the equivalet of $500USD in material goods and services; OR you can get unlimited things so long as they are each under $20USD. (These will adjust for inflation.) You may also wish for things such as slight boosts to luck and charm (which do not stack), as well as minor mendings (such as to clothes and dishes) or curing colds.

Whims-$500USD

[Three Wishes]: You only get three wishes, but they can be quite major. Unthinkable wealth, world peace, resurrection, love, and so forth are all possible

- but only three of them. No wishing for more wishes, either; you know the drill.

After your wishes are spent, the djinni will still remain with you as your faithful servant in a mundane capacity.

{FAMILIARSHIP 1 Familiar x2 =2}

First Familiar- Type(Pet) Dragon Zodiac- Feather Dragon.

Name: Tia.

Info: A small black feather dragon with violet eye's (think Pina from SAO but black).

[Eromancy]: human form- can turn in to small teen girl with black hair in pig Tail's and violet eyes, skin is a light peach color(think Silica from SAO).

Hybrid form- same as human form but has some small black feather wing's out of her back, small featherd dragon tail coming out of her lower back, some small fangs, some black feathers in her hair and little retractable claw's.

Perks

[13pts xDouble2 =26pts]

[INTELLIGENCE-Dragon Zodiac]: Your familiar gains above-average humanlike intelligence, as well as the ability to speak in any one language in which you are fluent. You may choose their general personality.

Personality: Will be a hard worker to any given task as a means to show shes useful, but will also be quite childish as well when not doing anything orderd too.

Will seek to make friends with anyone she meets with great pep.

[LOYAL FOLLOWER 1pts]:No matter where it is, your familiar can teleport to your side instantly.

[WATCHFUL MASTER 1pts]:No matter where you are, you can teleport to your familiar's side instantly.

[SHARED SIGHT 1pts]:You can see through your familiar's eyes whenever you choose. Likewise, you can also let your familiar see through your eyes, but your familiar may not be able to process this unless it has the Intelligence perk, above.

[SHARED LIBATION 2pts]:Any time you or your familiar uses an alchemical Preparation, you may choose to let the other one gain the same Preparation effects.

[DURABILITY 1pts]:Your familiar, if an animal, becomes extraordinarily tough and resilient. Your familiar also gains a rapid healing factor and can even regrow lost limbs over time.

[STEALTH 1pts]:This makes a golem or beast companion unnaturally quiet. It makes a pet able to blend almost invisibly into its surroundings.

[EMPOWERMENT- OMNIMANCY 4 x2 =8pts]:You Gain access to the Omnimancy category of magic, but you only have 7 ritual points to spend instead of the normal 15. In addition, you must be within 50 meters of your familiar in order to use these rituals. If you purchase this a second time, then you have the full 15 ritual points to spend, instead of 7. (If you separately choose Omnimancy as one of your three categories of magic, then these are extra ritual points to spend.) You can't buy this a third time.

Second Familiar-Type(Pet) Cat.

Name: Zoe

Info: A short haired black cat, with golden yellow eyes.

[Eromancy]: Human form- a short haired girl with Brown eye's and pale skin standing about 5'2( think Sinon from SAO).

Hybrid form- same as human form only with black cat ears, golden cat eyes and black tail (Sinons ALO avatar).

Perks

[13pts xDouble2 =26pts]

[INTELLIGENCE 1pts]

Personality: A calm and aloof girl that like's to lazy around, but will like to tease, flirt and act playful to people she love and care's for.

[LOYAL FOLLOWER 1pts]

[WATCHFUL MASTER 1pts]

[SHARED SIGHT 1pts]

[SHARED LIBATION 2pts]

[DURABILITY 1pts]

[STEALTH 1pts]

[EMPOWERMENT-ALCHEMY 4x2=8pts]: You gain access to the Alchemy category of magic, but you only have 4 formula points to spend instead of the normal 9. In addition, you must be within 50 meters of your familiar in order to use this alchemical knowledge. If you purchase this a second time, then you have the full 9 formula points to spend, instead of just 4. ( If you separately choose Alchemy as one of your three categories of magic, then these are extra formula points to spend.) You can't buy this a third time.

{TALISMANCY 2 types x2 =4}

[Implement]: Your implement can be anything wielded in the hand.

Aside from any normal functions it already has, it gains several features.

First, it becomes bonded to you. You will always remember where you last set it down. Its extra features will work only for you. You can shift this bond to a new implement any time you wish, with a brief ritual, but then the old implement loses all of its extra features.

Secondly, your implement becomes very durable, easily bone- breacking force.

Thirdly, in general your inmplement makes all your magic stronger, so long as you wield it (i.e. hold it in your hand). Spells you sling tend to get the greatest boosts in strength, but alchemy and omnimatic rituals will also be somewhat more effective, and your familiar will be overall slightly more intelligent and durable.

Fourthly, your implement can be used as a finding rod for alchmical ingredients, water, and precious metals and stones, within a few miles. Your implement will always always point north whenever you want to know which direction is north, as well.

Fifthly, you can flick your implement a few times in order to magically write or draw anything you visualize upon a single surface, instantly. This is very handy for writing out the mystic sigils used in the magic circles necessary for omnimantic rituals.

IMBUED SPELL: If you do NOT choose Spellslinging as one of your categories of magic, then pick a single spell that normally cost 1 spell point. Now you are able to cast that spell at will so long as you wield your implement, although it tires you out as normal.

If you DO choose Spellslinging as one of your three categories, then pick three spells (which you know and can cast) that cost 1spell point to learn, (To be clear, you do NOT have to pay those spell points again.) For so long as you wield your implement, these three spells will never tire you out. In addition, pick any spell you know that costs multiple spell points. Three times per day, wielding your implement will allow you to cast that spell without tiring you out.

Imbued spells one point: Blink,Shield,Phase.

Imbued spells multi points: Mark/Recall.

FAMILIAR SPELL: If you have a familiar, then it can cast any ONE spell you know. (If you don't choose Spellslinging as one of your categories, then this familiar spell can only be the Imbued Spell you are able to cast while wielding your implement.)

Familiar spell: Tia / Zoe - Invisibility.

LESSER WISHES: If you also choose Wishmagic as one of your three categories of magic, then your implement lets your genie grant you one Lesser wish per year. For example, a Lesser Wish is stronger than Unlimited Whims, but not as powerful as Three Wishes. For example, a Lesser Wish could grant you $100,000USD (rather than making you filthy rich) or cure a cancerous patient (rather than resurrecting someone). Your genie MUST be touching your implement in order to grant your Lesser Wish. (Any unused Lesser Wish in a year accumulates, so you can still use it later on whenever you want.)

INVOKER'S ROD: If you know any invocation aspects, all their effects are enhanced to a minor degree while you wield your implement (and while the aspect is active too of course).

Implement Info: the Implement is fused with the Focus.

[Focus]: Your focus is a wearble item of your choice, no smaller than a ring, no larger than your heart. It is bonded to you in the same manner as a implement, and is just as durable. While you are wearing, it will never come off your body accidentally, and even if someone attempts to pull or tear it off, that would require rather more then one would expect. If your focus is lost or destroyed, you can create a new one, but this is a time-consuming process that takes about a month and requires uncommon components.

You can choose to make your focus and implement (if you have one) the same item; in this case, it must be either wieldable or wearable.

But the real power of the focus depends on what you put into it. You can invest power into your focus, and then it will significantly amplify your abilities, but only while you're wearing it.

SPELLSLINGING: If you choose Spellslinging as one of your three categories of magic, then you can choose to invest any number of your known spell into your focus. Spells invested into your focus have their effort requirement reduced by one step. (Minimal effert becomes zero!) However, you can only cast these invested spells so long as you're wearing your focus.

Invested spells: Magic Missile, Fireball, Invisibility, Knit Flesh, Mend, Clean, Hold Person, Blind, Compel, Telekinesis, Mage Hand, Charm, Figments, Induce Emotion, Fog, Flight, Alter Weather, Locate, Dispel, Purify Food, Read Minds,

Chain Lightning, Unlock.

ALCHEMY: If you choose Alchemy as one of your three categories of magic, then you can choose to invest any of your known formulas into your focus. Preparations formulas invested into your focus allow you make Preparations of that mystic material(s) that have doubled duration, and you can make twice as much of any Preparation (in other words, two uses or doses, in most cases) just with the time and materials required to make the normal amount. Unless you are wearing your focus, you cannot make any of these invested Preparations at all.

Infusion formulas invested into your focus allow you to make Infusions of that mystic material(s) that are twice as effective as normal. You cannot make these invested Infusions at all, even at normal strenght, unless you are wearing your focus, and any Infusions made from invested formulas return to normal effectiveness if you are not wearing your focus. (If your focus is destroyed or stolen, then all of the Infusions you've made from invested formulas cease working entirely.)

Creation formulas invested into your focus allow you make Creations of that mystic material(s) that are twice as effective as normal, like invested Infusions. The same caveats and drawbacks for invested Infusions apply to creations.

Invested Formulas:Creations- Orichalcum/Moonsilver/Adamant/Darksteel/Starmetal/Soulsteel/Hihi'irokane.

Preparations- Orichalcum/Moonsilver/Adamant/Darksteel/Soulsteel/Hihi'irokane.

Infusions- Orichalcum/Moonsilver/Adamant/Darksteel/Starmetal/Hihi'irokane.

OMNIMANCY: If you choose Omnimancy as one of your three categories of magic, then you can choose to invest any number of your known rituals into your focus. Rituals invested this way have no material requirement (unless Ultra Rare materials required). Instead, they tire you out in much the same way as spellslinging. A Common materials requirement instead, becomes Low effort; an Uncommon materials requirement instead becomes Moderate effort; and Rare materials requirement instead becomes High effort.

However, these invested rituals can only be preformed so long as you're wearing your focus. (You can't perform invested rituals without the focus, even if you use the normally required materials.) Also note that the casting time for invested rituals is unchanged.

Invested Rituals: Teleport/ Panacea/ Cornucopia/ Resurrection/ Dominate/ WardLocation/ Shape Terrain/ Shape Climate/ Scry/ Create Material/ Fabricate/ Create Life/ illusion/ Spell Charge Item/ Theory.

WISHMAGIC: If you choose Wishmagic as one of your three categories of magic, then you can choose to invest wishes into your focus. If you choose Unlimited Whims in Wishmagic, then you can invest that into your focus, and the monthly limits for it are doubled; if you are not wearing your focus, however, then you do not get any benefit from your Unlimited Whims.

If you choose Three Wishes in Wishmagic, then you can invest any number of your wishes into your focus. Wishes you invest into your focus are 'lost', but are replaced by one Lesser Wish per year, per invested wish. If you invest all three of your major wishes into your focus, then you can choose to use up all three of a single year's Lesser Wishes. however you can only be granted these Lesser Wishes while you are wearing your focus. (Any unused Lesser Wishes in a year accumulate, so you can still use them any time later that you want.)

Unlimited Whims and all Three Wishes are invested.

Focus/Implement Info: A choker mostly made of Moonsilver about 2 centimeters wide and 4 millimeters thick, with leather on the inside, a long the middle of the choker in a vine/tree like design going all the way around it in Hihi'irokane and a wolf head made of Orichalcum to act as a totemt for the Wolf Invocation.

[Phylactery 5xDouble2 =10pts]: By bonding yourself to any item small enough to be held in a single hand, you can create a phylactery. It becomes at least as durable as a brick (if it wasn't more so to begin with), and is tied to your life force. So long as it is intact, then when ever you die, you will reappear, alive and unharmed but naked, next to your phylactery. This does NOT apply if you die of old age; in that case you will remain dead. You also cannot ordinarily have more then one phylactery.

As with an implement or focus, will always remember where you last left it.

Youth1pts: You will stay young- looking your whole life, but will still die when your time is up (i.e. whenever you would have died of old age if you weren't youthful).

Durability1pts: Your phylactery becomes as durable as titanium.

Hearthstone1pts: With a moment of concentration, you can teleport to your phylactery from anywhere. (You cannot teleport back with this, and would require some other means to return.)

Summon1pts: With a moment of concentration, you can teleport your phylactery into your hand, no matter where you are or where it is. (This does not give you any special ability to return it to its former location, however.)

Danger Sense1pts: You can sense when your phylactery is in imminent danger.

You Can Take It With You1pts: Anything you're wearing and/or holding when you are killed, appers next to you. (Unless you wouldn't want it to.)

Immortality3pts: You will live forever. Although you will continue to age (unless you have the Youth perk), you will never become truly decrepit, and age will never fell you. However, if your phylactery is ever destroyed, then you will instantly and irrevocably die as well (unless you are inside your demesne, and it has the Timeless or Ageless perk).

Phylactery Info: A big wolf (Me) the size of three full grown men asleep on the ground, a cat (Zoe) lies asleep atop the wolfs back curled up sleeping, to the wolfs left side asleep is a woman in a armored dress (Artoria), in her arms sleeping a little featherd dragon (Tia), not to far away is a sword stabbed into the ground and on the wolfs right asleep another woman in a dancers clothes (Jinx), this sitting ontop of a round plate the whole thing is made of silver.

[Demesne 10xDouble2 =20pts]: A demesne is not your typical sort of talisman; instead of being an object, it is a location, your Place of Power. You may only have one demesne at a time. To claim a location as your demesne, you must walk the perimeter of it's intended boundary seven times while chanting specific rites, between dusk and dawn. If you do this while you already have a demesne, then your old demesne loses all of its special qualities, being replaced by this new one.

A demesne, by default, can be no more than the size of an acre, and any buildings within that acre. It extends to the height of ten stories above ground, and five stories below. (It won't necessarily have a building that tall or deep; that is merely the demesne's height and depth extent.) If there are no buildings larger than a cottage in your demesne when you claim it, then you may have a modest cottage magically constructed within it instantly. You can only do this once, and only when you first claim the demesne. You can of cousre build struciures with other methods at any time.

Your demesne has several properties by default:

Firstly, the weather, season, and apparent time of day will always be what you wish inside your demesne. If you wish to change this, you must be inside your demesne, and the change will occur over several minutes. You can also will planlife to grow or wilt as you please, in any variety or form that is possible for mundane mortals to achieve; any changes to plantlife will occur over a few minutes, and hus cannot be used as a means of attacking or ensnaring foes.

Secondly, no hostile animals or insects will encroach on your demesne unless you allow it. This does not apply to sentient beings, unless you have used the Ward Location ritual; if you do, the Ward Location ritual lasts forever when applied to your demesne. Even without the Ward Location ritual, you can sense when anyone trespasses in your demesne, as well as how many people.

Thirdly, your aging is slowed to half the normal rate while inside your demesne, and your healing within at twice the normal rate.

Fourthly, you can open and close doors and windows freely within your denesne, and move sall objects about, merely by willing it so. Various shifts can occur, either at your direct will or based on your desires; for instance, 'shifting staircases' if there are any structures with multiple stories.

PERKS

Castle 3pts: Instead of an acre, your demesne is 10 acres. Rather than a cottage, you may choose a castle to be instantly and magically constructed for you instead. It is not palatially luxurious by default, but is extremely large (both tall and wide). (You cannot choose this with any other demesne perk that affects its exterior size.)

Luxurious 1pts: Amenities within your demesne are extremely comfortable and fine. This applies to any amenities, whether they existed before you claimed it or are (initially subpar amenities installed later.

Extradimensional 2pts: Your demesne does not exist in normal space, but an independent pocket dimension. It is accessed through any suitable means of your choice, such as fairy rings or a garden gate. Anyone who walks though the entrance will be instantly transported to your demesne.

Bigger on the inside 2pts: Regardless of your demesne's exterior size (both in acreage and any structures in it), it is far vasters within. If its exterior size is an acre, then it can be up to ten acres inside, and any structures within it can be up to a mansion in internal size. If its exterior size is 4 acres, then it can be up to 40 acres inside, any structures within it can be up to a castle in internal size. If its exterior size is 10 acres, then it can be up to 100 acres inside, and any structures within it can be up to a small town in internal size.

Timeless 4pts: For as long as you remain in your demesne, your aging is halted. Your aging only resumes whenever you leave. If you enter your demesne when you're 40, then you will still be 40 when you leave.

Mobility 1pts: The primary structure in your demesne is given some means of mobility, whether it be chichen legs on a cottage or a flying fortress. The rest of your demesne moves along with then pirmary structure; you'll have to use your imagination to figure out exactly how that works. If you have the Extradimensional demesne perk, then the entrance of your demesne is moblile instead.

Senses 1pts: You can be aware of anything and everything in your demesne whenever you want.

Utilities 1pts: Your demesne always has clean and hot running water and plenty of electricity, somehow. In addition, cell phones and wi-fi have perfect reception within your demesne.

Extension of self 2pts: So long as you're within your demesne, you can choose to have magic you use within it take effect anywhere else inside your demesne. If you have an implement, focus, and/or familiar, so long as you're both inside your demesne, you count as wielding, wearing, and/or being near it.

Mage Tower: Much of your magic is enhanced while within your demesne. Spellslinging within your demesne is powered by the land it's tied to and thus does not tire you out whatsoever, with the exception that High-effort and Extreme-effort spells instead become Minimal-effort and Low-effort speell instead, respectively. Alchemy takes half the time and requires half the materials to use within your demesne. Omnimantic rituals with a time requirement of Days or less have their time requirement reduced by one step (Days to Hours, Hours to Minutes, and Minutes to Seconds), and have their effects and durations doubled. However, if you perform Omnimantic rituals with the normal time requirement, effects, and durations, then you can 'project' the result of those rituals to anywhere of your choice within five thousand miles.

{SPELLSLINGING 21xDouble2 =42pts}

With a though and a gesture, you can make magic happen, effects tend to be

one-time or temporary though, and the more you use these spells, the more it tires you out.

If you choose Spellslinging as one of your three categories of magic. In general, the amount of energy required for a spell is measured on a scale of Minimal to Low to Moderate to High to Extreme. Minimal is barely more difficult than gesturing with your hand, whereas Extreme brings you close to passing out.

[Blink 1pt]: You can teleport to any location within 100 meters. Pick a direction and a distance, and you'll be there. (If you would arrive inside a solid object, you'll be harmlessly shunted to the nearest available spot.)

EFFORT: Minimal. (Tires you out as though you had walked that distance.)

[Magic Missile 1pt]: Send a mystic bolt flying unerringly to your target, with enough force to shatter bones. Has the range of a rife. You can create multiple mystic bolts at once - aim at the same or different targets - but this tires you out more quickly.

EFFORT: Low (high if multiple bolts at once)

[Fireball 2pt]: Launch an orb of flame with the range of a shotgun. Explodes over an area 20 yards around, with the sort effects you'd expect. Will ignite fammable objects.

EFFORT: Moderate

[Shield 1pt]: Create a one-directional, invisible force field anywhere within 10 meters of you. It protects against all harmful effects for up to 10 miniutes. It can be shattered by enough force, but this would take a direct shot from tank artillery, or a lot of gunshots in a short time.

EFFORT: Low

[Invisibility 1pt]: Turn invisible for a few minutes. If you want to be invisible to infrared, you can do, but it will tire you out more.

EFFORT: Low (Moderate if invisible toinfrared)

[Knit Flesh 1pt]: With a touch, close wounds and repair torn bones and ligaments; for serious injuries, scars might remain, or a cast might still be needed for a short time. This does not restore lost blood, nor can it cure diseases, but it can temporarily alleviate symptoms.

EFFORT: Low

[Mend 1pt]: Instantly make repairs to simple mundane objects, such as clothes and doors.

EFFORT: Minimal

[Clean 1pt]: Instantly clean a person (as though he's had a thorough bath) or object (as though thoroughly rinsed, soaped, and scrubbed). Can be made intense enough to medically sterilize.

EFFORT: Minimal (Low if intense enough to medically sterilize)

[Hold Person 1pt]: Prevent a target within 100 meters from moving out of their current place for a few minutes. If you expend more energy, they will be paralyzed completely, but it lasts only about a minute instead.

EFFORT: Low (Moderate for inducing full paralysis)

[Blind 1pt]: Make a target within 100 meters blind, for about ten minutes.

EFFORT: Minimal

[Compel 2pt]: Give a command to any single target that can hear and understand you, and he will feel compelled to obey it. The more the command goes against the target's nature, the more this spell tires you out. Commands cannot last longer than an hour; any command not completed in that time fades away. Targets do not find it unusual that they obeyed you.

EFFORT: Moderate (Extreme if antithetical to target's nature)

[Telekinesis 2pt]: Telekinetically exert a great deal of force or lift, up to a tank in size and weight. Not very dextrous. (If you know the Mage Hand spell your dexterity with this spell improves a little bit.) Tires you out relatively quickly.

EFFORT: High

[Mage Hand 1pt]:Lift and manipulate small objects, of up to ten pounds in weight, with fine dexterity and control.

EFFORT: Minimal

[Charm 1pt]: This spell temporarily makes someone well-disposed towards you. Their newly friendly attitube will change based on how you treat them, and if you don't treat them well, it will be harder to charm them in the future.

EFFORT: Low

[Phase 1pt]: Move through solid objects as though they aren't there. If you end the spell while you're phased with something, you will be harmlessly shunted to the nearest available space.

EFFORT: Low

[Figments 1pt]: With each casting, you can create a minor, short-lived illusion that affects only one sense.

EFFORT: Minimal

[Induce Emotion 2pt]: You can induce an emotion with a touch, that lasts for several minutes. The stronger the induced emotion's intensity is, and the farther away it is from the target's original state, the more it tires you.

EFFORT: Minimal (from similar state to minor intensity, and while touching the target) to Extreme (from opposite state to great intensity, from blocks away). From a neutral state to moderate intensity, and up to 10 yards away, effort is generally only Low.

[Fog 2pt]: Create a billowing fog, that covers an area of up to several square miles, for a few hours. You can see through the fog as clearly as if it weren't there.

EFFORT: Moderate

[Flight 2pt]: Once cast, you can fly (up to running speed) until you're exhausted or you end it. Hovering and levitation tire you out less then actual flight. If you exhaust yourself or end it in mid-air, you will float slowly to the ground.

EFFORT: Low (Minimal if hovering or levitating)

[Alter Weather 1pt]: Change the weather for several blocks around. It takes a few minutes to take effect, less time if conditions are already similar to what you want. Your weather changes will last at least 10 minutes, or even longer if surrouning conditions are favorable.

EFFORT: Moderate

[Locate 2pt]: Name a location or object that you are at least somewhat familiar with. You will know the direction it lies in, and the approximate distance between you and it.

EFFORT: Low

[Dispel 2pt]: Cancel any targeted magic effect within 100 meters. This only affects still-active magic. To reverse any effect caused by magic, but not sustained by it, will tire you out very quickly.

EFFORT: Moderate (or High for the latter case)

[Purify Food 1pt]: Specified food or drink within a few meters of you is purified of bad bacteria, toxins, venoms, and poisons.

EFFORT: Minimal

[Mark/Recall 2pt]: Cast a mark to 'remember' a place. From then on, you can instantly transport there by casting 'recall'. You can only bring what you are wearing and carrying. You can make new marks as often as you wish, but each new one overwrites the old one.

EFFORT: Low

[Chain Lightning 3pt]: Lightning is magical, protective insulation is only partially effective against it.

EFFORT: Moderate (or High if lethal)

[Unlock 1pt]: Open any lock. Also works on password-protected (or code-locked, or retinal-scan-locked) devices that are in your physical presence. Can be inverted to lock things instead.

EFFORT: Minimal

{Familiar Empowerment (Zoe) - ALCHEMY 9xDouble2 =18pts}

[Orichalcum]: The power of the sun Incarnate, orichalcum is about resolve, excellence, light, and purity. It is straightforward and direct. While other mystic materials might be better at specific things, orichalum does everything well.

It is unique among the mystic materials in that it does not alter or change things per se, only enhancing what is already there.

Orichalcum Creations 1pt: By forming objects of crichalcum, or imbuing orichalcum into existing objects you make them better at what they do. An orichalcum computer, for example, runs faster, has more storage, and uses less energy.

Orichalcum Preparations 1pt: Examples of temporary consumables you can make from orichalcum include Intelligence, Friendship, Magic Resistance, Cleanliness, Climate Proof, Ventriloquism, Never Lost, and Tongues.

Orichalcum Infusions 1pts: By infusing the essence of orichalcum into a living being, you can make them the peak of their species in practically every way, physically and mentally.

[Moonsilver]: Moonsilver is know by many names, though each name (such as quicksilver or mithril) generally refers to one of its many alloys. As the emblem of the mysterious and mercurial moon, it deals with life, change, feral natures and cycles.

Moonsilver Creations 1pt: By forming objects of moonsilver, or imbuing moonsilver into existing objects, you make them light and flexible, without diminishing their sturiness. You can also make them excellent conducttors of energy (mundane and esoteric). Moonsilver creations tend to be very modular and easy to tinker with, and can even transform between liquid and solid based on the user's will.

Moonsilver Preparations 1pt: Exmples of temporary consumables you can make from moonsilver include Intelligence, Speed, Healing, Transfigure, Water Walking, and Cloud.

Moonsilver Infusions 1pt: By infusing the essence of moonsilver into a living being, you can increase their speed, Dexterity, and/or intelligence slightly above peak for their species. Or you could give them minor shapeshifting abilities to change their faces, Hair and skin colors, etc.

[Adamant]: A crystalline material, adamant is clear, pure, and focused. While it is harder than darksteel, it isn't as tough, due to being brittle. Adamant deals with focus, beauty, and strength. It is a revealer of things hidden, and a discoverer of knowledge.

Adamant Creations 1pt: By forming objects of adamant, or imbuing adamat into exiting objects, you make them extremely precise, brilliantly beautiful, and impossibly strong. Adamant objects are also ideal for revealing truths and information. It is not a conductor for magic, but is an excellent lens for it.

Adamant Preparations 1pt: Examples of temporary consumables you can make from adamant include Beauty, Friendship, Light, Truth, and Perception.

Adamant Infusions 1pt: By infusing the essence of adamant into a living being, you can give them radiant beauty, an eidetic memory, or adsolute focus.

[Darksteel]: If there's a way to destroy darksteel without disenchanting it first, it's something at the level of small scale nuclear weapons. Darksteel, unlike many mystic materials, does not conduct magical energies; you cannot cast spells through it. It is a material of toughness, strength, inviolability, indestructibility, and stalwart endurnce.

Darksteel Creations 1pt: By forming object of darksteel, or imbuing darksteel into existing objects, you make them nearly indestructible, and they will remain reliably functional forever, without needing repair or maintenance. Darksteel items are also ideal for cutting through or defending against magic.

Darksteel Preparations 1pt: Examples of temporary consumables you can make from darksteel include Invictus, Climate Proof, Cleanliness, Sustenance, Water Breathing, Armor, Universal Solution/Solvent and Magic Resistance.

[Starmetal]:Satrmetal's nature is subtlety. Also known as meteoric iron, it is the material of fate, dastiny, and astrology. The only indication of this transparent material's presence is how the sheen of light against it reflects rainbows in scintillating colors. Fate, destiny, luck, time, knowledge, foresight, mysteries, esoteric forces, and ephemeral things are associated with starmetal.

Starmetal Creations 1pts: By forming objects, you make them able to peer through time, alter destinies, or affect the spiritual world. Items designed for viewing (such as binoculars), or transparent items (still pools of water), tend to gain the best benefits from starmetal.

Starmetal Infusions 1pt: By infusing the essence of starmetal into a living being, you can enhance (or bestow) their precognition and/or spiriual senses. You can also enhance their physical senses to slightly above peak for their species, and make them excellent trackers.

[Soulsteel]: Known as the impure metal, soulsteel is tied to the void and negativity. It is the material of death, soul, entropy, suffering, endings, blood, silence, and destruction. It is the end of all things, the silent desolation of oblivion, and rare is the one who can resist it.

Soulsteel Creations 1pt: By forming objects from soulsteel, or by imbuing soulsteel into existing objects, you make them excellent at destruction in all forms, conceptual and otherwise. Weapons sap the very life from their victims, scalpels destroy the disease, and tools can shave even concepts off items worked with them. Destuctive spells cast through them have their power significantly increased.

Soulsteel Preparations 1pt: Examples of temporary consumables you can make from soulsteel include Sleep, Climate Proof, Cleanliness, Universal Solution/Solvent, Death, and Vitriol.

[Hihi'irokane]: This is the material of passion, emotion, condiuts, connections, and strength. Inmany ways it is comparable to Orichalcum, but while that is focused on the physical and emotional; the former is from the sun, the latter is from the heart of the world.

Hihi'irokane Creations 1pt: By forming objects of hihi'irokane, or imbuing hihi'irokane into existing objects, you make them powerful conduits for magical energies and passions. Magic made using there fools or implements is significantly easier. These can reduce the materials cost of ritual spells by one step, and greatly enhance the power of Eromancy. (Multiple items of hihi'irokane do not stack.) In addition, items of hihi'irokane tend to amplify emotions, usually positive ones.

Hihi'irokane Preparations 1pt: Examples of temporary consumables you can make from hihi'irokane include Transfigure, Healing, Friendship, Beastspeacker, Tongues, and Universal Solution/Solvent.

Hihi'irokane Infusions 1pt: By infusing the essence of hihi'irokane into a living being, you can bestow magical potential on them, or boost what they already have. It is also suitable for giving them various sexual enhancements.

{Familiar Empowerment (Tia) - OMNIMANCY 15xDouble2 =30}

[Teleport 1pt]: Open a protal or directly transport to any location on the planet. For highly Increased costs in tmie and materials, you can go to other worlds.

Time: Minutes

Materials: Common

[Panacea 2pt]: Restore someone to prefect health. Heals all wounds, cures all diseases, regenerates limbs, restores mobility and damaged senses, cures conditions such as cerebal palsy, etc. The person must still be alive. If someone is a vegetable, then their spirit has already departed, and that cannot be fixed with this ritual.

Time: Hours

Materials: Uncommon

[Cornucopia 1pt]: Create, prepare, or preserve food and drink, enough to feed ten human adults. Created or prepared food is of five-star quality. Each time you perform this ritual, you can only choose one of these things (creation, preparation, or preservation); you cannot do two or three of them with one use of this ritual.

Time: Minutes

Materials: Common

[Resurrection 3pt]: Restore a dead person or creature to life (not undeath). Heals or cures whatever killed them. Does not work on those who died of old age. Takes longer and requires more materials if the body is not available or if it's in poor condition. Can be used on a living body in a vegetative state to restore its mind and spirit.

Time: Hours

Materials: Rare

[Dominate 2pt]: Permantly make someone your loyal slave. They retain all intelligence, personality, and initiative they hed before, but will consider you their first and highest priority, and obey any and all commands you give. This requires some bit of the target's body, such as a hair; this is only required for the ritual itself, and you do not have to retain this bit thereafter.

Time: Hours

Materials: Rare

[Ward Location 1pt]: Create an invisible field around an area up to the size of a house. Those with ill intent cannot enter. This applies to both humans and animals, and to supernatural creatures too (though the stronger ones can break it). Last a year and a day.

Time: Minutes

Materials: Uncommon

[Shape Terrain 3pt]: Change the terrain across an area the size of a major city, sculpting it to your tastes. You cannot build structures with this, but you can create gorges, mountains, pains and similar geographical features.

You can also seed plants with this ritual. You can tune the ritual such that it will not harm people; if you do, you can exclude specfic individuals and/or specify general parameters for exclusion.

Time: Hours

Materials: Rare

[Shape Climate 2pt]: Alter the weather climate of an area up to the size of a major city. Although results are indefinite, they can be changed thereafter by normal things that affect climates and weather.

Time:Minutes

Materials: Uncommon

[Scry 1pt]: Your ritual circle becomes a window through which you can view any place in the present. All your senses work through the window, but those on the other side will not know you are listening in, unless they possess keen supernatural senses.

Time: Minutes

Materials: Common

[Create Material 2pt]: Create nearly any type of raw material, though if it is valuable, the ritual takes extra time and materials. You cannot create alchemical mystic materials with this.

Time: Minutes/Days

Materials:Common/Uncommon

[Fabricate 2pt]: Transform raw material into a working device. The Material requirement is less if it is a device that you know how to construct in a mundane fashion.

Time: Minutes

Materials: Rare/Uncommon

[Create Life 3pt]: Create a living organism, or even a sentient person, though depending on the size, complexity, and intelligence of the organism, more time and materials will be necessary. The creature is not necessarily loyal to you, but will start out well-disposed towards you.

Time:Hours/Days

Materials:Uncommon/Rare

[ILLUSION 1pt]: Create an illusion that can cover an area up to the size of a mansion. It can fool as many senses as you wish, perfectly. It can be of anything or anyone you wish, and can even interact somewhat intelligently with people. It is permanent.

Time:Hours

Materials:Uncommon

[Spell Charge Item 3pt]: Imbue an item with 1 spellcharge per use of this, for spellslinging spell. Holding an imbued item allows you to consume a spellcharge to cast that spell. Using the imbued item tires you like the spell, unless you know the spell (due to having chosen the Spellslinging category), in which case it doesn't tire you. An item's spellcharge capacity is based on its size and value: 1 spellcharge max for a plastic spoon, 30 for a golden spear. An item can hold spellcharges for only one kind of spell at a time. The exception to these rules is your Talismancy implement, if you have one; it can hold infinite spellcharges, and can hold spellcharge for multiple spells.

Time:Minutes

Materials:Uncommon

[Theory 3pt]: Not a ritual, but notes on magic theory. You can invent your own omnimantic rituals with this. But rituals you develop have a minimum time of Hours and a minimum material cost type of Uncommon.

Rituals you develop can only have a single effect, and cannot grant any sort of empowerment (so for example, you cannot give yourself the ability to throw fireballs at will). You also cannot duplicate any of the other listed rituals, nor any of the other magic categories.

Time:Hours+

Materials: Uncommon+

"I am done" sighing as I finish it, Saber calmly still standing to my left.

"Ok now on to the next one, though this one won't take as long"

"Yes that was a bit long I think, but I am curious this is very different from the magic that I know of, that djinni caught me off balence, it's power to grant wish's is like the grail that it make's fighting the war almost pointless but why did you sacrifice all three?" she ask's

"The reson I did that is more a long term backup plan, I hope to resolve most of any problems we encounter personally, but if anything goes wrong the wish's will act as a backup and with that they build up over time is a bounes, well almost almost all of them but the dragon one is just one will have to use every time it comes around" I anwser back

I turn back to Zael again and ask "okay Zael on to the next one please"

"Good let us continue" he said

before saying the next one quickly look around to spot.